Soundinfinite wrote: »The problem with Blastbones was that it was a subpar version of Shalks since launch. Many proclaimed as much when it premeired. Shalks was AOE that did burst damage and you cast it between every 2 skills. This is exactly the way blast bones operates, burst cast between 2 skills, but shalks cant be stunned, killed, or subject to any crowd control while Blastbones is subject to all of it.
Initially to make this up for Blastbones on PTS, when Necro first launched, it hit like a frieght train. The damage was amazing. However, many testers and general players who were on pts, not all but a large enough number, lamented in forums and everywhere that it was far too overpowered, it would break the game, on and on...and so before the Necro launched it was hard nerfed...and what we got on live has always been kinda a weak second child clunky skill that underperforms.
Due to all this, when they launched, it became an exclusive stamina dps class. Becuase stamina could hit higher weapon damage to make the passive finisher soar, as well as slot a weapon finisher ontop that benifited from the crit passive soar while having all the aoe of basically a magicka character since everything had stamina morphs. First Godslayer was a team of all stam necro dps. Magnecro was dead for all intinsive purposes on arrival.
However, Zos continued to work on the class and nerph and buff here and there and change things eventually making the stam necro become nothing special. But the playerbase worked around it and turned Necros into buffbots that ran a total DOT rotation. Magnecros took back being the dps cause of elemental catalyst and magnecros using all 3 elemental damages which gave good uptimes. This worked, but kept necros in a niche pve roll. In pvp, they are cluncky and require the player to be a master at the class to be effective. Sharp curve.
But Zos recognized....finally...that they had 2 classes that for all intensive purposes worked and played the same...Warden and Necro...and they set their sights to finally differentiate the two class playstyles. They changed shalks to be sorta like the sorcs haunting curse with double delays over 10 seconds. With one morph being shorter than the other...again like sorcs curse.
On the Necro, they chose to lean into HOW THE PLAYERBASE used the necro. They buffed the DOT rotation of creating an all dot Necro and did this to the MAG side which is how the all dot rotation necro was played. It also made the roation simpler which again THE PLAYERBASE asked for...they then kept the stamina necro a burst damage every 2 seconds click rotation...making different playstiles between the two....and by all means the necro is by far the strongest dot class of the game...
However, they all but killed ele Catalyst in group content making the need for this in a group to plummet to virtually zero...they hybradized everything making the stam vs mag builds obsolete, so every class is 1 playstyle only at all times now (boring as hell) resulting in the necro just being weaker as the burst damage morph left was the lower damage version...and the necro no longer carries a unique buff for groups...
Pvp the necro is in the same place its always been which is steep learning curve and low usage...though id argue a ranged dot necro is by far the best pvp build now for dps...but its not used heavily as its not as quick and effective as quick burst damage combo kills.
Thus, here we are with a class the funny enough is kinda dead to the game. With very little utility and purpose. But everyone is still complaining about 1 skill...the blastbones...fix it, fix it, make balstbones great again....you promised...
When the necro has major problems overall as a class and as a role to fill in game. It has an identity issue and lackluster overall skills and playstyles...
Blastbones shouldnt carry the class...and changing blasbones wont make the class suddenly awesome. Necros need a good overall look at their toolkits and be designed so the necro feel of the class (and not elementalist) becomes strong and the class has a role in the game that is both fun in pvp and pve and also useful to groups.
Reginald_leBlem wrote: »Soundinfinite wrote: »The problem with Blastbones was that it was a subpar version of Shalks since launch. Many proclaimed as much when it premeired. Shalks was AOE that did burst damage and you cast it between every 2 skills. This is exactly the way blast bones operates, burst cast between 2 skills, but shalks cant be stunned, killed, or subject to any crowd control while Blastbones is subject to all of it.
Initially to make this up for Blastbones on PTS, when Necro first launched, it hit like a frieght train. The damage was amazing. However, many testers and general players who were on pts, not all but a large enough number, lamented in forums and everywhere that it was far too overpowered, it would break the game, on and on...and so before the Necro launched it was hard nerfed...and what we got on live has always been kinda a weak second child clunky skill that underperforms.
Due to all this, when they launched, it became an exclusive stamina dps class. Becuase stamina could hit higher weapon damage to make the passive finisher soar, as well as slot a weapon finisher ontop that benifited from the crit passive soar while having all the aoe of basically a magicka character since everything had stamina morphs. First Godslayer was a team of all stam necro dps. Magnecro was dead for all intinsive purposes on arrival.
