OtarTheMad wrote: »Twohothardware wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
You can't expect your average casual player to use crafted potions on cooldown plus this removes your ability to use other potions that are better for situations like tri stat in PvP.
Major Brutality/Sorcery is one core buff that every class should have built in so they're on parity for damage without the use of potions.
Well, players can also get brutality/sorcery from Mages Guild too, and at least with Degeneration you can control who gets hit with the dot and you get the mages guild passives too, plus Necros have a dot passive so that's good. Putting the buff on a useless ability like Skeletal summons, or a majority of the Necro offensive tool kit isn't helping its damage
Good summary.OtarTheMad wrote: »Well, players can also get brutality/sorcery from Mages Guild too, and at least with Degeneration you can control who gets hit with the dot and you get the mages guild passives too, plus Necros have a dot passive so that's good. Putting the buff on a useless ability like Skeletal summons, or a majority of the Necro offensive tool kit isn't helping its damage.
However, I am thinking that this discussion is pointless because ZOS will probably just throw those buffs on those abilities, and people will celebrate... for like 5 seconds and quickly realize that now instead of a crap ability... they just have a shiny crap ability. "But I have sorcery and prophecy now... why am I still getting owned in Cyrodiil"... because the necro offensive abilities are pure garbage in Cyro.
Urzigurumash wrote: »OtarTheMad wrote: »Twohothardware wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
You can't expect your average casual player to use crafted potions on cooldown plus this removes your ability to use other potions that are better for situations like tri stat in PvP.
Major Brutality/Sorcery is one core buff that every class should have built in so they're on parity for damage without the use of potions.
Well, players can also get brutality/sorcery from Mages Guild too, and at least with Degeneration you can control who gets hit with the dot and you get the mages guild passives too, plus Necros have a dot passive so that's good. Putting the buff on a useless ability like Skeletal summons, or a majority of the Necro offensive tool kit isn't helping its damage
Yes it would help our damage:
1. Prebuffed, now I can cast Bones as soon as I'm within 28m rather than spending that first GCD for Degen
2. Another stack of Death Knell, near 100% uptime on Dismember
3. Another corpse I can turn into 6 Ult
Question is would that improve our damage MORE than Degen's DoT? Worth noting I play Stam so the Mages Guild Mag passive and the Magicka Steal from Degen's status effect are not important. I should also note I'd be quite happy with putting Brutality on Poison Injection also and giving Venom Arrow some additional effect, and/or giving Flying Blade a 28m range like it used to have but keeping the immediate proc of Brutality it didn't used to have. This would give sCro more parity with mCro on this matter since as you imply - Degen is hardly a bad skill on Mag. Neither is Rally on Stam but it's boring to have to slot 2h just for prebuffable Brutality - which is, imho, ultimately better than Degen, Venom Arrow, and certainly the 22m Flying Blade, since we can hit a fully buffed Bones the moment we're in range.
OtarTheMad wrote: »JerBearESO wrote: »OtarTheMad wrote: »JerBearESO wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
The problem I see with this is that you should not be forced into a potion based solution. And the other means of getting these buffs all require skill slots which move Necro away from its own kit. We need to be able to generate corpses, but we have to slot non Necro skills for these buffs which squeezes out room for a truly Necro build....
I do agree Necro should focus on debuffs for its playstyle, but no longer by trading away buffs which have become entirely core to all builds. They really should solve their lack of buffs through skeleton summon once and for all. With how they are overloading skills nowadays, having summon buff both majors it's crying for is absolutely fine
Even with those buffs necro abilities will still be not worth slotting though in a majority of modes. You can’t work the corpse system in PvP, I only got 2 necro abilities on my bar in Cyrodiil which are resistant flesh and summoners armor. Every other ability comes from other skill lines and I am forced to do this because necro offensive abilities are either situational or trash.
Basically in PvE I am a Necromancer but every other game mode I am an Elementalist or a Proc Set Master.
Putting those buffs on skeleton summon should free up 2 slots and give the crit to your backbar. That's the point
If you are talking about front bar set and back bar set I don't do that... I just do the old 5pc/5pc/2pc set up... or subbing out a monster set pc for a mythic. I also don't use the summons in PvP.
This is what I am toying with in Cyro atm. I am doing Heartland Conqueror (going to switch this soon tho) and Dreugh King (seeing what having Sorcery/Brutality up at all times does since it's the 5pc bonus.) I mess with my bars and sets all the time so they could change tomorrow lol.
