https://www.twitch.tv/videos/2718853238?t=00h36m26sWe're not going to really go into stealth play with these passives, in particular because that can be really strong in PvP - while not being very strong in PvE so we're really leaning into stuff that's a bit more agnostic.
So, the other pvp game I play had a dev talk about the insight of stealth based characters are partially balanced around player frustration and that might be what they mean by that. Even at some of the lowest points for nightblade in eso, I still have heard people crying for nerfs because they find stealth frustrating. Everything you said about stealth in pvp is correct, that it's been gutted into the ground to the point it's not useful except for niche ganking.
I will say when the class reworks were revealed, many of us, myself included pushed back against stealth as nightblade's identity on the slide. For several roles, stealth is next to useless and I do not see it being functional in pve unless there is a massive combat/npc overhaul which is past the scope of the class reworks. Maybe we get it down the line but for now that's too much to ask to make one niche class skill that not everyone agrees is the identity useful.
Going more into that, stealth in pve for supports is useless and for nightblade tank especially it is the antithesis of their role. Currently if a nightblade tank happens to cloak/stealth, they instantly drop taunt and the boss starts wrecking their team. Nightblade tank has always been enjoyed by players even if it was not always competitively viable. The drain tank/shadow knight archetype deserves to be a part of nightblade's class and identity. For healers, stealth might seem to be more useful but many group dungeons/trials require a healer to kite a ranged attack to keep it out of group and half of them will not hit you if you are stealthed and instead go into the group and cause chaos. These class reworks need to be about more than just dps. Support only or mostly players exist and deserve to get changes that benefit them also. Nightblade as a class has always had the problem of being attractive to supports but less useful than any other class for support. That should change.
I do want to note that similar to nightblade, sorcerer had all their class mastery passives not buff pets and a common complaint about sorcerer is "I like it as a mage but I hate the pets" so I am assuming that nightblade wise they were trying to address similarly how stealth is not desired or useful for everyone so focusing on it would only benefit a small percentage of nightblade players versus something that benefits more players.
I do like and enjoy stealth in nightblade's kit and I do agree it deserves to be fixed up from the sorry state it's in but I also don't think class mastery passives or making it encompass the entire class is the way to go at all. Nightblade has always encompassed more than just stealthy archetypes for a lot of us.
So, the other pvp game I play had a dev talk about the insight of stealth based characters are partially balanced around player frustration and that might be what they mean by that. Even at some of the lowest points for nightblade in eso, I still have heard people crying for nerfs because they find stealth frustrating. Everything you said about stealth in pvp is correct, that it's been gutted into the ground to the point it's not useful except for niche ganking.
I will say when the class reworks were revealed, many of us, myself included pushed back against stealth as nightblade's identity on the slide. For several roles, stealth is next to useless and I do not see it being functional in pve unless there is a massive combat/npc overhaul which is past the scope of the class reworks. Maybe we get it down the line but for now that's too much to ask to make one niche class skill that not everyone agrees is the identity useful.
Going more into that, stealth in pve for supports is useless and for nightblade tank especially it is the antithesis of their role. Currently if a nightblade tank happens to cloak/stealth, they instantly drop taunt and the boss starts wrecking their team. Nightblade tank has always been enjoyed by players even if it was not always competitively viable. The drain tank/shadow knight archetype deserves to be a part of nightblade's class and identity. For healers, stealth might seem to be more useful but many group dungeons/trials require a healer to kite a ranged attack to keep it out of group and half of them will not hit you if you are stealthed and instead go into the group and cause chaos. These class reworks need to be about more than just dps. Support only or mostly players exist and deserve to get changes that benefit them also. Nightblade as a class has always had the problem of being attractive to supports but less useful than any other class for support. That should change.
I do want to note that similar to nightblade, sorcerer had all their class mastery passives not buff pets and a common complaint about sorcerer is "I like it as a mage but I hate the pets" so I am assuming that nightblade wise they were trying to address similarly how stealth is not desired or useful for everyone so focusing on it would only benefit a small percentage of nightblade players versus something that benefits more players.
