Nordic__Knights wrote: »Us an player who owns elswyer id like to ask how this ever become an class and heres why
1)Main quest line EVERY CLASS has to use necromancy to move FORWARD. And is told by champion you work with " ill make an necromancer out of you yet"
2) 1 of the 5 champion's is an imperial necromancer
3) the main necromancer of elswyer is an Khajiit
So thats EVERY race for main line store , imperial for an champion, and THE MAIN NECROMANCER BEING KHAJJIT!!!!!!!!!
How did you all ever pass all that up and make it an race ?
Artorias24 wrote: »Nordic__Knights wrote: »Us an player who owns elswyer id like to ask how this ever become an class and heres why
1)Main quest line EVERY CLASS has to use necromancy to move FORWARD. And is told by champion you work with " ill make an necromancer out of you yet"
2) 1 of the 5 champion's is an imperial necromancer
3) the main necromancer of elswyer is an Khajiit
So thats EVERY race for main line store , imperial for an champion, and THE MAIN NECROMANCER BEING KHAJJIT!!!!!!!!!
How did you all ever pass all that up and make it an race ?
Eh what?
LukosCreyden wrote: »@Nordic__Knights still makes zero sense. Besides, this is a thread for class balancing, not whatever that was.
Nordic__Knights wrote: »LukosCreyden wrote: »@Nordic__Knights still makes zero sense. Besides, this is a thread for class balancing, not whatever that was.
As an skill line necromancer could had been something great as an class its an let down from all views
What i was showing was how within the game way before the add EVERY CLASS HAD TO USE NECROMANCY was told by 1 of the 5 Champion's he'd turn us into one but yet with all that they made it an unpleasant class no-one is happy with never has been really fell they missed out making it something it should never of been as necromancy is the art of dark magic not the dark class
Artorias24 wrote: »Nordic__Knights wrote: »LukosCreyden wrote: »@Nordic__Knights still makes zero sense. Besides, this is a thread for class balancing, not whatever that was.
As an skill line necromancer could had been something great as an class its an let down from all views
What i was showing was how within the game way before the add EVERY CLASS HAD TO USE NECROMANCY was told by 1 of the 5 Champion's he'd turn us into one but yet with all that they made it an unpleasant class no-one is happy with never has been really fell they missed out making it something it should never of been as necromancy is the art of dark magic not the dark class
Necromancer was one of the classes that everyone wanted since release and we dont need another skill line with only 5 skills, 1 ult and a few passives. While current classes already have problems to slot all needed skills.
So a class was the right choice.
ThePhantomThorn wrote: »A list
1: FIX BLASTBONES
2: either totem fears instantly or make shock reach stun again
3: FIX BLASTBONES
4: we need some sort of mobility. Most form and rat don’t count.
5: FIX BLASTBONES
6: add a class single target dot. Like sun fire or cripple?
7: FIX BLASTBONES
8: mage/archer need a buff. The damage is to low
9: FIX BLASTBONES
Did I mention that blastbones sucks?
LukosCreyden wrote: »@Nordic__Knights actually, a LOT of people wanted a Necromancer class. That was one of the most requested things whenever the topic came up.
Regardless, we have a Necromancer class now, we just need it to work properly.
Nordic__Knights wrote: »Artorias24 wrote: »Nordic__Knights wrote: »LukosCreyden wrote: »@Nordic__Knights still makes zero sense. Besides, this is a thread for class balancing, not whatever that was.
As an skill line necromancer could had been something great as an class its an let down from all views
What i was showing was how within the game way before the add EVERY CLASS HAD TO USE NECROMANCY was told by 1 of the 5 Champion's he'd turn us into one but yet with all that they made it an unpleasant class no-one is happy with never has been really fell they missed out making it something it should never of been as necromancy is the art of dark magic not the dark class
Necromancer was one of the classes that everyone wanted since release and we dont need another skill line with only 5 skills, 1 ult and a few passives. While current classes already have problems to slot all needed skills.
So a class was the right choice.
