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Nightblade Update

  • Sangeet
    Sangeet
    ✭✭✭
    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.

    I wished that were the official patch notes, your ideas sound really good, and in line with the class.

    I would like to see an overall change for weapon builds as well, where you could switch your class ability's to use stamina and run /dodge with magica.
  • glitchmaster999
    glitchmaster999
    ✭✭✭✭
    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.

    Are you a dev? If not would you like to be?

    Please?
  • OkieDokie
    OkieDokie
    ✭✭✭

    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.

    That would hurt, a lot, the only resource for soloing group dungeons we have. It is already not as effective as it was since they reduced rates for generating ultimate with crits.

    Please don't mess up this skill, I'm begging you lol

    Edited by OkieDokie on June 5, 2014 9:05AM
    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.
  • LHJMHalmansb16_ESO
    arobertson Nice compilation and I agree with most of it except for the idea you have to replace blur!

    cause all you described (loosely) is replaceable with volcanic rune from the mages guild so we will then have a copy in our skill line that also is in the assassination tree (which I consider single target)!

    So I rather have a change to it that actually buffs our ST damage in some way to burst harder and take someone out!

    They should also revert the change to our assassination ultimate! It was not OP at all compared to other classes ultimate now it just hits as a wet noodle and is weaker then most 2h attacks!

    Someone mentioned something similar to momentum while this is nice I rather have a 8 sec duration buff that increases all your damage by a % based on weapon damage we are assassins looking to burst something down b4 it can retaliate! so no stacking or overtime stuff is gonna help us do that! Or maybe something similar to molten armaments but that only applies to physical damage or adds a proc on a crit like if you crit for 1000 you add 50% extra damage on top of that from the 8 sec duration ability! (just an idea btw not actually thinking about serious numbers)!

    Also they intend to change haste to increase your heavy attacks by 30% (unleveled unmorphed).... aren't we weaving in light attacks to reach max damage? and daggers only do an extra 50 damage for heavy attacks (uncritted) compared to light attacks.... So why not allow this ability to increase damage on both light and heavy and partial attacks.....it just doesn't make sense with the current state of the game!

    Greetz styxxey
  • F7sus4
    F7sus4
    ✭✭✭✭✭
    1) After finding that Zenimax-staff reponsible for gameplay fixes don't even check this topic, I decided to leave.

    1a) No, these ZOS_Jessica's and the rest are only outsourced PR buffer puppet-staff that copy-pastes templated answers. And they've already failed with *** of information here. Making it short: No one is listening.

    2) NB is not going to be fixed. Recent updates are performed basing on meta-data calculation gained from combat-logs on server activity. As long as NBs are being blamed for winning with cheesy Shadowy Disguise + Surprise Attack combo, you'll not see buffs to our class, but nerfs. Go on, hate me, I don't care - this is the harsh truth.

    3) Therefore, the only actual reason for this topic to exist is to wash player's frustration off and go on.

    (*)
    Edited by F7sus4 on June 5, 2014 10:13AM
  • Jacques Berge
    Jacques Berge
    ✭✭✭✭
    I'd like a few things looked at and I want to see what everyone else thinks.

    Firstly, I'd like see the entire stealth mechanic addressed, they really need to make medium armor more viable. The reduction in detection radius for 7/7 medium accounts for about 4m, which in my opinion is absolutely absurd. I feel that you should get a bigger bonus for medium, nothing for light, and a penalty for heavy. There's no reason why, as a 5/2 M/L Breton NB I'm getting detected by a Full plate DK cat at the same time that I detect him. You want all the protection? Good, you should take a big penalty to sneak detection.

    Secondly, Mage light needs to be reworked!!! Why does your maybe 100 magicka investment overpower my 450 magicka, class cornerstone skill? I don't get a skill that stops heals, teleport and casting, or prevents blocking or reduces fire damage, why does everyone get an early game active passive that completely negates my entire class? Also, how does one sneak with a giant orb of light flying around them?

