Maintenance for the week of August 3:
• PC/Mac: No maintenance – August 3
• ESO Store and Account System for maintenance – August 4, 5:00AM EDT (9:00 UTC) - 4:00PM EDT (20:00 UTC)

Returning Nightblade Player's Pain Points and Easy Fixes

XVestigeXx
XVestigeXx
✭✭
Let me start by saying I have played ESO for 4,300 hours and in all that time, all I have ever wanted to do since the start was to be a rogue in PVP on my nightblade. I love PvP and I love Nightblade and my whole goal in this game for years has primarily been to enjoy that. I stopped playing for about 2 years because I hated the changes being made but I came back for class masteries and pure class. I have got to say, the change recently to be focused on player feedback has really been encouraging, so thank you Zos, it inspired me to share on here. I have PvP'd since update 50 came out and I would like to share my pain points with the NB class masteries, NB passives, and NB abilities and easy fixes for the interim as well as a few ideas I would love to see either now or in the class refresh.

1. Class masteries:

An Eye For Exploitation - Effect: Increases your Weapon and Spell Damage by up to 2000, based on your target's missing Health. Reduces your damage taken by up to 20%, based on your attacker's missing Health. Both effects are halved against targets with Battle Spirit.

This class mastery looks strong, and it is, but only in PvE. This mastery is actually probably the worst mastery for weapon dmg out of all the other classes' masteries for pvp. This passive doesn't give much value at all as everyone in PvP does not allow their health to drop below 70-80% or so before switching to their back bar to heal and tank. So that would be 200-300 wpn dmg you might actually have for your burst window until they just heal back up again - MAYBE. Say you get someone down to 50% you only then get a 500 wpn dmg buff, and you have probably spent a spec bow or an ult to do it unless they are just a squishy player, but then they will immediately heal if you didn't burst them all in 1-2 GCDs and you will lose your entire class mastery. The damage reduction also is for the most part counter intuitive in PvP as players are not trying to kill you when they are low hp. They will just heal first, then turn and fight when they are at a more comfortable health.
If we compare this to other classes, Warden gets 1,665 wpn dmg through Wild Adaptation 999 of which can be gained through a single ability like ele sus which is a free skill. Templar gets 600 Wpn dmg through Bright Harbinger and gives 300 to allies, Sorc gets 16% - 25%ish wpn dmg buff for having max mag, necro gets 20% wpn dmg through nothing wasted, Arc gets 300 and 666 through Abyssal Emergence and Fate Realigned, and finally DK gets 10% dmg done through Inexorable descent.

All this to say, this class mastery doesn't even feel like a buff. Its so little in practice and actual application that not having it doesn't make very much of a difference. I propose a constant flat 500 wpnd dmg buff at the very least be slapped on this ability and that the halving in pvp be removed as well. Only then would I maybe be getting around 1,000 wpn dmg vs someone at 75% hp which is the same as Warden casting Ele sus and getting 999 wpn dmg. Please make this change or rework this class mastery altogether because it looks so strong on paper, but it really is the weakest class mastery of them all by a lot in PvP when it comes to dmg.


Above and Beyond - Effect: Increases your Critical Damage and Healing by 25%. This effect is reduced to 5% against targets with Battle Spirit. Increases your maximum Critical Damage and Healing by 30%.

This passive is really only a 5% crit dmg buff because the 30% higher cap is not helpful in PvP. No one is building 155% crit dmg without being a glass cannon, and on top of that, the cap increase does functionally nothing because of how crit resist works. If I didn't have this class mastery, and I had 155% crit dmg and I hit someone with 30% crit resist I would do 125% crit dmg. If I did have this passive and 155% crit dmg and hit the same person i would still do 125% crit dmg (ignoring the 5% crit dmg buff for this example). So the only real benefit here inside of PvP is that 5% crit dmg buff. The PvP nerf here was very heavy handed. I would propose completely removing the battle spirit limit and just let it do 25% crit dmg in PvP too. I don't think this is too much to ask for compared to other class masteries. Or at LEAST please bump it up to 20% crit dmg.

