Haste needs a serious look at. As it stands it provides absolutely no or at best a very, very minimal dps increase even if spamming exclusively light attacks. Utter waste of an ability slot.
The current state of the Nightblade is absolutely inexcusable after almost 2 months...
davidhorstub17_ESO wrote: »Aetherian Archive Trialhttps://www.youtube.com/watch?v=F-AihITyYqQ
4 Man Dungeonshttps://www.youtube.com/watch?v=pODBGHKF2VU
First, this is a total exaggeration. A sorcerer usually can not kill 10 mobs at a time. Second, here is written, that every class has to have the exact same abilities? If you want that, then go play Rift, where every class has heals, damage, crowd control and buffs. Only stealth is atm reserved for rogue, but I am shure they will change that too in the future.I feel that nightblades are crap, compared to DK and Sorc, especially the AOE root, +AOE Impulse allows them to train 10 ! mobs in a dungeon, aoe them to death, where i struggle to kill 3 Mobs group, mostly i need to avoid them. This is not funny, when they kill 3x times faster, they level especially faster.
And once more: Where is written, that every class has to have the same abilities as others classes? The abilities of the nightblade were well known before release of this game, so if you decided to play a nightblade you had to be o.K. with those abilities or you didn't give it much thought and are now crying because of your mistake.The problem is: our AOE CC abiity is fear, which distributes mobs, where Sorc and DK can concentrate this mobs in one spot, also their CC ability does additional damage to the mobs, where our CC only occupies the mobs for a short duration, 4 seconds.
Because they leveled up and earned their rank by killing players like yourself.Why do VR8 skeevers exist at all?
taylorwilenskiub17_ESO wrote: »I feel bad for you Nightblades. I also have a V2 Nightblade, but re-rolled on a DK because I was getting smoked in Vet content (more likely due to my rush-in-dk-style of play). I am excited to get back to my NB once I hit V12 on my DK but will wait until they are fixed.
NBs need some serious buffs though...I was in Cyrodil today and while I am getting better at PvP I am no expert and I was getting ganked solo by V5+ NBs and they just could not hurt me (I'm only V7 btw). They should be able to blow me up. They have the jump on me, hit me for like half health and stun me, yet I can break out heal and destroy them...they need their skills fixed ASAP.
glitchmaster999 wrote: »khele23eb17_ESO wrote: »ruze84b14_ESO wrote: »So let me get this straight: longer than 15 seconds, at least 5 or 6 mobs, melee and non-vampire.
I'm going to assume that you don't want two-hander or sword-and-board, either. Or werewolves. And probably no stealth-spam tactics or group play or nothing against daedra, werewolves, undead or vampires (because you benefit from fighters guild). Oh, and only VR5 and up, because we all know the games on easy mode till them.
Well apparently you need to resort to hyperbole and assumptions instead of simple reasoning.
It should be longer than 15 seconds because Id like to see if theyre actually able to handle a place like, lets say Sanguine's Demense, with multiple 4-6 mob packs crowding the corridors one pack after another. It should be melee because thats what I expected to be able to do with a class described as exceling through stealth, skilled blade use and speed. Non-vampire because I dont think being a vampire should be a requirement of making the basic, class-related archetype build work. Same goes for werewolves... tho tbh Im not sure youd get much of a benefit from that one. Fighter guild stuff... sure why not... keep in mind tho that if your ability to perform hinges on enemies being undead/daedra youll be SOOL when theyre not. Stealth? Sure. Part of the archetype. Group play? Wasnt this whole thing about soloing stuff? If you want to talk about group play Id rather chat about NB viability in Crag trials as dps compared to other classes.
Moderator Note: Edited quote to attribute it to the correct user.
Sanguine Demise is a PUBLIC DUNGEON. NOT meant to be solo. Sorry, but for you I have only one thing to say L2P.
Once again an unfair comment as they can be soloable, If I can sometimes do it on a nightblade, other classes could do it without problems.
