It's not even a DoT, let alone a sticky DoT. It deals direct damage and is affected by Master-at-Arms and not Thaumaturge (nor the Rapid Rot passive) which makes its complete destruction during the DoT rework when it wasn't even a good skill before hilarious.The damage on it got completely gutted in the dot rework patch as well even though it's not a sticky dot and only went up 4s in duration compared to other dots going up 10s
OtarTheMad wrote: »I fear that ZOS will take only part of the necro feedback and give it major brutality/sorcery and call it a day. The bad part with that is great we have that buff but the offensive skills still suck and aren’t worth slotting so we gained nothing.
sh4d0wh4z3 wrote: »I just want the Scythe to have an execute bonus while also being the primary spammable. Skulls are just way too slow, and the class lacks any execute damage. Death Knell is too ineffective to mean anything and requires you to fill up your bar with Grave Lord skills to get any use out of it.
Lazarus_Rising wrote: »Well at least you can be a beautiful corpse soon which is all you end up to when you go in pvp as a necro.
LukosCreyden wrote: »i guess the skeleton crew that is working on ESO doesn't have the time to fix necro.
I'm probably wrong about this, but I'd rather see major brutality/sorcery, if it was going to be added, put on bitter harvest and its morphs. The reason being, the core functionality of bitter harvest at least does what it looks like it's supposed to, whereas skeleton pets are uncontrollable and to be frank bloody weak. Plus, it would sort of fit with a theme of taking power from the dead. Just a thought. Necros definitely need something, and not being pigeonholed into a potion choice would be one place to start.
MashmalloMan wrote: »I'm probably wrong about this, but I'd rather see major brutality/sorcery, if it was going to be added, put on bitter harvest and its morphs. The reason being, the core functionality of bitter harvest at least does what it looks like it's supposed to, whereas skeleton pets are uncontrollable and to be frank bloody weak. Plus, it would sort of fit with a theme of taking power from the dead. Just a thought. Necros definitely need something, and not being pigeonholed into a potion choice would be one place to start.
Good point. I think people just desperately want the main pet to do something more than a glorified and crappy dot that isn't a dot.
How about this?
Skele Mage - Major Prophecy while active.
Harvest - Major Brutality while slotted on either bar.
I say while slotted because it's in theme with what they're doing for skills that don't do anything 90% of the time since they're conditional and situational skills like Cloak.
MashmalloMan wrote: »I'm probably wrong about this, but I'd rather see major brutality/sorcery, if it was going to be added, put on bitter harvest and its morphs. The reason being, the core functionality of bitter harvest at least does what it looks like it's supposed to, whereas skeleton pets are uncontrollable and to be frank bloody weak. Plus, it would sort of fit with a theme of taking power from the dead. Just a thought. Necros definitely need something, and not being pigeonholed into a potion choice would be one place to start.
Good point. I think people just desperately want the main pet to do something more than a glorified and crappy dot that isn't a dot.
How about this?
Skele Mage - Major Prophecy while active.
Harvest - Major Brutality while slotted on either bar.
I say while slotted because it's in theme with what they're doing for skills that don't do anything 90% of the time since they're conditional and situational skills like Cloak.
I can get on board with those changes. Sad that we'll never see it happen, necromancer is my favorite class.
MashmalloMan wrote: »MashmalloMan wrote: »I'm probably wrong about this, but I'd rather see major brutality/sorcery, if it was going to be added, put on bitter harvest and its morphs. The reason being, the core functionality of bitter harvest at least does what it looks like it's supposed to, whereas skeleton pets are uncontrollable and to be frank bloody weak. Plus, it would sort of fit with a theme of taking power from the dead. Just a thought. Necros definitely need something, and not being pigeonholed into a potion choice would be one place to start.
Good point. I think people just desperately want the main pet to do something more than a glorified and crappy dot that isn't a dot.
How about this?
Skele Mage - Major Prophecy while active.
Harvest - Major Brutality while slotted on either bar.
I say while slotted because it's in theme with what they're doing for skills that don't do anything 90% of the time since they're conditional and situational skills like Cloak.
I can get on board with those changes. Sad that we'll never see it happen, necromancer is my favorite class.
Yeah pretty sad. At the rate they develop content, it could be 5 years. Hybridization while slightly controversial was suggested Year 1/2 of the game and threads constantly popped up about it. It was a continuous hot topic..
Same goes for stam DKs wanting to use Whip.
Same goes for harder overland/story content.
They only tackled hybridization year 7, it's year 9 now and they have finished it. The only adjustment since was the +10 mag or stam regen on damage enchantments.
What is happening?
I quit ESO for two reasons. The first reason is necro being terrible, and never getting any attention. Tether is still unreliable, blastbones is still inconsistent, skeletal arcanist is still hands down the worst ability in the game after the dot nerfs, etc. I really like my necro, but I don't like the fact that it sucks and actual viable builds have no class identity besides lol blastbones. The second reason was the destruction of actual ranged magicka builds in pve. Passives from dual wield and 2h just had to get spell damage for some reason (???), so now every "magicka" build is basically just stacking stam passives and using like two magicka abilities, and maybe a staff. Some don't even bother. It's so dumb. The class set is just another insult.
Like, DK is getting their major passive to work on both bars? Great, good for them. Necro doesn't even have the passive in the first place. I recently came back and rolled an Arcanist and the insane amount off buffs and debuffs this class gets for just existing makes Necro look like it was designed to punish anyone stupid enough to put any time into it.
MashmalloMan wrote: »I quit ESO for two reasons. The first reason is necro being terrible, and never getting any attention. Tether is still unreliable, blastbones is still inconsistent, skeletal arcanist is still hands down the worst ability in the game after the dot nerfs, etc. I really like my necro, but I don't like the fact that it sucks and actual viable builds have no class identity besides lol blastbones. The second reason was the destruction of actual ranged magicka builds in pve. Passives from dual wield and 2h just had to get spell damage for some reason (???), so now every "magicka" build is basically just stacking stam passives and using like two magicka abilities, and maybe a staff. Some don't even bother. It's so dumb. The class set is just another insult.
Like, DK is getting their major passive to work on both bars? Great, good for them. Necro doesn't even have the passive in the first place. I recently came back and rolled an Arcanist and the insane amount off buffs and debuffs this class gets for just existing makes Necro look like it was designed to punish anyone stupid enough to put any time into it.
I agree with the rest, but just play ranged if you want to. This is a community issue, not a ZOS issue.
- Spell/Weapon damage and Spell/Weapon crit is a dumb concept we've just accepted because we've been used to it for so long. "Oooo green resource bar vs blue resource bar". The fact that a melee weapon gives "spell" damage or "spell" crit is temporary until they actually finish what they started in 2021 for hybridization. This happened with spell and physical resistance into "armor", this happened with spell and physical penetration into "offensive penetration", it's eventually just going to be something like "power" and "critical chance". They've already expressed intent to do this.
- Community loves to chase the meta when the meta sometimes results in very little benefit in actual practice. Staves are ranged weapons so they're much more useful in actual content where enemies don't just sit there for you to dps parse on. In most builds I've ever run, a ranged weapon vs a melee weapon is a difference of maybe 2%-5% dps. It's the difference between running a BIS race or 1 that isn't. It's not necessary unless you're a part of a leaderboard push where you can be melee often, which lets be real, most of us aren't.
MashmalloMan wrote: »I quit ESO for two reasons. The first reason is necro being terrible, and never getting any attention. Tether is still unreliable, blastbones is still inconsistent, skeletal arcanist is still hands down the worst ability in the game after the dot nerfs, etc. I really like my necro, but I don't like the fact that it sucks and actual viable builds have no class identity besides lol blastbones. The second reason was the destruction of actual ranged magicka builds in pve. Passives from dual wield and 2h just had to get spell damage for some reason (???), so now every "magicka" build is basically just stacking stam passives and using like two magicka abilities, and maybe a staff. Some don't even bother. It's so dumb. The class set is just another insult.
Like, DK is getting their major passive to work on both bars? Great, good for them. Necro doesn't even have the passive in the first place. I recently came back and rolled an Arcanist and the insane amount off buffs and debuffs this class gets for just existing makes Necro look like it was designed to punish anyone stupid enough to put any time into it.
I agree with the rest, but just play ranged if you want to. This is a community issue, not a ZOS issue.
- Spell/Weapon damage and Spell/Weapon crit is a dumb concept we've just accepted because we've been used to it for so long. "Oooo green resource bar vs blue resource bar". The fact that a melee weapon gives "spell" damage or "spell" crit is temporary until they actually finish what they started in 2021 for hybridization. This happened with spell and physical resistance into "armor", this happened with spell and physical penetration into "offensive penetration", it's eventually just going to be something like "power" and "critical chance". They've already expressed intent to do this.
