- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Really, why is there no communication for the dev side about how and when they will improve the skills.
@ZOS_GinaBruno , @ZOS_Gilliam , @ZOS_RichLambert
- the pets do not count as your healing(especial important in BG)
- the pet damage does not count as your damage (especial important in BG)
- you can break the tethers way too easy if you Line of Sight open world or in battle grounds (just move around some corner and it will break - bad design)
- pet can be LoSed (it will just do nothing)
- blast bone can be CCed and snared so it will be useless in big fights because of the many Aoe snares and ccs
- blast bones is useless in big grp fights because it will die before it can do any damage
- the tether gets removes if you have tethered an enemy corpse and he releases
- the pet does sometimes no healing at all and just stands around
- and many more
TheTwistedRune wrote: »My feeling is because their design philosophy was flawed from the start. They were so focused on "not making it just like a sorcerer, but with undead pets" they went with some weird hybrid class that really doesn't play like a traditional necromancer at all. The corpse mechanic is good but the rest feels gimmicky and lacks direction, and a blatant rip off of Diablo's 3 necromancer. Not only that, the skills are nothing like the necromancer NPC's that exist in game. Those that we have are not thought out well IMO.
While my opinion on this is not popular, I feel the class needs overhauling into a proper pet class. Let us have a permanent pet, say an undead version of trash mobs that can't leave the zone, but retain all there abilities. How cool would that be?
Also get rid on that dumb bone colossus. It's a construct, not a metamorphosis. Let us have a some form of lich transformation, with an ability to conceal our true from for a short time to go in towns etc. It fits in well with the crime mechanic, and is more lore friendly.
@CAB_Life
No one knows anymore what the class reps did tell the devs or what not. There is no communication for ZOS at all and most class reps can not talk because of NDA. Remember the class rep meeting notes? There is nothing like that anymore.
For that they wanted to improve the communication to the player base, they did a really terrible job.
@L_Nici depends does it bother you that you get a worse score in a bg because the heal/damage does not count for you?
Does it bother you that some sets do not proc because it is not counted as your damage/heal?
All of these issues—and more—have been brought forward to the team, most vociferously by Glory and I. That said, I’m not privy to any resolutions or high level design reworks (which it needs imo). Blastbones is bad, tethers are bad, the class requires resources that are both quick to expire and in demand for a number of their skills—this inhibits tactical play since you just use them or lose them. They’re supposed to be an “area denial” class, which is okay in PvE since mobs are dumb, but terrible in PvP since people—usually—aren’t.
I could go on regarding the class’s mechanical issues, but then there’s also the fact that it simply doesn’t feel or behave like a ‘traditional’ necro, nor does it even behave as do the NPCs in ESO. We could call this the “lived experience” if you will: what the player learns of and expects from the world as taught to us by the game/ developers. On that point, I believe myself and many other players experience cognitive dissonance. Why can some trash mob in Rivenspire command armies of permanent pets and undead and all my stuff is a glorified DoT that disappears in 8-16s?
It always boggled my mind how we have a literal CORPSE MECHANIC but yet we don't raise any undead from corpses as pets/minions? Also personally I feel like either the tanking or healing skill line needs to be reworked into a pet-based one. A necromancer shouldn't be able to do all things imo. A healing necromancer just sounds very silly in both practice and on paper.
I'd really like to hear your opinion on this @CAB_Life!
All of these issues—and more—have been brought forward to the team, most vociferously by Glory and I. That said, I’m not privy to any resolutions or high level design reworks (which it needs imo). Blastbones is bad, tethers are bad, the class requires resources that are both quick to expire and in demand for a number of their skills—this inhibits tactical play since you just use them or lose them. They’re supposed to be an “area denial” class, which is okay in PvE since mobs are dumb, but terrible in PvP since people—usually—aren’t.
I could go on regarding the class’s mechanical issues, but then there’s also the fact that it simply doesn’t feel or behave like a ‘traditional’ necro, nor does it even behave as do the NPCs in ESO. We could call this the “lived experience” if you will: what the player learns of and expects from the world as taught to us by the game/ developers. On that point, I believe myself and many other players experience cognitive dissonance. Why can some trash mob in Rivenspire command armies of permanent pets and undead and all my stuff is a glorified DoT that disappears in 8-16s?
YES THANK YOU.
Please continue to try and tell the team about this.
I'm very glad you understand how bad it is to see LITERAL NOVICE NPCS raising the dead and controlling like 2-3 zombies or skeletons meanwhile I'm sitting here with the ability to not raise the dead at all? Like, I genuinely feel like the class would be so much better if instead of doing the things we currently do with corpses, we replace all corpse abilities with ones that raise a certain type of undead from a corpse. It always boggled my mind how we have a literal CORPSE MECHANIC but yet we don't raise any undead from corpses as pets/minions? Also personally I feel like either the tanking or healing skill line needs to be reworked into a pet-based one. A necromancer shouldn't be able to do all things imo. A healing necromancer just sounds very silly in both practice and on paper.
I'd really like to hear your opinion on this @CAB_Life!
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus