Necro class mastery passives are disappointing

Urvoth
Urvoth
✭✭✭✭✭
✭✭
Necromancer class masteries feel like a wasted opportunity. They have no flair and really don't help fill the substantial class gaps. Necro has languished for YEARS in the damage department and has had to heavily crutch on generic skills. While not perfect, the tanking and healing side has generally been much stronger and more synergistic. It's wild that zos is now primarily acknowledging the support side of class mastery for necro, but seems apathetic (as always) to necro dps.

Why can't necro get a dot proc passive like DK is being given? Why does DK get ALL the dot additions like pyrebrand or class mastery, but Necro gets none? Necro is also supposed to be a dot class, and has a major passive AND skill(that Stalking Blastbones was deleted for) dedicated to boosting dots, yet doesn't have a single class sticky dot besides the ridiculously clunky Ghostly Embrace one. It similarly receives no new dot sources whenever there's new class content added. Even werewolf receives more "dot support" than necro does.

Other classes are receiving UNIQUE damage procs or passives that provide alternate or interesting build/playstyle variations. Instead, Necro gets:
  • Nothing Wasted: Generic stat boost that's extremely similar to the existing class script. This'll be nice for PvE parsing, but a lot of necro PvP builds don't even use corpse consuming abilities because they're generally too clunky and static to be widely viable. This seems like a wasted opportunity to give necro something unique and flavorful.
  • Malevolent Promise: Makes corpse consumption a bit more dynamic and closer to how it should probably function by default. This is really the only interesting damage passive, but for some reason you can't even use it in PvP, so necro is essentially getting scammed with one less mastery passive than other classes. Even if it did work in PvP, it would only be potentially busted on Corpse Burster builds, so it's hardly a widely applicable damage passive for the class as a whole. Compared to the crazy damage procs other classes are getting, this passive ONLY allows necro to actually use its existing skills. Also, only allowing the closest enemy to be targeted as a corpse instead of any enemy would be an annoying mess when fighting groups. Why should a Necro not be able to target the person they're already focusing on just because another player stepped a foot closer for half a second? This passive desperately requires adjustment. If zos is concerned about Corpse Burster spam, it would be much better to just add a restriction for use with that set and then allow this passive for PvP.
  • Cycle Unending: Conditional, generic damage done bonus that will once again help with PvE parsing but doesn't expand necro's actual damage options. Despite being extremely conditional in PvP, since you're not going to consistently be sitting at 25% more relative health than your opponents, this passive is of course halved in PvP. Most of the time you might be getting an extra couple percent damage done against decent opponents. At that point, why not just subclass for stronger damage passives and skills? Also, Arcanist gets a very similar passive with Unbound Potential, except that's a consistent, essentially unconditional 15% damage done. Why does Arcanist get a consistent, reliable damage done passive that's also 3%(5% in PvE) higher than Cycle's max, while Necro gets something that won't even give the max bonus the majority of the time? Arcanist's damage kit is stronger than Necro's already.
  • Pound of Flesh: Amazing passive and the only one that feels widely applicable in both PvP and PvE. It also feels appropriately thematic to Necro, though I would prefer if it also restored 5% magicka to give more options for different build types. Either way though, a solid passive.
  • At the Precipice: Once again, this is just letting Necro actually use its skills like every other class can already do by default.

Necro is already six feet under damage wise, and has been for years. Not only do these passives not help much with build variety, damage source options, or flavor, they're also just not competitive with subclassing. You can already source strong stat boosting passives with subclassing and you get entire lines with multiple strong skills on top of that. Necro really could've used a unique damage proc and/or more thoughtful, flavorful passives that aren't just generic stat boosts or a conditional passive that is completely disabled in PvP. Why not have a passive that makes your light attacks give a ramping empower to your skelly summons, a passive that adds a flat Xhundred damage done to all your dots, or a passive that makes all your direct damage class abilities explode for an additional X damage to all enemies in the area? There's innumerable unique, flavorful options that could've been implemented, just like what other classes are getting. It's so disappointing seeing Necro get the short end of the stick once again.
Edited by Urvoth on 26 April 2026 04:39
  • nightbringer1993
    nightbringer1993
    ✭✭✭✭
    When I see that necro is once again discriminated it makes me want to stop eso+ and playing.

