Shadowbinder7 wrote: »To add to everything mentioned in this thread, which as a long term player for years, I have to agree with… why if any change has been made to Necromancer class has it not been to make all the other lacklustre skills more utilisable for dps as well as healing and tanking.
And even more so. What hasn’t this weakest performing class been given a class source of major brutality/sorcery or major prophecy/savafery, or both?
Why instead has the blastbones skill which was actually the best performing aspect of the necromancer class, been given a rework? These are all the obvious questions every player who’s touched necromancer is wondering.
If the devs reading this refuse to reply, it says a lot about the so called “play how you want” style when the changes being made this patch are to skills in classes that aren’t even needed, while much deeper restrictive issues such as magicka and stamina cost of skills and pigeon holing of playstyles has been ignored.
The devs need to understand that simply doing what you want without careful planning thought and reasoning, and listening to the wants and needs of the majority of regular player base is going to hurt the game progressively more until it eventually dies.
Huge changes are clearly possible to the combat system, so I believe I speak for many players when I say the developers need to start strongly considering revamping their combat system to be more flexible and varied (like on Arcanist, letting skills scale with highest resource for example) and stop making weird over imaginative ideas that just don’t work fluidly in gameplay.
Sorry for the long rant but this needs to be said. If the devs responsible for combat are reading this: you have a lot of work to do to save and balance both pve and pvp combat for all classes and all play styles! Not just the most popular or ones devs enjoy. All classes
Kalle_Demos wrote: »I agree. It's very clear that these changes were not very well thought out and so the very detrimental results are not surprising. Lets not forget that in week one of PTS that with GLS it was impossible to create corpses at a distance, effectively crippling the Necros corpse system. Massive oversight. The solution, forcing the use of Skulls wasn't, didn't seem to have much thought put into it either. This is necessary with a game with so many moving parts but in this case the time and effort was clearly not there. One has to wonder why go through the changes at all if the end results are worse by every measure.
Kalle_Demos wrote: »I agree. It's very clear that these changes were not very well thought out and so the very detrimental results are not surprising. Lets not forget that in week one of PTS that with GLS it was impossible to create corpses at a distance, effectively crippling the Necros corpse system. Massive oversight. The solution, forcing the use of Skulls wasn't, didn't seem to have much thought put into it either. This is necessary with a game with so many moving parts but in this case the time and effort was clearly not there. One has to wonder why go through the changes at all if the end results are worse by every measure.
They even put this on the Patch Notes, but they seem to miss the part where you only spend 1 GCD casting Blastbones every 3 seconds vs 3 GCD casting Flame Skull 3 times. The ''3 second cadence'' similarity only applies if you spam Flame Skull(buffed by GLS) and nothing else lol.
Kalle_Demos wrote: »I agree. It's very clear that these changes were not very well thought out and so the very detrimental results are not surprising. Lets not forget that in week one of PTS that with GLS it was impossible to create corpses at a distance, effectively crippling the Necros corpse system. Massive oversight. The solution, forcing the use of Skulls wasn't, didn't seem to have much thought put into it either. This is necessary with a game with so many moving parts but in this case the time and effort was clearly not there. One has to wonder why go through the changes at all if the end results are worse by every measure.
They even put this on the Patch Notes, but they seem to miss the part where you only spend 1 GCD casting Blastbones every 3 seconds vs 3 GCD casting Flame Skull 3 times. The ''3 second cadence'' similarity only applies if you spam Flame Skull(buffed by GLS) and nothing else lol.
Kalle_Demos wrote: »Some coverage by cooperharley on the Necromancer and general lack of communication.
https://youtube.com/watch?v=DRDEesp8ZSA
alpha_synuclein wrote: »I didn't like the look of the changes when they were announced, but I took my time to give it an honest try, both on dummy and in content (decently optimized trial group). Here are my thoughts, from PVE perspective.
With GLS:
1. I get less damage than before.
I am aware that GLS might still not buff everything that it's supposed to be buffing, but the fact that we have not fully functional skill several weeks after the update is not exactly an argument in it's favor...
2. I'm supposed to get buffs to class abilities and DoT's.
Sounds nice. But other clasess have multiple buffs that can be precasted, work instantly on cast or completely passively just for slotting. Heck, recently some of them got improved to work while slotted on either bar.
Necros got a buff that:
-cannot be cast out of combat
-have a time delay AND a travelling distance
-while travelling is susceptible to killing, CCs and LoS (yes, it's mostly a pvp thing, but still...)
That is beyond absurd...
3. I'm supposed to have an easier rotation.
Well, yes and no. And this part is what suggests to me the most that this change was made based on someones vision on how necro is supposed to be played versus how players are actually using it already. Especially when it comes to group PVE, where necro is primarily support DD with EC. By transferring the range corpse generation to skull I'm forced to specific spammable and practically glued to the main target if I don't want to end up proccing Siphon into the abyss. Which makes skill that is clunky and already quite annoying to use even more annoying. Even if it's slightly easier, I don't feel like it's worth it.
