WalkInMist wrote: »and having to use scalding rune as main spammable.
WalkInMist wrote: »Like the title said. As a necromancer, I have to suffer from being stuck in using Colossus ultimate entering PvE raid environment, on top of Blastbone and mystic siphon are god-forsaken awful skills to cast with high ping (200ms+) and having to use scalding rune as main spammable. Why does ZoS have to take the one good thing away from us? If you take this from us, at least fix the other issues as incentives. It is simply frustrating to play necromancer now. Despite my ultimate at full 200%, I have to wait for it to be called. So all those times, I am just stuck. On top of this, those NPC bounties every single time I go into town. Like stop. Yes I just reanimated a corpse, no it is not someone you know. Stop calling the guards on me.
TLDR: Give necromancer back Death Knell, or fix their broken skills.
alberichtano wrote: »WalkInMist wrote: »Like the title said. As a necromancer, I have to suffer from being stuck in using Colossus ultimate entering PvE raid environment, on top of Blastbone and mystic siphon are god-forsaken awful skills to cast with high ping (200ms+) and having to use scalding rune as main spammable. Why does ZoS have to take the one good thing away from us? If you take this from us, at least fix the other issues as incentives. It is simply frustrating to play necromancer now. Despite my ultimate at full 200%, I have to wait for it to be called. So all those times, I am just stuck. On top of this, those NPC bounties every single time I go into town. Like stop. Yes I just reanimated a corpse, no it is not someone you know. Stop calling the guards on me.
TLDR: Give necromancer back Death Knell, or fix their broken skills.
Funny that, I was more in line with making ALL combat pets a crime. After all, it is a bit odd seeing people running around with daedric beasts when daedra worship is all but forbidden pretty much everywhere.
itscompton wrote: »I was a bit bummed with the nerf as I had finally just leveled a Necro but c'mon man, my front bar had 3 skills that gave me an extra 30% crit chance (for a total of 67%!) when the target was at low health.
Crit chance has been nerfed almost everywhere with the intention of forcing players who desire a high crit rate to make trade offs and truly build for it and a passive that gave you so much free crit chance at the most crucial stage to have it in was justified in being toned down.
the1andonlyskwex wrote: »WalkInMist wrote: »and having to use scalding rune as main spammable.
What????
WrathOfInnos wrote: »the1andonlyskwex wrote: »WalkInMist wrote: »and having to use scalding rune as main spammable.
What????
That is the meta. It’s better than Skull, and Necros never need to cast consecutive spammables so Rune works well. It is annoying to get Scalding to cast sometimes, just like Siphon or Blastbones.
the1andonlyskwex wrote: »WrathOfInnos wrote: »the1andonlyskwex wrote: »WalkInMist wrote: »and having to use scalding rune as main spammable.
What????
That is the meta. It’s better than Skull, and Necros never need to cast consecutive spammables so Rune works well. It is annoying to get Scalding to cast sometimes, just like Siphon or Blastbones.
I don't think you can call a 12 second DoT with a 2 second delay a spammable. It may be a big part of your damage rotation, but it's not a spammable, sorry.
YandereGirlfriend wrote: »Meanwhile... Nightblades sitting around looking smug with their 2% always-on Critical Chance passive AND their amazing execute ability, neither of which have been "toned down" by ZOS over the various Critical Chance nerf waves.
Hmmm....
Andre_Noir wrote: »YandereGirlfriend wrote: »Meanwhile... Nightblades sitting around looking smug with their 2% always-on Critical Chance passive AND their amazing execute ability, neither of which have been "toned down" by ZOS over the various Critical Chance nerf waves.
Hmmm....
If it's so amazing why it never used in PVP ? Meanwhile necos have free prurge, unnamed 10% mitigation that triggers 200 recovery, 15% dot buff, AoE(!) major breach with a dot damage, AoE major vulnerability, blastbones with tooltip more like an ultimate, free dot/heal with a 3% passive buff for heal/dmg - not overloaded at all LOL Let's buff the poorest class !!!
WrathOfInnos wrote: »the1andonlyskwex wrote: »WalkInMist wrote: »and having to use scalding rune as main spammable.
What????
