Give Nightblades – Elder Scrolls Online Best Sets

So far what I’ve noticed about Nightblade are simply lacking both tank and damage while Dragonknights tend to have both of them. DKs are just way out of line class, no argue needed. Sorcerers have nice damage and ridiculous escape ability but they tend to have less tank, while Templars have ridiculous self healings that makes them to have insane tank while putting fine damage.

Nightblades don’t have much distinct advantage over the other classes. Burst damage, which is core elemental of typical rogue classes, is clearly lacking and it only works under specific circumstances. However, I’m not even going to ask to boost burst damages. It’s fine as it is in my opinion.

What lacking severely is sustained damage. None of Nightblade’s class ability offers decent sustained damage, so we have to rely on weapon abilities, but those popular weapon abilities(mostly dual wield I assume) have terrible sustained damage output that are not really reliable against Dragonknights and Templars. They just won’t do any real damage to them. Meanwhile, Nightblades’ tank is so terrible that I can’t really put up with any incoming dps. So in the middle of not enough sustain damage or tank to kill enemy, that’s where the current Nightblade is.

Now, I believe giving 2 simple things to Nightblades can make them more viable.

First, make Evade skill(active, medium armor) passive. The current Evade doesn’t give really significant dodge bonus, but it takes one slot on the skill bar and it even soaks up some stamina before engaging. It’s not too terrible to use Evade before engaging that is on the sub-skill bar, but in the middle of the fight… it’s just tricky to swap between main and sub skill bar to just use evade. This game doesn’t offer GW2’s smooth swap. With occasional chance of passive dodging, Nightblade can solve a bit of its survivability issue.

Second, give Nightblades a passive that boosts Poison glyphs effectiveness, and make poison glyphs a bit more accessible so that every nightblades can buy white glyphs from vendors. I’m not going to specify how much should it be strong, but it would be nice if the DoT is stronger than most of the DoT abilities, which are kinda useless in general. This change will give Nightblades a bit more sustained damage.

Most of all, I believe these 2 things do not violate Nightblade’s conventional class concept, so I came up with these. I’d love to hear your opinion. Can these changes be justified considering the current state of Nightblade? Or these changes are too much buff for Nightblade?

ZOS level 50 of ESO needs to be the max char level no more VR levels or Champ levels

After playing for a few months some things have just really bothered me. I really like the game but around level 47 or 48 or when you complete the story and quests for PvE things get weird.

I think this suggestion has good points but I’m sure I’ve overlooked some things as well. The idea is to bring players together in this MMO who are at max level and not create so.much distance. The elite players and guilds would still have quantifiable results that make them more proficient but as it stands the endgame is just weird.

ZOS level 50 of ESO needs to be the max char level no more VR levels or Champ levels

Did you all want us to be level 62 or not?

VR levels really belong elsewhere. Maybe it’s a way for PvP players to account for their PvP leveling but that also seems odd.

I listened to the champion level skills that will come in a few months but the prolonged problem is this.

Gear should make the character stronger at level 50 by using set bonuses, skill increases with gear or weapons, merchants and crafting benefits but all gear and weapons should max at character level 50. Having a VR level gear and weapon restriction is weird when it’s not a level 51, 52, or 53 item.

If you want to create a currency or progression that is obtained by gathering experience that allows vendors to sale recipes and gear, or weapons for level 50 that could work but not ideal. Not a token system like World of Warcraft either.

A different but more solid concept is proficient characters. A system that produces rewards that a player can effectively use as endgame or even to assist other characters.

A radical idea is to lower the cost of horses for all the account characters by 100 gp every “x” amount of exp after level 50 is achieved.

Let the player or account owner pick something like increase bank space by 5 slots or even horse training or add one point to a skill or crafting that is not at max level. Not give extra skill points but the experience that levels a skill in any category.

It would make level 50’s more proficient and encourage them if they wanted to reset their skills to try other ways to play the game or to max out all skills so that they could swap into another role when needed for trials or PvP end game PvE.

Offer an option to be rewarded with something that makes the account feel seasoned rather than separate characters who must all do the same content over and over.
Just bump everyone to level 50 Monday and come up with a logical VR conversion for those who ha e earned those levels.

The Champion levels for an entire account is a good start. And rewards those who have VR levels today but I do understand that the passive skills are not available so using the other suggestions above seems to make sense.

Also when the champion system comes it would put everyone on the same level and not cause distance or an elitist approach as one character is u underpowered compared to another because they were not VR 12 before the conversion.

The VR gear would be level 50 gear with more powerful stats based on the prior VR level requirement.
This VR stuff or any char level other than 51, 52, 53, etc is just silly. And if someone choses to do an alternate alliances quests then why would they roll and alt or what is the reason why PvE players can’t play anywhere from levels 1-50