GrigorijMalahevich wrote: »@TheDarkRuler just out of curiosity - how long have you been playing this game?
Changes look serious and well thought, maybe it would be a good idea if you could provide same feedback for all classes?
With the Blastbones bit, that'd work if Stalking Blastbones did as it was actually intended--however being that it's been over a year that they 'fixed' the ability where the base and it's morphs all leap upon cast, the only timing you'd have to redirect the ability is if you're LoSing your target. They'd have to first fix Stalking to work as intended and being that it's been this long already, I think they've just opted to just leave it as is.
TheDarkRuler wrote: »Right now I am playing both variants of the Necromancer class for months (StamCro only 2-3 weeks since i did not like it much in PVE, MagCro alot longer in PVE content). I recently swapped back to other chars for the Western Skyrim events and played MagPlar and MagDK alot. I noticed that albeit you can play a Magicka Necromancer on good overall damage other classes have it alot easier to smoothen their DPS have less stress with their rota.
I recently discussed with a friend in guild chat on how you could increase necromancers user-friendlyness without buffing or nerfing much, just giving a slight increase in comfort.
1.) Flame Skull / Ricochet Skull / Poison Skull
This skill is the current spamable skill but it really puts a strain in long playthroughs since you have to click all the time. I'd love to have this skill changed into a channeled skill that will lob three skulls in sequence over 1s. No changes in dps and effects.
2.) Blastbones / Blighted Blastbones / Stalking Blastbones
Sometimes you misclick and send the Blastbone towards a wrong enemy. I'd like if you could redirect the blastbone towards a new target while active for free.
3.) Avid Boneyard
Just being able to use your own synergy feels lacking compared to the massive bonus from reducing enemy resistances. Also in groups the effect isnt that great. I'd suggest that the damage bonus from the graveyard should go up to +100% (from 50% if you use a corpse upon cast).
4.) Detonating Siphon / Shocking Siphon / Mystic Siphon
The damage burst only applies at the very end of the skill after about 12 seconds. This is extremely underwhelming compared to the Magicka variant which restores resources. I'd support a change that will provide Major Brutality too while the skill is active! Shocking and Mystic Siphon should also grant Major Sorcery.
5.) Ruinous Scythe
The effect to set enemy off-balance should always apply but only once every 10seconds per target.
6.) Summoners Armor
Reducing only the skeleton summoning skills seems lacking. I would suggest to provide a cost reduction to ALL Necromancer abilities while active.
7.) Bone Totem / Agony Totem / Remote Totem
I would like to increase the radius and stun frequency of the Remote Totem morph to have a faster CC.
8.) Empowering Grasp
The bonus to Spirit Mender / Skeleton Mage (and their morphs) is ok but should also affect Blastbones in the area. Additionally all allies affected could receive Minor Berserk.
9.) Animate Blastbone
The cap of only 3 Blastbones feels too low for such an expensive ability when compared to resource regeneration. I'd suggest to increase the cap from 3 to 5 and reducing skill costs by 33%.
10.) Resistant Flesh
The bonus to resistances should be doubled since the current bonus is based on healing done. And since Healing is reduced to 50% in PVP the resistances in PVP are even worse.
11.) Expunge / Hexproof / Expunge and Modify
Health costs should be reduced on all skill variants. Resource restore in Expunge and Modify should be greater too.
12.) Skeleton Mage / Skeleton Arcanist / Skeleton Archer
The ability should not be recastable while active to prevent accidental resetting.
Those are some things that I wished to have as Necromancer. I am not 100% sure if some of the aforementioned things are considered overpowered since I dont have complete overview over all mechanics ingame. Feel free to discuss in this thread.
wsmith97ub17_ESO wrote: »The suggestions are mostly bad for pvp, you would be interrupted non stop, then killed off.
With the Blastbones bit, that'd work if Stalking Blastbones did as it was actually intended--however being that it's been over a year that they 'fixed' the ability where the base and it's morphs all leap upon cast, the only timing you'd have to redirect the ability is if you're LoSing your target. They'd have to first fix Stalking to work as intended and being that it's been this long already, I think they've just opted to just leave it as is.
The old BB did nothing but get lost in traffic and drink on the job. Now that it leaps it at least hits the target a lot more often. They just need to change the secondary effect since it’s not traveling a distance anymore unless the target is outside the 15 m leap radius
Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage.
It would not be wise to give 1 class near everything but it this is a well thought out list. Good job
Well presented
i have my regards with point 1 and 2
1) isnt it the point of a spammable to be clicked every second? i mean if you compare it to other spammables (crystalized weapon, flurry, jabs, uppercut) all of them need to be clicked once every second, since you spam them. you would have to suggest a rework of ALL spammables, not just QOL for Necros
2) have you tried redirecting it like a sorc pet? Y+leftclick to attak Y+rightclick to stop. i dont know if that works, since my Necro is a tank and does not use the blastbones
YandereGirlfriend wrote: »Some thoughts:
- Love the idea of the Scythe being an Excute. Incredibly thematic and needed utility for the class.
- I also hate the idea and gameplay of a self-synergy. Not sure what a better replacement would be though.
- Remote Totem absolutely should stun on-cast rather than having the 2-second delay. It's already a skill shot compared to single-target stuns so you may as well get some reward for it.
- I actually really like the IDEA of Empowering Grasp given the new changes to how Empowered works. I would love to see this as an ability that could provide high-uptime on Empower to the group that Necro supports could use. Would make a Necro healer incredibly valuable. The other functionality--powering up our own pets--is completely useless and should be stripped away entirely. Can also strip away the Minor Maim and make it a purely buffing skill. Then either reduce the cost of the skill to Blastbones level to enable its use as a semi-spammable (on the group) or increase the length of the Empower duration from 3 seconds to ~8 or so.
- Animate Blastbones should be much cheaper (~75 Ultimate) and simply summon the three Blastbones from the ground without the need for corpses. That would make it an interesting damage alternative to Colossus depending upon the situation.
Zodiarkslayer wrote: »@TheDarkRuler
Honestly, I have stopped reading at No. 6. Your proposals (until then) will drive all other classes into obsolescence. Creating one class to rule them all is a bad thing. It makes the game limiting at best and boring as hell if you are honest.