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Stalking Blastbones is Necro's BEST damage ability. Please reconsider the change.

  • Urvoth
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    You mean I have to change Morph from Stalking Blastbones to Blighted Blastbones?

    Oh, my aesthetics!

    LOL

    Aesthetics have nothing to do with it - Stalking does 10% more damage in PvE (negligible with the proposed change to the rotation) and about 20-30% more on average in PvP (the opposite of negligible lol)

    Plus we shouldn’t be forced into using a stam primary spammable skill. Around 2k stam every few seconds in PvP isn’t sustainable on a typical mag build so you’re going to be forced to completely change mag build designs. Plus flame damage is significantly more valuable than disease damage because of vampires and group buffs.
  • Grim_Overlord
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    If the goal is to sacrifice some aesthetic of the Necromancer to lean more into the elementalist subtheme they have going on for some reason, then I can see the logic. However, even if this is the case, then Blighted needs to bring something else to the table beyond Defile, which even with the new status buffs to Diseased, still isn't doing much in PVE. If you want to play u the DOT focus, as seen in the changes to Stalking, then let Blighted deal increased damage for each negative effect on enemies hit similar to Maarselok, with each negative effect increasing the damage done by 5% up to 50% or something similar to that. In PVP this increase isn't going to get to the max unless the person is going to die anyways, but would allow for that max bonus in PVE and be fitting to the theme of a Blighted corpse adding more disease and corrosion to the pile. This would also help make up for disease dealing less potential damage than flame due to group buffs and burning. That being said, disease makes the most sense from a thematic standpoint which does help the class thematic at least.

    Similarly, looking at the alternative playstyle of the new Stalking Blastbones, for this to be effective Skulls need another pass. The unique aspect of Venom Skull, being the counting of each Gravelord ability towards the cast, needs to become the base skill. Richochet, even with the cleave, would benefit from having a small, old burning-like DOT attached to that third cast as well, but just on the initial hit rather than the bouncing skull. Venom would benefit from leaving a short-lived ground aoe or becoming an execute.

    Finally, given Blastbones is 90% of what makes a necromancer a necromancer, a mage who summons undead to fight at their side, at the moment, having the current Blighted Blastbones scale dynamically with the higher resource is a must and having its color change depending on what resource is used to cast it would be a very welcomed change as well.
  • Necrotech_Master
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    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.

    At bare minimum they need to throw Stalking's modifier to Blighted. Blighted simply doesn't deal enough damage without it. Sure Defile is strong, but let's not kid ourselves into thinking Defile + Stalking's modifier would be too strong.

    actually funny enough, defile is being slightly nerfed in this update too, to account for the fact that defile will also be debuffing dmg shields

    current debuff value for major defile is -18% healing/health recovery

    the new debuff value with this PTS is -12% healing/health recovery/dmg shield strength
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Zezin
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    Remiem wrote: »
    APGaming wrote: »
    STOP with the overhauls! Make tweaks not major changes.
    Agree with the entire post except this.
    A bunch of necro skills need an overhaul, like Skull or the pile of trash known as Grave Grasp for example, it's just that ZOS decided to do it with the ONE damage skill worth slotting in the entire necro kit under the pretense that it was too hard for some players to keep it up in PvE.
    Btw I never want to hear another PvEer cry about nerfs due to PvPers after this change.

    Bro no one in PvE asked for this, I'm just as appalled as you are.
  • StarOfElyon
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    Alaztor91 wrote: »
    Another issue that the change to BB and Stalking BB introduces is that apparently you won't generate enough Corpses to consume for other skills. If you use the new Grave Lord’s Sacrifice, Boneyard, Siphon and Skele Mage you will need(assuming that there are no trash mobs dying and providing extra Corpses):

    -1 Corpse every 10 seconds for Boneyard's Bonus
    -1 Corpse every 20 seconds for Siphon

    And you are only generating:
    -1 Corpse every 20 seconds from Grave Lord’s Sacrifice(Sacrificial Bones doesn't mentions that it generates Corpses)
    -1 Corpse every 20 seconds from Skele Mage

    While it's true that you could overcast Grave Lord’s Sacrifice(and Skele Mage) for an easy Corpse that would be basically sacrificing a GCD for a Corpse, also forget about using Detonating Siphon as a semi-spammable. These are issues that afaik the current Necro doesn't face because current BB generates a corpse every 3 seconds in ideal scenarios.

