Deathlord92 wrote: »I love your ideas especially with the assassin skills as for SA giving it back major fracture is something a lot of us nb have asked for a long time. My hope is nb gets a buff during the pts could happen towards the end.
Deathlord92 wrote: »I love your ideas especially with the assassin skills as for SA giving it back major fracture is something a lot of us nb have asked for a long time. My hope is nb gets a buff during the pts could happen towards the end.
SA cannot have major fracture because you already have major ward and major resolve on shadow barrier.. Thats why they remove fracture.. Having major buff and major debuff on one skill is too much
SshadowSscale wrote: »Deathlord92 wrote: »I love your ideas especially with the assassin skills as for SA giving it back major fracture is something a lot of us nb have asked for a long time. My hope is nb gets a buff during the pts could happen towards the end.
SA cannot have major fracture because you already have major ward and major resolve on shadow barrier.. Thats why they remove fracture.. Having major buff and major debuff on one skill is too much
Lets be honest nightblade get major ward and resolve mostly from cloak be it dark or shadow so it kinda leaves sa as a pretty underwelming skill compared to other class spamable and especially certain classes aka templar and necro for example so sa needs to get something.... Hell even mag version is underwelming I mean go and compare it to new vamp melee spammable and you will se vamp outperforms it wich is hilarius because vamps are now better nightblades than nightblades..... Thus I believr nb seriously needs some buffs and a complete rework in class identity
Deathlord92 wrote: »I love your ideas especially with the assassin skills as for SA giving it back major fracture is something a lot of us nb have asked for a long time. My hope is nb gets a buff during the pts could happen towards the end.
SA cannot have major fracture because you already have major ward and major resolve on shadow barrier.. Thats why they remove fracture.. Having major buff and major debuff on one skill is too much
John_Falstaff wrote: »I think it's too PvP oriented and ignores PvE altogether, and besides, takes a lot of magblade identity away with making too many skills melee-only.
MindOfTheSwarm wrote: »John_Falstaff wrote: »I think it's too PvP oriented and ignores PvE altogether, and besides, takes a lot of magblade identity away with making too many skills melee-only.
Appreciate feedback but I don't think it ignores PVE at all. The DOT change to Assassin's Blade and morphs would be effective and see use in PvE and having Death Stroke be the execute on such a low ultimate cost would be absolutely useful in boss fights. This would give the NB a real 'assassin' feel. As far as Magblades are concerned I only changed one ranged ability which was Spectral Bow. That being said the Magicka Morph could keep its ranged component. But the suggested change was just because Grim Focus has always felt clunky and does not register every light attack.
But it’s ok for biting jabs to give major savagery be an aoe and snare this isn’t overloaded or what about blighted blast bones aoe very hard hitting and causes major defile this balanced? 🤣Deathlord92 wrote: »I love your ideas especially with the assassin skills as for SA giving it back major fracture is something a lot of us nb have asked for a long time. My hope is nb gets a buff during the pts could happen towards the end.
SA cannot have major fracture because you already have major ward and major resolve on shadow barrier.. Thats why they remove fracture.. Having major buff and major debuff on one skill is too much
John_Falstaff wrote: »MindOfTheSwarm wrote: »John_Falstaff wrote: »I think it's too PvP oriented and ignores PvE altogether, and besides, takes a lot of magblade identity away with making too many skills melee-only.
Appreciate feedback but I don't think it ignores PVE at all. The DOT change to Assassin's Blade and morphs would be effective and see use in PvE and having Death Stroke be the execute on such a low ultimate cost would be absolutely useful in boss fights. This would give the NB a real 'assassin' feel. As far as Magblades are concerned I only changed one ranged ability which was Spectral Bow. That being said the Magicka Morph could keep its ranged component. But the suggested change was just because Grim Focus has always felt clunky and does not register every light attack.
I think that making it a dot cannibalizes the actual dot class, the DK, while NB identity always has been strong direct damage - I'm not sure if I'd feel okay with removing that part. And changing spectral bow to melee is already enough to kill off magblade, because it's core of NB PvE damage, you don't get far without using spectal bow. Yes, Grim Focus does feel clunky, and I have posted a report on it earlier - it's because GF (and a few other similar skills) is a victim to weird quirks of server protocol and depends on ping time before 5th weave and server response to turn into a proc. I think if they fixed it, it would be a much better skill and much easier to use in all scenarios.
