This
This is completely wrong! And that's why all moaners have their "problems" - stereotypic mind.
This came from WOWers but this is not about TESO!
Here you can be everyone you want at every class - all you need is change your gear and sometimes tune your skills.
Just as long as Zenimax get the idea :disagree:
mathias.botheb16_ESO wrote: »Assassination
Passiv
Mental Training : Class-Skills use Weapon Damage, Stamina and pysical crit instead of magica.
khele23eb17_ESO wrote: »mathias.botheb16_ESO wrote: »Assassination
Passiv
Mental Training : Class-Skills use Weapon Damage, Stamina and pysical crit instead of magica.
And you now suck because your main resource is also your block/sprint/dodge resource... As long as survival actions drain stamina, having our class skills scale off it would be quite a nerf.
mathias.botheb16_ESO wrote: »Assassination
Passiv
Mental Training : Class-Skills use Weapon Damage, Stamina and pysical crit instead of magica.
ZOS_JessicaFolsom wrote: »We're working on improvements and fixes to sneak that should help. The issue where your own DoTs break you out of stealth is not intended. There is also an issue with Evasion breaking prematurely. The Evasion bug is being fixed in 1.2.0 fixed in v.1.2.0, which is on the PTS right now. The DoT bug is one we're still working on, and will be fixed as soon as possible.
Your own DoTs are not the only thing that break you out of stealth. For example, whenever I am fighting a NPC that dual wields, and they use the sparks or w/e the debuff is that gives me a 15% chance to miss, that debuff does not do any damage, but causes me to break out of invisibility when I use Shadowy Disguise after a half second. So with the debuff on me, I can spam through my magicka bar until it is dry and not go invisible for long enough to avoid a single hit.
There are several other issues with the Shadowy Disguise and its counterpart morph, in PvP for example. If I am in melee range, players just have to swing in my general direction or AoE or whatever, and it knocks us out of invisibility. This ability is the only thing close to a "OH SH**!" button that night blades have sole access to. Templars and Sorcerers have a 30% damage shield they can throw up that lasts for 8 seconds I believe, and Dragon Knights have a 30% heal. Those are huge sources of relief when they are about to die. Night Blades get a 2.5 (2.9 with passives) second invisibility that can be prematurely ended.
My suggestion, make the invisibility last for the full 2.9 seconds unless another ability is triggered. Not saying make us immune to the damage of DoTs or AoE or anything overpowered. I am saying that for the whopping 420 magicka we have to spend each time we cast that, we should stay invisible for the full 2.9 seconds unless we cast another ability. Make it so the only thing that can negate that invisibly is another Night Blade with Piercing Mark.
Mentioning the Marks, be it Mark Target, Piercing Mark, or Reaper's Mark...this ability should only be visible to the caster, not the target or anyone else. Nothing throws up a bigger flag of "YOU ARE ABOUT TO BE ASSASSINATED" than a huge black and red beam of death sprouting from your feet. Every time I try and mark someone to kill them, first thing they do is sit there and hold down block. Making any surprise attack I may try useless. The only real use I get out of this ability is against NPCs or from ranged during mass PvP battles when people are too busy dodging siege to notice the mark.
One last stone I would like to throw before I stop ranting. Siphoning Strikes/Attacks and Leeching Strikes. There was a note about fixing the tool tip on Siphoning Attacks, that is good and all, but that was not what the entire thread that was responded to was complaining about. The complaint is that Leeching strikes only restores 2.4% per attack instead of the 4% that is advertised. Another more personal issue I have with that entire ability and it's morphs is that it is based on attack, vs rate. What I mean, is that anyone that does anything other than dual wield with this ability is gimped. Someone that is dual wield with daggers can probably get 3 hits off in 2 seconds, while some one that is using a two handed weapon is only getting off maybe 2 hits in that same 2 seconds.
Instead of basic attacks restoring 4% Magicka/Stamina every strike, it should increase Magicka/Stamina regeneration by 100% or whatever for 3 seconds (I am guessing 100% because at VR10, and no magicka points, I have 1200 or so magicka. With dual wield at 3 strikes every 2 seconds that is 12% of my base magicka, or roughly 140 magicka regeneration every 2 seconds. My magicka regeneration is 84 with 3 set warlock, so doubling that would actually be a nerf for dual wield, but an increase for two handed). For part two of the ability, instead of 10% chance on light/heavy attacks to restore 15% Magicka/Stamina, it should be once very X seconds light/heavy attacks restore 15% Magicka/Stamina. Tweak the X seconds as required to make the ability balanced. Then Siphoning Attacks morph, adds all attacks to the regeneration and restoration proc. Leeching Strikes morph, adds health regeneration (it should also had health restoration to the once every X seconds but currently does not). That would make the ability useful to fast attackers, and slower two handed attackers, not to mention the morph choices a harder choice to make.
My 2 cents. Sorry for the ranting wall of text.
Imo for Leeching Strikes they'd be better off scaling the heal off the weapon speed, ie faster weapons heal less, big ones more, so it would even out to the same across the weapons.
mathias.botheb16_ESO wrote: »Assassination
Passiv
Mental Training : Class-Skills use Weapon Damage, Stamina and pysical crit instead of magica.
