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No one will slot Shocking Tether for anything but the passive if it isn't off gcd.

ecru
ecru
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Necromancer

Tether abilities, such as Restoring Tether and Shocking Siphon, are now once again on the Global Cooldown, and have had their targeting improved furthermore.

First, this is a direct nerf to necro dps, which is already behind other magicka dps because of major prophecy not effecting Blastbones and Skeletal Arcanist, a bug (or feature now, I guess?) which hasn't been fixed for months. Second, players don't want to stand around wasting global cooldowns trying to get an ability to work, so not only is this a nerf, it's going to end up as yet another reduction in playability for the necro class in general. If the changes you make to class abilities end up with them going from being actively used to only being slotted for a passive effect, it might be a good time to rethink those changes. If you want to nerf necro for whatever reason, reduce the damage or healing of some abilities, don't do it by making the class more miserable to play than it already is.

Necro requiring corpses to do less damage than other magicka classes is already making it miserable to play. My ground AOE can't do as much damage as other classes ground AOEs unless I cast it on a corpse, which means I have to wait for blastbones to hit my target to reach the same damage as every other class. Tether shares the same requirement and I get zero damage out of it without a corpse to use, but at least it was off gcd. Now you expect me to waste two gcds or more to make my character spin around and tether a corpse in BFE? No other class has these strict requirements to use abilities that are equal or worse than abilities every other class has, so why is necro constrained by this requirement only to end up doing worse? At the very least, the corpse requirement should mean abilities are slightly better, since, you know, no one else has to deal with that requirement.

Can at least one person on the dev team play a necro for a week?
Gryphon Heart
Godslayer
Dawnbringer
  • sagitter
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    I agree all. This change is so so no sense. Not only an indirect dps nerf but also lesser fun rotation.
  • llBlack_Heartll
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    ecru wrote: »
    Necromancer

    Tether abilities, such as Restoring Tether and Shocking Siphon, are now once again on the Global Cooldown, and have had their targeting improved furthermore.

    First, this is a direct nerf to necro dps, which is already behind other magicka dps because of major prophecy not effecting Blastbones and Skeletal Arcanist, a bug (or feature now, I guess?) which hasn't been fixed for months. Second, players don't want to stand around wasting global cooldowns trying to get an ability to work, so not only is this a nerf, it's going to end up as yet another reduction in playability for the necro class in general. If the changes you make to class abilities end up with them going from being actively used to only being slotted for a passive effect, it might be a good time to rethink those changes. If you want to nerf necro for whatever reason, reduce the damage or healing of some abilities, don't do it by making the class more miserable to play than it already is.

    Necro requiring corpses to do less damage than other magicka classes is already making it miserable to play. My ground AOE can't do as much damage as other classes ground AOEs unless I cast it on a corpse, which means I have to wait for blastbones to hit my target to reach the same damage as every other class. Tether shares the same requirement and I get zero damage out of it without a corpse to use, but at least it was off gcd. Now you expect me to waste two gcds or more to make my character spin around and tether a corpse in BFE? No other class has these strict requirements to use abilities that are equal or worse than abilities every other class has, so why is necro constrained by this requirement only to end up doing worse? At the very least, the corpse requirement should mean abilities are slightly better, since, you know, no one else has to deal with that requirement.

    Can at least one person on the dev team play a necro for a week?

    I have only just started a StamCro in the past 2 weeks and loving it.
    How will this effect the build?

  • CleymenZero
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    I'm completely against it. It made the necro rotation a tiny bit more complex and they just break it....
  • YandereGirlfriend
    YandereGirlfriend
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    My Psijic powers have shown me a glimpse of one potential future:

    1. These changes go through

    2. Necros stop using the ability and instead slot it only for the 3% damage passive

    3. Next patch ZOS says: "We don't like that Necros are only slotting this ability for the passives so we have removed them and have instead buffed Tether damage by *checks spreadsheet* 8.45%"

    4. Necros drop the ability from their bars

    5. Time passes, Magicka Blastbones still isn't fixed, and magCros move on to a different class

    Really does make you wonder if they play their own game.
  • katorga
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    It got nerfed because of braided tether on stamcros in pvp.

