Out of curiosity… has ZOS ever admitted they were wrong about a change they made that players did not like?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.
The PTS seems to be there to give players the illusion that their feedback is valued.
IncultaWolf wrote: »2 more days... let's see if necromancers got some love 💀
IncultaWolf wrote: »2 more days... let's see if necromancers got some love 💀
Wait, what happens in two more days?
IncultaWolf wrote: »@ZOS_Kevin @ZOS_GinaBruno @ZOS_BrianWheeler
https://www.reddit.com/r/elderscrollsonline/comments/1c0m2e3/why_does_gravelords_sacrifice_have_such_an/
Again, the majority of the playerbase refuses to use Grave Lord's Sacrifice and just swapped to blighted. Your data shows this as well.
I mentioned players who do the highest pve parses even swap to blighted, here's a video showing so, with a very insightful description for those curious.
https://youtu.be/NfS-bdn4gTU?si=Dpj1Fv-9ndnGogim
There's so many things you could do with this buff to make it worth all the drawbacks it currently has. Some ideas such as making it cause your 3'rd cast of skull unable to be roll dodged and or fear on hit. Make it also buff your class healing. If it even kept the original 20% damage buff it had during the pts, I might have considered using it on a few niche builds, but right now it's not worth slotting on any build. I'd prefer just giving us back stalking blastbones and putting this new buff on something like empowering grasp, but if that's just not something that can happen, these ideas would improve sacrificial bones a lot.
We might be seeing some minor tweaks/buffs to Sacrificial Bones/Grave Lord's Sacrifice during this upcoming pts, but players who paid for this class would like some acknowledgement, assurance, and communication from the dev team as well that they have a plan and do intend to improve it and listen to our feedback.
Kalle_Demos wrote: »Very disappointing that after much feedback and information that GLS/Stalking remains untouched. Not surprised after all this time. Does the balance team find releasing Skills in janky/broken states acceptable or is GLS working as intended with everything that we view as flaws? Still waiting for any communication.
@ZOS_Kevin The fact that you replied to a single person asking about crown sales 2 minutes after they created a thread yet you've ignored what has to be hundreds of necro players over the course of more than a month now is absolutely appalling and really shows where ZOS' priorities are. Not that we didn't already know, but the fact that it's so blatantly obvious is just disgusting.
@ZOS_Kevin The fact that you replied to a single person asking about crown sales 2 minutes after they created a thread yet you've ignored what has to be hundreds of necro players over the course of more than a month now is absolutely appalling and really shows where ZOS' priorities are. Not that we didn't already know, but the fact that it's so blatantly obvious is just disgusting.
And complaints regarding Templar Jabs and Duel Wield Flurry and WW issues and PvP problems like being stuck in combat.
Kalle_Demos wrote: »Very disappointing that after much feedback and information that GLS/Stalking remains untouched. Not surprised after all this time. Does the balance team find releasing Skills in janky/broken states acceptable or is GLS working as intended with everything that we view as flaws? Still waiting for any communication.
You have my sympathies if you main necros and are stuck with this change but I wouldn't necessarily assume incompetence.
eg. look at Arcanists. Many of their abilities consume and scale to their highest offensive stat, i.e. either stamina or magicka.
This seemingly highly questionable change to Blast Bones might make sense if the developer's intention is to move all classes in that direction.
I made the point that not only do I not love stamina morphs but in this case where class abilities are coloured by morph, it would aesthetically jar.
With set and CP bonuses in the mix the damage type change could also be impactful. Negatively.
If damage type, visuals and resource were determined by your highest offensive stat, then players would almost effectively have the original and much preferred Blast Bones back.
At which point the devs would appear to have been "incompetent" but listened to and followed player feedback, while achieving their real but perhaps not obvious to everyone goal.
Kalle_Demos wrote: »Very disappointing that after much feedback and information that GLS/Stalking remains untouched. Not surprised after all this time. Does the balance team find releasing Skills in janky/broken states acceptable or is GLS working as intended with everything that we view as flaws? Still waiting for any communication.
At which point the devs would appear to have been "incompetent" but listened to and followed player feedback, while achieving their real but perhaps not obvious to everyone goal.
After months of silence my expectations were pretty low. The tether buffs are good. It won't fix the class pain points by itself or address the concerns of Necro players with GLS, but at least this buff is actually moving in the right direction. (GLS in this state is 100% another Necro nerf up there with Harmony, Graverobber, and Major Vuln for killing their damage potential)
Maybe we'll get more throughout this PTS? If this is all they have it's not enough to pass my wallet test, but 3-4 more patches like this and we'll see.