    This is 1 of the reasons I suggested that 1 of the morphs for Skele Mage should be a short, but strong dot. Like 5s long that reintroduces some of the lost pressure from not having BB

    No I love having my little skeleton buddy hang around for a while. How can I be a necro without a skeleton following me around? I would be happy if the skeleton gave major sorcery/brutality buffs while it is active.

    There is 2 morphs, you can keep 1 the same or combine them. Do you really find the current morph choice all that interesting to begin with? Necro's always complain about how terrible Skele mage is.

    The point I'm making is a 20% buff to a bunch of skills Necro's don't like for giving up Blastbones doesn't make sense unless there was a decent skill to replace what you give up that also fits the new skills idea of being dot focused.

    Yeah, the mage needs a buff but it's better than the single target morph when you're fighting multiple opponents. If they wanted to make the archer the sacrifice morph, that wouldn't bother me.
  • Uvi_AUT
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    NO. Screw Blastbones! I never want to see that stupid 3 second targeted clunky trackingfail EVER AGAIN!
    The change makes me so happy, I want to go back to my Main again.

    @ZOS If you really consider changing that spell back please let us know now so we dont start playing our Necromancers again.
    Edited by Uvi_AUT on January 30, 2024 7:03PM
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • CameraBeardThePirate
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    Uvi_AUT wrote: »
    NO. Screw Blastbones! I never want to see that stupid 3 second targeted clunky trackingfail EVER AGAIN!
    The change makes me so happy, I want to go back to my Main again.

    @ZOS If you really consider changing that spell back please let us know now so we dont start playing or Necromancers again.

    Hate to say it, but it's pretty clear you're in the minority. Blastbones is fun, and is the only source of damage Necro has in PvP.
  • Uvi_AUT
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    Uvi_AUT wrote: »
    NO. Screw Blastbones! I never want to see that stupid 3 second targeted clunky trackingfail EVER AGAIN!
    The change makes me so happy, I want to go back to my Main again.

    @ZOS If you really consider changing that spell back please let us know now so we dont start playing or Necromancers again.

    Hate to say it, but it's pretty clear you're in the minority. Blastbones is fun, and is the only source of damage Necro has in PvP.

    Thats why they only changed one Morph. Pleeeease let us have this one.....
    Oh, and I´m pretty sure I´m in the majority. ZOS doesnt draw the realization the twitchy rotation is a bloody mess out of thin air. And the
    BB-skill-skill-BB-skill-skill is the reason why

    /edit
    Honestly, the realization anyone in the whole community would oppose that change makes me nauseaus and angry. Something I rarely feel in Forums.
    Edited by Uvi_AUT on January 30, 2024 7:10PM
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • CameraBeardThePirate
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    Uvi_AUT wrote: »
    Uvi_AUT wrote: »
    NO. Screw Blastbones! I never want to see that stupid 3 second targeted clunky trackingfail EVER AGAIN!
    The change makes me so happy, I want to go back to my Main again.

    @ZOS If you really consider changing that spell back please let us know now so we dont start playing or Necromancers again.

    Hate to say it, but it's pretty clear you're in the minority. Blastbones is fun, and is the only source of damage Necro has in PvP.

    Thats why they only changed one Morph. Pleeeease let us have this one.....
    Oh, and I´m pretty sure I´m in the majority. ZOS doesnt draw the realization the twitchy rotation is a bloody mess out of thin air. And the
    BB-skill-skill-BB-skill-skill is the reason why

    /edit
    Honestly, the realization anyone in the whole community would oppose that change makes me nauseaus and angry. Something I rarely feel in Forums.