    The damage tether is only good for dummy parses.
    Edited by katorga on April 21, 2020 3:17AM
  • ecru
    ecru
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    katorga wrote: »
    It got nerfed because of braided tether on stamcros in pvp.

    The damage tether is only good for dummy parses.

    I don't think it's that big of a heal, is it? Also I'm hearing siphon barely works on PTS.
    Edited by ecru on April 21, 2020 8:14PM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Alucu
    Alucu
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    katorga wrote: »
    It got nerfed because of braided tether on stamcros in pvp.

    The damage tether is only good for dummy parses.

    Keeping the syphon up is essential for a necro dps in almost any situation, be that trash pulls or a boss, not only dummies.

    Braided tether has barely anything to do in comparison with mystic syphon and is also esential for both magcros and stamcros on pvp. Braided tether never had a off gcd anyway. While the syphon did, and you could pair it with a blastbones cast. Now it works like a separate dot and that feels weird
  • OtarTheMad
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    ecru wrote: »
    katorga wrote: »
    It got nerfed because of braided tether on stamcros in pvp.

    The damage tether is only good for dummy parses.

    I don't think it's that big of a heal, is it? Also I'm hearing siphon barely works on PTS.

    Braided is a pretty good heal.

    If that's the case then that's sad, Magcro pays for Stamcro problems and now our PvE suffers for it. The skill was just getting good too. I'll test it today but from what I did yesterday it's just a passive slot really now.
  • WrathOfInnos
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    I agree that Siphon back on the global cooldown is a terrible change. It’s targeting has not been fixed, and it still grays out when aiming at a corpse. Some have theorized that it’s a LoS issue with other players, pets, standards, etc. blocking targeting on the corpse. I’m not sure the cause of the problem, but until the skill works reliably when cast it should not be on the GCD.

    I will point out that you are mistaken about Blastbones and Arcanist crit. They were previously 10% crit lower than another skills, but it was not caused by Major Prophecy. The issue was Light Armor passives not being applied to pet damage, and that was fixed yesterday with 6.0.0.
  • ecru
    ecru
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    I agree that Siphon back on the global cooldown is a terrible change. It’s targeting has not been fixed, and it still grays out when aiming at a corpse. Some have theorized that it’s a LoS issue with other players, pets, standards, etc. blocking targeting on the corpse. I’m not sure the cause of the problem, but until the skill works reliably when cast it should not be on the GCD.

    I will point out that you are mistaken about Blastbones and Arcanist crit. They were previously 10% crit lower than another skills, but it was not caused by Major Prophecy. The issue was Light Armor passives not being applied to pet damage, and that was fixed yesterday with 6.0.0.

    I don't think this is correct regarding major prophecy. Before it was completely broken with the last change to blastbones, major prophecy used to work with blastbones if inner light was slotted, and on live it just no longer works on pets at all. I spent awhile testing this to confirm.

    edit: You could be right, but I remember awhile ago swapping inner light on parses with degeneration and seeing my parses drop consistently because of the loss of crit. I still have those parses and blastbones' crit was consistent (actually higher in a few of them) with the rest of my abilities, this was back in january iirc.

    When I go back and look through some trial nights in January when I had inner light slotted, with over 1k hits of each, blastbones' crit rate was within 1-2% of front bar abilities.

    https://imgur.com/a/Om571A5

    I went back and looked through some parses again on esologs. The first aggregate parse was from January, the second was from April. This is consistent with all of my recent parses. My bar setup hasn't changed. Now, I could definitely be wrong about which passive it is, but the noticeable drop in crit came with the most recent change to blastbones pathing. Trial parses this month show about a 7-9% difference, while parses from january were about 2%.

    https://imgur.com/a/NDS0YL1

    https://imgur.com/a/pFmHn8k

    here are a few others. top two are in jan, bottom two are this month.
    Edited by ecru on April 21, 2020 10:07PM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • WrathOfInnos
    WrathOfInnos
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    ecru wrote: »
    I agree that Siphon back on the global cooldown is a terrible change. It’s targeting has not been fixed, and it still grays out when aiming at a corpse. Some have theorized that it’s a LoS issue with other players, pets, standards, etc. blocking targeting on the corpse. I’m not sure the cause of the problem, but until the skill works reliably when cast it should not be on the GCD.