    Years of seeing other classes being buffed like hell while mine is getting worse. And with that class refresh order that was revealed last winter and that placed Necro last, I took it as a large insult towards people who bought that class, and spent time and efforts on their necro chars. I have a grand overlord Necro that is just sitting doing a few overland contents and can’t be used in competitive content and PvP ever since blastbone got nerfed.

    In this PTS, no proper changes were made to the Necro skill lines and these class masteries are just lackluster. Other classes are once again being buffed and with this class refresh order, things will only get worse.

    Do the devs know how it feels to see other classes being buffed like hell while the one we are using it just being nerfed again and again forcing us to change class into a gameplay we do not want. Warden is already a huge plague in PvP with their charm that has still not been removed, and if this charm remaining and the warden class refresh coming next things will only get worst if it follows the same pattern as the DK.

    If things remain in this state, I feel like I will be forced out of the game.
    PC EU
  • Urvoth
    Urvoth
    ✭✭✭✭✭
    ✭✭
    They really didn't address any Necro damage concerns with this patch, only support ones.
    • Cycle Unending: This effect now grants potency to damage done, rather than damage done, making it apply to base damage calculations – or multiplicative in simpler terms. Reduced the bonus against players to 10%, down from 12%.
    • Malevolent Promise: This passive now also forcibly triggers rank 1 of Corpse Consumption’s Ultimate (5), ignoring its cooldown, in addition to its existing effects.
    • Pound of Flesh: This passive now has a base 10% chance of activating, up from 1%. Note that the calculation for this passive also occurs after taking damage, meaning your remaining Health % will add to this 10%, making it trigger significantly more than before.
    • Veil’s Forfeit: This passive now triggers when you heal a target at 66% Health or lower, up from 50%. This passive now passively increases the duration of Major Vulnerability sources you apply by 50%, rather than granting 2 Ultimate to the target that the living corpse effect was removed or replaced on.

    Cycle Unending should be stronger now but once again, you're only going to be getting a few percent bonus the majority of the time in PvP. I'd really like to see an additional, unique effect added like a proc dot.

    Malevolent Promise still doesn't work in PvP so necro is getting scammed out of 1 less class passive. The extra ult is nice but once again, it hardly matters if it's an unusable passive in half the game. The effect still really needs to be changed to allow targeting against ANY enemy instead of the closet one to help reduce clunkiness.

    Pound of Flesh was already going to be insanely strong so this will be even more of a monster now. I wish this level of adjustment went into the damage passives as well.

    Veil's Forfeit change is huge. Alongside lacking damage masteries, I hope this doesn't force necro into always being a support dps, like it often has over the years.
  • Urvoth
    Urvoth
    ✭✭✭✭✭
    ✭✭
    Necro really could use a unique damage proc as part of a passive
  • propertyOfUndefined
    propertyOfUndefined
    ✭✭✭✭✭
    Can we please revamp necro next? Why it's one of the last in the queue is so far beyond me.
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    When I see that necro is once again discriminated it makes me want to stop eso+ and playing.

    Years of seeing other classes being buffed like hell while mine is getting worse. And with that class refresh order that was revealed last winter and that placed Necro last, I took it as a large insult towards people who bought that class, and spent time and efforts on their necro chars. I have a grand overlord Necro that is just sitting doing a few overland contents and can’t be used in competitive content and PvP ever since blastbone got nerfed.

    In this PTS, no proper changes were made to the Necro skill lines and these class masteries are just lackluster. Other classes are once again being buffed and with this class refresh order, things will only get worse.

    Do the devs know how it feels to see other classes being buffed like hell while the one we are using it just being nerfed again and again forcing us to change class into a gameplay we do not want. Warden is already a huge plague in PvP with their charm that has still not been removed, and if this charm remaining and the warden class refresh coming next things will only get worst if it follows the same pattern as the DK.

    If things remain in this state, I feel like I will be forced out of the game.

    What's wrong or unusable about Blastbones? Genuinely asking, because it is one of the most subclassed skills and one of, if not the best delayed burst skill that only competes with the 2nd proc of Shalks.

    Wasn't Stalking Blastbones always horribly buggy and unreliable?
    Edited by Dracane on 1 May 2026 02:25
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Can we please revamp necro next? Why it's one of the last in the queue is so far beyond me.