I do like and enjoy stealth in nightblade's kit and I do agree it deserves to be fixed up from the sorry state it's in but I also don't think class mastery passives or making it encompass the entire class is the way to go at all. Nightblade has always encompassed more than just stealthy archetypes for a lot of us.
That's fair, but I'm not saying it should encompass the entire class... there's five Class Mastery passives and none of them have anything to do with stealth as a mechanic because "stealth can be problematic".
Yet we get a generic Critical Damage/cap increasing passive, which is exactly why stealth can be problematic.
That's the disconnect.
I'm all for there being alternative playstyles to stealth for nightblade, just like there's various different playstyles viable on DK after the rework.
To elaborate a bit more on how stealth could be incorporated in PvE... I don't think it should be part of a tank's playstyle, but you could make it part of a nightblade DDs & supports' PvE identity very easily:
- Incorporate stealth into more abilities - 1-2s invisibility when casting Lotus Fan or Ambush for example, refreshing invisibility each second within Veil of Blades/Bolstering Darkness area and so on.
- Add stealth modifiers to abilities, i.e. "applies a X DoT over Y seconds if used while invisible", "deals X damage after Y seconds if used while invisible" or for support: "also apply X damage shield if used while invisible".
Simple, but efficient. I'm sure the developers could come up with more interesting mechanics also, but that's just off the top of my head.
What I don't want to see though: stealth modifiers amplifying the "one shot" - ganking shouldn't be made more prevalent than it is.
What I don't want to see though: stealth modifiers amplifying the "one shot" - ganking shouldn't be made more prevalent than it is.
What I don't want to see though: stealth modifiers amplifying the "one shot" - ganking shouldn't be made more prevalent than it is.
Respect your opinion, I watch your streams sometimes and recognize you have a lot of knowledge on the game. However! Can we not pretend like Nightblade one shot ganking is prevalent in Cyro? It’s not. It hasn’t been for a long time. The best Ganking setups right now are Sorcs, which shows how this playstyle has been gutted over the years. The bulk of people in Cyro are running tanky brawler builds, these are the last types of players a ganker would want to fight.
Related, when you reduce the ability of pure stat ganking, you increase the amount of pure stat bombers. It’s kind of pick your poison, personally I would rather deal with a ganker than a bomber killing me cause I’m standing next to someone who can’t block. We’ve seen this over the years have we not, there’s probably 10 bombers to every 1 ganker out there. The playstyle is similar but bombing’s reward is much greater than ganking, and frankly it’s much easier to do, and the gear sets are easier to acquire.
One shots from stealth are almost a relic of a fun game we used to play. By no means is it prevalent in current ESO and it is not the boogeyman it’s being made out to be.
What I don't want to see though: stealth modifiers amplifying the "one shot" - ganking shouldn't be made more prevalent than it is.
Respect your opinion, I watch your streams sometimes and recognize you have a lot of knowledge on the game. However! Can we not pretend like Nightblade one shot ganking is prevalent in Cyro? It’s not. It hasn’t been for a long time. The best Ganking setups right now are Sorcs, which shows how this playstyle has been gutted over the years. The bulk of people in Cyro are running tanky brawler builds, these are the last types of players a ganker would want to fight.
Related, when you reduce the ability of pure stat ganking, you increase the amount of pure stat bombers. It’s kind of pick your poison, personally I would rather deal with a ganker than a bomber killing me cause I’m standing next to someone who can’t block. We’ve seen this over the years have we not, there’s probably 10 bombers to every 1 ganker out there. The playstyle is similar but bombing’s reward is much greater than ganking, and frankly it’s much easier to do, and the gear sets are easier to acquire.
One shots from stealth are almost a relic of a fun game we used to play. By no means is it prevalent in current ESO and it is not the boogeyman it’s being made out to be.