However, Zos continued to work on the class and nerph and buff here and there and change things eventually making the stam necro become nothing special. But the playerbase worked around it and turned Necros into buffbots that ran a total DOT rotation. Magnecros took back being the dps cause of elemental catalyst and magnecros using all 3 elemental damages which gave good uptimes. This worked, but kept necros in a niche pve roll. In pvp, they are cluncky and require the player to be a master at the class to be effective. Sharp curve.
But Zos recognized....finally...that they had 2 classes that for all intensive purposes worked and played the same...Warden and Necro...and they set their sights to finally differentiate the two class playstyles. They changed shalks to be sorta like the sorcs haunting curse with double delays over 10 seconds. With one morph being shorter than the other...again like sorcs curse.
On the Necro, they chose to lean into HOW THE PLAYERBASE used the necro. They buffed the DOT rotation of creating an all dot Necro and did this to the MAG side which is how the all dot rotation necro was played. It also made the roation simpler which again THE PLAYERBASE asked for...they then kept the stamina necro a burst damage every 2 seconds click rotation...making different playstiles between the two....and by all means the necro is by far the strongest dot class of the game...
However, they all but killed ele Catalyst in group content making the need for this in a group to plummet to virtually zero...they hybradized everything making the stam vs mag builds obsolete, so every class is 1 playstyle only at all times now (boring as hell) resulting in the necro just being weaker as the burst damage morph left was the lower damage version...and the necro no longer carries a unique buff for groups...
Pvp the necro is in the same place its always been which is steep learning curve and low usage...though id argue a ranged dot necro is by far the best pvp build now for dps...but its not used heavily as its not as quick and effective as quick burst damage combo kills.
Thus, here we are with a class the funny enough is kinda dead to the game. With very little utility and purpose. But everyone is still complaining about 1 skill...the blastbones...fix it, fix it, make balstbones great again....you promised...
When the necro has major problems overall as a class and as a role to fill in game. It has an identity issue and lackluster overall skills and playstyles...
Blastbones shouldnt carry the class...and changing blasbones wont make the class suddenly awesome. Necros need a good overall look at their toolkits and be designed so the necro feel of the class (and not elementalist) becomes strong and the class has a role in the game that is both fun in pvp and pve and also useful to groups.
I agree with much of what you said, however perhaps for future reference you might like to be aware that it's not "for intensive purposes" , it's "for all intents and purpose"
Soundinfinite wrote: »The problem with Blastbones was that it was a subpar version of Shalks since launch. Many proclaimed as much when it premeired. Shalks was AOE that did burst damage and you cast it between every 2 skills. This is exactly the way blast bones operates, burst cast between 2 skills, but shalks cant be stunned, killed, or subject to any crowd control while Blastbones is subject to all of it.
Initially to make this up for Blastbones on PTS, when Necro first launched, it hit like a frieght train. The damage was amazing. However, many testers and general players who were on pts, not all but a large enough number, lamented in forums and everywhere that it was far too overpowered, it would break the game, on and on...and so before the Necro launched it was hard nerfed...and what we got on live has always been kinda a weak second child clunky skill that underperforms.
Due to all this, when they launched, it became an exclusive stamina dps class. Becuase stamina could hit higher weapon damage to make the passive finisher soar, as well as slot a weapon finisher ontop that benifited from the crit passive soar while having all the aoe of basically a magicka character since everything had stamina morphs. First Godslayer was a team of all stam necro dps. Magnecro was dead for all intents and purposes on arrival.
However, Zos continued to work on the class and nerph and buff here and there and change things eventually making the stam necro become nothing special. But the playerbase worked around it and turned Necros into buffbots that ran a total DOT rotation. Magnecros took back being the dps cause of elemental catalyst and magnecros using all 3 elemental damages which gave good uptimes. This worked, but kept necros in a niche pve roll. In pvp, they are cluncky and require the player to be a master at the class to be effective. Sharp curve.
But Zos recognized....finally...that they had 2 classes that for all intents and purposes worked and played the same...Warden and Necro...and they set their sights to finally differentiate the two class playstyles. They changed shalks to be sorta like the sorcs haunting curse with double delays over 10 seconds. With one morph being shorter than the other...again like sorcs curse.