    "Next" ain't happening, hate to break it to you. The classes this year are locked in. Major content we see for updates is already between 6-9 months in development, that's just how game design works in general, but before ZOS cleaned house, they stated they were ahead by 12-18 months on average for years. One of the reasons it made it hard for them to properly address player feedback in a reasonable manor which they seeked to improve for this year.

    We heard info about DK development in Oct or Nov 2025 and released March 2026, Warden needs to be ready for July PTS so they're probably polishing most of it up by now, and Sorcerer may be in early brainstorm stages to be ready for Sept PTS. They even said mid March that Warden's Masteries were more simplistic because the refresh was coming so soon, they are last minute additions and in no way indicative of the future of the class.

    Even if they changed their schedule now, the earliest slot would be Q1 2027. Frankly, more time the better for Necro imo, of all the classes, they need a fundamental mechanical overhaul from top to bottom, not just visual fluff, moving skills around, or statistical value adjustments.

    I think DK was first because it was the closest to already being a complete class, it was a simple undertaking to get their toes wet, and create some sort of standard for classes to follow. They already had a pretty even design with extra DPS skills, spread among all 3 lines. With the removal of Poison damage and a commitment to have it return, it seems too coincidental that the next class would be Warden.

    Warden is a massive jump up in complexity which might be why WW was used as a buffer for U50, probably 2nd hardest next to Necro considering they were modeled with 1 role per line, a terrible connective fantasy across the class, using poorly aged Vardenfell themed VFX, and no obvious archetype or minigame like DK's dot/brute/flame it had going for it. They also have a problematic permanent pet which again, coincidentally moves us into Sorcerer and may be relevant to how all pets function in the future.

    Sorc is 3rd, and it looks to be on the easier side like DK. Shock, mobile, delayed burst. Everyone knows and understands their fantasy, but they have many dead abilities that need updates and some lackluster passives. They need stat/number changes, abilities moved around, and some light SFX/VFX updates, but nothing major like Warden or Necro.

    To me the lineup for the refresh they've picked seems to range up and down in parallel with the complexity of the work required. Templar is 4th, relatively harder than Sorc, but easier than Warden.. NB easy with mostly number tweaks and swapping, Necro hardest which is why it's near the end, and finally Arcanist as the newest class so should be the easiest.
    Edited by MashmalloMan on 1 May 2026 02:35
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Urvoth
    Urvoth
    ✭✭✭✭✭
    ✭✭
    Dracane wrote: »
    When I see that necro is once again discriminated it makes me want to stop eso+ and playing.

    Years of seeing other classes being buffed like hell while mine is getting worse. And with that class refresh order that was revealed last winter and that placed Necro last, I took it as a large insult towards people who bought that class, and spent time and efforts on their necro chars. I have a grand overlord Necro that is just sitting doing a few overland contents and can’t be used in competitive content and PvP ever since blastbone got nerfed.

    In this PTS, no proper changes were made to the Necro skill lines and these class masteries are just lackluster. Other classes are once again being buffed and with this class refresh order, things will only get worse.

    Do the devs know how it feels to see other classes being buffed like hell while the one we are using it just being nerfed again and again forcing us to change class into a gameplay we do not want. Warden is already a huge plague in PvP with their charm that has still not been removed, and if this charm remaining and the warden class refresh coming next things will only get worst if it follows the same pattern as the DK.

    If things remain in this state, I feel like I will be forced out of the game.

    What's wrong or unusable about Blastbones? Genuinely asking, because it is one of the most subclassed skills and one of, if not the best delayed burst skill that only competes with the 2nd proc of Shalks.

    Wasn't Stalking Blastbones always horribly buggy and unreliable?

    Stalking was no more bugged and unreliable than Blighted. They essentially function the same and have the same issues, but with different secondary effects. Stalking gave a burst option for mag builds and was more of a damage option vs Blighted being a debuff/pressure option. Sac Bones is just bad in PvP and is yet another buff skill that doesn't do any damage itself, making bar space even more crowded.

    Sac bones really didn't create a new identity or playstyle for necro and only took away a beloved, core-identity skill. Necro has always been a dot class with or without Sac bones.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Urvoth wrote: »
    Dracane wrote: »
    When I see that necro is once again discriminated it makes me want to stop eso+ and playing.

