sh4d0wh4z3 wrote: »This skill idea is bad. It completely kills off Magrco and Necro in general. I get they want to make the class more accessible, but this seems like just tossing darts at random ideas on a wall instead of actually trying to fix the class. Necros are already weak, this nerfed them even further.
sh4d0wh4z3 wrote: »Clearly not the intent, this stupid Stalking blastbone change looks like an attempt at helping PvE players who were fat fingering their rotation in PvE, so ZOS wanted to give them a way to play without Blastbones.JerBearESO wrote: »Also a good idea to change skeleton summon instead if blastbones. I mainly want the new effect for use WITH blastbones.
If both current Stalking and this new buff exist in necro's kit then both skills would be indispensable and bad PvE players would still have to play with Blastbones to maximize DPS.
They just went with this change without even thinking about PvP.
They went with the change without even thinking about PvE either. I'm really hoping they would reverse this. If not, this change along with scribing completely kills off necro as a viable class.
JerBearESO wrote: »I wonder if it works with rapid strikes....
sh4d0wh4z3 wrote: »This skill idea is bad. It completely kills off Magrco and Necro in general. I get they want to make the class more accessible, but this seems like just tossing darts at random ideas on a wall instead of actually trying to fix the class. Necros are already weak, this nerfed them even further.
Honestly this was the only skill that I felt was pretty satisfying to use as my magcro. Aside from the ult I guess. Luckily I changed mains this year and leaving my Necro behind....which sucks after 3 years on him.
Reginald_leBlem wrote: »Someone test it out, I'm curious if this means skull is the cro spammable now
sh4d0wh4z3 wrote: »This skill idea is bad. It completely kills off Magrco and Necro in general. I get they want to make the class more accessible, but this seems like just tossing darts at random ideas on a wall instead of actually trying to fix the class. Necros are already weak, this nerfed them even further.
Honestly this was the only skill that I felt was pretty satisfying to use as my magcro. Aside from the ult I guess. Luckily I changed mains this year and leaving my Necro behind....which sucks after 3 years on him.
Remathilis wrote: »Reginald_leBlem wrote: »Someone test it out, I'm curious if this means skull is the cro spammable now
Wasn't it supposed to be? Its not super-great, but maybe smashing a skeleton into yourself and then skull spamming might be good.
Remathilis wrote: »Reginald_leBlem wrote: »Someone test it out, I'm curious if this means skull is the cro spammable now
Wasn't it supposed to be? Its not super-great, but maybe smashing a skeleton into yourself and then skull spamming might be good.
OtarTheMad wrote: »Remathilis wrote: »Reginald_leBlem wrote: »Someone test it out, I'm curious if this means skull is the cro spammable now
Wasn't it supposed to be? Its not super-great, but maybe smashing a skeleton into yourself and then skull spamming might be good.
Maybe but the skulls spammable is still really slow and new BB still takes time to form so question is: which is faster doing this or casting some other non-necro abilities which you can shoot faster?
I am guessing the non-necro abilities path. You could probably hit LA-force pulse-other ability/LA before you even get off Skulls.
This change also goes as far as nerfing things that are already considered meme-tier, Animate blastbones basically lost the Stalking damage modifier so it's not even worth using it as a joke build now.
TX12001rwb17_ESO wrote: »The worst part is the new skill could of given Necromancers Major Sorcery but nope could not even do that, instead you get a 20% buff to grave lord and DOT skills only, surely it could do more???? like restore magicka or something???? its not even worth using.
ChRiS_the_GaMeR wrote: »I think our feedback won‘t even matter for this change. The basic functionality of this new version buffing your whole class kit isn‘t even bad and would be a good starting point for improving/reworking the necromancer if it would have been on another skill BUT their whole reasoning and or intention wasn‘t even to buff necro but to change specifically this skill because it was to complicated/stressful to use in their eyes.
There are some nice suggestions in this thread but I think we can say what we want this will go through …
ZOS this feels more like you are taking something away than improving something, it’s not hybridization not every skill in this game has to be easy to use for everyone.
In theory the effect is a nice idea but if you really want to improve the class please move this change and make it an additional effect of another skill with rebalanced %
I know you want to leave one morph untouched but firstly stalking blastbones was the better morph and secondly it should then have it‘s cost being dynamic like for some arcanist abilities or have it cost mag and stam like dragonknights whip.
But that’s still no smart solution. Just imagine other necro skills get buffed and or reworked to a point where it‘s better to use this new version of blastbones. At that point it wouldn’t even matter that you left us one morph unchanged because we would be forced to use the new one because it’s more effective.
TX12001rwb17_ESO wrote: »ChRiS_the_GaMeR wrote: »I think our feedback won‘t even matter for this change. The basic functionality of this new version buffing your whole class kit isn‘t even bad and would be a good starting point for improving/reworking the necromancer if it would have been on another skill BUT their whole reasoning and or intention wasn‘t even to buff necro but to change specifically this skill because it was to complicated/stressful to use in their eyes.
There are some nice suggestions in this thread but I think we can say what we want this will go through …
ZOS this feels more like you are taking something away than improving something, it’s not hybridization not every skill in this game has to be easy to use for everyone.
In theory the effect is a nice idea but if you really want to improve the class please move this change and make it an additional effect of another skill with rebalanced %
I know you want to leave one morph untouched but firstly stalking blastbones was the better morph and secondly it should then have it‘s cost being dynamic like for some arcanist abilities or have it cost mag and stam like dragonknights whip.
But that’s still no smart solution. Just imagine other necro skills get buffed and or reworked to a point where it‘s better to use this new version of blastbones. At that point it wouldn’t even matter that you left us one morph unchanged because we would be forced to use the new one because it’s more effective.
You say the functionality of this new version buffing our whole class kit isnt even bad?
Well here is the thing, it only buffs grave lord skills and DOT effects, Major Sorcery would also buff all of them as well plus every other skill they have as well.
TX12001rwb17_ESO wrote: »
You say the functionality of this new version buffing our whole class kit isnt even bad?
Well here is the thing, it only buffs grave lord skills and DOT effects, Major Sorcery would also buff all of them as well plus every other skill they have as well.
Grim_Overlord wrote: »I ran a few parses with this on PTS, and while I'm not the best Magcro dps, across the past few years I have been able to pull over 100k with the class. With both morphs on PTS, I cannot scratch that threshold now. Blighted, while maintaining the previous rotation, suffers from being a worse damage type that isn't boosted by things like Engulfing Flames and having a lower damage tooltip to start. The new skeletal sacrifice morph that replaced Stalking Blastbones, while boosting everything else, is a boring rotation consisting of skull spam that barely pulls ahead, at least for me, of its blighted counterpart.
MashmalloMan wrote: »I'm not a Necro main, so forgive this opinion if it's off base.. but I feel like making 1 of the morphs completely unique is a step in the right direction, just terribly implemented.
Knowing ZOS, they're not going to revert this change, so lets focus on how we can fix the issue. It will take them literal years to reverse something players hate IF they do it at all. Just look at the Necro crit chance execute passive.. It's gone all over the place, I'm pretty sure I've seen 4%, 5%, 8%, and now 10%. Isn't this what it was originally at launch?
So solutions?
Sacrificial Bones:
- Bump that 20% to 30%. With the ability to use this on your class skills and any dot (many of which are coming with Scribing), a Necro can ACTUALLY build as a dot class for the first time ever like they imply the class should be.
- Add a weak aoe dot to the caster for the 20s (Eg. Deadly Cloak/Soul Barrage/Hurricane).
Blighted Blastbones:
- Give the damage bonus that was lost from Stalking Blastbones, keep the Major Defile.
- Make the cost dynamically scale. Whatever Necro mains think is more useful, lowest max resource or highest max resource, my vote would be lowest so Mag Necro has a light Stam dump and vise versa.