MashmalloMan wrote: »
Fair enough, I feel you, they can be frustrating and Necro has been left in a bad state... but I don't think it's the right approach to revert it when they spent all this time working on something fundamentally different.
Ask yourself what is more likely?
- They give Blighted Blastbones a bit more bang for its buck to actually match the complaints that it doesn't match live?
- They completely remove a brand new skill from the toolkit despite feeling so strongly about giving Necro a new way to tackle their rotations?
I would say option 1. With ZOS you have to pick your battles and understand what will fall upon deaf ears and what they can change with the flip of a switch.
Use their own words against them. Blighted Blastbones does not retain the original playstyle, therefor they failed their goal and should rectify it.
CameraBeardThePirate wrote: »I did. But ZOS now fixed it so I dont have to anymore.StarOfElyon wrote: »
If you don't like the way necro plays, play a different class. It's that simple.
They objectively made the class worse. You literally cannot create corpses where they need to be on ranged builds with the new skill. That's not "fixing the class", that's making the biggest problem with the class (corpse gameplay) even worse.
StarOfElyon wrote: »I did. But ZOS now fixed it so I dont have to anymore.StarOfElyon wrote: »
If you don't like the way necro plays, play a different class. It's that simple.
That's like me saying I love Burger King but didn't like the food until they changed, and getting mad at people who liked the food the way it always tasted.
That's even less likely, we both know that could take ZOS 5 years to accomplish.Option 3 - Move the new skill to a different skill
This is the Fissure change all over again, but so much worse. They changed Fissure in the name of "easier rotation" and pissed off a lot of warden mains, myself included. I still hate the 9sec thing and I stopped playing warden because of it. At least with that, the iconic nature of the skill remained.
Imagine if they removed merciless and replaced it with a self buff (actually, do that, I'd be so entertained by the drama). Imagine if they removed shalks and made it a self buff.
StarOfElyon wrote: »I did. But ZOS now fixed it so I dont have to anymore.StarOfElyon wrote: »
If you don't like the way necro plays, play a different class. It's that simple.
That's like me saying I love Burger King but didn't like the food until they changed, and getting mad at people who liked the food the way it always tasted.
tsaescishoeshiner wrote: »If the goal is to make Blastbones part of an easier rotation, but the issue is that now Necros are lacking ranged corpses, here's a solution:
Make one morph of Blastbones a 10-second single-target curse that spawns 2 Blastbones at the target over the duration. Then it would be as easy to use as Haunting Curse, but still provide corpses at range, as well as burst.
It's the lack of Major Brutality/Sorcery for me - isn't this the perfect opportunity to add it at the very least?
MashmalloMan wrote: »StarOfElyon wrote: »I did. But ZOS now fixed it so I dont have to anymore.StarOfElyon wrote: »
If you don't like the way necro plays, play a different class. It's that simple.
That's like me saying I love Burger King but didn't like the food until they changed, and getting mad at people who liked the food the way it always tasted.
You can enjoy burger king, but not like 1 of their combo's. When was the last time you liked absolutely everything on a restaurants menu?
OtarTheMad wrote: »At this point I want ZOS to add it so players stop asking and they realize it gives necro nothing, it doesn’t increase damage and it doesn’t allow for any increased freedom when it comes to potions or abilities on your bar. We have it right now in about 40 different ways and necro still sucks.
OtarTheMad wrote: »At this point I want ZOS to add it so players stop asking and they realize it gives necro nothing, it doesn’t increase damage and it doesn’t allow for any increased freedom when it comes to potions or abilities on your bar. We have it right now in about 40 different ways and necro still sucks.
It would add something if it was added to the passives like how nightblades get Major Resolve, a saved skill slot and/or freedom to use pots other than spell/weapon pots, but for some reason people keep asking for it to be added to the skeleton or even worse, siphon...
So if it's done like they ask, PvEers won't care about it because they already use spell/weapon pots and PvPers won't care either because both skills are useless in PvP, one has been nerfed to oblivion and is impossible to control, the other just does nothing even with the class set that was supposed to make the small AoE that ticks for 200 damage viable...
You really find slots for both Degen and Soul trap (which is terrible in PvP and only worth using with Oblivion's foe)?OtarTheMad wrote: »OtarTheMad wrote: »At this point I want ZOS to add it so players stop asking and they realize it gives necro nothing, it doesn’t increase damage and it doesn’t allow for any increased freedom when it comes to potions or abilities on your bar. We have it right now in about 40 different ways and necro still sucks.
It would add something if it was added to the passives like how nightblades get Major Resolve, a saved skill slot and/or freedom to use pots other than spell/weapon pots, but for some reason people keep asking for it to be added to the skeleton or even worse, siphon...
