CameraBeardThePirate wrote: »Tethers, lack of Sorc/Brut/Proph/Savag/offensive stun, and the corpse gameplay/bugginess of abilities are the biggest pain points.
Make the Tethers either ignore LoS or convert them into sticky abilities similar to Arcanist's Fulminating Rune (with a corpse as the initial target, of course).
Give one of their class abilities one of the major buffs they're lacking. Doesn't really matter if it's Sorcery/Brutality or Prophecy/Savagery, as both would be beneficial to the class (albeit Sorcery/Brutality would definitely help more). Consider converting Totem or Grasp to an instant stun.
Extend the duration of corpses. Make their abilities feel good to use. Fix the bugginess of some of their abilities. For example:
Empowering Grasp is a terribly designed ability. Am I supposed to aim for enemies or my pets? Doesn't matter, because the AoEs are so slow that neither target is easy to hit. The buff for pets should just be granted while on bar.
Animate Blastbones has been bugged for 2+ years now, despite numerous reports by myself and others. It is not counting as a Corpse Consumption ability as it should, so it doesn't grant you the ability to see corpses. How are you supposed to target corpses with this ability if you can't see them?
Fear Totem seems to still be bugged. I haven't tested this one myself because the ability is trash, but many players are still saying that it will sometimes miss its first fear tick, meaning it doesn't stun for an entire 4 seconds. What a great ability!
Both Ghost and the Skeletal Archer/Arcanist will frequently stop healing/attacking, despite there being targets nearby. This is unacceptable, especially since they can neither proc sets nor be commanded with the Command Pet keybind as Sorc and Warden pets can, giving them the worst of both worlds and making them easily the worst "pets" in the game.
I'm not expecting any of these changes to happen anytime soon, because they're the same changes that many players have requested time and time and time and time again.
Idk how U39 which was focused on bug-fixing and polishing didn't even attempt to fix some of the Necromancer skill bugs that have been around for pretty much 4+ years.
I have seen Blastbones get killed, stunned, knocked down, pushed away. I have also seen it just stand there and time out because the AI for it just sucks and any target that moves fast enough/teleports/etc will cause it to bug out and do nothing(and as a bonus disable the ability for up to 8 seconds)(2nd bonus it can't proc sets: Pale Order for example)
I have seen both Tethers break on LoS, I have also seen them do their respective cast animation and sound but without the skill actually activating.
I have seen Skeletal Mage/Spirit Mender stop attacking/healing when there is a valid target for attacking/healing.(as a bonus they also can't proc sets)
There are other skills that suffer from bugs but the ones I mentioned are skills that I use all the time, so I'm reminded very often how unreliable they are. I even decided to stop playing my Arcanist because it's gameplay feels so smooth that it makes me think why even bother playing a clunky and buggy class like Necromancer.
If you are unable/unwilling to fix such core class skills at least rework them.
Hopefully the patch notes have some of these improvements for the class today. And hopefully they buff the necro class set, because it doesnt look very good. The buffs are pretty common, and it doesnt look very good compared to the DK set. Although the corpse part is pretty good, but they should just buff the amount of corpses we get in general.
Necro is too predictable. Everyone knows that Blastbones is coming in two or three gcds. When the only useful class ability you have rises up out of the ground and says, "hey, here i am. i'm going to try to kill you in two seconds. please don't do anything to try to stop me.", all you can do is laugh.
I don't always know what most other classes are going to do. Sure, subterranean assault is predictable, but you have a lot more control over where it goes, which allows you to utilize it in ways than you could ever use Blastbones. I'd like to see necro reworked to be given the ability to apply more pressure general pressure, to single targets and groups.
This is way too creative for ESO, but a delayed debuff/proc from blastbones that you could place on one person, and spread to another person with a separate ability (venom skull etc), would be great. The ability would detonate in an aoe after a set amount of time, and the damage from the detonation could detonate the proc on other people, creating a kind of chain reaction where they all damage each other if they're too grouped up and have the debuff. This would give necro the unique ability to apply pressure on smaller groups, which could be combined well with blastbones.
