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Nightblade Update

  • Evergreen
    Evergreen
    ✭✭✭
    Blinks wrote: »
    Ouch, that's another one gone Zenimax, tut tut

    2vueft0.jpg
  • Selodaoc
    Selodaoc
    ✭✭✭
    Toll-Free - North America

    Toll-free calls made from a local landline are free of charge.

    1-855-296-3170
    •US
    •Canada
    •Mexico

    Toll-Free - Other Countries

    Toll-free calls made from a local landline are free of charge. Players should replace the "+" with the country code of the country in which they are located.

    +800-6044-6044
    •Australia
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    Call them and tell them to get their *** together
  • Unsanctified
    Unsanctified
    ✭✭✭
    Animus0724 wrote: »
    This post will go unnoticed

    Nope.


    Najarati wrote: »
    Things I would like to see
    ....
    Blur: replaced by new skill
    ....

    I disagree with this. Blur is a good skill in concept, but it needs to be implemented better. For one, just slotting Blur should passively grant you 15% evasion.

    I agree. The concept is there, and it could work very well. Zenimax needs to get on the ball and at least start commenting on this thread so we know they give a crap about what people are saying.
    As I was going out one day,
    My head fell off and rolled away.
    And when I saw that it was gone,
    I picked it up and put it on.

    -Cadwell
  • Blinks
    Blinks
    ✭✭✭
    NightBlade - " So Zenimax Team, do you give a crap about this thread, and the issues and development on how to fix the NB class?"

    Zenimax CEO - "No"

    Zenimax Dev Team leader - "No"

    Zenimax Dev Team - "No"

    Zenimax Forum Team - "No"

    Any one else at Zenimax - "No"
    Edited by Blinks on June 4, 2014 8:36PM
    ESO, "play your way", As long as its light armor and staff

    v14 DK (Re-rolled to NB, because DK is easy-mode)
    v12 Duel Wield Khajiit NightBlade (Re-rolled again to play ranged DPS) Snipe spam

    Main v9 Bosmer NB Archer (Can't hit v14 due to ZOS screwing with XP)
  • yelloweyedemon
    yelloweyedemon
    ✭✭✭
    Blinks wrote: »
    NightBlade - " So Zenimax Team, do you give a crap about this thread, and the issues and development on how to fix the NB class?"

    Zenimax CEO - "No"

    Zenimax Dev Team leader - "No"

    Zenimax Dev Team - "No"

    Zenimax Forum Team - "No"

    Any one else at Zenimax - "No"

    Just curious, how much playtime you have and how much time forum QQ'ing ?
  • Blinks
    Blinks
    ✭✭✭
    11 Days 5 hour, 36 minutes and 10 seconds "Played"

    Forums open all the time I tab between the game and forums when I die then start QQ'ing :stuck_out_tongue_winking_eye:
    Edited by Blinks on June 4, 2014 8:41PM
    ESO, "play your way", As long as its light armor and staff

    v14 DK (Re-rolled to NB, because DK is easy-mode)
    v12 Duel Wield Khajiit NightBlade (Re-rolled again to play ranged DPS) Snipe spam

    Main v9 Bosmer NB Archer (Can't hit v14 due to ZOS screwing with XP)
  • yelloweyedemon
    yelloweyedemon
    ✭✭✭
    Blinks wrote: »
    Forums open all the time I tab between the game and forums when I die then start QQ'ing :stuck_out_tongue_winking_eye:

    Explains pretty much all this NB Doom & Gloom on the forums...
    Edited by yelloweyedemon on June 4, 2014 9:20PM
  • Pinn
    Pinn
    ✭✭
    Baskat wrote: »
    This announcement feels like a moving carrot, but a rotten one.
    I'm really disappointed.
    qft.

    I hadn't thought about actually leaving the game until now. Reminds me of how Barbs were treated in AOC.

  • Blinks
    Blinks
    ✭✭✭
    Explains pretty much all this NB Doom & Gloom on the forums...

    Certainly does :stuck_out_tongue_closed_eyes:
    ESO, "play your way", As long as its light armor and staff

    v14 DK (Re-rolled to NB, because DK is easy-mode)
    v12 Duel Wield Khajiit NightBlade (Re-rolled again to play ranged DPS) Snipe spam

    Main v9 Bosmer NB Archer (Can't hit v14 due to ZOS screwing with XP)
  • Loco_Mofo
    Loco_Mofo
    ✭✭✭✭✭
    Blinks wrote: »
    Forums open all the time I tab between the game and forums when I die then start QQ'ing :stuck_out_tongue_winking_eye:

    Explains pretty much all this NB Doom & Gloom on the forums...

    The 1.2 PTS notes explain the doom & gloom here. You know, the patch that was meant to fix NBs.
  • Ilterendi
    Ilterendi
    ✭✭✭
    Blinks wrote: »
    NightBlade - " So Zenimax Team, do you give a crap about this thread, and the issues and development on how to fix the NB class?"

    Zenimax CEO - "What's a Nightblade?"

    Zenimax Dev Team leader - "We should add those. They sound cool."

    Zenimax Dev Team - "lolNightstaff"

    Zenimax Forum Team - "lol" -Delete-

    Any one else at Zenimax - "Nightblade? You mean the class that we show literally dying in the CGI Video, nearly twice? You didn't get the hint?!"

