Thank you for all the testing and feedback you’ve given on the new Necromancer class. As this PTS cycle nears its end, we wanted to provide some insight on how we approached the Necromancer going into PTS and how we’ll be evaluating the class after Elsewyr goes live.
The Necromancer class had the distinct advantage of being in development for a long period of time – this gave us a lot of room to iterate and polish the class as much as possible. We adjusted many abilities based on internal playtesting, and even completely redesigned some abilities to better support the gameplay themes of the class. The visits to the studio by the Class Reps and other members of the community aided us in these efforts. We also applied many of the lessons learned from the Warden and our original classes when building the Necromancer, which helped us avoid problem areas such as heavy buff management or a lack of clearly defined strengths and weaknesses.
Because we had so much time to fine-tune the balance and fix the bugs for the Necromancer, we avoided doing too many dramatic changes or overhauls during the PTS cycle. We made some adjustments for the 5.0.2 PTS patch, but limited changes in the following PTS patches to bug fixes. We actively avoided excessive tinkering and last-minute redesigns that wouldn’t get a high level of testing and scrutiny. Given that the Necromancer was built with a lot of new tech and new concepts such as corpse management, having it work correctly and remain stable for this massive Elsewyr patch was the main focus.
While we’re pleased with the current state of the Necromancer class, we know that this is just the start of things. One of the advantages of working on a live game is the continuous improvement we can apply to our classes and combat experience over time. We’ll be keeping a close eye on how the Necromancer performs as you level them up and learn how to use their abilities. Here are just
some of the issues that we’ll be closely monitoring after Elsewyr launches:
- Necromancer performance for Magicka and Stamina builds, as well as for Tanking, Healing, or Damage Dealing.
- Necromancer performance in large-scale PvP, with a particular eye on the Reanimate ultimate and their overall area of effect kit.
- Shocking Siphon’s area of effect being difficult to land on very large monsters (like the dragons in the new Sunspire trial).
- Corpse targeting for Shocking Siphon and Restoring Tether being “finicky” in some situations.
- PvP counterplay against the Blastbones.
- The Justice System experience as a Necromancer.
Thank you all for the support during this PTS cycle, and we look forward to seeing many Necromancers in Tamriel in the future!
Gameplay Designer
ZeniMax Online Studios