No, playing magica necromancer should not be best option, @WhereArtThouVampires
I am fine with casting magic spells with stamina and not being stereotypical dnd mage with boring, stereotypical stick.
I have played the whole December as magcro and Stalking Blastbones was working as intended :P.
It works decently well in PvP when you're in relatively open terrain and are fighting targets that aren't too mobile. Blastbones is still pretty terrible in some situations, though, and can be locked out for the full duration without being able to be refreshed or re-targeted. The secondary effect's benefit on PvP is also almost entirely theoretical; in the overwhelming majority of cases that it finally catches a target near the end of its duration, the bonus damage doesn't matter because the target is otherwise safe and can heal up easily.No, playing magica necromancer should not be best option, @WhereArtThouVampires
I am fine with casting magic spells with stamina and not being stereotypical dnd mage with boring, stereotypical stick.
I have played the whole December as magcro and Stalking Blastbones was working as intended :P.
Yeah BB is working pretty decent now. Thats not the point.
"The skeleton deals more damage the longer it chases the target." <- This is useless since a few patches ago they made BB jump to the enemy instantly if targatable. So it isn't doing anything anymore in PvE.
It works decently well in PvP when you're in relatively open terrain and are fighting targets that aren't too mobile. Blastbones is still pretty terrible in some situations, though, and can be locked out for the full duration without being able to be refreshed or re-targeted. The secondary effect's benefit on PvP is also almost entirely theoretical; in the overwhelming majority of cases that it finally catches a target near the end of its duration, the bonus damage doesn't matter because the target is otherwise safe and can heal up easily.No, playing magica necromancer should not be best option, @WhereArtThouVampires
I am fine with casting magic spells with stamina and not being stereotypical dnd mage with boring, stereotypical stick.
I have played the whole December as magcro and Stalking Blastbones was working as intended :P.
Yeah BB is working pretty decent now. Thats not the point.
"The skeleton deals more damage the longer it chases the target." <- This is useless since a few patches ago they made BB jump to the enemy instantly if targatable. So it isn't doing anything anymore in PvE.
No, playing magica necromancer should not be best option, @WhereArtThouVampires
I am fine with casting magic spells with stamina and not being stereotypical dnd mage with boring, stereotypical stick.
I have played the whole December as magcro and Stalking Blastbones was working as intended :P.
I'm somehow not surprised that people think that Stalking Blastbones has a secondary effect because it's literally been cut out for over a year, the ability and it's morphs have been broken since the launch of Elsweyr because it was nerfed out of the gate once it hit live. People don't read tooltips, let alone patch notes.
The secondary effect on Stalking Blastbones has never been based on distance. It is instead based on the time spent chasing the target, which only takes effect if the skeleton gets CC'd or the target temporarily escapes via distance and/or line of sight. So the problem isn't that the skill is bugged, since it is in fact working as intended, but rather that the secondary effect is useless.WhereArtThouVampires wrote: »It works decently well in PvP when you're in relatively open terrain and are fighting targets that aren't too mobile. Blastbones is still pretty terrible in some situations, though, and can be locked out for the full duration without being able to be refreshed or re-targeted. The secondary effect's benefit on PvP is also almost entirely theoretical; in the overwhelming majority of cases that it finally catches a target near the end of its duration, the bonus damage doesn't matter because the target is otherwise safe and can heal up easily.No, playing magica necromancer should not be best option, @WhereArtThouVampires
I am fine with casting magic spells with stamina and not being stereotypical dnd mage with boring, stereotypical stick.
I have played the whole December as magcro and Stalking Blastbones was working as intended :P.
Yeah BB is working pretty decent now. Thats not the point.
"The skeleton deals more damage the longer it chases the target." <- This is useless since a few patches ago they made BB jump to the enemy instantly if targatable. So it isn't doing anything anymore in PvE.
The secondary effect in PvP and PvE literally does not work. It **does not** increase damage based on distance in ANY situation. The whole morph has been bugged for almost two years. Just to clarify that's what this is about. It's not that in some cases it still wouldn't matter, it's the fact that the morph quite literally is bugged and does nothing.
which is honestly so sad that an ENTIRE ability's morph just can do nothing for almost two years. ):
So far as I can tell, the effect actually does function as intended and has never been changed. As I said above, the real problem with the secondary effect - which you can discern from the tooltip - is that it isn't worthwhile in the overwhelming majority of cases.I'm somehow not surprised that people think that Stalking Blastbones has a secondary effect because it's literally been cut out for over a year, the ability and it's morphs have been broken since the launch of Elsweyr because it was nerfed out of the gate once it hit live. People don't read tooltips, let alone patch notes.
