Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
Giving NB 20 or 25% as in the original concept would have been too much for PvP.
5 % is too little.
I think around 12 %, which basically offsets the average loss from subclassing into 1 other offensive line, would be appropriate for PvP.
Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
I have a counter-question-
what religious reason is preventing them from using 'in Battle Spirit' for many things in the PTS nerf notes this cycle?
CameraBeardThePirate wrote: »Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
I have a counter-question-
what religious reason is preventing them from using 'in Battle Spirit' for many things in the PTS nerf notes this cycle?
They literally are?

Giving NB 20 or 25% as in the original concept would have been too much for PvP.
5 % is too little.
I think around 12 %, which basically offsets the average loss from subclassing into 1 other offensive line, would be appropriate for PvP.
Arca can give the whole group 20%. Warden also gives the whole group 20% through brittle. A class mastery should definitely be better than normal passives. Templar Aedric spear has 12% crit damage AND 12% damage to blocking players in the same passive.
CameraBeardThePirate wrote: »Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
To be fair, I was in the boat of "let Necro's mastery function in PvP", but as a Necro main, I see now that Corpseburster would be ridiculously powerful with that corpse mastery. It hits as hard as Blastbones does with at least 4 Grave Lord abilities slotted and Malevolent Promise would allow you to spam it, for free with Tether, for crazy damage.
That said, there's no reason they couldn't disable the mastery while wearing Corpseburster or have some other solution to prevent that specific combo because being able to Tether people in PvP would open up the doors for a lot of pressure builds.
Giving NB 20 or 25% as in the original concept would have been too much for PvP.
5 % is too little.
I think around 12 %, which basically offsets the average loss from subclassing into 1 other offensive line, would be appropriate for PvP.
Crit damage is sadly among the most sensitive and conditional stats. On one hand it requires a good basis of damage and crit chance to work at all, but on the other hand it generates high returns due to its multiplicative nature and the way it scales burst. Giving NB access to this stat to offset subclassing makes sense, but maybe they should rather consider adding power by other means to this mastery, instead of just juicing up crit damage, e.g. by adding utility to it. I also don't think NB should just revolve around crit interactions.
The fact that Sorc masteries are on average much stronger and way less conditional is undebatable. And the reliability and uptime are huge aspects here, e.g., it is much less likely to have high uptime on eye for exploitation in PvP than in PvE, due to player behavior. Whether NB masteries are too weak or Sorc masteries too strong is a thing the Devs will have to decide. For me it is a simple thought experiment that just makes it clear how poorly balanced the NB masteries are:
Let's look at Nocturnal Inspiration. Arguably the most interesting NB mastery, as it allows a very specific crit and ult centered play style. But even if you'd double down on this and double your ult uptime, you wouldn't even have access to an ultimate that could rival the value that many Sorc masteries generate passively. Tightening your burst windows by better ult uptimes is in practice not giving you better value than drastically increased sustain/hps and good timing. Excellent defenses can easily translate into extra pressure, due to more generous offensive windows. The extra ult gen shortens the gap between bursts, but it doesn't translate into higher kill potential between resets. I honestly also don't think it should, but if you dissect NB masteries like this you will find that they simply lack application in PvP. And I even think that would be somewhat fine, as long as other class masteries would be at the same level.
As it stands class masteries simply aren't fair across the board for many different reasons, including scaling, uptime, opportunity cost and actually also class flavor. It is a genuine mess and I think they made the game worse. They especially put weaker subclass combinations at an even more drastic disadvantage, which was absolutely uncalled for, when balancing skill lines is ultimately required anyway. It seems that the Devs somehow think releasing a class rework all at once will have a better marketing value. But poor balancing between skill lines and poorly designed masteries are just a double hit on combat balance for a substantial part of possible specs. They made the game less appealing for me.
Nbs issue isnt really damage to be fair, or at least not damage scaling. Zos can't figure out how to make invisibility fair for everyone while also being a core part of nbs toolkit. This has a knock of effect for other things like healing and general tankiness. And ofc the fact bow proc is laughably easy to avoid.
Nbs issue isnt really damage to be fair, or at least not damage scaling. Zos can't figure out how to make invisibility fair for everyone while also being a core part of nbs toolkit. This has a knock of effect for other things like healing and general tankiness. And ofc the fact bow proc is laughably easy to avoid.
Damage is NB's second most noticeble issue after survivablity. Worst damage and worst survivability among all
Giving NB 20 or 25% as in the original concept would have been too much for PvP.
5 % is too little.
I think around 12 %, which basically offsets the average loss from subclassing into 1 other offensive line, would be appropriate for PvP.