Sincerely, please look at these two ZoS. I have never given feedback like this, it would mean a lot to have these changes to me and all the other Nightblades out there who are probably playing Dk, WW or a sorc right now.

2. Passives

Dark Vigor
Increases your Max Health by 5% for each Shadow ability slotted.

Magicka Flood
WITH A SIPHONING ABILITY SLOTTED Increases your Max Magicka and Stamina by 6%.

Can we please, PLEASE have a QoL change to both of these passives to be active while slotted on either bar instead of just the current one? Especially Dark Vigor? Its so awful every time I switch between my bars I lose 1k-2k HP just because I like to have Shadowy disguise and Shade on my back bar. it feels like another wasted passive in a lot of ways


3. Abilities

Mark Target. This ability is worse in every way compared to Ele Sus which is a free skill. Mark target should be a free cast if Ele sus is a free cast. Nobody ever uses this ability in either PvP or PvE as the heal and major berserk are on target death and the Stealth detect morph is outclassed by a potion. So its only useful on trash mobs in PvE if you need a quick heal but why not then just use a burst heal? Why would I use this ability that costs mag and only gives a 10% dmg done buff for 10 seconds AFTER I kill someone in PvP or PvE when I could use ele sus that gives minor vuln which is 5% dmg done, and minor brittle which is another 10% crit dmg on top of the major breach and burning status effect on cast?
Another problem I have with this ability is its visual effects. It is the most televised ability in the whole entire game on the class thats supposed to be sneaky. Please turn off the visual effects on this.

Manifestation of Terror - Its a trap you place. Please instead make this a delayed stun you can place on people like a curse from Sorc. This would help a lot with DKs who just block forever. Sorc has Streak which is an unblockable and undodgable stun that does dmg which is like shade, shadowy disguise, and Manifestation of terror wrapped up in one. I would love to see this skill be used more.

Cripple - this skill is heavily underused. I had the idea that this could be changed into a class purge of sorts but in the vein of the siphoning skill line I thought it would be so cool if instead of just purging that it instead transferred negative effects on you to the enemy target. Long has Nightblade struggled with dots and no way to combat them. I think in the current balance of the classes and with scribing in mind, it would not be too much to give NB a cool purge/transfer ability like this. What do you think? It might be something for the class refresh instead.

This is my first ever post in 4,300 hours and I hope its helpful, its from my heart and I really love this class. I also love ESO and I am glad to see the comeback it has had so far. To the team at Zos, you have my compliments and gratitude for this recent change in direction. I am so happy to see it and I am wishing you all the best and that ESO just explodes with players as you continue in this direction and work on this game we all love.

All the Best to you!
  • BioBitter100
    BioBitter100
    ✭✭✭
    Some good suggestions here, it always feels bad to lose like 3k HP or more, depending on the setup, just for bar swapping. Can´t remember last time I used mark. And NB fear is a joke compared to what werewolves have now, aye. NB really needs that rework.
    But I fear the announced monitoring and adjustments of the class masteries will not happen as swiftly as is needed, just gotta pray that the rework will not take 3 years but I can already smell the copium.
  • Luneca
    Luneca
    ✭✭✭✭✭
    I can tell you that I've noticed no real difference with masteries on and off. I even went and got killed by a group of DKs earlier to test if it was making a difference.

    Class masteries on NB weren't well thought out. it's a losing play. I'll have to find a nice subclass build for my NB. I have a few ideas.
  • AdonisJorge
    AdonisJorge
    ✭✭
    Great ideas indeed, NB need some buffs
  • Udrath
    Udrath
    ✭✭✭✭✭
    I mostly play a brawler magblade and not super reliant on stealth, and I agree.

    Masteries are pretty bad. The dodge one is unique but it’s not reliable at all. The last one transfer doesn’t even give nightblades the resources only group members. Eye for exploitation is decent. The rest are absolutely worthless for pvp.