I think the main reason people not that many people play "gank" builds is because it's almost impossible to survive on them... like why play something that can one shot people and then dies when someone sneezes in your direction.
You can still do it even without subclassing, it's just not particularly fun compared to doing it with subclassing and being a troll tank basically while doing so and getting more damage out of it even.
Solving the damage difference via Class Mastery passives and discouraging subclassing is one thing, but you still leave the survivability atrocious.
The way I view things is that you should need to build up combos on NB to get the "one shot" burst, not leave opponents unable to fight back unless they're built extremely squishy.
There should also be more ways to utilize stealth for survivability, DoT pressure etc... since right now it seems designed just for running away given how easy it is to counter and how little it provides you when countered.
There's so much more potential to how stealth plays currently and seeing it entirely neglected in the class mastery passives reveal is a bit disappointing to say the least, especially when it seems there's some kind of a misunderstanding on how the game's PvP plays at the moment and what/why things are broken.
TX12001rwb17_ESO wrote: »How exactly would a stealth class mastery passive help NBs get into line in terms of DPS with other classes?
Not like you can use stealth in a trial which would make such a passive useless in PvE content and besides not every Nightblade uses invisibility.
To elaborate a bit more on how stealth could be incorporated in PvE... I don't think it should be part of a tank's playstyle, but you could make it part of a nightblade DDs & supports' PvE identity very easily:
Incorporate stealth into more abilities - 1-2s invisibility when casting Lotus Fan or Ambush for example, refreshing invisibility each second within Veil of Blades/Bolstering Darkness area and so on.
Add stealth modifiers to abilities, i.e. "applies a X DoT over Y seconds if used while invisible", "deals X damage after Y seconds if used while invisible" or for support: "also apply X damage shield if used while invisible".
ragnarok6644b14_ESO wrote: »If I were reworking Nightblade, I'd have a:
1) Sithis skill line (DPS, Assassination is the name probably) - "What is the color of Night?"
2) Nocturnal Skill Line (support, stealth + healing + buffs, call it the Night's Quiet or something lol): Nocturnal, whose touch is mink!
3) Namira Skill Line (tank, call it the Ancient Darkness) Namira, whose works endure forever!
I'd theme the skills around:
1) Murdery murder (honestly I currently like the assassination skill line, just rework the anims and tweak the numbers)
2) stealthing *allies* to protect them, and crowd controlling enemies. Normal healing stuff.
3) Determination and endurance/eternity; a tank through passive endurance and durability, "one that has suffered everything that life can throw at it - what's one more thumping blow from St. Olms?" (lol). May her Works endure forever!
This would mean the Tank skill line would need access to some of the debuffs (like Major Vulnerability or something like that), the Assassination skill line probably would need DoTs improved, and the support/healing skill line can get aggro control skills (I am still into the idea of stealthing allies to make adversaries drop aggro on them briefly).
Not sure about PVP though.
YandereGirlfriend wrote: »ragnarok6644b14_ESO wrote: »If I were reworking Nightblade, I'd have a:
1) Sithis skill line (DPS, Assassination is the name probably) - "What is the color of Night?"
2) Nocturnal Skill Line (support, stealth + healing + buffs, call it the Night's Quiet or something lol): Nocturnal, whose touch is mink!
3) Namira Skill Line (tank, call it the Ancient Darkness) Namira, whose works endure forever!
I'd theme the skills around:
1) Murdery murder (honestly I currently like the assassination skill line, just rework the anims and tweak the numbers)
2) stealthing *allies* to protect them, and crowd controlling enemies. Normal healing stuff.
3) Determination and endurance/eternity; a tank through passive endurance and durability, "one that has suffered everything that life can throw at it - what's one more thumping blow from St. Olms?" (lol). May her Works endure forever!
