When was the last time developers responded to pvp Necro feedbacks? Not even they know what the class is supposed to be in pvp
LukosCreyden wrote: »Necromancer requires a rework to get it to a functional state. It just has so much wrong with it.
I hated abandoning my necro, as it was my main and I was one of the people begging for a necromancer class. I just cannot justify playing a class that barely functions and is lacking in so many areas. Outside of pretty colours for the visuals (and they ARE genuinely beautiful colours), what does necromancer have? Clunkiness and semi-functional skills. How long has it been since it released?
How is it still in such a poor state?
about Shocking Siphon, there is one good idea, instead of a 20 second duration, make a 3 second duration, which with each tick would deal about approximately and relative to the average damage of the player 3-4 thousand damage, in 0.5 seconds, towards the end, the beam would become brighter, accumulating energy, and would discharge with damage of 6 thousand , this would allow for complex burst combinations along with blastbones, siphon and spam, and also, would improve the mechanics of interaction with corpses, and would allow at least somehow to implement a normal class passive on the dot
OtarTheMad wrote: »It’s almost like ZOS is trying to be funny with the class by letting it die so they can “necro” it later and write a funny comment in patch notes about it.
I see you ZOS
StarOfElyon wrote: »OtarTheMad wrote: »It’s almost like ZOS is trying to be funny with the class by letting it die so they can “necro” it later and write a funny comment in patch notes about it.
I see you ZOS
The time of the Necro Redguards is coming.
techprince wrote: »Blastbones can no longer chase targets effectively as their movement speed is low and pathing is terrible.
techprince wrote: »So arcanist get Minor Heroism, Minor Courage, Minor Fortitude, Minor Intellect, Minor Endurance, A Teleport, Major Expedition, a unique 200 WD/SD buff, Passive Major Sorcery/Brutality, Minor Breach, Minor Protection, Minor Vulnerability and Minor Brittle.
And necromancers get..... Empower, Major Vulnerability, Minor Protection, Minor Maim, Minor Vulnerability and that's it.
Balance is thrown out of the window.
YandereGirlfriend wrote: »techprince wrote: »So arcanist get Minor Heroism, Minor Courage, Minor Fortitude, Minor Intellect, Minor Endurance, A Teleport, Major Expedition, a unique 200 WD/SD buff, Passive Major Sorcery/Brutality, Minor Breach, Minor Protection, Minor Vulnerability and Minor Brittle.
And necromancers get..... Empower, Major Vulnerability, Minor Protection, Minor Maim, Minor Vulnerability and that's it.
Balance is thrown out of the window.
Indeed, and now that Major Vulnerability has been snatched by sets there is literally nothing unique that the Necromancer brings any longer.
It is certainly resembling what the devs quipped about Sorcerers from a little while back: "They're unique in that they have nothing that is unique."
FeelsBadMan
YandereGirlfriend wrote: »techprince wrote: »So arcanist get Minor Heroism, Minor Courage, Minor Fortitude, Minor Intellect, Minor Endurance, A Teleport, Major Expedition, a unique 200 WD/SD buff, Passive Major Sorcery/Brutality, Minor Breach, Minor Protection, Minor Vulnerability and Minor Brittle.
And necromancers get..... Empower, Major Vulnerability, Minor Protection, Minor Maim, Minor Vulnerability and that's it.
Balance is thrown out of the window.
Indeed, and now that Major Vulnerability has been snatched by sets there is literally nothing unique that the Necromancer brings any longer.
It is certainly resembling what the devs quipped about Sorcerers from a little while back: "They're unique in that they have nothing that is unique."
FeelsBadMan
I never understood why people drool over all these buffs. The essence of any class is in the gameplay, not in buffs. Sorcerer has a unique gameplay. And each class has a unique gameplay. But the necromancer has one offensive skill and nothing else. Blast Bones, Direct Heal, Ghost and Bones for 6 armor boost. All other 11 skills and three ults can be discarded. What they are, what they are not. The gameplay does not change, survivability does not increase, damage does not increase. Empty class.
I didn't care about all those pathetic buffs. The coffins of the necromancer worked through one dark bad place, but they worked, and thanks to synergy, many interesting and different builds could be built. But now, even if a necromancer gets a little more than a dozen buffs, he will still remain a *** class without any special features. Class features are not buffs, this is gameplay.