    Stealth seems to be having numerous problems that it’s mostly not worth using most of the time. It will break instantly quite often.

    My biggest issue is the healing is terrible. Dark cloak needs to be increased to a least 12 seconds. Refreshing path should have a lingering 4 second heal after you leave it. Magblade self healing should be good enough to drop vigor imo.

    What bugs me the most as ranged though is melee having 7m range when it used to be 5m. People will complain about attacks not landing etc, but that’s what happens when they give everyone easy access to major expedition and snare removals in one button.
  • XVestigeXx
    XVestigeXx
    ✭✭
    Udrath wrote: »
    I mostly play a brawler magblade and not super reliant on stealth, and I agree.

    Masteries are pretty bad. The dodge one is unique but it’s not reliable at all. The last one transfer doesn’t even give nightblades the resources only group members. Eye for exploitation is decent. The rest are absolutely worthless for pvp.

    Stealth seems to be having numerous problems that it’s mostly not worth using most of the time. It will break instantly quite often.

    My biggest issue is the healing is terrible. Dark cloak needs to be increased to a least 12 seconds. Refreshing path should have a lingering 4 second heal after you leave it. Magblade self healing should be good enough to drop vigor imo.

    What bugs me the most as ranged though is melee having 7m range when it used to be 5m. People will complain about attacks not landing etc, but that’s what happens when they give everyone easy access to major expedition and snare removals in one button.

    I forgot to mention the dodge one. Yeah you can't control where or when the dmg buff will actually be applied or to whom unless its a 1v1. They should just give you a unique % buff to dmg done or make the dmg taken debuff apply to everyone you dodge no limit and no cooldown
  • Estin
    Estin
    ✭✭✭✭✭
    Huge agree on the class masteries. They provide almost 0 value in PvP to the point where it's almost as if they were given no passives while every other class got them. Adding feedback on Cutthroat's Focus, the passive is laughably bad. Block cast a NB skill to dodge the next incoming attack within .3 seconds for an unnamed minor vulnerability that lasts 5 seconds. It really is too strict of an activation requirement that would almost never land due to how short the window is (not to mention wreck your sustain), and 5% extra damage is not worth it with that requirement. I can see it being a better passive if the block cast requirement was removed so it works by regular casting, and if the dodge window was increased to 1-3 seconds and given a cool down of maybe 3-5 seconds. That would give it a much better synergy with the Umbral Edge class set. The damage done and length of the debuff doesn't even need to change either, it's only the activation requirement that's 100% terrible.

    And to address a couple of pain points that are also easy fixes. First off, please give NB the ability to prebuff major brutality in their class kit. I cannot stress enough how clunky it feels being the only class in the game that needs to hit an opponent with a skill first in order to gain a necessary weapon damage buff. Hate me if you want, but Power Extraction is such a bad skill that misses more than it hits and often requires you to use the skill twice in a row to gain your buff. At that point you're already far behind in a fight, especially if your target is using ranged skills. Degeneration is slightly better since it can be used from range, but it can have targeting issues if you're too close to someone. Your only options for prebuff are a 10 second buff from scribing, a potion, or use 2h for rally. The first two aren't ideal because you're trading one problem for another. Rally is alright, but you lose out on some opportunities due to only having 1 trait, enchantment, and weapon type passive.

    The second thing is please fix refreshing path being highlighted as a dangerous AOE. For those that play NB and use path, you probably haven't realized that it's being highlighted as if it was a ground AOE that does damage despite not doing anything negative to an enemy. If you've ever wondered why people immediately dodge roll or run from you as soon as you cast refreshing path, that is why. Meanwhile every other ground HOT/effect that doesn't deal damage is not highlighted as a dangerous AOE. This basically makes the skill completely worthless since you have to stand within path to get the heal, and no player in their right mind would want to stand in something that might hurt them when fighting you.