On the Necro, they chose to lean into HOW THE PLAYERBASE used the necro. They buffed the DOT rotation of creating an all dot Necro and did this to the MAG side which is how the all dot rotation necro was played. It also made the roation simpler which again THE PLAYERBASE asked for...they then kept the stamina necro a burst damage every 2 seconds click rotation...making different playstiles between the two....and by all means the necro is by far the strongest dot class of the game...
However, they all but killed ele Catalyst in group content making the need for this in a group to plummet to virtually zero...they hybradized everything making the stam vs mag builds obsolete, so every class is 1 playstyle only at all times now (boring as hell) resulting in the necro just being weaker as the burst damage morph left was the lower damage version...and the necro no longer carries a unique buff for groups...
Pvp the necro is in the same place its always been which is a steep learning curve and low usage...though id argue a ranged dot necro is by far the best pvp build now for dps...but its not used heavily as its not as quick and effective as quick burst damage combo kills.
Thus, here we are with a class that is funny enough kinda dead (necrotic) to the game. With very little utility and purpose. But everyone is still complaining about 1 skill...the blastbones...fix it, fix it, make balstbones great again....you promised...
When the necro has major problems overall as a class and as a role to fill in game. It has an identity issue and lackluster overall skills and playstyles...
Blastbones shouldnt carry the class...and changing blasbones wont make the class suddenly awesome. Necros need a good overall look at their toolkits and be designed so the necro feel of the class (and not elementalist) becomes strong and the class has a role in the game that is both fun in pvp and pve and also useful to groups.
Edited for @Reginald_leBlem corrections....Thank you.
Well said. Sacrificial Bones/Grave Lord’s Sacrifice has been dead in the water for over a year. That this has not been a priority at all, despite @ZOS_Kevin asserting that they’d be keeping an eye on it and making adjustments and so on, is a real shame.CameraBeardThePirate wrote: »Besides making it so that you can cast it outside of combat (which i almost don't even count as a change since it was asinine that a buff couldn't be cast outside of combat to begin with), nothing has been changed with Sacrificial Bones in a year.
The dev team very clearly stated that they would keep an eye on it to continue to tweak it, yet the ability is still clearly unfinished, as shown by the fact that the pet is still labeled Stalking Blastbones.
GLS/Sac Bones feels awful to use in any content, and the most interesting part of it (the self corpse aspect) was removed for seemingly no reason before it even hit live. The ability simply doesn't do enough to warrant slotting, and even if you were determined to make it work, is extremely clunky to use. Most notably, it is a self buff that can be denied by your enemies or line of sight, which is ridiculous.
At the very least add the self corpse aspect back, because this ability is, simply put, garbage.
Yeah, I really hope that Sacrificial Bones and GLS get reworked - or at least adjusted somewhat - soon.
Given that Necromancers have a passive buff to DoTs, it would make so much sense, in my opinion, to turn Sacrificial Bones into a strong DoT instead of just a self-buff. That said, even smaller adjustments could go a long way toward improving it I suppose.
I don't think GLS should be a dot, there's plenty of room for that elsewhere.
Blastbones morphs should be:
- A targeted and delayed explosion with increased %dmg based on distance traveled.
- A self-targeted delayed explosion that explodes on you.
This way you have a ranged and melee option. And the self explosion allows you to control the position which makes it more reliable in pvp and/or melee.
IncultaWolf wrote: »I don't think GLS should be a dot, there's plenty of room for that elsewhere.
Blastbones morphs should be:
- A targeted and delayed explosion with increased %dmg based on distance traveled.
- A self-targeted delayed explosion that explodes on you.
This way you have a ranged and melee option. And the self explosion allows you to control the position which makes it more reliable in pvp and/or melee.
The entire point of reworking stalking blastbones was to give players an easier option that struggled with complex rotations, since keeping up blighted blastbones every 3 seconds could be difficult for certain and new players. I agree but they the way they did it was the worst possible method.
I don't think GLS should be a dot, there's plenty of room for that elsewhere.
Blastbones morphs should be:
- A targeted and delayed explosion with increased %dmg based on distance traveled.
- A self-targeted delayed explosion that explodes on you.
This way you have a ranged and melee option. And the self explosion allows you to control the position which makes it more reliable in pvp and/or melee.
