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Nightblade Class Identity/Balance

MindOfTheSwarm
MindOfTheSwarm
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Over the years, all classes have seen many changes and adjustments some good some bad. However, I do feel that Nightblades with their changes have lost their identities and what makes them Nightblades. Now before I address my issues with the class, I must say I am happy that NB's have some good Tank options and some fairly decent healer options too with many changes (Dark Cloak is great for an NB tank).
My issues lie with the damage side of things. NB's are supposed to be the assassin class and yet really do not feel like as such anymore. To be fair I have always felt that they needed a bit of a push into the assassin identity more from a damage perspective, but the many changes seem to have moved away from it rather than toward it. Now I understand the complaints about their bursty nature in the past, no assassin should be able to burst a tank to 0 in seconds. However, NB's have a real hard time to burst other damage builds too and don't get me started on healers or 'cough cough' Templars. This is not only a PvP issue either, in PvE they do not feel like assassin's either, being just another sustained DPS. I have some changes that may seem sweeping and yet I think they would help NB's get back a little of that 'assassin' feel.

Assassin Line:

1. Death Stroke and Morphs: I believe this should be the 'execute' of the NB. But rather than a flat buff after a certain health threshold simply have it work more like Reverse Slash and Whirling Blades where it deals more damage the lower the health of the target.

2. Assassin's Blade and Morphs: With Death Stroke and Morphs now being an execute, this skill instead should apply a 10 second DoT after its initial damage. To make this unique, I propose the base ability and Impale to apply Oblivion Damage DoT (not too high since it is unresisted perhaps 1% max health every second). With Killer's Blade doing Disease Damage for a longer duration say 15 seconds.

3. Teleport Strike and Morphs: The abilities are fine but I do not get the 'Ambush Feel' at all. I propose adding a 2 second Stun to Ambush and Lotus Fan and get rid of Minor Vulnerability. I think Empower is fine on Ambush but Lotus Fan needs a small buff to its DoT, nothing too much maybe 10% or something.

4. Blur and Morphs: Why is this even on the Assassin line at all? It's a defensive skill and should be on the tanking Shadow line. Swap it with Veiled Strike. Furthermore, I would combine both morphs into one, the talent is rarely taken and combining it would make it more attractive and would not be overpowered in my opinion, increase cost if necessary. For the seconds morph, I propose having it deal Disease Damage every second to nearby targets for its duration. There are no real Disease builds in ESO and the damage type needs more options. Call it Foul Aura or something.

5. Mark Target and Morphs: Get rid of Major Breach and Fracture, instead have it simply mark the target and cause it to take 8% more damage from 'YOUR SKILLS ONLY'. This would out of all the above changes really give that assassin feel. In a lot of ways it is like Minor Vulnerability, but just for you and would stack with allied sources of Vulnerability really giving that 'assassin feel' that capitalises on allied debuffs. Piercing Mark should also feel like a 'Piercing Mark', the reveal does not fit the nature of the skill, there are plenty of other sources of reveal (Flare, Light and Hunter). Instead, have it cause your attacks to deal a further 8% damage vs Damage Shields, really giving it a 'Piercing Feel'. Reaper's Mark should have its Major Berserk removed and instead causes the initial buff to increase by 2% for every 10% health missing from the target. (at 40% missing health it would cause target to take 16% more damage as opposed to 8% "remember from YOUR SKILLS ONLY").

6. Grim Focus and Morphs: To be honest, I do not know what is going on with this ability anymore, it needs a complete rework in my opinion and has always felt a little clunky. Perhaps, have it increase your Light Attack damage instead for the duration say by 15% and change the Spectral Bow component to 'Assassinate' making it a melee ability that becomes available when your Death Stroke ultimate deals damage while your buff is active.

Shadow Line:

Consuming Darkness and Morphs: No Change.

Veiled Strike and Morphs: Move to Assassin Line and Swap with Blur. Have Surprise Attacks apply Major Fracture like it used to and give Concealed Weapon Major Breach.

Shadow Cloak and Morphs: Dark Cloak should stay as is, Shadowy Disguise however, I would have it now be permanent until stealth is broken and have an unrevealable 2 seconds when activated. However, to offset this I would make it so the ability cannot be used again for 4 - 5 seconds once stealth is broken, either through action, damage or reveal. (Direct DoT damage would not break stealth but ground and AoE DoT's would). In essence, making it more of a situational get out tool, instead of something you have to spam to keep up. This would promote more use of reveal skills in PvP instead of just spamming an AoE ability.

Path of Darkness Morphs: Combine Twisting Path and Refreshing Path, they are kind of lackluster as they are. The second morph should be a Stamina Morph that deals increased Disease Damage. (another Disease option for build variety).

Rest of skills are great as they are, although I think many players miss having two shades and would recommend bringing it back.

Siphoning Line:

The only morph in this line I would change is Power Extraction. The buffs are great but the Weapon and Spell damage reduction does very little. I propose either buffing the debuff or getting rid of it completely and giving the skill Minor Defile instead. Healing is way too strong in PvP and Minor Defile is useful for countering this a little.