The secondary effect on Stalking Blastbones has never been based on distance. It is instead based on the time spent chasing the target, which only takes effect if the skeleton gets CC'd or the target temporarily escapes via distance and/or line of sight. So the problem isn't that the skill is bugged, since it is in fact working as intended, but rather that the secondary effect is useless.WhereArtThouVampires wrote: »It works decently well in PvP when you're in relatively open terrain and are fighting targets that aren't too mobile. Blastbones is still pretty terrible in some situations, though, and can be locked out for the full duration without being able to be refreshed or re-targeted. The secondary effect's benefit on PvP is also almost entirely theoretical; in the overwhelming majority of cases that it finally catches a target near the end of its duration, the bonus damage doesn't matter because the target is otherwise safe and can heal up easily.No, playing magica necromancer should not be best option, @WhereArtThouVampires
I am fine with casting magic spells with stamina and not being stereotypical dnd mage with boring, stereotypical stick.
I have played the whole December as magcro and Stalking Blastbones was working as intended :P.
Yeah BB is working pretty decent now. Thats not the point.
"The skeleton deals more damage the longer it chases the target." <- This is useless since a few patches ago they made BB jump to the enemy instantly if targatable. So it isn't doing anything anymore in PvE.
The secondary effect in PvP and PvE literally does not work. It **does not** increase damage based on distance in ANY situation. The whole morph has been bugged for almost two years. Just to clarify that's what this is about. It's not that in some cases it still wouldn't matter, it's the fact that the morph quite literally is bugged and does nothing.
which is honestly so sad that an ENTIRE ability's morph just can do nothing for almost two years. ):So far as I can tell, the effect actually does function as intendedI'm somehow not surprised that people think that Stalking Blastbones has a secondary effect because it's literally been cut out for over a year, the ability and it's morphs have been broken since the launch of Elsweyr because it was nerfed out of the gate once it hit live. People don't read tooltips, let alone patch notes.
The secondary effect on Stalking Blastbones has never been based on distance. It is instead based on the time spent chasing the target, which only takes effect if the skeleton gets CC'd or the target temporarily escapes via distance and/or line of sight. So the problem isn't that the skill is bugged, since it is in fact working as intended, but rather that the secondary effect is useless.WhereArtThouVampires wrote: »It works decently well in PvP when you're in relatively open terrain and are fighting targets that aren't too mobile. Blastbones is still pretty terrible in some situations, though, and can be locked out for the full duration without being able to be refreshed or re-targeted. The secondary effect's benefit on PvP is also almost entirely theoretical; in the overwhelming majority of cases that it finally catches a target near the end of its duration, the bonus damage doesn't matter because the target is otherwise safe and can heal up easily.No, playing magica necromancer should not be best option, @WhereArtThouVampires
I am fine with casting magic spells with stamina and not being stereotypical dnd mage with boring, stereotypical stick.
I have played the whole December as magcro and Stalking Blastbones was working as intended :P.
Yeah BB is working pretty decent now. Thats not the point.
"The skeleton deals more damage the longer it chases the target." <- This is useless since a few patches ago they made BB jump to the enemy instantly if targatable. So it isn't doing anything anymore in PvE.
The secondary effect in PvP and PvE literally does not work. It **does not** increase damage based on distance in ANY situation. The whole morph has been bugged for almost two years. Just to clarify that's what this is about. It's not that in some cases it still wouldn't matter, it's the fact that the morph quite literally is bugged and does nothing.
which is honestly so sad that an ENTIRE ability's morph just can do nothing for almost two years. ):So far as I can tell, the effect actually does function as intended and has never been changed. As I said above, the real problem with the secondary effect - which you can discern from the tooltip - is that it isn't worthwhile in the overwhelming majority of cases.I'm somehow not surprised that people think that Stalking Blastbones has a secondary effect because it's literally been cut out for over a year, the ability and it's morphs have been broken since the launch of Elsweyr because it was nerfed out of the gate once it hit live. People don't read tooltips, let alone patch notes.