OtarTheMad wrote: »Necro is too predictable. Everyone knows that Blastbones is coming in two or three gcds. When the only useful class ability you have rises up out of the ground and says, "hey, here i am. i'm going to try to kill you in two seconds. please don't do anything to try to stop me.", all you can do is laugh.
I don't always know what most other classes are going to do. Sure, subterranean assault is predictable, but you have a lot more control over where it goes, which allows you to utilize it in ways than you could ever use Blastbones. I'd like to see necro reworked to be given the ability to apply more pressure general pressure, to single targets and groups.
This is way too creative for ESO, but a delayed debuff/proc from blastbones that you could place on one person, and spread to another person with a separate ability (venom skull etc), would be great. The ability would detonate in an aoe after a set amount of time, and the damage from the detonation could detonate the proc on other people, creating a kind of chain reaction where they all damage each other if they're too grouped up and have the debuff. This would give necro the unique ability to apply pressure on smaller groups, which could be combined well with blastbones.
Definitely. Necro should be a dot and debuff class.
CameraBeardThePirate wrote: »OtarTheMad wrote: »Necro is too predictable. Everyone knows that Blastbones is coming in two or three gcds. When the only useful class ability you have rises up out of the ground and says, "hey, here i am. i'm going to try to kill you in two seconds. please don't do anything to try to stop me.", all you can do is laugh.
I don't always know what most other classes are going to do. Sure, subterranean assault is predictable, but you have a lot more control over where it goes, which allows you to utilize it in ways than you could ever use Blastbones. I'd like to see necro reworked to be given the ability to apply more pressure general pressure, to single targets and groups.
This is way too creative for ESO, but a delayed debuff/proc from blastbones that you could place on one person, and spread to another person with a separate ability (venom skull etc), would be great. The ability would detonate in an aoe after a set amount of time, and the damage from the detonation could detonate the proc on other people, creating a kind of chain reaction where they all damage each other if they're too grouped up and have the debuff. This would give necro the unique ability to apply pressure on smaller groups, which could be combined well with blastbones.
Definitely. Necro should be a dot and debuff class.
Hard disagree. Necro functioned perfectly fine as an AOE burst class.
Harmony was an issue across the roster - when it was nerfed there was no reason to ALSO nerf Graverobber. If Graverobber still functioned as well as it should, Necro wouldn't need nearly as much help as it does because it would still have a functioning kill combo.
CameraBeardThePirate wrote: »OtarTheMad wrote: »Necro is too predictable. Everyone knows that Blastbones is coming in two or three gcds. When the only useful class ability you have rises up out of the ground and says, "hey, here i am. i'm going to try to kill you in two seconds. please don't do anything to try to stop me.", all you can do is laugh.
I don't always know what most other classes are going to do. Sure, subterranean assault is predictable, but you have a lot more control over where it goes, which allows you to utilize it in ways than you could ever use Blastbones. I'd like to see necro reworked to be given the ability to apply more pressure general pressure, to single targets and groups.
This is way too creative for ESO, but a delayed debuff/proc from blastbones that you could place on one person, and spread to another person with a separate ability (venom skull etc), would be great. The ability would detonate in an aoe after a set amount of time, and the damage from the detonation could detonate the proc on other people, creating a kind of chain reaction where they all damage each other if they're too grouped up and have the debuff. This would give necro the unique ability to apply pressure on smaller groups, which could be combined well with blastbones.
Definitely. Necro should be a dot and debuff class.
Hard disagree. Necro functioned perfectly fine as an AOE burst class.
Harmony was an issue across the roster - when it was nerfed there was no reason to ALSO nerf Graverobber. If Graverobber still functioned as well as it should, Necro wouldn't need nearly as much help as it does because it would still have a functioning kill combo.