IncultaWolf wrote: »Yamenstein wrote: »Kalle_Demos wrote: »Didn't want this to be lost in the noise. It looks like our criticisms of the 'in-combat' requirement of GLS have been heard loud and clear! Of all the issues presented with GLS, the in-combat was the most concerning. This was something that, if left unchallenged, could have spread to other classes, altering the flow of the game's combat in a negative fashion. Long way to go for the Necro but this is a victory. At the very least, it looks like 'in-combat' won't be spreading to other parts of the game.
I think they already have some other skills that require you to be in combat to obtain. You can't generate crux for example when outside of combat.
Someone who uses GLS please correct me - but don't you need to target an enemy to make the ability clickable?
I've tried GLS, you don't need a target to click/use the ability, only have to be in combat
Yamenstein wrote: »Note:
Most of my opinions are based on being self sufficient and i am probably missing some more ideas in a group setting
Probably OP ideas as well
Yamenstein wrote: »- BB - I don't mind what GLS is intended to do but I feel like thematically it doesn't fit with the BB skill in general. Why my BB is jumping at me for a hug is beyond me.
Yamenstein wrote: »- BB - I don't mind what GLS is intended to do but I feel like thematically it doesn't fit with the BB skill in general. Why my BB is jumping at me for a hug is beyond me.
Yeah, that part of the skill is definitely weird. Now I'm wondering if GLS would be better if the skeleton would just jump at an enemy and deal damage like BB does before granting the buff to DOTs and class skills.
tigerWhiskers wrote: »Yamenstein wrote: »- BB - I don't mind what GLS is intended to do but I feel like thematically it doesn't fit with the BB skill in general. Why my BB is jumping at me for a hug is beyond me.
Yeah, that part of the skill is definitely weird. Now I'm wondering if GLS would be better if the skeleton would just jump at an enemy and deal damage like BB does before granting the buff to DOTs and class skills.
I think they should consider removing the skeleton altogether. Make it an insta-cast, out-of-combat buff that radiates pulses of skeletal hands similar to grave grasp. Any enemy hit gets a sticky DOT applied to them. Every third hit on an enemy a skeleton crawls from the pulsing ground, strikes the enemy and becomes a corpse.
Yamenstein wrote: »Kalle_Demos wrote: »Didn't want this to be lost in the noise. It looks like our criticisms of the 'in-combat' requirement of GLS have been heard loud and clear! Of all the issues presented with GLS, the in-combat was the most concerning. This was something that, if left unchallenged, could have spread to other classes, altering the flow of the game's combat in a negative fashion. Long way to go for the Necro but this is a victory. At the very least, it looks like 'in-combat' won't be spreading to other parts of the game.
I think they already have some other skills that require you to be in combat to obtain. You can't generate crux for example when outside of combat.
Someone who uses GLS please correct me - but don't you need to target an enemy to make the ability clickable?
Kalle_Demos wrote: »I wouldn't compare the in-combat aspect of GLS to the Arcanist's Crux mechanic. More akin to the Arc's TBI, NB's Blur or DK armor. It's a self buff, not a damage/heal skill that requires a target and in the Necro's case, tied to another skill, skulls. You know how you're in a dungeon, see a mob or boss and then activate any of the aforementioned abilities as you run into the encounter? For some reason, Zos doesn't like this. Pre-buffing. GLS requires you to be in-combat and THEN you can buff yourself, having access to the skulls bonuses. Previously with Stalking, you could simply target a distant enemy, in-combat or no, and have access to corpse at the local of the enemy and activating passives. GLS disrupted all that and IMO negatively impacts the flow of combat.
It's something. There is no way that Ghostly Embrace/Grave Grasp ends up worse than how it is now... right?
Also, if you are tweaking GLS, for the love of Akatosh give the % buff immediately upon cast without delay and leave the Skeleton jumping to you part for the initial Corpse(could also make the Skeleton immune to CC and help Blighted BB at the same time, it's not funny having your main damage skill be completely disabled for X seconds)
It is something and I’m glad they are looking at Necro abilities. Hopefully “handful” means more than what they mentioned though. Offense is Necro’s biggest issue and even if the 3 they mentioned were tweaked, offense would still be a huge issue.
IncultaWolf wrote: »Yamenstein wrote: »Kalle_Demos wrote: »Didn't want this to be lost in the noise. It looks like our criticisms of the 'in-combat' requirement of GLS have been heard loud and clear! Of all the issues presented with GLS, the in-combat was the most concerning. This was something that, if left unchallenged, could have spread to other classes, altering the flow of the game's combat in a negative fashion. Long way to go for the Necro but this is a victory. At the very least, it looks like 'in-combat' won't be spreading to other parts of the game.
