PTS Patch Notes v9.1.0 wrote:Glacial Colossus: This morph now also extends the duration of Major Vulnerability to 17 seconds per hit, up from 12.
Developer Comment:
This Ultimate has been significantly reigned in after Major Vulnerability became less outright potent and more accessible from other actions in the game, causing the Ultimate to no longer instill the same fear it once did. In order to help rectify this and give some much-needed love to Necromancers' ability to bring death to their foes, we've made it easier to cast with a significant cost reduction and added a small damage bonus to boot. We've also tried to add some more distinction between these morphs; Pestilent now reinforces additional damage and makes it harder for your foes to bounce back with healing, while Glacial brings a slow and bitter end to those who try to weather the cold by extending the Major Vulnerability duration.
As described in the dev commentary for the Necro changes this patch.PTS Patch Notes v9.1.0 wrote:Glacial Colossus: This morph now also extends the duration of Major Vulnerability to 17 seconds per hit, up from 12.
Developer Comment:
This Ultimate has been significantly reigned in after Major Vulnerability became less outright potent and more accessible from other actions in the game, causing the Ultimate to no longer instill the same fear it once did. In order to help rectify this and give some much-needed love to Necromancers' ability to bring death to their foes, we've made it easier to cast with a significant cost reduction and added a small damage bonus to boot. We've also tried to add some more distinction between these morphs; Pestilent now reinforces additional damage and makes it harder for your foes to bounce back with healing, while Glacial brings a slow and bitter end to those who try to weather the cold by extending the Major Vulnerability duration.
Necromancer was always designed with the idea that it lacked common buffs/debuffs, but it made up for it by having easy access to rare buffs/debuffs, like Major and Minor Vulnerability.
They also have really strong bonuses just from slotting abilities. On paper, a Necromancer tank with Bitter Harvest slotted will always be tankier than any equivalent build from another class.
Some Necromancer abilities are also stronger than standard. Even the basic Flame Skull is on paper one of the strongest instant-cast ranged spammables.
However, as power creep naturally made the average player a lot stronger, that kinda left Necromancer behind. Is losing major brutality and savagery in exchange for major vulnerability really that good of a trade, when tanks are running Turning Tide? Maybe not so much.
Personally I think adding a basic buff like Major Savagery or Brutality to Flame Skull or some other ubiquitous skill would be a good way to bring them up a fair bit. But this should be done carefully. After all, we don't want every class to be the same, and neither does ZOS.
Classes are supposed to have unique advantages and disadvantages. Sorcerer's Daedric Curse is better than Templar's Backlash. But Mage's Fury is a worse execute than Radiant Destruction. Perhaps a better alternative would be to buff the advantages that Necromancers have by buffing their "When slotted" bonuses to +4% or +5%, instead of +3%.
NordSwordnBoard wrote: »I'm loving Arcanist right now, and lamenting how awesome my Necro looks but is just a dud to play. Arcanist demonstrated an effective way to make use of a class specific mechanic. Crux is part of my decision making, corpses are not. 1 vamp 1 weapon skill rest is all class skills. Necro is almost the opposite.
Imagine if one nerco armor morph gave the named major and minor resistances, and the other gave Major Brutality just for being slotted. The pull morph gets tankier and the cost reduction gives the damage boost.
What if the Major Vulnerability 10% on Necro was renamed so it could stack with the other existing Vulnerabilities? Too OP? It used to be 30%... Make it 8%, 10% with a stupid corpse randomly there? Back to 1 trick pony or maybe it will help cut through the new anti-pull helm? idk. I haven't thought about necro since arcanist came out.
CameraBeardThePirate wrote: »Buffing NB once again and adding yet another named buff to their kit is pretty laughable. Necro lacks nearly every required named buff for a build. As a result, you run maybe 3 or 4 class skills on an optimized build.
I get this patch wasn't focused on balance changes, but Necro needed some named Major buffs, not a middling change to two skills that won't really add much to their overall power or help barspace.
I'm also so, so tired of seeing every class get a generic armor buff, generic XYZ buff skill with some small additional flavor. I'd be happy to see necro start moving to tweaking that mold.
CameraBeardThePirate wrote: »
Additionally, half of their abilities do not function in the majority of PvP encounters due to them requiring a corpse to even cast.
CameraBeardThePirate wrote: »
Considering every other class has access to one of Major Sorcery/Brutality or Prophecy/Savagery, and considering Necro is also the only class to lack an on demand stun, I'd say their disadvantages far outway any advantages.
I just want to know if the Colossus buff will actually result in a Necromancer DD nerf. Does extending the duration mean you need fewer cros in a group?
OtarTheMad wrote: »Maybe I’m crazy but I don’t think adding buffs like savagery or sorcery or whatever to necro are the answer. don’t mind using entropy for sorcery, don’t mind using camo hunter or any other non class skill for buffs. What I don’t like at all is that in PvP I am at a significant disadvantage because my classes offensive abilities suck and the corpse system just doesn’t really work.
OtarTheMad wrote: »Maybe I’m crazy but I don’t think adding buffs like savagery or sorcery or whatever to necro are the answer. don’t mind using entropy for sorcery, don’t mind using camo hunter or any other non class skill for buffs. What I don’t like at all is that in PvP I am at a significant disadvantage because my classes offensive abilities suck and the corpse system just doesn’t really work.
Yeah, I can see why you'd prefer an overhaul to the class skills first from a PvP point of view.
My comment was made from the perspective of a relatively casual PvE player. If the passive buff from Shocking Siphon for example was changed into "While slotted on either bar, your damage done is increased by 3% and you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629" I'd definitely drop Camo Hunter myself, gaining a skill slot in the process.
Sadly, I also don't really see the Necro's getting a large rework during this PTS cycle and it will be a good while before the Q4 PTS launches. Adding a Major buff to one or two skills seems like an easy enough change that could theoretically be done during this PTS cycle though, while bigger and more meaningful changes would hopefully come in a later patch.
CameraBeardThePirate wrote: »OtarTheMad wrote: »Maybe I’m crazy but I don’t think adding buffs like savagery or sorcery or whatever to necro are the answer. don’t mind using entropy for sorcery, don’t mind using camo hunter or any other non class skill for buffs. What I don’t like at all is that in PvP I am at a significant disadvantage because my classes offensive abilities suck and the corpse system just doesn’t really work.
Yeah, I can see why you'd prefer an overhaul to the class skills first from a PvP point of view.
My comment was made from the perspective of a relatively casual PvE player. If the passive buff from Shocking Siphon for example was changed into "While slotted on either bar, your damage done is increased by 3% and you gain Major Savagery and Prophecy, increasing your Weapon and Spell Critical rating by 2629" I'd definitely drop Camo Hunter myself, gaining a skill slot in the process.
Sadly, I also don't really see the Necro's getting a large rework during this PTS cycle and it will be a good while before the Q4 PTS launches. Adding a Major buff to one or two skills seems like an easy enough change that could theoretically be done during this PTS cycle though, while bigger and more meaningful changes would hopefully come in a later patch.
Even in a PvP setting I would love as simple a change like that. Arguing against giving Cro any of the Major buffs they lack is pretty wack - it is literally only beneficial. I'd much rather slot a class ability and actually be able to use my class passives then slot Entropy and get what? 2% mag and a middling dot?