    Years of seeing other classes being buffed like hell while mine is getting worse. And with that class refresh order that was revealed last winter and that placed Necro last, I took it as a large insult towards people who bought that class, and spent time and efforts on their necro chars. I have a grand overlord Necro that is just sitting doing a few overland contents and can’t be used in competitive content and PvP ever since blastbone got nerfed.

    In this PTS, no proper changes were made to the Necro skill lines and these class masteries are just lackluster. Other classes are once again being buffed and with this class refresh order, things will only get worse.

    Do the devs know how it feels to see other classes being buffed like hell while the one we are using it just being nerfed again and again forcing us to change class into a gameplay we do not want. Warden is already a huge plague in PvP with their charm that has still not been removed, and if this charm remaining and the warden class refresh coming next things will only get worst if it follows the same pattern as the DK.

    If things remain in this state, I feel like I will be forced out of the game.

    What's wrong or unusable about Blastbones? Genuinely asking, because it is one of the most subclassed skills and one of, if not the best delayed burst skill that only competes with the 2nd proc of Shalks.

    Wasn't Stalking Blastbones always horribly buggy and unreliable?

    Stalking was no more bugged and unreliable than Blighted. They essentially function the same and have the same issues, but with different secondary effects. Stalking gave a burst option for mag builds and was more of a damage option vs Blighted being a debuff/pressure option. Sac Bones is just bad in PvP and is yet another buff skill that doesn't do any damage itself, making bar space even more crowded.

    Sac bones really didn't create a new identity or playstyle for necro and only took away a beloved, core-identity skill. Necro has always been a dot class with or without Sac bones.

    Not that it's entirely relevant, but since subclassing I've opted to use Grave Lord with BB over Daedric Summoning with HC. Better passives overall with 3k pen, execute crit, and sustain, major/minor defile in 1 skill, body blocking, can't be purged, same 3s delayed burst combo, but 33% more final damage.

    The other 2 lines I've never even considered touching, so I think that's where the majority of the issues lie the same way no one uses Dark Magic or Daedric Summoning, at least for now.

    Not that this is objectively true because theres pros and cons to every line depending on what you need, like me sticking with Dark Magic for sustain, but it's funny nonetheless that Grave Lord as Necro's best line is only better than Sorcerer's worse line for my given context.. if Hardened Ward was remotely useful still, I'd swap back over any of the other 5 abilities and better passives Grave Lord has, and Mastery's are that final push I needed to put up with Daedric and HC.
    Edited by MashmalloMan on 1 May 2026 03:16
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    Blastbones is also bugged, at least by my perception, and always procs 2 diseased procs guaranteed, resulting in dramatic burst.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Seraphayel
    Seraphayel
    ✭✭✭✭✭
    ✭✭✭✭✭
    Necromancer needs a class mastery that removes the whole "use corpse to empower skill a/b/c". Then I would consider playing Necromancer again. The corpse mechanic is just clunky to the max. Same with tethers. They're too weak and clunky as well.

    Something like:

    "Every [10/5] seconds you get Corpse Mastery, allowing you to empower one of your skills like you would consume a corpse. Can be stacked two times"

    "You become a master of tethers. Each of your tethers spreads to [1/2] additional allies or enemies within a 20m range, applying all the effects as if they were your original target."
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • nightbringer1993
    nightbringer1993
    ✭✭✭✭
    Once again!

    Necro should have been remastered this year because:
    1. We have been asking for a refresh for years
    2. It is a paid class, and people should be able to enjoy what they paid for.
    3. The class is destroyed and the recent changes should go along with new passives and skills.
    4. Grave lord sacrifice is a failure and nobody uses it.
    5. Ranked the worst class in the game.
    6. Discriminations in the game, people are kicking necromancers out of groups, except tanks.
    7. PvP is unplayable with this class.
    8. Buggy as hell and depressive to play with.
    9. Useless skills like totem, grave lord sacrifice of grave grasp, that people don’t even use.

    And I bet other players might find other points to support this.

    Necro should have been refreshed winter this year, and there is still time for devs to see reason.