That is the meta. It’s better than Skull, and Necros never need to cast consecutive spammables so Rune works well. It is annoying to get Scalding to cast sometimes, just like Siphon or Blastbones.
itscompton wrote: »I was a bit bummed with the nerf as I had finally just leveled a Necro but c'mon man, my front bar had 3 skills that gave me an extra 30% crit chance (for a total of 67%!) when the target was at low health.
Crit chance has been nerfed almost everywhere with the intention of forcing players who desire a high crit rate to make trade offs and truly build for it and a passive that gave you so much free crit chance at the most crucial stage to have it in was justified in being toned down.
BXR_Lonestar wrote: »itscompton wrote: »I was a bit bummed with the nerf as I had finally just leveled a Necro but c'mon man, my front bar had 3 skills that gave me an extra 30% crit chance (for a total of 67%!) when the target was at low health.
Crit chance has been nerfed almost everywhere with the intention of forcing players who desire a high crit rate to make trade offs and truly build for it and a passive that gave you so much free crit chance at the most crucial stage to have it in was justified in being toned down.
TBH, crit chance still needs additional nerfing in order to bring it in line with raw damage builds because you can still have a moderately high spell/weapon damage number with a high crit chance rating. If they want to bring crit builds down to be on par with raw damage builds, further nerfing is going to be necessary (along with a new jewelry glyph for crit chance).
WrathOfInnos wrote: »the1andonlyskwex wrote: »WalkInMist wrote: »and having to use scalding rune as main spammable.
What????
That is the meta. It’s better than Skull, and Necros never need to cast consecutive spammables so Rune works well. It is annoying to get Scalding to cast sometimes, just like Siphon or Blastbones.
the1andonlyskwex wrote: »WrathOfInnos wrote: »the1andonlyskwex wrote: »WalkInMist wrote: »and having to use scalding rune as main spammable.
What????
That is the meta. It’s better than Skull, and Necros never need to cast consecutive spammables so Rune works well. It is annoying to get Scalding to cast sometimes, just like Siphon or Blastbones.
I don't think you can call a 12 second DoT with a 2 second delay a spammable. It may be a big part of your damage rotation, but it's not a spammable, sorry.
YandereGirlfriend wrote: »itscompton wrote: »I was a bit bummed with the nerf as I had finally just leveled a Necro but c'mon man, my front bar had 3 skills that gave me an extra 30% crit chance (for a total of 67%!) when the target was at low health.
Crit chance has been nerfed almost everywhere with the intention of forcing players who desire a high crit rate to make trade offs and truly build for it and a passive that gave you so much free crit chance at the most crucial stage to have it in was justified in being toned down.
But nerfed by 60% isn't "toned down" it's annihilated.
The Critical Chance in the execute phase looks gaudy but remember that the average Critical Chance granted by the passive was only 2.5% and the class doesn't have an actual execute ability either. Now the passive gives you an average of 1% Critical Chance. Wow, such power.
Meanwhile... Nightblades sitting around looking smug with their 2% always-on Critical Chance passive AND their amazing execute ability, neither of which have been "toned down" by ZOS over the various Critical Chance nerf waves.
Hmmm....
BXR_Lonestar wrote: »itscompton wrote: »I was a bit bummed with the nerf as I had finally just leveled a Necro but c'mon man, my front bar had 3 skills that gave me an extra 30% crit chance (for a total of 67%!) when the target was at low health.
Crit chance has been nerfed almost everywhere with the intention of forcing players who desire a high crit rate to make trade offs and truly build for it and a passive that gave you so much free crit chance at the most crucial stage to have it in was justified in being toned down.
TBH, crit chance still needs additional nerfing in order to bring it in line with raw damage builds because you can still have a moderately high spell/weapon damage number with a high crit chance rating. If they want to bring crit builds down to be on par with raw damage builds, further nerfing is going to be necessary (along with a new jewelry glyph for crit chance).
YandereGirlfriend wrote: »@itscompton I... don't really care as that scenario is not applicable to 99% of the player base, and, moreover, think that it's atrocious game design to gut core class passives because the top handful of PvE raid groups have a particular build composition. Real life shows us that those groups will always circumvent those changes and all that will remain will be the burned out husks of the classes/sets/abilities that were sacrificed along the way.
Never mind also that ZOS continues to compound this problem by stacking ever-higher the amount of Critical Damage in an optimized raid. If they had simply toned down the ceiling on Critical Damage then that would have also indirectly balanced classes with access to unique sources of Critical Chance.
