We’re finally taking a stab at adjusting this ability to help Necromancers who don’t want to constantly manage a short duration ability, as it put a significant demand on creating complex and dynamic rotations in real combat. The reworked version will allow you to use the ability itself more dynamically, where you can continue to frequently activate it to produce and gobble up corpses or use it less frequently and simply enhance the rest of your toolkit, so you can focus on other elements of gameplay like spell slinging or tether interaction.
xylena_lazarow wrote: »The Stinging Slashes nerf should be aligned with proc damage standards capping its effect at ~6300 WD.
I don't know where the 7815 number comes from, but I'd sure like to know!
Arcanist Flail.
dinokstrunz wrote: »Status Effect Changes
Status Effects don't need to be stronger than they already are.
People already have a crazy amount of free damage from status effects already on live thanks to overperforming abilities like Elemental Susceptibility. If anything it needs toning down big time, nobody wants PvP to be played like Infinite Archive with dull Ele Sus spamming.
I did not even test the Necromancer on test server but can easily say that reworking their best damage and unique ability to something like this is not a good idea in my opinion.
No one in my raid team or people that raids complained about the rotation at all. People who wants to play Necromancer play it and do it well.
I hope this rework is revoked or moved to another skill that has less impact on the performance as damage dealer.
CameraBeardThePirate wrote: »The Necro change needs another pass.
If the goal is a less intensive rotation - Sacrifice almost accomplishes this, but it makes Corpse gameplay even more complex than it was. Skills that need to consume corpses at the target's feet will now only have a corpse to consume at the player's location. That works fine for fights stacked on top of the boss, but for fights at range or with a lot of mobility, Mystic/Detonating Siphon will be nearly useless. You'll also still need to overcast Sacrifice in order to keep up with your corpse consumption, which goes against the entire idea of the change in the first place.
Besides the corpse gameplay aspect - Stalking Blastbones is the class' entire identity in PvP. Blighted simply doesn't do enough damage in PvP - so if you're absolutely insistent on changing one of the morphs, at the very least please consider adding the Stalking modifier to Blighted and give the ability a dynamic cost. If this week 1 PTS were to go live, Magcro would be completely dead in the water in PvP.
The change also simply misses the mark on what makes necromancer so "frustrating" to play. The Corpse Gameplay, and the offensive kit at large, is unintuitive, micro-managey, and lacks synergy overall. (Its also bugged currently: mob corpses show up as consumable but can't be unless theres a self-created corpse in the pile). There are so many abilities that this Sacrifice buff would have been better suited on - Empowering Grasp or either of the Skeletal Minions would've been a much better spot. If you still wanted to reduce the intensity of Blastbones on the rotation, why not add the Sacrifice buff to one of the minions and turn one of the Blastbones morphs into an AoE sticky DoT - something the class lacks?
Consider changing a Blastbones morph to an AoE sticky DoT, and moving the Sacrifice buff to a different skill. An AoE sticky DoT would round out DoT Necros without having to rely on DoT procs, and would accomplish the goal of having a simpler rotation without messing up your corpse gameplay/location of corpses.
RaptorRodeoGod wrote: »CameraBeardThePirate wrote: »The Necro change needs another pass.
If the goal is a less intensive rotation - Sacrifice almost accomplishes this, but it makes Corpse gameplay even more complex than it was. Skills that need to consume corpses at the target's feet will now only have a corpse to consume at the player's location. That works fine for fights stacked on top of the boss, but for fights at range or with a lot of mobility, Mystic/Detonating Siphon will be nearly useless. You'll also still need to overcast Sacrifice in order to keep up with your corpse consumption, which goes against the entire idea of the change in the first place.
Besides the corpse gameplay aspect - Stalking Blastbones is the class' entire identity in PvP. Blighted simply doesn't do enough damage in PvP - so if you're absolutely insistent on changing one of the morphs, at the very least please consider adding the Stalking modifier to Blighted and give the ability a dynamic cost. If this week 1 PTS were to go live, Magcro would be completely dead in the water in PvP.
The change also simply misses the mark on what makes necromancer so "frustrating" to play. The Corpse Gameplay, and the offensive kit at large, is unintuitive, micro-managey, and lacks synergy overall. (Its also bugged currently: mob corpses show up as consumable but can't be unless theres a self-created corpse in the pile). There are so many abilities that this Sacrifice buff would have been better suited on - Empowering Grasp or either of the Skeletal Minions would've been a much better spot. If you still wanted to reduce the intensity of Blastbones on the rotation, why not add the Sacrifice buff to one of the minions and turn one of the Blastbones morphs into an AoE sticky DoT - something the class lacks?