No one wanted it to be an class yes everyone want skills or the use of necromancy but never had i seen anyone say make it an class when it was told everyone tried saying it be better as an skill and how much of the necromancer skills are use 5 maybe 6 and its ult even as an class so yes as an skill line it still be used and fun to know necromancy
Nordic__Knights wrote: »LukosCreyden wrote: »@Nordic__Knights actually, a LOT of people wanted a Necromancer class. That was one of the most requested things whenever the topic came up.
Regardless, we have a Necromancer class now, we just need it to work properly.
Not going to have an back and forth with you on % of for class or for skill but as said they missed the mark making it an class and should revert it back and make it an skill line 100% sure more use of it would come this way then it is now
Nordic__Knights wrote: »Artorias24 wrote: »Nordic__Knights wrote: »LukosCreyden wrote: »@Nordic__Knights still makes zero sense. Besides, this is a thread for class balancing, not whatever that was.
As an skill line necromancer could had been something great as an class its an let down from all views
What i was showing was how within the game way before the add EVERY CLASS HAD TO USE NECROMANCY was told by 1 of the 5 Champion's he'd turn us into one but yet with all that they made it an unpleasant class no-one is happy with never has been really fell they missed out making it something it should never of been as necromancy is the art of dark magic not the dark class
Necromancer was one of the classes that everyone wanted since release and we dont need another skill line with only 5 skills, 1 ult and a few passives. While current classes already have problems to slot all needed skills.
So a class was the right choice.
No one wanted it to be an class yes everyone want skills or the use of necromancy but never had i seen anyone say make it an class when it was told everyone tried saying it be better as an skill and how much of the necromancer skills are use 5 maybe 6 and its ult even as an class so yes as an skill line it still be used and fun to know necromancy
You’re talking out of your arse. There were dozens of threads on this forum with polls about what the next class should be and Necro always topped it. And most people that post in this thread (me included) wanted a Necro class, that’s why they are playing one.
Besides this is a thread for the balance of the class not about doubting whether it should have existed. That’s done.
Artorias24 wrote: »Nordic__Knights wrote: »LukosCreyden wrote: »@Nordic__Knights actually, a LOT of people wanted a Necromancer class. That was one of the most requested things whenever the topic came up.
Regardless, we have a Necromancer class now, we just need it to work properly.
Not going to have an back and forth with you on % of for class or for skill but as said they missed the mark making it an class and should revert it back and make it an skill line 100% sure more use of it would come this way then it is now
Actually no need to discuss this. They will never make necro just a skill line.
Ppl paid for the class, ppl created a char, some ppl only started with eso due to Necro class. So your point is kinda useless.
I would gladly sacrifice major vulnerability on that one ulti if the regular class skills were brought up to the same standard (in terms of damage, reliability and synergy) as every other class. One of the defining points of the necro is/was that the ultis were far, far stronger than the class skills. As a result, if you want to DPS you have to use skills from the weapon lines over your class skills. No other class is in that situation.
The class needs more reliable CC, and it needs to really feel more like a necromancer. Instead of the blastbones, let us use corpses on the ground as CC. Essentially, any corpse can be zombified to "grasp" (perhaps as a torso) a nearby enemy within X metres by the ankles and slow them if they try to move for Y seconds - if they don't move, the torso explodes for disease damage. The more corpses, the more potential enemies can be grasped.
Skeletal mage needs to do more damage, but it should reward the use of other necro skills - the damage should be buffed by X percent, where X is the number of necromancy effects currently active, or the number of necro skills on the bar.
The spammable is very unsatisfying - in order for it to be preferable to destro skills like force pulse, remove the additional damage on the third cast, and give it a chance to apply some other effect instead. Aoe fear, aoe slow, or aoe resource drain, or aoe heal absorption etc.
Totem needs to fear immediately, not after an easily telegraphed 2-second delay. It's currently useless to everyone.
Stop upping the cost for boneyard if you keep nerfing the damage. Sustain is hard enough on a necro.