    If the class is to remain in this state, I believe that I will stop investing money into this game, simply because I am not getting anything in return but nerfs.
    PC EU
  • Urzigurumash
    Urzigurumash
    ✭✭✭✭✭
    We all agree with your sentiments and I admire your devotion but you gotta pick a new class if you wanna enjoy the game. There is no alternative. Sorry just being real with you.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • nightbringer1993
    nightbringer1993
    ✭✭✭✭
    We all agree with your sentiments and I admire your devotion but you gotta pick a new class if you wanna enjoy the game. There is no alternative. Sorry just being real with you.

    I prefer to leave the game then. If I pick a new class, then the devs have won, and the Necro will remain unplayable.

    PC EU
  • Urzigurumash
    Urzigurumash
    ✭✭✭✭✭
    We all agree with your sentiments and I admire your devotion but you gotta pick a new class if you wanna enjoy the game. There is no alternative. Sorry just being real with you.

    I prefer to leave the game then. If I pick a new class, then the devs have won, and the Necro will remain unplayable.

    What if they overbuff Necro and it turns into a broken cheat class for noobs? A million S Tier Necro videos on youtube. If you're a noob and you wanna smash 2 buttons and melt people with thousands of hours on their build, hop on Necro! You go in a BG and now everyones on your class.

    That's what happened to DK like 5 years ago after the many "Worst Class in all Content" threads on here. Now it's even worse, much worse.

    What of your identity then, and of your devotion to this class? Who will have "won", you?

    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Urzigurumash
    Urzigurumash
    ✭✭✭✭✭
    Most PVPers get to a point where 1 class just can't keep you happy for these reasons and many others. There's a few out there, but you're sabotaging your own happiness by not embracing your freedom of choice here. Again I'm just being real with you for your own benefit. Microsoft will be fine without your subscription buddy. Sorry man
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Urzigurumash
    Urzigurumash
    ✭✭✭✭✭
    I loved Nightbringer's first album btw. And I loved Necro.

    I still do, I just stopped maining it and I couldn't be happier I did.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • nightbringer1993
    nightbringer1993
    ✭✭✭✭
    Most PVPers get to a point where 1 class just can't keep you happy for these reasons and many others. There's a few out there, but you're sabotaging your own happiness by not embracing your freedom of choice here. Again I'm just being real with you for your own benefit. Microsoft will be fine without your subscription buddy. Sorry man

    I prefer to go have on another game rather than staying on the same game forced into a gameplay I do not like.

    Why do you think so many Necro left when stalking blastbone got removed?

    Why do you think so many people left when subclasses came out?

    They went elsewhere to have a gameplay they like, rather than being forced to change classes. And right now when I see how Necro is being treated and the content that are being proposed in the game lately, I do not much feel inclined in playing it.


    PC EU
  • Urvoth
    Urvoth
    ✭✭✭✭✭
    ✭✭
    Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.

    The only clearly-apparent way Malevolent Promise would be busted in PvP is with the Corpseburster set. Otherwise, you’re just getting to use a dot skill or heal off an enemy. Why not just disable the passive with the use of Corpseburster then? I’m sure most players would prefer the passive at least be usable. If that’s not doable, why not add an additional effect, like a proc dot off your light attacks, so that part would still work in PvP?

    Using the mastery passives as a temporary hold-over till full reworks makes sense with classes coming later this year like Warden and Sorcerer, but the Necro rework isn’t for 2 more years! It’s second to last and Necro has already been in a rough spot for half a decade. I really don’t think saying “wait for the rework” is an appropriate solution here considering it’s so far out.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Urvoth wrote: »
    Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.

    The only clearly-apparent way Malevolent Promise would be busted in PvP is with the Corpseburster set. Otherwise, you’re just getting to use a dot skill or heal off an enemy. Why not just disable the passive with the use of Corpseburster then? I’m sure most players would prefer the passive at least be usable. If that’s not doable, why not add an additional effect, like a proc dot off your light attacks, so that part would still work in PvP?

    Using the mastery passives as a temporary hold-over till full reworks makes sense with classes coming later this year like Warden and Sorcerer, but the Necro rework isn’t for 2 more years! It’s second to last and Necro has already been in a rough spot for half a decade. I really don’t think saying “wait for the rework” is an appropriate solution here considering it’s so far out.

    Indeed.