Bar 1
Force Pulse
Blighted Blastbones
Flame Reach (for knockback)
Caltrops (breach and slowing)
Camo Hunter
Ice Comet
Bar 2
Resistant Flesh
Race Against Time
Summoner's Armor
Vigor
Deaden Pain/LA Shield
Resto Ult
I guess it will help your dizzy swinger: spooky scary skeleton edition but not someone who wants to play an actual class with an actual combo made out of class skills they can kill players with.
Good summary.OtarTheMad wrote: »Well, players can also get brutality/sorcery from Mages Guild too, and at least with Degeneration you can control who gets hit with the dot and you get the mages guild passives too, plus Necros have a dot passive so that's good. Putting the buff on a useless ability like Skeletal summons, or a majority of the Necro offensive tool kit isn't helping its damage.
However, I am thinking that this discussion is pointless because ZOS will probably just throw those buffs on those abilities, and people will celebrate... for like 5 seconds and quickly realize that now instead of a crap ability... they just have a shiny crap ability. "But I have sorcery and prophecy now... why am I still getting owned in Cyrodiil"... because the necro offensive abilities are pure garbage in Cyro.
I don't know what's the obsession with slapping brutality/sorcery on the arcanist summon that tickles people for 300 damage every 2 seconds, or prophecy/savagery on siphon, I guess it will help your dizzy swinger: spooky scary skeleton edition but not someone who wants to play an actual class with an actual combo made out of class skills they can kill players with.
Dismember? a weak 1.5k pen and it's already up when you need it with blastbones, Death knell? A near worthless passive in PvP situations, it's good in PvE where you parse on a trial boss with 300 millions hp and a long execute phase, I would take a basic damage modifier like all the other classes have over it in a heartbeat.
Shove sorcery/brutality somewhere in the passives like @strepsels suggested, but at some point one damage skill at the very least should be reworked into something to replace boneyard, you can't just remove basically half a class' burst then leave them high and dry, imagine if ZOS decided to just straight up delete sorcerer's c-frag proc, dk's molten whip proc or nb's bow proc? That's basically what happened with necro.
And what's the use of these buffs for a necromancer?? I see no reason to give the necromancer these buffs. Your damage will not increase. I only see that from this the buff that distributes dk, sets and potions will become irrelevant. Why do you need skills, potions and sets that give these buffs? For the last year since patch 35, I haven’t used anything other than potions that give these buffs. Trite if you give a skeleton archer one of these buffs, then the skill from the guild of magicians will become worse since it does less damage and this is an imbalance. Why does a class skill do more damage than a generic skill that gives an analogous buff. Want to use only necromancer skills i.e. sets, dk ally and potions. And give some kind of garbage to the necromancer from which he will suffer for another two years without any updates, since the necromancer already has a lot of major buffs. And that's what everyone will say even though he'll still be a *** class.
The Necromancer needs damage, not the crappy buffs he will suffer from for the next two years without updates.
CameraBeardThePirate wrote: »And what's the use of these buffs for a necromancer?? I see no reason to give the necromancer these buffs. Your damage will not increase. I only see that from this the buff that distributes dk, sets and potions will become irrelevant. Why do you need skills, potions and sets that give these buffs? For the last year since patch 35, I haven’t used anything other than potions that give these buffs. Trite if you give a skeleton archer one of these buffs, then the skill from the guild of magicians will become worse since it does less damage and this is an imbalance. Why does a class skill do more damage than a generic skill that gives an analogous buff. Want to use only necromancer skills i.e. sets, dk ally and potions. And give some kind of garbage to the necromancer from which he will suffer for another two years without any updates, since the necromancer already has a lot of major buffs. And that's what everyone will say even though he'll still be a *** class.
The Necromancer needs damage, not the crappy buffs he will suffer from for the next two years without updates.
It doesn't matter if your damage doesn't increase, having these buffs in your kit gives the class more options. It means you have more space on your bar for utility, can use different potions, or even different sets. Buffs like Brutality and Sorcery should be accessible for everyone.
JerBearESO wrote: »OtarTheMad wrote: »JerBearESO wrote: »OtarTheMad wrote: »JerBearESO wrote: »This is not necessary. Drink a potion for that, like everybody else already does. Necromancers need to be buffed, but them lacking buff skills is intentional by design as the class focuses on debuffing enemies. That worked out well for them until ZOS decided to make major vulnerability something that regular item sets can provide.
