ZOS_Hadeostry wrote: »Greetings,
After further review we have decided to move this thread to a category we think is more appropriate for this topic, as it's PvP related.
Thank you for your understanding
seventy_kg wrote: »put merciless resolve on any class and they'll become the new meta
JerBearESO wrote: »I would rather see something unique added to skele summon. Everyone asking for major brut/sorc.... We can get that already! Minor would add actual power to the class. Could also consider major courage or force.
Also, just a heads up our spirit mender is now broken.... It often bugs and fails to heal now, so let's get some attention on that please @ZOS_Kevin
CameraBeardThePirate wrote: »OK first: I completely agree that necro needs a lot. It lacks basic tools that every other class has, the corpse consumption gameplay is an active hindrance to the class, and far too many abilities are, simply put, garbage.
However, I'd like to address Blastbones. People tend to overexaggerate just how bad Blastbones is. Since the change to make it leap at 28 meters out, it really isn't that bad anymore. It has the single highest non-ultimate AoE tooltip in the game (and that's before scaling from Stalking). In the majority of content, the AI pathing isn't bad at all. Where the ability starts to break down is in massive Zerg-y fights or fights with a lot of line of sight. This is no different than a lot of other abilities.
Should/could Blastbones' tracking be improved? Absolutely. But I just want to throw a word of caution out there that changing blastbones from the ground up like a lot of players suggest could hurt the class more than it helps. As is, blastbones is one of the only things propping the class up - especially in the damage department.
I would rather see something unique added to skele summon. Everyone asking for major brut/sorc.... We can get that already! Minor would add actual power to the class. Could also consider major courage or force.
Aranax1914 wrote: »CameraBeardThePirate wrote: »OK first: I completely agree that necro needs a lot. It lacks basic tools that every other class has, the corpse consumption gameplay is an active hindrance to the class, and far too many abilities are, simply put, garbage.
However, I'd like to address Blastbones. People tend to overexaggerate just how bad Blastbones is. Since the change to make it leap at 28 meters out, it really isn't that bad anymore. It has the single highest non-ultimate AoE tooltip in the game (and that's before scaling from Stalking). In the majority of content, the AI pathing isn't bad at all. Where the ability starts to break down is in massive Zerg-y fights or fights with a lot of line of sight. This is no different than a lot of other abilities.
Should/could Blastbones' tracking be improved? Absolutely. But I just want to throw a word of caution out there that changing blastbones from the ground up like a lot of players suggest could hurt the class more than it helps. As is, blastbones is one of the only things propping the class up - especially in the damage department.
I agree with you. But you said it yourself blastbones is one of the only things propping the class up. It is basically the only GOOD pvp skill the class has (excluding when it doesnt work which although is rare still feels awful). But, If they intend to buff necro or rework it i wouldnt mind a rework of the ability if they properly compensate it somewhere else so the class doesnt feel enslaved to the ability. Legit when in pvp it feels like my only purpose is to give this dude life, and if they so wish to hit the guy im hitting (which they usually do since you know i gave em life) i am extremely thankful and relieved. Theres also the fact that BB is legit one of the most readable source of incoming damage in the game; and with it being the ONLY good necro ability, lining up bursts feels extremely horrible for a necro.
The class shouldnt feel like this. The actual necromancer needs to be the powerhouse not their summons. I should be exploiting, commanding, and benefiting from these pets to do what i want ommitting ANY sort of inconsistency even if its rare. The class needs more AGENCY.
I've been saying it from the start, well, I'm not the only one to see it, this class is extremely toxic for the balance of pvp between its infamous immobilisation and its super-powerful beam, it's a class that's clearly anti-game, you can't do anything with no CP, there's no point in even trying to play against an arcanist, because they always win. It feels like a hack'n slash now...
One solution to make it a little less execrable would be to make it so that the beam can only target one person and no longer allow the player to direct the beam as they see fit, it's an MMORPG not a hack'n slash!
The templar is also indigestible with his spam, and his finisher.
When you see the archer's slow attacks (for example) and the abusive spamming of certain spells, there's a big problem with the devs' thinking...
I've been saying it from the start, well, I'm not the only one to see it, this class is extremely toxic for the balance of pvp between its infamous immobilisation and its super-powerful beam, it's a class that's clearly anti-game, you can't do anything with no CP, there's no point in even trying to play against an arcanist, because they always win. It feels like a hack'n slash now...
One solution to make it a little less execrable would be to make it so that the beam can only target one person and no longer allow the player to direct the beam as they see fit, it's an MMORPG not a hack'n slash!
The templar is also indigestible with his spam, and his finisher.
When you see the archer's slow attacks (for example) and the abusive spamming of certain spells, there's a big problem with the devs' thinking...
OtarTheMad wrote: »I've been saying it from the start, well, I'm not the only one to see it, this class is extremely toxic for the balance of pvp between its infamous immobilisation and its super-powerful beam, it's a class that's clearly anti-game, you can't do anything with no CP, there's no point in even trying to play against an arcanist, because they always win. It feels like a hack'n slash now...
One solution to make it a little less execrable would be to make it so that the beam can only target one person and no longer allow the player to direct the beam as they see fit, it's an MMORPG not a hack'n slash!
The templar is also indigestible with his spam, and his finisher.
When you see the archer's slow attacks (for example) and the abusive spamming of certain spells, there's a big problem with the devs' thinking...
As Beard said… this is a necro thread. Honestly though I disagree with your opinion that on the immobilization and beam Arcanist has. The immobilization is only an issue because of skill delay and major lag, same as other stuns and fears. The beam is insanely avoidable as well. It hits hard for sure but needs things to line up perfectly for it to work.
Templar beam is fine too, just line of sight it or use a knock back or fear ability on the caster and you’re fine.
Necro is at the bottom in pretty much every category in the game and I would rather ZOS use any time they have on class balance on them.
I just dislike the notion that blastbones should be completely changed into a full pet or moved away from a burst ability.