And a subjective touch. With GLS being 20 sec long I get the generic DoT/DoT.../spam until DoT's end rotation. Which feels exactly that, generic. I get why it can be more appealing to a new and/or casual player who either cannot tell the difference because they didn't try other classes yet or don't like the skill/skill/BB cadence, but besides the corpse management mechanic this cadence was the thing that made necro playstyle distinctive and unique. And I enjoyed that, so I resorted to Blighted.
And with Blighted:
1. I get less damage than before...xd
And the before was not particularly impressive, especially in comparison to the new shiny beamers...
2. I get a debuff that is useless in PVE.
3. Coming back to how necro is actually being used in group PVE, I'm running EC/MK setup. 2 sets of light armor. With stam spams being the strongest options currently available, resource management is weird.
Yes, you might have made things easier for players that will pick-up necro for a casual gameplay, but this could easily be done without negatively affecting the currently popular and useful playstyle. I would really like to hear some reasoning behind how the rework was implemented, besides what was stated already.
Kalle_Demos wrote: »I agree with everything in this post except for things being easier for casual gameplay. I just don't see it. Having to initiate combat, cast GLS, delay, and then cast Skulls thrice to initiate the Necro's corpse mechanic, this is assuming one's definition of 'casual' gameplay includes at least sometimes delving into class mechanics, all for less damage is not easier than things were before. There are no upsides that I can see.
Kalle_Demos wrote: »alpha_synuclein wrote: »I didn't like the look of the changes when they were announced, but I took my time to give it an honest try, both on dummy and in content (decently optimized trial group). Here are my thoughts, from PVE perspective.
With GLS:
1. I get less damage than before.
I am aware that GLS might still not buff everything that it's supposed to be buffing, but the fact that we have not fully functional skill several weeks after the update is not exactly an argument in it's favor...
2. I'm supposed to get buffs to class abilities and DoT's.
Sounds nice. But other clasess have multiple buffs that can be precasted, work instantly on cast or completely passively just for slotting. Heck, recently some of them got improved to work while slotted on either bar.
Necros got a buff that:
-cannot be cast out of combat
-have a time delay AND a travelling distance
-while travelling is susceptible to killing, CCs and LoS (yes, it's mostly a pvp thing, but still...)
That is beyond absurd...
3. I'm supposed to have an easier rotation.
Well, yes and no. And this part is what suggests to me the most that this change was made based on someones vision on how necro is supposed to be played versus how players are actually using it already. Especially when it comes to group PVE, where necro is primarily support DD with EC. By transferring the range corpse generation to skull I'm forced to specific spammable and practically glued to the main target if I don't want to end up proccing Siphon into the abyss. Which makes skill that is clunky and already quite annoying to use even more annoying. Even if it's slightly easier, I don't feel like it's worth it.
And a subjective touch. With GLS being 20 sec long I get the generic DoT/DoT.../spam until DoT's end rotation. Which feels exactly that, generic. I get why it can be more appealing to a new and/or casual player who either cannot tell the difference because they didn't try other classes yet or don't like the skill/skill/BB cadence, but besides the corpse management mechanic this cadence was the thing that made necro playstyle distinctive and unique. And I enjoyed that, so I resorted to Blighted.
And with Blighted:
1. I get less damage than before...xd
And the before was not particularly impressive, especially in comparison to the new shiny beamers...
2. I get a debuff that is useless in PVE.
3. Coming back to how necro is actually being used in group PVE, I'm running EC/MK setup. 2 sets of light armor. With stam spams being the strongest options currently available, resource management is weird.
Yes, you might have made things easier for players that will pick-up necro for a casual gameplay, but this could easily be done without negatively affecting the currently popular and useful playstyle. I would really like to hear some reasoning behind how the rework was implemented, besides what was stated already.
I agree with everything in this post except for things being easier for casual gameplay. I just don't see it. Having to initiate combat, cast GLS, delay, and then cast Skulls thrice to initiate the Necro's corpse mechanic, this is assuming one's definition of 'casual' gameplay includes at least sometimes delving into class mechanics, all for less damage is not easier than things were before. There are no upsides that I can see.
Closing in on 200 unique votes and we've maintained a 90% consensus the entire way against this change (even higher when you consider at least 3 of those votes are trolls).
This "buff", for all the drawbacks that have been listed numerous times, barely tickles in pvp. It made an already hilariously bad class even more of a clown show. It makes degen go from a 3-400 avg tick to a 350-500 average tick.
The class needed a lifeline 3 patches ago, but what the devs threw each patch for the last two years was either a bucket full of water containing indirect nerfs, or weighted vests that made treading water even more difficult.