That would be a disaster. You'd run out of resources every mob you had to block.
---
As I posted on PTS, I think it is quite easy to make stamina more viable, just copy evocation from light armor to medium armor and change it to stamina. This would help a lot with resource management.
However, and people need to understand this, stamina builds will never reach the same dps as magicka builds, and they shouldn't. If you could reach the same dps the class system would be meaningless. Class skills must be stronger or there is no point in having this division.
If you try to add a new attribute just to block/run/sneak you have to rewrite the entire game, it will never happen. Just get over it.
What can be done is improve resource management, it is just a matter of you guys focus your requests on that.
There is NO pure stamina builds - this is your imagination only.If stamina builds are never suppose to rival magicka builds, why even have them in the game.
And Silver knows a thing or two about imaginations. Why, in this very thread he's pretending to be relevant in any way.
i just jumped to the lst page and wanted to learn something about nightblades.. Then i saw people insulting each other's intelligence. @Cepeza is the only person on this page one could have a decent discussion with i think
You guys understand that apart from your language "exercises" here and there, no one at ZOS is listening to you?
ZOS_JessicaFolsom wrote: »We're working on improvements and fixes to sneak that should help. The issue where your own DoTs break you out of stealth is not intended. There is also an issue with Evasion breaking prematurely. The Evasion bug is being fixed in 1.2.0 fixed in v.1.2.0, which is on the PTS right now. The DoT bug is one we're still working on, and will be fixed as soon as possible.
Your own DoTs are not the only thing that break you out of stealth. For example, whenever I am fighting a NPC that dual wields, and they use the sparks or w/e the debuff is that gives me a 15% chance to miss, that debuff does not do any damage, but causes me to break out of invisibility when I use Shadowy Disguise after a half second. So with the debuff on me, I can spam through my magicka bar until it is dry and not go invisible for long enough to avoid a single hit.
There are several other issues with the Shadowy Disguise and its counterpart morph, in PvP for example. If I am in melee range, players just have to swing in my general direction or AoE or whatever, and it knocks us out of invisibility. This ability is the only thing close to a "OH SH**!" button that night blades have sole access to. Templars and Sorcerers have a 30% damage shield they can throw up that lasts for 8 seconds I believe, and Dragon Knights have a 30% heal. Those are huge sources of relief when they are about to die. Night Blades get a 2.5 (2.9 with passives) second invisibility that can be prematurely ended.
My suggestion, make the invisibility last for the full 2.9 seconds unless another ability is triggered. Not saying make us immune to the damage of DoTs or AoE or anything overpowered. I am saying that for the whopping 420 magicka we have to spend each time we cast that, we should stay invisible for the full 2.9 seconds unless we cast another ability. Make it so the only thing that can negate that invisibly is another Night Blade with Piercing Mark.
Mentioning the Marks, be it Mark Target, Piercing Mark, or Reaper's Mark...this ability should only be visible to the caster, not the target or anyone else. Nothing throws up a bigger flag of "YOU ARE ABOUT TO BE ASSASSINATED" than a huge black and red beam of death sprouting from your feet. Every time I try and mark someone to kill them, first thing they do is sit there and hold down block. Making any surprise attack I may try useless. The only real use I get out of this ability is against NPCs or from ranged during mass PvP battles when people are too busy dodging siege to notice the mark.
One last stone I would like to throw before I stop ranting. Siphoning Strikes/Attacks and Leeching Strikes. There was a note about fixing the tool tip on Siphoning Attacks, that is good and all, but that was not what the entire thread that was responded to was complaining about. The complaint is that Leeching strikes only restores 2.4% per attack instead of the 4% that is advertised. Another more personal issue I have with that entire ability and it's morphs is that it is based on attack, vs rate. What I mean, is that anyone that does anything other than dual wield with this ability is gimped. Someone that is dual wield with daggers can probably get 3 hits off in 2 seconds, while some one that is using a two handed weapon is only getting off maybe 2 hits in that same 2 seconds.
Instead of basic attacks restoring 4% Magicka/Stamina every strike, it should increase Magicka/Stamina regeneration by 100% or whatever for 3 seconds (I am guessing 100% because at VR10, and no magicka points, I have 1200 or so magicka. With dual wield at 3 strikes every 2 seconds that is 12% of my base magicka, or roughly 140 magicka regeneration every 2 seconds. My magicka regeneration is 84 with 3 set warlock, so doubling that would actually be a nerf for dual wield, but an increase for two handed). For part two of the ability, instead of 10% chance on light/heavy attacks to restore 15% Magicka/Stamina, it should be once very X seconds light/heavy attacks restore 15% Magicka/Stamina. Tweak the X seconds as required to make the ability balanced. Then Siphoning Attacks morph, adds all attacks to the regeneration and restoration proc. Leeching Strikes morph, adds health regeneration (it should also had health restoration to the once every X seconds but currently does not). That would make the ability useful to fast attackers, and slower two handed attackers, not to mention the morph choices a harder choice to make.
My 2 cents. Sorry for the ranting wall of text.
Imo for Leeching Strikes they'd be better off scaling the heal off the weapon speed, ie faster weapons heal less, big ones more, so it would even out to the same across the weapons.