    There. I fixed it for you. /cheers
  • Ysne58
    Ysne58
    ✭✭✭✭✭
    Ysne58 wrote: »
    Guys and gals, go into the PTS, test it out and see how it works before deciding it's all bad.

    We can't yet. And we don't need to. I certainly don't. I know my class very well and I know exactly what these changes bring... nothing of value.

    If I thought "hmm this sounds ordinary but I'll need to try it first to be sure" then I would say so and you might have a point but I'm 100% certain these changes are junk. One improvement, one real nerf and one dishonest "fix" - the rest are cosmetic changes (that I've never heard anyone complain about) to pad out the text. Pathetic.

    Are they genuinely this incompetent or deliberately slapping players in the face for daring to question their game design? Cutting off their nose to spite their face?

    Yes you can. All you have to do is download the pts client and then you can play it.
    You can assume what the changes will bring, but you really won't know until you try them out.
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
    ✭✭✭✭✭
    Ysne58 wrote: »
    Yes you can. All you have to do is download the pts client and then you can play it.
    You can assume what the changes will bring, but you really won't know until you try them out.

    True.. I can test now.

    But I can know without trying because... they've told us. These aren't complex changes. Any averagely intelligent person who understands the NB class will know what effect these changes will have to this point.

    If they add more and it starts getting complex then, sure, but as it is it would be a huge waste of time for me to test when nothing much affects me.

    So... 10% additional damage out of stealth if using certain skills (Assassin direct damage skills already benefited from the 10% bonus as I've previous documented so that basically leave Surprise Attack). This could raise my dps by about... 40. Points. Max unless one-shotting. ;) No other effects. Players who strike with strife from stealth may get more utility out of this change.

    Edited by ferzalrwb17_ESO on June 5, 2014 12:54AM
  • Aziz006
    Aziz006
    ✭✭✭
    Recently I spend more than 100k for my new vr12 set. I have nearly everything legendary with legendary glyphs. I have 54% crit chance.
    Question is: How the hell lvl45 sorc has same DPS as me?

    Mages should not have more crit chance than an assassin, not even close. This whole f*cking inner light just makes whole 7/7 medium set look like a joke. It reduce the max magicka by 5% but guess what it does not cause DPS loss because it only makes magicka cap at 95%.

    After questing vet dungeons when you come to craglorn there is no activity NBs can do except some XP grind in anomalys.

    No more activities after vr12 for NBs. Not even PvP since it has no difference with PvE at the moment.
  • TheWired
    TheWired
    ✭✭
    Nerfing the only real resource management skill we have is NOT acceptable. We have no significant instant heals and no class magicka or stamina reduce cost passives. On top of that, the skill reduces weapon/spell damage by 20%+.

    Seriously, go nerf green dragon blood or dark exchange instead. You've already broken the DK, might as well go all the way now.
  • TB1234
    TB1234
    ✭✭
    TheWired wrote: »
    Nerfing the only real resource management skill we have is NOT acceptable. We have no significant instant heals and no class magicka or stamina reduce cost passives. On top of that, the skill reduces weapon/spell damage by 20%+.

    Seriously, go nerf green dragon blood or dark exchange instead. You've already broken the DK, might as well go all the way now.

    I still don't understand why siphoning strikes even has damage reduction on it. Both the sorcs dark exchange/ and DK passive to regain resources has no penalty for dks and a minor penalty to sorcs. Yet for NB's they have a significant penalty. Yet another not well thought out plan from the developers.

    It would seem to me one of the quickest ways to even the playing fields would be to remove the damage penalty and we have something similar to battle roar passive. Keep in mind we lose a slot or two for this skill. DKs lose no slots.. Sorcs can put it on an off bar.

    This skill pigeonholes the dps NB into destro staff for sustained dps and resource mgmt of elemental drain.
    Edited by TB1234 on June 5, 2014 2:30AM
  • Grim13
    Grim13
    ✭✭✭✭✭
    The more PvP I play, the more I loathe Zos...

    I'll spend a minute stealthing up behind someone just to get my precious stun from Concealed Weapon... press it once, nothing... twice, nothing, 3 TIMES, nothing... oh! I've been noticed, press Dark Cloak... it fails. I'm dead.

    That's 2/3rds of my encounters. Can't fight someone when most of my skills are pooched.

    Death by broken skills.
  • TheWired
    TheWired
    ✭✭
    Siphoning strikes is a good skill and on paper sounds OP. In my opinion, the damage reduction is needed otherwise we would be wrecking everything. That being said, given how RIDICULOUS damage is in VR PvE content, the leech should be increased instead of nerfed. You are forced to use light armor if you want to use class skills and need to fight close range for most melee/stamina builds.

    So yeah, as usual, nerf random skills instead of fixing actual bugs. Haste still doesn't work properly, dark cloak still doesn't remove Dots and still takes out of stealth randomly.
    *Claps*
  • TB1234
    TB1234
    ✭✭
    TheWired wrote: »
    Siphoning strikes is a good skill and on paper sounds OP. In my opinion, the damage reduction is needed otherwise we would be wrecking everything. That being said, given how RIDICULOUS damage is in VR PvE content, the leech should be increased instead of nerfed. You are forced to use light armor if you want to use class skills and need to fight close range for most melee/stamina builds.

    So yeah, as usual, nerf random skills instead of fixing actual bugs. Haste still doesn't work properly, dark cloak still doesn't remove Dots and still takes out of stealth randomly.
    *Claps*

    Maybe im not understanding it sorcs get dark exchange (no damage reduction) DK's get battle roar (70% stats with ulti use and no dam reduction). Essentially they can spam skills and NBs get a 21% damage reduction on theirs. I'm not seeing how that is balanced.

