an expansion is being released with a new class whose abilities don't even hit the bosses in the new trial. lol.
JondarKorric wrote: »an expansion is being released with a new class whose abilities don't even hit the bosses in the new trial. lol.
except they do hit the bosses. anyone with Combat Metrics can tell you that. I finished a normal Sunspire run with a group that consisted of almost all Necromancers the only 2 that weren't necros was one of the tanks and one of the healers.
JondarKorric wrote: »an expansion is being released with a new class whose abilities don't even hit the bosses in the new trial. lol.
except they do hit the bosses. anyone with Combat Metrics can tell you that. I finished a normal Sunspire run with a group that consisted of almost all Necromancers the only 2 that weren't necros was one of the tanks and one of the healers.
Mystic Siphon is also terrible in PvP; virtually impossible to land, and does very poor damage even when it does. It was cited as an "area denial" ability in one of the livestreams a few weeks ago, but most certainly does not actually function in that way. "Uh oh, I better not enter that area or I'll get hit by Mystic Siphon and take less than half the damage that I'd eat from a single bleed over the same time span!"
I posted about multiple Magicka Necromancer issues for PvP within the first couple days of the PTS, and the only relevant change that I can think of was a nerf to the Blastbones' health.
1) The corpse mechanic is still hard to use effectively, especially when lots of movement is required.
2) The Blastbones' pathing is still bad + easily countered when used from range.
3) The Skeletal Arcanist's damage is still weak (especially vs Stam builds, due to widespread Major Evasion), and its target can't be chosen.
4) Mystic Siphon's damage is still weak and too hard to land.
5)Avid Boneyard's small area of effect and lack of snare/root/other CC mechanic will make it mostly useless for PvP, even if its self-synergy activation was made less janky (which can be a problem even in PvE, since some NPCs can push you out of the tiny area right in the middle of it).
Vercingetorix wrote: »Mystic Siphon is also terrible in PvP; virtually impossible to land, and does very poor damage even when it does. It was cited as an "area denial" ability in one of the livestreams a few weeks ago, but most certainly does not actually function in that way. "Uh oh, I better not enter that area or I'll get hit by Mystic Siphon and take less than half the damage that I'd eat from a single bleed over the same time span!"
I posted about multiple Magicka Necromancer issues for PvP within the first couple days of the PTS, and the only relevant change that I can think of was a nerf to the Blastbones' health.
1) The corpse mechanic is still hard to use effectively, especially when lots of movement is required.
2) The Blastbones' pathing is still bad + easily countered when used from range.
3) The Skeletal Arcanist's damage is still weak (especially vs Stam builds, due to widespread Major Evasion), and its target can't be chosen.
4) Mystic Siphon's damage is still weak and too hard to land.
5)Avid Boneyard's small area of effect and lack of snare/root/other CC mechanic will make it mostly useless for PvP, even if its self-synergy activation was made less janky (which can be a problem even in PvE, since some NPCs can push you out of the tiny area right in the middle of it).
I'm convinced that if Siphon was based on simply consuming a nearby corpse as an additional cost and then allowing you to choose your target for the effect, the ability would actually be pretty good. Similar to Zaan or Malubeth, a beam would form between you and the target, dealing damage to them and those who cross the beam. While it holds, you'd gain magicka or the stam morph would cause the target to have an explosion (like Daedric Curse).
As for Tether and its morphs, you could consume a corpse as an additional cost and then you simply get the effects applied to you for the duration. Simple and still thematic in line with a Necromancer without the clunky corpse-aim-on-the-ground limitation that currently exists. Right now, I fear the Necromancer has so much potential but will ultimately be cast aside because it still needs work as a class to be competitive with what already exists.
I'm pretty sure ZoS has like 3 combat team members. Theyve even admitted on stream its a very small team (ridiculous for a very profitable 5 year old mmo with a rapidly expanding population). What should've happened was the initial nightblade nerfs came out and nightblade mains sucked it up, hey, this is fair, we've been top dps for two years. But there was forum uproar and Zos has to spend the pts giving unneeded buffs like silence and mitigation to try to appease the nightblades. I also think not enough people tested/spoke out about necromancers. Its very squecky wheel gets the grease around here and the vocal pvp crowd who overwhelmingly either play nb or have strong opinions on nb dragged all the attention away from necro.
DeadlyRecluse wrote: »As soon as I read the necro skills, the entire mechanic seemed cool, but super clunky. My opinion hasn't changed.
It really reads as a super cool class from a different game, imo. I can't put my finger on it, but it doesn't match the flow/feel of ESO combat, imo.
Vercingetorix wrote: »DeadlyRecluse wrote: »As soon as I read the necro skills, the entire mechanic seemed cool, but super clunky. My opinion hasn't changed.
It really reads as a super cool class from a different game, imo. I can't put my finger on it, but it doesn't match the flow/feel of ESO combat, imo.
There are some abilities and passives that remind me of the Necromancer class from Diablo III. However, ZoS' execution of the corpse mechanic should NOT have been based on the corpse's location - it just needs to consume nearby corpse as an additional cost and then allow you place the Siphon or gain the effects of Tether directly. This would clear up a lot of the clunky corpse management that currently exists without abandoning the thematic feel of using corpses to empower your magic.
Grandesdar wrote: »I'm just so sad, even if I try to give some love to it, other classes will push it down, like how I'm usually the only warden most of the times in large groups. Even if there would be another warden, it won't be magDen.
Time to start playing popular builds like petSorc instead of waiting for Zeni for fixes, I guess. There is no way we would see any significant change before the next DLC drops in Q4 2019.
Vercingetorix wrote: »DeadlyRecluse wrote: »As soon as I read the necro skills, the entire mechanic seemed cool, but super clunky. My opinion hasn't changed.
It really reads as a super cool class from a different game, imo. I can't put my finger on it, but it doesn't match the flow/feel of ESO combat, imo.
There are some abilities and passives that remind me of the Necromancer class from Diablo III. However, ZoS' execution of the corpse mechanic should NOT have been based on the corpse's location - it just needs to consume nearby corpse as an additional cost and then allow you place the Siphon or gain the effects of Tether directly. This would clear up a lot of the clunky corpse management that currently exists without abandoning the thematic feel of using corpses to empower your magic.
Vercingetorix wrote: »DeadlyRecluse wrote: »As soon as I read the necro skills, the entire mechanic seemed cool, but super clunky. My opinion hasn't changed.
It really reads as a super cool class from a different game, imo. I can't put my finger on it, but it doesn't match the flow/feel of ESO combat, imo.
There are some abilities and passives that remind me of the Necromancer class from Diablo III. However, ZoS' execution of the corpse mechanic should NOT have been based on the corpse's location - it just needs to consume nearby corpse as an additional cost and then allow you place the Siphon or gain the effects of Tether directly. This would clear up a lot of the clunky corpse management that currently exists without abandoning the thematic feel of using corpses to empower your magic.
I do think they were... inspired by Diablo III Necromancer. Similar colors/animations/mechanics and skills like a temp summon mage, a graveyard, scythe, corpse explosion and bone armor. None of which has any basis in elder scrolls history. That may be part of the problem. Necro would've benefitted more from just having the skills lifted from Necro NPCs with a few tweaks.
John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
Because not everyone cares about PvE very much, if at all. Many of us are not looking to inflate DPS numbers during the "execute phase" of a boss fight, but rather want to be able to secure kills in PvP.John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
Grandesdar wrote: »John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
I don't think we are talking about the same group of people saying "nerf nightblades" and "release a viable class". Even if that was the case, you'd expect Zeni to be big enough to provide resources for both.
John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
Because not everyone cares about PvE very much, if at all. Many of us are not looking to inflate DPS numbers during the "execute phase" of a boss fight, but rather want to be able to secure kills in PvP.John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
Stamina builds get access to 3 executes just for being Stamina, and Stam Necromancers will get a big crit chance increase on not only all of those executes, but also for all 3 of the bleeds that they'll be using. Meanwhile Magicka Necromancer will receive an increased crit chance on a pretty poor offensive toolkit, with no "true" execute at all (especially not one that's both AOE and undodgeable, like all Stamina builds have access to).
John_Falstaff wrote: »Because not everyone cares about PvE very much, if at all. Many of us are not looking to inflate DPS numbers during the "execute phase" of a boss fight, but rather want to be able to secure kills in PvP.John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
Stamina builds get access to 3 executes just for being Stamina, and Stam Necromancers will get a big crit chance increase on not only all of those executes, but also for all 3 of the bleeds that they'll be using. Meanwhile Magicka Necromancer will receive an increased crit chance on a pretty poor offensive toolkit, with no "true" execute at all (especially not one that's both AOE and undodgeable, like all Stamina builds have access to).
Well, I feel that you're answering your own point, no? If mNC has poor offensive toolkit (to be amplified by their execute crit passive), then the solution is to rather improve their offensive toolkit. If necro will get a real execute, then that passive would have to be removed to keep class balanced, and it's a nice, surprisingly (for ZOS) unique passive, wish they have shown such creativity with DKs.
Vercingetorix wrote: »John_Falstaff wrote: »Because not everyone cares about PvE very much, if at all. Many of us are not looking to inflate DPS numbers during the "execute phase" of a boss fight, but rather want to be able to secure kills in PvP.John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
Stamina builds get access to 3 executes just for being Stamina, and Stam Necromancers will get a big crit chance increase on not only all of those executes, but also for all 3 of the bleeds that they'll be using. Meanwhile Magicka Necromancer will receive an increased crit chance on a pretty poor offensive toolkit, with no "true" execute at all (especially not one that's both AOE and undodgeable, like all Stamina builds have access to).