    Really, playing a pure NB brawler in current patch is nothing short of masochism, and a lot of it can fixed with very minor adjustments. Yeah, it still has pretty good burst damage, but when most everyone else is getting high damage mitigation, healing, and sustain just by simply existing, you're just asking to have a bad time when choosing to play a NB brawler.
  • Luneca
    Luneca
    ✭✭✭✭✭
    Estin wrote: »
    Huge agree on the class masteries. They provide almost 0 value in PvP to the point where it's almost as if they were given no passives while every other class got them. Adding feedback on Cutthroat's Focus, the passive is laughably bad. Block cast a NB skill to dodge the next incoming attack within .3 seconds for an unnamed minor vulnerability that lasts 5 seconds. It really is too strict of an activation requirement that would almost never land due to how short the window is (not to mention wreck your sustain), and 5% extra damage is not worth it with that requirement. I can see it being a better passive if the block cast requirement was removed so it works by regular casting, and if the dodge window was increased to 1-3 seconds and given a cool down of maybe 3-5 seconds. That would give it a much better synergy with the Umbral Edge class set. The damage done and length of the debuff doesn't even need to change either, it's only the activation requirement that's 100% terrible.

    This is an example of pretending to ask for a reasonable buff, but asking for a huge buff in reality. That is not a minor adjustment, but an insane buff. It'd essentially give an i-frame in an offensive window with no investment besides a mastery point. That would be way too powerful, especially considering the existence of cloak on the same class and invis pots.
  • Estin
    Estin
    ✭✭✭✭✭
    Luneca wrote: »
    Estin wrote: »
    Huge agree on the class masteries. They provide almost 0 value in PvP to the point where it's almost as if they were given no passives while every other class got them. Adding feedback on Cutthroat's Focus, the passive is laughably bad. Block cast a NB skill to dodge the next incoming attack within .3 seconds for an unnamed minor vulnerability that lasts 5 seconds. It really is too strict of an activation requirement that would almost never land due to how short the window is (not to mention wreck your sustain), and 5% extra damage is not worth it with that requirement. I can see it being a better passive if the block cast requirement was removed so it works by regular casting, and if the dodge window was increased to 1-3 seconds and given a cool down of maybe 3-5 seconds. That would give it a much better synergy with the Umbral Edge class set. The damage done and length of the debuff doesn't even need to change either, it's only the activation requirement that's 100% terrible.

    This is an example of pretending to ask for a reasonable buff, but asking for a huge buff in reality. That is not a minor adjustment, but an insane buff. It'd essentially give an i-frame in an offensive window with no investment besides a mastery point. That would be way too powerful, especially considering the existence of cloak on the same class and invis pots.

    The minor adjustments were more for the issues with the skills, not for the mastery passive.

    When it comes to the idea about Cuthroat, I don't see it being way too powerful, not in the current climate we're in. Something has to be changed for it to be an appealing passive, and dropping the block cast requirement is the only way I can see it being appealing if the other masteries in the NB kit got adjusted as well. Adjustments can always be made to the active window and cooldown time to reign it in if need be. They could even tie some of it to the class set so a set investment would still need to be made. If you're worried about it creating an i-frame during an offensive window, the class set already does that. If the passive was reworked so it had some synergy with the class set, then all it would do would is buff the play style when using that set. That's really the entire point of the class masteries, to buff play styles to compete with subclassed builds and reworked classes until the class itself gets reworked.
  • Luneca
    Luneca
    ✭✭✭✭✭
    Estin wrote: »
    Luneca wrote: »
    Estin wrote: »
    Huge agree on the class masteries. They provide almost 0 value in PvP to the point where it's almost as if they were given no passives while every other class got them. Adding feedback on Cutthroat's Focus, the passive is laughably bad. Block cast a NB skill to dodge the next incoming attack within .3 seconds for an unnamed minor vulnerability that lasts 5 seconds. It really is too strict of an activation requirement that would almost never land due to how short the window is (not to mention wreck your sustain), and 5% extra damage is not worth it with that requirement. I can see it being a better passive if the block cast requirement was removed so it works by regular casting, and if the dodge window was increased to 1-3 seconds and given a cool down of maybe 3-5 seconds. That would give it a much better synergy with the Umbral Edge class set. The damage done and length of the debuff doesn't even need to change either, it's only the activation requirement that's 100% terrible.