    Necros having to wait two years for their refresh while only gaining 4/5 passives is not a satisfying answer to this issue.
  • Urzigurumash
    Urzigurumash
    ✭✭✭✭✭
    No better day than Beltane for crossing a theshold into a new school of magic
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    Urvoth wrote: »
    Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.

    The only clearly-apparent way Malevolent Promise would be busted in PvP is with the Corpseburster set. Otherwise, you’re just getting to use a dot skill or heal off an enemy. Why not just disable the passive with the use of Corpseburster then? I’m sure most players would prefer the passive at least be usable. If that’s not doable, why not add an additional effect, like a proc dot off your light attacks, so that part would still work in PvP?

    Using the mastery passives as a temporary hold-over till full reworks makes sense with classes coming later this year like Warden and Sorcerer, but the Necro rework isn’t for 2 more years! It’s second to last and Necro has already been in a rough spot for half a decade. I really don’t think saying “wait for the rework” is an appropriate solution here considering it’s so far out.

    DKs getting a 14k+ spammable, free DoT passive, and powerful timed burst with infinite sustain? No problem.

    Necros getting a halfway decent DoT with a free cost? Unacceptable.
  • KahunaKhan
    KahunaKhan
    ✭✭
    Evidently none of us are convinced that it would actually be overpowered and even if it is that it couldn't be quickly remedied. Just a single PTS week with the option to use Malevolent Promise on enemy players would be enlightening.
  • acanca
    acanca
    ✭✭✭
    KahunaKhan wrote: »
    Evidently none of us are convinced that it would actually be overpowered and even if it is that it couldn't be quickly remedied. Just a single PTS week with the option to use Malevolent Promise on enemy players would be enlightening.

    Agreed, its sad to see that it wasnt a technical limitation but a genuine kneejerk reaction that they double down on
  • nightbringer1993
    nightbringer1993
    ✭✭✭✭
    Once again!

    The recent comments proved my point! The situation is unacceptable and therefore I do not see why I should continue to pay to get nerfed!

    The class is unplayable, and a paid class, and nothing proper is being made to make that class playable!

    This class has to be refreshed this year because people should be getting something out of the money they spent!

    Right now! Necromancer is a pay to lose! And these recent class masteries won’t change a thing about this!
    PC EU
  • Alaztor91
    Alaztor91
    ✭✭✭✭✭
    Urvoth wrote: »
    Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.

    While I appreciate the increase in communication vs ZOS simply sweeping Necro issues(GLS, Ghostly Embrace, etc) under the rug for months/years, I think it's about time they figure out what to do about the whole Corpse system that the class uses.

    I mean this mechanic is so clunky that we literally have stuff like the Nobility in Decay set or the upcoming Malevolent Promise passive that try to make it more fluid. Then there is also the issue with it being a strain on the servers, so we now have the PvE and PvP Pet/Corpse caps(not even considering the fact that Corpses spawned from stuff like BB already despawn after a certain amount of time, for obvious reasons)

    I still don't know why they haven't reworked this so it behaves more like Crux:

    -Each skill that generates a Corpse keeps doing the same, but now that ''Corpse'' is an effect on your player character, instead of something on the ground. Let's just call it ''Essence Stacks'' for now.
    -Shocking Siphon/Restoring Tether can be reworked into being Enemy/Ally targeted.
    -Each skill that consumes a Corpse keeps doing the same, but now they consume the player ''Essence Stacks'' instead. Skills like Boneyard or Tethers would reduce the stack counter by 1. Multi Corpse consuming skills like Bitter Harvest or Enduring Undeath would reduce your stack counter by a greater number.
    -Corpse Consumption passive is changed into ''When you consume an Essence Stack...''
    -Max number of ''Essence Stacks'' that you can have would probably be 10(max stacks for the Class Mastery Script). Stack duration could be different for each individual skill, or it could be a standard X seconds for all skills that generate them.
    -Corpses generated from killing enemies would simply add to the stack counter for Y seconds.

    That's it, some stuff like Corpse related sets(Corpseburster/Nobility in Decay) might need number tweaks, and the whole ''cast a Corpse consuming ability on yourself'' could simply be removed or changed into something like ''gain Z Essence Stacks'', but this covers pretty much everything related to Corpses and Corpse generating/consuming skills. Server no longer has to keep track of the coordinates of stuff on the ground, and the mechanic would work much more fluidly and pretty much the same in stationary vs mobile fights.
  • Luneca
    Luneca
    ✭✭
    The biggest issue I have with Necro has and always will be the corpse mechanic.

