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Nightblade Class Mastery Passives & Stealth

Decimus
Decimus
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This is what was said by Alec during the recent ESO Dev Update:
We'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.
https://www.twitch.tv/videos/2718853238?t=00h36m26s

I wanted to open this discussion because I think there seems to be a bit of a disconnect on why stealth can be really strong in PvP and what nightblade's class identity is. In the same segment we are shown a passive that raises the Critical Damage & Healing by 25% and the cap by 35%.

Let's be clear about something, the problem currently in PvP isn't that nightblades can utilize invisibility to survive equal to other classes, the problem is that you get one shot from someone from stealth, without getting to respond to them. Most of these builds do not even utilize the offensively weak Shadow skill line, they utilize invisibility potions after using Ulfsild's Contingency... or if ranged builds, they'll simply just sneak and subclass for maximum Critical Damage.

The survivability aspect of stealth is in a very bad state currently - typical nightblade scoreboards at the end of battlegrounds show 10+ deaths on average because Shadowy Disguise is:
  1. Hardcountered by a lot of things like det pots, PBAoEs, Camo Hunter/Inner Light and soft countered by things like last ticks of Lightning Heavy Attack, Bound Armaments, Curse/POTL going off, various proc sets
  2. Extremely annoying to sustain, requiring gimmicks like Heart of Flame, Asylum SnB etc
  3. Clunky, very clunky.

The recent pure class dueling tournament on PC/EU that forced the nightblades that joined to use Shadow saw none of them actually use Stealth because it is quite frankly terrible in dueling.


So with this in mind it feels a bit strange to hear someone say that "stealth can be problematic" and see another passive massively buffing the burst damage from it.

Personally as someone who loves playing nightblade I would've rather seen a strong defensive passive(s) revolving around Stealth and overall adjustments to the burst damage/"one tap" potential in this game.


I understand there is a Nightblade class rework planned for next year, and hopefully the class identity - particularly stealth - receives more attention then.

But at the moment, it feels like there’s a disconnect between what developers believe the problem is and what players are actually experiencing in PvP.


Lastly, referring to the second part of the sentence... when it comes to PvE, there's many avenues to make it more viable: adding more sources of invisibility combined with special effects when using abilities from invisibility etc, but that would be a whole new forum post.
Edited by Decimus on March 13, 2026 3:36PM
  • Avran_Sylt
    Avran_Sylt
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    Yeah, Cloak is something that has a huge opportunity cost as a defensive measure given it can simply just get countered by an AoE. And AoE abilities are all the rage since they're the easiest to hit.

    I think with PvE it would also require an overhaul on now NPC's interact with invisibility. I know that at least the PvP resource node guards for some reason always pop you out of it.

    Tangential, but y'know, if they made Shadow Image also grant invisibility after using it I'd have so much more fun on NB with regards to positioning and trickery. (But I'm biased given that I'm an oakensoul pureNB with limited barspace, so I really get screwed over by AoE attacks like jabs).

    (But I'd also make the teleport cause the shade to teleport to your location as well to indicate the swap)
  • Emeratis
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    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.
  • SneaK
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    Personally very excited for moar dmg

    One shots from stealth, as you said, isn’t a concern because of cloak. Why, cause they’ve gutted the playstyle so much that it’s heavily dependent on gear sets and other class abilities like crystal weapon. Giving NB more crit dmg MIGHT bring back pure stat ganking which is a very very fun playstyle and frankly is accessible for new PvPers. These are great for NB, IMO.

    I’m tired of NB being pushed into the brawler category. Sure, give an option for more defense but honestly the dodge passive will be busted for the brawler style anyway.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Decimus
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    Emeratis wrote: »
    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.
  • Emeratis
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    Decimus wrote: »
    Emeratis wrote: »
    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.

    For the class mastery stealth snub, like I mentioned they also intentionally did not give any buffs to pet sorcs in the sorcerer class mastery passives either to buff nonpet sorc. In fact, one of them was intentionally made weaker for pet sorc so perhaps they might say the crit damage/cap increase for nightblade is pve only by adding a conditional "does not affect stealth" in a way to keep it for pve dps who are struggling but not make it overtuned in pvp? Just some thoughts on a solution there if that problem rises up again.

    I think you're underestimating how much of pve would need to be reworked to make stealth remotely useful there. For tanks the problem is obvious but there are several trial mechanics that bug out when you stealth. I can't go into detail on some because they might be considered exploits, but I feel they would have to reprogram huge swaths of pve group content to make stealth not a gimmick. Buffing nigthblade dps and healers' stealth perks are half the battle, the other is reprogramming how npcs respond to stealth and how mechanics target players.
  • SneaK
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    Decimus wrote: »
    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.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Vaqual
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    I honestly don't know what to think, it feels like an impossible task to decide these bonuses before the respective reworks. For me the most important part right now is that the masteries do not enforce very specific metas, but bring enough versatility to actually compete with subclassing when it comes to build options. Tying them to specific abilities is therefor something I'd personally avoid. The other important topic is powercreep. There will always be a numerically optimally setup, but I wouldn't want them to push the boundaries even further. The game currently doesn't have an answer for some masteries, e.g. I have a hard time imagining how even a fully crit resist optimized build would handle another 25 %.

