Dinokstrun wrote: »Allow Blastbones to immediately explode when there's no target for it to lock on to.
This will allow Necromancers to quickly summon a fresh blastbones without Blastbones dying mid chase while attempting to reach its target. Having a dormant blastbones is incredibly frustrating and waiting for an older blastbones to expire limits effective blastbones usage in PvP.
Dinokstrun wrote: »Allow Blastbones to immediately explode when there's no target for it to lock on to.
This will allow Necromancers to quickly summon a fresh blastbones without Blastbones dying mid chase while attempting to reach its target. Having a dormant blastbones is incredibly frustrating and waiting for an older blastbones to expire limits effective blastbones usage in PvP.
I'm sorry, your point isn't clear at all.
You say that blastbones should explode when it has no target lock. Then say that this would enable you to summon another one without blastbones dying mid-chase. If it's mid-chase it means it has a target, it's not dormant. And if the game allowed you to summon another one (presumably by forcing the previous one to explode) then you are specifically forcing bones to to die mid-chase instead of preventing that from happening. Which one is it?
Dinokstrun wrote: »Dinokstrun wrote: »Allow Blastbones to immediately explode when there's no target for it to lock on to.
This will allow Necromancers to quickly summon a fresh blastbones without Blastbones dying mid chase while attempting to reach its target. Having a dormant blastbones is incredibly frustrating and waiting for an older blastbones to expire limits effective blastbones usage in PvP.
I'm sorry, your point isn't clear at all.
You say that blastbones should explode when it has no target lock. Then say that this would enable you to summon another one without blastbones dying mid-chase. If it's mid-chase it means it has a target, it's not dormant. And if the game allowed you to summon another one (presumably by forcing the previous one to explode) then you are specifically forcing bones to to die mid-chase instead of preventing that from happening. Which one is it?
Perhaps I wasn't quite clear with the point I was trying to make. Basically Blastbones has a duration and when a new target is acquired it would then proceed to rush the target, however if the duration is near expired it then pretty die mid chase when in the mean time it would've been more profitable to summon a fresh blastbones. I probably should've been much clearer in the original post. No target = Blastbones must die/explode.
Example say you're fighting a nightblade and said Nightblade attempts to retreat with cloak while Blastbones is active, Blastbones then should immediately explode where ever it is currently stood. This can provide the necro with a chance to summon a fresh blastbones instead of having blastbones just standing around or resetting.
I prefer the idea of being able to recast at any time at a new opponent you are targetting. If you recast the current one is dispelled without an explosion. This would prevent broken spamming but allow you to send it where it needs to be without waisting time.
ketsparrowhawk wrote: »My Suggestion: Make blastbones summon near the target, not the caster.
Dinokstrun wrote: »Dinokstrun wrote: »Allow Blastbones to immediately explode when there's no target for it to lock on to.
This will allow Necromancers to quickly summon a fresh blastbones without Blastbones dying mid chase while attempting to reach its target. Having a dormant blastbones is incredibly frustrating and waiting for an older blastbones to expire limits effective blastbones usage in PvP.
I'm sorry, your point isn't clear at all.
You say that blastbones should explode when it has no target lock. Then say that this would enable you to summon another one without blastbones dying mid-chase. If it's mid-chase it means it has a target, it's not dormant. And if the game allowed you to summon another one (presumably by forcing the previous one to explode) then you are specifically forcing bones to to die mid-chase instead of preventing that from happening. Which one is it?
Perhaps I wasn't quite clear with the point I was trying to make. Basically Blastbones has a duration and when a new target is acquired it would then proceed to rush the target, however if the duration is near expired it then pretty die mid chase when in the mean time it would've been more profitable to summon a fresh blastbones. I probably should've been much clearer in the original post. No target = Blastbones must die/explode.
Example say you're fighting a nightblade and said Nightblade attempts to retreat with cloak while Blastbones is active, Blastbones then should immediately explode where ever it is currently stood. This can provide the necro with a chance to summon a fresh blastbones instead of having blastbones just standing around or resetting.
Ok, gotcha. But I disagree, sorry. Let me explain why....
Personally I believe what happens to the Blastbones in the event of target loss (cloak, target death etc.) should be in the discretion of the Necro instead of a forced explosion. If it explodes the second the target is lost, you've just wasted your magicka and GCD. Sometimes, when the target was lost soon after blastbones spawned, it will quickly acquire a second target and successfully reach and detonate before the timer runs out. You don't want to forcibly remove the possibility of a successful secondary target hit.
My proposed solution is based around 2 things:
1) Faster target reach
2) Ability to spawn a new one after X seconds (forcing the last to explode)
On the first point, I have always maintained that blast bones should always do a Dragon Leap of sorts. It spawns and then immediately jumps to the target if the target is within 28m range, exploding on landing. That would prevent blastbones sitting idly next to its target after getting there. If the target is out of range or it has broken LOS, then it runs until it gets within range and LOS and then leaps.It should also be snare immune in the process. Basically faster and more reliably landing hits.
On the second point, I believe that 5 seconds after casting (2.5 of which is the spawn time) you should be able to spawn a new one forcing the last one to explode. Because whether the target is lost or whether the target is simply successfully using LOS cover with sprint (thus leading blastbones on an endless chase) it should be the prerogative of the Necro to engage a new target very quickly with a new Blastbones spawn. But it's up to the Necro. Which means you can choose to let it find another target.
If there target is completely and no secondary target is available it should come and die at your feet to offer up a corpse, like it currently does.
Blastbones is the most pos skill I think I've seen in this game. Looks great fundamentally, but the targeting on that thing is dumb af. Like yo hey lil dude I want you to go kill that guy, sic em.
Blastbones: *Looks at me
*Looks at target
*Takes a step towards target
*Looks back at me
*Gives me the middle finger
*Collapses into a pile of bones
Absolutely trash performance.
Blastbones is the most pos skill I think I've seen in this game. Looks great fundamentally, but the targeting on that thing is dumb af. Like yo hey lil dude I want you to go kill that guy, sic em.
Blastbones: *Looks at me
*Looks at target
*Takes a step towards target
*Looks back at me
*Gives me the middle finger
*Collapses into a pile of bones
Absolutely trash performance.
At this state of blastbones the duration should be doubled and you should be able to summon several blastbones. They could stand still and think together who to attack at the same time.
It needs a complete rework, IMO. The current version is depressingly abysmal, but even if you addressed its biggest pain points (the AI getting confused, able to be stunned, able to be killed, running slower than a gran), it'd still be a wonky delayed burst skill that also has a travel time. Either the delay needs to go, or the travel time needs to be significantly reduced to near immediate. At the least, the travel time needs to be considerably reduced, because it just can't keep up with other players in PvP, even when the stars are perfectly aligned.
When I saw your avatar I thought it will be Delparis thread again asking for some nerfs, I'm pretty disappointed...
And about blastbones. Just make it like shadow image, when blastbones are up Necro can blow them up any time by using again the ability (no cost OFC), if blastbones reach their target they blow up on their own. This would give necros a bit more control over their fleshless pals.