    I will point out that you are mistaken about Blastbones and Arcanist crit. They were previously 10% crit lower than another skills, but it was not caused by Major Prophecy. The issue was Light Armor passives not being applied to pet damage, and that was fixed yesterday with 6.0.0.

    I don't think this is correct regarding major prophecy. Before it was completely broken with the last change to blastbones, major prophecy used to work with blastbones if inner light was slotted, and on live it just no longer works on pets at all. I spent awhile testing this to confirm.

    edit: You could be right, but I remember awhile ago swapping inner light on parses with degeneration and seeing my parses drop consistently because of the loss of crit. I still have those parses and blastbones' crit was consistent (actually higher in a few of them) with the rest of my abilities, this was back in january iirc.

    When I go back and look through some trial nights in January when I had inner light slotted, with over 1k hits of each, blastbones' crit rate was within 1-2% of front bar abilities.

    https://imgur.com/a/Om571A5

    I went back and looked through some parses again on esologs. The first aggregate parse was from January, the second was from April. This is consistent with all of my recent parses. My bar setup hasn't changed. Now, I could definitely be wrong about which passive it is, but the noticeable drop in crit came with the most recent change to blastbones pathing. Trial parses this month show about a 7-9% difference, while parses from january were about 2%.

    https://imgur.com/a/NDS0YL1

    https://imgur.com/a/pFmHn8k

    here are a few others. top two are in jan, bottom two are this month.

    @ecru I’ve also had mixed results in trials, sometimes showing Blastbones in line with other skills, but sometimes 20-30% behind in crits. It’s hard to tell with the RNG involved, but a few weeks ago we managed to narrow it down by building for just over 100% crit using Necro passives so there was no RNG and were able to confirm that Prophecy worked fine, but Light Armor passives did not https://forums.elderscrollsonline.com/en/discussion/518610/light-armor-passives-do-not-affect-pets-or-status-effects#latest

    I was glad to see that they fixed Light Armor passives in the PTS patch notes yesterday, and one of my friends tested it out yesterday and confirmed that it seems to be fixed. Bloodthirsty also affects pets now, which has been a big for as long as I can remember. I guess you never know when a new issue can pop up though, so keep an eye on it and I’d be interested to hear if your results agree on PTS or when Greymoor goes live.
  • Runefang
    Runefang
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    ecru wrote: »
    I agree that Siphon back on the global cooldown is a terrible change. It’s targeting has not been fixed, and it still grays out when aiming at a corpse. Some have theorized that it’s a LoS issue with other players, pets, standards, etc. blocking targeting on the corpse. I’m not sure the cause of the problem, but until the skill works reliably when cast it should not be on the GCD.

    I will point out that you are mistaken about Blastbones and Arcanist crit. They were previously 10% crit lower than another skills, but it was not caused by Major Prophecy. The issue was Light Armor passives not being applied to pet damage, and that was fixed yesterday with 6.0.0.

    I don't think this is correct regarding major prophecy. Before it was completely broken with the last change to blastbones, major prophecy used to work with blastbones if inner light was slotted, and on live it just no longer works on pets at all. I spent awhile testing this to confirm.

    edit: You could be right, but I remember awhile ago swapping inner light on parses with degeneration and seeing my parses drop consistently because of the loss of crit. I still have those parses and blastbones' crit was consistent (actually higher in a few of them) with the rest of my abilities, this was back in january iirc.

    When I go back and look through some trial nights in January when I had inner light slotted, with over 1k hits of each, blastbones' crit rate was within 1-2% of front bar abilities.

    https://imgur.com/a/Om571A5

    I went back and looked through some parses again on esologs. The first aggregate parse was from January, the second was from April. This is consistent with all of my recent parses. My bar setup hasn't changed. Now, I could definitely be wrong about which passive it is, but the noticeable drop in crit came with the most recent change to blastbones pathing. Trial parses this month show about a 7-9% difference, while parses from january were about 2%.

    https://imgur.com/a/NDS0YL1

    https://imgur.com/a/pFmHn8k

    here are a few others. top two are in jan, bottom two are this month.

