Shokasegambit1 wrote: »I don't think nobody in the game should ever die we all should just RP and stick to one playstyle and collect houses. 🤔
2019 ESO 😂
TheBonesXXX wrote: »Shokasegambit1 wrote: »I don't think nobody in the game should ever die we all should just RP and stick to one playstyle and collect houses. 🤔
2019 ESO 😂
Bullshite, I came here to e-punch you all in the face.
Waffennacht wrote: »I really don't see the Necro class being all that PvP BG viable...
I dunno maybe I'm wrong, maybe 2 offensive skills from the class is enough.... Lmfao
Shokasegambit1 wrote: »GrumpyDuckling wrote: »From PTS Notes 5.0.2
Ruinous Scythe (morph): This morph has been redesigned so it no longer applies Healing Absorption to targets hit. Now, every third cast of the ability will set targets hit Off Balance.
I don't understand why this change was made -- this was a cool morph that did something unique. Why are you so afraid of healing absorption, ZOS? There's not even a dev note about this change. First the Solider of Anguish nerf, now this.Soldier of Anguish
(2 items) Adds 129 Weapon Damage
(3 items) Adds 833 Weapon Critical
(4 items) Adds 129 Weapon Damage
(5 items) When you deal damage with a melee attack, you have a 25% chance to place a ring on the ground that explodes after 1.3 seconds, applying 4800 Heal Absorption to all enemies hit for 4 seconds, negating their next 4800 points of healing done. This effect can occur once every 6 seconds.
Probably because it was broken on stamnecro with major defile lol.
Or you just never l2p - befoul cp tree recieved a nerf. And heavy armour heal buffs and perma block players are the only ones affected by this.
It's disgusting how many of them are out there that hold block and PvP. Then complain on the forums about a debuff or anything that counters your block fighting style.
Fassalas nerfed - Duroks nerfed - Defile poison nerfed - Soldier of Anguish nerfed in PTS - Befoul nerfed - Ruinous Scythe nerfed - if you cant see a pattern that surely favors perma block then shut the front door. And I'm sure your working on blastbones defile next.
This community still hasn't l2p and it baffles me. That's actually laughable to players like myself. But you don't see me here crying about it - I still find ways to kill the perma block players with a broom stick - then it will be nerf broom sticks. Lol
What the hell are You talking about ?
Yes befoul recived a nerf but it suddenly doesnt mean it wont exist anymore. It'll be still strong just not that strong as it is atm. You act like befoul would be removed not just nerfed. Also please tell me how You want to learn to play to avoid for example 2 stam necros stacking perma major defile on You and 4k healing absorption per second where that majoe defile basically makes that healing absorption 30% stronger.
I highly doubt that people who complain about healing absorption debuff are people that plays with permablock in PvP. What most people is raising their concers about is simple fact that stamina necromancer had simply too much of a healing debuffs. You are just adding Your personal agenda here.
Fact that You named most of healing debuffs nerfs doesnt mean ZoS supports perma block it just means You have some bias in that subject. For the record ZoS also increased the cost of blocking for perma blockers by changing how block calculates with enchantments and they've increased block stamina charging interval 2 times causing way faster stamina drain while perma blocking. Perma blocking currently is not the same as it used to be so I sense some serious bias on Your side if You still have an issue with it and maybe it is You who should l2p.
There is lot of contradiction in Your comments. You complain about perma blocking builds just to say later that You have no issue with killing them. If those builds are so easy to kill then why You complain ? Maybe ZoS should buff them if they're so easy to kill that You can kill them with broom ? But if ZoS should buff them then why You complain that ZoS is buffing them ? Seriously get real.
GrumpyDuckling wrote: »healing absorption on a spamable is OP, everyone that knows anything about balance and tested that skill that were also able to overlook the personal bias of wanting to be OP in PvP said as much, its really not up for debate.
its also obvious that its a PvP bias of people wanting to be broken, healing absorption is an effect that is ONLY worth anything in PvP.
I have no doubt that the people that wanted this skill to remain as is, or want the change reverted, also play multi pet magicka sorcs and think they are perfectly balanced and people just need to learn how to play. in fact they will probably go out of there way to tell you how weak they are and how easy it is to beat and how in need a buff they actually are.
same people.
thank god it was brought in line, way to go ZOS, necro is still OP so keep the changes coming.
Sorry to completely disprove your "no doubt" statement, but I don't play multi-pet magicka sorcerer in PVP.
Concerning Ruinous Scythe, I liked the idea of theorycrafting a pure disease/defiler support build for small group play, and healing absorption would have been fun to build into with Necromancer and a set like Solider of Anguish (even though it's meh). It would be great to see healing absorption return in some form (maybe in a more costly skill), as it represents something that is unique.
RighteousBacon wrote: »GrumpyDuckling wrote: »healing absorption on a spamable is OP, everyone that knows anything about balance and tested that skill that were also able to overlook the personal bias of wanting to be OP in PvP said as much, its really not up for debate.
its also obvious that its a PvP bias of people wanting to be broken, healing absorption is an effect that is ONLY worth anything in PvP.