This would mean the Tank skill line would need access to some of the debuffs (like Major Vulnerability or something like that), the Assassination skill line probably would need DoTs improved, and the support/healing skill line can get aggro control skills (I am still into the idea of stealthing allies to make adversaries drop aggro on them briefly).
Not sure about PVP though.
I like these ideas but it really shows how low Necromancer has sunk that two different class mastery threads on the forum are wanting to use Major Vuln, what was supposed to be the Necromancer's unique debuff when it launched, as part of their own mastery ideas.
Just goes to show how badly Necromancer needs something, anything to call its own and justify its place in raids. Because Major Vuln ain't it. Everybody and their dog can source that easily without ever once having to call a Necromancer.
ragnarok6644b14_ESO wrote: »If I were reworking Nightblade, I'd have a:
1) Sithis skill line (DPS, Assassination is the name probably) - "What is the color of Night?"
2) Nocturnal Skill Line (support, stealth + healing + buffs, call it the Night's Quiet or something lol): Nocturnal, whose touch is mink!
3) Namira Skill Line (tank, call it the Ancient Darkness) Namira, whose works endure forever!
I'd theme the skills around:
1) Murdery murder (honestly I currently like the assassination skill line, just rework the anims and tweak the numbers)
2) stealthing *allies* to protect them, and crowd controlling enemies. Normal healing stuff.
3) Determination and endurance/eternity; a tank through passive endurance and durability, "one that has suffered everything that life can throw at it - what's one more thumping blow from St. Olms?" (lol). May her Works endure forever!
This would mean the Tank skill line would need access to some of the debuffs (like Major Vulnerability or something like that), the Assassination skill line probably would need DoTs improved, and the support/healing skill line can get aggro control skills (I am still into the idea of stealthing allies to make adversaries drop aggro on them briefly).
Not sure about PVP though.
ragnarok6644b14_ESO wrote: »If I were reworking Nightblade, I'd have a:
1) Sithis skill line (DPS, Assassination is the name probably) - "What is the color of Night?"
2) Nocturnal Skill Line (support, stealth + healing + buffs, call it the Night's Quiet or something lol): Nocturnal, whose touch is mink!
3) Namira Skill Line (tank, call it the Ancient Darkness) Namira, whose works endure forever!
I'd theme the skills around:
1) Murdery murder (honestly I currently like the assassination skill line, just rework the anims and tweak the numbers)
2) stealthing *allies* to protect them, and crowd controlling enemies. Normal healing stuff.
3) Determination and endurance/eternity; a tank through passive endurance and durability, "one that has suffered everything that life can throw at it - what's one more thumping blow from St. Olms?" (lol). May her Works endure forever!
This would mean the Tank skill line would need access to some of the debuffs (like Major Vulnerability or something like that), the Assassination skill line probably would need DoTs improved, and the support/healing skill line can get aggro control skills (I am still into the idea of stealthing allies to make adversaries drop aggro on them briefly).
Not sure about PVP though.
All I would say to that is that I would prefer not to owe my power to any entity by default. I'd rather make up my own story. I dislike how some Sorc skills are just attributed to Meridia. And I don't find that Namira is a good fit for NB to begin with. I'd prefer to stay with the current themes and just see a structural rework. But honestly, NB doesn't need all that much work. I bit of extra offensive power needs to go to Shadow and Siphoning, while Assasination needs to be broken up a little. Assasination needs the most work when it comes to animations though. Dead and outclassed skills like Sap, Debilitate, Mark, Hysteria, Consuming and to a lesser extent Teleport and Swallow need a bit of a tune-up, if only to restore fairness between abilities, e.g. compare Mark Target with Ele Sus.
And once more I'd urge the devs to keep all new animations weapon compatible, because it matters if a player choose to be a "Bow-NB" or "Dagger-NB". The abilities should be able to reflect those choices.
ragnarok6644b14_ESO wrote: »If I were reworking Nightblade, I'd have a:
1) Sithis skill line (DPS, Assassination is the name probably) - "What is the color of Night?"