    @ecru I’ve also had mixed results in trials, sometimes showing Blastbones in line with other skills, but sometimes 20-30% behind in crits. It’s hard to tell with the RNG involved, but a few weeks ago we managed to narrow it down by building for just over 100% crit using Necro passives so there was no RNG and were able to confirm that Prophecy worked fine, but Light Armor passives did not https://forums.elderscrollsonline.com/en/discussion/518610/light-armor-passives-do-not-affect-pets-or-status-effects#latest

    I was glad to see that they fixed Light Armor passives in the PTS patch notes yesterday, and one of my friends tested it out yesterday and confirmed that it seems to be fixed. Bloodthirsty also affects pets now, which has been a big for as long as I can remember. I guess you never know when a new issue can pop up though, so keep an eye on it and I’d be interested to hear if your results agree on PTS or when Greymoor goes live.

    Didn't realise BT affects pets now... time to pull out my Magden and see how it goes.
  • Dagoth_Rac
    Dagoth_Rac
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    I agree that Siphon back on the global cooldown is a terrible change. It’s targeting has not been fixed, and it still grays out when aiming at a corpse. Some have theorized that it’s a LoS issue with other players, pets, standards, etc. blocking targeting on the corpse. I’m not sure the cause of the problem, but until the skill works reliably when cast it should not be on the GCD.

    I will point out that you are mistaken about Blastbones and Arcanist crit. They were previously 10% crit lower than another skills, but it was not caused by Major Prophecy. The issue was Light Armor passives not being applied to pet damage, and that was fixed yesterday with 6.0.0.

    The annoying thing is that they have an existing skill in the game that targets corpses and works perfectly - Repentance! Why can't they steal the corpse recognition code from Repentence and apply it to Siphon? I realize that Siphon is a persistent effect while Repentence is instant, but we have existing working functionality for persistent beam effects in things like Zaan and Malubeth. It is frustrating that just about everything siphon does works in other parts of the game but they cannot get it to work for Necro.
  • WrathOfInnos
    WrathOfInnos
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    Dagoth_Rac wrote: »
    I agree that Siphon back on the global cooldown is a terrible change. It’s targeting has not been fixed, and it still grays out when aiming at a corpse. Some have theorized that it’s a LoS issue with other players, pets, standards, etc. blocking targeting on the corpse. I’m not sure the cause of the problem, but until the skill works reliably when cast it should not be on the GCD.

    I will point out that you are mistaken about Blastbones and Arcanist crit. They were previously 10% crit lower than another skills, but it was not caused by Major Prophecy. The issue was Light Armor passives not being applied to pet damage, and that was fixed yesterday with 6.0.0.

    The annoying thing is that they have an existing skill in the game that targets corpses and works perfectly - Repentance! Why can't they steal the corpse recognition code from Repentence and apply it to Siphon? I realize that Siphon is a persistent effect while Repentence is instant, but we have existing working functionality for persistent beam effects in things like Zaan and Malubeth. It is frustrating that just about everything siphon does works in other parts of the game but they cannot get it to work for Necro.

    Same story with Necrotic Potency. Great skill, fun to use, senses if there are corpses nearby and works every time. It must be something about having to actually aim at a corpse that causes the issue, probably due to the notoriously buggy targeting and LoS issues in this game, even around things like a plant or a rock. They could easily change the coding of Siphon to pick a nearby corpse just like Potency or Repentance, and place the ground AoE either at the cursor location (like every other ground AoE) or at the targeted enemy’s location (like the move that vHRC destroyers cast against players). Instead we have to deal with an extremely frustrating skill for an entire year, with numerous failed attempts to fix it. And now it’s going to be even worse, with targeting still broken and putting it back on the GCD so we can’t spam it simultaneously with other skills trying to get a lucky cast.
  • ecru
    ecru
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    Dagoth_Rac wrote: »
    I agree that Siphon back on the global cooldown is a terrible change. It’s targeting has not been fixed, and it still grays out when aiming at a corpse. Some have theorized that it’s a LoS issue with other players, pets, standards, etc. blocking targeting on the corpse. I’m not sure the cause of the problem, but until the skill works reliably when cast it should not be on the GCD.

    I will point out that you are mistaken about Blastbones and Arcanist crit. They were previously 10% crit lower than another skills, but it was not caused by Major Prophecy. The issue was Light Armor passives not being applied to pet damage, and that was fixed yesterday with 6.0.0.

