True enough - but all those fire, lighting and ice spells -are- technically past of the destruction school - or will be, once that school is established on a general basis, which will likely happen sometime after ESO but before all the other TES games, riiight?Chilly-McFreeze wrote: »TheShadowScout wrote: »Thanks for making anopther point in my case that necromancy is a mere specialization then!Chilly-McFreeze wrote: »Yes, they do more than just summoning corpses.
Just took a short look in the TES III Build Editor. There are two entries for a Necromancer Class in the NPC tab, Dedaenc and Goris, the maggot king.
Both utilize magickal defense (reflect, absorption, invisibility, dodge chance), CCs and debuffs (silence, burden, sleep, weary, drains, absorb attributes, calm, weaknesses to elements).
Dedaenc utilizes different poison attacks, while Goris uses frost and flame spells (in addition to increased mobility).
Beside that it's to expect that someone magickaly talented enough to raise the dead can also create a simply destruction spell.
But even here in this system, necromancy is considered a mere specialization of sorcery. As I keep pointing out.
So, following all that lore... and considering that necromancy is a specialization of conjuration... and that conjuration is represented by the sorcerors daedric summoning class skill line... it -would- make most sense to portray necromancy as "prestige class" option for sorcerors, yes?
Which would give you "necromancers" that can... utilize daedric magica defense, dark magic CCs and destruction (staff) spells... sounds about right to me...
Is that the same book that ends with "So, at any rate, I know whereof I speak when I say to you: sorcery and necromancy—there IS a difference."?
Indeed, it says "necromancy—is a subset of the art of conjuration, albeit inherently distasteful and degrading", only to continue with "However, to infer from this that all sorcerers are de facto necromancers as well is false, misleading, and libelous."
So you can either push your agenda and argument that one sorcerer says necromancy is degrading part of summoning, and summoning is part of the sorcery that sorcerers do.
Or you can get the insight that, although it's a subset of summoning, just like fire/ice/lightning are subsets of destruction, necromancy is not what every sorcerer practises. Just take a look at how the classes are split now. Sorcs with lightning, DK with fire, Wardens with ice. Your argument already falls short here, since you could say "it's all just part of destruction magick, we don't need these classes, they are mere specialisations of that school."
Just like in "fire magick is a subset of the art of destruction. However, to infer that all destruction users are de facto fire mages is false."
I am not saying "necromancy is a part of summoning and thus all sorcerors should have necromancy skills", I am saying "necromancy is a subset of summoning and thus it would make more sense to offer it as prestige class for those sorcerors who wish to specialize instead of making it a seperate class entirely".Chilly-McFreeze wrote: »If you go with route a) I can only wonder where, oh where, are my necromancy skills in the sorcerer class trees?
If you go with route b) you're backed up by the current class design of designated but not exclusionary subsets of a main magicka "school", that get's additional spells from other schools as well.
I think it's only logical to go with b) since it's the the conclusion from the book and it's how this game is layed out.
Indeed ESO isn't other TES games. It was made with a different system, thus we have classes.Chilly-McFreeze wrote: »TheShadowScout wrote: »Now, in the other TES games, players had free spell selection. They could with enough effort learn whatever they choose to study, in some of the games they could even learn -everything- if they put in the effort, learn every spell available in the game.
But that does not mean all the other skills are part of the "necromancer package" - that package would include -only- those skills noone but dedicated necromancers can learn to use...
Right, but this isn't other games. In ESO each class has skills that derive from different schools (destr., resto, alteration...). But that doesn't mean that all that has to be inherent to necromancy as a school per se. Why? Because every class draws from different schools. It is not as easy as saying "Templars represent the restoration school and they use nothing else, DKs are the fire mages and nothing else".
Read it again. Simplifyed:Chilly-McFreeze wrote: »TheShadowScout wrote: »Every mage can use fire spells, be it through learning them in the destruction school of magic in other TES games, or by racking up their destro weapon line and grabbing a fire staff in ESO. Dragonknights can learn extra fire magic in ESO, since the powers that be decided this games magic sysem would be different from the schools of magic system of other TES games, to allow them to add more "awesome" class skills without things getting too unbalanced.
