I think they are too busy deciding wtf Ghostly Embrace is supposed to be. I hope that eventually GLS ends up being a decent morph option, but ZOS tends to leave stuff unfinished or in some cases take literal years to finally address them.
The sad part is that plenty of feedback has been provided about what exactly is wrong with this morph, but so far ZOS has ignored pretty much everything besides the change that recently allowed the skill to be used out of combat.
I think they are too busy deciding wtf Ghostly Embrace is supposed to be.
Maybe they've taken the overwhelming player feedback on GLS into account and decided to go back to the drawing board.
Why waste manpower tweaking and finishing a skill that was so poorly received and disliked by your players when you can dedicate the rest of 2024 into designing a skill that will line up with the expectations of your customers? It would explain why the only non bug change was the in-combat requirement.
U43 has shown that the devs are aware of and can act on player feedback even if there is no communication during the process. Almost every change made to the class was directly or closely related to player feedback and rework threads that I've seen. It might have taken the eruption from years of frustration for them to act, but they did. So maybe they are silently working hard on a new skill, or maybe this is all just cope.
Finish ALL of necro, for real. Here's a quick list of necro contradictions:
- Has tethers that cost nothing, but require corpses in order to use and corpses can't be created on demand, also corpses only stay active for a limited time. Tethers break from LOS (sometimes from tiny pebbles in Cyro)
- Blighted BB is one of the most powerful burst skills, but BB can't be controlled and can be LOSd, CCd, stunned, immobilized, killed, or outran.
- Summons temporary minions, but those minions don't count for the necro's damage, nor can they interact with many sets in the game, such as Pale Order
- Skeletal Mage and its morphs use direct damage, but the devs consider it a dot and lowered its damage to be in line with other dots
- GLS summons a minion called Stalking Blastbones
- Has an entire passive that buffs dot damage, but has no useful dots in its class kit
- Is the only class in the game that debuffs itself with its primary healing skill
I'm sure there are others. Feel free to add to it.
Finish ALL of necro, for real. Here's a quick list of necro contradictions:
- Has tethers that cost nothing, but require corpses in order to use and corpses can't be created on demand, also corpses only stay active for a limited time. Tethers break from LOS (sometimes from tiny pebbles in Cyro)
- Blighted BB is one of the most powerful burst skills, but BB can't be controlled and can be LOSd, CCd, stunned, immobilized, killed, or outran.
- Summons temporary minions, but those minions don't count for the necro's damage, nor can they interact with many sets in the game, such as Pale Order
- Skeletal Mage and its morphs use direct damage, but the devs consider it a dot and lowered its damage to be in line with other dots
- GLS summons a minion called Stalking Blastbones
- Has an entire passive that buffs dot damage, but has no useful dots in its class kit
- Is the only class in the game that debuffs itself with its primary healing skill
I'm sure there are others. Feel free to add to it.
necro_the_crafter wrote: »[*] Bone totem fears every 2 seconds for 14 sec, starting after 2s delay. Why should it have delay when fear automaticly apply 6 sec cc immunity to anything, its not like you can keep someone permafeard inside totem, it should have fear on cast, and then every 2 secs.
necro_the_crafter wrote: »[*] Bone totem fears every 2 seconds for 14 sec, starting after 2s delay. Why should it have delay when fear automaticly apply 6 sec cc immunity to anything, its not like you can keep someone permafeard inside totem, it should have fear on cast, and then every 2 secs.
I have not tested this, but the wording used for the skill description leads me to believe that it applies a fear on cast, in addition to the fear that starts after the 2s delay.
This can't be how it works, right? A Companion version of a class skill having better functionality than the actual class skill it is based on? Surely I'm missing something right?
Maybe they've taken the overwhelming player feedback on GLS into account and decided to go back to the drawing board.
Why waste manpower tweaking and finishing a skill that was so poorly received and disliked by your players when you can dedicate the rest of 2024 into designing a skill that will line up with the expectations of your customers? It would explain why the only non bug change was the in-combat requirement.
U43 has shown that the devs are aware of and can act on player feedback even if there is no communication during the process. Almost every change made to the class was directly or closely related to player feedback and rework threads that I've seen. It might have taken the eruption from years of frustration for them to act, but they did. So maybe they are silently working hard on a new skill, or maybe this is all just cope.
I don't think there was a single rework thread asking for Stalking to be deleted for another buff skill, but it is good they added some baseline buffs to the class. In fact, almost all the feedback about Stalking being deleted was highly negative.
Urzigurumash wrote: »I don't think there was a single rework thread asking for Stalking to be deleted for another buff skill, but it is good they added some baseline buffs to the class. In fact, almost all the feedback about Stalking being deleted was highly negative.
necro_the_crafter wrote: »For sure but there was feedback about the general bugginess of Blastbones, or running towards a target you're not focusing, not activating procs, not counting for damage in BGs, etc. So they decided to try something different altogether.
necro_the_crafter wrote: »[*] Bone totem fears every 2 seconds for 14 sec, starting after 2s delay. Why should it have delay when fear automaticly apply 6 sec cc immunity to anything, its not like you can keep someone permafeard inside totem, it should have fear on cast, and then every 2 secs.
I have not tested this, but the wording used for the skill description leads me to believe that it applies a fear on cast, in addition to the fear that starts after the 2s delay.
This can't be how it works, right? A Companion version of a class skill having better functionality than the actual class skill it is based on? Surely I'm missing something right?