ATT ZOS: Necromancer Is A Missed Opportunity

Napalm_Death32
Napalm_Death32
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Hey, so as we all know, ZOS really messed up with the Necromancer, as many others has mentioned before, i will be pasting their responses from the r/elderscrollsonline sub reddit.
Its like ZOS doesn't know what a necromancer is, They totally missed the mark, A Necromancer is as they said "Necromancers are enemy spellcasters who specialize in Conjuration, particularly in the semi-legal school of necromancy: reanimation and suspension of the dead. They can be found in Warlock lairs or gathered around ritual or burial sites in the wilderness, frequently accompanied by skeletons or other undead, and will summon more undead allies when in combat. These mages belong to the Conjurer NPC class."

You're supposed to summon skeletons from the dead, be accompanied by skeletons, rise up temporary skeletons, conjure assistance from oblivion.Yes we get a few but they've lost the whole point of a Necromancer & its playstyle, Its meant to be support, during a fight, reanimate the dead, cast wards, curses on enemies, debuff, summon powerful entities, suspend etc, Instead its essentially a tanky debuff class with lackluster"summons", if you can even call it summons. I get that guards wouldn't be too open to skeletons roaming around, What about reanimating a corpse similar to skyrim that expires after a while or a dremora knight/warrior/lord or oblivion creatures, sure they will be criminal but in the open world, its viable.

https://en.uesp.net/wiki/Skyrim:Necromancer
https://www.reddit.com/r/elderscrollsonline/comments/u3h6to/want_your_opinion_warden_or_necromancer/

From Reddit:

AkiWookie
·
1 yr. ago
Orc

Necromancer doesn't play how I thought a Necromancer should play. I would have thought you'd have minions and stuff up all the time like in Diablo or virtually any other game where you're a necromancer. It plays more like a sorcerer with death/spooky boi themed abilities.

MindTheGapless
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1 yr. ago

This... My first toon is a necro and I was shocked on how much missed opportunity on what the necro could be. Imagine if you could raise the dead for a few seconds and add to your team or turn them into meat shields, take over one and make it a permanent part of your team. Curse players with some on body dot (like a poison, but not easily removed). They should be glass cannons, unfortunately they are not and can be quite clunky when dealing


zhaoz
·
1 yr. ago

Ironically sorc is more of the pet class.

MMillz093
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1 yr. ago

Agree completely. I think they really messed up with the class lol.

Or

https://forums.elderscrollsonline.com/en/discussion/comment/7110705#Comment_7110705

So you see, players does want a proper Necromancer class, not the Jack of all trades mixture we got, You gave us a lesser sorceror/a mage and not a Necromancer. please can we get the class fixed
@ZOS_Bill
@ZOS_GinaBruno
@ZOS_Adrikoth
@ZOS_KaiSchober
@ZOS_Icy
  • Ankael07
    Ankael07
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    Although the whole class is in need of a redesign, I'd be happy with just Gravelord skill tree rework
    If you want me to reply to your comment type @Ankael07 in it.
  • Alaztor91
    Alaztor91
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    Skeletal Mage is pretty meh, used mostly for the passives it provides while being active and afaik it can't even proc some stuff like Pale Order for example(why?).
    Spirit Mender is kinda nice but it still bugs out sometimes and refuses to heal(for some reason it happens pretty often at Dragons when they phase and start flying in a circle). A morph that only heals you would also be nice.
    Blastbones has nice damage but is way too unreliable on anything that is not a stationary target.
    -It will explode after 2 GCD if cast at basically melee range and if target doesn't moves too much which is the ideal situation.
    -If the target moved enough(or if you cast it from far away) it will explode after 3 GCD and mess up your rotation.
    -If the target moves way too much/teleports/uses LOS/dies/etc it will maybe explode after 3 GCD, maybe after 5? maybe it will just timeout? who knows.
    -It can sometimes get stunned from AoE CC(Daedric Titan at Harrowstorms probably the worst offender), it will get stunned and time out if there is a Silence AoE in the path between you and your target(Void Mother WB at The Reach and the Grievous Twilight District boss at IC, probably with Sorc Ultimate too).

    I want these skills fixed and work reliably like other skills in the game, Necromancer summons are mediocre at best and highly inconsistent at worst. Just making BB an intangible summon like the other 2 and removing the skill lockout after a fixed amount of time, instead of removing it after it explodes(allowing you to have more than 1 BB active depending on how long it takes for the first one to explode) would alleviate pretty much all of BB issues.
  • Anumaril
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    I've said it before on the forums, and I'll say it again: necro needs a rework (preferably just get rid of the healing tree and give us another DD tree for variety in offensive necro abilities).

    The focus of the class should've been on the minions, not the player. It should've been about summoning a small horde of temporary minions during a battle, controlling them, empowering them, healing them, tanking with them, etc.

    I won't explain myself in full since I've done it in multiple other forum posts and don't want to spam, but I'm really tired of necro in ESO just being a "dark wizard" instead of a proper necromancer. Dark magic is one thing, but I chose necro because I want to raise the dead. The only offensive minion we get (that doesn't last 2 seconds or insta-kill itself) is the skeletal arcanist/archer, which is VERY lacklustre for a necromancer.

