Just to add why i like Grave Lord's Sacrifice:
first i believe Blighted should have been changed instead of Stalking.
As it is clear Stalking was the better version of the two morphs.
second the tooltip:
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 20 seconds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull deals its damage in an area and creates a corpse near the enemy. Creates a corpse on death.
third:
i love that it gives a 20 second buff to damage over time and class damage.
i do not usually use Flame Skull, but the area damage is useful as well.
my main necro has a damage over time and area of effect build so it helps me.
and blastbones was way too frustrating to use especially because it doesn't damage enemies until 2.5 seconds.
So Gravelord's Sacrifice has made me love playing with my necromancer more.
Other than casting GLS every 20s instead of casting Blighted/Stalking BB every 3s, is there any other reason why you now enjoy Necro more?
I understand the argument of old BB being frustrating to use because of the ''every 3s'' cast requirement and the constant barswap associated with it, but I don't think that many people have an issue with GLS being a 20s buff. It is mostly the other problems that were ''inherited'' from BB that people have an issue with, stuff like the Skeleton being vulnerable to CC/LoS or the 2.5s effect delay due to it basically using the same summon animation but with a different target or the in-combat requirement.
Then we have the problem with Corpse generation that ZOS tried to address with basically forcing you to use Flame Skull as a spammable. Pretty much anyone that plays Necro knows that you need more than 1 Corpse every 20s to have an efficient use of your Corpse consuming skills, and the only way to generate those from range is with Blighted BB or the GLS Flame Skull proc. The difference is that Blighted BB allows you to use any spammable you want and if you are actually using GLS and spamming Flame Skull to generate more Corpses then that makes the rotation even more convoluted than the old ''cast BB every 3s''.
Just to add why i like Grave Lord's Sacrifice:
first i believe Blighted should have been changed instead of Stalking.
As it is clear Stalking was the better version of the two morphs.
second the tooltip:
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 20 seconds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull deals its damage in an area and creates a corpse near the enemy. Creates a corpse on death.
third:
i love that it gives a 20 second buff to damage over time and class damage.
i do not usually use Flame Skull, but the area damage is useful as well.
my main necro has a damage over time and area of effect build so it helps me.
and blastbones was way too frustrating to use especially because it doesn't damage enemies until 2.5 seconds.
So Gravelord's Sacrifice has made me love playing with my necromancer more.
That’s the craziest part, they could’ve just added the buff on top of a different skill and it would’ve been an amazing change, but for some deluded reason they thought deleting the ONLY universally useful necro damage skill was the way to go.Kalle_Demos wrote: »Just to add why i like Grave Lord's Sacrifice:
first i believe Blighted should have been changed instead of Stalking.
As it is clear Stalking was the better version of the two morphs.
second the tooltip:
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 20 seconds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull deals its damage in an area and creates a corpse near the enemy. Creates a corpse on death.
third:
i love that it gives a 20 second buff to damage over time and class damage.
i do not usually use Flame Skull, but the area damage is useful as well.
my main necro has a damage over time and area of effect build so it helps me.
and blastbones was way too frustrating to use especially because it doesn't damage enemies until 2.5 seconds.
So Gravelord's Sacrifice has made me love playing with my necromancer more.
I agree that Blighted should've been changed instead of Stalking. That would remedy much of the issue. The problem with GLS goes beyond the general buggy/jankyness/broken state, as others have illustrated in this thread, but the larger context of Necro's problems that GLS has only exacerbated. I'm glad that the skill is working for you but the Necro is in an overall worse spot than it was before. Not just based on opinions but math and objective perspectives from various modes of gameplay.
It didn't have to be this way. GLS implements, in the worst possible way, a Major Brutality/Sorcery like buff, something that the Necro has lacked compared to other classes that players have been requesting. But not only is GLS inferior to the Major Brutality/Sorcery buffs other classes have, it's weighed further down by all the other aforementioned issues AND at the expense of the Necro's best damage skill while, for many play styles, forcing the use of skulls, a skill with it's own problems.
