CameraBeardThePirate wrote: »I'll be the first to admit it ZOS, I didn't think the small changes made this patch would be all that impactful; however, the combination of Deaden Pain and the Colossus buff have given necromancers a leg to stand on.
The Colossus change is pretty straightforward - more damage more often = FeelsGoodMan.
Deaden Pain was the surprising one, and I think it shows where all corpse consumption abilities need to be. Deaden Pain's buff means that necro finally has a decent class HoT. I still wish the ability wouldn't shorten its own duration on refresh, but the ability still feels much better than the other corpse consumption abilities such as the tethers. It's much more "Fire and Forget" with its extended duration, giving it a much better uptime and far fewer hoops to jump through in order to use it. You don't need to think about it as much.
Please ZOS, take this as a lesson - Corpse Consumption abilities, and especially the tethers, need to be less micromanagey. There's a couple ways to do that - the tethers could become Sticky HoTs/DoTs, or they could be changed so that they don't break on LoS (or even worse, slightly uneven terrain). They require a corpse to use, so they should be powerful and worth using. As it stands, they're not; they're not much better than a standard HoT/DoT, yet they're far more inconsistent.
Please make a QoL change to the tethers like Deaden Pain received - either rework them completely to be "sticky" rather than AoE, or allow them to go through terrain/walls so that they aren't useless in mobile encounters.
@ZOS_Kevin please pass on the positive feedback on the Deaden Pain change - it's a great move towards making Corpse Consumption abilities feel good to use, and giving the Tethers a similar QoL change would greatly improve Necro's playability.
Oh, and give necros sorcery/brutality lol
StarOfElyon wrote: »Here are some ideas that I have to add some more utility to the skills on the class.
Hungry Scythe: also applies life steal to all enemies hit. (I think this still won't make the spammable very good for damage but at least it'll add to the use for survivability)
[Also, life steal should probably be tied to a status effect too]
Skeletal Arcanist/Archer: grants major sorcery/brutality when active.
Mystic/Detonating Syphon: grants major prophecy/savagery when slotted. Both morphs apply a damage over time to targets that stick to them after touching the tether.
Flame/Venom skull: applies burning/poisoned status effects. Does additional damage to targets afflicted with a status effect. No longer does increased damage on third cast but instead does increased damage on low health enemies.
Spirit Mender:
- Spirit Guardian: when active, applies major cowardice to attackers. (I just like the idea of the ghost scaring attackers.)
- Intensive Mender: increases the healing over a shorter period of time. (Buff the healing more please)
Bone Totem: summons an effigy of bones up to 28 meters away. After 1 second, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. (Changed to allow both morphs to be targeted)
- Warding Totem (Formerly Remote Totem): grants minor protection when standing in the area of effect.
- Agony Totem: afflicts enemies in the area of effect with minor vulnerability.
ULTIMATES:
(Removed Colossus suggestions)
Animate Blastbones: instead of resurrecting allies, this ultimate summons three blastbones to attack the nearest opponent. It consumes corpses in the area to summon (edit) more blastbones. Reduce the cost of this ultimate to 200, down from 320, to make it more usable.
JerBearESO wrote: »I just want to say the animated blastbones ability in general could work much better if blastbones, just in general, would explode when they had no target instead of bleeping out of existence.
JerBearESO wrote: »I just want to say the animated blastbones ability in general could work much better if blastbones, just in general, would explode when they had no target instead of bleeping out of existence.
Blastbones often have no target despite being near enemies, and especially with that ult, so if they would simply explode where they were in this case, the ult could be used somewhat effectively. Right now you are risking all that ult because there's like a 50% chance the blastbones will even work on the enemies that are beside them.....
CameraBeardThePirate wrote: »Please make a QoL change to the tethers like Deaden Pain received - either rework them completely to be "sticky" rather than AoE, or allow them to go through terrain/walls so that they aren't useless in mobile encounters.
@ZOS_Kevin please pass on the positive feedback on the Deaden Pain change - it's a great move towards making Corpse Consumption abilities feel good to use, and giving the Tethers a similar QoL change would greatly improve Necro's playability.
Oh, and give necros sorcery/brutality lol
Sporigudinai wrote: »I´m the only one that is thinking the "Scribing" update will make Necro playable again? It will give to necros the buffs that other classes already have easily, so it´s possible that Necros will be better.
CameraBeardThePirate wrote: »I'll be the first to admit it ZOS, I didn't think the small changes made this patch would be all that impactful; however, the combination of Deaden Pain and the Colossus buff have given necromancers a leg to stand on.
The Colossus change is pretty straightforward - more damage more often = FeelsGoodMan.
Deaden Pain was the surprising one, and I think it shows where all corpse consumption abilities need to be. Deaden Pain's buff means that necro finally has a decent class HoT. I still wish the ability wouldn't shorten its own duration on refresh, but the ability still feels much better than the other corpse consumption abilities such as the tethers. It's much more "Fire and Forget" with its extended duration, giving it a much better uptime and far fewer hoops to jump through in order to use it. You don't need to think about it as much.
Please ZOS, take this as a lesson - Corpse Consumption abilities, and especially the tethers, need to be less micromanagey. There's a couple ways to do that - the tethers could become Sticky HoTs/DoTs, or they could be changed so that they don't break on LoS (or even worse, slightly uneven terrain). They require a corpse to use, so they should be powerful and worth using. As it stands, they're not; they're not much better than a standard HoT/DoT, yet they're far more inconsistent.
Please make a QoL change to the tethers like Deaden Pain received - either rework them completely to be "sticky" rather than AoE, or allow them to go through terrain/walls so that they aren't useless in mobile encounters.
@ZOS_Kevin please pass on the positive feedback on the Deaden Pain change - it's a great move towards making Corpse Consumption abilities feel good to use, and giving the Tethers a similar QoL change would greatly improve Necro's playability.
Oh, and give necros sorcery/brutality lol