Add more debuffs, be creative. We don't need every class to be exactly the same as every other. That would be boring.
The problem I see with this is that you should not be forced into a potion based solution. And the other means of getting these buffs all require skill slots which move Necro away from its own kit. We need to be able to generate corpses, but we have to slot non Necro skills for these buffs which squeezes out room for a truly Necro build....
I do agree Necro should focus on debuffs for its playstyle, but no longer by trading away buffs which have become entirely core to all builds. They really should solve their lack of buffs through skeleton summon once and for all. With how they are overloading skills nowadays, having summon buff both majors it's crying for is absolutely fine
Even with those buffs necro abilities will still be not worth slotting though in a majority of modes. You can’t work the corpse system in PvP, I only got 2 necro abilities on my bar in Cyrodiil which are resistant flesh and summoners armor. Every other ability comes from other skill lines and I am forced to do this because necro offensive abilities are either situational or trash.
Basically in PvE I am a Necromancer but every other game mode I am an Elementalist or a Proc Set Master.
Putting those buffs on skeleton summon should free up 2 slots and give the crit to your backbar. That's the point
If you are talking about front bar set and back bar set I don't do that... I just do the old 5pc/5pc/2pc set up... or subbing out a monster set pc for a mythic. I also don't use the summons in PvP.
This is what I am toying with in Cyro atm. I am doing Heartland Conqueror (going to switch this soon tho) and Dreugh King (seeing what having Sorcery/Brutality up at all times does since it's the 5pc bonus.) I mess with my bars and sets all the time so they could change tomorrow lol.
Bar 1
Force Pulse
Blighted Blastbones
Flame Reach (for knockback)
Caltrops (breach and slowing)
Camo Hunter
Ice Comet
Bar 2
Resistant Flesh
Race Against Time
Summoner's Armor
Vigor
Deaden Pain/LA Shield
Resto Ult
Sorry I wasn't clear at all. So what I mean is, currently to have major brutality/sorcery we need to slot a skill for it that is not a Necro skill. Either 2hand or bow or mages guild. Then for savagery/prophecy we go with either of the guild skill options on frontbar. But by putting both on skeleton summon we would gain a free skill slot while obvious fitting skeleton in, so kinda like 2 considering the goal is to give Necro better access to its own kit, and we would be gaining savagery/prophecy on the backbar to top it off.
With this change we would see corpse play become more of a thing and Necro feel more like well...Necro. it may seem way overloaded but ZoS seems to be moving towards overloading something skill wise on each class so Necro needs an overloaded skill anyway, and skeleton would be the one for it
OtarTheMad wrote: »CameraBeardThePirate wrote: »And what's the use of these buffs for a necromancer?? I see no reason to give the necromancer these buffs. Your damage will not increase. I only see that from this the buff that distributes dk, sets and potions will become irrelevant. Why do you need skills, potions and sets that give these buffs? For the last year since patch 35, I haven’t used anything other than potions that give these buffs. Trite if you give a skeleton archer one of these buffs, then the skill from the guild of magicians will become worse since it does less damage and this is an imbalance. Why does a class skill do more damage than a generic skill that gives an analogous buff. Want to use only necromancer skills i.e. sets, dk ally and potions. And give some kind of garbage to the necromancer from which he will suffer for another two years without any updates, since the necromancer already has a lot of major buffs. And that's what everyone will say even though he'll still be a *** class.
The Necromancer needs damage, not the crappy buffs he will suffer from for the next two years without updates.
It doesn't matter if your damage doesn't increase, having these buffs in your kit gives the class more options. It means you have more space on your bar for utility, can use different potions, or even different sets. Buffs like Brutality and Sorcery should be accessible for everyone.
Okay so this does not make sense to me, you say it doesn’t matter if your damage increases… but that’s the foundational issue with Necromancer, it’s class damage is garbage. Now maybe you mean PvE, which would kind of make sense but overall out of all of the different modes in this game (PvE, PvP Cyrodiil, dueling, BGs) necro is only really good at one of them. (PvE)
So, why would it matter if you can use different potions, sets and stuff if the necro abilities still aren’t worth slotting? I want it to be better, feel smoother, not fail in a different way.