    Also, bring back the death stroke sneak crit! It's situational at best and not easy to pull off.
    "Shadow hide you"

    Jacques Berge - v14 NB - DC
  • Blinks
    Blinks
    ✭✭✭
    Ye I kinda agree with others, NightBlades should have better stealth. Everyone should be able to sneak that's fine, but allow NB not to be detected as easy or at all until they come out of stealth that's the classes role and greatest weapon. "Surprise" Sorcs out run a light horse atm with that silly skill Bolt Escape, wtf is that about, and I'm glad they're getting nerfed. I Tea-bag every sorc I come across because I HATE THEM!! They have more DPS, zap around the target so any melee class has no chance at even hitting them whilst they shoot magic colourful balls at us with a wooden stick and put about 2k worth of bubble or extra armour ontop of there health...Ye that's fair Zenimax.

    Mark Target reduces our armour by 75% although we don't have much anyway. Why... Allow us to reduce armour without nerfing ourselves or reduce it to 50% reduction on the targets armour with no debuff on us NB so we can actually tackle tanks, so their armour stands for little or nothing at all, at least then they might be a little concerned knowing that there's a NB around.

    Be nice to be Op for like a week and then you'd see these forums flooded with complaints from Sorc and DK crying about dying to quick and having 9000+ armour and it not meaning anything.

    The Summon Shades ability would be good too. Im sure the shades that PvE mobs spawn cause more damage than what NB do. the simple way to get rid of the shades is to kill the main NB. Give us shades that do some sort of damage that makes the target react and either kill them or kill the NB because they actually do something. I love the normal up front brutal hard hitting DPS builds because that's how I like to play, but I'm all up for trying new builds and playing tactically but as the class stands currently there's not much verity for us to choose from. :disappointed:

    Edited by Blinks on June 5, 2014 10:54AM
    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)
  • Hilgara
    Hilgara
    ✭✭✭✭✭
    Why the hell are they nerfing siphoning strikes in 1.2! I just don't understand what they are playing at. We are switching abilities around trying to find ones that aren't bugged and when we do they nerf them. Why? someone please explain the rational behind this
  • Blinks
    Blinks
    ✭✭✭
    Maybe they're tatic is something like this... Nerfing the NB class into OBLIVION then give them a GODLY BUFF and we never EVER! cry ever again!

    Maybe...

    Just my hopes and thoughts :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)
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
    ✭✭✭✭✭
    Blinks wrote: »
    I Tea-bag every sorc I come across because I HATE THEM!!

    Well that's classy and constructive.

  • Blinks
    Blinks
    ✭✭✭
    Makes me feel better though :stuck_out_tongue_winking_eye:
    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)
  • Unsanctified
    Unsanctified
    ✭✭✭
    P.S. - I'm not your mate.

    C'mon, people. Relax. At the end of the day it's still just a game. No need to compare e-peens.
    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
    ✭✭✭
    My dagger is longer and thicker than your dagger
    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)
  • Blinks
    Blinks
    ✭✭✭
    And it looks Daedric!
    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)
  • Oogly
    Oogly
    ✭✭✭
    F7sus4 wrote: »
    1) After finding that Zenimax-staff reponsible for gameplay fixes don't even check this topic, I decided to leave.

    1a) No, these ZOS_Jessica's and the rest are only outsourced PR buffer puppet-staff that copy-pastes templated answers. And they've already failed with *** of information here. Making it short: No one is listening.

    2) NB is not going to be fixed. Recent updates are performed basing on meta-data calculation gained from combat-logs on server activity. As long as NBs are being blamed for winning with cheesy Shadowy Disguise + Surprise Attack combo, you'll not see buffs to our class, but nerfs. Go on, hate me, I don't care - this is the harsh truth.

    3) Therefore, the only actual reason for this topic to exist is to wash player's frustration off and go on.

    (*)

    Pretty much. I'd expected a more hands on approach of ZOS with their game. I mean, if you're going to sell it as "different than other MMO's" "Play as whatever you want"
    I expected rebalancing and changes on the fly, fast and hard hitting patches to bring everything into line with eachother to protect your main core idea.