Crit damage is sadly among the most sensitive and conditional stats. On one hand it requires a good basis of damage and crit chance to work at all, but on the other hand it generates high returns due to its multiplicative nature and the way it scales burst. Giving NB access to this stat to offset subclassing makes sense, but maybe they should rather consider adding power by other means to this mastery, instead of just juicing up crit damage, e.g. by adding utility to it. I also don't think NB should just revolve around crit interactions.
The fact that Sorc masteries are on average much stronger and way less conditional is undebatable. And the reliability and uptime are huge aspects here, e.g., it is much less likely to have high uptime on eye for exploitation in PvP than in PvE, due to player behavior. Whether NB masteries are too weak or Sorc masteries too strong is a thing the Devs will have to decide. For me it is a simple thought experiment that just makes it clear how poorly balanced the NB masteries are:
Let's look at Nocturnal Inspiration. Arguably the most interesting NB mastery, as it allows a very specific crit and ult centered play style. But even if you'd double down on this and double your ult uptime, you wouldn't even have access to an ultimate that could rival the value that many Sorc masteries generate passively. Tightening your burst windows by better ult uptimes is in practice not giving you better value than drastically increased sustain/hps and good timing. Excellent defenses can easily translate into extra pressure, due to more generous offensive windows. The extra ult gen shortens the gap between bursts, but it doesn't translate into higher kill potential between resets. I honestly also don't think it should, but if you dissect NB masteries like this you will find that they simply lack application in PvP. And I even think that would be somewhat fine, as long as other class masteries would be at the same level.
As it stands class masteries simply aren't fair across the board for many different reasons, including scaling, uptime, opportunity cost and actually also class flavor. It is a genuine mess and I think they made the game worse. They especially put weaker subclass combinations at an even more drastic disadvantage, which was absolutely uncalled for, when balancing skill lines is ultimately required anyway. It seems that the Devs somehow think releasing a class rework all at once will have a better marketing value. But poor balancing between skill lines and poorly designed masteries are just a double hit on combat balance for a substantial part of possible specs. They made the game less appealing for me.
Giving 25% isn't too much for pvp, even 35% wouldn't help NB to reach DK's level considering other class masteries are trash
Giving NB 20 or 25% as in the original concept would have been too much for PvP.
5 % is too little.
I think around 12 %, which basically offsets the average loss from subclassing into 1 other offensive line, would be appropriate for PvP.
Crit damage is sadly among the most sensitive and conditional stats. On one hand it requires a good basis of damage and crit chance to work at all, but on the other hand it generates high returns due to its multiplicative nature and the way it scales burst. Giving NB access to this stat to offset subclassing makes sense, but maybe they should rather consider adding power by other means to this mastery, instead of just juicing up crit damage, e.g. by adding utility to it. I also don't think NB should just revolve around crit interactions.
The fact that Sorc masteries are on average much stronger and way less conditional is undebatable. And the reliability and uptime are huge aspects here, e.g., it is much less likely to have high uptime on eye for exploitation in PvP than in PvE, due to player behavior. Whether NB masteries are too weak or Sorc masteries too strong is a thing the Devs will have to decide. For me it is a simple thought experiment that just makes it clear how poorly balanced the NB masteries are:
Let's look at Nocturnal Inspiration. Arguably the most interesting NB mastery, as it allows a very specific crit and ult centered play style. But even if you'd double down on this and double your ult uptime, you wouldn't even have access to an ultimate that could rival the value that many Sorc masteries generate passively. Tightening your burst windows by better ult uptimes is in practice not giving you better value than drastically increased sustain/hps and good timing. Excellent defenses can easily translate into extra pressure, due to more generous offensive windows. The extra ult gen shortens the gap between bursts, but it doesn't translate into higher kill potential between resets. I honestly also don't think it should, but if you dissect NB masteries like this you will find that they simply lack application in PvP. And I even think that would be somewhat fine, as long as other class masteries would be at the same level.
As it stands class masteries simply aren't fair across the board for many different reasons, including scaling, uptime, opportunity cost and actually also class flavor. It is a genuine mess and I think they made the game worse. They especially put weaker subclass combinations at an even more drastic disadvantage, which was absolutely uncalled for, when balancing skill lines is ultimately required anyway. It seems that the Devs somehow think releasing a class rework all at once will have a better marketing value. But poor balancing between skill lines and poorly designed masteries are just a double hit on combat balance for a substantial part of possible specs. They made the game less appealing for me.
Giving 25% isn't too much for pvp, even 35% wouldn't help NB to reach DK's level considering other class masteries are trash
I think making the other masteries not be trash is the better fix, rather than just giving loads of crit damage. But that is just my personal view.