* I would take another look at the Executioner Passive too, it is useless in boss fights. Maybe, buff it by having its resource return also apply when you deal damage with an execute ability.

** This is a long post, but Zenimax said they are looking at all classes to give them a sense of identity and I feel talking about this stuff now is better than not being happy with changes after they have been implemented.


Check out my other Class Identity posts below:

Templar: https://forums.elderscrollsonline.com/en/discussion/523007/templar-class-identity/p1?new=1
Edited by MindOfTheSwarm on April 22, 2020 1:07PM
  • Deathlord92
    Deathlord92
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    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.
  • Anyron
    Anyron
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    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
    John_Falstaff
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    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.
  • SshadowSscale
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    Anyron 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
  • Anyron
    Anyron
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    Anyron 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

    Whats new usually is overperforming.. We all know that :)
    Nb really needs to be reworked but not major fracture on Supprise attack for sure
    And yes concealed weapon is weak, and thats weak for looong time now
  • RavenSworn
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    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?
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • MindOfTheSwarm
    MindOfTheSwarm
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    Anyron 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 also mentioned that Veiled Strike and Morphs should get swapped to Assassination kill line and Blur moved to Shadow line. This would mean that Surprise Attack would only award Major Fracture and gain no benefit from Shadow Passives.
  • MindOfTheSwarm
    MindOfTheSwarm
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    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.
  • John_Falstaff
    John_Falstaff
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    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
    Deathlord92
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    Anyron 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
    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? 🤣
    Edited by Deathlord92 on April 22, 2020 11:30AM
  • MindOfTheSwarm
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    "6. Grim Focus and Morphs: To be honest, I do not know what is going on with this ability anymore, it needs a complete rework in my opinion and has always felt a little clunky. Perhaps, have it increase your Light Attack damage instead for the duration say by 15% and change the Spectral Bow component to 'Assassinate' making it a melee ability that becomes available when your Death Stroke ultimate deals damage while your buff is active."

    Decided last night what to do with this skill.

    Grim Focus: Activate to gain Major Sorcery and Major Brutality for 20 seconds. Hitting an enemy with an Ultimate ability changes this skill to Spectral Bow dealing Magic Damage.

    Merciless Resolve: The Spectral Bow deals more damage and awards Major Prophecy for 20 seconds on hit.

    Relentless Focus: The Spectral Bow is now a melee ability called 'Assassinate' that awards Minor Berserk for 5 seconds on hit and resets the duration of the base skill.

    Which would mean that the following skill should change to compensate.

    Drain Power: Deal X Magic damage to all nearby enemies. If an enemy is hit, you reduce their Weapon/Spell Damage and increase your Weapon/Spell Damage by 185 for 8 seconds. You can only gain Weapon/Spell damage from 1 enemy.

    Sap Essence: Also heals you and nearby allies.

    Power Extraction: Deals more damage as Disease. (does not apply Minor Defile).



    * 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%.
  • MindOfTheSwarm
    MindOfTheSwarm
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    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.
  • MindOfTheSwarm
    MindOfTheSwarm
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    Anyron 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
    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? 🤣


    Jabs is broken beyond belief, 0 target required, snares and also I am sure that it weaves with itself due to ping times. To be honest though I also feel that heal snares in general are a joke. Templar's snare covers a gargantuan amount of space which makes team fight slow and a feel like a chore. Warden tank line should be the snare focused line and that's it. Nerfing snares on Frost AoE but not on Temp heals that cover a larger area is beyond me.
  • MindOfTheSwarm
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    I also would like people to suggest alternatives and why. I don't just want my skill change ideas on here. I want it to be community driven so that with enough comments and ideas that the community can come to a somewhere agreed consensus. Just keep it to Nightblade only, I may do a new feed on another class soon.
  • John_Falstaff
    John_Falstaff
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    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.

    Thing is, NBs never had a lot of bar space for dots. Consider this, right now they're probably strongest for direct damage (excluding the asylum mDK build maybe? - but it's on the way out), but price is to have damage spread thin over several skills - direct damage is made up of separate spammable, separate execute and separate 'minigame' proc skill which is a trademark of NBs and also delivers a strong burst. Considering magblade here, there's WoE, there's Twisting Path (which is probably strongest AoE dot, and it's already weird to have so much damage coming from it), Shade (which is a -lot- of damage per cast) and orbs... and that might be it, throw in acceleration and siphoning, and you ran out of bar space. Adding another DoT will inevitably lead to direct damage part be poor.

    Now, I'm not sure how ultimate can be the execute. It has to be strong enough to compete with current Impale / Killer's Blade, so if you want to keep it direct damage, it needs to dish out some 20-25 times the damage of Impale considering ultimate cost, it's absolutely unrealistic considering that fully buffed Impale can hit for 110-150k. And making it a dot - well, again, dilutes image of a direct damage class.
  • Anyron
    Anyron
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    Anyron 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
    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? 🤣

    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 :)
  • MindOfTheSwarm
    MindOfTheSwarm
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    Anyron wrote: »
    Anyron 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
    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? 🤣

    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 :)

    It could if it got moved to Assassination Line and Blur got moved to Shadow Line.
  • Firstmep
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    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.
  • MindOfTheSwarm
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    Firstmep wrote: »
    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.