Deathlord92 wrote: »But it’s ok for biting jabs to give major savagery be an aoe and snare this isn’t overloaded or what about blighted blast bones aoe very hard hitting and causes major defile this balanced? 🤣Deathlord92 wrote: »I love your ideas especially with the assassin skills as for SA giving it back major fracture is something a lot of us nb have asked for a long time. My hope is nb gets a buff during the pts could happen towards the end.
SA cannot have major fracture because you already have major ward and major resolve on shadow barrier.. Thats why they remove fracture.. Having major buff and major debuff on one skill is too much
MindOfTheSwarm wrote: »John_Falstaff wrote: »MindOfTheSwarm wrote: »John_Falstaff wrote: »I think it's too PvP oriented and ignores PvE altogether, and besides, takes a lot of magblade identity away with making too many skills melee-only.
Appreciate feedback but I don't think it ignores PVE at all. The DOT change to Assassin's Blade and morphs would be effective and see use in PvE and having Death Stroke be the execute on such a low ultimate cost would be absolutely useful in boss fights. This would give the NB a real 'assassin' feel. As far as Magblades are concerned I only changed one ranged ability which was Spectral Bow. That being said the Magicka Morph could keep its ranged component. But the suggested change was just because Grim Focus has always felt clunky and does not register every light attack.
I think that making it a dot cannibalizes the actual dot class, the DK, while NB identity always has been strong direct damage - I'm not sure if I'd feel okay with removing that part. And changing spectral bow to melee is already enough to kill off magblade, because it's core of NB PvE damage, you don't get far without using spectal bow. Yes, Grim Focus does feel clunky, and I have posted a report on it earlier - it's because GF (and a few other similar skills) is a victim to weird quirks of server protocol and depends on ping time before 5th weave and server response to turn into a proc. I think if they fixed it, it would be a much better skill and much easier to use in all scenarios.
I agree with what you're saying for the most part, I just feel that 1 DoT isn't really going to take away the DK DoT throne. Sorcs, Wardens, Temps and Necros all have DoTs. Maybe it could do something else instead, I just suggested this as a 'possible alternative' due to my suggested ULT change and making that the execute skill. Still, I agree in retrospect that at least the Magicka morph of Focus should stay ranged.
Deathlord92 wrote: »But it’s ok for biting jabs to give major savagery be an aoe and snare this isn’t overloaded or what about blighted blast bones aoe very hard hitting and causes major defile this balanced? 🤣Deathlord92 wrote: »I love your ideas especially with the assassin skills as for SA giving it back major fracture is something a lot of us nb have asked for a long time. My hope is nb gets a buff during the pts could happen towards the end.
SA cannot have major fracture because you already have major ward and major resolve on shadow barrier.. Thats why they remove fracture.. Having major buff and major debuff on one skill is too much
Deathlord92 wrote: »But it’s ok for biting jabs to give major savagery be an aoe and snare this isn’t overloaded or what about blighted blast bones aoe very hard hitting and causes major defile this balanced? 🤣Deathlord92 wrote: »I love your ideas especially with the assassin skills as for SA giving it back major fracture is something a lot of us nb have asked for a long time. My hope is nb gets a buff during the pts could happen towards the end.
SA cannot have major fracture because you already have major ward and major resolve on shadow barrier.. Thats why they remove fracture.. Having major buff and major debuff on one skill is too much
I didn't wrote other skills are fine i just wrote that SA cannot have major fracture in this state, and vampire is going to be op as everything new until they nerf it... Try to read my post again
Like is said in the templar thread, this is not a class identity thread but a balance wish thread, which there are literally hundreds of already on the forums. Please adjust your title OP.
That being said i agree with swapping Blur and Veiled strike and frankly its something that should have been done forever ago.
Nightblades need better alternatives to the assasin playtsyle, beacuse right now its a very 1 dimensional class.
I miss my drain tank, i miss my warlock style life drain mage thingy.
Imho dark cloak should scale off of the highest resource, wheter its mag/stam/hp instead of just health.
It should be a strong skill, since nightblades that choose it give up invisibility for this morph.
I also like the fantasy of using shadow magic to protect and heal myself.
I dont think spectral bow and death stroke need any changes, both hit hard enough as it is.