    The annoying thing is that they have an existing skill in the game that targets corpses and works perfectly - Repentance! Why can't they steal the corpse recognition code from Repentence and apply it to Siphon? I realize that Siphon is a persistent effect while Repentence is instant, but we have existing working functionality for persistent beam effects in things like Zaan and Malubeth. It is frustrating that just about everything siphon does works in other parts of the game but they cannot get it to work for Necro.

    Same story with Necrotic Potency. Great skill, fun to use, senses if there are corpses nearby and works every time. It must be something about having to actually aim at a corpse that causes the issue, probably due to the notoriously buggy targeting and LoS issues in this game, even around things like a plant or a rock. They could easily change the coding of Siphon to pick a nearby corpse just like Potency or Repentance, and place the ground AoE either at the cursor location (like every other ground AoE) or at the targeted enemy’s location (like the move that vHRC destroyers cast against players). Instead we have to deal with an extremely frustrating skill for an entire year, with numerous failed attempts to fix it. And now it’s going to be even worse, with targeting still broken and putting it back on the GCD so we can’t spam it simultaneously with other skills trying to get a lucky cast.

    Yeah I still have LOS issues due to the smallest objects, one glaring example is the trash pack at the very start of Sunspire. If you're on the stairs and facing the cats, if the tank pulls the cats too far into the pool, the ledge or whatever it is that borders the pool is apparently "large" enough to cause LOS/targeting issues. I suspect things like this are part of the reason siphon never works properly and because of these issues, it just doesn't make sense to tie it to the gcd if it's functionality isn't substantially altered.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • WrathOfInnos
    WrathOfInnos
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    ecru wrote: »
    Dagoth_Rac wrote: »
    I agree that Siphon back on the global cooldown is a terrible change. It’s targeting has not been fixed, and it still grays out when aiming at a corpse. Some have theorized that it’s a LoS issue with other players, pets, standards, etc. blocking targeting on the corpse. I’m not sure the cause of the problem, but until the skill works reliably when cast it should not be on the GCD.

    I will point out that you are mistaken about Blastbones and Arcanist crit. They were previously 10% crit lower than another skills, but it was not caused by Major Prophecy. The issue was Light Armor passives not being applied to pet damage, and that was fixed yesterday with 6.0.0.

    The annoying thing is that they have an existing skill in the game that targets corpses and works perfectly - Repentance! Why can't they steal the corpse recognition code from Repentence and apply it to Siphon? I realize that Siphon is a persistent effect while Repentence is instant, but we have existing working functionality for persistent beam effects in things like Zaan and Malubeth. It is frustrating that just about everything siphon does works in other parts of the game but they cannot get it to work for Necro.

    Same story with Necrotic Potency. Great skill, fun to use, senses if there are corpses nearby and works every time. It must be something about having to actually aim at a corpse that causes the issue, probably due to the notoriously buggy targeting and LoS issues in this game, even around things like a plant or a rock. They could easily change the coding of Siphon to pick a nearby corpse just like Potency or Repentance, and place the ground AoE either at the cursor location (like every other ground AoE) or at the targeted enemy’s location (like the move that vHRC destroyers cast against players). Instead we have to deal with an extremely frustrating skill for an entire year, with numerous failed attempts to fix it. And now it’s going to be even worse, with targeting still broken and putting it back on the GCD so we can’t spam it simultaneously with other skills trying to get a lucky cast.

    Yeah I still have LOS issues due to the smallest objects, one glaring example is the trash pack at the very start of Sunspire. If you're on the stairs and facing the cats, if the tank pulls the cats too far into the pool, the ledge or whatever it is that borders the pool is apparently "large" enough to cause LOS/targeting issues. I suspect things like this are part of the reason siphon never works properly and because of these issues, it just doesn't make sense to tie it to the gcd if it's functionality isn't substantially altered.

    Yep. The off-GCD siphon was a band-aid fix, that’s now being ripped off while the wound underneath remains the same (or possibly worse).
  • ecru
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    Bumping this. The ability still is not anywhere close to 100% reliable on PTS, which will only lead to completely wasted GCDs trying to get this to activate. Necro is constrained enough with it's corpse requirement.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • kalunte
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    be glad this doesnt come with a cast time and a ressource cost you fouls...
  • Sephyr
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    Did some testing of my own and now that I see it, I can't unsee it. While it doesn't affect me too much right now (I had to get out of competitive raiding), this is really going to significantly make Magcro even more useless than what they already are with progression guilds having DPS requirements.

