PTS Feedback Thread for Nightblade Balance Improvements

  • Rikumaru
    Rikumaru
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    Stamblades don't need major mending or anything else. They just need incap nerf to be reverted (since its dodgeable and is single target) and as others have said for stealth damage to be removed. I never have had an issue against incap when I am fighting nightblades but when I get ganked by one my HP is reduced to like 20% or even 1 shot.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Paneross
    Paneross
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    Rikumaru wrote: »
    Stamblades don't need major mending or anything else. They just need incap nerf to be reverted (since its dodgeable and is single target) and as others have said for stealth damage to be removed. I never have had an issue against incap when I am fighting nightblades but when I get ganked by one my HP is reduced to like 20% or even 1 shot.

    Incap nerf is good for overall balance. Revert RD damage then you can revert incap ult cost. It's not like you're losing any damage, any stun, or reduced to healing.
  • Strider_Roshin
    Strider_Roshin
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    Paneross wrote: »
    Rikumaru wrote: »
    Stamblades don't need major mending or anything else. They just need incap nerf to be reverted (since its dodgeable and is single target) and as others have said for stealth damage to be removed. I never have had an issue against incap when I am fighting nightblades but when I get ganked by one my HP is reduced to like 20% or even 1 shot.

    Incap nerf is good for overall balance. Revert RD damage then you can revert incap ult cost. It's not like you're losing any damage, any stun, or reduced to healing.

    Not even close. Crescent Sweep does just as much initial damage as Incap, except it has a DoT component, it hits multiple targets, and it's undodgeable. It's not even remotely balanced.

    Did I fail to mention that they cost the same amount?
    Edited by Strider_Roshin on January 26, 2017 6:38PM
  • Paneross
    Paneross
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    Paneross wrote: »
    Rikumaru wrote: »
    Stamblades don't need major mending or anything else. They just need incap nerf to be reverted (since its dodgeable and is single target) and as others have said for stealth damage to be removed. I never have had an issue against incap when I am fighting nightblades but when I get ganked by one my HP is reduced to like 20% or even 1 shot.

    Incap nerf is good for overall balance. Revert RD damage then you can revert incap ult cost. It's not like you're losing any damage, any stun, or reduced to healing.

    Not even close. Crescent Sweep does just as much initial damage as Incap, except it has a DoT component, it hits multiple targets, and it's undodgeable. It's not even remotely balanced.

    Crescent Sweep doesn't also stun and apply a heal debuff, plus Templars don't gain ult as fast so they can't rotate sweep like incap.
    Edited by Paneross on January 26, 2017 6:37PM
  • Henryc1t807
    Henryc1t807
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    So I've been speaking with Jeckll, who is pretty much the exemplary nightblade and knows a lot about this sort of thing. I asked him how Zos could balance night blades and change them so that there is a balance between magicka and stamina.

    First of all, incap strike. Get rod of the stun, reduce the damage but increase the duration of the damage increase to 8s.

    Grim focus. It should be able to procc Assassins scourge multiple times or proccing the bow should reset the duration. Initial damage should be reduced but a 4s DoTshould be added to increase dps without burst, DoT should also scale with thurmatuge.

    Master assassin passive. Should increase weapon and spell damage as long as you stand behind the target.

    Executioner passive. Should also restore stamina if target is finished with a stam skill.

    Veil of blades. Remove damage reduction and snare. Make the circle mobile. Increase dps. Redo the synergy, aoe the DoT and minor mangle.

    Bolstering Darkness. Circle still immoble, 30% damage reduction. As soon as ranged attacks are cast on target in the circle, the ranged add is pulled in the circle and gets snared.

    Dark cloak. Add the purge again.

    Shadowy disguise. Get rid of the 100% crit. Add 5s major evasion and major expedition after the ability fades.

    Concealed weapon. Reduce cost, increase damage. Has to deal more damage than force pulse.

    Refreshing path. This should deal the same damage twisted does plus healing or movement speed. Synergy, restores 15% of your highest resource.

    Twisted path. Rework it to path of thorns. Stam morph, disease damage and snare. Synergy, disease AoE damage.

    Manifestation of Terror. 1 trap, unlimited targets, 4s snare after fear.

    Dark shades. Stamina morph, deals physical damage.

    Shadow image. Should be a caster, not archer.

    Soul siphon. Places a siphon. Everyone in range gets healed and get more healing for 10s. Synergy, siphon explodes and deals magic damage equal to the healing siphon did until the explosion.

    Funnel health. Old costs, reduce damage by 10%, heals 2 nearby targets for 40% kf the damage done.

    Swallow soul. Old cost, damage on lar with force pulse + self heal + 8% more healing.

    Prolonged suffering. Possibilty to cast on multiple targets. 16s DoT, damage increase as time goes by. Last tick does a dps bonus.

    Malefic wreath. Castable on 1 target. 8s DoT. Target doesn't get hurt, pulses every sec with increasing AoE damage to nearby mobs. Last tick does a dps bonus.

    Debilitate. Skills cast on the target afflicted by debilitate cost 8% less and deal 2% more damage for 8s.

    Leeching Strikes. Rename to leeching defence. Toggle, all attacks on the player steals x magicka, stamina and hp from the target, 1s cool down.

    Power extraction. Afflicted targets recoeve 7% disease damage.

    Hope people see this
  • BohnT
    BohnT
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    @Paneross you don't activate a siphoning skill every 4 seconds on a stamblade as steel tornado outperforms power extraction and using siphoning attacks every 4 seconds would be a waste on dmg and resources.
    For a magblade it's a completely other story but the discussion was stamplar and stamblade
  • Paneross
    Paneross
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    Fact is you CAN use siphoning ability every 4 seconds to generate ult.
  • ZOS_JohanaB
    ZOS_JohanaB
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    A few comments have been removed, please remember to civil, and constructive as you continue to post.
    Edited by ZOS_JohanaB on January 26, 2017 8:04PM
    Staff Post
  • Strider_Roshin
    Strider_Roshin
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    A few comments have been removed, please remember to civil, and constructive as you continue to post.

    Great. Since that entire exchange was removed, here's the synapses:

    Incap and Crescent Sweep (CS) do similar burst damage except CS hits multiple targets, is undodgeable, and leaves a DoT. Which is not balanced since they cost the same.

    The dispute was over ult regen. Stamblades, and Stamplars have comparable ult regen (with stamplars being slightly higher). Magblades have slightly higher ult regen then Magplars since Magblades utilize the Transfer passive better.

    On a side note, the reason why there's so much QQ over Incap is because stealth damage is ridiculous. Therefore the Incap nerf should be reverted, and stealth damage should be addressed instead.
  • Paneross
    Paneross
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    Incap nerf is necessary.
    Incap cost less than Crescent Sweep and ult can be generated faster.

    Thank you ZoS. Keep up the good work.
  • Strider_Roshin
    Strider_Roshin
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    Paneross wrote: »
    Incap nerf is necessary.
    Incap cost less than Crescent Sweep and ult can be generated faster.

    Thank you ZoS. Keep up the good work.

    Incap cost: 70
    CS cost: 72
  • Paneross
    Paneross
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    Paneross wrote: »
    Incap nerf is necessary.
    Incap cost less than Crescent Sweep and ult can be generated faster.

    Thank you ZoS. Keep up the good work.

    Incap cost: 70
    CS cost: 72

    Incap cost: 70
    CS cost 75

    http://esoacademy.com/skills/crescent-sweep/
  • Strider_Roshin
    Strider_Roshin
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    Paneross wrote: »
    Paneross wrote: »
    Incap nerf is necessary.
    Incap cost less than Crescent Sweep and ult can be generated faster.

    Thank you ZoS. Keep up the good work.

    Incap cost: 70
    CS cost: 72

    Incap cost: 70
    CS cost 75

    http://esoacademy.com/skills/crescent-sweep/

    Templars have a 4% cost reduction for ultimates. Meaning it's 72, not 75.

    http://esoacademy.com/skills/restoring-spirit/
  • Strider_Roshin
    Strider_Roshin
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    Paneross wrote: »
    Incap nerf is necessary.
    Incap cost less than Crescent Sweep and ult can be generated faster.

    Thank you ZoS. Keep up the good work.

    Ult regen is realistically slower for Stamblades.
    Potion + Siphoning Attacks/15 seconds = 28/min

    Backlash/6 seconds = 30/min
  • Paneross
    Paneross
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    Paneross wrote: »
    Paneross wrote: »
    Incap nerf is necessary.
    Incap cost less than Crescent Sweep and ult can be generated faster.

    Thank you ZoS. Keep up the good work.

    Incap cost: 70
    CS cost: 72

    Incap cost: 70
    CS cost 75

    http://esoacademy.com/skills/crescent-sweep/

    Templars have a 4% cost reduction for ultimates. Meaning it's 72, not 75.

    http://esoacademy.com/skills/restoring-spirit/

    Still confirms that Incap cost less than Crescent Sweep. Its also not guaranteed, you have to put points into it.

    CS=75 ult.
  • Strider_Roshin
    Strider_Roshin
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    Paneross wrote: »
    Paneross wrote: »
    Paneross wrote: »
    Incap nerf is necessary.
    Incap cost less than Crescent Sweep and ult can be generated faster.

    Thank you ZoS. Keep up the good work.

    Incap cost: 70
    CS cost: 72

    Incap cost: 70
    CS cost 75

    http://esoacademy.com/skills/crescent-sweep/

    Templars have a 4% cost reduction for ultimates. Meaning it's 72, not 75.

    http://esoacademy.com/skills/restoring-spirit/

    Still confirms that Incap cost less than Crescent Sweep. Its also not guaranteed, you have to put points into it.

    CS=75 ult.

    Having an ultimate isn't guaranteed. You have to put points into it.

    Death Stroke doesn't exist.
    Edited by Strider_Roshin on January 26, 2017 8:59PM
  • Paneross
    Paneross
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    Paneross wrote: »
    Incap nerf is necessary.
    Incap cost less than Crescent Sweep and ult can be generated faster.

    Thank you ZoS. Keep up the good work.

    Ult regen is realistically slower for Stamblades.
    Potion + Siphoning Attacks/15 seconds = 28/min

    Backlash/6 seconds = 30/min


    Ult can be generated 42.5/45 seconds
    With Catalyst and Transfer
    Ult regen is faster for stamblades.
    Edited by Paneross on January 26, 2017 9:04PM
  • BohnT
    BohnT
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    Stop it already. @Paneross is technically right but @Strider_Roshin is practically right and this makes him winner of this discussion now go on and fight together to make NBs better
  • Paneross
    Paneross
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    BohnT wrote: »
    Stop it already. @Paneross is technically right but @Strider_Roshin is practically right and this makes him winner of this discussion now go on and fight together to make NBs better

    I have a stamblade and even I can admit Incap needs to be tweaked. At least be glad the ult cost increasing very little intead of the stun or dmg being tweaked.

    Good stamblades will adapt to this change effortlessly.
  • Edziu
    Edziu
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    Paneross wrote: »
    Fact is you CAN use siphoning ability every 4 seconds to generate ult.

    give me an reason to what I should spam any sipho attack every 4 sec on my stamblade on pve and pvp? on pve it will just lower my dps into ground into just useless dps
    on pvp I dont have time to spam this 1 skill every 4 sec just to generate edditional 2 ultimate point without have big magica regen and cost reduction and while Im forced to use other defensive/offensive skills to not die
  • Paneross
    Paneross
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    Edziu wrote: »
    Paneross wrote: »
    Fact is you CAN use siphoning ability every 4 seconds to generate ult.

    give me an reason to what I should spam any sipho attack every 4 sec on my stamblade on pve and pvp? on pve it will just lower my dps into ground into just useless dps
    on pvp I dont have time to spam this 1 skill every 4 sec just to generate edditional 2 ultimate point without have big magica regen and cost reduction and while Im forced to use other defensive/offensive skills to not die

    To generate additional ult.
  • Edziu
    Edziu
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    Paneross wrote: »
    Edziu wrote: »
    Paneross wrote: »
    Fact is you CAN use siphoning ability every 4 seconds to generate ult.

    give me an reason to what I should spam any sipho attack every 4 sec on my stamblade on pve and pvp? on pve it will just lower my dps into ground into just useless dps
    on pvp I dont have time to spam this 1 skill every 4 sec just to generate edditional 2 ultimate point without have big magica regen and cost reduction and while Im forced to use other defensive/offensive skills to not die

    To generate additional ult.

    this is no reaseon for me to generate additional only 2 ultimate per 4 sec per cast instead of other skill to dps oon pve or tu surivie in pvp

    on pve as I wrote it will just lower my dps into ground so this is nonsense to use it

    on pvp I also dont have any reason to spam 1 sipho skill every 4 sec, it mean I will use only 3 other skills in this tim with isnt enough to survive and be able to kill someone as stamblade

    do you have any sense reasons why I should spam this siopho skill to generate ulti on pvp/pve without losing to much other things which isnt good trade for this pathetic 2 ult per 4 sec?
  • CubanRay
    CubanRay
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    Did I missed something? Are they nerfing incap or just increasing it to 70?
  • Edziu
    Edziu
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    CubanRay wrote: »
    Did I missed something? Are they nerfing incap or just increasing it to 70?

    hmm, with ulti cost increase its nerf to nb overall dps especially on finishers phase
  • CubanRay
    CubanRay
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    I see,make sense.
  • Paneross
    Paneross
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    CubanRay wrote: »
    Did I missed something? Are they nerfing incap or just increasing it to 70?

    Increasing it to 70 because it's become just another skill in the meta stamblade rotation.
  • CubanRay
    CubanRay
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    I still thinking that incap is not the problem but the stealth crit.
  • Strider_Roshin
    Strider_Roshin
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    CubanRay wrote: »
    I still thinking that incap is not the problem but the stealth crit.

    That's entirely the problem.
  • Paneross
    Paneross
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    CubanRay wrote: »
    I still thinking that incap is not the problem but the stealth crit.

    That's an entirely different issue. Incap alone is a big problem and they are tweaking it for balance.
  • SirSocke
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    @panreoss:
    You're wrong, I think.
    Incap is so easy to dodge or block and other Ultis just hit harder or were undodgable. The real problem (as many fellows stated) is the damageboost from steals. From stealth it won't be dodged and buffed, so it hits like a truck.
    Bosmer stamina nightblade!
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