For those who do enjoy the class’s current flow, however, we’ve made sure to leave Blighted Blastbones as its original form – albeit slightly cheaper to cast – so you continue summoning skeletons hellbent on blowing your foes to the hereafter.
It is obvious that the theme of U41 this time is Status Effect, but why do almost all classes have skills that "always cause" and "higher probability of causing" Status Effect, but Sorc does not?
DK: Venomous Claw (Enemies hit by the initial hit are afflicted with the Poisoned status effect.)
Arc: Psychic Lesion (Passive: increasing damage dealt by Status Effects by 15% and Status Effect Chance by 75%.)
Necro: Blighted Blastbones (morph)(v9.3.2: This morph now always applies the Diseased status effect on hit.)
NB: Debilitate(Each tick applies the Overcharged status effect,)
Templar: Backlash((v9.3.2: always applies the Sundered status effect )
Wardens: Cutting Dive, Impaling Shards, Arctic Wind( causing them to bleed & has a higher chance to apply the Chilled status effect.)
Sorc:nothing
Why doesn't Sorc have a skill alway cause Concussed、Overcharged?
IncultaWolf wrote: »Sorc DOES have one actually, a morph of the storm atronach always applies concussed
- Hemorrhaging:
- Adjusted this status effect's damage to be less penalizing while not at full stacks. This will result in a ~89% increase in damage at one stack, 20% more damage at two stacks, and the same damage at three stacks. Overall this means this status effect will now be 25% weaker than Burning at base, the same at two stacks, and 25% stronger while at three stacks, resulting in a status effect that should be far less weak with low investment.
- Increased the sources of this status effect for non-Warden builds to obtain the effect. Let there be blood, bloodletters.
Billium813 wrote: »@ZOS_Kevin
Are there any plans to update tooltips and ingame combat UI to inform the players which effects proc what debuffs? And what the percentages are? Status Effects are pretty complicated AND information on them are almost entirely hidden from players. I mean, "Chance to apply Status Effect" is entirely hidden in the game, right?
[...]
Tyrant_Tim wrote: »After the change lowering the damage of Power of the Light’s impact, is it even recognized by your team as our burst skill on Templar, if not, what is?
Is it Eclipse or Blazing Shield? 😂
Why do we have so many skills all competing with each other over the same identity, all within the same class?
We have 3(three) burst skills within our kit, Backlash, Eclipse, and Blazing Shield, and none of them are good, it is honestly even a stretch to consider Blazing Shield that; given it does absolutely nothing.
We have 3(three) spammables in-class to choose, Puncturing Strikes, Solar Flare, and Blazing Spear, and none of them are competitive.
There are only 12 skills that we can fit on our bars, and we would need to run all three of our burst skills simultaneously to almost equal 66% of Merciless Resolve, and two of our spammables to equal a fully charged Molten Whip.
How is this okay? Would it really be that difficult to change some of these options entirely while funneling some more power into the ones leftover?
- Hemorrhaging:
- This effect now stacks up to 3 times, increasing its damage by 100% per stack. This will result in a ~25% damage increase when at maximum stacks when compared to before, while dealing less damage if you cannot consistently keep the stacks active. As such, the damage now updates dynamically per tick.
- Trap Beast
- Barbed Trap: This morph now increases the damage done of the initial hit by 20% and the initial hit now always applies the Hemorrhaging status effect, rather than increasing the chances of applying the effect by 10 times.
- Hemorrhaging:
- Adjusted this status effect's damage to be less penalizing while not at full stacks. This will result in a ~89% increase in damage at one stack, 20% more damage at two stacks, and the same damage at three stacks. Overall this means this status effect will now be 25% weaker than Burning at base, the same at two stacks, and 25% stronger while at three stacks, resulting in a status effect that should be far less weak with low investment.
- Increased the sources of this status effect for non-Warden builds to obtain the effect. Let there be blood, bloodletters.
CameraBeardThePirate wrote: »I am shocked that you're going through with deleting the most used skill in Necro's kit.
Blastbones really needs that Stalking modifier in PvP. You're effectively killing the class off without it.
JerBearESO wrote: »CameraBeardThePirate wrote: »I am shocked that you're going through with deleting the most used skill in Necro's kit.
Blastbones really needs that Stalking modifier in PvP. You're effectively killing the class off without it.