2) Nocturnal Skill Line (support, stealth + healing + buffs, call it the Night's Quiet or something lol): Nocturnal, whose touch is mink!
3) Namira Skill Line (tank, call it the Ancient Darkness) Namira, whose works endure forever!
I'd theme the skills around:
1) Murdery murder (honestly I currently like the assassination skill line, just rework the anims and tweak the numbers)
2) stealthing *allies* to protect them, and crowd controlling enemies. Normal healing stuff.
3) Determination and endurance/eternity; a tank through passive endurance and durability, "one that has suffered everything that life can throw at it - what's one more thumping blow from St. Olms?" (lol). May her Works endure forever!
This would mean the Tank skill line would need access to some of the debuffs (like Major Vulnerability or something like that), the Assassination skill line probably would need DoTs improved, and the support/healing skill line can get aggro control skills (I am still into the idea of stealthing allies to make adversaries drop aggro on them briefly).
Not sure about PVP though.
All I would say to that is that I would prefer not to owe my power to any entity by default. I'd rather make up my own story. I dislike how some Sorc skills are just attributed to Meridia. And I don't find that Namira is a good fit for NB to begin with. I'd prefer to stay with the current themes and just see a structural rework. But honestly, NB doesn't need all that much work. I bit of extra offensive power needs to go to Shadow and Siphoning, while Assasination needs to be broken up a little. Assasination needs the most work when it comes to animations though. Dead and outclassed skills like Sap, Debilitate, Mark, Hysteria, Consuming and to a lesser extent Teleport and Swallow need a bit of a tune-up, if only to restore fairness between abilities, e.g. compare Mark Target with Ele Sus.
And once more I'd urge the devs to keep all new animations weapon compatible, because it matters if a player choose to be a "Bow-NB" or "Dagger-NB". The abilities should be able to reflect those choices.
I agree with this completely. Let the players flavor their characters, there are many in universe sources to types of power and I would prefer if we got to decide for ourselves what that looked like.
I also agree with the power shift of skills in lines. An easy start would be swapping veiled strike back to shadow and blur back to assassination (I always preferred this anyway). Malevolent Offering getting a damage morph again for siphoning (pre-u16 it was the thorns stun/dot that npcs still have for reference). Bumping up numbers on the damage skills in shadow and siphoning that already exist and are kinda nice to put them more in line with other similar spammable/dots would also help. I don't think nightblade needs dramatic changes to thrive as monoclass, just some reverts to a lot of the lost power over the years.
wolfie1.0. wrote: »I know its off topic a bit but I think it applies.
If DK can lose its poison identity then quite honestly I think that nightblade can lose its shadow tree. Redo the entire skill line and drop the stealth aspects. Focus on the other areas where night blades shine like evasion and high burst damage.
I know it was designed as the rogue/assassin/thief High fantasy plot but there are ways to do that without the stealth aspects.
And for everyone that likes cloak and stealth then rephrase that into the dark brotherhood and theives guild trees. I find it rather odd that these are "guilds" but dont have active skills in them. Why not move cloak and some of the other shadow skills there where they are more accessible?
StihlReign wrote: »NB Cloak and stealth functions, and timing are fine.
StihlReign wrote: »NB Cloak and stealth functions, and timing are fine.
Completely agree. Stealth is a concept that's become 'transformative' and is not rooted behind the cloak anymore. It works, its not 'great' but it works and last time they touched the cloak, it ceased to become a viable part of the stealth toolkit. I don't use it anymore anyways. And even before that, lots of things broke a cloak that was still expensive, then they made it just as easy to break and more expensive.
Quite frankly I think they should just leave stealth alone but focus on fixing the gaps in lore, gameplay and continuity in general rather than ruin something they don't seem to really understand the way players do. I also don't think one-shotting players from stealth is a concept to be entertained specifically. I mean if it happens, then it happens organically, as it should thru creative & innovative builds. But I wouldn't encourage it.