I think they already have some other skills that require you to be in combat to obtain. You can't generate crux for example when outside of combat.
Someone who uses GLS please correct me - but don't you need to target an enemy to make the ability clickable?
I've tried GLS, you don't need a target to click/use the ability, only have to be in combat
It's something. There is no way that Ghostly Embrace/Grave Grasp ends up worse than how it is now... right?
Also, if you are tweaking GLS, for the love of Akatosh give the % buff immediately upon cast without delay and leave the Skeleton jumping to you part for the initial Corpse(could also make the Skeleton immune to CC and help Blighted BB at the same time, it's not funny having your main damage skill be completely disabled for X seconds)
It is something and I’m glad they are looking at Necro abilities. Hopefully “handful” means more than what they mentioned though. Offense is Necro’s biggest issue and even if the 3 they mentioned were tweaked, offense would still be a huge issue.
At this point the entire class may as well be wiped and redesigned. Looking at a "handful" of abilities after deleting the ONLY good damage skill in the entire kit isn't sufficient. Necro has been ignored and neglected for half a decade. It needs a complete overhaul at this point.
Kalle_Demos wrote: »
It's something. There is no way that Ghostly Embrace/Grave Grasp ends up worse than how it is now... right?
Also, if you are tweaking GLS, for the love of Akatosh give the % buff immediately upon cast without delay and leave the Skeleton jumping to you part for the initial Corpse(could also make the Skeleton immune to CC and help Blighted BB at the same time, it's not funny having your main damage skill be completely disabled for X seconds)
It is something and I’m glad they are looking at Necro abilities. Hopefully “handful” means more than what they mentioned though. Offense is Necro’s biggest issue and even if the 3 they mentioned were tweaked, offense would still be a huge issue.
At this point the entire class may as well be wiped and redesigned. Looking at a "handful" of abilities after deleting the ONLY good damage skill in the entire kit isn't sufficient. Necro has been ignored and neglected for half a decade. It needs a complete overhaul at this point.
Yeah... I'm glad that this situation has finally been addressed... But the Necro has a lot of problems and the few questions answered don't inspire much confidence, especially the tripling down on GLS. Normally, I'm all for careful adjustments regarding balance. But the implementation of GLS was quite the opposite and to the Class' detriment. It may ultimately take more than a few careful adjustments and tweaks to get the Necro back on track.
Kalle_Demos wrote: »tigerWhiskers wrote: »Yamenstein wrote: »- BB - I don't mind what GLS is intended to do but I feel like thematically it doesn't fit with the BB skill in general. Why my BB is jumping at me for a hug is beyond me.
Yeah, that part of the skill is definitely weird. Now I'm wondering if GLS would be better if the skeleton would just jump at an enemy and deal damage like BB does before granting the buff to DOTs and class skills.
I think they should consider removing the skeleton altogether. Make it an insta-cast, out-of-combat buff that radiates pulses of skeletal hands similar to grave grasp. Any enemy hit gets a sticky DOT applied to them. Every third hit on an enemy a skeleton crawls from the pulsing ground, strikes the enemy and becomes a corpse.
I don't recall if it was you, but someone made a similar suggestion in that GLS would generate multiple BlastBones at reduced damage. Applied correctly, this could solve the Necro's lack of distance corpse generation and the drawbacks of Blighted, specifically for Magcrows.
Rasande_Robin wrote: »I'd like to hear them expand more on the concept of Necromancer being a debuffing class.
When they have nothing unique about them. I don't mind being a debuff-bot as long as I have a place in endgame trials (trif-progs).
But times are looking really grim now since they want to stack as many Arcanists as possible and with the new set coming out making EC-necro obsolete.
Do I have anything to hope for in the future?
tigerWhiskers wrote: »Kalle_Demos wrote: »tigerWhiskers wrote: »Yamenstein wrote: »- BB - I don't mind what GLS is intended to do but I feel like thematically it doesn't fit with the BB skill in general. Why my BB is jumping at me for a hug is beyond me.
Yeah, that part of the skill is definitely weird. Now I'm wondering if GLS would be better if the skeleton would just jump at an enemy and deal damage like BB does before granting the buff to DOTs and class skills.
I think they should consider removing the skeleton altogether. Make it an insta-cast, out-of-combat buff that radiates pulses of skeletal hands similar to grave grasp. Any enemy hit gets a sticky DOT applied to them. Every third hit on an enemy a skeleton crawls from the pulsing ground, strikes the enemy and becomes a corpse.
