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My global suggestions to change the degraded class - necromancer

GrimStyx
GrimStyx
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Hi. We all heard about the latest upcoming news in the change of the necromancer, the question arises, what then mana necromancer can be good in pvp content, if his only normal use was to play as a bomber, since the other gameplay was obviously losing against the background of other classes?
When the necromancer came out for the first time, the camp was divided into two sides, someone liked his concept, and someone didn’t, I consider myself to be 2. Initially, I was expecting a full summoner that would have potential in curses and dot damage, I know that zenimax did not want to make it look like a sorc, but, it would be possible to come up with a "healthy" alternative, in my understanding, they should not differ much , as well as being very similar, they should be like an offshoot of the general school of magic - Conjuration.

Ultimate:
An Ultimate that, instead of a full-fledged pet of the collos, draws only its model that hits the ground, how it differs from a simple AoE skill, like a storm from a staff of destruction, which only lasts less and gives a major debuff? Why it was impossible to make an analogy with the storm atronarch, but with its own nuances. Perhaps he could move slowly when called, or hit a random target, and after the time expires, explode at the place of the call, and impose a large debuff, agree, it looks much cooler and more conceptual for this class than the that hackwork with the model hitting the ground. This is just an example, I'm sure that you could come up with even more ideas for its adequate implementation

Problem two:
There is a passive for dot damage, but there are no skills that could normally implement it on this class (except for pve), all necromancer skills for dot damage have an AoE effect in which it is very difficult to keep the enemy inside, there are no solo targett dots, and there is no way to hold an enemy inside an AoE dot, even a warden or a nightblade has more potential to realize its dot damage than a necromancer, which seems very depressing to me for a class that is called a necromancer and is supposed to weaken and slowly "burn" the target with terrible curses. I would like the necromancer have potential to be a ranged version little closely to the DK, with its own features and disadvantages.

Problem three:
Again pets. I have no complaints about spirit mender and blastbones, I have a question for the skeleton shooter, why is he so weak against the background of sorc pets. I know that a necromancer can buff all pets with empover grapple, but listen how difficult and expensive this skill is, it would be possible to buff pets in the same way, but each with unique buffs, for example, blastbones would hang a dot after an explosion, a skeleton shooter for the entire duration of his call, he would receive a unique attack, and increased damage from it, for the spiritual mender would reduce the healing interval, and give something interesting in combination with collos when the targets are under the effect of the ability, looks much more interesting, right? My suggestion is to either solve the difficulty of the skill implementation, or introduce unique abilities for pets, after use, than a simple and general percentage increase.

Separately, I would like to talk about the spam of skulls, the skill clearly loses against the background of other spam skills, especially from weapon branches. You need to add something unique and strong to combine all class skills, for example, increase the damage of summoned pets on those enemies that were hit by skulls, or increase dot damage on them, or maybe extend the dot damage itself or status curses from skills, for example, the slowdown and damage reduction from grave grab, as well as the dot damage from blastbones, if it were. The game should give a choice, build your own combinations in a mix with skills from other branches, or use ready-made and strong combinations of your class, be more class-oriented.


My proposals
-Change mystic siphon. Let the first morph slow down in the area of ​​effect and the bundle, the other, next instead of an explosion, also place around you aoe dot from this skill, like a Braided Tether.
-add some kind of debuff while in the bonyard and after leaving it for some time
-Please change the collos, this is really a hackwork for a class that exists and should be the same summoner as the sorc, they still won't be so similar if the approach to the gameplay is different.
-Make skull spam competitive and more favored by those who focus on class abilities
-Сhange the grave grasp, in this form it is not playable, no one needs or is interested
-Stems from the past, make pets more interesting than a shapeless model with the same type of attack
-Improve curses of weakening and dot and potential of the necromancer, add solo target dot damage to his skill tree, or adapt a couple of other skills for this

How do I see this class?
The Necromancer must maintain his survivability and focus his combos on dealing heavy dot damage, pet damage, and weakening enemies, unlike the sorc, which is more mobile and focused on magic shields and dealing strong, bursty one-time damage. As I said, having normal pets in a necromancer will not make his gameplay look like sorc, their skills should look like an offshoot from the same school of magic, but with a different approach to combat