Well, I feel that you're answering your own point, no? If mNC has poor offensive toolkit (to be amplified by their execute crit passive), then the solution is to rather improve their offensive toolkit. If necro will get a real execute, then that passive would have to be removed to keep class balanced, and it's a nice, surprisingly (for ZOS) unique passive, wish they have shown such creativity with DKs.
Honestly, the Death Knell passive has much more use in a class like the DK for reasons I explained above to someone else. DoT ticks are the best way to capitalize on a high critical chance, but even then in a PvP environment you need some sort of burst to end the fight otherwise you're at the mercy of RNG crit frequency as well as your opponent being unable to respond somehow.
Yes, Magicka Necromancers absolutely need improvement to their offensive toolkit, but that still doesn't address the problem of not having an execute. What am I supposed to do when my Ricochet Skull doesn't crit because it gets dodged, but a Stamina Necromancer from the third Battleground team fires off a Spin-to-Win crit while his pre-applied Poison Injection ticks are also simultaneously critting on the same target?John_Falstaff wrote: »Because not everyone cares about PvE very much, if at all. Many of us are not looking to inflate DPS numbers during the "execute phase" of a boss fight, but rather want to be able to secure kills in PvP.John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
Stamina builds get access to 3 executes just for being Stamina, and Stam Necromancers will get a big crit chance increase on not only all of those executes, but also for all 3 of the bleeds that they'll be using. Meanwhile Magicka Necromancer will receive an increased crit chance on a pretty poor offensive toolkit, with no "true" execute at all (especially not one that's both AOE and undodgeable, like all Stamina builds have access to).
Well, I feel that you're answering your own point, no? If mNC has poor offensive toolkit (to be amplified by their execute crit passive), then the solution is to rather improve their offensive toolkit. If necro will get a real execute, then that passive would have to be removed to keep class balanced, and it's a nice, surprisingly (for ZOS) unique passive, wish they have shown such creativity with DKs.
Vercingetorix wrote: »John_Falstaff wrote: »Because not everyone cares about PvE very much, if at all. Many of us are not looking to inflate DPS numbers during the "execute phase" of a boss fight, but rather want to be able to secure kills in PvP.John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
Stamina builds get access to 3 executes just for being Stamina, and Stam Necromancers will get a big crit chance increase on not only all of those executes, but also for all 3 of the bleeds that they'll be using. Meanwhile Magicka Necromancer will receive an increased crit chance on a pretty poor offensive toolkit, with no "true" execute at all (especially not one that's both AOE and undodgeable, like all Stamina builds have access to).
Well, I feel that you're answering your own point, no? If mNC has poor offensive toolkit (to be amplified by their execute crit passive), then the solution is to rather improve their offensive toolkit. If necro will get a real execute, then that passive would have to be removed to keep class balanced, and it's a nice, surprisingly (for ZOS) unique passive, wish they have shown such creativity with DKs.
Honestly, the Death Knell passive has much more use in a class like the DK for reasons I explained above to someone else. DoT ticks are the best way to capitalize on a high critical chance, but even then in a PvP environment you need some sort of burst to end the fight otherwise you're at the mercy of RNG crit frequency as well as your opponent being unable to respond somehow.
John_Falstaff wrote: »Vercingetorix wrote: »John_Falstaff wrote: »Because not everyone cares about PvE very much, if at all. Many of us are not looking to inflate DPS numbers during the "execute phase" of a boss fight, but rather want to be able to secure kills in PvP.John_Falstaff wrote: »Why would necro need class execute, by the way? All necro's damage makes execute in the execute phase - considering that you'll have crit of 100% or close to it. It's a creative way to amplify damage in execute phase without resorting to an actual execute.
As for lack of attention - well, that's what people get for crying 'nerf nightblades' every day. Now that nightblades are nerfed, they complain that devs were busy nerfing nightblades. Go figure. ^^
Stamina builds get access to 3 executes just for being Stamina, and Stam Necromancers will get a big crit chance increase on not only all of those executes, but also for all 3 of the bleeds that they'll be using. Meanwhile Magicka Necromancer will receive an increased crit chance on a pretty poor offensive toolkit, with no "true" execute at all (especially not one that's both AOE and undodgeable, like all Stamina builds have access to).
Well, I feel that you're answering your own point, no? If mNC has poor offensive toolkit (to be amplified by their execute crit passive), then the solution is to rather improve their offensive toolkit. If necro will get a real execute, then that passive would have to be removed to keep class balanced, and it's a nice, surprisingly (for ZOS) unique passive, wish they have shown such creativity with DKs.
Honestly, the Death Knell passive has much more use in a class like the DK for reasons I explained above to someone else. DoT ticks are the best way to capitalize on a high critical chance, but even then in a PvP environment you need some sort of burst to end the fight otherwise you're at the mercy of RNG crit frequency as well as your opponent being unable to respond somehow.
Same argument for PvP. The closer you are to 100% crit chance, the less variation you will see with your crits, the less dependent on randomness you are. If you have 95% crit, and on average get to land, say, two hits to execute opponent, then again, on average, you'll have downed about ten opponents until you will see a non-crit in execute.