Let us use corpses as literal meat shields. Take away the major vulnerability of the colossus, but instead let us "pile" all nearby corpses into the colossus, and let 50% of incoming group damage be soaked up/diverted into the colossus for X seconds, where X is 3 seconds + the number of corpses consumed. Instead of having the tethers, which don't work AT ALL and are utterly useless, let us tether to one specific enemy and siphon their "life force" and convert it into a buff like minor vulnerability (for the damaging tethers).
ThePhantomThorn wrote: »I would gladly sacrifice major vulnerability on that one ulti if the regular class skills were brought up to the same standard (in terms of damage, reliability and synergy) as every other class. One of the defining points of the necro is/was that the ultis were far, far stronger than the class skills. As a result, if you want to DPS you have to use skills from the weapon lines over your class skills. No other class is in that situation.
The class needs more reliable CC, and it needs to really feel more like a necromancer. Instead of the blastbones, let us use corpses on the ground as CC. Essentially, any corpse can be zombified to "grasp" (perhaps as a torso) a nearby enemy within X metres by the ankles and slow them if they try to move for Y seconds - if they don't move, the torso explodes for disease damage. The more corpses, the more potential enemies can be grasped.
Skeletal mage needs to do more damage, but it should reward the use of other necro skills - the damage should be buffed by X percent, where X is the number of necromancy effects currently active, or the number of necro skills on the bar.
The spammable is very unsatisfying - in order for it to be preferable to destro skills like force pulse, remove the additional damage on the third cast, and give it a chance to apply some other effect instead. Aoe fear, aoe slow, or aoe resource drain, or aoe heal absorption etc.
Totem needs to fear immediately, not after an easily telegraphed 2-second delay. It's currently useless to everyone.
Stop upping the cost for boneyard if you keep nerfing the damage. Sustain is hard enough on a necro.
Let us use corpses as literal meat shields. Take away the major vulnerability of the colossus, but instead let us "pile" all nearby corpses into the colossus, and let 50% of incoming group damage be soaked up/diverted into the colossus for X seconds, where X is 3 seconds + the number of corpses consumed. Instead of having the tethers, which don't work AT ALL and are utterly useless, let us tether to one specific enemy and siphon their "life force" and convert it into a buff like minor vulnerability (for the damaging tethers).
I just with blastbones would work.
But the rest of the ideas are awesome
And I’d just like to point out to all the necro haters, incap has a 20% damage increase and it costs 70 ult.
We need a better stun, stronger burst, and more necro feel
Nordic__Knights wrote: »ThePhantomThorn wrote: »I would gladly sacrifice major vulnerability on that one ulti if the regular class skills were brought up to the same standard (in terms of damage, reliability and synergy) as every other class. One of the defining points of the necro is/was that the ultis were far, far stronger than the class skills. As a result, if you want to DPS you have to use skills from the weapon lines over your class skills. No other class is in that situation.
The class needs more reliable CC, and it needs to really feel more like a necromancer. Instead of the blastbones, let us use corpses on the ground as CC. Essentially, any corpse can be zombified to "grasp" (perhaps as a torso) a nearby enemy within X metres by the ankles and slow them if they try to move for Y seconds - if they don't move, the torso explodes for disease damage. The more corpses, the more potential enemies can be grasped.
Skeletal mage needs to do more damage, but it should reward the use of other necro skills - the damage should be buffed by X percent, where X is the number of necromancy effects currently active, or the number of necro skills on the bar.
The spammable is very unsatisfying - in order for it to be preferable to destro skills like force pulse, remove the additional damage on the third cast, and give it a chance to apply some other effect instead. Aoe fear, aoe slow, or aoe resource drain, or aoe heal absorption etc.
Totem needs to fear immediately, not after an easily telegraphed 2-second delay. It's currently useless to everyone.
Stop upping the cost for boneyard if you keep nerfing the damage. Sustain is hard enough on a necro.