    It's actually worse than other MMO's atm (gameplay).
    Healer-light armor with a staff, Tank-heavy armor and SB (or light armor as a sorc), DPS-light armor with a staff.
    Balancing aside, fixes for broken or not working properly skills take way too long, if they ever come.


    ZOS is just not living up to the hype they created.

    Change your advertisement campaigns to "Level up the way you like it and when you reach the end, if you still feel like playing, prepare to wear the same armor and weapon as 90% of everyone else." or "Be a tank and stand out!" (this one is best done with an incredibly manly voice, maybe throw in a beer ad while you're at it)

  • Beeftips
    Beeftips
    ✭✭✭
    shad0w18 wrote: »
    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.

    Strange. Every Sorc I mark bolts away like a baby before I can even attack. Sometimes I like to sit far away and randomly watch what people do when I mark them. It gives me a chuckle.
  • Cerbin
    Cerbin
    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.

    These are great ideas. It sounds reasonable and for all fun.

    Well done!
  • Devlinne
    Devlinne
    ✭✭✭
    For me i'll know the NB is OK when i hear the words "Oh ***....it's an NB"
    I use voice chat when in pvp all the time.
    How many of you have heard this or something like it......
    "Damn! IT HAD TO BE A DK!"
    "I need help! It's a DK!"
    "Don't chase....no use...it's a sorc"
    "WTF! One more hit! damn sorc!!"

    and sadly.....
    "Lolz u guys go on ahead...it's just a NB"
    "No worries, i got this, it's just a DW NB.HAHAHAHAAH!"
    "LOL! can u believe this NB actually tried to kill me??LOL!"

    Just waiting for the day where our class might actually BE SOMETHING in the grand sheme of things....*Sniffle*
    Devlinne: VR12 NB
    Demonos: VR12 Sorc
    Devin Flames: VR12 DK
    Hellzanger: VR12 Templar

    Thats right. ALL CLASSES.
  • Evergreen
    Evergreen
    ✭✭✭
    Devlinne wrote: »
    For me i'll know the NB is OK when i hear the words "Oh ***....it's an NB"
    I use voice chat when in pvp all the time.
    How many of you have heard this or something like it......
    "Damn! IT HAD TO BE A DK!"
    "I need help! It's a DK!"
    "Don't chase....no use...it's a sorc"
    "WTF! One more hit! damn sorc!!"

    and sadly.....
    "Lolz u guys go on ahead...it's just a NB"
    "No worries, i got this, it's just a DW NB.HAHAHAHAAH!"
    "LOL! can u believe this NB actually tried to kill me??LOL!"

    ....*Sniffle*

    Completely agree and here is a visualization to go with your assessment

    23r8l7q.jpg
  • yelloweyedemon
    yelloweyedemon
    ✭✭✭
    Devlinne wrote: »
    For me i'll know the NB is OK when i hear the words "Oh ***....it's an NB"
    I use voice chat when in pvp all the time.
    How many of you have heard this or something like it......
    "Damn! IT HAD TO BE A DK!"
    "I need help! It's a DK!"
    "Don't chase....no use...it's a sorc"
    "WTF! One more hit! damn sorc!!"

    and sadly.....
    "Lolz u guys go on ahead...it's just a NB"
    "No worries, i got this, it's just a DW NB.HAHAHAHAAH!"
    "LOL! can u believe this NB actually tried to kill me??LOL!"

    Just waiting for the day where our class might actually BE SOMETHING in the grand sheme of things....*Sniffle*

    Funny because when I jump people on my NB they are dead before they shout for help
  • Kraven
    Kraven
    ✭✭✭✭✭
    But anyways here are my thoughts on the current notes and hopes for the class. (I apologize in advance for the very long post).

    I like your ideas except for blur replacement. Give us Poison damage. DKs have fire, Sorcs the Lightening let NBs have poison damage and passives. Fire exists everywhere in the game, let NBs be those spider mobs spewing forth poisons.