    Before Necro even released, no one really ran the only other skill that had to do with corpses: repentance.

    It wasn't ran much because it was unreliable, buggy, and the corpse mechanic did not work well.

    So when this was the case, ZOS releases a class that probably uses the same code and has basic buffs and functionality locked behind whether or not these corpses are present.

    It's easily THE WORST class in the game. And really, it should have been the FIRST classs if not the only class reworked, NOT DK.
  • nightbringer1993
    nightbringer1993
    ✭✭✭✭
    Luneca wrote: »
    The biggest issue I have with Necro has and always will be the corpse mechanic.

    Before Necro even released, no one really ran the only other skill that had to do with corpses: repentance.

    It wasn't ran much because it was unreliable, buggy, and the corpse mechanic did not work well.

    So when this was the case, ZOS releases a class that probably uses the same code and has basic buffs and functionality locked behind whether or not these corpses are present.

    It's easily THE WORST class in the game. And really, it should have been the FIRST classs if not the only class reworked, NOT DK.

    Why do you think I keep on speaking on necromancer threads so that the devs see reason. Especially after what the said on the week three message, that was shared in this thread.

    They have to refresh this class this year, and if they start now, maybe we can have a playable necromancer on this winter’s patch.

    If they keep the refresh order as it is now and that they do not see reason. I will be forced to stop eso+ and playing because I am tired of being nerfed and to see my money going on other classes than mine since the last five years and even more.
    PC EU
  • acanca
    acanca
    ✭✭✭
    I honestly think its mainly dissapointing for the pvp side, the passives seem solid for the pve side. Solid execution and i honestly always liked the corpseburster playstyle and am glad its now possible to do it even in encounters without trash dying all the time
  • Urvoth
    Urvoth
    ✭✭✭✭✭
    ✭✭
    Alaztor91 wrote: »
    Urvoth wrote: »
    Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.

    While I appreciate the increase in communication vs ZOS simply sweeping Necro issues(GLS, Ghostly Embrace, etc) under the rug for months/years, I think it's about time they figure out what to do about the whole Corpse system that the class uses.

    I mean this mechanic is so clunky that we literally have stuff like the Nobility in Decay set or the upcoming Malevolent Promise passive that try to make it more fluid. Then there is also the issue with it being a strain on the servers, so we now have the PvE and PvP Pet/Corpse caps(not even considering the fact that Corpses spawned from stuff like BB already despawn after a certain amount of time, for obvious reasons)

    I still don't know why they haven't reworked this so it behaves more like Crux:

    -Each skill that generates a Corpse keeps doing the same, but now that ''Corpse'' is an effect on your player character, instead of something on the ground. Let's just call it ''Essence Stacks'' for now.
    -Shocking Siphon/Restoring Tether can be reworked into being Enemy/Ally targeted.
    -Each skill that consumes a Corpse keeps doing the same, but now they consume the player ''Essence Stacks'' instead. Skills like Boneyard or Tethers would reduce the stack counter by 1. Multi Corpse consuming skills like Bitter Harvest or Enduring Undeath would reduce your stack counter by a greater number.
    -Corpse Consumption passive is changed into ''When you consume an Essence Stack...''
    -Max number of ''Essence Stacks'' that you can have would probably be 10(max stacks for the Class Mastery Script). Stack duration could be different for each individual skill, or it could be a standard X seconds for all skills that generate them.
    -Corpses generated from killing enemies would simply add to the stack counter for Y seconds.

    That's it, some stuff like Corpse related sets(Corpseburster/Nobility in Decay) might need number tweaks, and the whole ''cast a Corpse consuming ability on yourself'' could simply be removed or changed into something like ''gain Z Essence Stacks'', but this covers pretty much everything related to Corpses and Corpse generating/consuming skills. Server no longer has to keep track of the coordinates of stuff on the ground, and the mechanic would work much more fluidly and pretty much the same in stationary vs mobile fights.

    I would much prefer it got reworked to something like this as well. The clunky corpse mechanic is the root cause of so many issues.
Sign In or Register to comment.