Let us use corpses as literal meat shields. Take away the major vulnerability of the colossus, but instead let us "pile" all nearby corpses into the colossus, and let 50% of incoming group damage be soaked up/diverted into the colossus for X seconds, where X is 3 seconds + the number of corpses consumed. Instead of having the tethers, which don't work AT ALL and are utterly useless, let us tether to one specific enemy and siphon their "life force" and convert it into a buff like minor vulnerability (for the damaging tethers).
I just with blastbones would work.
But the rest of the ideas are awesome
And I’d just like to point out to all the necro haters, incap has a 20% damage increase and it costs 70 ult.
We need a better stun, stronger burst, and more necro feel
And has cast time with small hit box making it one of the easy ults to dodge
I would gladly sacrifice major vulnerability on that one ulti if the regular class skills were brought up to the same standard (in terms of damage, reliability and synergy) as every other class. One of the defining points of the necro is/was that the ultis were far, far stronger than the class skills. As a result, if you want to DPS you have to use skills from the weapon lines over your class skills. No other class is in that situation.
The class needs more reliable CC, and it needs to really feel more like a necromancer. Instead of the blastbones, let us use corpses on the ground as CC. Essentially, any corpse can be zombified to "grasp" (perhaps as a torso) a nearby enemy within X metres by the ankles and slow them if they try to move for Y seconds - if they don't move, the torso explodes for disease damage. The more corpses, the more potential enemies can be grasped.
Skeletal mage needs to do more damage, but it should reward the use of other necro skills - the damage should be buffed by X percent, where X is the number of necromancy effects currently active, or the number of necro skills on the bar.
The spammable is very unsatisfying - in order for it to be preferable to destro skills like force pulse, remove the additional damage on the third cast, and give it a chance to apply some other effect instead. Aoe fear, aoe slow, or aoe resource drain, or aoe heal absorption etc.
Totem needs to fear immediately, not after an easily telegraphed 2-second delay. It's currently useless to everyone.
Stop upping the cost for boneyard if you keep nerfing the damage. Sustain is hard enough on a necro.
Let us use corpses as literal meat shields. Take away the major vulnerability of the colossus, but instead let us "pile" all nearby corpses into the colossus, and let 50% of incoming group damage be soaked up/diverted into the colossus for X seconds, where X is 3 seconds + the number of corpses consumed. Instead of having the tethers, which don't work AT ALL and are utterly useless, let us tether to one specific enemy and siphon their "life force" and convert it into a buff like minor vulnerability (for the damaging tethers).
Nordic__Knights wrote: »LukosCreyden wrote: »@Nordic__Knights actually, a LOT of people wanted a Necromancer class. That was one of the most requested things whenever the topic came up.
Regardless, we have a Necromancer class now, we just need it to work properly.
Not going to have an back and forth with you on % of for class or for skill but as said they missed the mark making it an class and should revert it back and make it an skill line 100% sure more use of it would come this way then it is now
FWIW, skeletal mage damage should not be scaled according to the AOE dot standard.
1. It is not a DOT. It is a direct damage ability that casts every 2 seconds, and can CHANGE targets. It is closer to Flames of Oblivion than a DOT.
2. The skill does not put a status effect on the target, cannot be purged, and can be LOS.
3. The un-morphed version and the stam version have zero AOE component, yet they are applying the AOE dot standard
The same reasoning applies to the mender pet. It is not a hot. It is a single target heal that casts every 2 seconds on potentially different targets.
Oh, and fix BlastBones.
FWIW, skeletal mage damage should not be scaled according to the AOE dot standard.
1. It is not a DOT. It is a direct damage ability that casts every 2 seconds, and can CHANGE targets. It is closer to Flames of Oblivion than a DOT.
2. The skill does not put a status effect on the target, cannot be purged, and can be LOS.
3. The un-morphed version and the stam version have zero AOE component, yet they are applying the AOE dot standard
The same reasoning applies to the mender pet. It is not a hot. It is a single target heal that casts every 2 seconds on potentially different targets.
Oh, and fix BlastBones.