    That being said, and it being ZoS, is there any alternatives to it? I'd hate to slot something just for the passive again. I was stoked that I didn't need to use Magelight because the class was interactive and now that seems to be quickly diminishing.
  • Cellentel
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    I'll add an unnecessary +1 to this: the skill still does not work properly on PTS. During Kyne's Aegis last week, I had a ton of problems getting it to go off, even during add pulls with lots of corpses around. Maybe it works a bit better than the live implementation, but it's still far away from being fixed.
  • Mortiis13
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    I hate the tether skills, they look poor and it makes no sense even for a high fantasy game.
    When u drain the blood out of a shortly died enemy to heal yourself okayish or if u fast up the decay and make it toxic to dmg others with a foggy gas like animation yeah why not, hell copy paste the corpse explosion and let it infect everything around it with a dot. Turn it into a poison trap. Let the bones fly out of the corpse and protect you and so on

    Or.. That must be total crazy for a necromancer... Raise the corpse and let it fight for you :X

    I only use the heal tether on mag and Stam, the heal output is good. I even would use the stam dmg tether if the aoe around the corpse would be drastically wider or around the pc.
    Beside that I agree that the skills with corpse require should atleast deal 15% more dmg then the average aoe's and 15% less then the average aoe, when u missed the corpse.

    As it is now, u only get punished and the micro manage isn't worth it.
  • dinokstrunz
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    I thought the original intentions of removing it of the GCD was to make improvements in a future update to the tether/siphon mechanics. It seems like there has been no mention or effort to change the ability instead they just revert it back to its old clucky original self. Bit of a disappointment.
  • karekiz
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    Y fix Class - Put OP Ult - EZ Sell.

    The whole tether system if it can't work regardless of LoS because of PvP <Fine?>, it honestly should just be scrapped (At least that skill). It would be nice if it worked, but I highly doubt they are capable of fixing it. The issue is deep rooted in spaghetti and no fork can manage that.

  • sozo108
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    I agree- please keep siphon off cooldown. It's been miserable to use on PTS as it often takes 3-4 GCDs to get it to attach to a corpse right now which feels horrible. Even when/if ZOS is able to fix tether and siphon on corpses, I still hope that it stays off cooldown. On the occasions that it works, it makes for a very fun, fast rotation casting it off GCD.
  • AinSoph
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    Why did they put an ability like this, that needs a corpse on the ground and cannot be spammed for added effects, on the GCD anyways???? The only thing I can think of is in PVP where you need to move around a lot and switch tether corpses.
  • Skjaldbjorn
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    ecru wrote: »
    Dagoth_Rac wrote: »
    I agree that Siphon back on the global cooldown is a terrible change. It’s targeting has not been fixed, and it still grays out when aiming at a corpse. Some have theorized that it’s a LoS issue with other players, pets, standards, etc. blocking targeting on the corpse. I’m not sure the cause of the problem, but until the skill works reliably when cast it should not be on the GCD.

    I will point out that you are mistaken about Blastbones and Arcanist crit. They were previously 10% crit lower than another skills, but it was not caused by Major Prophecy. The issue was Light Armor passives not being applied to pet damage, and that was fixed yesterday with 6.0.0.

    The annoying thing is that they have an existing skill in the game that targets corpses and works perfectly - Repentance! Why can't they steal the corpse recognition code from Repentence and apply it to Siphon? I realize that Siphon is a persistent effect while Repentence is instant, but we have existing working functionality for persistent beam effects in things like Zaan and Malubeth. It is frustrating that just about everything siphon does works in other parts of the game but they cannot get it to work for Necro.

    Same story with Necrotic Potency. Great skill, fun to use, senses if there are corpses nearby and works every time. It must be something about having to actually aim at a corpse that causes the issue, probably due to the notoriously buggy targeting and LoS issues in this game, even around things like a plant or a rock. They could easily change the coding of Siphon to pick a nearby corpse just like Potency or Repentance, and place the ground AoE either at the cursor location (like every other ground AoE) or at the targeted enemy’s location (like the move that vHRC destroyers cast against players). Instead we have to deal with an extremely frustrating skill for an entire year, with numerous failed attempts to fix it. And now it’s going to be even worse, with targeting still broken and putting it back on the GCD so we can’t spam it simultaneously with other skills trying to get a lucky cast.