    They left the morph that no one uses because its objectively worse. That's not an option, that's a consolation prize.

    Blastbones > Skill > Skill > Blastbones isn't anymore complex than any other rotation. Arcanist has a similar Crux Gen > Crux gen > Crux Gen > Crux consumer, NB has Spec Bow that needs to be used every 5 casts, Sorc has a skill that necessitates a cast at random and no one complains about that.
  • Grim_Overlord
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    Uvi_AUT wrote: »
    Thats why they only changed one Morph. Pleeeease let us have this one.....
    Oh, and I´m pretty sure I´m in the majority. ZOS doesnt draw the realization the twitchy rotation is a bloody mess out of thin air. And the
    BB-skill-skill-BB-skill-skill is the reason why

    /edit
    Honestly, the realization anyone in the whole community would oppose that change makes me nauseaus and angry. Something I rarely feel in Forums.

    The issue is less of that there is an alternative to Blastbones and the 1-2-Blastbones rotation, but the the more-used of the two morphs was the one that got axed for it. The other half of this issue is that it doesn't solve the core issues of Necromancer which is their excessive reliance on non-class skills to perform in both PVE and PVP. Not to mention this exacerbates the visual identity crisis of the necromancer as now even less undead are involved in the class whose namesake would imply mastery over them. Blastbones, while janky, is a really unique, interesting, and active take on what a necromancer can do in combat as a minion-based casting class. While I understand that the aesthetics concern is usually lesser in these discussions, it should still be a factor. People aren't upset about the possibility of an alternative playstyle but are upset about it coming at the cost of current power of the current version as well as the lack of attention being paid to the other, even clunkier and underwhelming parts of the Necromancer's kit such as Archer and morphs, siphons, and especially Grave Grasp and morphs and Expunge and morphs.
  • CameraBeardThePirate
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    Uvi_AUT wrote: »
    Thats why they only changed one Morph. Pleeeease let us have this one.....
    Oh, and I´m pretty sure I´m in the majority. ZOS doesnt draw the realization the twitchy rotation is a bloody mess out of thin air. And the
    BB-skill-skill-BB-skill-skill is the reason why

    /edit
    Honestly, the realization anyone in the whole community would oppose that change makes me nauseaus and angry. Something I rarely feel in Forums.

    The issue is less of that there is an alternative to Blastbones and the 1-2-Blastbones rotation, but the the more-used of the two morphs was the one that got axed for it. The other half of this issue is that it doesn't solve the core issues of Necromancer which is their excessive reliance on non-class skills to perform in both PVE and PVP. Not to mention this exacerbates the visual identity crisis of the necromancer as now even less undead are involved in the class whose namesake would imply mastery over them. Blastbones, while janky, is a really unique, interesting, and active take on what a necromancer can do in combat as a minion-based casting class. While I understand that the aesthetics concern is usually lesser in these discussions, it should still be a factor. People aren't upset about the possibility of an alternative playstyle but are upset about it coming at the cost of current power of the current version as well as the lack of attention being paid to the other, even clunkier and underwhelming parts of the Necromancer's kit such as Archer and morphs, siphons, and especially Grave Grasp and morphs and Expunge and morphs.

    This.

    If they, for example, turned Blighted Blastbones into a unique AoE Sticky DoT, and tossed the Sacrifice buff onto Skeletal Mage/Archer/Arcanist, it would solve a lot of issues:

    1) You wouldn't have to cast blastbones as often because it's a DoT. Complicated rotation solved.

    2) It wouldn't delete ranged corpse creation, since the DoT Blastbones would still leap to a target.

    3) Necro would finally have a sticky DoT, something they've lacked in PvE and have desperately needed in PvP.

