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Bolstering Darkness needs rework due to Major protection change

Lab3360
Lab3360
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Bolster Darkness cost 200 ultimate for a whopping 10% damage reduction.
Block cost less and mitigates more damage this, a major buff.

By decreasing certain buffs and debuffs, certain skills and ultimate will be rendered usless.

No one is going to spend 200 ultimate for 10 damage reduction.

Bolstering Darkness needs a rework as well as the other ultis whose buffs and debuffs were severely decreased.

Nightblade now has no significant ulti for tank role, nor does Warden, nor Templar
Edited by Lab3360 on 9 October 2020 06:01
  • Vayln_Ninetails
    Vayln_Ninetails
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    Throw necro's colossus ult in here too.

    It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.
  • BaiterOfZergs
    BaiterOfZergs
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    A good chance the ability got overlooked because it’s not heavily used or talked about.
    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • Lab3360
    Lab3360
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    Throw necro's colossus ult in here too.

    It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.

    That ulti is Rip too. It will not make in onto bar any longer.
  • Vayln_Ninetails
    Vayln_Ninetails
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    Lab3360 wrote: »
    Throw necro's colossus ult in here too.

    It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.

    That ulti is Rip too. It will not make in onto bar any longer.

    Exactly. It needs a secondary effect like the one I mentioned. Being able to raise dead from it's cast as well would really flesh out what necromancer is missing.
  • redspecter23
    redspecter23
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    I thought they had some holy "spreadsheet" that would handle all these situations. Can't they just plug these abilities into the "spreadsheet" to fix the cost on them? I've seen loads of abilities nerfed in the past with the explanation that they needed to be brought in line with the "spreadsheet". Does this not work for buffing as well?
    Edited by redspecter23 on 8 October 2020 22:13
  • esotoon
    esotoon
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    Throw necro's colossus ult in here too.

    It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.

    If this was a PVE only game that would be great, but this is never going to happen due to PVP. Group of 24 players, with say 4 necros in there and suddenly that group of 24 has 20 skeletons running along side it for 10 minutes. If you think the servers are bad now. ;)
  • UntilValhalla13
    UntilValhalla13
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    Lab3360 wrote: »
    Throw necro's colossus ult in here too.

    It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.

    That ulti is Rip too. It will not make in onto bar any longer.

    It'll still be used in endgame, since it's literally the only way to get that unique debuff, for the time being.
  • Lab3360
    Lab3360
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    Lab3360 wrote: »
    Throw necro's colossus ult in here too.

    It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.

    That ulti is Rip too. It will not make in onto bar any longer.

    It'll still be used in endgame, since it's literally the only way to get that unique debuff, for the time being.

    I dont thnk it will be worth the cost
  • Vayln_Ninetails
    Vayln_Ninetails
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    esotoon wrote: »
    Throw necro's colossus ult in here too.

    It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.

    If this was a PVE only game that would be great, but this is never going to happen due to PVP. Group of 24 players, with say 4 necros in there and suddenly that group of 24 has 20 skeletons running along side it for 10 minutes. If you think the servers are bad now. ;)

    Could easily make it have a limit in PvP!

    Like, only up to 3 skellies or something.
  • Lab3360
    Lab3360
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    esotoon wrote: »
    Throw necro's colossus ult in here too.

    It should get a morph that summons anything that dies while under its cast as skeletons/zombies that follow the necromancer for a temporary amount of time (say, like, 10 minutes) to a cap of 5 or 10. This can be used in dungeons to get a small squad of undead to fight the boss.

    If this was a PVE only game that would be great, but this is never going to happen due to PVP. Group of 24 players, with say 4 necros in there and suddenly that group of 24 has 20 skeletons running along side it for 10 minutes. If you think the servers are bad now. ;)

    Could easily make it have a limit in PvP!

    Like, only up to 3 skellies or something.

    I dont undestand why zos simply aont change the behavior of skills in ovp and leave pve alone.
  • esotoon
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    Lab3360 wrote: »
    I dont undestand why zos simply aont change the behavior of skills in ovp and leave pve alone.