    In a game with no cd's the highest dps class will have the best resource mgmt skills which Dks/Sorcs have.
    Edited by TB1234 on June 5, 2014 2:50AM
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
    ✭✭✭✭✭
    TB1234 wrote: »
    Maybe im not understanding it sorcs get dark exchange (no damage reduction) DK's get battle roar (70% stats with ulti use and no dam reduction). Essentially they can spam skills and NBs get a 21% damage reduction on theirs. I'm not seeing how that is balanced.

    These aren't comparable skills. Siphon (morphs) does need some kind of cost since it's a free, always-on toggle. Dark exchange is an ability that takes time and Battle Roar is a fairly small feed (it's 70% of the cost of the Ultimate returned not 70% of max resource - it's actually very tiny).

    If the NB was doing the damage of a sorc then the current damage reduction would be fine. Perhaps it should affect stamina based skills less - say 12% - to actually encourage people away from sticks and skirts. Yeah right...

  • TB1234
    TB1234
    ✭✭
    TB1234 wrote: »
    Maybe im not understanding it sorcs get dark exchange (no damage reduction) DK's get battle roar (70% stats with ulti use and no dam reduction). Essentially they can spam skills and NBs get a 21% damage reduction on theirs. I'm not seeing how that is balanced.

    These aren't comparable skills. Siphon (morphs) does need some kind of cost since it's a free, always-on toggle. Dark exchange is an ability that takes time and Battle Roar is a fairly small feed (it's 70% of the cost of the Ultimate returned not 70% of max resource - it's actually very tiny).

    If the NB was doing the damage of a sorc then the current damage reduction would be fine. Perhaps it should affect stamina based skills less - say 12% - to actually encourage people away from sticks and skirts. Yeah right...
    I believe the tooltip on battle roar is wrong .... it gives much more.. not sure on the exact amount. Believe me 3-4secs to get a full mana pool is hardly equal to -21% total damage output. I would bet they lose maybe 5% depending on how long the fight is.
    Edited by TB1234 on June 5, 2014 2:57AM
  • OkieDokie
    OkieDokie
    ✭✭✭
    TheWired wrote: »
    Siphoning strikes is a good skill and on paper sounds OP. In my opinion, the damage reduction is needed otherwise we would be wrecking everything. That being said, given how RIDICULOUS damage is in VR PvE content, the leech should be increased instead of nerfed. You are forced to use light armor if you want to use class skills and need to fight close range for most melee/stamina builds.

    So yeah, as usual, nerf random skills instead of fixing actual bugs. Haste still doesn't work properly, dark cloak still doesn't remove Dots and still takes out of stealth randomly.
    *Claps*

    Just getting rid of the damage reduction you can solve resource management for the class and increase dps (compared to now) at the same time.

    There is no need for it, really.

    edit: I'll explain it better. I can turn it off if I'm facing up to two enemies. The rest of the time is always on, including boss fights. This means that even if my class had the same dps as dk/sorc (and it does not), I'd be reaching significant inferior dps to make it sustainable. I can't figure out why one would think this is right.

    ----
    Well, this is just...


    'We also know that Nightblades are reporting they are underpowered. I know all about this, as my main character is a Nightblade, and I’ve been running into some of these same issues myself. Again, just like the DK, we’re not going to make wholesale changes quickly; instead, we’re going to make small, incremental adjustments until NB class abilities fall in line with other class abilities.'

    http://elderscrollsonline.com/en/news/post/2014/06/04/the-road-ahead--june-4th?ref=rss

    I think I'm going to make small adjustments to my payments as well, like 1 every 2 or 3 months.
    Edited by OkieDokie on June 5, 2014 3:04AM
    People keep saying they heard of a friend of friend of friend of their neighbors that plays a NB and can catch up with dks and sorcs and this guy just never shows up. He would be a rock star if he existed.
  • arobertson.eeb14a_ESO
    arobertson.eeb14a_ESO
    Soul Shriven
    Currently downloading the PTS to try some of these changes before passing final judgment but I'm not seeing an overall improvement in the current patch notes so far given the number of cosmetic changes and scattered nerfs.

    But anyways here are my thoughts on the current notes and hopes for the class. (I apologize in advance for the very long post).

    Assassination

    Assassin’s Blade: Cosmetic

    Incapacitate (Haste morph): Waiting to see how much of a percentage it is, but I am expecting at least a visible change in per damage hit if not overall DPS, meaning at least 10%. Of course there's also the ever expectant bow/staff heavy attack speed buff fix.

    Master Assassin: This is a nice change that actually makes it so our class abilities actually receive some damage bonus. It's still only a bonus to one to three attacks in a fight assuming you have magicka to spare for shadow cloak so it's main use is probably that little extra damage needed to take out that caster immediately instead of spending a few more seconds finishing it up after a stealth attack.

    Reaper’s Mark (Mark Target morph): Disappointing, that it can no longer stack the buff as short as it may be, especially given the significant magicka costs associated with reaper's mark. I would at least like to see the duration increased to 1 minute to be on par with the on-demand versions available to sorcerers and dragon knights.