    4) Putting the Sacrifice buff on another ability would incentivise Necro to actually use their class abilities. The Skeletal Minions are average at best in PvE and straight garbage in PvP. Instead of deleting the only skill that people actually used, change a skill that no one used to encourage its use.
    Edited by CameraBeardThePirate on January 30, 2024 7:37PM
  • Uvi_AUT
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    They left the morph that no one uses because its objectively worse. That's not an option, that's a consolation prize.

    Blastbones > Skill > Skill > Blastbones isn't anymore complex than any other rotation. Arcanist has a similar Crux Gen > Crux gen > Crux Gen > Crux consumer, NB has Spec Bow that needs to be used every 5 casts, Sorc has a skill that necessitates a cast at random and no one complains about that.
    They can use the other Morph, I dont care. As long as the mechanic stays.
    And did you really compare Arcanist complexity with Necromancers just now?

    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • Grim_Overlord
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    Uvi_AUT wrote: »
    They can use the other Morph, I dont care. As long as the mechanic stays.
    And did you really compare Arcanist complexity with Necromancers just now?

    I believe the point of the comparison was less of complexity and more of how each class has a rotation cadence in PVE at least. Sorcerer's frag rotation's chaos aside, Nightblade's is based around the bow ability, Arcanist around buffing beam via crux generation, and Necromancer historically has been based around keeping up Blastbones. If you remove this cadence, Necromancer rotation becomes oddly similar to that of a DK, with as many long DOTs as possible with Skulls taking the role of Molten Whip.
  • Uvi_AUT
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    Uvi_AUT wrote: »
    They can use the other Morph, I dont care. As long as the mechanic stays.
    And did you really compare Arcanist complexity with Necromancers just now?

    I believe the point of the comparison was less of complexity and more of how each class has a rotation cadence in PVE at least. Sorcerer's frag rotation's chaos aside, Nightblade's is based around the bow ability, Arcanist around buffing beam via crux generation, and Necromancer historically has been based around keeping up Blastbones. If you remove this cadence, Necromancer rotation becomes oddly similar to that of a DK, with as many long DOTs as possible with Skulls taking the role of Molten Whip.

    The problem is the 3 second rotation with a skill that has to be targeted and the need to immediately barswap after. Its so easy to miss and so hard to maintain.
    Just watch Videos about parses. Compared to any other class Necromancer is just totally insane complexitywise. I like complex. But there is such a thing as too much. And apparently ZOS agrees.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • Grim_Overlord
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    I've used Necromancer as my main class since it debuted and a huge part of what made me stay with it was the 1-2-Blastbones rotation. Outside of the skeleton getting stunned, I haven't had tracking issues with it in PVE, though I believe they do exist. While it is more complex, removing that complexity entirely feels like a half-hearted solution which is why I like that they are giving two takes on it. However, Blighted does require adjustment such as having the skill's cost scale with the higher of your resources given it is still a spammable and giving it some kind of ability to increase its damage, though I would prefer something more synergistic with the class's DOT focus than simply stapling the distance traveled buff from Stalking onto it. Even giving BB a sticky dot that lasts 4-6 seconds but has the potential to stack up to 3-4 times would help if the percentage buff isn't the priority.
    Edited by Grim_Overlord on January 30, 2024 8:25PM
  • OtarTheMad
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    Uvi_AUT wrote: »
    Uvi_AUT wrote: »
    They can use the other Morph, I dont care. As long as the mechanic stays.
    And did you really compare Arcanist complexity with Necromancers just now?

    I believe the point of the comparison was less of complexity and more of how each class has a rotation cadence in PVE at least. Sorcerer's frag rotation's chaos aside, Nightblade's is based around the bow ability, Arcanist around buffing beam via crux generation, and Necromancer historically has been based around keeping up Blastbones. If you remove this cadence, Necromancer rotation becomes oddly similar to that of a DK, with as many long DOTs as possible with Skulls taking the role of Molten Whip.

    The problem is the 3 second rotation with a skill that has to be targeted and the need to immediately barswap after. Its so easy to miss and so hard to maintain.
    Just watch Videos about parses. Compared to any other class Necromancer is just totally insane complexitywise. I like complex. But there is such a thing as too much. And apparently ZOS agrees.