Just quoting to add on: it also needs the flame damage instead of disease for pvp to account for all the vampires. It's actually losing that damage modifier as well....
Twohothardware wrote: »JerBearESO wrote: »CameraBeardThePirate wrote: »I am shocked that you're going through with deleting the most used skill in Necro's kit.
Blastbones really needs that Stalking modifier in PvP. You're effectively killing the class off without it.
Just quoting to add on: it also needs the flame damage instead of disease for pvp to account for all the vampires. It's actually losing that damage modifier as well....
The Undeath passive on Vampire just needs to be changed to provide only damage reduction against Monsters or something and then every player in PvP won't be running Vampire just for that one passive.
Tyrant_Tim wrote: »Twohothardware wrote: »JerBearESO wrote: »CameraBeardThePirate wrote: »I am shocked that you're going through with deleting the most used skill in Necro's kit.
Blastbones really needs that Stalking modifier in PvP. You're effectively killing the class off without it.
Just quoting to add on: it also needs the flame damage instead of disease for pvp to account for all the vampires. It's actually losing that damage modifier as well....
The Undeath passive on Vampire just needs to be changed to provide only damage reduction against Monsters or something and then every player in PvP won't be running Vampire just for that one passive.
Or, have the passive only active on bars that hold. Vampire skills. The only great one is a backbar option so you would be able to catch people on their front bars with that change.
If they wanted to be aggressive with it, Undeath could scale with however many Vampire abilities you have slotted, equalling 30% at all 6.
Do you guys hate Nec DPS? Nec tanks are OK. We (DPS) are only wanted as support (EC-CRO). If the class is too hard for you guys to figure out (not trying to be rude- I'm basing myself on the lack of changes and then a change that makes things even worse), give us all a class change token and kill the class.
I would have said goodbye to it long ago if I didn't have most motifs/blueprints/praxis on my necro. I can tell you that nobody who mains a necro feels like you will ever fix it. You can't even acknowledge that we're not in a good spot. Everything is so fine that we will nerf the necro's best ability!
Devs, If you stated that you're aware that necro DPS is not doing well, we would at least feel like we could expect some fixes/changes, which will come as trial and error, I'm sure...but we're OK with that, so long as things change. Sadly, you've been given many suggestions but chose to ignore them and make Blastbones worse. This leaves us with more questions than anything else. Do you think we're doing well other than Blastbones being OP? No communication leaves us confused and frustrated. None of this is said to attack devs or to hurt anyone's feelings. I'm begging for all nec DPS: ''Please tell us if we can ever expect any help or if we should continue to start playing one of our alts more seriously (or change our necro DPS as a nec Tank for those who can tank). I am asking respectfully to try to plan my future in this game. Thank you!
necro_the_crafter wrote: »Also dindnt see anyone mention it, but imagine new players try to figure out why theirs grave doesnt do increased damage.
Now every time you cast boneyard you have to consider yours own positioning because -->
Unnerving Boneyard
Desecrate the ground at the target location, dealing 3190 Frost damage over 10 seconds and applying Major Breach to enemies whithin, reducing their Spell and Physical Resistance by 5948.
Consumes a corpse on cast to deal 30% more damage. <-- doesnt says that corpse should be in the area
An ally standing in the graveyard can activate the Grave Robber synergy, dealing 3375 Frost Damage to enemies in the area and healing for the damage done.
Reduces the resistances of enemies in the area via Major Breach.
Also why slap self corpse effect, when its already in the game provided by the class set? why not put kjalnar fist into necro kit? caluurions projectile on necros kit? nerianeth crystal? every necro themed proc?
Right now, I feel like it's one of two things for the necro DPS: a) The devs do not see any problems (when all of us do), or b) they know there are problems, but the class is so broken that they can't fix it or don't want to try.
Sadly, the BB thing makes me think they don't see the problems.
If any of your guildies ask you as a main necro DPS if it's a fun class/good to play, I know that most of you will say: Be a tank or choose something else for DPS. I rarely ever see any lower necro's being levelled as DPS. They are going to be tanks, or they are going to class change after I tell them how much the class sucks and talk about our bugs that aren't getting fixed.
If this doesn't help devs understand that the problem isn't a few of us being whiny and wanting to be so OP that we wreck everything (we'd be an arcanist if we wished to do that), I don't know what will!