    They could, but they choose not to. It would make balancing the game far easier, and it would stop all the infighting between the PVE and PVP players whenever any skill is nerfed/balanced/requested.
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    The colossus could summon blastbone up to 3 per cast for each kill while under the major debuff effect
    Kind of like the resurection ultimate morph
  • OlumoGarbag
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    There were some skills that worked differently in PvP and pve for example ambush was a snare in pvp and a stun in PvP. There are also some sets that only work in PvP/pve.
    I wouldn't mind making 2 set and skillpools for pvp and pve. This would help performance in PvP alot
    class representative for the working class, non-cp, bwb and Trolling
  • Vayln_Ninetails
    Vayln_Ninetails
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    The colossus could summon blastbone up to 3 per cast for each kill while under the major debuff effect
    Kind of like the resurection ultimate morph

    I'd like something other than Blastbones though. What if it summoned up to 3 warrior skeletons that last as long as skeletal mage?

    I think that'd be cool.
  • Ryuvain
    Ryuvain
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    Both ults do need a buff or change, and a necromancer actually raising the dead? Sign me up.

    Raised enemies should keep their class and abilities though instead of being generic skeletons like everything else.
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • Lab3360
    Lab3360
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    Ryuvain wrote: »
    Both ults do need a buff or change, and a necromancer actually raising the dead? Sign me up.

    Raised enemies should keep their class and abilities though instead of being generic skeletons like everything else.

    I think its a slippery slop when class abilities are altered like this.

    They stated last yesr they were dne with class balance. Yet every patch after and here we are again
  • Ryuvain
    Ryuvain
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    Lab3360 wrote: »
    Ryuvain wrote: »
    Both ults do need a buff or change, and a necromancer actually raising the dead? Sign me up.

    Raised enemies should keep their class and abilities though instead of being generic skeletons like everything else.

    I think its a slippery slop when class abilities are altered like this.

    They stated last yesr they were dne with class balance. Yet every patch after and here we are again

    Never altering class balance again would be insane. It's an ongoing thing that should be tweaked every patch imo. No reason to leave class x broken for a year before another pass.

    Also Necro still can't use combat summons (not pets). The untargetable thing just makes them an animated aoe/dot.
    Edited by Ryuvain on 9 October 2020 05:41
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • Lab3360
    Lab3360
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    I thought they had some holy "spreadsheet" that would handle all these situations. Can't they just plug these abilities into the "spreadsheet" to fix the cost on them? I've seen loads of abilities nerfed in the past with the explanation that they needed to be brought in line with the "spreadsheet". Does this not work for buffing as well?

    I certainty thought they would have some type oversight to check balancing when making changes
    Edited by Lab3360 on 9 October 2020 05:42
  • Lab3360
    Lab3360
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    Ryuvain wrote: »
    Lab3360 wrote: »
    Ryuvain wrote: »
    Both ults do need a buff or change, and a necromancer actually raising the dead? Sign me up.

    Raised enemies should keep their class and abilities though instead of being generic skeletons like everything else.

    I think its a slippery slop when class abilities are altered like this.

    They stated last yesr they were dne with class balance. Yet every patch after and here we are again

    Never altering class balance again would be insane. It's an ongoing thing that should be tweaked every patch imo. No reason to leave class x broken for a year before another pass.

    Also Necro still can't use combat summons (not pets). The untargetable thing just makes them an animated aoe/dot.


    Things that are not broken dont need fixing.

    Bolstering Darkness wasnt broken.
    It didnt need tweeking or fixing

    The class now has no significant ultimate for tank role.
    Edited by Lab3360 on 9 October 2020 05:59
  • Ryuvain
    Ryuvain
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    Lab3360 wrote: »
    Ryuvain wrote: »
    Lab3360 wrote: »
    Ryuvain wrote: »
    Both ults do need a buff or change, and a necromancer actually raising the dead? Sign me up.

    Raised enemies should keep their class and abilities though instead of being generic skeletons like everything else.

    I think its a slippery slop when class abilities are altered like this.

    They stated last yesr they were dne with class balance. Yet every patch after and here we are again

    Never altering class balance again would be insane. It's an ongoing thing that should be tweaked every patch imo. No reason to leave class x broken for a year before another pass.

    Also Necro still can't use combat summons (not pets). The untargetable thing just makes them an animated aoe/dot.


    Things that are not broken dont need fixing.

    Bolstering Darkness wasnt broken.
    It didnt need tweeking or fixing

    The class now has no significant ultimate for tank role.

    Never said they did.

    I would only really use it at 30%. Less means I would just use something else. A tweak isn't a huge change.

    Seems so, but I don't tankblade.
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
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