    I don’t disagree but that’s also just one side of the game, PvE, and I am guessing you are speaking on the HM side of PvE since you’re mentioning easy to miss and all that which implies needing to keep a very tight rotation and not messing up to ensure high scores.

    With the other parts of the game in mind, the change to BB really screws us. In PvP BB was the only necro ability I had, it was my main burst… now I have no burst and might have to rely on sets like Plaguebreak or Oblivions Foe or maybe leaning into status effects with charged trait to MAYBE make up for the change. It just makes Necromancer not so fun to play. I put a lot of time into my Magcro so I am honestly stuck, forced to play a class that is somehow worse now and why? Because endgamers didn’t like BB? That’s weird to take them into consideration before the rest of us.

  • Uvi_AUT
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    I don’t disagree but that’s also just one side of the game, PvE, and I am guessing you are speaking on the HM side of PvE since you’re mentioning easy to miss and all that which implies needing to keep a very tight rotation and not messing up to ensure high scores.

    With the other parts of the game in mind, the change to BB really screws us. In PvP BB was the only necro ability I had, it was my main burst… now I have no burst and might have to rely on sets like Plaguebreak or Oblivions Foe or maybe leaning into status effects with charged trait to MAYBE make up for the change. It just makes Necromancer not so fun to play. I put a lot of time into my Magcro so I am honestly stuck, forced to play a class that is somehow worse now and why? Because endgamers didn’t like BB? That’s weird to take them into consideration before the rest of us.
    Thats right, I am strictly speaking from PvE. I havent done PvP as a DPS in a decade. I do hope they give you guys something to help. But in all fairness, PvP usually screws over PvE in Patches.

    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • CameraBeardThePirate
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    Uvi_AUT wrote: »
    Uvi_AUT wrote: »
    They can use the other Morph, I dont care. As long as the mechanic stays.
    And did you really compare Arcanist complexity with Necromancers just now?

    I believe the point of the comparison was less of complexity and more of how each class has a rotation cadence in PVE at least. Sorcerer's frag rotation's chaos aside, Nightblade's is based around the bow ability, Arcanist around buffing beam via crux generation, and Necromancer historically has been based around keeping up Blastbones. If you remove this cadence, Necromancer rotation becomes oddly similar to that of a DK, with as many long DOTs as possible with Skulls taking the role of Molten Whip.

    The problem is the 3 second rotation with a skill that has to be targeted and the need to immediately barswap after. Its so easy to miss and so hard to maintain.
    Just watch Videos about parses. Compared to any other class Necromancer is just totally insane complexitywise. I like complex. But there is such a thing as too much. And apparently ZOS agrees.

    Ok sure - but here's the thing: the solution they've chosen causes a lot of other problems.

    1) It completely dumpsters PvP builds. No other way to put it. Stalking was Necro's only decent source of damage in PvP. Blighted needs to at least have the modifier put on it if this change goes forward.

    2) It doesn't fix the real problem with Necro, which is that its offensive kit is disjointed and relies on stationary AoEs or non-class DoTs to fully utilize its passives. Removing its highest source of damage to boost DoTs will only force Necros into builds that use far more non-class abilities.

    3) It completely removes ranged corpse generation. For any mobile fight, fights with ranged phases, or phases where you have to burn something on the other side of the encounter zone, you're now no longer able to throw a corpse down for Siphon and Graveyard from a distance. That's not okay, and makes Corpse gameplay even more annoying than it already was.