These kinds of non-unique named buffs are valuable in that they help control stacking. I also enjoy ESO's method for allowing more support based, instead of everything being about green numbers.Darkstorne wrote: »My biggest wish is that ZOS would rethink major buffs like this entirely.
They're such huge sources to damage output that they really aren't optional. Which means some classes having access to them while others don't (and some have access to them passively) feels unbalanced, and any build that lacks access to them feels incomplete. You're forced into slotting skills or potions that provides access to them, rather than it feeling like a choice. And buff upkeep is never a fun gameplay mechanic.
I really think the game would be so much better if these kinds of buffs were just removed from the game, with the power rolled into our characters as baseline (which would further help raise the floor without affecting the ceiling), so we can slot skills that we actually want to use instead, and freeing up a few skills for ZOS to redesign into more exciting active abilities.
Twohothardware wrote: »Necro is the only class without access to Major Sorcery.
Necro has so many skills and you’re left wasting a slot and running a throwaway Mages Guild skill to get one of the most essential buffs.
And what's the use of these buffs for a necromancer?? I see no reason to give the necromancer these buffs. Your damage will not increase. I only see that from this the buff that distributes dk, sets and potions will become irrelevant. Why do you need skills, potions and sets that give these buffs? For the last year since patch 35, I haven’t used anything other than potions that give these buffs. Trite if you give a skeleton archer one of these buffs, then the skill from the guild of magicians will become worse since it does less damage and this is an imbalance. Why does a class skill do more damage than a generic skill that gives an analogous buff. Want to use only necromancer skills i.e. sets, dk ally and potions. And give some kind of garbage to the necromancer from which he will suffer for another two years without any updates, since the necromancer already has a lot of major buffs. And that's what everyone will say even though he'll still be a *** class.
The Necromancer needs damage, not the crappy buffs he will suffer from for the next two years without updates.
OtarTheMad wrote: »Beyond buffs, since I doubt a complete overhaul of the Grave Lord class line will happen. I’d say the least I’d ask for is:
- skulls spammable to be sped up
- At least two reliable damage over time abilities. Whether that’s adding a dot to BB or Skeletal summons somehow or whatever… Necro’s have a DoT passive and need more DoTs.
- Fear totem to be fixed
Maybe a controversial take but major sorcery should just be deleted from the game entirely not added to more classes, along with other major buffs. Buff homogenization ruined the game and contributed to the bar space options problem.
Would rather all class sources of Major Sourcery changed to comparable unique damage buffs that give build variety rather than just being another mandatory bar slot.
A pipe dream I know but if Necro gets major sorcery it will just further cement the homogenization direction until the only thing different between classes and builds is the tool tip icon.
CameraBeardThePirate wrote: »Maybe a controversial take but major sorcery should just be deleted from the game entirely not added to more classes, along with other major buffs. Buff homogenization ruined the game and contributed to the bar space options problem.
Would rather all class sources of Major Sourcery changed to comparable unique damage buffs that give build variety rather than just being another mandatory bar slot.
A pipe dream I know but if Necro gets major sorcery it will just further cement the homogenization direction until the only thing different between classes and builds is the tool tip icon.
Unique buffs are not the way to go. A long time ago unique buffs were extremely common in the game and it was utterly horrible for balancing. Named buffs should be kept to prevent arms race scenarios.
CameraBeardThePirate wrote: »Maybe a controversial take but major sorcery should just be deleted from the game entirely not added to more classes, along with other major buffs. Buff homogenization ruined the game and contributed to the bar space options problem.
Would rather all class sources of Major Sourcery changed to comparable unique damage buffs that give build variety rather than just being another mandatory bar slot.
A pipe dream I know but if Necro gets major sorcery it will just further cement the homogenization direction until the only thing different between classes and builds is the tool tip icon.
Unique buffs are not the way to go. A long time ago unique buffs were extremely common in the game and it was utterly horrible for balancing. Named buffs should be kept to prevent arms race scenarios.
Played since Beta and I'd disagree. It was just buffs were done badly, not that they weren't homogenized. It was that some stacked while others didn't. It was a whole other batch of problems. You can have the same balance so long as skills have a back end power budget that is the same.
Also what arms race has it eliminated anyway? This thread is literally asking to accelerate that arms race you claim was eliminated. The arms race just changed to slowly adding access to every named buff to every class kit and the imbalance being who has access to which ones.