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necromancer qol

NagyPako
NagyPako
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Hey there. Without a doubt the necromancer class is one of the most unique and fun classes to play in the game. Ive been playing it quite a lot especially recently and ive seen a lot of iterations the class went through to improve the player experience. From where it started it certainly came a long way and it is in a much better position than it used to be however there are some things that I'd like to ask if it could be solved hopefully to change the class for the better. As you might know blastbones are a pretty interesting kind of AI. Unfortunately it is far more A then I but I believe it can be solved. So for example one of the most annoying things about blastbones is that the player cannot always use the ability every 3 gcd, unless it is a static fight. The moment the fight introduces movement/teleportation to the enemies or they are at a range your blastbones takes time to reach the target and detonate on it. This is a bit frustrating when you are trying to perfect your gameplay in order to trying to get better at it. So here comes my question. In order to fix this issue why dont you allow multiple blastbones to exist at any given time? Say like in cloudrest you cast your blastbones on siroria, but after a while she leaps away, and quite often when that happens the blastbone just kind of wanders around waiting for her to come back and you cannot even use the ability until your first blastbone dies. Is there a tecnical issue if you allow multiple blastbones to exist at one time? Im curious to know because its rather frustrating when you are used to using an ability as your every third cast but you are unable to do so because the previous blastbone hasnt expired yet. Anyways im curious about other ideas as well to improve on this class so feel free to leave a comment below this post to keep the conversation going. o7
  • Aertew
    Aertew
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    NagyPako wrote: »
    Hey there. Without a doubt the necromancer class is one of the most unique and fun classes to play in the game. Ive been playing it quite a lot especially recently and ive seen a lot of iterations the class went through to improve the player experience. From where it started it certainly came a long way and it is in a much better position than it used to be however there are some things that I'd like to ask if it could be solved hopefully to change the class for the better. As you might know blastbones are a pretty interesting kind of AI. Unfortunately it is far more A then I but I believe it can be solved. So for example one of the most annoying things about blastbones is that the player cannot always use the ability every 3 gcd, unless it is a static fight. The moment the fight introduces movement/teleportation to the enemies or they are at a range your blastbones takes time to reach the target and detonate on it. This is a bit frustrating when you are trying to perfect your gameplay in order to trying to get better at it. So here comes my question. In order to fix this issue why dont you allow multiple blastbones to exist at any given time? Say like in cloudrest you cast your blastbones on siroria, but after a while she leaps away, and quite often when that happens the blastbone just kind of wanders around waiting for her to come back and you cannot even use the ability until your first blastbone dies. Is there a tecnical issue if you allow multiple blastbones to exist at one time? Im curious to know because its rather frustrating when you are used to using an ability as your every third cast but you are unable to do so because the previous blastbone hasnt expired yet. Anyways im curious about other ideas as well to improve on this class so feel free to leave a comment below this post to keep the conversation going. o7

    I believe the revival ult spawns 3 blast bones so no. Having multiple shouldn't be a problem.
  • Andre_Noir
    Andre_Noir
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    NagyPako wrote: »
    Without a doubt the necromancer class is one of the most unique and fun classes to play in the game.

    Without doubt it's the least unique class but for sure it's the most clunky and untifun in m-version. Pure powercreep that holds his place only by overloaded skillset and numbers
  • Septimus_Magna
    Septimus_Magna
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    Blastbones should definitely be looked at, I think your suggestion is really good if its paired with a 3s cooldown so you cannot queue multiple Blastbones to attack in rapid succession. I know ZOS doesnt want skills on cooldown but they could make it so that you can recast Blastbones as soon as the previous cast has started moving so the distance doesnt impact on how long you have to wait before recasting it.

    I also hate the mechanics of Tether, targeting a corpse in a full raid can be a nightmare. I think would help a lot if you didnt have to target a corpse but it activated a corpse in a specific cone in front of the player. Similar to how Necrotic Potency absorbs corpses in a radius around the caster without having to target it specifically.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Ryuvain
    Ryuvain
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    Imagine 3 blastbones from the same guy hitting you at once in PvP. Maybe make that a pve only change, or lower it's damage by 50% or such.
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • highnds
    highnds
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    Ryuvain wrote: »
    Imagine 3 blastbones from the same guy hitting you at once in PvP. Maybe make that a pve only change, or lower it's damage by 50% or such.

    Would most likely turn into direct AoE dmg of there's more than one that spawns, that way it isn't OP.
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