    I think a mastery that grants stealth is more or less out of the question, that would just have too many implications. Modifying stealth damage is probably also something that will be highly unpopular for different reasons in PvE and PvP. What could be actually feasible is Stealth Utility, like bringing back a small amount of effect cleanse/purge on cast, similar to netch. Overall I think Stealth is a fairly well-rounded combat mechanic at the moment, because counterplay is available enough. The fact that it is annoying to sustain on some builds was a deliberate design choice and I think players have to come to terms with the fact that free endless engage/disengage isn't good for the game (same goes for Streak).

    However, except for the straight Stat Injections (Detect Weakness + Above and Beyond), the NB masteries feel quite gimmicky and very replaceable so far. I don't like any of them particularly and I don't feel that they mesh with the NB aspects that define the class for me ( something along the lines of "One with the Shadows / Siphon Life & Power / Murderous Mastery"). I especially dislike the "Thievery"-spin they put on the transfer passive. It gravitates too close to a generic Rogue-Flavor and neglects the "Blood Mage" aspect of the skill line. I truly hope this is not and idication for the direction of the rework.
  • StihlReign
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    NB Cloak and stealth functions, and timing are fine.
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • Decimus
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    SneaK wrote: »
    Decimus wrote: »
    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.
  • SneaK
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    Decimus wrote: »
    SneaK wrote: »
    Decimus wrote: »
    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.

    IMO the amount of gankers nowadays compared to the yesteryears has nothing to do with survival, and everything to do with complexity and success. It is very hard to gank on a pure NB without specific proc sets/builds. And the HP threshold has just gone up and up. Honestly, ever since they changed Empower, ranged pure NB ganking has become purely reliant on proc sets. Melee ganking can still be done based on pure stats but it’s exactly what you say, a combo. One you have to save up for in order to land a successful attack and cross your fingers the target has at least two broken thumbs.

    Anyway, I don’t disagree they could/should have done a mastery involving cloak. I just think the majority of players don’t know how to properly use cloak if I’m being honest. Another user brought it up, but maybe bring back the purge would help, it would greatly increase survivability on a NB. Currently Dark Cloak is an unused morph, unless you’re a 55k troll build.
    Edited by SneaK on March 13, 2026 7:52PM
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Ratzkifal
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    Couldn't agree more.
    Also I miss when Cloak provided you with Major Savagery. Merciless Resolve is already such a good skill just from being part of Assassination and dealing high on demand burst damage. Everything that I like about it somehow relates back to how toxic it is for me to have access to it without needing to also slot an extra source of Major Savagery.
    My subclassed builds all love to have Merciless Resolve, even when it's not even part of the main damage combo, because having it as an option to shoot a fleeing target after they've narrowly escaped can never be wrong. You shouldn't let me abuse this skill like that.

    Meanwhile my Nightblade misses the fun of having an excuse to slot invisibility in PvE. Can't justify slotting invisibility if all it provides me with is minor protection. There are other sources for that. But if the tank just died and the boss is on me, going invis so the boss can target someone else instead - that's fun, and not to mention it's helpful because once I'm stealthed I can make my way towards the tank to revive without needing to worry about any immediate danger. I like that and Shadow is underpowered in general, so I think putting Major Savagery back onto Cloak is appropriate.
    Edited by Ratzkifal on March 13, 2026 8:43PM
    This Bosmer was tortured to death. There is nothing left to be done.
  • master_vanargand
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    The cost is too high. Magicka's recovery is 0.
    The total cost will be more than double what it used to be.
    "Shadowy Disguise" is practically a slow suicide in PvP.
    I'd rather abandon the Shadow skill and use invis potions or Vamp 4.

    PvE 10% damage bonus for 10 seconds is far too short.
    Please make it at least 20 seconds.
  • ArctosCethlenn
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    It wouldn't make much sense for a mastery passive to be stealth focused, that's probably too narrow of a target particularly considering stealth isn't really a thing in pve. Even as someone who very much enjoys using cloak in pvp I would likely not want to run a mastery centered around it, something more generalist would be far more useful and effective in 95% of situations.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    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.
  • wolfie1.0.
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    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?
  • Decimus
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    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.

    It wouldn't, that would take the class rework in 2027 most likely.

    The post is mostly from PvP perspective since there seemed to be some misunderstanding regarding PvP during the ESO Live and what exactly causes stealth to be "problematic".

    I did however write about how stealth could eventually be incorporated into PvE on comment #5:
    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".

    ...this however is beyond the scope of the thread.


    I just wanted to bring up the disconnect between the perceived problem (stealth) and actual problem (damage stacking) in PvP - after all, if problems aren't correctly identified then how can we expect ZOS to fix them?
  • ragnarok6644b14_ESO
    ragnarok6644b14_ESO
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    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.
    Edited by ragnarok6644b14_ESO on March 14, 2026 5:17AM
  • YandereGirlfriend
    YandereGirlfriend
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    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
    ragnarok6644b14_ESO
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    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.

