The last thing we need is to buff Stam in PvP. Vigor + Rally + Intensive Mender at full strength would be a bit ridiculous, especially when you compare it to how bad Magicka Necromancer is right now.Intensive mender should scale of your max stat and max damage modifier, would also be nice if could scale off your highest criteria modifier
I agree that the buff management can be a bit tedious - especially since the Bone Armor duration is so short - but I have to disagree with the (Magicka) Necromancer being in a good spot right now. The offensive options are much too weak and clunky (except for the Ricochet Skull, which seems fine), and as soon as people figure out how to fight you, it's gonna be game over. Especially once we take into account the fact that the Blastbones is hitting harder than it should be right now; my tooltip damage is lower than my Magicka Warden's Deep Fissure, yet it hits harder without Major Breach than the Shalks do with Breach up first.proteinexe wrote: »I just wonder if ZoS actually reads through all this - There's a lot on here, but ill leave my statement short and sweet.
I only have knowledge in PvP, and as for testing, I made a pretty standard setup work well with good results, so here are my thoughts: (ill be talking PvP Magic)
- It feels like Magden, but with a higher skill curve to it (which is good) BUT as Ive said in previous discussions, Magdens underperform due to their lack of Execute AND non-reliable CC, making them have to go to Destruction skill tree. MAYBE (just a suggestion) add an execute to Destruction skill tree in the future to help this situation out?
- The animations can be clunky. Skele Bomber takes a long time to spawn and sometimes just stands next to your intended target if they do something like roll dodge.
- Another way this feels like Magden is their Buffs taking a long time to stack up. Skele-Armour, Skele-Mage, Wrath-Heal and Harness Magicka are all pretty necessary. Magden requiring also 4 buffs to keep them at max potential. I honestly don't know how to fix this, but I know you thought it a problem on Warden and that's why you changed up times - maybe do the same?
Those are my primary concerns when playing. Lots of Micro-managing, no execute (i understand the passive, but Crit in PvP against good players is hard to achieve) and some of the Minions being clunky. BUT I REALLY LIKE THE CLASS. Well done ZoS, you've made a difficult class to play with a high skill curve and fitting power to suit the amount of practice needed. Im looking forward to this!
It's actually bugged and hitting even harder than the tooltip indicates, as well. My Magicka Necromancer's Blastbones tooltip is lower than my Magicka Warden's Deep Fissure tooltip, yet in actual practice it hits harder. But yea, I'd prefer that AOE Major Defile be done away with entirely.Savos_Saren wrote: »We might want to tone down the damage that a stamina ability with Major Defile can do. This is from Innate, Slimecraw, and Swamp Raider:
Yes, dear god, that's over 100k damage from a single shot.
Not only that- the tooltip without a proc reads:
That's a class ability without critting for 20K! That's higher than my own DK Ultimate! (and it does major defile!!!)
If I'm being honest, Death Scythe animation looks terrible. I mean if it was more bone-y like or ghostly it would be much better. I can't say that it looks even somewhat finished. Almost as if the assets aren't in game yet.
BaylorCorvette wrote: »If I'm being honest, Death Scythe animation looks terrible. I mean if it was more bone-y like or ghostly it would be much better. I can't say that it looks even somewhat finished. Almost as if the assets aren't in game yet.
Funny, myself and another guild member were talking about how it has a pretty cool looking animation.
BaylorCorvette wrote: »If I'm being honest, Death Scythe animation looks terrible. I mean if it was more bone-y like or ghostly it would be much better. I can't say that it looks even somewhat finished. Almost as if the assets aren't in game yet.
Funny, myself and another guild member were talking about how it has a pretty cool looking animation.
For me, the Necromancer is my true calling. From playing literally all the other TES games, Necromancer is my to go play style.
I love the mechanics from Skyrim, and I think it's the main inspiration for the ESO one, intended or not.
I like the complexity of the class. Such a class shouldn't be easy to play. Necromancy is a powerful sub-school of magic.
The criminal act is amazing. Maybe some areas it's to much, I don't know yet. It's gives the class that extra feel of dark magic.
I really love the interaction with the corpses. That's something new and innovative, and fit's perfectly for a Necromancer.
10/10 I will main magicka Necro. The one class I've been waiting for. Truly represents my way of playing.
There are two problems with this:Liking it so far, my main issue for the moment being the lack of stamina morphs in the healing tree.
I'd rather have a unique class-specific stamina heal than have to slot the pvp one on yet another character.
No, Stam Builds don't need more PvP self-healing.Anti_Virus wrote: »
No, Stam Builds don't need more PvP self-healing.Anti_Virus wrote: »
green_villain wrote: »question
if you duel someone in cities
you cant use criminal intent abilities yes?
green_villain wrote: »question
if you duel someone in cities
you cant use criminal intent abilities yes?