The above changes were made in hopes to greatly reduce situations where the Blastbones would become confused while walking around and take longer than intended - or completely fail – to reach its target. We understand the change to this ability significantly reduces the morph functionality of Stalking Blastbones in most situations, but we’ve opted to keep it untouched while we gauge feedback on how the changes to the base ability and reliability of the attack feel. Keep in mind that Stalking Blastbones guarantees at least a 10% damage increase over the base morph, so even in situations where it jumps immediately, this morph isn’t completely wasted; it just will not reach its highest scaling unless the Blastbones needs to gain line of sight on the target you initially cast it on.
WhereArtThouVampires wrote: »I'm somehow not surprised that people think that Stalking Blastbones has a secondary effect because it's literally been cut out for over a year, the ability and it's morphs have been broken since the launch of Elsweyr because it was nerfed out of the gate once it hit live. People don't read tooltips, let alone patch notes.
I'm starting to wonder if people even play ESO at this rate
@Sephyr @WhereArtThouVampires
You both are factually wrong. The morph effect IS in the game and IS working. It is just useless in most instances.
https://www.youtube.com/watch?v=Eg1eCVt_0lI&feature=youtu.be
As you can see: If BB has to walk some distance to jump to its target -> more dmg.
That means: The secondary effect IS IN THE GAME. It just rarely does anything. Wasn't that hard to figure out...
NOONE here said that the 10% increase are infact the 10% from the secondary effect.
And to qoute from the patchnotes: "The above changes were made in hopes to greatly reduce situations where the Blastbones would become confused while walking around and take longer than intended - or completely fail – to reach its target. We understand the change to this ability significantly reduces the morph functionality of Stalking Blastbones in most situations, but we’ve opted to keep it untouched while we gauge feedback on how the changes to the base ability and reliability of the attack feel. Keep in mind that Stalking Blastbones guarantees at least a 10% damage increase over the base morph, so even in situations where it jumps immediately, this morph isn’t completely wasted; it just will not reach its highest scaling unless the Blastbones needs to gain line of sight on the target you initially cast it on."
[snip]WhereArtThouVampires wrote: »I'm somehow not surprised that people think that Stalking Blastbones has a secondary effect because it's literally been cut out for over a year, the ability and it's morphs have been broken since the launch of Elsweyr because it was nerfed out of the gate once it hit live. People don't read tooltips, let alone patch notes.
I'm starting to wonder if people even play ESO at this rate
[snip]
Edit: You know what, I'm not even going to bother with that. After posting 19 links and you want to perpetuate that disinformation, be my guest. The 10% increase is the only part of a 'secondary effect', but it's still not the full on effect - which is what the patch notes CLEARLY reflect. It's supposed to STALK before it hits, but I guess that doesn't matter.
Good luck with that. I'm not wasting any more of my time trying to point out something that's clearly not working as intended.
Edit: You know what, I'm not even going to bother with that. After posting 19 links and you want to perpetuate that disinformation, be my guest. The 10% increase is the only part of a 'secondary effect', but it's still not the full on effect - which is what the patch notes CLEARLY reflect. It's supposed to STALK before it hits, but I guess that doesn't matter.
Good luck with that. I'm not wasting any more of my time trying to point out something that's clearly not working as intended.
Wow. Just. Wow.
The morph effect literaly ONLY states:"The skeleton deals more damage the longer it chases the target." and that, as you can see in the video, is true.
I am not saying I am ok with how it works, because the secondary effect isn't doing anything 99% of the time.
But you are claiming that the effect is not working amd was cut from the game entirely which is simply: not true. You are the one spreading misinformation. And even when given clear cut evidence you still ignore it.
That is indisputably incorrect; the mechanics simply do not function in the way that you're claiming. Lets take a hypothetical scenario, where you cast two different Blastbones at the same target, which is 15 meters away from you. Blastbones#1 jumps immediately and connects with the target, while Blastbones#2 takes a 3 second stun just before leaping. If your claim was accurate, both of the Blastbones would do identical damage (assuming of course that all buffs/debuffs were the same, and either both casts crit or neither did). However, that isn't what will happen. Instead, Blastbones#2 will do more damage than Blastbones#1 did, since - thanks to the stun - the time spent "chasing" the target was longer than it was for Blastbones#1.WhereArtThouVampires wrote: »Mmm, nope, the skill is bugged my guy. Distance = time chased. [snip]
Once you actually understand the mechanics of the Stalking Blastbones morph, you'll see that it is *not* broken, just crappy. You make it sound as though it just needs a bug fix, when what it really needs is a totally different effect.WhereArtThouVampires wrote: »The morph is not and has not been working as intended. The examples you gave are only 'reasons' why it'd ""work"" in PvP, not in PvE.