No, not unfair, just truth. The content you named and the specifications given in this post (mobs of 6 or more) are not meant to be played solo! I know the Nightblade Class has serious issues and I am sorry for that, I really am, but if, once fixed, nightblades are able to run through group content appropriated for their lvl while completely alone they should be nerfed, just like DK are getting nerfed.
Understand, I am saying I want Nightblades to be fixed and work properly, but not for them to be the new ridiculous op class. That will only cause more problems.
And you should not be playing group content while solo. Do you have some social problems? Lack friends? L2P >.>
Ok, so when I witnessed Sorcerers soloing this dungeon, one day... and DKs soloing it, the next... that's A-Ok with you?
The bloody Sorcerer, in light armour, ran into the centre of each grouping and spammed destroy staff until they were all dead... then ran into the centre of the next group of Mobs in Sanguine's Demesne and did the same... over and over...
If a NB pulls 2-3 of those, he's toast 75% of the time.
..But, hey, we're wrong to expect to be able to solo the same dungeon as half of the other classes in the game can.
Sure. o_0
How silly of us.
Well that's disappointing, considering my main is a medium armor DW Nightblade. *sigh* How is this not hotfix worthy? I can only turn out ALT's for so long Zeni pleeease.
NBs are broken because several of their abilities don't work, not because they are not overpowered like dragon nights. Make better posts or shut up >.>
Of course you're right about the AOE but that basically causes severe problems with the forced solo'ing of "harvester" class bosses. The other problem is we tend to be squishy and the generic AI on mobs is rush at you like hell on fire basically making them very difficult to kite successfullly or even to escape when overwhelmed. A lot of the areas are designed so stealth basically useless (as well as being shared by all classes). Its just a big frustrating mess.I have to agree with @Morticie, each class is meant to have debilities and areas where they exceed. Though Nightblades are currently suffering because of the many bugs, that has nothing to do with their lack of AoE Damage. That is intended by design.
Nightblades are meant to exceed on single target damage as a assassin class. Dragon Knights are meant to exceed on survivability as a tank class. Templars are meant to exceed as healers and sorcerers exceed on utility and AoE damage. Each class is special for a reason...
Nightblades don't feel special because abilities they need are not working. Once those abilities are fixed, then we will be able to see what they are really capable of.
taylorwilenskiub17_ESO wrote: »I feel bad for you Nightblades. I also have a V2 Nightblade, but re-rolled on a DK because I was getting smoked in Vet content (more likely due to my rush-in-dk-style of play). I am excited to get back to my NB once I hit V12 on my DK but will wait until they are fixed.
NBs need some serious buffs though...I was in Cyrodil today and while I am getting better at PvP I am no expert and I was getting ganked solo by V5+ NBs and they just could not hurt me (I'm only V7 btw). They should be able to blow me up. They have the jump on me, hit me for like half health and stun me, yet I can break out heal and destroy them...they need their skills fixed ASAP.
I do this with a Sword and Board Nightblade. Take three and four mobs and kill them all.
The problem is: our AOE CC abiity is fear, which distributes mobs, where Sorc and DK can concentrate this mobs in one spot, also their CC ability does additional damage to the mobs, where our CC only occupies the mobs for a short duration, 4 seconds.
Nickdorlandb16_ESO wrote: »This is nice and all, im wondering will there ever be fixes for templar ?
glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »This is nice and all, im wondering will there ever be fixes for templar ?
They are reverting biting jabs change but increasing mana cost and nerfing sorcs and dragonknights, it sounds like templars are at the level the other classes should be but I could be wrong.
Nickdorlandb16_ESO wrote: »glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »This is nice and all, im wondering will there ever be fixes for templar ?
They are reverting biting jabs change but increasing mana cost and nerfing sorcs and dragonknights, it sounds like templars are at the level the other classes should be but I could be wrong.
Great, then i quit..
glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »This is nice and all, im wondering will there ever be fixes for templar ?
They are reverting biting jabs change but increasing mana cost and nerfing sorcs and dragonknights, it sounds like templars are at the level the other classes should be but I could be wrong.
