HatchetHaro wrote: »This has to do with balance, among other minor things. This is an MMO, which means anything and everything you do can affect other players.
Yes, this does undermine the signature Elder Scrolls power fantasy, but multiplayer balance has to take priority.
ThePhantomThorn wrote: »Well from a fun perspective I’d love that. A skill that turns corpses into skelingtons or ghosties.
But, balance wise there would have to be only one corpse at a time.
Like: resurrect a corpse. The corpse deals x damage every second for 10 seconds.
Morphs could have a mag and stam with extra bonuses.
StrandedMonkey wrote: »i guess blastbones, spirit mender, and skeleton archer mean absolutely NOTHING to you
HatchetHaro wrote: »This has to do with balance, among other minor things. This is an MMO, which means anything and everything you do can affect other players.
Yes, this does undermine the signature Elder Scrolls power fantasy, but multiplayer balance has to take priority.
Me raising 1 or 2 zombies/skeletons would not break the game.
Get real with yourself.
Siohwenoeht wrote: »HatchetHaro wrote: »This has to do with balance, among other minor things. This is an MMO, which means anything and everything you do can affect other players.
Yes, this does undermine the signature Elder Scrolls power fantasy, but multiplayer balance has to take priority.
Me raising 1 or 2 zombies/skeletons would not break the game.
Get real with yourself.
Haven't you heard? Lore and established abilities from other tes titles have no place here any longer...
Michaelkeir wrote: »I have been saying this since Necromancers were announced. Why is there not a melee skeleton warrior. Most necromancers fight from range. Why not summon a melee minion to rush in swinging while you throw spells from afar.
It's common sense. We have a range minion, why not melee. Sadly, nothing can be done and I'm sure the devs aren't open to changing it. Maybe one day we'll get a monster set that allows us to have a chance to proc a melee skeletal pet for 30 secs or something.
StrandedMonkey wrote: »
Yeah, they don't. They aren't actual summons, lol. They are glorified dots without hitboxes and cant even be CCed.
So no, they are not summons. Not even temporary summons. They are dots with extra effects to appear as summons.ThePhantomThorn wrote: »Well from a fun perspective I’d love that. A skill that turns corpses into skelingtons or ghosties.
But, balance wise there would have to be only one corpse at a time.
Like: resurrect a corpse. The corpse deals x damage every second for 10 seconds.
Morphs could have a mag and stam with extra bonuses.
See, that's fine with me.
Forum noise. It's just empty complaining for the sake of complaining. There's no logic or defined reason, anything goes if you can whine a bit.
I love involuntary ironic humor...
StrandedMonkey wrote: »
Yeah, they don't. They aren't actual summons, lol. They are glorified dots without hitboxes and cant even be CCed.
So no, they are not summons. Not even temporary summons. They are dots with extra effects to appear as summons.ThePhantomThorn wrote: »Well from a fun perspective I’d love that. A skill that turns corpses into skelingtons or ghosties.
But, balance wise there would have to be only one corpse at a time.
Like: resurrect a corpse. The corpse deals x damage every second for 10 seconds.
Morphs could have a mag and stam with extra bonuses.
See, that's fine with me.
Forum noise. It's just empty complaining for the sake of complaining. There's no logic or defined reason, anything goes if you can whine a bit.
I love involuntary ironic humor...
How am I empty complaining....?
Yeah, me complaining that my necro cant do the most basic of necromancy isn't valid at all.
Raise relentless hordes of the undead and allow your fallen enemies to intensify your unyielding assault."
Literally they are throwing random necro npcs at us that can do the most basic of summoning, yet we can't.
What does everyone else think?
HatchetHaro wrote: »This has to do with balance, among other minor things. This is an MMO, which means anything and everything you do can affect other players.
Yes, this does undermine the signature Elder Scrolls power fantasy, but multiplayer balance has to take priority.
Me raising 1 or 2 zombies/skeletons would not break the game.
Get real with yourself.
HatchetHaro wrote: »HatchetHaro wrote: »This has to do with balance, among other minor things. This is an MMO, which means anything and everything you do can affect other players.
Yes, this does undermine the signature Elder Scrolls power fantasy, but multiplayer balance has to take priority.
Me raising 1 or 2 zombies/skeletons would not break the game.
Get real with yourself.
You already can: Blastbones, Skeletal Mage/Archer, and Spirit Mender. That's 3 undead things you can raise to aid you in combat.
But if you want to "raise hordes of the undead", see my point above.
Get real with yourself.
During the reveal when they talked about some nords breaking into a dungeon of some sort, they showed one of the normal mobs just casually resurrecting a warrior skeleton with nord armor.
I ask this one simple question. Why can this rando nord do this, but my Necromancer who can pull off one of the most masterful necromancy spells (bone colossus) not do this? Like, why can we not raise a melee warrior skeleton or zombie? The most basic of necromancy? Can we at least replace the Gravelord body-beam skill with another summon? For pete sakes it's CALLED Gravelord. The description of the skill line is also probably the most misleading thing I've ever seen. "Imbue the dead with Frost, Fire and Lightning to bring ruin upon your enemies. Raise relentless hordes of the undead and allow your fallen enemies to intensify your unyielding assault."
Idk, I guess we get beam abilities tho, so yay? Because that's what I think of when I imagine necromancer.
Really wish we could get some acknowledgement of how wack the Necromancer class is in terms of fantasy and theme. Literally they are throwing random necro npcs at us that can do the most basic of summoning, yet we can't. At least the class reps seem to understand the problem.
What does everyone else think?
Yamenstein wrote: »Yeah! They should make it so the Siphons still require a corpse but it raises another zombie/skeleton warrior/caster that does a bit of damage but you can siphon off them like the current skills do. If you move to far away from them then they fall apart !!!
It's necro-mancer - a magic user who utilizes the dead. That can mean anything from throwing bones to divine the future, to raising an army of disposable undead. ESO does a good job at giving necromancers a versatile repertoire of dead related abilities and not only the one thing they're (in)famous for.
IMO, only a nutjob would keep the undead as pets once they're no longer useful. And if you have use for a standing army of undead, then you're the antagonist, and soon a band of heroes will follow the trail of bones and slay you.
Besides that, would it be more fitting if we could raise our slain opponents or bodies that just lie around for decoration instead of always the same skeleton? Sure, but how much help will that murdered civilian or that skamp you just slew be against the boss? And how would it work in PVP?
If you want to raise random dead and have them follow you around, there also needs to be some limitation, like a permanent magicka-cost dependent on the undead's power. And servers that have problems with people blocking too often, most likely won't like it when they have to keep track of ragtag bands of undead following thousands of necromancers.
LukosCreyden wrote: »I am one of those people who actually LIKE the class skills we got for necro. It could have been super one-dimensional "summon skeleton, also summon skeleton, here is another skeleton, oh and a skeleton and here, this is a skill that summons the undead!" but we actually got an interesting range of abilities. Like the scythe. I love that thing. The tethers, too. They are unusual, not the first (or second, or third...) thing you think of when you say "Necromancer", but they did try and make the skill thematically appropriate.
However, a skeleton/wraith/zombie warrior that fights in melee? I could get behind that. Frankly, if it were my decision, I would replace drunkbones with another pseudo-summon like the archer/mage. Have them either spawn at the target's location, or float/dash/jump there and engage in melee. They could operate on the same timer system the other summons do, to keep away from the whole "pets" thing and maintain the "disposable pawn" theme necromancers typically have.
Those are just my thoughts in the matter, chances are, we will not see any significant changes to drunkbones any time soon.