I have no doubt that the people that wanted this skill to remain as is, or want the change reverted, also play multi pet magicka sorcs and think they are perfectly balanced and people just need to learn how to play. in fact they will probably go out of there way to tell you how weak they are and how easy it is to beat and how in need a buff they actually are.
same people.
thank god it was brought in line, way to go ZOS, necro is still OP so keep the changes coming.
Sorry to completely disprove your "no doubt" statement, but I don't play multi-pet magicka sorcerer in PVP.
Concerning Ruinous Scythe, I liked the idea of theorycrafting a pure disease/defiler support build for small group play, and healing absorption would have been fun to build into with Necromancer and a set like Solider of Anguish (even though it's meh). It would be great to see healing absorption return in some form (maybe in a more costly skill), as it represents something that is unique.
Dude, how would you like some 30k health Necro noob spamming this ability (before the change) and reverb bash on you while his zergling friends spammed any assortment of damaging abilities on you. It would be aids.
Now imagine TWO Necro noobs spamming this ability on you. Just this ability and a stun every 6 seconds. On a stam player your vigor would end up giving you like 2k health back. On anything but a magplar you would be toast. It was simply a bad idea.
I like the thought of cool unique skills too, but this was not the way to do it. The uniqueness of a skill, imo, should come from its utility. For example, streak, dark Deal, frozen gate even. Not from its ability to completely back another player into a corner and completely remove one of their ways to mitigate damage.
Blastbones:TheBonesXXX wrote: »They nerfed Blastbones already?
Blastbones:TheBonesXXX wrote: »They nerfed Blastbones already?
Reduced the health of the skeleton summoned from this ability and its morphs to 7000 from 10,000.
The skeleton will now only attempt to leap to its target after 1.5 seconds of chasing their target, rather than immediately.
1.5 seconds is more than enough time to do 7k dmg, especially if you're ranged.
I don't think that the Blastbones' health reduction will be too awful for Stamina Necromancers. You'll frequently be casting it from melee range, and have the potential for a lot of really strong non-Blastbones damage output; if people take the time necessary to kill your Blastbones, you've still got some not-insignificant pressure going at the same time. That isn't true for Magicka Necromancers, though, who will generally only have their spammable + really weak Skeletal Arcanist hits (which might even be targeting someone else, if they're closer to the Necromancer) for damage. Plus, just trying to cast the thing from range has issues - I've harped on how bad the pathing can be since pretty much day-1 of the PTS.Blastbones:TheBonesXXX wrote: »They nerfed Blastbones already?
Reduced the health of the skeleton summoned from this ability and its morphs to 7000 from 10,000.
The skeleton will now only attempt to leap to its target after 1.5 seconds of chasing their target, rather than immediately.
1.5 seconds is more than enough time to do 7k dmg, especially if you're ranged.
TheBonesXXX wrote: »Blastbones:TheBonesXXX wrote: »They nerfed Blastbones already?
Reduced the health of the skeleton summoned from this ability and its morphs to 7000 from 10,000.
The skeleton will now only attempt to leap to its target after 1.5 seconds of chasing their target, rather than immediately.
1.5 seconds is more than enough time to do 7k dmg, especially if you're ranged.
Wow... Just lol.
TheBonesXXX wrote: »Blastbones:TheBonesXXX wrote: »They nerfed Blastbones already?
Reduced the health of the skeleton summoned from this ability and its morphs to 7000 from 10,000.
The skeleton will now only attempt to leap to its target after 1.5 seconds of chasing their target, rather than immediately.
1.5 seconds is more than enough time to do 7k dmg, especially if you're ranged.
Wow... Just lol.
Well, if someone decides to kill the skeleton instead that’s 7k damage that’s not directed at the casting Necro. I’d say that’s a pretty good investment.
exeeter702 wrote: »Despite what many believed, the actual damage of the skill was fairly paltry for a spammable. Healing absorb mechanisms really only shift the damage to the back end any pressure. For necro to rely on the scythe as it was, was actually not nearly as oppressive in a small 1v1 environment but was strong when said necro would forfiet their own damage cleaving a group and had allies to put on the pressure.
This ability was not in any way comparable to the pre nerf aguish set since you have to commit back to back GCDs to give it up and its damage was not very threatening.
Stam's kit is still overwhelming better then a lot of other classes is terms of sheer volume of choice, the absorb was too much, the ability was stacked, aoe damage, healing, and a health absorb? Thats no brainer for a spammable. Not to mention with the trouble I know magicka is going to face, I have very little sympathy, at least stam necro can execute.
exeeter702 wrote: »Stam's kit is still overwhelming better then a lot of other classes is terms of sheer volume of choice, the absorb was too much, the ability was stacked, aoe damage, healing, and a health absorb? Thats no brainer for a spammable. Not to mention with the trouble I know magicka is going to face, I have very little sympathy, at least stam necro can execute.
For a melee range utility tool for tank builds you mean. No stamina or maticka based damage build was ever going to use that as their primary spammable.