I don't recall if it was you, but someone made a similar suggestion in that GLS would generate multiple BlastBones at reduced damage. Applied correctly, this could solve the Necro's lack of distance corpse generation and the drawbacks of Blighted, specifically for Magcrows.
Interesting that more than one of us have thought something like this might be a direction to take. It would keep magicka unique from stamina but still make it cohesive and solve a number of the current issues.
Adjust to provide major savagery/prophecy and return a unique debuff to the necro and I think I’d feel the class could be in a solid place personally.
I love how ZOS' original idea was for necro to be the debuff class yet in today's game of ESO necro doesn't bring any unique or even remotely hard to get debuffs in its kit. Meanwhile DKs have Engulfing Flames and Wardens + Arcanists have Minor Brittle.
Changing Necro to be a dedicated debuff class with non named debuffs or unique named ones like Engulfing would make it more appealing but still not on par with the likes of DK or Arc. Why? Because those 2 classes can be played both as supports and raw damage dealers. The proposed change in making necro a debuff class would only make it a good support.
Furthermore by relegating necro to only be useful as a suport DD you're going against the game's mantra of "play how you want", which is woven into the DNA of every other class. What you'll end up with is 6 classes that can be played "how you want" and 1 restricted class that you can only play 1 specific way. This won't make necro more appealing.
No, necro needs both more raw power and more group utility to make it appealing. Overhauling the damage skills so 1 morph offers raw damage while the other cuts the damage but offers unique group buffs or "curses" the enemy with unnamed/unique debuffs would be perfect imo. Many skills have the problem that morphing barely does anything with 1 morph being clearly superior. So why not take the first steps in addressing this issue with necro?
I love how ZOS' original idea was for necro to be the debuff class yet in today's game of ESO necro doesn't bring any unique or even remotely hard to get debuffs in its kit. Meanwhile DKs have Engulfing Flames and Wardens + Arcanists have Minor Brittle.
Changing Necro to be a dedicated debuff class with non named debuffs or unique named ones like Engulfing would make it more appealing but still not on par with the likes of DK or Arc. Why? Because those 2 classes can be played both as supports and raw damage dealers. The proposed change in making necro a debuff class would only make it a good support.
Furthermore by relegating necro to only be useful as a suport DD you're going against the game's mantra of "play how you want", which is woven into the DNA of every other class. What you'll end up with is 6 classes that can be played "how you want" and 1 restricted class that you can only play 1 specific way. This won't make necro more appealing.
No, necro needs both more raw power and more group utility to make it appealing. Overhauling the damage skills so 1 morph offers raw damage while the other cuts the damage but offers unique group buffs or "curses" the enemy with unnamed/unique debuffs would be perfect imo. Many skills have the problem that morphing barely does anything with 1 morph being clearly superior. So why not take the first steps in addressing this issue with necro?
Kalle_Demos wrote: »I love how ZOS' original idea was for necro to be the debuff class yet in today's game of ESO necro doesn't bring any unique or even remotely hard to get debuffs in its kit. Meanwhile DKs have Engulfing Flames and Wardens + Arcanists have Minor Brittle.
Changing Necro to be a dedicated debuff class with non named debuffs or unique named ones like Engulfing would make it more appealing but still not on par with the likes of DK or Arc. Why? Because those 2 classes can be played both as supports and raw damage dealers. The proposed change in making necro a debuff class would only make it a good support.
Furthermore by relegating necro to only be useful as a suport DD you're going against the game's mantra of "play how you want", which is woven into the DNA of every other class. What you'll end up with is 6 classes that can be played "how you want" and 1 restricted class that you can only play 1 specific way. This won't make necro more appealing.
No, necro needs both more raw power and more group utility to make it appealing. Overhauling the damage skills so 1 morph offers raw damage while the other cuts the damage but offers unique group buffs or "curses" the enemy with unnamed/unique debuffs would be perfect imo. Many skills have the problem that morphing barely does anything with 1 morph being clearly superior. So why not take the first steps in addressing this issue with necro?
I have this concern also. Giving something unique to the Necro is great but relegating the Class to a support role is, I think, an undesirable proposition to many players. Going back to the Q&A, Necro damage isn't addressed, Not that I saw, correct me if I'm wrong. Lets say everything mentioned in the Q&A comes to pass; GLS fixed, unique debuff, tweaks to skills here and there...The Necro is still hobbled damage wise from having it's best DD skill removed.
alpha_synuclein wrote: »Kalle_Demos wrote: »I love how ZOS' original idea was for necro to be the debuff class yet in today's game of ESO necro doesn't bring any unique or even remotely hard to get debuffs in its kit. Meanwhile DKs have Engulfing Flames and Wardens + Arcanists have Minor Brittle.