YandereGirlfriend wrote: »techprince wrote: »So arcanist get Minor Heroism, Minor Courage, Minor Fortitude, Minor Intellect, Minor Endurance, A Teleport, Major Expedition, a unique 200 WD/SD buff, Passive Major Sorcery/Brutality, Minor Breach, Minor Protection, Minor Vulnerability and Minor Brittle.
And necromancers get..... Empower, Major Vulnerability, Minor Protection, Minor Maim, Minor Vulnerability and that's it.
Balance is thrown out of the window.
Indeed, and now that Major Vulnerability has been snatched by sets there is literally nothing unique that the Necromancer brings any longer.
It is certainly resembling what the devs quipped about Sorcerers from a little while back: "They're unique in that they have nothing that is unique."
FeelsBadMan
I never understood why people drool over all these buffs. The essence of any class is in the gameplay, not in buffs. Sorcerer has a unique gameplay. And each class has a unique gameplay. But the necromancer has one offensive skill and nothing else. Blast Bones, Direct Heal, Ghost and Bones for 6 armor boost. All other 11 skills and three ults can be discarded. What they are, what they are not. The gameplay does not change, survivability does not increase, damage does not increase. Empty class.
I didn't care about all those pathetic buffs. The coffins of the necromancer worked through one dark bad place, but they worked, and thanks to synergy, many interesting and different builds could be built. But now, even if a necromancer gets a little more than a dozen buffs, he will still remain a *** class without any special features. Class features are not buffs, this is gameplay.
techprince wrote: »What happened to class representatives?
techprince wrote: »What happened to class representatives?
techprince wrote: »What happened to class representatives?
They were disbanded sometime early last year, prior to the great U35, if I recall correctly.
techprince wrote: »What happened to class representatives?
They were disbanded sometime early last year, prior to the great U35, if I recall correctly.
And what did they do anyway?
YandereGirlfriend wrote: »The other bad news is that ZOS is never going to redesign the class. So what we have now in terms of abilities, well, that's what we're always going to have. The best that we can hope for is getting new properties stapled onto them. Or to get damage or healing values tuned up or down. So don't let the perfect (a class redesign) become the enemy of the good (getting needed class buffs).
OtarTheMad wrote: »Necromancer could be such a fan class and might just need some minor tweaks. Maybe that’s just me. Just what I would do, these could suck idk:
1. I’d make skulls spammable faster
2. I’d also change the secondary effect of the magicka morph of blastbones to apply a dot to those hit.
3. Skeletal summons has a proc element to it where you’ll have a chance to do more damage. Basically the summons will have a chance to throw a piece of themselves at the target doing more damage. Proc will create a corpse as well. In order for this to work well I would change this ability to be a permanent pet or “thrall” in necro talk. So you don’t lose a corpse the skeleton thrall will “drop a piece of itself” every 20 secs until killed. Death still drops a corpse too.
4. Bone totem will fear upon cast and pulsate every 2 secs afterwards for its duration, also creates a corpse.
5. Sets that summon something now also drop corpses as well
That’s just a few ideas I had. Idk.
CameraBeardThePirate wrote: »OtarTheMad wrote: »Necromancer could be such a fan class and might just need some minor tweaks. Maybe that’s just me. Just what I would do, these could suck idk:
1. I’d make skulls spammable faster
2. I’d also change the secondary effect of the magicka morph of blastbones to apply a dot to those hit.
3. Skeletal summons has a proc element to it where you’ll have a chance to do more damage. Basically the summons will have a chance to throw a piece of themselves at the target doing more damage. Proc will create a corpse as well. In order for this to work well I would change this ability to be a permanent pet or “thrall” in necro talk. So you don’t lose a corpse the skeleton thrall will “drop a piece of itself” every 20 secs until killed. Death still drops a corpse too.
4. Bone totem will fear upon cast and pulsate every 2 secs afterwards for its duration, also creates a corpse.
5. Sets that summon something now also drop corpses as well
That’s just a few ideas I had. Idk.
Hard disagree on the second point.
Say it with me people: the secondary effect of stalking blastbones is the only thing keeping the class remotely usable in PvP.
Stalking Blastbones gets, at MINIMUM, a 10% damage buff over the other morph, and often far exceeds that. It isn't uncommon at all in PvP to receive the full 50% buff. It's what allows Stalking to hit as hard as it does. Remove that effect, and Necro would have 0 damage whatsoever.
Editing to add: on your fifth point, sets that summon pets like Mad Tinkerer or Scavenging Demise do create corpses when the pet expires; the problem is that the corpses last approximately 1 second so you don't have a whole lot of time to consume it.