    Shadow

    Path of Darkness: I have significantly different thoughts on this ability, but we'll see if this is even on par with wall of elements. For a narrow and fairly short range ability that really isn't that useful as either an escape, taunt, or offensive ability in its current form, I'd expect the direction of this ability to be more in-line with the defensive nature of the shadow skill line.

    Refreshing Path:
    Realistically it's only going to be about 18 stamina/2s assuming you are at already at 60 stamina/2s if not already at the soft-cap for some reason. If full medium armor ever becomes significantly competitive, this ability will probably lose most of its effect to the soft cap, but until then I'll take what I can get as it is a nice buff all around for now.

    Siphoning

    Leeching Strikes (Siphoning Strikes morph): Really? Fix the tool-tip for now if you must, but this won't change anything. So much damage in the game is avoidable and when you do need a heal this little trickle isn't going to save you. The opportunity cost for choosing it over resource recovery on all attacks is too great to even consider a ~70hp heal per hit when you factor in the damage loss to choose this ability.

    Magicka Flood: I honestly though this one was working, but okay.

    Siphoning Strikes: This has become a core ability to pretty much all Nightblades. Nerfing it to promote build diversity is absurd. Now I can understand the issue with restoration staves and their "infinite" magicka, but if you look at the numbers it's on average 5.5% recovery per attack. The basic restoration staff heavy attack is almost twice that. Nightblade healers won't even feel a 1-2% loss while DPS and tanks will suffer a significant loss in sustained damage and stamina recovery. Otherwise, this is the last thread Nightblades are hanging on to in order to remain effective. These changes, especially at this point are totally justifiable rights for outrage in my opinion.

    Soul Siphon (Soul Shred morph): Cosmetic, and technically a stealth nerf. I suppose the intent is for soul shred to remain un-morphed for an AoE burst option, and Soul Siphon to offer more single target. Both options just end up feeling underwhelming for ultimate abilities.

    Strife: Cosmetic


    That said, these are the changes I've always hoped for in addition to the planned fixes for known issues:

    Assassination:

    Teleport Strike (and morphs): Slightly reduce magicka cost.

    Right now, the damage on teleport strike isn't anything special. It's an effective gap closer and has its place in burst rotations in PvP by providing an enhanced follow up attack, but it's hard to justify having it on your limited skill bar just for those purposes otherwise at current cost, especially if we are trying to get away from the full light armor builds.

    Lotus Blade (Teleport Strike morph): Increase the radius to 6 meters. Moderatly increase the damage over time component.

    There is no listed AoE radius on this ability and, quite frankly, its miniscule anyways. I've seen it routinely miss the 3rd target in a loosely spaced group of three if I don't carefully aim to position myself to land in the center of all of them. The damage is actually the same overall as the other morphs which, honestly, does not make much sense. The extra DoT damage coupled with a more reliable radius should make this ability a reasonable alternative for PvE tanks and AoE skill sets.

    Ambush (Teleport Strike morph): Position the caster behind and facing the target. (Possibly only on NPCs)

    Give Nightblades a slight edge in a world where everyone has the ability to stealth and sneak attack. Trying to get a sneak attack in a group of onrushing NPCs is an exercise in futility without wasting more magicka on shadow cloak that could probably better be spent elsewhere. Repositioning to avoid attacks also fits well with the elusive nature of Nightblades in general.

    Blur: Remove and replace with new ability. Reintegrate the concept into the shadow skill line where it belongs. Example alterative ability provided below.

    It makes no sense as an assassination ability. I might have used it if I had more room on a skill bar, but it doesn't deserve a place on my main bar even while tanking. Ultimately it's just a boring fire and forget before a fight for 15% miss chance. The morphs are nothing interesting either. Off balance from Mirage doesn't actually stun and doesn't even proc that often. You can try both Mirage and Sparks and you might see one or two procs over its duration at 100% miss chance. Double take for 30% miss chance is a little better but, between the short duration and the cumbersome weapon swap animations it can't be used reactively from the second bar. It's analogs in the Dragon Knight and Templar trees are at least more practical or flat out more effective.

    Fire Bomb (Blur replacement): 15m range, 5m radius, ground target, medium-high cost, no synergy. Deals fire damage and applies burning to affected targets for moderate damage over 3 seconds.

    Provides a much desired class AoE ability to Nightblades without resorting to using a staff. Where Drain Power and it's morphs should be used occasionally, this ability should be a competitive alternative for clearing out groups.

    Flash bang (Fire Bomb morph): 15m range, 6m radius, ground target, slightly higher cost, no synergy. No longer deals damage but stuns affected enemies for 3 seconds. Afterwards, enemies are disoriented for 3 seconds.

    A reliable CC option that provides the solo players some breathing room when facing multiple enemies and tanks an alternative to volcanic rune for controlling packs in dungeons. The ability does no damage, is subject to all forms of CC removal and immunity along with a high cost that prevents spamming, but takes effect instantly.

    Choking Gas (Fire Bomb morph): 15m range, 6m radius, ground target, slightly higher cost, 4 second duration, no synergy. No longer deals direct damage, but deals moderate poison damage over 4 seconds. Applies a non-stacking de-buff for 3 seconds to targets within or entering the field. NPCs are silenced but may continue to auto attack and use weapon abilities. Players suffer a 50% increase in magicka costs for the duration of the de-buff.
    This would be a very desirable ranged option for locking down mage/healer NPCs as well as a unique facet in PvP.

    Reaper's Mark (Mark Target morph): In addition to removing the stacking buff, increase the duration of the effect to 1 minute.

