WhereArtThouVampires wrote: »I like them. Everyone has a different play style and they don't seem clunky to me. I DONT like the fact that I'm always wondering if some random or even quest npc will trigger a bounty. A permanent summons WOULD have been cool, and more traditional, but death is all around us, not focused on one summons. The spirit of death can help ward damage, maybe appear from nowhere to attack you then fade back to the other side. Summon the ancient dead buried at your feet to weaken you. Having the dead cross the veil from all around to aid me and hinder you just to fade back is kinda cool too.
The issue is what you just described in the latter half of your statement isn't present in the necromancer at all, though.
You don't summon any ancient dead buried anywhere because none of your abilities raise corpses.
WhereArtThouVampires wrote: »I like them. Everyone has a different play style and they don't seem clunky to me. I DONT like the fact that I'm always wondering if some random or even quest npc will trigger a bounty. A permanent summons WOULD have been cool, and more traditional, but death is all around us, not focused on one summons. The spirit of death can help ward damage, maybe appear from nowhere to attack you then fade back to the other side. Summon the ancient dead buried at your feet to weaken you. Having the dead cross the veil from all around to aid me and hinder you just to fade back is kinda cool too.
The issue is what you just described in the latter half of your statement isn't present in the necromancer at all, though.
You don't summon any ancient dead buried anywhere because none of your abilities raise corpses.
Read again, I said dead, not corpses(although I think bb might qualify). Spirit, bb, gravestones, (even the crappy "snare" we have) I DID also say necromancer doesn't have the permanent summons that's more traditional, but many of our skills do in fact, involve the dead.
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »I like them. Everyone has a different play style and they don't seem clunky to me. I DONT like the fact that I'm always wondering if some random or even quest npc will trigger a bounty. A permanent summons WOULD have been cool, and more traditional, but death is all around us, not focused on one summons. The spirit of death can help ward damage, maybe appear from nowhere to attack you then fade back to the other side. Summon the ancient dead buried at your feet to weaken you. Having the dead cross the veil from all around to aid me and hinder you just to fade back is kinda cool too.
The issue is what you just described in the latter half of your statement isn't present in the necromancer at all, though.
You don't summon any ancient dead buried anywhere because none of your abilities raise corpses.
Read again, I said dead, not corpses(although I think bb might qualify). Spirit, bb, gravestones, (even the crappy "snare" we have) I DID also say necromancer doesn't have the permanent summons that's more traditional, but many of our skills do in fact, involve the dead.
I'll be honest I got lost in your wack mumbo jumbo second part of that statement talking about ancient dead beneath feet and death being all around us.
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »I like them. Everyone has a different play style and they don't seem clunky to me. I DONT like the fact that I'm always wondering if some random or even quest npc will trigger a bounty. A permanent summons WOULD have been cool, and more traditional, but death is all around us, not focused on one summons. The spirit of death can help ward damage, maybe appear from nowhere to attack you then fade back to the other side. Summon the ancient dead buried at your feet to weaken you. Having the dead cross the veil from all around to aid me and hinder you just to fade back is kinda cool too.
The issue is what you just described in the latter half of your statement isn't present in the necromancer at all, though.
You don't summon any ancient dead buried anywhere because none of your abilities raise corpses.
Read again, I said dead, not corpses(although I think bb might qualify). Spirit, bb, gravestones, (even the crappy "snare" we have) I DID also say necromancer doesn't have the permanent summons that's more traditional, but many of our skills do in fact, involve the dead.
I'll be honest I got lost in your wack mumbo jumbo second part of that statement talking about ancient dead beneath feet and death being all around us.
Awfully big of you to admit you commented without processing(or thinking) about what you're saying. Takes guts and maturity. I'll even help you out. A thread about necromancers involves... death. Spirits, buried dead, etc.
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »I like them. Everyone has a different play style and they don't seem clunky to me. I DONT like the fact that I'm always wondering if some random or even quest npc will trigger a bounty. A permanent summons WOULD have been cool, and more traditional, but death is all around us, not focused on one summons. The spirit of death can help ward damage, maybe appear from nowhere to attack you then fade back to the other side. Summon the ancient dead buried at your feet to weaken you. Having the dead cross the veil from all around to aid me and hinder you just to fade back is kinda cool too.
The issue is what you just described in the latter half of your statement isn't present in the necromancer at all, though.
You don't summon any ancient dead buried anywhere because none of your abilities raise corpses.
Read again, I said dead, not corpses(although I think bb might qualify). Spirit, bb, gravestones, (even the crappy "snare" we have) I DID also say necromancer doesn't have the permanent summons that's more traditional, but many of our skills do in fact, involve the dead.
I'll be honest I got lost in your wack mumbo jumbo second part of that statement talking about ancient dead beneath feet and death being all around us.