That doesn't really provide enough variety for the class. Making one morph a dot allows you to either deal strong burst damage or have offensive dot pressure.
It's clear they're experimenting a bit with necro with vengeance, and I really hope they take the idea of skeletal mage and put it on Blighted BB and revert SB/GLS back to original BB/Stalking BB because vengeance skeletal mage is a great skill. It's a strong 5 second dot like talons, and it spawns on the target so it can be cast from any range. It's exactly what necro needs implemented with its current live skills. I just hope they improve the animation because it does look a bit wonky.
SB/GLS is a glorified passive turned into a skill. I don't think there's any other skill in the game that works like it outside of the new banner scribing skill. Its buff can be moved elsewhere, probably between dismember, rapid rot, or both.
That doesn't really provide enough variety for the class. Making one morph a dot allows you to either deal strong burst damage or have offensive dot pressure.
It's clear they're experimenting a bit with necro with vengeance, and I really hope they take the idea of skeletal mage and put it on Blighted BB and revert SB/GLS back to original BB/Stalking BB because vengeance skeletal mage is a great skill. It's a strong 5 second dot like talons, and it spawns on the target so it can be cast from any range. It's exactly what necro needs implemented with its current live skills. I just hope they improve the animation because it does look a bit wonky.
SB/GLS is a glorified passive turned into a skill. I don't think there's any other skill in the game that works like it outside of the new banner scribing skill. Its buff can be moved elsewhere, probably between dismember, rapid rot, or both.
I noticed some of the changes in the Vengeance skills like Skeletal Mage(this is how Blastbones should be imo) as you mentioned. It seems that every pet skill like Spirit Mender/Sacrificial Bones and also the Sorc and Warden pets are no longer ''true pet'' skills in that Campaign, and function in a way more akin to something like Scorch(where the pet is just the visual effect of the skill), there were even some cases where the ''pet visual'' component was completely removed like Twilight/Storm Atro/NB Shade.
I also really like what they did with Siphons and Grave Grasp, hopefully some of those new mechanics are incorporated into the Live Server, but I hope they improve some of the animations because Sacrificial Bones and Skeletal Mage looked really basic when compared to something like Spirit Mender animation.
CameraBeardThePirate wrote: »That doesn't really provide enough variety for the class. Making one morph a dot allows you to either deal strong burst damage or have offensive dot pressure.
It's clear they're experimenting a bit with necro with vengeance, and I really hope they take the idea of skeletal mage and put it on Blighted BB and revert SB/GLS back to original BB/Stalking BB because vengeance skeletal mage is a great skill. It's a strong 5 second dot like talons, and it spawns on the target so it can be cast from any range. It's exactly what necro needs implemented with its current live skills. I just hope they improve the animation because it does look a bit wonky.
SB/GLS is a glorified passive turned into a skill. I don't think there's any other skill in the game that works like it outside of the new banner scribing skill. Its buff can be moved elsewhere, probably between dismember, rapid rot, or both.
I noticed some of the changes in the Vengeance skills like Skeletal Mage(this is how Blastbones should be imo) as you mentioned. It seems that every pet skill like Spirit Mender/Sacrificial Bones and also the Sorc and Warden pets are no longer ''true pet'' skills in that Campaign, and function in a way more akin to something like Scorch(where the pet is just the visual effect of the skill), there were even some cases where the ''pet visual'' component was completely removed like Twilight/Storm Atro/NB Shade.
I also really like what they did with Siphons and Grave Grasp, hopefully some of those new mechanics are incorporated into the Live Server, but I hope they improve some of the animations because Sacrificial Bones and Skeletal Mage looked really basic when compared to something like Spirit Mender animation.
The other issues I have with the specific abilities you mentioned is ZOS' apparent attachment to tiny ability radii. 5m for the new "tethers" feels rather small. Even 6m would feel much better.
The tethers and Boneyard have never worked well. Corpses are not fun to interact with. Furthermore, stationary damage sources like tethers and, to a lesser extent, Boneyard actively contradict the “core combat values.”CameraBeardThePirate wrote: »The other issues I have with the specific abilities you mentioned is ZOS' apparent attachment to tiny ability radii. 5m for the new "tethers" feels rather small. Even 6m would feel much better.
o_Primate_o wrote: »name me one necromancer, real or fiction, who raises dead only for the raised body fall useless at their feet? Sacrificial Bones is complete trash for content.