    It already has a very high cost associated with it and Nightblades actually have to be engaged in a fight to enable their damage buffs unlike Sorcerers and Dragon Knights.

    Hemmorrage (Passive): Increases critical strike damage by 5/10% per assassination ability slotted up to 20%.

    The Nightblades could do with a little damage buff that doesn't spill over to other classes and two assassination abilities is not unreasonable for several DPS builds.

    Shadow:

    Shadow Cloak (and morphs): slightly lower the magicka cost. Allow the use of dodge roll, sprint, and weapon swap while invisible. Remove visible particle effects when invisible and do not drop invisibility until an action that would break it completes.

    Right now, it is too expensive to be used as a reliable escape even with light armor never mind medium and heavy. You'd need to cast it several times and I am pretty sure you become visible while casting even if you still have time remaining on the previous buff. Players will just watch for the inevitable reappearance nearby since you can't get very far walking nor return to stealth if you get out of line of sight. Just being able to sprint while invisible could go a ways to providing a decent escape option.

    Path of Darkness (and morphs): Integrate blur into all forms of path of darkness. All attacks targeting players in the path receive a 15% miss chance.

    This would provide a desirable group buff while still preserving the basic concept of Blur in a skill line where it makes sense.

    Twisting Path (Path of Darkness morph): Area of effect changed from a linear path to a 8m player based field. The caster receives an additional 10% miss chance on all incoming attacks which decreases by 5% every 5 seconds.

    Most of the time everything just runs off the narrow path as a group of enemies rushes towards the group. The current cone effect isn't really any better. It feels like it's barely a 60o arc. A player based AoE with a decent radius is much more controllable.

    Refreshing Path (Path of Darkness morph): The area of effect now has a cone shape with a 120o arc and a slightly shorter length. Damage is significantly reduced and healing is moderately increased.

    This option would be more desirable for healers. The healing increase is already planned, but the size of the field is still terrible. I've had enough issues with getting people to stay in veil of blades.

    Aspect of Terror (and morphs): Increase the number of targets to 3 and choose targets on a priority system. 'Elite' (and not immune) > mages/healers > remaining targets with highest percent health remaining.

    Nothing is more frustrating as a melee character than having to chase down low hp mobs while the full hp ones are still beating on me. I'm surprised there isn't a system like this in place, at least based on remaining health, but it just seems to be based on distance.

    Mass Hysteria (Aspect of Terror morph): Change the fear effect to a cower, stun, or root effect. (Maybe swap the name with Manifestation of Terror)

    We don't always want things running around randomly while party members are trying to hit them. Just keep them in place and under control. The Manifestation of Terror morph still provides an option for ranged classes to keep their distance by fearing enemies away from them.

    Shadow Barrier (Passive): Increase base duration to 6 seconds

    With Dark Veil, this would be more in line with the duration provided by lightning form.

    Siphoning:

    Siphoning Strikes ( and morphs): Remove or significantly reduce the damage component from stamina and light/heavy attacks.

    I am aware you can simply toggle the ability off, but perhaps this change will entice some more stamina focus builds for higher overall DPS through sustain.

    Leeching Strikes (Siphoning Strikes morph): Either increase the health recovery per hit to 4% or add a 15% chance for a 10% heal which works out to an average of 3.5% health per hit.

    There is no compelling reason to choose Leeching Strikes in its current form over Siphoning Attacks. It's not really needed in fights against one to two enemies and won't keep you alive against three without CC anyways. In a group your healer will top you off far faster than a mere ~70 HP per hit will ever manage while you are trying to avoid mechanics.

    Sap Essence (Drain Power morph): Increase the base healing by 4x and double the magicka cost, but split the total among 4 group members within 4 meters including the caster as a heal over 3 seconds. The caster receives only 25% of the potential heal.

    In a hypothetical fight against 6 enemies with a base heal of 100, this would currently heal all members for 220 hp. At 4x the base heal it would heal 3 party members for 220 over three seconds and the caster for 55. With a single partner or with correct positioning it would heal for 440 over 3 seconds and the caster for 110. With no other group members in range, it would heal the caster for 220. Given the damage output of enemies these numbers seem reasonable while still providing a controllable 'burst' heal for a magicka cost of about 50% of their maximum magicka.
  • Gern_Verkheart
    Gern_Verkheart
    ✭✭✭✭
    Grim13 wrote: »
    The more PvP I play, the more I loathe Zos...

    I'll spend a minute stealthing up behind someone just to get my precious stun from Concealed Weapon... press it once, nothing... twice, nothing, 3 TIMES, nothing... oh! I've been noticed, press Dark Cloak... it fails. I'm dead.

    That's 2/3rds of my encounters. Can't fight someone when most of my skills are pooched.

    Death by broken skills.

    This.
    So much this! (except in PvE)
    I have actually gotten to the point that I instinctively spamm the hell out of concealed weapon when I'm stealthed behind a mob and trying to use it. It NEVER works without spamming the ability at least 4 times.

  • curlyqloub14_ESO
    curlyqloub14_ESO
    ✭✭✭✭
    Currently downloading the PTS to try some of these changes before passing final judgment but I'm not seeing an overall improvement in the current patch notes so far given the number of cosmetic changes and scattered nerfs.

    But anyways here are my thoughts on the current notes and hopes for the class. (I apologize in advance for the very long post).