    This is an example of pretending to ask for a reasonable buff, but asking for a huge buff in reality. That is not a minor adjustment, but an insane buff. It'd essentially give an i-frame in an offensive window with no investment besides a mastery point. That would be way too powerful, especially considering the existence of cloak on the same class and invis pots.

    The minor adjustments were more for the issues with the skills, not for the mastery passive.

    When it comes to the idea about Cuthroat, I don't see it being way too powerful, not in the current climate we're in. Something has to be changed for it to be an appealing passive, and dropping the block cast requirement is the only way I can see it being appealing if the other masteries in the NB kit got adjusted as well. Adjustments can always be made to the active window and cooldown time to reign it in if need be. They could even tie some of it to the class set so a set investment would still need to be made. If you're worried about it creating an i-frame during an offensive window, the class set already does that. If the passive was reworked so it had some synergy with the class set, then all it would do would is buff the play style when using that set. That's really the entire point of the class masteries, to buff play styles to compete with subclassed builds and reworked classes until the class itself gets reworked.

    You must not have used the class set when it interacted with the "other set" before they nerfed it. I did, and it literally made me a god because no one could damage me because I could easily time and avoid all damage, esp. with my 20 ping. At the same time, I was pushing out a full offensive build.

    At the time, ZOS said it was intended. So I used cloak to get free dodge, the other set handled dodge outside of stealth, and I saved an invis pot for the forced miss function it has on activation. Doing that, in over 4 hour runs I literally never died. People literally could not kill me and accused me of cheating because I was in their face and they could not damage me. With the rotation that I used, there was only a window of 1-2 seconds to actually do damage to me, which I could easily recover with Rally every time.

    Oh wait, I was caught of guard when someone used petrify and two cold stones hit my glass build. Other than that, there was no threat whatsoever of dying, esp. in a 1v1 or even 1v10. But it didn't matter because the purpose of that build was not to be invincible but to showcase an interaction that was overlooked, and for me to get that class set nerfed. Both of which happened. And that happened before I could even post on the forums. (Keep in mind WWs reading this when I threaten to get your class nerfed )

    That kind of power, however it is granted, is exactly what is NOT needed in ESO PvP. And that kind of power really needed no active input because it was mostly automated, similar to how the proposed class passive would work.

    The reason why ZOS put a restriction on the passive and made it "hard to use" is precisely because it is an automated function that rewards you from doing something you would when you're forced on the defensive anyway. And they fortunately after I guess seeing so much videos and getting complaints about "cheating" the foresight to NOT introduce a similar mechanic to the previous class set + "other set" that had an OP interaction described above.

    When someone can literally become a god in the game with a press of a button and have no real threat of being defeated, it's a problem. It's no longer a competitive environment when one person has that ability and the other does not.

    And before you bring up Corrosive, don't worry; I think it should be nerfed too precisely for the same exact reason, even though it's an ult.

    NB needs a lot of thing, but really, I would like to see the class decoupled from being so reliant on stealth and cloak. That's why the class sucks in the first place -- because they've done nothing but buff its damage over and over, but the class actually needs more defense, which you don't have outside of subclassing and the roll button and cloak unless you build specifically for it.

    This is where the problem with NB actually starts overlapping with other terrible classes like templar and arcanist, except those two both hit like a wet noodle and pure class NB is slightly better IMO because at least there are slottable skills that provide buffs, unlike in the case of templar.

    The class mastery could always be changed to something else or buffed like giving a purge or a small one and it would still be impactful without being powerful to the extent that it completely shuts down offensive pressure on the NB, and functions as an i-frame. Especially when other things in the game already grant similar functions and can be stacked with it.

