You'd think they would listen when one of the classes you have to actually pay money for is active garbage.
The new patch notes seals it! Necro is continuing it's streak of abuse in 2024. They are keeping a close eye on this skill in case anyone finds a way to make Necro viable with it so the class can receive swift and heavy nerfs.
How much lower can this class go? Maybe 2025 and the new blood from Roundhouse can bring something positive for the class.
The new patch notes seals it! Necro is continuing it's streak of abuse in 2024. They are keeping a close eye on this skill in case anyone finds a way to make Necro viable with it so the class can receive swift and heavy nerfs.
How much lower can this class go? Maybe 2025 and the new blood from Roundhouse can bring something positive for the class.
To be fair necro did receive a sizeable buff to syphon this patch. And none of the other changes seem to have resulted in an indirect nerf. So the patch is still a win for us.
If only the win could've actually been something we wanted. No one was complaining about syphon's damage. The general consensus was about how trash Suckrifice and other skills like Skeleton Mage, Ruinous Scythe, and Grave Grasp are. So while syphon's buff is a welcome change, it just further shows that the devs either don't read our feedback, or if they do it's on the very surface level. Like, they read that necro's damage is behind the other classes but instead of actually reading our feedback which directly points at what the issue is they blindly chose a skill and gave it a buff. How much of a buff? "I dunno Jon. God I wish Microsoft hadn't laid off Mike. He was the only one that played necro. Anyway, 33% sound good? Yeah that should shut them up".
The new patch notes seals it! Necro is continuing it's streak of abuse in 2024. They are keeping a close eye on this skill in case anyone finds a way to make Necro viable with it so the class can receive swift and heavy nerfs.
How much lower can this class go? Maybe 2025 and the new blood from Roundhouse can bring something positive for the class.
This poll is now approaching 90 unique players (how are there even that many necros?! Where are you all when I need to complete the kill necro quest in cyro?!), I want to reiterate some of the absurdity of this buff that no other buff in the game suffers from:
- this buff has a delay
- this buff can be stunned
- this buff can be immobilized
- this buff can die before application
- this buff can be LOS'd by the caster, causing the buff to fail
- this buff doesn't even do what the tooltip claims it does (no buff to animate blastbones ultimate)
Almost 95% agreement in this thread. This skill is the absolute worst designed skill that ever made it to live. ZOS wasted its money on this skill's design and everyone knows it. The only reason why this isn't blowing up even more is because no one played necro to begin with. Imagine if DKs had their Flames of Oblivion changed to do everything I just listed?
Oh right... They'd just use all their other skills because DK is a functioning class with the most robust class toolkit in the game. And yet, you know they'd be blowing up this forum about how ridiculous this is.
Necro had no other skills. ZOS deleted the one unifying skill every necro build used. The one skill on a death recap that let you know you were fighting a necro.
Talk. To. Us!
While I can get behind the idea of having one morph that enables a different playstyle for Necromancers (though it was executed rather poorly), I find it strange that the base skill was changed as well. When I made my first Necromancer I was relatively new to ESO and I found Blastbones a cool skill to use, even if I didn't have a proper rotation down or anything. It seemed to make short work of overland mobs at least.
Due to Sacrificial Bones, a new player's first experience with the skill seems worse to me. It's just weird that you summon a skeleton that jumps at you, it's annoying that it can only be used in combat, and the buff isn't really worthwhile. I would've probably just ignored the skill after trying it once or twice. If Blastbones remained the base skill, however, new players could get familiar with it and then decide to stick with it by choosing Blighted Blastbones or try the other morph.
tigerWhiskers wrote: »I think having two totally different play styles is of value. But like many here I agree it needed a lot more polish before going live.
I’ve worked hard to contribute to my prog group on necro over the last… over 2 years now. Now I’m being told my necro is unlikely to be wanted in the future. It’s disheartening.
I do applaud game developers ensuring accessibility to the game. But to be deeply satisfying, high difficulty; high reward is … well rewarding and keeps players like me engaged long term. I think there’s room for both accessible options and high challenge/reward options. Necro is a perfect class to reward the challenge they present. But they have to deliver on being rewarding.