If every mage can use "fire spells", e.g. through learning or bc the devs decided so, what does someone stop from putting spell X into other classes as well? If there are no mag schools like in other tes games, then why limit a new class to one when other classes are not? I feel you argument against yourself in this.
And if it's the "but flame belongs to DK and ice to wardens, we already divided the elements to classes", then explain to me why templars and NB share the same "magic dmg" main component in their skills and why every class picks skills from magick schools that other classes get their spells from as well?
Classes are more than "Templar uses restoration and nothing else", their skills (or schools) overlap and expand far from the first look of e.g. "DK is a fire mage and nothing else".
No reason to make a tiny subset of a school into an new class!Chilly-McFreeze wrote: »No reason to limit a new class down to only one tiny subset of a school.
Nope.Chilly-McFreeze wrote: »"and won't foolishly try to make a case how they ought to rebuild everything as some on the forums do on occasion - ship, sailed, sunk, long time"
Aren't you doing exactly that with your concept of prestige classes?
True. I was one of them. But I was feeling resentful about it, about having to play through all the content once again on character thirteen and fourteen... (and no, I can't just grind them to 50 and call it quits, I want all those skill points and lorebooks, and riding, and...) and about having to make new characters for the warden class when I had two characters made with a "nature" fluff idea and setup that I would have made wardens had the class been available at launch... and now had to kinda remake them as wardens, and feel cheated for the effort I put into the old ones...Chilly-McFreeze wrote: »I get your reasoning for it, to catch older players as well as more diversity. But there are a couple things I'd like to adress by that.
- we don't know how many "older players" refuse to start a new character if a new class comes out. I'm sure a lot of long time players made a warden as well.
Actually that is not quite the case.Chilly-McFreeze wrote: »- a prestige class is like an exclusive world skill line. It's harder to balance since it has to work in addition of already existing strengths and weaknesses of classes. A new class is easier to balance since you can set limits and powers without having the same effect that world skill lines would have and that CPs have now: granting power/ utility/ etc. for everyone in the same way without consideration of specific strength's/ weaknesses. Therefore being either underwhelming or OP. Also it falls short of a whole class with 3 lines. In short:
it's just taking away a skill line and adding another, what I think is severely hard to balance if you take a look at the overall class ability
Like I keep saying...Chilly-McFreeze wrote: »- as for making ZOS more money. In addition to the first thought, ZOS likes to add grinds to bind you to this game, to make you log in at least once a day (stable, hirelings, writs, grind for gear, shards, books etc.), to make the game look healthy and for some statistics to show of at the next conference. Granting prestige classes to everyone would merely be a present. Get it, use it, good. But I expect Zeni to rather go the way "add new class, let them grind it up again, have our servers full".
I don't doubt that the people who want necromancy do see it exactly this way.Chilly-McFreeze wrote: »"And ESO classes are packing several "archetypes" into their makeup, drawing from what would be different schools in later TES games." and "That point of view of mine means there -could- be a "gravesinger" class made with a necromancy skill line to play with corpses and spirits of the dead, and two other skill lines, perhaps a plant-based disease line and a wind magic line or mysticism-derived support magic line... but it would be "more" then a mere necromancer," and "No reason to make a tiny subset of a school into an new class!"
Yes, indeed, I agree on this train of thoughts. And honestly, I couldn't care less if they call it necromancer, gravesinger or whatever. This thread might got hung up in this, but I believe the people that want a "necromancer class" are seeing it the same. They want something that makes them able to raise the dead. No matter the class name, no matter how you call the skill lines, just a new fleshed out class. Couldn't care less where you call on the other skill lines lore-wise.
Possibly.Chilly-McFreeze wrote: »This discussion shouldn't resolve about semantics and how a new class would be called.
I think there are pro and cons on prestige classes but, as far as I know ZOS, the chances to add them are small, more likely to go the new-class way.
DuckNoodles wrote: »Monk class! Would be better!
...unless you start to consider that the people at ZOS only have limited resources, just like anyone else in this imperfect world.Chilly-McFreeze wrote: »I'd say I can go along with most things you wrote, but there is one part that really bothers me.
"You are saying... what? Make a necromancer class, make the necromancer fans happy, do nothing for the illusionist fans, the gladiator fans, the warlock fans, the shaman fans, the whatever fans, and vex all the necro-haters?"