    Barring ZOS doing a whole necro rework (which I don't see happening since they've never fully reworked any other class), I'm just hoping for spellcrafting to come sooner rather than later so I can just make my own necromancy skills like I always envisioned.
  • Jim_Pipp
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    Necromancer summons should stack, maybe with diminishing stats or duration. Reactivate the ability again for a second minion or more. If you want to lead a horde just keep summoning.

    Might need some slight balancing, but the global cooldown means choosing another summon is choosing not to use another ability.

    Necromancers need a full rework, but this would help for some playstyles. The update 39 PTS buff to one ultimate fundamentally misunderstands that players want a range of ways to play a viable necromancer class.
    #1 tip (Re)check your graphics settings periodically - especially resolution.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Alaztor91 wrote: »
    Skeletal Mage is pretty meh, used mostly for the passives it provides while being active and afaik it can't even proc some stuff like Pale Order for example(why?).
    Spirit Mender is kinda nice but it still bugs out sometimes and refuses to heal(for some reason it happens pretty often at Dragons when they phase and start flying in a circle). A morph that only heals you would also be nice.
    Blastbones has nice damage but is way too unreliable on anything that is not a stationary target.
    -It will explode after 2 GCD if cast at basically melee range and if target doesn't moves too much which is the ideal situation.
    -If the target moved enough(or if you cast it from far away) it will explode after 3 GCD and mess up your rotation.
    -If the target moves way too much/teleports/uses LOS/dies/etc it will maybe explode after 3 GCD, maybe after 5? maybe it will just timeout? who knows.
    -It can sometimes get stunned from AoE CC(Daedric Titan at Harrowstorms probably the worst offender), it will get stunned and time out if there is a Silence AoE in the path between you and your target(Void Mother WB at The Reach and the Grievous Twilight District boss at IC, probably with Sorc Ultimate too).

    I want these skills fixed and work reliably like other skills in the game, Necromancer summons are mediocre at best and highly inconsistent at worst. Just making BB an intangible summon like the other 2 and removing the skill lockout after a fixed amount of time, instead of removing it after it explodes(allowing you to have more than 1 BB active depending on how long it takes for the first one to explode) would alleviate pretty much all of BB issues.

    Skeletal mage doesn't proc Pale Order because Pets can't proc sets - one of the big issues with Necromancer is that its 3 bread and butter abilities (Blastbones, Ghost, and Archer/Arcanist) are unable to proc any sets in the game. It's kind of silly in today's meta - imo all pets should be able to proc sets with how prevalent procs have become.
  • JerBearESO
    JerBearESO
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    Jim_Pipp wrote: »
    Necromancer summons should stack, maybe with diminishing stats or duration. Reactivate the ability again for a second minion or more. If you want to lead a horde just keep summoning.

    Might need some slight balancing, but the global cooldown means choosing another summon is choosing not to use another ability.

    Necromancers need a full rework, but this would help for some playstyles. The update 39 PTS buff to one ultimate fundamentally misunderstands that players want a range of ways to play a viable necromancer class.

    Yeah somehow having stacking summons would be neat, but they would NEED to be untargetable and somehow less visually there so as not to be a headache especially PvP wise
  • Napalm_Death32
    Napalm_Death32
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    Ye
    JerBearESO wrote: »
    Jim_Pipp wrote: »
    Necromancer summons should stack, maybe with diminishing stats or duration. Reactivate the ability again for a second minion or more. If you want to lead a horde just keep summoning.

    Might need some slight balancing, but the global cooldown means choosing another summon is choosing not to use another ability.

    Necromancers need a full rework, but this would help for some playstyles. The update 39 PTS buff to one ultimate fundamentally misunderstands that players want a range of ways to play a viable necromancer class.

    Yeah somehow having stacking summons would be neat, but they would NEED to be untargetable and somehow less visually there so as not to be a headache especially PvP wise

    Yeah, they totally forgot what a necromancer is and gave us an inferior sorceror with inferior summons, like spells you would expect from Dark Souls. [snip]

    [edited for bashing]
    Edited by ZOS_Icy on August 18, 2023 5:45PM
  • Napalm_Death32
    Napalm_Death32
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    Alaztor91 wrote: »
    Skeletal Mage is pretty meh, used mostly for the passives it provides while being active and afaik it can't even proc some stuff like Pale Order for example(why?).
    Spirit Mender is kinda nice but it still bugs out sometimes and refuses to heal(for some reason it happens pretty often at Dragons when they phase and start flying in a circle). A morph that only heals you would also be nice.
    Blastbones has nice damage but is way too unreliable on anything that is not a stationary target.
    -It will explode after 2 GCD if cast at basically melee range and if target doesn't moves too much which is the ideal situation.
    -If the target moved enough(or if you cast it from far away) it will explode after 3 GCD and mess up your rotation.
    -If the target moves way too much/teleports/uses LOS/dies/etc it will maybe explode after 3 GCD, maybe after 5? maybe it will just timeout? who knows.
    -It can sometimes get stunned from AoE CC(Daedric Titan at Harrowstorms probably the worst offender), it will get stunned and time out if there is a Silence AoE in the path between you and your target(Void Mother WB at The Reach and the Grievous Twilight District boss at IC, probably with Sorc Ultimate too).