Giving NB 20 or 25% as in the original concept would have been too much for PvP.
5 % is too little.
I think around 12 %, which basically offsets the average loss from subclassing into 1 other offensive line, would be appropriate for PvP.
Crit damage is sadly among the most sensitive and conditional stats. On one hand it requires a good basis of damage and crit chance to work at all, but on the other hand it generates high returns due to its multiplicative nature and the way it scales burst. Giving NB access to this stat to offset subclassing makes sense, but maybe they should rather consider adding power by other means to this mastery, instead of just juicing up crit damage, e.g. by adding utility to it. I also don't think NB should just revolve around crit interactions.
The fact that Sorc masteries are on average much stronger and way less conditional is undebatable. And the reliability and uptime are huge aspects here, e.g., it is much less likely to have high uptime on eye for exploitation in PvP than in PvE, due to player behavior. Whether NB masteries are too weak or Sorc masteries too strong is a thing the Devs will have to decide. For me it is a simple thought experiment that just makes it clear how poorly balanced the NB masteries are:
Let's look at Nocturnal Inspiration. Arguably the most interesting NB mastery, as it allows a very specific crit and ult centered play style. But even if you'd double down on this and double your ult uptime, you wouldn't even have access to an ultimate that could rival the value that many Sorc masteries generate passively. Tightening your burst windows by better ult uptimes is in practice not giving you better value than drastically increased sustain/hps and good timing. Excellent defenses can easily translate into extra pressure, due to more generous offensive windows. The extra ult gen shortens the gap between bursts, but it doesn't translate into higher kill potential between resets. I honestly also don't think it should, but if you dissect NB masteries like this you will find that they simply lack application in PvP. And I even think that would be somewhat fine, as long as other class masteries would be at the same level.
As it stands class masteries simply aren't fair across the board for many different reasons, including scaling, uptime, opportunity cost and actually also class flavor. It is a genuine mess and I think they made the game worse. They especially put weaker subclass combinations at an even more drastic disadvantage, which was absolutely uncalled for, when balancing skill lines is ultimately required anyway. It seems that the Devs somehow think releasing a class rework all at once will have a better marketing value. But poor balancing between skill lines and poorly designed masteries are just a double hit on combat balance for a substantial part of possible specs. They made the game less appealing for me.
Giving 25% isn't too much for pvp, even 35% wouldn't help NB to reach DK's level considering other class masteries are trash
I think making the other masteries not be trash is the better fix, rather than just giving loads of crit damage. But that is just my personal view.
The idea of 25% crit damage seems a lot less scary when you realize that an arcanist can keep up 20% crit damage for 12 people with relative ease tbh. I think at this point nb needs all the help it can get but i would honestly prefer if they started by giving the class something that makes it sturdier perhaps. I know they are supposed to have some class masteries that help with survival but it never felt strong enough when i tried nb.
Honestly at this point i cant imagine using nb as a pure class even with the upcoming buffs
Giving NB 20 or 25% as in the original concept would have been too much for PvP.
5 % is too little.
I think around 12 %, which basically offsets the average loss from subclassing into 1 other offensive line, would be appropriate for PvP.
Crit damage is sadly among the most sensitive and conditional stats. On one hand it requires a good basis of damage and crit chance to work at all, but on the other hand it generates high returns due to its multiplicative nature and the way it scales burst. Giving NB access to this stat to offset subclassing makes sense, but maybe they should rather consider adding power by other means to this mastery, instead of just juicing up crit damage, e.g. by adding utility to it. I also don't think NB should just revolve around crit interactions.
The fact that Sorc masteries are on average much stronger and way less conditional is undebatable. And the reliability and uptime are huge aspects here, e.g., it is much less likely to have high uptime on eye for exploitation in PvP than in PvE, due to player behavior. Whether NB masteries are too weak or Sorc masteries too strong is a thing the Devs will have to decide. For me it is a simple thought experiment that just makes it clear how poorly balanced the NB masteries are:
Let's look at Nocturnal Inspiration. Arguably the most interesting NB mastery, as it allows a very specific crit and ult centered play style. But even if you'd double down on this and double your ult uptime, you wouldn't even have access to an ultimate that could rival the value that many Sorc masteries generate passively. Tightening your burst windows by better ult uptimes is in practice not giving you better value than drastically increased sustain/hps and good timing. Excellent defenses can easily translate into extra pressure, due to more generous offensive windows. The extra ult gen shortens the gap between bursts, but it doesn't translate into higher kill potential between resets. I honestly also don't think it should, but if you dissect NB masteries like this you will find that they simply lack application in PvP. And I even think that would be somewhat fine, as long as other class masteries would be at the same level.