The damage is, and always has been (at least since the publicly accessible early access period for Elsweyr), based on time, not distance. Period. This isn't a case of your opinion vs my opinion, it's simply fact.WhereArtThouVampires wrote: »Before they changed the skeleton to where it'd leap at the target, you would get more damage if you positioned yourself....a further distance from the target so that the skeleton was able to run at them longer. Now the skeleton does not chase the target, so, in the code it doesn't register as the leap being a long distance even though it should. The extra damage does not apply currently even if the skeleton runs after a moving target in PvP.
That 10% figure is based on scenarios where the Blastbones jumps immediately, which is probably almost all the time in PvE. Maybe there are some situations where the skeleton could get stunned, or a tank could drag the target out of range or LOS, but in PvE it is generally going to be +10% damage over the baseline, unmorphed spell. But again, that doesn't mean that the effect is "broken," since it isn't. It's doing exactly what it's supposed to do...it's just bad and needs to be changed.Now, at most, you get 10% - which is why Magicka Necromancer went significantly down DPS wise compared to what it used to be before last February. That 10% doesn't mean that the secondary effect is working. That means that's all you get with this band-aid fix because the secondary effect ISN'T working as intended. The ability used to literally slow-stalk and it was rather laughable because people would just kill it before it got to them. Now it's laughable because the damage in PvE is suffering because they couldn't get the skeletons to fire and leap to their intended target (for the umpteenth time I've had to state this). This isn't intended and the Patch Notes from 5.3.4 clearly reflect this.
Thank you, I'm glad someone understood what I was saying.@Sephyr @WhereArtThouVampires
You both are factually wrong. The morph effect IS in the game and IS working. It is just useless in most instances.
https://www.youtube.com/watch?v=Eg1eCVt_0lI&feature=youtu.be
That is indisputably incorrect; the mechanics simply do not function in the way that you're claiming. Lets take a hypothetical scenario, where you cast two different Blastbones at the same target, which is 15 meters away from you. Blastbones#1 jumps immediately and connects with the target, while Blastbones#2 takes a 3 second stun just before leaping. If your claim was accurate, both of the Blastbones would do identical damage (assuming of course that all buffs/debuffs were the same, and either both casts crit or neither did). However, that isn't what will happen. Instead, Blastbones#2 will do more damage than Blastbones#1 did, since - thanks to the stun - the time spent "chasing" the target was longer than it was for Blastbones#1.WhereArtThouVampires wrote: »Mmm, nope, the skill is bugged my guy. Distance = time chased. [snip]Once you actually understand the mechanics of the Stalking Blastbones morph, you'll see that it is *not* broken, just crappy. You make it sound as though it just needs a bug fix, when what it really needs is a totally different effect.WhereArtThouVampires wrote: »The morph is not and has not been working as intended. The examples you gave are only 'reasons' why it'd ""work"" in PvP, not in PvE.The damage is, and always has been (at least since the publicly accessible early access period for Elsweyr), based on time, not distance. Period. This isn't a case of your opinion vs my opinion, it's simply fact.WhereArtThouVampires wrote: »Before they changed the skeleton to where it'd leap at the target, you would get more damage if you positioned yourself....a further distance from the target so that the skeleton was able to run at them longer. Now the skeleton does not chase the target, so, in the code it doesn't register as the leap being a long distance even though it should. The extra damage does not apply currently even if the skeleton runs after a moving target in PvP.
The original version would take longer to reach its shorter gap closer range, which is why it would do more damage when cast from farther away. But the distance itself isn't what caused that, since it would also get that exact same bonus damage if you cast it from close up and it wanted to stand around staring at the target for several seconds before leaping. Or if it got stunned. Or if the target line of sighted the skeleton around some terrain (even if doing so made the actual distance between it and the Blastbones shorter).That 10% figure is based on scenarios where the Blastbones jumps immediately, which is probably almost all the time in PvE. Maybe there are some situations where the skeleton could get stunned, or a tank could drag the target out of range or LOS, but in PvE it is generally going to be +10% damage over the baseline, unmorphed spell. But again, that doesn't mean that the effect is "broken," since it isn't. It's doing exactly what it's supposed to do...it's just bad and needs to be changed.Now, at most, you get 10% - which is why Magicka Necromancer went significantly down DPS wise compared to what it used to be before last February. That 10% doesn't mean that the secondary effect is working. That means that's all you get with this band-aid fix because the secondary effect ISN'T working as intended. The ability used to literally slow-stalk and it was rather laughable because people would just kill it before it got to them. Now it's laughable because the damage in PvE is suffering because they couldn't get the skeletons to fire and leap to their intended target (for the umpteenth time I've had to state this). This isn't intended and the Patch Notes from 5.3.4 clearly reflect this.Thank you, I'm glad someone understood what I was saying.@Sephyr @WhereArtThouVampires
You both are factually wrong. The morph effect IS in the game and IS working. It is just useless in most instances.