Kalle_Demos wrote: »
After months of silence my expectations were pretty low. The tether buffs are good. It won't fix the class pain points by itself or address the concerns of Necro players with GLS, but at least this buff is actually moving in the right direction. (GLS in this state is 100% another Necro nerf up there with Harmony, Graverobber, and Major Vuln for killing their damage potential)
Maybe we'll get more throughout this PTS? If this is all they have it's not enough to pass my wallet test, but 3-4 more patches like this and we'll see.
The Tether buffs are...something. But given that GLS makes generating corpses more difficult, and that the corpse generation mechanic is currently bugged, this is akin so slapping a band-aid on a gaping wound. I sincerely hope that these issues are being worked on in the background. It would be nice to hear about any progress...but yeah.
mariliaribas wrote: »Kalle_Demos wrote: »Very disappointing that after much feedback and information that GLS/Stalking remains untouched. Not surprised after all this time. Does the balance team find releasing Skills in janky/broken states acceptable or is GLS working as intended with everything that we view as flaws? Still waiting for any communication.
At which point the devs would appear to have been "incompetent" but listened to and followed player feedback, while achieving their real but perhaps not obvious to everyone goal.
I can tell you exactly which point the devs were incompetent about this change: when decided to lock a self buff that prevents you from using different spammables other than skull behind a skill that can only be cast in combat and needs to have a target on PVP. That's the main problem, these three things are the main issue: using this skill means not being able to use other spammables, not being able to cast it outside combat (so no pre-casting, contrary to every single self buff in game) and making it possible to line of sight your own self buff in pvp, that's where they were incompetent. I'm sorry, but if that's not incompetence, at least it shows a deep lack of understanding of how the class works. My bet is that not a single person that worked in making this skills has ever played a necromancer dps, because if they did, it would be the first problem they would detect.
And honestly it's the same thing that happened to another game I used to play and that I abandoned because of it: the devs have a certain idea of how they want the players to play the class and they don't want us to deviate from this vision, they don't give the players freedom to play the class whichever way we want, so they lock their skills behind these useless, needless requirements, like "only when using flame skull", or "only usable in combat and with a target".
Kalle_Demos wrote: »
After months of silence my expectations were pretty low. The tether buffs are good. It won't fix the class pain points by itself or address the concerns of Necro players with GLS, but at least this buff is actually moving in the right direction. (GLS in this state is 100% another Necro nerf up there with Harmony, Graverobber, and Major Vuln for killing their damage potential)
Maybe we'll get more throughout this PTS? If this is all they have it's not enough to pass my wallet test, but 3-4 more patches like this and we'll see.
The Tether buffs are...something. But given that GLS makes generating corpses more difficult, and that the corpse generation mechanic is currently bugged, this is akin so slapping a band-aid on a gaping wound. I sincerely hope that these issues are being worked on in the background. It would be nice to hear about any progress...but yeah.
Unfortunately the tether buffs are really only relevant for PvE as the damage tethers will first of all never hit anything in PvP, but also both tethers instantly break with a break on LOS. They'd be better off making the tethers consume a nearby corpse to be cast but then just sticking to you like with the necro class set. Unfortunately running that set just for the sticky tethers isn't very viable.
Imperial_Archmage wrote: »Holy crap! I had not played my necromancer in a very long time but just now I was inspired to create a new Worm Cult outfit for her and decided to dust her off the shelf. At first I thought the target dummy was bugged when I saw the skeleton jumping to me instead but then I looked at the tooltip and realized it was... intentional?? How could they possibly think this was a good idea!? It honestly boggles the mind.
So now it's basically impossible to play a magicka necromancer and if you are essentially forced to go stamina but because they stubbornly refuse to allow all weapon types to restore either resource (whichever is your max) we also can't use a staff and have to be in melee range. That totally ruins the whole class fantasy for me. All they had to do was address sustain issues but instead they up and imploded the entire magicka side of the class. Sheer madness (and incompetence)!
While the syphon buff is nice and an overall buff to the class' damage was needed, it just further shows that the devs are not listening to the community. Who exactly was complaining about syphon's damage?
While the syphon buff is nice and an overall buff to the class' damage was needed, it just further shows that the devs are not listening to the community. Who exactly was complaining about syphon's damage?
IMHO this is the best kind of buffs we can get. Incremental buffs to each skill. If they over correct, we get a nerf later on. If they overhaul skills, we end up with GLS. If they buff lots of things at once, and over buff us, then it's a pain tuning things back down.
Give me incremental little buffs like this each month, and I'll be very happy tyvm.
While the syphon buff is nice and an overall buff to the class' damage was needed, it just further shows that the devs are not listening to the community. Who exactly was complaining about syphon's damage?
IMHO this is the best kind of buffs we can get. Incremental buffs to each skill. If they over correct, we get a nerf later on. If they overhaul skills, we end up with GLS. If they buff lots of things at once, and over buff us, then it's a pain tuning things back down.
Give me incremental little buffs like this each month, and I'll be very happy tyvm.