Is that a strawman yet? Never did I (or anyone else in the comments I read) said something like that. It's not an either/ or thing here...
...then you have not been paying attention, perhaps?Chilly-McFreeze wrote: »And yet I don't even get what that stuff about "necro-haters" is...
do we really need another topic on this. lord almighty.
No no no necromancers!
Thank you.
I’m not the biggest lore nerd, but it needs to matter at some point.
Spoilers: Meridia is a large part of the main story, and she loathes the Undead, Vampires, and Nercomancers. It’s bad enough that by some miracle she’ll ignore the present of Vampirism in the MC. Lore bills Meridia’s mythos in a very particular light. That has to account for something.
...
It’s not about the moral ambiguity of player choice. It’s about a narrative conflict. Being able to be a ‘bad guy’ for the sake of player role play doesn’t wash away the canonical motivations a character. Meridia, who’s sole purpose is to eradicate Undead and Necromancy, wouldn’t overlook her champion being a Nercomancer. I can barely stomach that she overlooks Vampirism in the player character, and that direct exposure to her light doesn’t dust them outright.
I’m a purist for consistency in fictional works, and plot holes like ignoring character motivation is a sign of poor writing, imo.
CyborgPlatypus wrote: »No more pet classes. Please
Hell with that, NO MORE PETS! Find a class that people actually have to use their own skills rather than relying on pets.
...that that's just the ones from -this- discussionPlz no on the Necromancer. This class is overdone in every other MMO and it gets tiring. In fact NO MORE PETS period. We have plenty as is and they need a make over anyway...
Now -that- I can agree with!Chilly-McFreeze wrote: »We could argue back and forth if adding a fourth class skill line is something realistic or even if it's something ZOS considers. For all we know they were fine with adding another class after several years. Even if that class existed back in alpha and was cut out of the game back then. If that is what ZOS would do, I'd be fine with it. If they would add it as a whole class, I'd be even more happy. Only options I dislike are necromancy as a world skill line or the status quo until the serves are finally shut down...
So you are saying... what exactly?Having different opinions is great. It's what make us human. But having a different opinion and respect other different opinions instead of vomiting loads of texts on others people opinion, is even greater. You should try it
Don't let the recent fallen go to their final rest in vain. Raise them up, and let them avenge themselves. Let them stand up for themselves! Ask Zos for a Necromancer CLASS today!
ForsakenSin wrote: »
ForsakenSin wrote: »
Ectheliontnacil wrote: »Necromancers would be awesome for sure! I think it would be my new main class!
SilverIce58 wrote: »@srnekro and what if a Necromancer class got added, and it's absolutely nothing like you imagined?
When I say "nothing like you imagined" I don't mean it in a positive manner, so don't spin it as such.
SilverIce58 wrote: »Well, tbh w/ you m8.
Seeing as how they've added the Psijic Order skill with an ult, 5 skills, and 5 passives, it only seems the same that they'd do the same for necromancy if it got added. I'd say, 2 summoning skills, 2 types of damage with one being direct, and one being a dot that heals too, and then the 5th being a cc. The ult would probably be a flesh atronach or bone collosai.
To add in a class, ZOS would make one of the lines a dps role, one a healing role, and one a tank role. Much like Warden is.
inthecoconut wrote: »I know as little about ES lore as is probably humanly possible. I swear I run through this game blind and deaf, and I have no idea what is happening anywhere, even if its happening right in front of me.
I just like to bash stuff over the head until it dies. Have something you want killed? I don't need to know why, just point me in the right direction and it'll get done.
The bashing bit isn't really the important part, its more so the everything-gets-dead part that I focus on. So when I'm not bashing things to death, I'm thinking about different, more effective ways to bash them. Sometimes it doesn't even involve bashing. It could be stabbing. Or slashing. Or if I want to make things different, maybe even burning. The point I am trying to stress is that the method isn't as important, so long as the thing in front of me dies.
So at first I was against the idea of a Necromancer, because it sort of runs counter to my everything-needs-to-die philosophy once you start raising them back from the dead. But then I thought about it and it almost seemed kind of poetic. Normally I don't stop to smell the roses, but I can't deny the certain irony in bashing something to death and then raising said bashed-thing only to use it to bash other things.
So in the end, I support Necromancy, as it would be a nice addition to my arsenal of death and destruction.