There were other and better ways to balance Necromancers; ZOS just took the lowest-hanging fruit that it could find. And now the Sauron's Eye of the nerf bat can finally focus in on Nightblades, the one class that has escaped it so far. How valuable are they now in the execute phase with their gaudy 2% class passive and +300% damage class execute ability? What's good for the goose is good for the gander, after all.BXR_Lonestar wrote: »itscompton wrote: »I was a bit bummed with the nerf as I had finally just leveled a Necro but c'mon man, my front bar had 3 skills that gave me an extra 30% crit chance (for a total of 67%!) when the target was at low health.
Crit chance has been nerfed almost everywhere with the intention of forcing players who desire a high crit rate to make trade offs and truly build for it and a passive that gave you so much free crit chance at the most crucial stage to have it in was justified in being toned down.
TBH, crit chance still needs additional nerfing in order to bring it in line with raw damage builds because you can still have a moderately high spell/weapon damage number with a high crit chance rating. If they want to bring crit builds down to be on par with raw damage builds, further nerfing is going to be necessary (along with a new jewelry glyph for crit chance).
Critical Chance doesn't need additional nerfing.
Rather, it is Critical Damage that requires nerfing. That, in combination with buffs to the set bonuses of Weapon/Spell Damage would do wonders to make alternative builds viable.
itscompton wrote: »YandereGirlfriend wrote: »@itscompton I... don't really care as that scenario is not applicable to 99% of the player base, and, moreover, think that it's atrocious game design to gut core class passives because the top handful of PvE raid groups have a particular build composition. Real life shows us that those groups will always circumvent those changes and all that will remain will be the burned out husks of the classes/sets/abilities that were sacrificed along the way.
Never mind also that ZOS continues to compound this problem by stacking ever-higher the amount of Critical Damage in an optimized raid. If they had simply toned down the ceiling on Critical Damage then that would have also indirectly balanced classes with access to unique sources of Critical Chance.
There were other and better ways to balance Necromancers; ZOS just took the lowest-hanging fruit that it could find. And now the Sauron's Eye of the nerf bat can finally focus in on Nightblades, the one class that has escaped it so far. How valuable are they now in the execute phase with their gaudy 2% class passive and +300% damage class execute ability? What's good for the goose is good for the gander, after all.BXR_Lonestar wrote: »itscompton wrote: »I was a bit bummed with the nerf as I had finally just leveled a Necro but c'mon man, my front bar had 3 skills that gave me an extra 30% crit chance (for a total of 67%!) when the target was at low health.
Crit chance has been nerfed almost everywhere with the intention of forcing players who desire a high crit rate to make trade offs and truly build for it and a passive that gave you so much free crit chance at the most crucial stage to have it in was justified in being toned down.
TBH, crit chance still needs additional nerfing in order to bring it in line with raw damage builds because you can still have a moderately high spell/weapon damage number with a high crit chance rating. If they want to bring crit builds down to be on par with raw damage builds, further nerfing is going to be necessary (along with a new jewelry glyph for crit chance).
Critical Chance doesn't need additional nerfing.
Rather, it is Critical Damage that requires nerfing. That, in combination with buffs to the set bonuses of Weapon/Spell Damage would do wonders to make alternative builds viable.
I would try to reply but there are so many misconceptions and it really doesn't matter because that amount of crit chance is gone like Templar's major mending, Sorc's stun from Crystal Frags, NB's being able to cleanse dots with cloak, and DK's having dynamic Ulti gain. You can argue until you keel over but they've done it and it won't get changed back. And some of us just think that's not a problem.
YandereGirlfriend wrote: »@itscompton I... don't really care as that scenario is not applicable to 99% of the player base, and, moreover, think that it's atrocious game design to gut core class passives because the top handful of PvE raid groups have a particular build composition. Real life shows us that those groups will always circumvent those changes and all that will remain will be the burned out husks of the classes/sets/abilities that were sacrificed along the way.
Never mind also that ZOS continues to compound this problem by stacking ever-higher the amount of Critical Damage in an optimized raid. If they had simply toned down the ceiling on Critical Damage then that would have also indirectly balanced classes with access to unique sources of Critical Chance.
