Mojomonkeyman wrote: »The greatest flop in class design Ive experienced in all my 25 years of gaming. The number of bugs, sheer imbalance, wonky or downright unusable mechanics is absurd. I mainly PvP, playing this game since 5 years and have seen almost all content tho (dislike raiding in this game but have loved and done it in other games).
My Mag Necro is fully developed, all passives, AR 20.
Id give Necromancer a 2/10, Warden a 4/10 whereas the original classes easily reach 7-8/10.
Main reasons:
1) Lack of proper class concept and polish:
Original eso classes had fully functional, unique and complete toolsets for any content - it was truely "play how u want" even considering being restricted to magicka only. Necromancer is forced into very niche categories (being good at grinding & tanking, stam for dd and mag for heal - thats it), lacking tools to even attempt anything else with success. And the main reason why stam necro being a good dd is not even due to the necromancer toolkit per se, but the potency of stamina weapon lines and them delivering a powerful framework to fit some niche class skills in.
Side topic: Why can Mannimarco (you know, the guy that your necromancer has beaten up easily when leveling for soul assault) have so many more cool tools? He even has a necro themed side-ways Streak. It's already in the game, why can't PvP necros get such important skills, too?
2) Power distribution is off:
Ultimates and passives (too) strong, actives weak - that leads to a playstyle that people already disliked in the very beginning of the game - the negate sorc. Nobody really wanted to fill that role back in 2014-16, because its boring to stall for prolongued periodes of time until that gamechanging ult is up, on necro even more without the native mobility sorc has. Every player wants to feel impactful all the time, when he is doing stuff right - having your impact limited to a 5 sec window every 1-2 minutes is NOT FUN.
3) Lack of flavour and high performance niche:
A necromancer is not a medic, is not a medicine man and not a doctor. A necromancer is a dangerous (!) master at summoning evil minions and conjuring dark magic. Why can holy magic templars, THE benmchmark healer class, feel and play like uber-agressive damage machines with a gapclose, a stun and an execute, but my supposedly "dangerous" master of magic necromancer... well, its offense is so limited that it can't even compete with the natural healer class when it comes to fighting. Considering that, it's almost funny that common conclusion amongst players is to use magicka necromancer as a healer because its so weak offensively, while it still is an overall worse healer than templar or warden for PvP.
I'm not a roleplay enthusiast by any means, but I have played all Elder Scroll games back to "Daggerfall" and played Necromancer in Diablo II and mained Necromancer/Warlock in GW2/WOW - all of those implementations were unique in their own way while offering a functional and flavourful experience. I'm not feeling it in ESO. It's like a Frankenstein baby made by a Diablo Necromancer and an ESO Warden bruteforced into arbitrary streamlined ESO meta class concepts (1x Spammable, 1x Delayed Burst, etc. / 1x Tank Tree. 1x Heal Tree, 1x DPS / and so on). When I remember how AWESOME it felt to control minions, to spread debuffs, fears and diseases with other game's implementations of Necromancer/Warlock, then yeah... ESO Necromancer is a huge fail in my honest opinion.
Just giving honest feedback, and tried to at least explain my negative conclusion so people can discuss whether they feel similar.