I instead would like siphoning skills to be changed as to allow nightblades to be brought closer to the current bruiser meta.
RavenSworn wrote: »There were so many things that can be done with the NB but ultimately, many of its 'gimmicks' or tricks were given to other classes or forms.
I had thought that Nightblades could have had the blood magic route with skills like Malevolent offering, killer's blade, soul tether... but instead that has gone to the new vampires.
I had thought that NB perhaps could have gotten the "all in, high risk" gameplay that it badly needed, given the propensity of its cloak hate by other players, but instead, that has gone to the new vampires as well as the new sets.
I mean, take a look at it this way:
Warden has Ice magic and animalistic type of gameplay, with summons and nature.
DKs have fire and poison, great mitigation and field control.
Temps have that holy, Aedric paladin feel spot on, with even the magicka variant of the build to work as well as the ranged one.
Sorcs have daedra on their side and lightning magic WITH dark magic CC
Necros have an even clear cut class mechanic; corpses and tethers with a feel for death magic.
So what does that leave the NBs? Soul magic? what is soul magic in terms of proper gameplay mechanics? do they focus on being hidden? yet, Almost anything gives detection. Are they all about hit and run? right now we barely hit like a noodle, let alone hit and run. So WHAT IS THE NB IDENTITY?
ghost minion summon? thats taken up by Necro.
fast action, extreme movement combat? thats Sorc streak and channelled acceleration.
heal using DoTs? thats warden
heal using burst? thats Templar
heal using tethers? thats necro
Fear? theres already a skill in Fighter's guild that is better than the fear we have.
So WHAT IS A NIGHTBLADE?
MindOfTheSwarm wrote: »RavenSworn wrote: »There were so many things that can be done with the NB but ultimately, many of its 'gimmicks' or tricks were given to other classes or forms.
I had thought that Nightblades could have had the blood magic route with skills like Malevolent offering, killer's blade, soul tether... but instead that has gone to the new vampires.
I had thought that NB perhaps could have gotten the "all in, high risk" gameplay that it badly needed, given the propensity of its cloak hate by other players, but instead, that has gone to the new vampires as well as the new sets.
I mean, take a look at it this way:
Warden has Ice magic and animalistic type of gameplay, with summons and nature.
DKs have fire and poison, great mitigation and field control.
Temps have that holy, Aedric paladin feel spot on, with even the magicka variant of the build to work as well as the ranged one.
Sorcs have daedra on their side and lightning magic WITH dark magic CC
Necros have an even clear cut class mechanic; corpses and tethers with a feel for death magic.
So what does that leave the NBs? Soul magic? what is soul magic in terms of proper gameplay mechanics? do they focus on being hidden? yet, Almost anything gives detection. Are they all about hit and run? right now we barely hit like a noodle, let alone hit and run. So WHAT IS THE NB IDENTITY?
ghost minion summon? thats taken up by Necro.
fast action, extreme movement combat? thats Sorc streak and channelled acceleration.
heal using DoTs? thats warden
heal using burst? thats Templar
heal using tethers? thats necro
Fear? theres already a skill in Fighter's guild that is better than the fear we have.
So WHAT IS A NIGHTBLADE?
Agree 100%. I could not have said it better myself... In fact, I didn't. If there could be one change taken out of my suggestions, it would be swapping Blur with Veiled Strike into opposite trees. That alone would be a great start.
MindOfTheSwarm wrote: »
* I also gave Malevolent offering some thought. Having a heal that deals damage to the healer is a bit weird and I know a few people who run NB healers and they still do not use this skill. I propose the following.
Malevolent Offering: Bind a target in enemy in leeching vines that deal x magic damage per second. The vines will tether to you and up to 4 nearby allies, healing you and your allies for 50% of the damage dealt.
Healthy Offering: Reduces the damage but increases the duration by 5 seconds and healing is 75% of damage dealt.
Shrewd Offering: Rename to Infected Vines. Stamina morph. Deals increased Disease damage and applies Minor Defile, but only heals for 25%.
RavenSworn wrote: »MindOfTheSwarm wrote: »RavenSworn wrote: »There were so many things that can be done with the NB but ultimately, many of its 'gimmicks' or tricks were given to other classes or forms.
I had thought that Nightblades could have had the blood magic route with skills like Malevolent offering, killer's blade, soul tether... but instead that has gone to the new vampires.