Changing Necro to be a dedicated debuff class with non named debuffs or unique named ones like Engulfing would make it more appealing but still not on par with the likes of DK or Arc. Why? Because those 2 classes can be played both as supports and raw damage dealers. The proposed change in making necro a debuff class would only make it a good support.
Furthermore by relegating necro to only be useful as a suport DD you're going against the game's mantra of "play how you want", which is woven into the DNA of every other class. What you'll end up with is 6 classes that can be played "how you want" and 1 restricted class that you can only play 1 specific way. This won't make necro more appealing.
No, necro needs both more raw power and more group utility to make it appealing. Overhauling the damage skills so 1 morph offers raw damage while the other cuts the damage but offers unique group buffs or "curses" the enemy with unnamed/unique debuffs would be perfect imo. Many skills have the problem that morphing barely does anything with 1 morph being clearly superior. So why not take the first steps in addressing this issue with necro?
I have this concern also. Giving something unique to the Necro is great but relegating the Class to a support role is, I think, an undesirable proposition to many players. Going back to the Q&A, Necro damage isn't addressed, Not that I saw, correct me if I'm wrong. Lets say everything mentioned in the Q&A comes to pass; GLS fixed, unique debuff, tweaks to skills here and there...The Necro is still hobbled damage wise from having it's best DD skill removed.
While I agree that being relegated to support is not the best option, it's still better than nothing (aka where we're heading now...).
Also, some extra support utilities might help bring back necro healers.
Yamenstein wrote: »Kalle_Demos wrote: »
It's something. There is no way that Ghostly Embrace/Grave Grasp ends up worse than how it is now... right?
Also, if you are tweaking GLS, for the love of Akatosh give the % buff immediately upon cast without delay and leave the Skeleton jumping to you part for the initial Corpse(could also make the Skeleton immune to CC and help Blighted BB at the same time, it's not funny having your main damage skill be completely disabled for X seconds)
It is something and I’m glad they are looking at Necro abilities. Hopefully “handful” means more than what they mentioned though. Offense is Necro’s biggest issue and even if the 3 they mentioned were tweaked, offense would still be a huge issue.
At this point the entire class may as well be wiped and redesigned. Looking at a "handful" of abilities after deleting the ONLY good damage skill in the entire kit isn't sufficient. Necro has been ignored and neglected for half a decade. It needs a complete overhaul at this point.
Yeah... I'm glad that this situation has finally been addressed... But the Necro has a lot of problems and the few questions answered don't inspire much confidence, especially the tripling down on GLS. Normally, I'm all for careful adjustments regarding balance. But the implementation of GLS was quite the opposite and to the Class' detriment. It may ultimately take more than a few careful adjustments and tweaks to get the Necro back on track.
Agreed. I’m expecting bandaid fixes when they should be getting major changes.
Yamenstein wrote: »I love how ZOS' original idea was for necro to be the debuff class yet in today's game of ESO necro doesn't bring any unique or even remotely hard to get debuffs in its kit. Meanwhile DKs have Engulfing Flames and Wardens + Arcanists have Minor Brittle.
Changing Necro to be a dedicated debuff class with non named debuffs or unique named ones like Engulfing would make it more appealing but still not on par with the likes of DK or Arc. Why? Because those 2 classes can be played both as supports and raw damage dealers. The proposed change in making necro a debuff class would only make it a good support.
Furthermore by relegating necro to only be useful as a suport DD you're going against the game's mantra of "play how you want", which is woven into the DNA of every other class. What you'll end up with is 6 classes that can be played "how you want" and 1 restricted class that you can only play 1 specific way. This won't make necro more appealing.
No, necro needs both more raw power and more group utility to make it appealing. Overhauling the damage skills so 1 morph offers raw damage while the other cuts the damage but offers unique group buffs or "curses" the enemy with unnamed/unique debuffs would be perfect imo. Many skills have the problem that morphing barely does anything with 1 morph being clearly superior. So why not take the first steps in addressing this issue with necro?
ZoS will do what they want. I’ve unsubscribed for now. Might join again if they improve things. BG3 here I come.
Did a quick check on ESO Logs for the new Trial and it seems that GLS is still inferior to Blighted BB. Even if ZOS removes the ''in combat'' requirement it's not really going to make a big difference.