    I want these skills fixed and work reliably like other skills in the game, Necromancer summons are mediocre at best and highly inconsistent at worst. Just making BB an intangible summon like the other 2 and removing the skill lockout after a fixed amount of time, instead of removing it after it explodes(allowing you to have more than 1 BB active depending on how long it takes for the first one to explode) would alleviate pretty much all of BB issues.

    Skeletal mage doesn't proc Pale Order because Pets can't proc sets - one of the big issues with Necromancer is that its 3 bread and butter abilities (Blastbones, Ghost, and Archer/Arcanist) are unable to proc any sets in the game. It's kind of silly in today's meta - imo all pets should be able to proc sets with how prevalent procs have become.

    What on all unholy earth is a proc?
  • Napalm_Death32
    Napalm_Death32
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    Jim_Pipp wrote: »
    Necromancer summons should stack, maybe with diminishing stats or duration. Reactivate the ability again for a second minion or more. If you want to lead a horde just keep summoning.

    Might need some slight balancing, but the global cooldown means choosing another summon is choosing not to use another ability.

    Necromancers need a full rework, but this would help for some playstyles. The update 39 PTS buff to one ultimate fundamentally misunderstands that players want a range of ways to play a viable necromancer class.

    I would so much rather have them rework it so they can actually have proper summons, Skeletons would be temp, a resurrected body would be nice, maybe an glyph etched to their head similar to the Warden's Bear, Dragon's Dogma spirits maybe or an actual summon like a dremora or something. I think all Necromancers bought it expecting..well a Necromancer and not a Inferior Sorceror with no summons/pets. I don't consider the blast bones or archers/mage as pets but rather an ability, like spammables. A Necromancer is literally a support class with constant summons being brought up from dead bodies, resurrected, using the enemy's own dead against them. Hordes of the dead waking up etc
  • CameraBeardThePirate
    CameraBeardThePirate
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    Alaztor91 wrote: »
    Skeletal Mage is pretty meh, used mostly for the passives it provides while being active and afaik it can't even proc some stuff like Pale Order for example(why?).
    Spirit Mender is kinda nice but it still bugs out sometimes and refuses to heal(for some reason it happens pretty often at Dragons when they phase and start flying in a circle). A morph that only heals you would also be nice.
    Blastbones has nice damage but is way too unreliable on anything that is not a stationary target.
    -It will explode after 2 GCD if cast at basically melee range and if target doesn't moves too much which is the ideal situation.
    -If the target moved enough(or if you cast it from far away) it will explode after 3 GCD and mess up your rotation.
    -If the target moves way too much/teleports/uses LOS/dies/etc it will maybe explode after 3 GCD, maybe after 5? maybe it will just timeout? who knows.
    -It can sometimes get stunned from AoE CC(Daedric Titan at Harrowstorms probably the worst offender), it will get stunned and time out if there is a Silence AoE in the path between you and your target(Void Mother WB at The Reach and the Grievous Twilight District boss at IC, probably with Sorc Ultimate too).

    I want these skills fixed and work reliably like other skills in the game, Necromancer summons are mediocre at best and highly inconsistent at worst. Just making BB an intangible summon like the other 2 and removing the skill lockout after a fixed amount of time, instead of removing it after it explodes(allowing you to have more than 1 BB active depending on how long it takes for the first one to explode) would alleviate pretty much all of BB issues.

    Skeletal mage doesn't proc Pale Order because Pets can't proc sets - one of the big issues with Necromancer is that its 3 bread and butter abilities (Blastbones, Ghost, and Archer/Arcanist) are unable to proc any sets in the game. It's kind of silly in today's meta - imo all pets should be able to proc sets with how prevalent procs have become.

    What on all unholy earth is a proc?

    A proc is a "process effect", i.e., any set that does something based on a criterion.

    For example, Plaguebreak applies a DoT when you deal direct damage to someone. Blastbones, despite being direct damage, cannot proc this set as it is a pet. This applies to all proc sets (the majority of sets in the game are procs) and applies to all pets.
    Edited by CameraBeardThePirate on August 17, 2023 2:26PM
  • Napalm_Death32
    Napalm_Death32
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    What about these:
    Curse: Like Dark Souls, it places a cap on the enemy health and lowers their defenses for 10sec

    Ghost/Poltergeist: Like Dragon's Dogma's Phantasms, instead this one saps enemy health and heals you or your team mates
    Shadow Entity: Similar to real world Shadow People, it distracts the enemy or even out right pinning them in place

    Yokai: Based on Japanese demons, The Yokai would be a tank and distract the enemy while causing major damage while he's alive, can also be a pet but illegal in cities.

    Draugr/Undead: The dead that rise up differs by the biome being used in, and will be a horde for the added dps and fodder
  • OsUfi
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    I like my necromancer. I like that it doesn't feel like Diablo. I like the style of spells. I like how easy it is to be a tank, or DD, or healer.

    I think it could do with a bit of fixing up, but it doesn't need a full rework.
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