Just a thought…
Change Evasive Trance, remove the blocking part and increase dodge chance to .5 seconds and say activating a Shadow ability causes you to dodge attacks.
This would extend the dodge chance comfortably when rolling into cloak which is pretty much a staple defense mechanic on NB.
Just a thought…
Change Evasive Trance, remove the blocking part and increase dodge chance to .5 seconds and say activating a Shadow ability causes you to dodge attacks.
This would extend the dodge chance comfortably when rolling into cloak which is pretty much a staple defense mechanic on NB.
Well, you might want to check out some class sets...
So, the other pvp game I play had a dev talk about the insight of stealth based characters are partially balanced around player frustration and that might be what they mean by that. Even at some of the lowest points for nightblade in eso, I still have heard people crying for nerfs because they find stealth frustrating. Everything you said about stealth in pvp is correct, that it's been gutted into the ground to the point it's not useful except for niche ganking.
I will say when the class reworks were revealed, many of us, myself included pushed back against stealth as nightblade's identity on the slide. For several roles, stealth is next to useless and I do not see it being functional in pve unless there is a massive combat/npc overhaul which is past the scope of the class reworks. Maybe we get it down the line but for now that's too much to ask to make one niche class skill that not everyone agrees is the identity useful.
Going more into that, stealth in pve for supports is useless and for nightblade tank especially it is the antithesis of their role. Currently if a nightblade tank happens to cloak/stealth, they instantly drop taunt and the boss starts wrecking their team. Nightblade tank has always been enjoyed by players even if it was not always competitively viable. The drain tank/shadow knight archetype deserves to be a part of nightblade's class and identity. For healers, stealth might seem to be more useful but many group dungeons/trials require a healer to kite a ranged attack to keep it out of group and half of them will not hit you if you are stealthed and instead go into the group and cause chaos. These class reworks need to be about more than just dps. Support only or mostly players exist and deserve to get changes that benefit them also. Nightblade as a class has always had the problem of being attractive to supports but less useful than any other class for support. That should change.
I do want to note that similar to nightblade, sorcerer had all their class mastery passives not buff pets and a common complaint about sorcerer is "I like it as a mage but I hate the pets" so I am assuming that nightblade wise they were trying to address similarly how stealth is not desired or useful for everyone so focusing on it would only benefit a small percentage of nightblade players versus something that benefits more players.
I do like and enjoy stealth in nightblade's kit and I do agree it deserves to be fixed up from the sorry state it's in but I also don't think class mastery passives or making it encompass the entire class is the way to go at all. Nightblade has always encompassed more than just stealthy archetypes for a lot of us.
That's fair, but I'm not saying it should encompass the entire class... there's five Class Mastery passives and none of them have anything to do with stealth as a mechanic because "stealth can be problematic".
Yet we get a generic Critical Damage/cap increasing passive, which is exactly why stealth can be problematic.
That's the disconnect.
I'm all for there being alternative playstyles to stealth for nightblade, just like there's various different playstyles viable on DK after the rework.
To elaborate a bit more on how stealth could be incorporated in PvE... I don't think it should be part of a tank's playstyle, but you could make it part of a nightblade DDs & supports' PvE identity very easily:
- Incorporate stealth into more abilities - 1-2s invisibility when casting Lotus Fan or Ambush for example, refreshing invisibility each second within Veil of Blades/Bolstering Darkness area and so on.
- Add stealth modifiers to abilities, i.e. "applies a X DoT over Y seconds if used while invisible", "deals X damage after Y seconds if used while invisible" or for support: "also apply X damage shield if used while invisible".
Simple, but efficient. I'm sure the developers could come up with more interesting mechanics also, but that's just off the top of my head.
What I don't want to see though: stealth modifiers amplifying the "one shot" - ganking shouldn't be made more prevalent than it is.