    Even timing cloak at the right time still allows you to soak up damage, including AoE, when it's not supposed to. And it's unlikely that will ever be changed any time soon which is exaclty why I play NB when I'm firing siege.
  • Estin
    Estin
    ✭✭✭✭✭
    Luneca wrote: »
    Estin wrote: »
    Luneca wrote: »
    Estin wrote: »
    Huge agree on the class masteries. They provide almost 0 value in PvP to the point where it's almost as if they were given no passives while every other class got them. Adding feedback on Cutthroat's Focus, the passive is laughably bad. Block cast a NB skill to dodge the next incoming attack within .3 seconds for an unnamed minor vulnerability that lasts 5 seconds. It really is too strict of an activation requirement that would almost never land due to how short the window is (not to mention wreck your sustain), and 5% extra damage is not worth it with that requirement. I can see it being a better passive if the block cast requirement was removed so it works by regular casting, and if the dodge window was increased to 1-3 seconds and given a cool down of maybe 3-5 seconds. That would give it a much better synergy with the Umbral Edge class set. The damage done and length of the debuff doesn't even need to change either, it's only the activation requirement that's 100% terrible.

    This is an example of pretending to ask for a reasonable buff, but asking for a huge buff in reality. That is not a minor adjustment, but an insane buff. It'd essentially give an i-frame in an offensive window with no investment besides a mastery point. That would be way too powerful, especially considering the existence of cloak on the same class and invis pots.

    The minor adjustments were more for the issues with the skills, not for the mastery passive.

    When it comes to the idea about Cuthroat, I don't see it being way too powerful, not in the current climate we're in. Something has to be changed for it to be an appealing passive, and dropping the block cast requirement is the only way I can see it being appealing if the other masteries in the NB kit got adjusted as well. Adjustments can always be made to the active window and cooldown time to reign it in if need be. They could even tie some of it to the class set so a set investment would still need to be made. If you're worried about it creating an i-frame during an offensive window, the class set already does that. If the passive was reworked so it had some synergy with the class set, then all it would do would is buff the play style when using that set. That's really the entire point of the class masteries, to buff play styles to compete with subclassed builds and reworked classes until the class itself gets reworked.

    You must not have used the class set when it interacted with the "other set" before they nerfed it. I did, and it literally made me a god because no one could damage me because I could easily time and avoid all damage, esp. with my 20 ping. At the same time, I was pushing out a full offensive build.

    At the time, ZOS said it was intended. So I used cloak to get free dodge, the other set handled dodge outside of stealth, and I saved an invis pot for the forced miss function it has on activation. Doing that, in over 4 hour runs I literally never died. People literally could not kill me and accused me of cheating because I was in their face and they could not damage me. With the rotation that I used, there was only a window of 1-2 seconds to actually do damage to me, which I could easily recover with Rally every time.

    Oh wait, I was caught of guard when someone used petrify and two cold stones hit my glass build. Other than that, there was no threat whatsoever of dying, esp. in a 1v1 or even 1v10. But it didn't matter because the purpose of that build was not to be invincible but to showcase an interaction that was overlooked, and for me to get that class set nerfed. Both of which happened. And that happened before I could even post on the forums. (Keep in mind WWs reading this when I threaten to get your class nerfed )

    That kind of power, however it is granted, is exactly what is NOT needed in ESO PvP. And that kind of power really needed no active input because it was mostly automated, similar to how the proposed class passive would work.

    The reason why ZOS put a restriction on the passive and made it "hard to use" is precisely because it is an automated function that rewards you from doing something you would when you're forced on the defensive anyway. And they fortunately after I guess seeing so much videos and getting complaints about "cheating" the foresight to NOT introduce a similar mechanic to the previous class set + "other set" that had an OP interaction described above.

    When someone can literally become a god in the game with a press of a button and have no real threat of being defeated, it's a problem. It's no longer a competitive environment when one person has that ability and the other does not.

    And before you bring up Corrosive, don't worry; I think it should be nerfed too precisely for the same exact reason, even though it's an ult.