I had thought that NB perhaps could have gotten the "all in, high risk" gameplay that it badly needed, given the propensity of its cloak hate by other players, but instead, that has gone to the new vampires as well as the new sets.
I mean, take a look at it this way:
Warden has Ice magic and animalistic type of gameplay, with summons and nature.
DKs have fire and poison, great mitigation and field control.
Temps have that holy, Aedric paladin feel spot on, with even the magicka variant of the build to work as well as the ranged one.
Sorcs have daedra on their side and lightning magic WITH dark magic CC
Necros have an even clear cut class mechanic; corpses and tethers with a feel for death magic.
So what does that leave the NBs? Soul magic? what is soul magic in terms of proper gameplay mechanics? do they focus on being hidden? yet, Almost anything gives detection. Are they all about hit and run? right now we barely hit like a noodle, let alone hit and run. So WHAT IS THE NB IDENTITY?
ghost minion summon? thats taken up by Necro.
fast action, extreme movement combat? thats Sorc streak and channelled acceleration.
heal using DoTs? thats warden
heal using burst? thats Templar
heal using tethers? thats necro
Fear? theres already a skill in Fighter's guild that is better than the fear we have.
So WHAT IS A NIGHTBLADE?
Agree 100%. I could not have said it better myself... In fact, I didn't. If there could be one change taken out of my suggestions, it would be swapping Blur with Veiled Strike into opposite trees. That alone would be a great start.
There's more to be done with the nightblade class than just swapping those two. What makes a nightblade? like, what is its defining combat strategy or combat mechanic? Its hard to give it a rogue identity without the majority of players up in arms complaining on its supposed "OP-ness" of stealth and guerrilla tactics.
And when the Devs did give a different mechanic, NB players are the ones that cry up in vain, saying this is one of the worst iterations of the skill ever, WHEN it could have become a defining skill of the nightblade. Even in your own post:-MindOfTheSwarm wrote: »
* I also gave Malevolent offering some thought. Having a heal that deals damage to the healer is a bit weird and I know a few people who run NB healers and they still do not use this skill. I propose the following.
Malevolent Offering: Bind a target in enemy in leeching vines that deal x magic damage per second. The vines will tether to you and up to 4 nearby allies, healing you and your allies for 50% of the damage dealt.
Healthy Offering: Reduces the damage but increases the duration by 5 seconds and healing is 75% of damage dealt.
Shrewd Offering: Rename to Infected Vines. Stamina morph. Deals increased Disease damage and applies Minor Defile, but only heals for 25%.
on its first iteration, It had the best single target healing of any class, period. The fact that it actually took away the healer's health (which, come on, lets be real, Mutagen or rapid regen half of the time would target self rather than others and really negated spamming Malevolent. hell, even Combat Prayer heals self too) means that it should be the best single target healing. The class could have been centered around that mechanic!
Hey, here's an execute that deals 500% damage but it takes your life away. or How about, taking Titanborn mechanics and build it into the class? At 50% health, you gain 300 weapon and spell damage. At 30% health, you gain 10% damage reduction and 4000 penetration. That way, all those self healing skills like siphoning strikes, Dark cloak, Swallow Soul would mean something. It would tie in with high health builds that makes use of the lowered health issues. and for the fact that the tradeoff is needed for it to really shine means that it promotes an all in, high risk reward gameplay that it was originally known for!
The nightblade can then be truly classified as a class that requires finesse and thought, and would benefit from misfortune, be it from others, or from itself. But we have now, is a mix and match of bad skills, weird combinations of soul magic and shadow skills that other classes can use from using neutral abilities.
sigh.
I am happy with nightblade atm, but I mainly run dungeons or solo dungeons. I like that the class has minor maim built into the kit, as well as passive 10% mitigation from grim focus, that is huge.
I know the overall dps numbers are a little low right now, but to me, I still enjoy using my class skills, and that is what matters. Cloak is fun, incap strike is fun, and I just like the visuals of the class overall.
The main ability I want changed is ambush, because it is clearly not instant like it is supposed to be, and ambush is very underperforming compared to lotus fan.