    Why not change one of the Blastbones into an AoE sticky DoT, giving Necro something it needed desperately while also not interfering with ranged corpse generation? You could even keep the Sacrifice buff/self corpse, or move it to one of the many unused Necro abilities. Complicated rotation would be solved, and you'd have a reason to slot other Necro abilities like the currently underwhelming Skeletal Minions.
    Edited by CameraBeardThePirate on January 30, 2024 9:55PM
  • SpiritKitten
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    I already play my necro using dual wield/bow/fighters guild skills only. But still I am appalled by the blastbones changes. Feel sorry for necros actually playing their class.
  • OtarTheMad
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    Uvi_AUT wrote: »

    I don’t disagree but that’s also just one side of the game, PvE, and I am guessing you are speaking on the HM side of PvE since you’re mentioning easy to miss and all that which implies needing to keep a very tight rotation and not messing up to ensure high scores.

    With the other parts of the game in mind, the change to BB really screws us. In PvP BB was the only necro ability I had, it was my main burst… now I have no burst and might have to rely on sets like Plaguebreak or Oblivions Foe or maybe leaning into status effects with charged trait to MAYBE make up for the change. It just makes Necromancer not so fun to play. I put a lot of time into my Magcro so I am honestly stuck, forced to play a class that is somehow worse now and why? Because endgamers didn’t like BB? That’s weird to take them into consideration before the rest of us.
    Thats right, I am strictly speaking from PvE. I havent done PvP as a DPS in a decade. I do hope they give you guys something to help. But in all fairness, PvP usually screws over PvE in Patches.

    ZOS wont. Necromancer has truly had the same huge problems since they launched in 2019 and have just been nerfed patch after patch despite the many threads here and other places.

    There is a 0% chance necro is gonna get any real good changes. I have lost all faith in that at this point. All I can do is try to make my Magcro slightly fun but I don’t have the energy right now and probably won’t anytime soon.

  • ketsparrowhawk
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    Necro mains: Can we get some basic major/minor buffs added to our class toolkit please?

    ZoS: Absolutely not but what we CAN do is ruin your best ability. Any other requests?
  • StarOfElyon
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    Uvi_AUT wrote: »
    Uvi_AUT wrote: »
    NO. Screw Blastbones! I never want to see that stupid 3 second targeted clunky trackingfail EVER AGAIN!
    The change makes me so happy, I want to go back to my Main again.

    @ZOS If you really consider changing that spell back please let us know now so we dont start playing or Necromancers again.

    Hate to say it, but it's pretty clear you're in the minority. Blastbones is fun, and is the only source of damage Necro has in PvP.

    Thats why they only changed one Morph. Pleeeease let us have this one.....
    Oh, and I´m pretty sure I´m in the majority. ZOS doesnt draw the realization the twitchy rotation is a bloody mess out of thin air. And the
    BB-skill-skill-BB-skill-skill is the reason why

    /edit
    Honestly, the realization anyone in the whole community would oppose that change makes me nauseaus and angry. Something I rarely feel in Forums.

    Blast Bones is Necromancer. Necromancer is Blast Bones.
  • Reginald_leBlem
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    They could have literally changed nothing except slap a major damage buff onto archer or tether, and upped the damage/healing done by each skill by 3%
  • TX12001rwb17_ESO
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    With this change could of at least made the Skeleton heal you after jumping at you and giving you major sorcery and brutality instead of this "Unique" Buff that is inferior to them named buffs in everyway.
  • CameraBeardThePirate
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    With this change could of at least made the Skeleton heal you after jumping at you and giving you major sorcery and brutality instead of this "Unique" Buff that is inferior to them named buffs in everyway.

    I wouldn't say this buff is inferior to Sorc/Brut. The Sacrifice buff is objectively amazing - the problem is its implementation completely ignores things that are wrong with the class and introduces further problems (like killing off ranged Corpse Generation), while also deleting the most used skill in Necro's kit.
    Edited by CameraBeardThePirate on January 30, 2024 10:52PM
  • NuarBlack
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    i11ionward wrote: »
    The new skill is good, but why change Blastbones? At the moment this is the skill that makes the necromancer actually the necromancer.

    Please bring back Blastbones changes.

    If you need to remake skill, make it with a Skeletal Mage morph. There is also a skeleton and it can also sacrifice itself for buff.