There were other and better ways to balance Necromancers; ZOS just took the lowest-hanging fruit that it could find. And now the Sauron's Eye of the nerf bat can finally focus in on Nightblades, the one class that has escaped it so far. How valuable are they now in the execute phase with their gaudy 2% class passive and +300% damage class execute ability? What's good for the goose is good for the gander, after all.BXR_Lonestar wrote: »itscompton wrote: »I was a bit bummed with the nerf as I had finally just leveled a Necro but c'mon man, my front bar had 3 skills that gave me an extra 30% crit chance (for a total of 67%!) when the target was at low health.
Crit chance has been nerfed almost everywhere with the intention of forcing players who desire a high crit rate to make trade offs and truly build for it and a passive that gave you so much free crit chance at the most crucial stage to have it in was justified in being toned down.
TBH, crit chance still needs additional nerfing in order to bring it in line with raw damage builds because you can still have a moderately high spell/weapon damage number with a high crit chance rating. If they want to bring crit builds down to be on par with raw damage builds, further nerfing is going to be necessary (along with a new jewelry glyph for crit chance).
Critical Chance doesn't need additional nerfing.
Rather, it is Critical Damage that requires nerfing. That, in combination with buffs to the set bonuses of Weapon/Spell Damage would do wonders to make alternative builds viable.
Oreyn_Bearclaw wrote: »YandereGirlfriend wrote: »@itscompton I... don't really care as that scenario is not applicable to 99% of the player base, and, moreover, think that it's atrocious game design to gut core class passives because the top handful of PvE raid groups have a particular build composition. Real life shows us that those groups will always circumvent those changes and all that will remain will be the burned out husks of the classes/sets/abilities that were sacrificed along the way.
Never mind also that ZOS continues to compound this problem by stacking ever-higher the amount of Critical Damage in an optimized raid. If they had simply toned down the ceiling on Critical Damage then that would have also indirectly balanced classes with access to unique sources of Critical Chance.
There were other and better ways to balance Necromancers; ZOS just took the lowest-hanging fruit that it could find. And now the Sauron's Eye of the nerf bat can finally focus in on Nightblades, the one class that has escaped it so far. How valuable are they now in the execute phase with their gaudy 2% class passive and +300% damage class execute ability? What's good for the goose is good for the gander, after all.BXR_Lonestar wrote: »itscompton wrote: »I was a bit bummed with the nerf as I had finally just leveled a Necro but c'mon man, my front bar had 3 skills that gave me an extra 30% crit chance (for a total of 67%!) when the target was at low health.
Crit chance has been nerfed almost everywhere with the intention of forcing players who desire a high crit rate to make trade offs and truly build for it and a passive that gave you so much free crit chance at the most crucial stage to have it in was justified in being toned down.
TBH, crit chance still needs additional nerfing in order to bring it in line with raw damage builds because you can still have a moderately high spell/weapon damage number with a high crit chance rating. If they want to bring crit builds down to be on par with raw damage builds, further nerfing is going to be necessary (along with a new jewelry glyph for crit chance).
Critical Chance doesn't need additional nerfing.
Rather, it is Critical Damage that requires nerfing. That, in combination with buffs to the set bonuses of Weapon/Spell Damage would do wonders to make alternative builds viable.
So out of curiosity, who should we balance the game around in your opinion? If we balance around the top DPS, yes, it can create issues as some of the more powerful abilities/passives are pushed to their limits. Do we balance around PVP? That never seems to go well with PVEers, and presents similar problems. Do we balance around Casual questers? Any class can button Mash 2-3 skills at most to clear all quest overland content with ease. Do we balance around the 30K DPS working towards vet content? Their is so much variation in skill level and rotation in that range, making balance a near impossibility.
I get that it can rub people the wrong way, but IMO, if you are looking to balance damage, I believe you need to start at the top. When a class is pushed to the extreme, DPS and balance becomes a math game at that point. The alternative is that if you don't balance that way, one class emerges and all 8 DPS are the same spec. We have been there before. We arent super far from that at the moment to be perfectly candid, good raids do require too many Necros IMO, but that is more about ultimate than anything else.
WrathOfInnos wrote: »the1andonlyskwex wrote: »WalkInMist wrote: »and having to use scalding rune as main spammable.
What????
That is the meta. It’s better than Skull, and Necros never need to cast consecutive spammables so Rune works well. It is annoying to get Scalding to cast sometimes, just like Siphon or Blastbones.