https://www.youtube.com/watch?v=Eg1eCVt_0lI&feature=youtu.be
You're misdiagnosing the problem with Stalking Blastbones, which won't help get it fixed or changed. We don't need a wild goose chase trying to find and fix a bug that doesn't exist; instead we need worthwhile suggestions that will make the morph effect better.WhereArtThouVampires wrote: »So let me get this straight.
We're advocating for it to be fixed/changed.
You want it to be fixed/changed.
And you're typing all of this to prove that we're wanting it to be fixed/changed for the supposedly technically-wrong reasons, therefore what we're saying is invalid, because....?
I'm just very confused why you and this other guy are hell-bent on being right here when at the end of the day we just want the skill to be fixed or changed. Therefore we have the same goal. [snip]
If I let your false statement stand then nothing will be changed because the dev-team will look at your "non-existant" secondary effect, see it is infact present and leave it at that. You have do make precise calls on whats the problem so the dev-team can actually look at it and change it. If I claim light attacks don't work (while they do) the devs won't do a thing.WhereArtThouVampires wrote: »Okay, let's say you are right, what do you get? Well, they might as well not look at this secondary morph effect if it's working as intended, right? My bad, I didn't realize you or anyone else loved the 'only works 10% of the time' morph for one of necro's most crucial skills.
Boom, there's your reward for being right in your case.
Where as if I'm right? We get a new, better secondary effect for the skill that actually works.
Tell me. Who do you want to be right in this situation? And why are you even arguing against literally making a buggy skill better?
There are countless threads talking about the fact that the secondary effect is not doing anything because it is barely able to do anything. That are 2 different things and I have been active in threads like that before. So there is that.WhereArtThouVampires wrote: »Also lol-ing at the fact @Sephyr posted quite literally 19 patch note links and even the devs calling out the skill themselves apparently doesn't count as back up for an argument. Not to mention the countless threads that have been made talking about this bug. Where we're y'all then? People have been making threads about this bug since its existence.
WhereArtThouVampires wrote: »
So let me get this straight.
We're advocating for it to be fixed/changed.
You want it to be fixed/changed.
And you're typing all of this to prove that we're wanting it to be fixed/changed for the supposedly technically-wrong reasons, therefore what we're saying is invalid, because....?
I'm just very confused why you and this other guy are hell-bent on being right here when at the end of the day we just want the skill to be fixed or changed. Therefore we have the same goal. [snip]
WhereArtThouVampires wrote: »So, you're seriously gonna tell me that after all the feedback on these forums about vamps being extremely meh in terms of design and functionality they aren't gonna even try to fix it? At the very least buff vampiric drain? What about making Perfect Scion not completely useless in comparison to swarming scion? There's at least a hundred+ threads about this topic that have been created since the rework has released.
I don't think anyone's asking for PvE buffs - it's PvP where the class itself is fairly bad. Without crutching on proc sets, the offense is unreliable, clunky, and frankly - incomplete. Out of all the damaging skills, Blastbones is really the only thing that's worthwhile in PvP these days, and it can have its own issues at times (like falling apart mid-leap and dealing 0 damage if targeting someone with good mobility). Ricochet Skull is alright, but the travel time kind of stinks, the weaving is clunky, and it's easily swapped out for Crushing Shock or Elemental Weapon...none of which are particularly impressive. Then there's the fact that the DOT damage passive is only remotely relevant thanks to procs. There aren't any class-sourced DOTs other than Mystic Siphon, which is worthless since no player is going to stand in it, and generic magicka-based options are quite weak on their own.illuminousflux wrote: »Just putting this out there, but magcro is one of the hardest hitting classes in pve endgame content, I don't see much that needs reworking.
illuminousflux wrote: »Just putting this out there, but magcro is one of the hardest hitting classes in pve endgame content, I don't see much that needs reworking.