Consider changing a Blastbones morph to an AoE sticky DoT, and moving the Sacrifice buff to a different skill. An AoE sticky DoT would round out DoT Necros without having to rely on DoT procs, and would accomplish the goal of having a simpler rotation without messing up your corpse gameplay/location of corpses.
The corpse mechanic isn't incredibly complex, there are only 2 damage skills that require corpses, and they're both DoTs. You don't need to over spam the new skill
CameraBeardThePirate wrote: »RaptorRodeoGod wrote: »CameraBeardThePirate wrote: »The Necro change needs another pass.
If the goal is a less intensive rotation - Sacrifice almost accomplishes this, but it makes Corpse gameplay even more complex than it was. Skills that need to consume corpses at the target's feet will now only have a corpse to consume at the player's location. That works fine for fights stacked on top of the boss, but for fights at range or with a lot of mobility, Mystic/Detonating Siphon will be nearly useless. You'll also still need to overcast Sacrifice in order to keep up with your corpse consumption, which goes against the entire idea of the change in the first place.
Besides the corpse gameplay aspect - Stalking Blastbones is the class' entire identity in PvP. Blighted simply doesn't do enough damage in PvP - so if you're absolutely insistent on changing one of the morphs, at the very least please consider adding the Stalking modifier to Blighted and give the ability a dynamic cost. If this week 1 PTS were to go live, Magcro would be completely dead in the water in PvP.
The change also simply misses the mark on what makes necromancer so "frustrating" to play. The Corpse Gameplay, and the offensive kit at large, is unintuitive, micro-managey, and lacks synergy overall. (Its also bugged currently: mob corpses show up as consumable but can't be unless theres a self-created corpse in the pile). There are so many abilities that this Sacrifice buff would have been better suited on - Empowering Grasp or either of the Skeletal Minions would've been a much better spot. If you still wanted to reduce the intensity of Blastbones on the rotation, why not add the Sacrifice buff to one of the minions and turn one of the Blastbones morphs into an AoE sticky DoT - something the class lacks?
Consider changing a Blastbones morph to an AoE sticky DoT, and moving the Sacrifice buff to a different skill. An AoE sticky DoT would round out DoT Necros without having to rely on DoT procs, and would accomplish the goal of having a simpler rotation without messing up your corpse gameplay/location of corpses.
The corpse mechanic isn't incredibly complex, there are only 2 damage skills that require corpses, and they're both DoTs. You don't need to over spam the new skill
The new skill lasts 20 seconds. No matter how you slice it, you'll need to overcast it because Avid Boneyard needs a corpse every 10 seconds and Siphon needs a corpse every 20.
And besides- you've completely ignored the main point. Corpse gameplay becomes more complex with the new Sacrifice skill because you can no longer place a corpse at the Target's feet, only at your own feet. That's fine for parses or fights where you stack directly on the boss, but kills any sort of ranged build or fight because now you won't have corpses near the target for Siphon or Graveyard.
RaptorRodeoGod wrote: »CameraBeardThePirate wrote: »RaptorRodeoGod wrote: »CameraBeardThePirate wrote: »The Necro change needs another pass.
If the goal is a less intensive rotation - Sacrifice almost accomplishes this, but it makes Corpse gameplay even more complex than it was. Skills that need to consume corpses at the target's feet will now only have a corpse to consume at the player's location. That works fine for fights stacked on top of the boss, but for fights at range or with a lot of mobility, Mystic/Detonating Siphon will be nearly useless. You'll also still need to overcast Sacrifice in order to keep up with your corpse consumption, which goes against the entire idea of the change in the first place.
Besides the corpse gameplay aspect - Stalking Blastbones is the class' entire identity in PvP. Blighted simply doesn't do enough damage in PvP - so if you're absolutely insistent on changing one of the morphs, at the very least please consider adding the Stalking modifier to Blighted and give the ability a dynamic cost. If this week 1 PTS were to go live, Magcro would be completely dead in the water in PvP.
The change also simply misses the mark on what makes necromancer so "frustrating" to play. The Corpse Gameplay, and the offensive kit at large, is unintuitive, micro-managey, and lacks synergy overall. (Its also bugged currently: mob corpses show up as consumable but can't be unless theres a self-created corpse in the pile). There are so many abilities that this Sacrifice buff would have been better suited on - Empowering Grasp or either of the Skeletal Minions would've been a much better spot. If you still wanted to reduce the intensity of Blastbones on the rotation, why not add the Sacrifice buff to one of the minions and turn one of the Blastbones morphs into an AoE sticky DoT - something the class lacks?