    Assassination

    Assassin’s Blade: Cosmetic

    Incapacitate (Haste morph): Waiting to see how much of a percentage it is, but I am expecting at least a visible change in per damage hit if not overall DPS, meaning at least 10%. Of course there's also the ever expectant bow/staff heavy attack speed buff fix.

    Master Assassin: This is a nice change that actually makes it so our class abilities actually receive some damage bonus. It's still only a bonus to one to three attacks in a fight assuming you have magicka to spare for shadow cloak so it's main use is probably that little extra damage needed to take out that caster immediately instead of spending a few more seconds finishing it up after a stealth attack.

    Reaper’s Mark (Mark Target morph): Disappointing, that it can no longer stack the buff as short as it may be, especially given the significant magicka costs associated with reaper's mark. I would at least like to see the duration increased to 1 minute to be on par with the on-demand versions available to sorcerers and dragon knights.

    Shadow

    Path of Darkness: I have significantly different thoughts on this ability, but we'll see if this is even on par with wall of elements. For a narrow and fairly short range ability that really isn't that useful as either an escape, taunt, or offensive ability in its current form, I'd expect the direction of this ability to be more in-line with the defensive nature of the shadow skill line.

    Refreshing Path:
    Realistically it's only going to be about 18 stamina/2s assuming you are at already at 60 stamina/2s if not already at the soft-cap for some reason. If full medium armor ever becomes significantly competitive, this ability will probably lose most of its effect to the soft cap, but until then I'll take what I can get as it is a nice buff all around for now.

    Siphoning

    Leeching Strikes (Siphoning Strikes morph): Really? Fix the tool-tip for now if you must, but this won't change anything. So much damage in the game is avoidable and when you do need a heal this little trickle isn't going to save you. The opportunity cost for choosing it over resource recovery on all attacks is too great to even consider a ~70hp heal per hit when you factor in the damage loss to choose this ability.

    Magicka Flood: I honestly though this one was working, but okay.

    Siphoning Strikes: This has become a core ability to pretty much all Nightblades. Nerfing it to promote build diversity is absurd. Now I can understand the issue with restoration staves and their "infinite" magicka, but if you look at the numbers it's on average 5.5% recovery per attack. The basic restoration staff heavy attack is almost twice that. Nightblade healers won't even feel a 1-2% loss while DPS and tanks will suffer a significant loss in sustained damage and stamina recovery. Otherwise, this is the last thread Nightblades are hanging on to in order to remain effective. These changes, especially at this point are totally justifiable rights for outrage in my opinion.

    Soul Siphon (Soul Shred morph): Cosmetic, and technically a stealth nerf. I suppose the intent is for soul shred to remain un-morphed for an AoE burst option, and Soul Siphon to offer more single target. Both options just end up feeling underwhelming for ultimate abilities.

    Strife: Cosmetic


    That said, these are the changes I've always hoped for in addition to the planned fixes for known issues:

    Assassination:

    Teleport Strike (and morphs): Slightly reduce magicka cost.

    Right now, the damage on teleport strike isn't anything special. It's an effective gap closer and has its place in burst rotations in PvP by providing an enhanced follow up attack, but it's hard to justify having it on your limited skill bar just for those purposes otherwise at current cost, especially if we are trying to get away from the full light armor builds.

    Lotus Blade (Teleport Strike morph): Increase the radius to 6 meters. Moderatly increase the damage over time component.

    There is no listed AoE radius on this ability and, quite frankly, its miniscule anyways. I've seen it routinely miss the 3rd target in a loosely spaced group of three if I don't carefully aim to position myself to land in the center of all of them. The damage is actually the same overall as the other morphs which, honestly, does not make much sense. The extra DoT damage coupled with a more reliable radius should make this ability a reasonable alternative for PvE tanks and AoE skill sets.

    Ambush (Teleport Strike morph): Position the caster behind and facing the target. (Possibly only on NPCs)

    Give Nightblades a slight edge in a world where everyone has the ability to stealth and sneak attack. Trying to get a sneak attack in a group of onrushing NPCs is an exercise in futility without wasting more magicka on shadow cloak that could probably better be spent elsewhere. Repositioning to avoid attacks also fits well with the elusive nature of Nightblades in general.

    Blur: Remove and replace with new ability. Reintegrate the concept into the shadow skill line where it belongs. Example alterative ability provided below.

    ...

    Fire Bomb (Blur replacement): 15m range, 5m radius, ground target, medium-high cost, no synergy. Deals fire damage and applies burning to affected targets for moderate damage over 3 seconds.

    Provides a much desired class AoE ability to Nightblades without resorting to using a staff. Where Drain Power and it's morphs should be used occasionally, this ability should be a competitive alternative for clearing out groups.

    Flash bang (Fire Bomb morph): 15m range, 6m radius, ground target, slightly higher cost, no synergy. No longer deals damage but stuns affected enemies for 3 seconds. Afterwards, enemies are disoriented for 3 seconds.

    A reliable CC option that provides the solo players some breathing room when facing multiple enemies and tanks an alternative to volcanic rune for controlling packs in dungeons. The ability does no damage, is subject to all forms of CC removal and immunity along with a high cost that prevents spamming, but takes effect instantly.