FelisCatus wrote: »When will this thread end? It's getting tiring seeing it up for months. I don't even know how to unsubscribe from this thread.
Kalle_Demos wrote: »Did a quick check on ESO Logs for the new Trial and it seems that GLS is still inferior to Blighted BB. Even if ZOS removes the ''in combat'' requirement it's not really going to make a big difference.
I agree. It would be a small step in the right direction but there is much to do in order to undo the damage GLS has done to the Necro Class. Pun intended.
Kalle_Demos wrote: »Yamenstein wrote: »I love how ZOS' original idea was for necro to be the debuff class yet in today's game of ESO necro doesn't bring any unique or even remotely hard to get debuffs in its kit. Meanwhile DKs have Engulfing Flames and Wardens + Arcanists have Minor Brittle.
Changing Necro to be a dedicated debuff class with non named debuffs or unique named ones like Engulfing would make it more appealing but still not on par with the likes of DK or Arc. Why? Because those 2 classes can be played both as supports and raw damage dealers. The proposed change in making necro a debuff class would only make it a good support.
Furthermore by relegating necro to only be useful as a suport DD you're going against the game's mantra of "play how you want", which is woven into the DNA of every other class. What you'll end up with is 6 classes that can be played "how you want" and 1 restricted class that you can only play 1 specific way. This won't make necro more appealing.
No, necro needs both more raw power and more group utility to make it appealing. Overhauling the damage skills so 1 morph offers raw damage while the other cuts the damage but offers unique group buffs or "curses" the enemy with unnamed/unique debuffs would be perfect imo. Many skills have the problem that morphing barely does anything with 1 morph being clearly superior. So why not take the first steps in addressing this issue with necro?
ZoS will do what they want. I’ve unsubscribed for now. Might join again if they improve things. BG3 here I come.
As I've pointed out in a number of posts here, Zos has an incentive to listen to us on this one. They finally acknowledged the issue in the Q&A and may even abandon the in-combat requirement. Our feedback/criticisms are working.
Yamenstein wrote: »Kalle_Demos wrote: »Did a quick check on ESO Logs for the new Trial and it seems that GLS is still inferior to Blighted BB. Even if ZOS removes the ''in combat'' requirement it's not really going to make a big difference.
I agree. It would be a small step in the right direction but there is much to do in order to undo the damage GLS has done to the Necro Class. Pun intended.
It wouldn't even be a step. They move at a snails pace when it comes to the Necromancer class because they don't know what they want from the class.
Us giving feedback is all great - but lol no one should subscribe to play this class. They shouldn't even purchase this class if they have it unlocked.Kalle_Demos wrote: »Yamenstein wrote: »I love how ZOS' original idea was for necro to be the debuff class yet in today's game of ESO necro doesn't bring any unique or even remotely hard to get debuffs in its kit. Meanwhile DKs have Engulfing Flames and Wardens + Arcanists have Minor Brittle.
Changing Necro to be a dedicated debuff class with non named debuffs or unique named ones like Engulfing would make it more appealing but still not on par with the likes of DK or Arc. Why? Because those 2 classes can be played both as supports and raw damage dealers. The proposed change in making necro a debuff class would only make it a good support.
Furthermore by relegating necro to only be useful as a suport DD you're going against the game's mantra of "play how you want", which is woven into the DNA of every other class. What you'll end up with is 6 classes that can be played "how you want" and 1 restricted class that you can only play 1 specific way. This won't make necro more appealing.
No, necro needs both more raw power and more group utility to make it appealing. Overhauling the damage skills so 1 morph offers raw damage while the other cuts the damage but offers unique group buffs or "curses" the enemy with unnamed/unique debuffs would be perfect imo. Many skills have the problem that morphing barely does anything with 1 morph being clearly superior. So why not take the first steps in addressing this issue with necro?
ZoS will do what they want. I’ve unsubscribed for now. Might join again if they improve things. BG3 here I come.
As I've pointed out in a number of posts here, Zos has an incentive to listen to us on this one. They finally acknowledged the issue in the Q&A and may even abandon the in-combat requirement. Our feedback/criticisms are working.
And as ZoS has pointed out a number of times - they do not take feedback as expected. They acknowledged that some skills are not as useful as they could be, some buffs are missing from the toolkit and the GLS skill in-combat requirement is being looked into. That does not give me great confidence in them. Their track record has not proven that one should have great confidence in them.
Any necro player who wants to provide incentive to ZoS is better off unsubscribing.