GLS caused more problems while solving none, putting the Necromancer even further behind the other classes when the devs could've simply added Major Brutality/Sorcery or GLS' affects to one of the minions and called it a day.
That’s the craziest part, they could’ve just added the buff on top of a different skill and it would’ve been an amazing change, but for some deluded reason they thought deleting the ONLY universally useful necro damage skill was the way to go.
That’s the craziest part, they could’ve just added the buff on top of a different skill and it would’ve been an amazing change, but for some deluded reason they thought deleting the ONLY universally useful necro damage skill was the way to go.
Though I hate this change, I'm not sure I'd call it crazy and what you said might highlight their intent.
The old Blastbones - may it rise again - plus Boneyard could be relied upon to clean up just about anything. Many other skills like the tethers I would only bother using against bosses and some like Flame Skull, never ever. I don't want to be button spamming any ability every second and compared to everything else in the necro arsenal, it is (or was when last I played necro seriously) a magicka hog.
Thankfully for me I like arcanist so I can put my necros aside.
That’s the craziest part, they could’ve just added the buff on top of a different skill and it would’ve been an amazing change, but for some deluded reason they thought deleting the ONLY universally useful necro damage skill was the way to go.Kalle_Demos wrote: »Just to add why i like Grave Lord's Sacrifice:
first i believe Blighted should have been changed instead of Stalking.
As it is clear Stalking was the better version of the two morphs.
second the tooltip:
While in combat, summon a skeleton from the ground after 2.5 seconds. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 20 seconds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull deals its damage in an area and creates a corpse near the enemy. Creates a corpse on death.
third:
i love that it gives a 20 second buff to damage over time and class damage.
i do not usually use Flame Skull, but the area damage is useful as well.
my main necro has a damage over time and area of effect build so it helps me.
and blastbones was way too frustrating to use especially because it doesn't damage enemies until 2.5 seconds.
So Gravelord's Sacrifice has made me love playing with my necromancer more.
I agree that Blighted should've been changed instead of Stalking. That would remedy much of the issue. The problem with GLS goes beyond the general buggy/jankyness/broken state, as others have illustrated in this thread, but the larger context of Necro's problems that GLS has only exacerbated. I'm glad that the skill is working for you but the Necro is in an overall worse spot than it was before. Not just based on opinions but math and objective perspectives from various modes of gameplay.
It didn't have to be this way. GLS implements, in the worst possible way, a Major Brutality/Sorcery like buff, something that the Necro has lacked compared to other classes that players have been requesting. But not only is GLS inferior to the Major Brutality/Sorcery buffs other classes have, it's weighed further down by all the other aforementioned issues AND at the expense of the Necro's best damage skill while, for many play styles, forcing the use of skulls, a skill with it's own problems.
GLS caused more problems while solving none, putting the Necromancer even further behind the other classes when the devs could've simply added Major Brutality/Sorcery or GLS' affects to one of the minions and called it a day.
Kalle_Demos wrote: »Some have speculated that there were ulterior motives behind the change. Considering that GLS in no way reflects stated intent, we can't really discount this theory. Especially when the devs continue to leave us in the dark. Are they fine with GLS accomplishing nothing other than weaker Necros? No idea.
StarOfElyon wrote: »I heard ZOS responded to scribing complaints so I came to the forums to see if perhaps they also addressed our Necromancer complaints.
Kalle_Demos wrote: »But as I've stated, they went about this in the worst possible way and the class is worse for it.
Kalle_Demos wrote: »But as I've stated, they went about this in the worst possible way and the class is worse for it.
I've always agreed with that point.
Returning after a long absence, I dusted off my necros last just to get some companion quests done for them.
The change is as bad as I thought.
You're either stuck with a garbage ability or a stam morph - which I've always despised - and one ability off in the colour scheme department. Plus weaker for scaling off the wrong stat for you.
Back to my arcanists....