Great, then i quit..
Hey I could be wrong, I know they nerfed it because of an exploit so they will probably bring things up to scratch as well, templars have an awesome kit its just not up to scratch yet.
Nickdorlandb16_ESO wrote: »glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »This is nice and all, im wondering will there ever be fixes for templar ?
They are reverting biting jabs change but increasing mana cost and nerfing sorcs and dragonknights, it sounds like templars are at the level the other classes should be but I could be wrong.
Great, then i quit..
Hey I could be wrong, I know they nerfed it because of an exploit so they will probably bring things up to scratch as well, templars have an awesome kit its just not up to scratch yet.
And no announcement yet about fixes.. and exploit ? You mean botters, they nerf an entire class because of botters..
glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »This is nice and all, im wondering will there ever be fixes for templar ?
They are reverting biting jabs change but increasing mana cost and nerfing sorcs and dragonknights, it sounds like templars are at the level the other classes should be but I could be wrong.
Great, then i quit..
Hey I could be wrong, I know they nerfed it because of an exploit so they will probably bring things up to scratch as well, templars have an awesome kit its just not up to scratch yet.
And no announcement yet about fixes.. and exploit ? You mean botters, they nerf an entire class because of botters..
Botters used it but templars could solo anything that could be knocked back, ive seen videos of Erlexx doing it, the knockback just made sure they were perma cc'd
Nickdorlandb16_ESO wrote: »glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »glitchmaster999 wrote: »Nickdorlandb16_ESO wrote: »This is nice and all, im wondering will there ever be fixes for templar ?
They are reverting biting jabs change but increasing mana cost and nerfing sorcs and dragonknights, it sounds like templars are at the level the other classes should be but I could be wrong.
Great, then i quit..
Hey I could be wrong, I know they nerfed it because of an exploit so they will probably bring things up to scratch as well, templars have an awesome kit its just not up to scratch yet.
And no announcement yet about fixes.. and exploit ? You mean botters, they nerf an entire class because of botters..
Botters used it but templars could solo anything that could be knocked back, ive seen videos of Erlexx doing it, the knockback just made sure they were perma cc'd
Oh please do tell me DK, Sorc cant ... Yes it was the only way to actually get passed the freaking mobs.. We dont have anything else to slow something down like that for a long time..
Also ask around and pm some times, how they are enjoying VT content now.. And how much they die now, even more
curlyqloub14_ESO wrote: »The problem is: our AOE CC abiity is fear, which distributes mobs, where Sorc and DK can concentrate this mobs in one spot, also their CC ability does additional damage to the mobs, where our CC only occupies the mobs for a short duration, 4 seconds.
Ya know, I'm surprised fear isn't being mentioned more. Personally, I haven't bought the skill, so maybe I am way off in my assumptions about how it works in ESO, but it seems pretty much totally useless.
In dungeons, tunnels and such are usually small tight areas, with the next group of mobs being so close - it seems like a lot of potential to fear a mob and have it go running right into the next group of mobs, triggering their social assist, and effectively training yourself when the fear breaks and you now have 3 or 4 coming back at you instead of just one.
In open world, even though the spaces may be more open, groups of mobs are still relatively close to each other in most cases, so still fear seems useless.
In group dungeons, fearing mobs would potentially send them out of the AoE range of any other players, while also running the risk of pulling more mobs with a social assist.
No matter how you slice it, fear just doesn't seem viable in, well, any situation really.
Or does fear not work that way? Does it just send them running in a tight little circle without ever coming close to other mobs?
Personally, if I am in desperate need to split a pack, I'll hit one with agony to take it out of commission for 12 secs while I down the other, and hope that 1) 12 secs is long enough, and 2) no other player happens to run by and damage my stunned mob and break it. Either way, Agony at least lasts 12 secs. Fear only lasts 4, which seems pretty much a joke.
So I guess what I wonder is, does anyone here really use fear at all? I kinda' wish they would just trash it completely and give us another more useful skill. Like a quality ranged AoE and/or stun.