    I wonder if ZoS AI and code are too bad to make it just a permanent pet that provides the new buff but does damage over time that benefits from the buff and necro passive. That way the necro flavor is kept intact and we get a class DoT. Whether it's a good dot depends on if ZoS's programming is only problematic with with the suicide version of pets.
    Edited by NuarBlack on January 31, 2024 1:48AM
  • APGaming
    APGaming
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    One of my friends had an idea to appease both parties...

    What if:

    Blasbones becomes a 10 second summon, similar to the Skeletal Arcanist, and he attacks with his hands for the duration of his life. At the end of his life, he explodes the same way a blastbones does on live but with higher damage to make up for missing approximately three blastbones casts. Also remove the targeting requirement! Similar to how the Skeletal Arcanist is cast right now. This still doesn't solve the corpse availability problem... or appease PvP, but just an idea to put out there. Long story short ZOS, do not remove the offensive capabilities from blastbones.
  • Hottytotz
    Hottytotz
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    I already wrote my novel in another thread but the tldr of this thread seems to be keep blastbones at all costs and all of you are magically willing to forgive its massive issues now becasuse you dont want to lose it.

    This is really bad. Blastbones is necros most damaging ability but that doesnt make it good or good to use. You could multiply graveyard damage by 2000% and it would all of a sudden be necros "best damage ability"...

    I agree that blastbones shouldnt go away but it needs to change big time for necro to ever make progress to being a decent playing spec again... Otherwise it will be EC support slave until the end of this game.
  • Urvoth
    Urvoth
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    Uvi_AUT wrote: »
    Uvi_AUT wrote: »
    NO. Screw Blastbones! I never want to see that stupid 3 second targeted clunky trackingfail EVER AGAIN!
    The change makes me so happy, I want to go back to my Main again.

    @ZOS If you really consider changing that spell back please let us know now so we dont start playing or Necromancers again.

    Hate to say it, but it's pretty clear you're in the minority. Blastbones is fun, and is the only source of damage Necro has in PvP.

    Thats why they only changed one Morph. Pleeeease let us have this one.....
    Oh, and I´m pretty sure I´m in the majority. ZOS doesnt draw the realization the twitchy rotation is a bloody mess out of thin air. And the
    BB-skill-skill-BB-skill-skill is the reason why

    /edit
    Honestly, the realization anyone in the whole community would oppose that change makes me nauseaus and angry. Something I rarely feel in Forums.

    How is pressing one skill every few seconds a "twitchy rotation"? Pressing skills to do a rotation is just part of the game's combat system and every class functions that way. You're definitely not in the majority when there are multiple threads and comments on here validating that people want to use blastbones.

    Being nauseous and angry because people want to keep their iconic class skill that's been the core of the necro dps setup since 2019 is just entitled and ignorant.
  • MashmalloMan
    MashmalloMan
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    Hottytotz wrote: »
    I already wrote my novel in another thread but the tldr of this thread seems to be keep blastbones at all costs and all of you are magically willing to forgive its massive issues now becasuse you dont want to lose it.

    This is really bad. Blastbones is necros most damaging ability but that doesnt make it good or good to use. You could multiply graveyard damage by 2000% and it would all of a sudden be necros "best damage ability"...

    I agree that blastbones shouldnt go away but it needs to change big time for necro to ever make progress to being a decent playing spec again... Otherwise it will be EC support slave until the end of this game.

    Same page, why are so many of you asking them to revert it instead of focusing on their initial stated goal. Hold them accountable, Blighted Blastbones is not the original skill, make the cost scale dynamically and reintroduce the damage multiplier from Stalking Blastbones. With the nerf to Defile, this is 100% warranted and would not break any balance.

    There, now it's fixed and we can begin focusing on how we can make the new ability more fun to use, because as it stands, it's not perfect, but it shouldn't be deleted from the game either. This provides a new way to play Necro, like it or hate it, some people want that.
    Edited by MashmalloMan on January 31, 2024 4:00AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
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