    Similar to Igneous Weapons we could use Venomous Weapons and have a little group utility.
    V14 - IMPERIAL NIGHTBLADE - DPS/TANK
    V13 - BRETON SORCERER - HEALS/DPS
    V2 - REDGUARD DRAGONKNIGHT - MELEE DPS
    V1 - BRETON TEMPLAR - TANK/DPS

    to be continued... Nevermind, no longer "to be continued"
  • Kraven
    Kraven
    ✭✭✭✭✭
    Switch Siphoning and Leeching Strikes to a duration group buff?
    V14 - IMPERIAL NIGHTBLADE - DPS/TANK
    V13 - BRETON SORCERER - HEALS/DPS
    V2 - REDGUARD DRAGONKNIGHT - MELEE DPS
    V1 - BRETON TEMPLAR - TANK/DPS

    to be continued... Nevermind, no longer "to be continued"
  • smercgames_ESO
    smercgames_ESO
    ✭✭✭
    Kraven wrote: »
    Switch Siphoning and Leeching Strikes to a duration group buff?

    Is it wrong that my first thought was SCREW THAT! I AIN"T GIVING DKs AND SORCs MORE RESOURCES!.... the class hatred :(
  • EatUrNumNumz
    EatUrNumNumz
    ✭✭✭
    I've put in a couple tickets about it, and I'm sure it's not just me that has noticed the problem, but I don't see a mention of it in the future patches. The Concealed Weapon morph, (I don't remember the original skill name) has a passive stealth movement speed increase that I've failed to notice at all. I've asked around and some people have said they don't notice a difference either, while other players say they see nothing wrong and to try and take it off my ability bar and back on testing it. I've done so many times to no avail. When I see my character moving in stealth with or without the skill equipped, see no difference in how fast I am moving and it's disheartening to see. I feel like I've wasted a skill point on a possibly broken skill. Anything I should do, know, expect? Any feedback would be great. Thanks.
    Edited by EatUrNumNumz on June 5, 2014 6:37PM
  • GreasedLizard
    GreasedLizard
    ✭✭✭
    They are still missing the issue with Haste. Time between attacks is almost meaningless. It has to be 30% more attacks / time frame. It should be the core of making a Stam NB actually work (with Power extraction) and some decent passive synergies.

    Not every NB wants to roll Light AR and Staff, but the current situation is:

    All good damage = magicka, so you need light AR for regen/cost reduction/crit
    Phys Crit is all over the place for class skills = Med AR synergy
    Stealth bonuses etc should mesh with NB, but is all Med AR
    Resto staff is only DPS increase we can squeeze out
    Destro is only AE worthwhile
    All of that is pro Light AR
    Edited by GreasedLizard on June 5, 2014 6:51PM
  • Haxer
    Haxer
    ✭✭✭
    (VR4 med/DW/NB) << I need advice. My question to you other NB guys who go full light armor, for the DPS/magicka, how are you surviving in VR PvE? Even if I go 7/7 medium, I get killed by VR mobs almost instantly. I usually keep 2-3 pieces of Heavy around that I have to use in order to not die. I can't even imagine how you guys don't get 1-shotted in 7/7 light armor. Tips on this please!
    Edited by Haxer on June 5, 2014 7:12PM
    www.dragontears.boards.net
  • Aoifesan
    Aoifesan
    ✭✭✭
    Haxer wrote: »
    (VR4 med/DW/NB) << I need advice. My question to you other NB guys who go full light armor, for the DPS/magicka, how are you surviving in VR PvE? Even if I go 7/7 medium, I get killed by VR mobs almost instantly. I usually keep 2-3 pieces of Heavy around that I have to use in order to not die. I can't even imagine how you guys don't get 1-shotted in 7/7 light armor. Tips on this please!
    Staff survival in the VR levels is astoundingly easy. It's all about the CC.
    On the resto staff you get the blessing buff that soft caps armor and spell resist.

