Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.
Stam necro does not need buffs from a pve dps perspective.
Mag necro does.
Matthew_Galvanus wrote: »Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.
how exactly did you get 20k more than any other class?
leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
leepalmer95 wrote: »Matthew_Galvanus wrote: »Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.
how exactly did you get 20k more than any other class?
Think he means you're proposed changes would add an extra 20k dps in pve than any other class.
Baring in mind stam nec is already the 'strongest' dd currently.
Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.
how exactly did you get 20k more than any other class?
Think he means you're proposed changes would add an extra 20k dps in pve than any other class.
Baring in mind stam nec is already the 'strongest' dd currently.
it ultimately depends on how the skills damage values are adjusted.
more than anything, i want to bring changes to the classes so that necromancer feels better overall.
while, yes, Stamina necro is strong, Magicka definitely needs the most work, which is why it has more adjustments than stamina does.
like replacing Ricochet Skull in favor of a stronger single target attack that applies a dot after the third cast.
overall i want the class to feel like no matter which build you go, you're only going to benefit from it.
leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Definitely would be OP in so many regards. Also you should state why something is needed in case.
leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Revive/ bash ult wouldn't effect pvp.
Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.
But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Revive/ bash ult wouldn't effect pvp.
Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.
But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
the reason i look more at PvE is because most of the game is based in PvE.
leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Revive/ bash ult wouldn't effect pvp.
Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.
But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
the reason i look more at PvE is because most of the game is based in PvE.
Thats nice, so it's ok if pve affects pvp? But not the other way around?
It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.
leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Revive/ bash ult wouldn't effect pvp.
Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.
But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
the reason i look more at PvE is because most of the game is based in PvE.
Thats nice, so it's ok if pve affects pvp? But not the other way around?
It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.
Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Revive/ bash ult wouldn't effect pvp.
Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.
But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
the reason i look more at PvE is because most of the game is based in PvE.
Thats nice, so it's ok if pve affects pvp? But not the other way around?
It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.
also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content
leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Revive/ bash ult wouldn't effect pvp.
Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.
But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
the reason i look more at PvE is because most of the game is based in PvE.
Thats nice, so it's ok if pve affects pvp? But not the other way around?
It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.
also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content
Did I say i could light attack end game pve?
That 1% where it would effect would be end game pve, didn't realise i Had to spell it out for you there.
But how many trails? Maybe a few dlc dungeon and 1 arena can be considered end game pve.
Then you have the rest of the dungeons, the questing, the zones, the early trials, dsa, msa etc... aren't end game pve at all.
leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Revive/ bash ult wouldn't effect pvp.
Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.
But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
the reason i look more at PvE is because most of the game is based in PvE.
Thats nice, so it's ok if pve affects pvp? But not the other way around?
It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.
also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content
Did I say i could light attack end game pve?
That 1% where it would effect would be end game pve, didn't realise i Had to spell it out for you there.
But how many trails? Maybe a few dlc dungeon and 1 arena can be considered end game pve.
Then you have the rest of the dungeons, the questing, the zones, the early trials, dsa, msa etc... aren't end game pve at all.
Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Revive/ bash ult wouldn't effect pvp.
Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.
But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
the reason i look more at PvE is because most of the game is based in PvE.
Thats nice, so it's ok if pve affects pvp? But not the other way around?
It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.
also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content
Did I say i could light attack end game pve?
That 1% where it would effect would be end game pve, didn't realise i Had to spell it out for you there.
But how many trails? Maybe a few dlc dungeon and 1 arena can be considered end game pve.
Then you have the rest of the dungeons, the questing, the zones, the early trials, dsa, msa etc... aren't end game pve at all.leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Matthew_Galvanus wrote: »leepalmer95 wrote: »Fix the damn broken normal skills.
Nerf the OP ults.
See how the class feels then.
how are the ults OP?
Alsom what im suggesting would go towards fixing some known issues, like blastbones getting stuck and then despawning because time runs out.