    Agree with the bruiser playstyle needing a little love. I would like more Disease abilities too though. It is an underrepresented damage type and completely overshadowed by Physical and Poison. The Dark Cloak scaling with highest resource is an excellent idea and would be good for Magicka and Stam builds that want to give up invisibility. The whole Shadow magic to protect is gold, this makes me double down on bringing back Twin Shades and while we are at it. Buff Gloom Set to last longer, the look of playing as a pure shadow looks too good and lasts too short on the current set.
  • MindOfTheSwarm
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    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.
  • RavenSworn
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    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:-

    * 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.
    Edited by RavenSworn on April 23, 2020 4:00AM
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Stx
    Stx
    ✭✭✭✭✭
    ✭✭
    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.
  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    RavenSworn 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:-

    * 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.

    To add to what you have said, I think they have put a lot of effects across a lot of skills that can be accessed by any class. Fear for example being a world ability (and a better version I might add).
  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    Stx wrote: »
    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.


    The Empower buff is pretty nice after Ambush. I just find it weird that Ambush applies Minor Vulnerability.
  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    "Buff Gloom Set to last longer, the look of playing as a pure shadow looks too good and lasts too short on the current set."


    2 Days Later in Greymoor PTS....


    Gloom Set buffed lol
  • RavenSworn
    RavenSworn
    ✭✭✭✭✭
    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.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • SebDeTyra
    SebDeTyra
    ✭✭✭
    Anyron 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
    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? 🤣

    This so much!!! So overloaded. I have mates that main templar class but are ashamed to lately as everyone knows them as the class for bad players to play and still get kills spamming one button.
  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    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).
  • MindOfTheSwarm
    MindOfTheSwarm
    ✭✭✭✭✭
    RavenSworn wrote: »

    So my first response was to your message then I went back to read your post and I didn't expect it to be so in in depth. This page is for NB's but a lot of what you said regarding other classes made sense. I personally would like to see some anti-undead passives or morphs for Templars. The whole 'holy warrior' theme suit a vanquisher of the dead and daedra perfectly. I think that Dragon Knights are pretty much perfect as they are in terms of identity (although better healer options would be nice). Warden's are a funny one, the whole hodgepodge comment made a lot of sense. Not sure about Fissure dealing Frost damage (frost bugs? I dunno). I would prefer a change to Frozen Gate and simply have both morphs bottled into Frozen Retreat, with Frozen Device becoming a single trap that snares and applies a 'frostbitten' low damage DoT that applies Minor Vulnerability to any target that enters the AOE. Basically, the trap would no longer teleport and would remain for a duration. I have a Warden post coming up but to be honest I kinda like them as they are.
  • RavenSworn
    RavenSworn
    ✭✭✭✭✭
    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).

    Thats my pain point unfortunately. Alot of the other NB players dont really agree with each other on what makes a nightblade. Some want to buff nightblades without thinking of how Tankblades or healblades do their job and some want are totally ok with some of the abilities when it clearly is not doing what its suppose to (yes, im talking about cloak). So i wanted to introduce something that might work with all aspects of the nightblade, be it the ganker, the healer, the tank or the brawler.

    Here's my reason though on why i chose that lowered health mechanic to be the core mechanic of NB. An 'all in, high risk style that rewards the bold and the adventurous". It goes with the roguish playstyle that befits the NB, since its like a cornered animal that retaliates back to its aggressors. It allows a sense of comeback for a playstyle that needs 'defensive mechanism' and like some of the sports casters have said, sometimes the best defense is a great offense.

    Now for the healing NB, the way you heal is to use your own health (for some of the abilities) while you use magicka to generate heals for yourself. Now, there were many requests for better self healing, or burst heals and whatnot. Let's be real here, having a no cooldown burst heal, for a high pressure, high damage ganker is signing your own death warrant. Its just not worth the salt because that's where we got ended up. Cloak becoming a heal, reduced funnel health.. etc. It might look like its jumping through hoops but the balance has to be done right in terms of numbers.

    When Malevolent Offering first came into the picture, it had the best single target heal of any class. Period. But the cost was great, since casting 4-5 MOs would decimate your health to a point of no return. At that point though, there isnt any reason for your health to go down and it looked to many a players to be a skill out of nowhere.

    So, if there was a passive that can compliment that, change how NBs can gain an advantage when being under distress ( half health ), then it might have gotten abit of traction.

    But it cant just be MO that have changes, it has to be a proper all out identity switch. Like, how does the devs want magblade to play? Melee magicka? Then why then Impale ranged? Ranged magicka? Then why is sap essence, the only way to gain a needed buff and concealed weapon, melee?
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
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