Elvenheart wrote: »This is just my personal opinion, but I’ve always thought they never got necromancers right. You have npc necromancers in the game that can raise armies of persistent skeletons that stay animated until you kill them, but our little measly necromancer doesn’t have enough power to keep one or two skeletons animated for less than a minute.[/quote
ESO has been struggling with server performance, I think that they have tried this approach and found the animation was to taxing on the server. I would like to see the Blast Bones come back but I have went with a Damage Done Build and i`m happy with it.
Elvenheart wrote: »This is just my personal opinion, but I’ve always thought they never got necromancers right. You have npc necromancers in the game that can raise armies of persistent skeletons that stay animated until you kill them, but our little measly necromancer doesn’t have enough power to keep one or two skeletons animated for less than a minute.[/quote
I know, right? I guess you can justify it to an extent that these NPC necromancers are using powerful foci or taking a great deal of time to prepare their undead armies, but it always felt to me like blastbones should have functioned more like shalks or haunting curse - at least 2 skeletons per cast, so it feels more like you're launching a stream of undead against your enemies. And why couldn't there have been a zombie related skill somewhere? Skeletons, check; bone colossi, check; we even get to raise flesh colossi, but no hint of a zombie even as a stamina morph of something where it would have tied in perfectly with a disease / poison theme.
I used to play my necro quite a lot: originally they really felt essential in a PVE group with being the only source of major vulnerability, but that can be got in so many ways now and it doesn't really feel like there's anything indispensible that necros are offering. But at least a thematic revamp of the skills would help, because right now even from a non meta perspective they just don't feel good to play. They don't feel powerful. They feel more like that NPC necromancer I've-forgotten-where who is trying to reanimate a pretty lowly beast and gets chased off when it tries to bite him on the bum.
ragnarok6644b14_ESO wrote: »I think Necro is just conceptually wonky. The "cool mechanic" (corpse consumption) is a great idea, but the implementation leaves a bit to be desired.
I would combine weak but killy (but otherwise permanent) pets with corpses and have Petless Necro not have to interact with corpses at all - partly because "Petless Necro" doesn't really have any meaning (nor should it).
But that's my opinion, man.
The blatant ignoring of all the Necromancer feedback this PTS has soured any excitement I did have for subclassing. The only way they will acknowledge this is if it becomes too controversial which could happen after the patch goes live and all the players who don't follow the PTS feel the affects of this like with GLS or if profits take a hit. I still think the only reason we got Major Sorc/Brut and Proph/Sav after asking for years is due to the backlash they faced from GLS.
You even mention blastbones in a discord and its like setting off a bomb. People are very unhappy with Necromancers.
CameraBeardThePirate wrote: »The blatant ignoring of all the Necromancer feedback this PTS has soured any excitement I did have for subclassing. The only way they will acknowledge this is if it becomes too controversial which could happen after the patch goes live and all the players who don't follow the PTS feel the affects of this like with GLS or if profits take a hit. I still think the only reason we got Major Sorc/Brut and Proph/Sav after asking for years is due to the backlash they faced from GLS.
The only reason they added Major Sorc/Brut/Proph/Sav was because they were confidently incorrect in a reddit AMA when they made a comment about Necro not having those due to them being a "debuff class". They then proceeded to get Bone Goliath'd on in the comments by people telling them that Necro did not in fact have access to very many debuffs at all, and certainly not enough to offset their lack of buff coverage.
That's not a joke by the way, that actually happened.
Credible_Joe wrote: »I main necro, and never felt particularly bothered by the past changes. Others' frustrations and criticisms are valid, and I recognize that Necro isn't in a competitive spot as far as PvE goes, but I've had a lot of success in PvP. I don't chase META, and throughout all of the past patches that have had negative sentiment, for the most part, I barely remember what the controversy was about.
That being said, Necro does feel fairly neglected at this point, even from my perspective. Animate Blastbones has always been temperamental at best; even without the reduced cap on pets, during fights where lots of corpses are present, all four blastbones would frequently fail to spawn.
In fact, counting corpses and blastbones as pets at all feels pretty obtuse. Corpses are resources, and blastbones works effectively the same way as Daedric Curse or Magicka Detonation, and should not occupy the same design slot as things like summons (both permanent and temporary), and companions (companions being considered pets was very surprising to me).
Corpses should be treated like Crux for arcanists. Every recent corpse could advances a counter separate from the pet global count which can be consumed the same way it's designed presently, barely making any adjustments. This would eliminate pain points Necros in particular are going to feel when the pet cap gets halved, even if Blastbones remains qualified as a pet.
A bunch of other adjustments could be made for Necro to address a lot of damage / role discrepancies, but without committing to a full tangent, I would start with the corpse == crux solution.
Talking to your players and listening to feedback leads to happy customers with open purses/wallets. They should do more of those and on a regular schedule once every 2-3 months. Would probably open their eyes to a lot of things that are currently brushed off.