Are you seriously asking how:
Massive aoe dot that self buffs its own dmg and everyone elses with 30% extra dmg. Mine deals like 60k.
Bash Ult: 30k extra hp, 30k instant heal and either literal broken AOE bashes hitting harder than ults or an aura which makes you nearly impossible to kill with enough people in it.
Instant AOE revive with 0 counter that gives 15k resources back. Not gonna be exploited by zergs at all.
most of your gripes come from a PvP perspective, which is only a small portion of the game's overall offered content. While some adjustments can be made, it shouldn't come at the expense of their effectiveness in PvE
Revive/ bash ult wouldn't effect pvp.
Only thing that would is colossus which to be honest stam nec is best dd at the moment so maybe that should be looked at.
But again you're perspective comes from pve and for some reason is adding to the dps on the strongest current dd class.
the reason i look more at PvE is because most of the game is based in PvE.
Thats nice, so it's ok if pve affects pvp? But not the other way around?
It won't effect most of the pve though, because 99% of the pve in this game is brain dead easy where you can just light attack your way through it.
also, the fact you think it is as easy as "light attacking your way through it" says that you probably don't play end game PvE content
Did I say i could light attack end game pve?
That 1% where it would effect would be end game pve, didn't realise i Had to spell it out for you there.
But how many trails? Maybe a few dlc dungeon and 1 arena can be considered end game pve.
Then you have the rest of the dungeons, the questing, the zones, the early trials, dsa, msa etc... aren't end game pve at all.
And yet, end game is where the effectiveness of a class matters most hence the need to fix a class with issues so it actually functions smoothly.
Matthew_Galvanus wrote: »Definitely would be OP in so many regards. Also you should state why something is needed in case.
most of these changes are needed because as it stands, Necromancer overall feels super clunky.
some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.
or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?
making adjustments so that both morphs are more in line with each other would make the class run smoother.
you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.
the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.
Matthew_Galvanus wrote: »Definitely would be OP in so many regards. Also you should state why something is needed in case.
most of these changes are needed because as it stands, Necromancer overall feels super clunky.
some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.
or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?
making adjustments so that both morphs are more in line with each other would make the class run smoother.
you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.
the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.
Your suggestions are trying to shape the class into something that it isn't.
Matthew_Galvanus wrote: »Matthew_Galvanus wrote: »Definitely would be OP in so many regards. Also you should state why something is needed in case.
most of these changes are needed because as it stands, Necromancer overall feels super clunky.
some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.
or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?
making adjustments so that both morphs are more in line with each other would make the class run smoother.
you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.
the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.
Your suggestions are trying to shape the class into something that it isn't.
what exactly are my suggestions trying to shape the class into?
Matthew_Galvanus wrote: »Matthew_Galvanus wrote: »Definitely would be OP in so many regards. Also you should state why something is needed in case.
most of these changes are needed because as it stands, Necromancer overall feels super clunky.
some of the morphs don't even make sense. for instance, why is it that Flame skull's magicka morph just bounces to targets in a group fight, while the stamina morph gains a stack whenever you use a necromancer ability? seems kind of one sided to me.
or skeletal ranger gaining bonus damage with every attack, while skeletal arcanist only gains an aoe with each attack. see what i mean?
making adjustments so that both morphs are more in line with each other would make the class run smoother.
you claim that the proposed ideas are 'definitely op' but you don't tell me why they are op, you don't offer an alternative either.
the idea behind constructive criticism is that you offer something can be used to improve the overall idea or method. If you simply say "that's op." i get nothing from it other than you disagree with the idea.
Your suggestions are trying to shape the class into something that it isn't.
what exactly are my suggestions trying to shape the class into?
I am going to step away from this agrument. You will see in coming replys what I mean.
Matthew_Galvanus wrote: »Ok necromancer is clunky and sometimes feels lackluster but what is proposed here especially in grave lord tree would straight make it 20k DPS ahead of other classes in PvE and definite one and only class worth to be taken as DD on any content.
how exactly did you get 20k more than any other class?