- Community loves to chase the meta when the meta sometimes results in very little benefit in actual practice. Staves are ranged weapons so they're much more useful in actual content where enemies don't just sit there for you to dps parse on. In most builds I've ever run, a ranged weapon vs a melee weapon is a difference of maybe 2%-5% dps. It's the difference between running a BIS race or 1 that isn't. It's not necessary unless you're a part of a leaderboard push where you can be melee often, which lets be real, most of us aren't.
No, it's a ZOS issue, not a community issue. ZOS has full control over which builds are optimal. Optimal or close to optimal builds should have some kind of class identity or identity in general, not be carbon copies of each other with class abilities as mostly filler. We've had very long periods where both full melee and full ranged builds that utilize most class abilities were both just as viable, depending on raid mechanics, and there's no reason it should be any different today. If nearly every person is striving for an identical build regardless of their class, as a game developer you made a pretty big mistake somewhere.
Twohothardware wrote: »MashmalloMan wrote: »I quit ESO for two reasons. The first reason is necro being terrible, and never getting any attention. Tether is still unreliable, blastbones is still inconsistent, skeletal arcanist is still hands down the worst ability in the game after the dot nerfs, etc. I really like my necro, but I don't like the fact that it sucks and actual viable builds have no class identity besides lol blastbones. The second reason was the destruction of actual ranged magicka builds in pve. Passives from dual wield and 2h just had to get spell damage for some reason (???), so now every "magicka" build is basically just stacking stam passives and using like two magicka abilities, and maybe a staff. Some don't even bother. It's so dumb. The class set is just another insult.
Like, DK is getting their major passive to work on both bars? Great, good for them. Necro doesn't even have the passive in the first place. I recently came back and rolled an Arcanist and the insane amount off buffs and debuffs this class gets for just existing makes Necro look like it was designed to punish anyone stupid enough to put any time into it.
I agree with the rest, but just play ranged if you want to. This is a community issue, not a ZOS issue.
- Spell/Weapon damage and Spell/Weapon crit is a dumb concept we've just accepted because we've been used to it for so long. "Oooo green resource bar vs blue resource bar". The fact that a melee weapon gives "spell" damage or "spell" crit is temporary until they actually finish what they started in 2021 for hybridization. This happened with spell and physical resistance into "armor", this happened with spell and physical penetration into "offensive penetration", it's eventually just going to be something like "power" and "critical chance". They've already expressed intent to do this.
- Community loves to chase the meta when the meta sometimes results in very little benefit in actual practice. Staves are ranged weapons so they're much more useful in actual content where enemies don't just sit there for you to dps parse on. In most builds I've ever run, a ranged weapon vs a melee weapon is a difference of maybe 2%-5% dps. It's the difference between running a BIS race or 1 that isn't. It's not necessary unless you're a part of a leaderboard push where you can be melee often, which lets be real, most of us aren't.
No, it's a ZOS issue, not a community issue. ZOS has full control over which builds are optimal. Optimal or close to optimal builds should have some kind of class identity or identity in general, not be carbon copies of each other with class abilities as mostly filler. We've had very long periods where both full melee and full ranged builds that utilize most class abilities were both just as viable, depending on raid mechanics, and there's no reason it should be any different today. If nearly every person is striving for an identical build regardless of their class, as a game developer you made a pretty big mistake somewhere.
I think the hybridization of sets, classes and races while great in theory resulted in there just being one meta set and race that is the best choice for every class regardless if you're stamina or magicka focused.
Magicka classes in particular have lost their identity in the game with melee daggers and medium armor being the meta.
francesinhalover wrote: »Currently for pvp major brutality and ESPECIALY major prophecy (dmg / crit) would be usefull. Even for pve , Yes potions exist, but they are too expensive for many players.
You could easily add Major prophecy to the skeletal archer/mage.
Ghost healer:
Could have a dmg morph for example. That lasts 30 secs + gives the player glowing weapons like the arcanist or dragon knight buffs do.
This buff could give the player something usefull for dps, and also major brutality if toggled on.
Or just another dot that also gives major brutality and lasts 20 secs
Avid boneyard could have a 20 sec duration that does less dmg but also gives major brutality or minor courage etc.
There's lots of potential tbh.