P.s
The necromancer could turn out to be a really interesting class, but he lacks self-sufficiency and strong combinations, but even more he lacks individuality, after the release he was strong due to his stats, but time passed and he weakened, and his problem was never solved, such a feeling the developers themslves did not know what they would like to receive. Boneyard and synergy nerf was the last stage in the coffin lid, (don't think that I'm offended on nerf, i never played like a bomber, because this gameplay just didn't suit me, but i saw that in the meta this variation was the only playable one) its only effectiveness in pvp content like dd was left only for stamina and hybrid builds, and lately they have lost in damage compared to others. I ask you to look at this problem carefully, and draw at least something from what I wrote. Thank you for your attention.
Edited by GrimStyx on February 11, 2023 5:31AM
  • GrimStyx
    GrimStyx
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    Something is quiet here, I thought there would be a discussion, too much text, apparently xD, but otherwise the idea cannot be conveyed in detail. I apologize in advance for the English, I hope everything is clear
  • Araneae6537
    Araneae6537
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    I’ve kind if given up hope on requested changes to classes and skills. Did anyone ask for the vampire overhaul? Or for the templar jabs animation to be changes? People have been pointing out the problems with the necromancer class since it came out and yet now it’s weak and it’s utility made redundant by sets in addition to the class abilities looking silly.

    I agree with many of your points; we should have a proper bone colossus summon ult instead of the weird ground-pound colossus. And we should have skele hands coming out of the ground rather than tombstones. And throwing skull? I don’t even know… :expressionless:
  • GrimStyx
    GrimStyx
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    I’ve kind if given up hope on requested changes to classes and skills. Did anyone ask for the vampire overhaul? Or for the templar jabs animation to be changes? People have been pointing out the problems with the necromancer class since it came out and yet now it’s weak and it’s utility made redundant by sets in addition to the class abilities looking silly.

    I agree with many of your points; we should have a proper bone colossus summon ult instead of the weird ground-pound colossus. And we should have skele hands coming out of the ground rather than tombstones. And throwing skull? I don’t even know… :expressionless:


    after changing the vampire, I wrote a long time ago that he came out as ***, a bunch of debuffs for the sake of one or a couple of situational skills, and then, 1-2 turned out to be global useless, in particular Vampiric Drain and Mesmerize. The 30% damage reduction passive is tough, yes, but it leads to the fact that most people take a vampire just for the sake of it, or in the past, they took a blood frenzy in pve, which is now only a topic for gankers. And this Vampire Lord set... Just a laughingstock, Instead of making it an playing from ultimate , they only increase its debuffs with it, especially the skills of a vampire are already so fragmented and situational, unlike a werewolf, what's the point in it.
    About it being useless to write zos. Maybe, or maybe not completely useless, I saw that they still decided to change the mist morph towards the teleport that was in the player's proposal. Albeit every other time, but, they still take something into account
    Edited by GrimStyx on February 12, 2023 7:18AM
  • GrimStyx
    GrimStyx
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    for some reason they just churn out a bunch of useless sets, and create useless skills, as if they don’t understand how their game works and what players value most based on existing mechanics and combat
  • KingLewie_III
    KingLewie_III
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    GrimStyx wrote: »
    for some reason they just churn out a bunch of useless sets, and create useless skills, as if they don’t understand how their game works and what players value most based on existing mechanics and combat

    The last several patches have all but proven to us all that zenimax, in fact, does not understand how their game works. This is heightened to a new stratosphere in PVP. At this point I think they just want everyone to play DK.
  • GrimStyx
    GrimStyx
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    GrimStyx wrote: »
    for some reason they just churn out a bunch of useless sets, and create useless skills, as if they don’t understand how their game works and what players value most based on existing mechanics and combat

    The last several patches have all but proven to us all that zenimax, in fact, does not understand how their game works. This is heightened to a new stratosphere in PVP. At this point I think they just want everyone to play DK.

    Elder dk online xD
    I'm afraid to imagine how they will work with the old content they promised if they don't know how their game works in the current form
  • GrimStyx
    GrimStyx
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    And really, why churn out so many sets, most of which are useless. Work on the old ones, among them 60-70% are simply not playable and very weak, what's the point of littering the database
    Edited by GrimStyx on February 14, 2023 1:27PM
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