    I think the problem was trying to give necromancer a "single unique buff" in the first place. One cool number thing does not a class identity make.

    I'll go make a post over at the necromancer thread that's equally enthusiastic (and biased towards my favorite Daedric Prince) lmao.

    EDIT: Or I would if such a thread existed - were they not featured on stream?
    Edited by ragnarok6644b14_ESO on March 14, 2026 5:24AM
  • MSattrtand
    MSattrtand
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    My idea for stealth-related mastery passive:

    Protective Cloak:

    When you cast Shadow Cloak, you also cast Blur on yourself and up to 3 group members if Battle Spirit is active, or up to 11 group members if Battle Spirit is not active. Born from Shadows duration increased by 5 seconds if Battle Spirit is not active. While you're in stealth or have Born in Shadows, gain Major Protection. Dark Cloak duration increased by 3 seconds, it grants Major Vitality to you, and you don't need to brace to get increased healing.

    In PvP, it will give you good defensive buffs, Major Evasion, Minor Resolve or snare removal+immunity. And that's for a small-scale group. If you're a ganker, you'll be getting Major Protection after leaving stealth to increase the chance that you'll survive your failed attempt to gank. If you're a brawler, you can also try to use Shadowy Disguise for Major Protection, or use Dark Cloak as your self-heal.

    In PvE, you're still providing good defensive buffs. Minor Resolve is easy to get from the Runeguard of Still Waters/Combat Prayer/Contingency, but that's one more reliable way to get it. Major Evasion is not always needed, and DDs can easily source it from the Blade Cloak, but sometimes you need it, and DDs have no barspace for Cloak. Major Protection is useful for a tank, same for good self-heal. ZOS just have to make sure that you're not losing taunt when restealthing. Idk, like if you have a hard taunt active, immediately remove you out of stealth, so you'll be able to get your Born from Shadows and keep taunt.
  • Vaqual
    Vaqual
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    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.
  • Emeratis
    Emeratis
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    Vaqual 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.
  • ragnarok6644b14_ESO
    ragnarok6644b14_ESO
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    Emeratis wrote: »
    Vaqual 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.

    That's fair to you both - I personally would prefer this policy as well, but the Nightblade's Class Masteries explicitly mention Nocturnal, for example, so I'm not sure the devs agree.
  • katanagirl1
    katanagirl1
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    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?

    This is an idea I briefly thought about, but am unsure whether I would want to lose the cloak ability on my nightblade since I have had it since the beginning of the game. It has been a big part of her identity. I am not sure I like the idea that sorcs and other classes can be the sneaky thief that nightblade has always been as the ideal. At the same time I would also like my character to have higher dps, and again like I said before, stamina NB needs to on par with magicka NB which has not been the case for a long time.

    I don’t have the answers but in the past both have been possible and therefore they can be again. Maybe class mastery is not the place for it though.
    Khajiit Stamblade main
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    Orc Stamplar PVP
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    Dark Elf Necromancer
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Vulkunne
    Vulkunne
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    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.
    Edited by Vulkunne on March 15, 2026 3:19PM
    Thank you for your attention to this matter.
  • Decimus
    Decimus
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    Vulkunne wrote: »
    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.

    The problem is that if it's not "great" then it's not something people who want to be competitive will ever build around because the "works" part then become very situational. Anything can work in this game, given the right opponents or circumstances...


    In the world of game balance, you buff up what is weak and try to make it competitive with the "meta" - that's how you keep games interesting.

    This is why I made this thread, because something that is weak was called "problematic", while the only problematic aspect of it (ironically nothing to do with nightblade or Shadowy Disguise either) is getting boosted by the increased damage people can dish out from invisibility with the class mastery passives.


    I would also argue that Shadowy Disguise as an ability is very problematic from new player perspective as well - I've watched countless new players (and even more experienced ones) wonder why their cloak stopped working or what revealed them... it's incoherent, annoying to utilize and doesn't provide immediate value on cast like Streak or Ball of Lightning for example.

    I'd say it was much better designed on Vengeance where a substantial burst heal was included on the cast and there weren't as many things constantly pulling you out of invisibility. I'd even go as far as to say Shadowy Disguise right now on Live wouldn't be considered an "op" ability if it cleansed debuffs like it did back in the days.

    That's how far the "stealth" playstyles have fallen in this game - most people in the game subclass away from Shadow, not towards it.
  • SneaK
    SneaK
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    Just a thought…

    Derp derp derp
    Edited by SneaK on March 16, 2026 4:21PM
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Vaqual
    Vaqual
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    SneaK wrote: »
    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...
  • SneaK
    SneaK
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    Vaqual wrote: »
    SneaK wrote: »
    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...

    Lol, welp, I’m stuck in combat in Cyro and have never made it to IA.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • heimdall14_9
    heimdall14_9
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    Decimus wrote: »
    Emeratis wrote: »
    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.

    your 100% right about crit damage being to OP but id rather see zos re-work battle spirit and control crit damage as an whole in PVP as it would not only help with NB but all critical damage becoming problematic
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 99% full game all vet HM SR ND ( U46) release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ww add-on takes the integrity of the GAME away
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