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Feedback Upcoming Night Lord updates and plans

Discussion in 'Suggestions' started by DrChuchu, Aug 28, 2025.

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  1. DrChuchu
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    DrChuchu Balance Team Staff Member Balance Team

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    2:07 AM
    DrPikachu
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    Hello!
    In the same vein as our Buccaneer feedback thread, we would like to discuss Night Lord now.

    The Anniversary patch brought the community a controversial update focused on Shadow Shifter, that was turned into an active buff, from a passive dodge rate.
    Our goal was to reduce Night Lord's "power with impunity" standing: being able to deal one of the highest DPM in the game, while having one of the highest avoidability + dodge rate combined, second only to Shadower.

    Aside from the loss of avoidability in itself, the main complaint has been about the hit that the class identity, when seen as an extremely slippery damage dealer, has received.


    Now, with that said, we are gonna try to alter Night Lords in a way that tries to reconcile their identity with our desire to tune down the class strength.

    What we discussed is a partial revert of Shifter (albeit into a weakened version), the addition of methods to actively gain more dodge rate, and the option to "give up" the dodge rate in favor of increased damage.
    Note that the base damage will likely be lowered, as a counterbalance for the regained Shifter effectiveness.

    [​IMG] Shadow Shifter
    • Passively grants dodge rate (lower than pre-anni, potentially around 15%, down from 30%).
    • Active: consume your defense to temporarily increase your damage output.
      This can happen through one/multiple options, that we're still exploring. For example:
      • Simple increase of Triple Throw damage;
      • Increased Shadow Partner damage (up from 50%);
      • Additional damage lines;
      • Other potential improvements.
    • Notes:
      • The goal here is to bring back the familiar playstyle, while introducing a new opt-in stronger mechanic.
      • It follows the same concept as our recent Berserk rework.

    [​IMG] Flash Jump
    • If the player has at least 1 point in Shadow Shifter, casting Flash Jump grants extra dodge rate, up to a maximum amount.
      The extra dodge rate is consumed the next time Shadow Shifter procs.
    • Tentatively, this would grant 1% dodge rate per jump, stacking (at max Shifter level) up to 5 times, bringing the total dodge rate at 20%.
    • Notes:
      • This doesn't aim to be a tool to augment in-combat dodge rate, rather it would come into play during passive moments, such as moving around maps, or boss downtime.

    Extra
    • We would also like to explore other active ways for a Night Lord to build up some extra dodge rate, but so far we don't have any specific plan yet.
    • An idea we were considering was to replace Ninja Ambush (the damage other time 4th job skill) with something else.
      • Should you think that's an idea worth exploring, please let us know if you have suggestions!


    The proposed changes above are still just a sketch, but we believe they already summarise our preferred direction for the class, that would still be a high damage dealer and nimble/slippery thief, although less extreme.

    Moving around as a means to build up evasive abilities enforces the concept of slipperiness, and, on the other hand, spending that ability in order to obtain more power would double down on their role as high DPM.
    It's basically a way to keep both worlds, without them overlapping excessively with each other.

    Once again, changes are not set in stone. We are also aware that not everyone dislikes the current system, so we are also open to hearing those voices, should you wish to instead suggest augmentation to the current status of Night Lords.


    As a final disclaimer, we're aware that bringing back passive dodge rate effects will potentially benefit multiclienting setups, and go against the "scalability nerf" we've been talking about a lot.
    In that regard, should the passive effect come back, we will look into tackling that in other ways, such as by implementing more types of attacks that pierce dodging effects.


    We're interested in hearing your opinions and feedback. Thank you!

    UPDATED PROPOSAL ON PAGE 17:

    In addition to the above, we are considering retaining the option to use active shifter on perhaps a shorter duration and shorter cooldown for players that want reactive gameplay:
    • Active shifter (numbers TBD): 5-10s duration on a 1 minute cooldown for 100% avoid
    • Using active shifter disables the passive bonus until the cooldown is back up
    • Can be used to dodge the aforementioned "unavoidable" boss attacks (PB music note, zakum pillars, other attacks that might be tweaked in the future)
    This is taking into account that passive shifter and luk scaling avoid are overall down from pre-anniversary patch. Assuming no damage changes and no other skill changes.
     
    Last edited: Sep 1, 2025
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  2. Soblet
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    Soblet Zakum

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    Are we getting a separate thread for shadower?
     
    Last edited: Aug 28, 2025
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  3. Pasta
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    Pasta Game Developer Staff Member Game Developer

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    Yes, it will be separate. It's easier for us to focus each single thread on a single job, even though they're of the same class.
     
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  4. Lirbo
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    Lirbo Mr. Anchor

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    I love the idea actually, this is beautiful. I just hope it can actually work in practice.
     
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  5. porl
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    porl Selkie Jr.

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    Paladin, F/P Arch Mage, I/L Arch Mage, Bishop, Bowmaster, Night Lord, Shadower, Buccaneer
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    No need to overcomplicate it, just change it back to how it was pre-anniversary to the nightlord everyone knows and loves.