    Yeah I still have LOS issues due to the smallest objects, one glaring example is the trash pack at the very start of Sunspire. If you're on the stairs and facing the cats, if the tank pulls the cats too far into the pool, the ledge or whatever it is that borders the pool is apparently "large" enough to cause LOS/targeting issues. I suspect things like this are part of the reason siphon never works properly and because of these issues, it just doesn't make sense to tie it to the gcd if it's functionality isn't substantially altered.

    Yep. The off-GCD siphon was a band-aid fix, that’s now being ripped off while the wound underneath remains the same (or possibly worse).

    This kind of reminds me of the Warden AC passive buff. Strictly a band-aid until they could get their damage amped in other areas, but with no other meaningful changes they ripped the band-aid off and Stamden almost immediately became the bottom DPS in the game, or at least bottom Stam.
  • dreado
    dreado
    Soul Shriven
    The tethers off GCD was why I made a necro in the first place, It had unique features that added a lot of interactive playstyles.
    No one will slot these abilitys in PvE let alone pvp were the effects are already halfed.
    This is handicapping a lot more then just dps, unless they buffed the ability s dramatically Tanking and healing are going to suffer the most with these ability essentially being usless.
    Players want skills and ability's that have an impact, and effect. Not just stat stick-place holders.
    Entire community should be agreeing on this if the accuracy of the highest Damage dealer in the game with one ability is really that crippling consider buffing the ability instead of gutting the entire skill.
    Taking these abilitys off GCD helps no one, and is unessesary, doubly so when the revert is as poor as it is, just fix this in one patch when the time has been spent to properly fix the skill.
    Working most of the time and not being punished as harshly if it doesn't, is much more benefical then wasting precious seconds with an even less chance of the abilitys working.
    Edited by dreado on May 19, 2020 8:29AM
  • MarzAttakz
    MarzAttakz
    ✭✭✭✭
    My Psijic powers have shown me a glimpse of one potential future:

    1. These changes go through

    2. Necros stop using the ability and instead slot it only for the 3% damage passive

    3. Next patch ZOS says: "We don't like that Necros are only slotting this ability for the passives so we have removed them and have instead buffed Tether damage by *checks spreadsheet* 8.45%"

    4. Necros drop the ability from their bars

    5. Time passes, Magicka Blastbones still isn't fixed, and magCros move on to a different class

    Really does make you wonder if they play their own game.

    Sorta like they did to Templars with Major Mending before Morrowind and the entire Nightblade class before Necro?
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    PC EU
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Qura Scura | Altmer | MagBlade
    Lhylyth | Breton | MagPlar
    Nhynyth | Khajiit | MagDK
    Ghwynyth | Dunmer | MagSorc
    Loots-All-Urns | Argonian | MagDen
    Shades-Of-Gray | Argonian | StamDK
    Or'Chastration | Orc | StamSorc
    Little Miss Famished | Orc | StamCro
    Fhane Sharog | Orc | StamDen
    Dead Moons Rising | Khajiit | StamBlade
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The aim of argument, or of discussion, should not be victory, but progress.
  • Uryel
    Uryel
    ✭✭✭✭✭
    My Psijic powers have shown me a glimpse of one potential future:

    1. These changes go through

    2. Necros stop using the ability and instead slot it only for the 3% damage passive

    3. Next patch ZOS says: "We don't like that Necros are only slotting this ability for the passives so we have removed them and have instead buffed Tether damage by *checks spreadsheet* 8.45%"

    4. Necros drop the ability from their bars

    5. Time passes, Magicka Blastbones still isn't fixed, and magCros move on to a different class

    Really does make you wonder if they play their own game.

    Your psijiic powers are very good. Which is why I don't understand ythe last part. You still had doubts about the fact they don't play their game ? My own scrying powers tell me they play "Spreadsheet Online" instead.
  • mikemacon
    mikemacon
    ✭✭✭✭✭
    ...okay?
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