    Choking Gas (Fire Bomb morph): 15m range, 6m radius, ground target, slightly higher cost, 4 second duration, no synergy. No longer deals direct damage, but deals moderate poison damage over 4 seconds. Applies a non-stacking de-buff for 3 seconds to targets within or entering the field. NPCs are silenced but may continue to auto attack and use weapon abilities. Players suffer a 50% increase in magicka costs for the duration of the de-buff.
    This would be a very desirable ranged option for locking down mage/healer NPCs as well as a unique facet in PvP.
    Reaper's Mark (Mark Target morph): In addition to removing the stacking buff, increase the duration of the effect to 1 minute.

    It already has a very high cost associated with it and Nightblades actually have to be engaged in a fight to enable their damage buffs unlike Sorcerers and Dragon Knights.

    Hemmorrage (Passive): Increases critical strike damage by 5/10% per assassination ability slotted up to 20%.

    The Nightblades could do with a little damage buff that doesn't spill over to other classes and two assassination abilities is not unreasonable for several DPS builds.

    Shadow:

    Shadow Cloak (and morphs): slightly lower the magicka cost. Allow the use of dodge roll, sprint, and weapon swap while invisible. Remove visible particle effects when invisible and do not drop invisibility until an action that would break it completes.

    Right now, it is too expensive to be used as a reliable escape even with light armor never mind medium and heavy. You'd need to cast it several times and I am pretty sure you become visible while casting even if you still have time remaining on the previous buff. Players will just watch for the inevitable reappearance nearby since you can't get very far walking nor return to stealth if you get out of line of sight. Just being able to sprint while invisible could go a ways to providing a decent escape option.

    Path of Darkness (and morphs): Integrate blur into all forms of path of darkness. All attacks targeting players in the path receive a 15% miss chance.

    This would provide a desirable group buff while still preserving the basic concept of Blur in a skill line where it makes sense.

    Twisting Path (Path of Darkness morph): Area of effect changed from a linear path to a 8m player based field. The caster receives an additional 10% miss chance on all incoming attacks which decreases by 5% every 5 seconds.

    Most of the time everything just runs off the narrow path as a group of enemies rushes towards the group. The current cone effect isn't really any better. It feels like it's barely a 60o arc. A player based AoE with a decent radius is much more controllable.
    Refreshing Path (Path of Darkness morph): The area of effect now has a cone shape with a 120o arc and a slightly shorter length. Damage is significantly reduced and healing is moderately increased.

    This option would be more desirable for healers. The healing increase is already planned, but the size of the field is still terrible. I've had enough issues with getting people to stay in veil of blades.

    Aspect of Terror (and morphs): Increase the number of targets to 3 and choose targets on a priority system. 'Elite' (and not immune) > mages/healers > remaining targets with highest percent health remaining.

    Nothing is more frustrating as a melee character than having to chase down low hp mobs while the full hp ones are still beating on me. I'm surprised there isn't a system like this in place, at least based on remaining health, but it just seems to be based on distance.

    Mass Hysteria (Aspect of Terror morph): Change the fear effect to a cower, stun, or root effect. (Maybe swap the name with Manifestation of Terror)

    We don't always want things running around randomly while party members are trying to hit them. Just keep them in place and under control. The Manifestation of Terror morph still provides an option for ranged classes to keep their distance by fearing enemies away from them.

    Shadow Barrier (Passive): Increase base duration to 6 seconds

    With Dark Veil, this would be more in line with the duration provided by lightning form.

    Siphoning:

    Siphoning Strikes ( and morphs): Remove or significantly reduce the damage component from stamina and light/heavy attacks.

    I am aware you can simply toggle the ability off, but perhaps this change will entice some more stamina focus builds for higher overall DPS through sustain.

    Leeching Strikes (Siphoning Strikes morph): Either increase the health recovery per hit to 4% or add a 15% chance for a 10% heal which works out to an average of 3.5% health per hit.

    There is no compelling reason to choose Leeching Strikes in its current form over Siphoning Attacks. It's not really needed in fights against one to two enemies and won't keep you alive against three without CC anyways. In a group your healer will top you off far faster than a mere ~70 HP per hit will ever manage while you are trying to avoid mechanics.

    Sap Essence (Drain Power morph): Increase the base healing by 4x and double the magicka cost, but split the total among 4 group members within 4 meters including the caster as a heal over 3 seconds. The caster receives only 25% of the potential heal.

    In a hypothetical fight against 6 enemies with a base heal of 100, this would currently heal all members for 220 hp. At 4x the base heal it would heal 3 party members for 220 over three seconds and the caster for 55. With a single partner or with correct positioning it would heal for 440 over 3 seconds and the caster for 110. With no other group members in range, it would heal the caster for 220. Given the damage output of enemies these numbers seem reasonable while still providing a controllable 'burst' heal for a magicka cost of about 50% of their maximum magicka.

    Man, you are so right on the money with all of this. Love your suggestions for improvements - great ideas, but not overkill.

    Zenimax should hire this guy, like, yesterday - he knows what he's talking about. If you're not sure where to take this class at this point - all you need is his post. So much goodness here. I agree with 100% of this post, both the suggestions and criticisms - especially the pieces I left un-collapsed, but yes yes yes to all of it.
    Edited by curlyqloub14_ESO on June 5, 2014 5:14AM
  • curlyqloub14_ESO
    curlyqloub14_ESO
    ✭✭✭✭
    F7sus4 wrote: »
    I don't care or mind if other classes benefit from this as well - let them, it will still help us more.
    It's not a matter of opinion, but understanding. And the problem with NB comparing to other classes is that its overall damage output is lower than theirs. We don't need to get a damage boost for everyone, but for NB exclusively. It's all about the balance between classes, mate. So no, this is why you can't just have your DW/bow weapon-damage boosted to fix the issue.