I actually think the necro issues are a little bit around damage, a lot around GLS not being viable in content (we all already know corpse creation is lacking and unwieldy, getting the buff is problematic and damage is poor). But mostly I think it is about the necro no longer contributing anything uniquely useful as dps. Necro would be instantly relevant again if they were given a unique and meaningful group buff.
For example, they have always been billed as the class that is master of elemental and martial damage. Have them buff their own status effect chance and the group’s status effect damage. A little but meaningful contribution to the group alongside an extra bump to their own damage. Have this buff (or debuff) trigger off a dps skill like both morphs of skeletal mage and have the uptime scale off weapon and spell damage to make dps the most beneficial role to run it. I’d actually love the group buff portion of this change to be a synergy that can be other or self activated. “Activating the synergy applies Scythe’s Touch to the enemy for up to 15 seconds. This part of the synergy scales off weapon and spell damage. Scythe’s Touch can be reapplied every 20 seconds…” sort of thing.
Maybe you have a better idea for a new group buff or unique debuff for necro.
Wouldn’t it also be nice if the skeletal arcanist registered as AOE shock damage buffed by GLS.
VouxeTheMinotaur wrote: »Knew this change was coming and was excited... til I tried it out in a dungeon and realized how unbelievably [snip] my rotation is now. switching to the stam was worse, no cast out of combat feels strange and just takes even longer to set up my AOE's that do better with a corpse, and having a corpse at my feet with the new morph does squat.
with the change, I'm heavily debating on deleting my necro toon. having one rot away (hah) at the bottom of my character list does no good
[edited for profanity bypass]
ClowdyAllDay wrote: »why i get notices for this thread? i commented here?
Sapphire_Lily wrote: »I’m only a casual player who PVEs and I recently played my nercomancer; what have you done to it?
I don’t know anything about numbers or top builds but from a pure casual stand point, my necromancer is totally defunct. She can’t been kill a base game enemy anymore!
Now the skeleton jumps on me? What’s the point?
Scribing is releasing in a few weeks, and it seems that ZOS didn't even bother to adjust the Necromancer Class Signature Script so that it generates the Corpse at the target instead of generating it near the player.
The Sorcerer Class Signature Script had the same problem, and it was adjusted. What is even more hilarious is that Grave Lord's Sacrifice, the morph rework that ZOS released only 3 months ago ALSO had the same problem with the Corpse being generated near the player, however it was adjusted before U41 release.
Seriously wth is this.
CameraBeardThePirate wrote: »I'm not making any statements on how often the devs may or may not play necromancer.
I am making a statement that anyone that does play necromancer should know that it's important to generate corpses near the target.
Scribing is releasing in a few weeks, and it seems that ZOS didn't even bother to adjust the Necromancer Class Signature Script so that it generates the Corpse at the target instead of generating it near the player.
The Sorcerer Class Signature Script had the same problem, and it was adjusted. What is even more hilarious is that Grave Lord's Sacrifice, the morph rework that ZOS released only 3 months ago ALSO had the same problem with the Corpse being generated near the player, however it was adjusted before U41 release.
Seriously wth is this.
Kalle_Demos wrote: »mariliaribas wrote: »Not trying to call someone out or anything, but I would truly like to know what do the people that voted for Grave Lord Sacrifice like about the skill. I tried to use it in different scenarios, but ultimately the fact that it has to be casted in combat and that you can line of sight your own buff prevented me from using it seriously. But looking at the skill, even if those two major problems were solved, it would still be a clunky skill that would make an even more convoluted rotation of having to cast skull three times before even being able to cast boneyard and do actual damage with dots. It's such a weird way to begin a fight, you have to:
- summon skeleton
- use skull once to get into combat
- use grave lord Sacrifice for the buff
- use skull three times to generate a corpse
- finally use boneyard to apply the dot
- skull three times
- detonating syphon
That's like ten seconds into the fight before you can actually start to do damage. By the time you get to the end of applying all your dots, the first one is halfway through already. Nevermind bad damage in boss fights, necros are now completely useless in trash pulls and you can wipe the floor with them in pvp.
How did you guys that voted for GLS made such a skill work?
I too find it odd that no one that voted for GLS has opted to defend it or join the conversation. And as you point out, the skill has issues. A nerf among nerfs, Necro is left only with much worse options.