dark_hunterxmg wrote: »
Along with RoA's lack of CC immunity, DKs leap and it's undocumented CC was was also amongst my pain points that they asked for not so long ago.
This was added years ago to Dragon Leap to fix situations where people could walk out of the area before it even hits. So while it is undocumented, it is not unintentional. It was an active decision that carried over into the rework.
I'm aware of when and why this was done. I'm of the opinion that if they can't make something work within the rules and limitations of their own game, it shouldn't be in the game. Why am I breaking cc, rolling immobilize, only to get immediately nailed too the floor again so I can be dog piled. The class rework could have been used to address this mechanic.Going after Serpent's Disdain when Rush of Agony and Warden Charm exist in their current form is crazy work.
I brought up Serpent's Disdain because a similar set had recently been changed (Relequen), so it made sense.
There are a number of threads about Rush of Agony and Warden charm, but please feel free to make more.
There is room for discussion on more than one item set.
Serpents Disdain isn't the reason for the power creep in status effects.
Grouping negates Ring of the Pale Order
Calling solo‑friendly content "brain dead easy"
LittleLionLeone wrote: »not every piece of content needs to be solo friendly or brain dead easy.
Just two trolls waking up… oh boy. Both still have so much to learn…
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.