    I understand just fine - I just disagree with you. And your wasted time spent telling me how wrong I am is not going to suddenly make me agree. So you can get down off your high horse now - his sh*t still stinks the same as mine.

    I firmly believe that a boost to DW and Bow weapon damage will help the medium armor stamina-build players (which are probably 99% nightblade) more than any other class.

    Sure those other classes may get a boost, but the weapons won't suddenly become OP for the other classes, because they won't synergize with the class skills and other armors as well. It would be the same problem that the med-armor stamina builds have now, but the opposite: too much resource spread between mag and stam.

    ...Unless those other classes also happen to be wearing medium armor and are pumping stamina (if there are any templars, DK, or sorcs out there focused on med armor and stam, and making it work, I'd love to hear from you). If that is the case, yeah they will benefit, in which case I'd say good for them, cuz they are probably trying to play assassin type builds also, and hey, this game is supposed to be Play the Way you Want. If a sorcerer wants to be a stealthy stamina-lovin dagger-slashin' mofo, he damn well should be.

    P.S. - I'm not your mate.
    Edited by curlyqloub14_ESO on June 5, 2014 5:38AM
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
    ✭✭✭✭✭
    Some interesting suggestions for NB there but does seem to have more in it for the mage or healer types. So how about some mundane weapon Assassin build changes:

    The Assassin NB really needs some outright weapon-damage and speed buffing skills for short, hard-hitting flurries to increase that burst damage capability. I would suggest replacing Haste with a high cost skill similar to Momentum (call it Serrated Blade or something) but tick down instead of up and draw from the magicka pool. It should not stack with Momentum and each skill should overwrite the other. Casting this should break stealth/cloak. The morphs for the skill could then deal with attack speed with either a flat 12-15% (I - IV) speed increase to ALL mundane weapons or a morph that ticks inversely to weapon damage reaching (20-26%) (increment of 2 per I-IV) so you attack faster as your weapon damage decreases.

    In line with that I agree that Cloak should not fail from DoTs. But it would need some changes. Straight up:
    Shadow Cloak: An Assassin NB should always have increased crit chance from cloak/invis when backstabbing (not in the face). This should be an Assassin line passive (not shadow) in place of Executioner with a base 35, then 70 and 100 with 2 points. As long as an Assassin skill is slotted. With the cost of cloak this is not unreasonable.
    Shadowy Disguise: Name change (Restoring Cloak) In place of crit chance this morph should have a heal tick of (1.8,2,2.2,2.4)% for every 0.5 seconds the player remains invisible.
    Dark Cloak: Unchanged.

    This gives the much needed crit bonus from stealth/invis under all situations. I think Restoring Cloak could be used for PVE but Dark Cloak would still be preferable in PVP as removing those DoTs does a LOT more than the small heal would (especially for seige DoTs). Even if DoTs no longer remove the Cloak I would still choose this morph for PvP. Cloak should also hide the player from magelight as this is a defining, expensive class skill of limited duration and should be separate from stealth and invisible pots. Basically.. when you pay for this skill it should work.

    AOE and CC initiated after engaging cloak should still hit and break cloak.

    These changes would allow for a powerful Assassin burst damage mode but would deplete the magicka pool very quickly for stam builds whilst not being as useful for mages.
    Edited by ferzalrwb17_ESO on June 5, 2014 6:15AM
  • Jarnhand
    Jarnhand
    ✭✭✭
    Obus wrote: »
    Can any dev please give any explanations about Siphoning nerf? If you nerf the resource generation, why the hell you don't low the damage debuff? It has no sense at all.

    The problem is the same as DKs experience with their nerfs (mostly); its due to light armor + staf 'abuse spec'. Light armor and staff is OPed, and make almost all classes more powerful then intended.

    NBs with medium armor + any weapon EXCEPT a staff = below par
    NBs with light amor + any staff = OPed

    It is 99% sure this is the reason for the nerfs. Just look at the people on the boards who say NBs are fine, even the most powerful class, its due to light armor + staff builds.

    So Zenimax need to nerf the things that BREAK ALL classes; light armor and staves, NOT the class skills.

  • Eivar
    Eivar
    ✭✭✭✭
    IMO nightblade needs a lot of work, as I'm sure most agree. Personally I'm of the opinion that nightblades should be better at stealth than anyone else, as is we aren't any better than a dk or Templar in 7/7 heavy armor. I think to solve that issue magelight should NOT see through invis, but continue to see through stealth, and NBs should get a passive that decreases detection range to a minimum distance, say 10m, which should apply to the detect stealth potions detect range, but keep the potion usuable, maybe have it as an alternative to magelight(and everything else) because , really 20m+ or so? Completely negates the one bonus a nb needs /should have
  • shad0w18
    shad0w18
    ✭✭
    Make Mark Target and it's morphs undetectable until combat, it seriously throws up a 'Hey you better start blocking because I'm coming for you' warning for the target. =/

    Edit:
    Ran across a sorc doing Cyrodil quests. Threw a mark on him incase he decided to crouch and continue questing. Instead the just threw on Mage Light and sat there with block for like 5 mins straight. I just gave up. Element of surprise was gone.
    Edited by shad0w18 on June 5, 2014 7:58AM
    Shadowstalk, Dominion-US VR6
    Vamp DW/Bow Stamina Build
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