So if it's done like they ask, PvEers won't care about it because they already use spell/weapon pots and PvPers won't care either because both skills are useless in PvP, one has been nerfed to oblivion and is impossible to control, the other just does nothing even with the class set that was supposed to make the small AoE that ticks for 200 damage viable...
Even if it was added as a passive nothing changes for me though. I only use spell power pots for really dungeons so I guess the part of the community who does vet dungeons and trials would benefit but overall me and a few people I’ve spoken to about this just don’t see why it is pushed. I mean if it happens great I guess but necro needs so much more help in my opinion.
As for a freed slot, well like I said, I need dots that stick to the target so I don’t run out of magicka recasting all the time so my bars wouldn’t change up that much really. Orbs is way too slow, trap can be moved away from, fire rune can missed, boneyard can be missed and moved away from, tethers same as boneyard plus corpse system change with new BB screws things, spider dot same as others, however entropy and soul trap stick to the target. Are they great abilities? Not even close but they work for my playstyle and now if an NPC or Boss moves out of a ground dot it’s not a big deal because I have one or two of those on them still.
I just see that ZOS spends little time on necro the last few years and if they only spend a certain amount of time on them I would rather ZOS fix/change some of these other necro offensive abilities that are just bad. Funny thing is I don’t think some of these abilities would need much, at least in my opinion.
1. Give necro more corpses now that BB has screwed that
2. Give us a sticky dot or two, maybe change Empowering Grasp into a DoT on top of the immobilization it does and have Skeletal summons apply a sticky dot upon death
3. Fix fear totem if it hasn’t been already. Still does not fear after 2 seconds.
4. Speed up skulls
I mean for me that’s it or at least a great start.
You really find slots for both Degen and Soul trap (which is terrible in PvP and only worth using with Oblivion's foe)?OtarTheMad wrote: »OtarTheMad wrote: »At this point I want ZOS to add it so players stop asking and they realize it gives necro nothing, it doesn’t increase damage and it doesn’t allow for any increased freedom when it comes to potions or abilities on your bar. We have it right now in about 40 different ways and necro still sucks.
It would add something if it was added to the passives like how nightblades get Major Resolve, a saved skill slot and/or freedom to use pots other than spell/weapon pots, but for some reason people keep asking for it to be added to the skeleton or even worse, siphon...
So if it's done like they ask, PvEers won't care about it because they already use spell/weapon pots and PvPers won't care either because both skills are useless in PvP, one has been nerfed to oblivion and is impossible to control, the other just does nothing even with the class set that was supposed to make the small AoE that ticks for 200 damage viable...
Even if it was added as a passive nothing changes for me though. I only use spell power pots for really dungeons so I guess the part of the community who does vet dungeons and trials would benefit but overall me and a few people I’ve spoken to about this just don’t see why it is pushed. I mean if it happens great I guess but necro needs so much more help in my opinion.
As for a freed slot, well like I said, I need dots that stick to the target so I don’t run out of magicka recasting all the time so my bars wouldn’t change up that much really. Orbs is way too slow, trap can be moved away from, fire rune can missed, boneyard can be missed and moved away from, tethers same as boneyard plus corpse system change with new BB screws things, spider dot same as others, however entropy and soul trap stick to the target. Are they great abilities? Not even close but they work for my playstyle and now if an NPC or Boss moves out of a ground dot it’s not a big deal because I have one or two of those on them still.
I just see that ZOS spends little time on necro the last few years and if they only spend a certain amount of time on them I would rather ZOS fix/change some of these other necro offensive abilities that are just bad. Funny thing is I don’t think some of these abilities would need much, at least in my opinion.
1. Give necro more corpses now that BB has screwed that
2. Give us a sticky dot or two, maybe change Empowering Grasp into a DoT on top of the immobilization it does and have Skeletal summons apply a sticky dot upon death
3. Fix fear totem if it hasn’t been already. Still does not fear after 2 seconds.
4. Speed up skulls
I mean for me that’s it or at least a great start.
For the freed slot, you could slot Camo Hunter? a CC with Flame/Frost clench/Turn evil? Both bad but better than nothing, or even another sticky DoT with Destructive reach?
OtarTheMad wrote: »I’d be surprised if ZOS reworked the new Blastbones so I think we are stuck with it.
I do suggest that they look into giving Necro some sticky dots similar to entropy and soul trap because we need more reliable dots/damage. Now that corpse management is even harder if you choose the magicka morph of BB I just can’t simply keep recasting Boneyard, Wall of Elements and Tether every single time the boss/NPC moves. Sustain is already bad on Necro and that makes it worse. We need something for reliable damage and constant pressure and it’d be nice if that came in the form of some class abilities.
