Recently, there have been thoughts about a possible rework of one or another class. Considering that my previous discussions that I had a few years ago (regarding subclasses and animation customization) are now introduced into the game almost in the form in which I described them during my reflections, I think these changes have a high chance of being implemented
This article will be about the Nightblade class
I think from the description of the skill lines, you can understand that in the stamina version - this is a typical assassin or robber, in the magic version - a blood mage, and as a tank - a shadowcaster (of course, our characters are some hybrids of these three directions)
Therefore, I propose to discuss the following changes
1) Make the profile damage types for the Nightblade - bleeding and magic damage and change the passive catalyst to a passive that will increase damage from magic damage and bleeding(why? Nightblade, as I wrote above, in physical manifestation is an assassin or a robber, I think the main tactic of such a fighter should be to weaken the enemy with many bleeding wounds and wait weakened by this. There may be some logic in the poison damage, but this slot is already occupied by the dragon knight, magic damage is a mana alternative to bleeding, let's not forget that blood magic in mana is magic damage, while in physical - logically it is bleeding damage that will suit you the most) 2) Change the damage type of the stamina morphs of the assassin, shadow and siphoning lines to bleeding, and leave the mana morphs with magic damage. The reasons are the same as in the previous point
3) I think it is worth making one of the DoT "trauma" morphs stamina with bleeding damage
4) Same for shadow summoning
5) Rework the animations of skills from the elimination branch, tying it to the type of weapon (the weapon does not disappear and the corresponding blows are unique for each type)
For example:
Death Stroke
dual wielding - about the same as now,
Two-handed weapon - the animation is already there, Pelingar uses it in the Wayrest Sewers
Bow - the character jumps up and releases a red arrow at point blank range
Staff - the character sharply delivers a sweeping blow in front of him and this is accompanied by a red trail
This may be the vision of this class
Then I will throw in a few more interesting ideas for other classes
Maybe someone has something to add to this, or some other ideas?