    On the destro side, you morph for more CC on the single target which for fire gives you another knock back. You put Volcanic rune on your bar and things are in the air/ not attacking you for 4 seconds.

    Add in a light sprinkling of class skills of choice and you're almost un-hurtable (shadow disguise also soft caps armor and spell resistance)
  • GreasedLizard
    GreasedLizard
    ✭✭✭
    Ya most of it is cheaping out with Shadowy Disguise. Mixed with the stun / huge first hit from Concealed Wep (Veiled Strike)

    Shadow passives give huge def for 4 sec after, Resto for class skill dmg increase [cycle of life passive] as well as healing ability while dancing around. I love Rapid regen morph. Can cast before stealth and just have it tickin away.

    As mentioned, Combat Prayer morph (3rd skill i think in resto) gives 8s defense buff +11% dmg

    Get L4 Mage guild for Rune (Volcanic morph). Works well for CC and AoE builds. Maxing Siphon line for the wep dmg buff helps all lines

    max light AR passives, racials, class lines. Silver Bolts [Shards] from Fighter Guild owns undead / daedra

    Destructive Clench is best 1v1 CC (fire destro staff, 1st skill morph) as mentioned above



  • Artis
    Artis
    ✭✭✭✭✭
    Not enough. We need more damage. both single target and aoe. My DPS is lower than DPS my friend can reach with his Templar. And he's 3 veteran ranks lower.
  • Aoifesan
    Aoifesan
    ✭✭✭
    From PTS. My comments in BOLD

    Nightblade
    Assassination
    Assassin’s Blade: This ability’s visual effects are now easier to see.

    So What, that wasn't an issue. What IS an issue is the ability NOT activating to do damage or healing even though we can SEE the ability fire off and hear it as well.
    Incapacitate (Haste morph): This ability now increases heavy attack damage.
    Sorry with your 5 abilities and only two bars this ability still sucks badly enough not to make the cut
    Master Assassin: This passive ability now increases spell power in addition to weapon power. Its stun duration increase has also been added to the tooltip.
    Congratulations you learned proper documentation
    Reaper’s Mark (Mark Target morph): This ability’s weapon and spell damage buff no longer stacks with itself – the duration of the damage buff will now just refresh upon each kill.
    If you could stack this more than twice before one wore off you DESERVED the benefit, the extra 2pts of damage was hardly a problem
    Shadow
    Path of Darkness: Increased the damage for this ability, and it can now be seen by all other player characters. Also fixed an issue where it was ticking more times than intended on a target.
    Refreshing Path: This ability will now heal your allies, and the healing done has been slightly increased.
    Unless slightly means tripled you still have better options in the restoration staff line
    Refreshing Shadows: This passive ability is now always active, and no longer requires you to use another ability.
    The only good thing in these notes and it's still *meh*
    Siphoning
    Leeching Strikes (Siphoning Strikes morph): The tooltip for this ability now shows the correct percentage of health recovery.
    So sorry it was too hard to learn to do find and replace in your code to replace all the 2.0 with 4.0, I'm so glad your programmers saved time for all these other changes by commenting that 2% was good enough
    Magicka Flood: This ability now correctly increases your maximum magicka.
    Yeah bug fixes
    Siphoning Strikes: This ability now restores slightly less resources, and will no longer desync your resource bars upon use.
    Sigh. This is the only ability that helps make us competitive, removing the 22% damage reduction is the correct course not THIS
    Soul Siphon (Soul Shred morph): Edited the tooltip for this ability so it’s more consistent with all other tooltips, and fixed an issue so the upgrade tooltip now states that it does less damage than the base ability.
    A morph to any ability let alone an ultimate should NEVER reduce the amount of stuff and things it brings to the table
    Strife: Fixed an issue where the red glow from this ability would last longer than intended.
    So sorry the red glow offended your sensibilities

    These are the patch notes that were to be so Exciting for Nightblades!!!1!.

    Color me totally unimpressed.
    Edited by Aoifesan on June 5, 2014 8:41PM
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