    Revert all shifter changes in its entirety.
     
    • Agree Agree x 48
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  6. Himi
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    Himi Red Snail

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    Nice ideas, better than before.
     
    • Agree Agree x 2
  7. AcidBambi
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    AcidBambi Mano

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    I'm seconding this. I don't play NLs myself but they were always meant to be the option for people who wanted a lazy and easy playstyle that's slightly more fun than bowmaster. Complicating all these skills goes against the brainless spirit of the class.
     
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  8. Raso
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    Raso Mr. Anchor Retired Staff

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    Would reducing their extreme dependance on SE also be on the table? SE should still be good for them, but NLs shouldnt be "garbage" without. Personally I dont play a NL (yet), but I love that staff is looking into changes to make things more exciting!
     
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  9. Himi
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    Himi Red Snail

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    1. NlLvL200 — 17:28
      i still think shifter should be

    2. [17:28]
      17.5% passive + current active
    my friend is shy so I gave his opinion.
     
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  10. AmarettoSour
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    AmarettoSour Slime

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    changes looking pretty nice, i like the FJ option. would love to see the fun NLs are gonna have in bossing
     
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  11. Legendz
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    Legendz Horny Mushroom

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    Agreed, when there is no SE in a party i still want to be able to join and contribute some usefullness in the run.
     
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  12. Pasta
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    Pasta Game Developer Staff Member Game Developer

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    It's a very annoying issue, since, from what I understand, what makes SE "more useful" on Night Lords is the fact that they have a passive crit skill themselves.

    We definitely aren't opposed to reducing the dependency, actually it would be great. We just aren't really sure how to do it yet.
     
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  13. Legendz
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    Legendz Horny Mushroom

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    I was thinking maybe change the avoid scaling on luk for NL to like 0.8 and keep the active shifter but it only can be used for removing stun and bonus dmg.
     
    • Disagree Disagree x 1
  14. Meridian
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    Meridian Red Snail

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    The only downsides I think Night Lord truly has is the need to fund it because it is more expensive than most classes and that it requires overcoming HP hurdles as well.

    In exchange you get a class that has a huge variety of great comforts:
    • Extremely mobile
    • High avoid
    • Dark sight which lets you traverse safely in most instances
    • One of the best late game passives in Alchemist
    • It even gets two party buffs people generally appreciate with Meso Up and Haste
    • Hell luk as far as I've heard is the stat that reduces exp loss on death.
    There's plenty more to discuss but the point is that it receives so much and also just gets to be the bossing king generally on top of all that. It gets such a high amount of comfort, utility, and damage late game which I think obviously should be culled a bit in an ideal balancing situation. I don't think avoid is the answer, as it's one of the reasons people enjoy the class. I do think it needs to take a substantial hit however and I think there's a couple ways to do it that make sense in my head.

    One is to remove alchemist and bestow it upon another class, I'm not sure why Night Lord was the class to receive that passive in the first place honestly. This mildly addresses the apple issue and has 0 impact on class identity/feel.

    The other is to reward another class that is generally a ranged DPS bosser class with the throne of top DPS. I feel Corsair might be a reasonable option for this as it is a much more active class compared to the relatively chill and comfortable experience of a late game Night Lord but I haven't given it enough thought to be 100% on this. I think while generally this would upset people it would absolutely not kill Night Lord as people will pick it up and continue to play the class no matter what because of how nice it feels to play it.

    Just my two cents though I wager discussing critical nerfs to Night Lord as a class is probably a very touchy subject that a lot of people won't be happy to see others advocate for.
     
    Last edited: Aug 29, 2025
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  15. Legendz
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    Legendz Horny Mushroom

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    Maybe add a new 4th job skill to NL. Which is basicly similair to SE, but not the same. So SE still gives more dmg but not as much as it is now.
    Or Give the passive crit skill more stats and reduce the stats of SE.
    Can also look into just removing either SE or the Crit pasive skill.
     
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  16. Chrisss
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    Chrisss Stone Golem

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    ChrisBS
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    Since shadower will have a separate thread, is it safe to say that shadow shifter for shadowers will be slightly if not different from night lords?
     
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  17. Cak33
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    Cak33 Skelegon

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    change triple throw to a buffed lucky seven xD
     
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  18. OP
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    DrChuchu
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    DrChuchu Balance Team Staff Member Balance Team

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    That's a fine opinion. Would you be opposed to let's say a 20% damage nerf for the shifter revert?
     
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  19. rctycoon7630
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    rctycoon7630 Horny Mushroom

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    I like this idea
     
  20. Legendz
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    Legendz Horny Mushroom

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    In the main post and here u mentioned reduced damage. I just want to say I like the way NL played before aniversary and I dont mind giving up some damage, but for certain bosses NL need to pin a boss (for example CWK) The bar for NL to be able to start pinning this boss will be much higher and much more difficult for new NL players to reach. Especialy since the class is very expensive to gear.
     
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