Awfully big of you to admit you commented without processing(or thinking) about what you're saying. Takes guts and maturity. I'll even help you out. A thread about necromancers involves... death. Spirits, buried dead, etc.
Yeah, I guess I just expected some normal conversation. Nobody else here is talking about death, spirits, buried dead. We're talking about the gameplay and the class.
WhereArtThouVampires wrote: »@WhereArtThouVampires
they removed the skeletal dragon because they didn't want all players running around summoning undead dragons. I agree with that design choice.
Temporarily summoning a thing that looks like a skeletal dragon for 3 seconds isn't the end of the world in terms of lore.
And no, that isn't why they got rid of it. They got rid of it because initially they had model issues and were afraid of it cluttering small spaces. It used to be a lot bigger in development more than likely.
We already walk around with mini skeletal dragons anyways. How do they spin this? It's simply necrotic energy using bones to give it a shape of a dragon. The same exact thing could have been done for the ultimate and you know this.
WhereArtThouVampires wrote: »This is bad. The line being split up evenly among tank/heal/dps is not good design. Why? Because you run into the issue of the abilities behaving basically almost identically like other abilities from other classes that were meant to add flavor over 'it's a tank/dps/heal skill'. Take the damage line from Necromancer, for example. You have: Single target spammable, Delayed fireball, generic AoE skill, glorified dot, and generic but somehow worse AoE skill. Admittedly the very few skill interactions with corpses is what makes this line unique, but the corpse interactions are either very underwhelming or simply uninspired. Where as if we received a variety of minion-summoning from corpses? That'd be completely unlike anything a class has ever gotten before. You can go down each line in necromancer and do the same. There is no class flavor.
Hopefully, when a new class does come, ZOS will focus more on satisfying a theme for each skill line and providing interesting tools that lend to a playstyle, instead of trying to fill out a template of basic tools and then squeezing a theme into that.
WhereArtThouVampires wrote: »@WhereArtThouVampires
they removed the skeletal dragon because they didn't want all players running around summoning undead dragons. I agree with that design choice.
Temporarily summoning a thing that looks like a skeletal dragon for 3 seconds isn't the end of the world in terms of lore.
And no, that isn't why they got rid of it. They got rid of it because initially they had model issues and were afraid of it cluttering small spaces. It used to be a lot bigger in development more than likely.
We already walk around with mini skeletal dragons anyways. How do they spin this? It's simply necrotic energy using bones to give it a shape of a dragon. The same exact thing could have been done for the ultimate and you know this.
From what I remember in a stream, lore reasons were absolutely one of the reasons why they did not go with Dragons.
It made Zumogfum and Fang Lair more unique encounters, if everyone could summon undead dragons than that would have made those encounters not special.
Dragons are supposed to be rare beasts in Tamriel that inspire awe and fear. The appearance of even one bone dragon in Fang Lair was supposed to be nuts. If every other player could just pull a dragon skeleton out of the ground, that would greatly diminish their wow factor, and not really fit with their place in ES lore.
There is already a "Dragon themed class" let the necromancer have all the undead stuff - a Flesh colossus makes Way more sense than conjuring Dragon Bones.
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »I'm just trying to explain that those of us who wanted a traditional Elder Scrolls necromancer (like how we've been shown in game) got really shafted with the design of this class.
That's a fair assessment. Looking at the design of the game thus far, I guess I never really expected that personally. None of the classes in ESO really conform to "traditional" Elder Scrolls when I think about it. There are many types of spells and abilities that don't have much (or any) precedent prior to ESO as far as I'm aware. That's probably because this game is fundamentally an MMO and the design philosophy was different than for any other Elder Scrolls game. If they'd gone with a classless system I think we could have seen something closer to what you wanted - we could have all the actual schools of magic properly represented instead of weirdly sort of kind of not really represented in the various class/skill lines. I'm still annoyed there's no alteration staves when that would have made so much more sense for a tanking staff than refitting frost staves.
That's fair. I guess the issue with the "traditional" elder scrolls experience is that in ESO the current Necromancer's aren't even like the NPCs in their own game. That's the problem, it's not that they aren't like ES necros from Skyrim or wherever. The game is actively telling and showing us what Necromancers are and the player class is just so different from that.
If Necromancers in this game were portrayed like their class counter part, everything would be chill because then the lived experience would be the same as the world experience.
At the moment there is some heavy cognitive dissonance between PC Necromancers and NPC Necromancers unlike any other class. Because at least they can fit into their npc archetypes. But Necromancers? Enemies outside of Elsweyr don't even use your skills.
A classless system with schools of magic and weapons to specialize in would have been amazing, yes. Then they could have just opened up the NPC spells to the players and just categorize them by school.
I still hate that magic users only have 2 options to choose from when they could easily at the very least toss a staff in for Alteration (tanking) illusion (support/utility) and conjuration (damage through summons).