Kalle_Demos wrote: »When the Necro was released it was much the same...plenty of valid suggestion drowned out by the screams of contrarians trying to tear down the new popular thing. And it worked. The Necro wasn't actually leaps and bounds ahead of the other classes but the devs overreacted anyway and well...here we are.
@ZOS_GinaBruno @ZOS_Kevin @ZOS_RichLambert
Waiting until update 42 PTS to get communication is not the appropriate response here.
I provided feedback, along with dozens of other necro mains, in the PTS forum. The skill is awful. It is the most absurd skill in ESO's history and you unveiled it at the start of the 10 year celebration year.
[snip]
The skill is such a broken and bad design it warrants a complete recall of the skill, mid patch. Take it out and put Stalking back in. Go fill those new Combat Team positions with people who are willing to consider all the classes in ESO and not just 3 and have them cook up a new vision for necro that fits the new state of the game.
Necro's vision was never good, but it's combat prowess was propped up by the combat mechanics of 2019-2020. That combat system is now gone and with it, so is necro. It's been indirectly nerfed in almost every patch with the changing of combat systems.
In fact, the defile change this patch is another indirect nerf to necro! I posted my full thoughts here: https://forums.elderscrollsonline.com/en/discussion/654280/defile-should-not-have-been-touched/p1?new=1
Necro deserves more than this.
NoticeMeArkay wrote: »A lot of points in regards of utility have already been mentioned, so I'd like to add one more thing to the roster: Visual design.
Our necromancers raise skeletons, not to attack our enemies, but to hug us instead.
From a visual perspective this looks incredibly stupid and doesn't leave the impression of any person with the goal of creating something aesthetically or thematically pleasing befitting the change of the skill sitting down and actually trying.
This doesn't sound nice, yes. - But it's the exact impression it gives of and the only honest feedback I'm able to share at this point. Utility is zero. Visualization is an example of "do it quick, we gotta patch next week."
And I'm honestly really damn tired of seeing the lowest of effort being put into changes like this.
I just wanted them to fix/tune the stalking blastbones additional effect a little bit. Something to take into account that it just jumps at the target instead of chasing them. Or give us a melee skeleton/zombie.
Instead we just have a skeleton that gives us a hug and limits our corpse generation.
Kiyakotari wrote: »Our necromancers raise skeletons, not to attack our enemies, but to hug us instead.
Kiyakotari wrote: »Our necromancers raise skeletons, not to attack our enemies, but to hug us instead.
I don't like this morph or disagree with your point but weirdly this one has real world correlates.
If I remember correctly the traditional method for making a ritual dagger in Tibet is to raise a corpse, hug and dance with it, and bite its tongue out. The tongue is used as the blade.
Kalle_Demos wrote: »I just wanted them to fix/tune the stalking blastbones additional effect a little bit. Something to take into account that it just jumps at the target instead of chasing them. Or give us a melee skeleton/zombie.
Instead we just have a skeleton that gives us a hug and limits our corpse generation.
The crux of the issue. Making the Necro situation better could have been simple. Instead, our bones have literally backfired and the class is a huge mess.
Kalle_Demos wrote: »I just wanted them to fix/tune the stalking blastbones additional effect a little bit. Something to take into account that it just jumps at the target instead of chasing them. Or give us a melee skeleton/zombie.
Instead we just have a skeleton that gives us a hug and limits our corpse generation.
The crux of the issue. Making the Necro situation better could have been simple. Instead, our bones have literally backfired and the class is a huge mess.
They could give "Summoner's Armor" the class skill damage buff instead of the hugging skeleton (And change sac bones to something actually worthwhile). Maybe then it'd make the armor actually worth using.
You'd think they would listen when one of the classes you have to actually pay money for is active garbage.
You'd think they would listen when one of the classes you have to actually pay money for is active garbage.
Many of us have felt that way about warden for years.
If you don't PvP then many of their abilities are of little to no use.
Improvements have been made and they've indicated that they intend more.