As it stands class masteries simply aren't fair across the board for many different reasons, including scaling, uptime, opportunity cost and actually also class flavor. It is a genuine mess and I think they made the game worse. They especially put weaker subclass combinations at an even more drastic disadvantage, which was absolutely uncalled for, when balancing skill lines is ultimately required anyway. It seems that the Devs somehow think releasing a class rework all at once will have a better marketing value. But poor balancing between skill lines and poorly designed masteries are just a double hit on combat balance for a substantial part of possible specs. They made the game less appealing for me.
Giving 25% isn't too much for pvp, even 35% wouldn't help NB to reach DK's level considering other class masteries are trash
I think making the other masteries not be trash is the better fix, rather than just giving loads of crit damage. But that is just my personal view.
The idea of 25% crit damage seems a lot less scary when you realize that an arcanist can keep up 20% crit damage for 12 people with relative ease tbh. I think at this point nb needs all the help it can get but i would honestly prefer if they started by giving the class something that makes it sturdier perhaps. I know they are supposed to have some class masteries that help with survival but it never felt strong enough when i tried nb.
Honestly at this point i cant imagine using nb as a pure class even with the upcoming buffs
That isn't the point. Giving NB the ability to break the crit cap and helping out with that at the same time is just entrenching the optimal play style. Currently you'd need good support or heavily dedicated builds to make any use of this mastery in PvP. Considering how bad crit res is distributed and not part of the PvE gameplay at all, this stat is also singlehandedly responsible for a completely arbitrary gearing philosophy in PvP, limiting build options and creating a high entry barrier for newer players. Giving this mastery enough value to offset subclassing would still synergize well enough with the crit support and internal damage mods NB has. The goal was to make pure NB work, not generally optimal or mandatory.
Maybe +-12 % won't seem a lot to some players, but I do not think that one mastery should bear the entire weight of lifting up the power level of a class. It is for sure too weak now, but so are the other NB masteries, as I said above.
Sure, a 5% buff won't fix the class as a whole. But fixing the class with one oversized damage mod is in my eyes a lazy and debilitating way of designing combat. That is exactly how we ended up with NBs entire class power budget being stuck in Spec Bow and Incap for years.
Also worth adding that unnamed % has a greater potential than the named Arca buff.
I'd rather see less CoE-level masteries and more gameplay defining ones.
CameraBeardThePirate wrote: »Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
I have a counter-question-
what religious reason is preventing them from using 'in Battle Spirit' for many things in the PTS nerf notes this cycle?
They literally are?
Not to mention Core-of-Flame nerf, etc. affecting PvE albeit however tiny on that side.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
I have a counter-question-
what religious reason is preventing them from using 'in Battle Spirit' for many things in the PTS nerf notes this cycle?
They literally are?
Not to mention Core-of-Flame nerf, etc. affecting PvE albeit however tiny on that side.
So by "many things" you were only talking about Werewolf changes, and ignoring all the other things that they nerfed specifically in Battle Spirit. Gotcha.
CameraBeardThePirate wrote: »Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
I have a counter-question-
what religious reason is preventing them from using 'in Battle Spirit' for many things in the PTS nerf notes this cycle?
They literally are?
But fixing the class with one oversized damage mod is in my eyes a lazy and debilitating way of designing combat. That is exactly how we ended up with NBs entire class power budget being stuck in Spec Bow and Incap for years.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
I have a counter-question-
what religious reason is preventing them from using 'in Battle Spirit' for many things in the PTS nerf notes this cycle?
They literally are?
Not to mention Core-of-Flame nerf, etc. affecting PvE albeit however tiny on that side.
So by "many things" you were only talking about Werewolf changes, and ignoring all the other things that they nerfed specifically in Battle Spirit. Gotcha.
What you said/rhetorically asked (as reminder)CameraBeardThePirate wrote: »Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
I have a counter-question-
what religious reason is preventing them from using 'in Battle Spirit' for many things in the PTS nerf notes this cycle?
They literally are?
My answer: ALL of the PvP-focused werewolf nerfs and CoE nerf. Your response: ‘well yeah, but that doesn’t count because…’.
They aren’t. It’s selective if anything and they aren’t using that system in the capacity it’s meant for- in other words they aren’t using ‘Battle Spirit’, etc. to separate PvP-based changes from PvE.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
I have a counter-question-
what religious reason is preventing them from using 'in Battle Spirit' for many things in the PTS nerf notes this cycle?
They literally are?