Not sure about that, they brought up barbed trap and scalding rune as if they're not worth using when they are both sticky dots and PvE staples.MashmalloMan wrote: »Their perspective is from pve, you use spell power pots for magicka/sorcery/prophecy, so the numerous requests to get sorcery in their use case appear redundant.
Not sure about that, they brought up barbed trap and scalding rune as if they're not worth using when they are both sticky dots and PvE staples.MashmalloMan wrote: »Their perspective is from pve, you use spell power pots for magicka/sorcery/prophecy, so the numerous requests to get sorcery in their use case appear redundant.
OtarTheMad wrote: »Not sure about that, they brought up barbed trap and scalding rune as if they're not worth using when they are both sticky dots and PvE staples.MashmalloMan wrote: »Their perspective is from pve, you use spell power pots for magicka/sorcery/prophecy, so the numerous requests to get sorcery in their use case appear redundant.
I was looking at it from a PvE point of view because in PvP I use Magsorc.
I'll use other abilities but Necro sustain is already pretty bad so if I cast fire rune or trap or something and the boss/enemy avoids it... then I have to cast it again which drains my magicka and stamina. I am not saying that Soul Trap and Entropy are God-tier abilities or anything like that... just for the playstyle that I enjoy I need a sticky DoT so I don't have to worry too much if the boss/enemy avoids it... which saves me magicka and stamina. Sure, Rune is a sticky DoT but if you misfire, the cost can add up. I have different bars for different situations but I enjoy dots that I can control. Fire Reach isn't too bad but got to be careful in PvE with the knockback so you don't knock the enemy out of something like an ultimate or ground dot.
@CameraBeardThePirate I agree with you 1000% on all points. Necromancer especially magicka version is a terrible class. It's not "hard" to play because you have to consistently keep up blastbones. At this point, I'm shelfing my necro until they finally buff it. If not then I'll just main a new class.
IncultaWolf wrote: »@CameraBeardThePirate I agree with you 1000% on all points. Necromancer especially magicka version is a terrible class. It's not "hard" to play because you have to consistently keep up blastbones. At this point, I'm shelfing my necro until they finally buff it. If not then I'll just main a new class.
It's what most necromancer mains like myself will be doing, playing nightblade
CameraBeardThePirate wrote: »OtarTheMad wrote: »Not sure about that, they brought up barbed trap and scalding rune as if they're not worth using when they are both sticky dots and PvE staples.MashmalloMan wrote: »Their perspective is from pve, you use spell power pots for magicka/sorcery/prophecy, so the numerous requests to get sorcery in their use case appear redundant.
I was looking at it from a PvE point of view because in PvP I use Magsorc.
I'll use other abilities but Necro sustain is already pretty bad so if I cast fire rune or trap or something and the boss/enemy avoids it... then I have to cast it again which drains my magicka and stamina. I am not saying that Soul Trap and Entropy are God-tier abilities or anything like that... just for the playstyle that I enjoy I need a sticky DoT so I don't have to worry too much if the boss/enemy avoids it... which saves me magicka and stamina. Sure, Rune is a sticky DoT but if you misfire, the cost can add up. I have different bars for different situations but I enjoy dots that I can control. Fire Reach isn't too bad but got to be careful in PvE with the knockback so you don't knock the enemy out of something like an ultimate or ground dot.
Flame reach (the DoT morph) doesn't knock back. Flame Clench is the morph that knocks back.
DoonerSeraph wrote: »Based on the latest reworks we got, this skill is basically set in stone at least for now, reverting a rework is hard to justify, I believe.
Maybe what they could do is rework another skill, such as Summoner’s Armor, to make it a sticky dot that periodically drops corpses on the target, like a Bone Prison or something.
Necro needs to have a way to place corpses at the enemies location to allow the use of skills like Boneyard without being at melee distance. This is unnecessarily limiting and Blighted Blastbones does not have that at least 10% boost that Stalking used to have.
The real problem that needed to be solved is how do we hit blastbones every 10s instead of every 3s? There are tons of ways to do this as already stated in this thread. Removing necros burst was probably not the right move. However the main reason why I and most of my friends still playing the game dont want to play necro is the ridiculous rotation around 3s blastbones. Having to bar swap 4-5 more times than every other rotation is hell. IMO it seems reallly dumb to have a skeleton run and jump on your character. The sacrifice version should still target an enemey. This solves a ton of problems... Being able to cast it outside of combat/allowing it to do some burst damage(although less)/spawns corpse at location. You would get the buff when the skeleton spawns or when it hits on your character still. No reason it needs to give you a hug.... Just have it do less damage since its giving you the buff.