Deathlord92 wrote: »But it’s ok for biting jabs to give major savagery be an aoe and snare this isn’t overloaded or what about blighted blast bones aoe very hard hitting and causes major defile this balanced? 🤣Deathlord92 wrote: »I love your ideas especially with the assassin skills as for SA giving it back major fracture is something a lot of us nb have asked for a long time. My hope is nb gets a buff during the pts could happen towards the end.
SA cannot have major fracture because you already have major ward and major resolve on shadow barrier.. Thats why they remove fracture.. Having major buff and major debuff on one skill is too much
RavenSworn wrote: »Now I dont know if you'll agree with me but here's my thoughts in changing the class. I've had it posted before:-
https://forums.elderscrollsonline.com/en/discussion/512046/class-core-identity-suggestions-and-revamps
Simply put, I would change its core mechanic to be much like the Titanborn set. At 50% health, you'd gain either extra weapon/spell damage or penetration. At 25-30%, you'd gain critical damage and increased armor. (Could switch a few things here and there, but the fundamental is as such)
Just like your recommendation, blur and veiled strike switches places so that the shadow line is a defensive line, rather than a mix and match.
Assassin's blade will now cost health rather than resources and will deal 500% execute damage.
Malevolent Offering will become the best single target healing but will now cost 1k health over 5s.
Soul Siphon would heal tether allies around you and heal them but will cost 100 health per second for each tether.
I would even add a new one, a Dark Shades now will spawn at target, activating the skill again will make you switch places with the dark shade. Dark shades however, can be targeted and have 1k health. Activating the skill costs magicka.
The shadow barrier passive will also increase with the number of slotted shadow skills rather than heavy armor, which imo is such a crutch for it to be useful.
my two cents.
RavenSworn wrote: »
MindOfTheSwarm wrote: »RavenSworn wrote: »Now I dont know if you'll agree with me but here's my thoughts in changing the class. I've had it posted before:-
https://forums.elderscrollsonline.com/en/discussion/512046/class-core-identity-suggestions-and-revamps
Simply put, I would change its core mechanic to be much like the Titanborn set. At 50% health, you'd gain either extra weapon/spell damage or penetration. At 25-30%, you'd gain critical damage and increased armor. (Could switch a few things here and there, but the fundamental is as such)
Just like your recommendation, blur and veiled strike switches places so that the shadow line is a defensive line, rather than a mix and match.
Assassin's blade will now cost health rather than resources and will deal 500% execute damage.
Malevolent Offering will become the best single target healing but will now cost 1k health over 5s.
Soul Siphon would heal tether allies around you and heal them but will cost 100 health per second for each tether.
I would even add a new one, a Dark Shades now will spawn at target, activating the skill again will make you switch places with the dark shade. Dark shades however, can be targeted and have 1k health. Activating the skill costs magicka.
The shadow barrier passive will also increase with the number of slotted shadow skills rather than heavy armor, which imo is such a crutch for it to be useful.
my two cents.
Not a bad idea with the lower health thing. I assume you mean the target has lower health? If you mean the NB, my concern would be that you need to lose health to get good damage which would suit more of a bruiser kind of build. Shadow skills slotted is a good idea for duration as it would allow medium armor builds to make the most of Shadow Line skills. I still however think that Malevolent Offering should negatively affect a target though as the world Malevolent means malicious or spiteful, which does not make sense for a healing only ability. This is why I suggested a more 'leeching life' kind of heal as it is sucking out the life force of your target to heal allies. For assassin's blade, I think the main issue is the 25% threshold, its hard to get someone low enough and then activate the skill before they heal up. Sorcerer's on the other hand can 'cook' their execute, allowing them to put it on a target and just simply have it auto fire once a target gets to 25%, then if that takes them to 15% they have a chance to be instantly killed by a passive making for a double execute. Sorcerer's are better at finishing off a target than the class that is supposed to fill that role. I suggested the dot as I imagined it like a backstab style skill that causes heavy bleeding or disease.
I posted a lot of ideas to try and spice up the class, but the 3 main things I would like reworking are Blur swapped with Veiled Strike, Assassin's Blade to be a more dependable execute (Executioner and Whirling Blades do a better job) and Cloak. If these get sorted NB's will start to feel a lot better.
And Yes I would like ZoS to double down on the Shadow caster roleplaying for NB tanks and some better heals for the Siphoning line, just as long as the heals are 'siphoning' (stealing life from a target and passing it to allies).