    NB needs a lot of thing, but really, I would like to see the class decoupled from being so reliant on stealth and cloak. That's why the class sucks in the first place -- because they've done nothing but buff its damage over and over, but the class actually needs more defense, which you don't have outside of subclassing and the roll button and cloak unless you build specifically for it.

    This is where the problem with NB actually starts overlapping with other terrible classes like templar and arcanist, except those two both hit like a wet noodle and pure class NB is slightly better IMO because at least there are slottable skills that provide buffs, unlike in the case of templar.

    The class mastery could always be changed to something else or buffed like giving a purge or a small one and it would still be impactful without being powerful to the extent that it completely shuts down offensive pressure on the NB, and functions as an i-frame. Especially when other things in the game already grant similar functions and can be stacked with it.

    Even timing cloak at the right time still allows you to soak up damage, including AoE, when it's not supposed to. And it's unlikely that will ever be changed any time soon which is exaclty why I play NB when I'm firing siege.

    That's putting it pretty extreme, I don't suggest for NB to have that type of power either. More of what I was suggesting was if reworked to have a synergy with the set, allow for the set to activate on any NB skill rather than only shadow, and then apply the 5% on top of the major vulnerability. The set can proc once every 6 seconds, so that leaves a 5 second window after the first attack for you to be hit. It also only causes you to only dodge the first direct damage attack, so something multi hitting like bound armaments will only have the 1st dagger get consumed while the other 3 will hit you. AOEs and DOTs won't trigger it either. If the overlooked interaction was fixed, then this wouldn't cause NB to be unhittable. It would still be easily counterable just like how the set already is.

    But regardless, yes, the class needs defense more than it needs more damage. I don't use cloak on my NB just because I'm not a fan of it, so that really leaves me with nothing defensive wise except for core skills and the dodge from umbral edge if I currently have it equipped. I would rather for their defense to be thematic/unique to the class rather than a plain armor/damage reduction or a purge which is why I think leaning into dodge/parry mechanic the set and class mastery introduced is the best way to go. Just not to the point of complete broken power where it becomes yet another thing that gets complained about. As it stands, the current form of Cutthroat's Focus is too unreliable outside of PvE and needs to see some form of adjustment.
  • ArctosCethlenn
    ArctosCethlenn
    ✭✭✭✭
    I wouldn't mind seeing cutthroat's auto-dodge activate on leaving stealth or invisibility, in addition to the block-casting option so that it can be more effective on non-tank nightblades, but I'm not really sure it needs such a dramatic buff. The damage taken debuff still applies from standard dodge roll at least.
    Edited by ArctosCethlenn on July 29, 2026 11:13AM
  • olsborg
    olsborg
    ✭✭✭✭✭
    ✭✭✭✭✭
    NB feels very underwhelming in pvp these days for sure. Any suggestions to improve on this is a welcome one imo.

    PC EU
    PvP only
  • XVestigeXx
    XVestigeXx
    ✭✭
    Just found out An eye for exploitation is scaling off YOUR HP and not enemies
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    XVestigeXx wrote: »
    Just found out An eye for exploitation is scaling off YOUR HP and not enemies

    That’s hilarious if true.
    Are you sure though? Surely it would be easy to test on a trial dummy
  • XVestigeXx
    XVestigeXx
    ✭✭
    XVestigeXx wrote: »
    Just found out An eye for exploitation is scaling off YOUR HP and not enemies

    That’s hilarious if true.
    Are you sure though? Surely it would be easy to test on a trial dummy

    Could be a UI bug, I reported it
  • Estin
    Estin
    ✭✭✭✭✭
    XVestigeXx wrote: »
    Just found out An eye for exploitation is scaling off YOUR HP and not enemies

    Eye for Exploitation will scale on your HP for the weapon damage only, it was in the patch notes. I believe it's only applied to healing skills because the weapon damage is tacked onto what you do to your target
Sign In or Register to comment.