Not to mention Core-of-Flame nerf, etc. affecting PvE albeit however tiny on that side.
So by "many things" you were only talking about Werewolf changes, and ignoring all the other things that they nerfed specifically in Battle Spirit. Gotcha.
What you said/rhetorically asked (as reminder)CameraBeardThePirate wrote: »Sorc's, DK's and warden's masteries aren't affected by battle spirit despite them being absolute best among all classes AND these 3 classes being strongest as is, even if class mastery didn't exist. Why are NB, necro, templar and arcanist masteries nerfed? There is absolutely no logical explanation to this, no answer from dev team. Just what color is the sky in the world of a person who thought that NB should have 5% crit damage while sorc can have unlimited sustain and a lot of wpd on top while being stronger than NB as is?
I have a counter-question-
what religious reason is preventing them from using 'in Battle Spirit' for many things in the PTS nerf notes this cycle?
They literally are?
My answer: ALL of the PvP-focused werewolf nerfs and CoE nerf. Your response: ‘well yeah, but that doesn’t count because…’.
They aren’t. It’s selective if anything and they aren’t using that system in the capacity it’s meant for- in other words they aren’t using ‘Battle Spirit’, etc. to separate PvP-based changes from PvE.
You asked why they aren't using Battle Spirit modifiers for many things in the PTS notes.
I stated they are, because yes, they are using Battle Spirit for many of the nerfs this cycle. I never said they're using it for all of the nerfs, but you didn't either.
warm_blanket wrote: »WRT pure nightblade, none of the masteries need the battlespirit reductions while the class hasn't been reworked. Arguable that they should actually get increases with battlespirit. Here's why:
NB's kit doesn't allow it to stack damage within a CC window. It isn't a dot class either, so nightblade offense is limited to single instances of entirely blockable & dodgeable direct damage. Due to this limitation the individual ability tooltips must hit much higher benchmarks than equivalents on other classes. Trying to do a 1-to-1 comparison against another classes abilities isn't useful, as they don't play by the same rules.
You would have to look at the combined damage instances in a given unavoidable burst combo, and make sure that individual nightblade abilities are competitive given the same frequency of burst attempts. How straightforward block casting is with the recent huge buffs to sustain through block is also something to consider when figuring out a reasonable balance for NB offense, which is hard countered by block.
The caveat here is the actual abilities themselves can't really be buffed, because then they will be cherrypicked by other classes and folded into their own combos mixed with delayed burst & stuns, which NB has none of. We've seen this already with incap & merciless getting stolen post subclassing. So the only way to keep NB competitive for the time being is via very strong class masteries, as it isn't getting mechanical changes any time soon. The current outdated kit is what NB's are stuck with for the next several years lol.
Eventually the class should get some form of delayed burst & stuns. Mark Target and Manifestation of Terror are prime candidates for these respectively IMO. Naturally the masteries should be revised then, as getting access to native delayed abilities would be an immense upgrade for the classes offense.
As far as cloak goes I agree with the general sentiment that it's been gatekeeping the rest of NBs kit. At least in ZOS's eyes the ability is strong (it's mediocre), and that justifies prenerfing any new tools given to elevate pureblades. Cloak being nerfed by proxy through detect buffs should hopefully be enough to convince them to let go of this annoying opinion going forward.
If not then targeted nerfs for problematic cases would be fine, ex guaranteed crit only occurs on non-subclassed abilities to cut out leap ganking, etc. Of the rogue/blood mage/shadow wizard archetypes it would be nice to see the class slightly less dominated by rogue stereotypes.
TheGodlyImage wrote: »The amount of hate Sorcs get is insane.... the class can be good for literally one thing and the entire community turns on them until they are nerfed to oblivion and then ESO kills their game because all the sorcs (most populated) are gone.
Yay for the same cycle over and over!!
I still don't think that masteries can fully replace gradual balancing before a big rework hits. Even if that means the rework would end up just being a visual refresh, and the combat relevant changes would be delivered piece by piece.
Nbs issue isnt really damage to be fair, or at least not damage scaling. Zos can't figure out how to make invisibility fair for everyone while also being a core part of nbs toolkit. This has a knock of effect for other things like healing and general tankiness. And ofc the fact bow proc is laughably easy to avoid.
Damage is NB's second most noticeble issue after survivablity. Worst damage and worst survivability among all
But the class reached this point because players repeatedly wanted to protect cloak rather than ask for buffs elsewhere and accept a reduction in it's power. It's literally just like Sorc in many ways (esp. the power of not allowing someone to target you) and how the entire class suffers because of one mechanic. Except I'd put sorc way ahead of NB because it is usable without Streak and has options.