Consider changing a Blastbones morph to an AoE sticky DoT, and moving the Sacrifice buff to a different skill. An AoE sticky DoT would round out DoT Necros without having to rely on DoT procs, and would accomplish the goal of having a simpler rotation without messing up your corpse gameplay/location of corpses.
The corpse mechanic isn't incredibly complex, there are only 2 damage skills that require corpses, and they're both DoTs. You don't need to over spam the new skill
The new skill lasts 20 seconds. No matter how you slice it, you'll need to overcast it because Avid Boneyard needs a corpse every 10 seconds and Siphon needs a corpse every 20.
And besides- you've completely ignored the main point. Corpse gameplay becomes more complex with the new Sacrifice skill because you can no longer place a corpse at the Target's feet, only at your own feet. That's fine for parses or fights where you stack directly on the boss, but kills any sort of ranged build or fight because now you won't have corpses near the target for Siphon or Graveyard.
As you kind of pointed out, this new skill performs much better in melee because you can guarantee the corpse is where you need it, having a ranged vs a melee morph isn't necessarily a bad thing.
RaptorRodeoGod wrote: »And casting it 3 times in 20 seconds is not super hard, considering how often blastbones needs to be cast on a normal necro build. If anything, they should add another corpse consuming mechanic to better incentivise over casting this skill
CameraBeardThePirate wrote: »RaptorRodeoGod wrote: »CameraBeardThePirate wrote: »RaptorRodeoGod wrote: »CameraBeardThePirate wrote: »The Necro change needs another pass.
If the goal is a less intensive rotation - Sacrifice almost accomplishes this, but it makes Corpse gameplay even more complex than it was. Skills that need to consume corpses at the target's feet will now only have a corpse to consume at the player's location. That works fine for fights stacked on top of the boss, but for fights at range or with a lot of mobility, Mystic/Detonating Siphon will be nearly useless. You'll also still need to overcast Sacrifice in order to keep up with your corpse consumption, which goes against the entire idea of the change in the first place.
Besides the corpse gameplay aspect - Stalking Blastbones is the class' entire identity in PvP. Blighted simply doesn't do enough damage in PvP - so if you're absolutely insistent on changing one of the morphs, at the very least please consider adding the Stalking modifier to Blighted and give the ability a dynamic cost. If this week 1 PTS were to go live, Magcro would be completely dead in the water in PvP.
The change also simply misses the mark on what makes necromancer so "frustrating" to play. The Corpse Gameplay, and the offensive kit at large, is unintuitive, micro-managey, and lacks synergy overall. (Its also bugged currently: mob corpses show up as consumable but can't be unless theres a self-created corpse in the pile). There are so many abilities that this Sacrifice buff would have been better suited on - Empowering Grasp or either of the Skeletal Minions would've been a much better spot. If you still wanted to reduce the intensity of Blastbones on the rotation, why not add the Sacrifice buff to one of the minions and turn one of the Blastbones morphs into an AoE sticky DoT - something the class lacks?
Consider changing a Blastbones morph to an AoE sticky DoT, and moving the Sacrifice buff to a different skill. An AoE sticky DoT would round out DoT Necros without having to rely on DoT procs, and would accomplish the goal of having a simpler rotation without messing up your corpse gameplay/location of corpses.
The corpse mechanic isn't incredibly complex, there are only 2 damage skills that require corpses, and they're both DoTs. You don't need to over spam the new skill
The new skill lasts 20 seconds. No matter how you slice it, you'll need to overcast it because Avid Boneyard needs a corpse every 10 seconds and Siphon needs a corpse every 20.
And besides- you've completely ignored the main point. Corpse gameplay becomes more complex with the new Sacrifice skill because you can no longer place a corpse at the Target's feet, only at your own feet. That's fine for parses or fights where you stack directly on the boss, but kills any sort of ranged build or fight because now you won't have corpses near the target for Siphon or Graveyard.
As you kind of pointed out, this new skill performs much better in melee because you can guarantee the corpse is where you need it, having a ranged vs a melee morph isn't necessarily a bad thing.
It doesn't perform any better in melee range than before - it's the exact same in melee range. The only difference is it's impossible to set up corpses on a ranged build with it.RaptorRodeoGod wrote: »And casting it 3 times in 20 seconds is not super hard, considering how often blastbones needs to be cast on a normal necro build. If anything, they should add another corpse consuming mechanic to better incentivise over casting this skill
Further incentivising overcasting it would stray even further from the point of the skill change - which is to make it so that you don't have to cast it as often.
They could have accomplished the same by simply turning one of the morphs into an AoE sticky DoT - something the class desperately needs in all environments. It would fix the problem without screwing up corpse gameplay. Stalking Blastbones has the highest usage rate out of any of their skills - that alone probably indicates other things need changing in their kit.