They won't even talk to us about it.
@ZOS_GinaBruno @ZOS_Kevin I assume you're in Amsterdam still having a blast. I'm happy for you. @ZOS_MattFiror spoke about how successful ZOS has been financially over the last decade. I think that's great, too. I want this game, and the studio by extension, to succeed. However, mine and my wife's wallet have been closed since U35 and patch after patch comes with more action that distances you from our wallets again.
I hope you'll consider revisiting your silent treatment. Words are free, but they could potentially inspire and motivate those who hear them.
I hope to hear something when y'all are back. Your players deserve it.
IncultaWolf wrote: »The next pts cycle starts April 15th. I expect to see some changes/minor tweaks to sacrificial bones among a few other things perhaps. Major brutality/sorcery attached to the skeletal minion and execute scaling on scythe would be amazing. I just wish the devs would communicate or say something.
Again we don't expect all these issues to be fixed immediately, most of us just want confirmation that the team is aware necro needs some love. I did see that some of the new scribing abilities include the ability to generate and consume corpses with class mastery scripts, which should be fun to play with.
IncultaWolf wrote: »The next pts cycle starts April 15th. I expect to see some changes/minor tweaks to sacrificial bones among a few other things perhaps. Major brutality/sorcery attached to the skeletal minion and execute scaling on scythe would be amazing. I just wish the devs would communicate or say something.
Again we don't expect all these issues to be fixed immediately, most of us just want confirmation that the team is aware necro needs some love. I did see that some of the new scribing abilities include the ability to generate and consume corpses with class mastery scripts, which should be fun to play with.
Honestly, at this point I’d like a full reversal back to Stalking and the GLS modifier added to the skelly summons like where it should’ve been in the first place. Minor tweaks aren’t enough to save the class.
It would be kinda sad if the Scribing skills with the Corpse Generation/Corpse Consumption effect end up being better than the actual Necromancer class skills.
IncultaWolf wrote: »The next pts cycle starts April 15th. I expect to see some changes/minor tweaks to sacrificial bones among a few other things perhaps. Major brutality/sorcery attached to the skeletal minion and execute scaling on scythe would be amazing. I just wish the devs would communicate or say something.
Again we don't expect all these issues to be fixed immediately, most of us just want confirmation that the team is aware necro needs some love. I did see that some of the new scribing abilities include the ability to generate and consume corpses with class mastery scripts, which should be fun to play with.
Honestly, at this point I’d like a full reversal back to Stalking and the GLS modifier added to the skelly summons like where it should’ve been in the first place. Minor tweaks aren’t enough to save the class.
Kalle_Demos wrote: »Which do you prefer?
Idk how could anyone find Grave Lord's Sacrifice to be a better skill when compared to Stalking Blastbones. BB had/has(Blighted BB still exists) issues but GLS is even worse:
-''In-combat'' requirement to cast.
-Self-buff effect relies on the Skeleton jumping to your player character so the effect gets delayed at best and completely negated at worst.
-Forces you to use Flame Skull as a spammable to get the full effect from the buff. Spamming Flame Skull also causes sustain issues because it doesn't activate the Reusable Parts passive.
-Flame Skull minigame doesn't really makes the rotation easier when compared to BB minigame.
Blastbones was basically untouched since 2019, it was probably the most iconic skill from the Necromancer class. ZOS fundamentally changes this skill after 5 years, and this is what we get?
Exactly, and that feedback was posted everywhere for ZOS to see before it went live. The fact that all the feedback was blatantly ignored just demonstrates ZOS's lack of respect towards the playerbase.
DarkAgentZer0 wrote: »Idk how could anyone find Grave Lord's Sacrifice to be a better skill when compared to Stalking Blastbones. BB had/has(Blighted BB still exists) issues but GLS is even worse:
-''In-combat'' requirement to cast.
-Self-buff effect relies on the Skeleton jumping to your player character so the effect gets delayed at best and completely negated at worst.
-Forces you to use Flame Skull as a spammable to get the full effect from the buff. Spamming Flame Skull also causes sustain issues because it doesn't activate the Reusable Parts passive.
-Flame Skull minigame doesn't really makes the rotation easier when compared to BB minigame.
Blastbones was basically untouched since 2019, it was probably the most iconic skill from the Necromancer class. ZOS fundamentally changes this skill after 5 years, and this is what we get?
Exactly, and that feedback was posted everywhere for ZOS to see before it went live. The fact that all the feedback was blatantly ignored just demonstrates ZOS's lack of respect towards the playerbase.
THANK YOU. What’s the point in the PTS if you don’t actually listen to the people holding up your game. They would have been better off just leaving the skill alone (even thought he class needs a buff on all its skills to be up to par with other classes) this was a step in the wrong direction.