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.
PrinceShroob wrote: »I'm excited to test the changes to Blastbones once they hit live, but I am a bit concerned. Since there's been a lot of complaints about getting rid of Stalking Blastbones, specifically, I'm not sure why y'all're doubling down on changing that morph rather than changing Blighted Blastbones. Is it because of problems with Stalking Blastbones' bonus damage working unintuitively? Given the outcry about changing it, I don't think people care much if it only works in niche situations.
I've been thinking that a good change to make to Blastbones would be to allow the player to cast it again to explode the current Blastbones where it is and summon a new one. One major issue with Blastbones is that the Blastbones is AI-controlled and can lose its target, and it can't be recast again until the 7-second duration is up. This change would mean that after 2.5 seconds (the time period after which the Blastbones normally leaps at its target), recasting the skill detonates the existing Blastbones where it is and summons a new Blastbones, which similarly pursues its target and explodes and again can be detonated after 2.5 seconds.
The intention is to allow you to explode your current Blastbones if it gets lost without having to wait the entire 7 seconds for it to despawn, and to streamline rotations by not requiring that the Blastbones reach its target before using the skill again.
The Blastbones would still have a delay before it can be detonated, since otherwise it'd be an extremely strong AoE spammable.
Maybe Stalking Blastbones could be reworked to deal 10% more damage (if I recall correctly, the extra damage based on how long the Blastbones takes to reach its target does not work unless the target LOS the Blastbones; otherwise, the Blastbones leaps to its target, which does not count as "chasing its target" and means the skill only deals the minimum 10% extra damage) and explode the current Blastbones when recast, and Blighted Blastbones could be changed to Sacrificial Bones?
PrinceShroob wrote: »I'm excited to test the changes to Blastbones once they hit live, but I am a bit concerned. Since there's been a lot of complaints about getting rid of Stalking Blastbones, specifically, I'm not sure why y'all're doubling down on changing that morph rather than changing Blighted Blastbones. Is it because of problems with Stalking Blastbones' bonus damage working unintuitively? Given the outcry about changing it, I don't think people care much if it only works in niche situations.
I've been thinking that a good change to make to Blastbones would be to allow the player to cast it again to explode the current Blastbones where it is and summon a new one. One major issue with Blastbones is that the Blastbones is AI-controlled and can lose its target, and it can't be recast again until the 7-second duration is up. This change would mean that after 2.5 seconds (the time period after which the Blastbones normally leaps at its target), recasting the skill detonates the existing Blastbones where it is and summons a new Blastbones, which similarly pursues its target and explodes and again can be detonated after 2.5 seconds.
The intention is to allow you to explode your current Blastbones if it gets lost without having to wait the entire 7 seconds for it to despawn, and to streamline rotations by not requiring that the Blastbones reach its target before using the skill again.
The Blastbones would still have a delay before it can be detonated, since otherwise it'd be an extremely strong AoE spammable.
Maybe Stalking Blastbones could be reworked to deal 10% more damage (if I recall correctly, the extra damage based on how long the Blastbones takes to reach its target does not work unless the target LOS the Blastbones; otherwise, the Blastbones leaps to its target, which does not count as "chasing its target" and means the skill only deals the minimum 10% extra damage) and explode the current Blastbones when recast, and Blighted Blastbones could be changed to Sacrificial Bones?
Necromancer needs serious improvement, I don't understand why ZOS turn a blind eye to him, where is the class Major Brutality and Major Sorcery? ALL classes have these buffs., and it would be nice if the necromancer had something that could be at or above the level of Major Brutality and Major Sorcery, but no! This is at least what a necromancer requires, the game has not only Quests and PvE, but also PvP!
Dogvahkiin wrote: »Can anyone please confirm if the "new" Blighted Blastbones morph can still be casted out of combat?
Twohothardware wrote: »Lotus Flower is another Warden skill that needs to be updated because it doesn't make sense with recent changes to similar skills on other classes.
Why does DK's Inferno and Nightblades Shadowy Cloak provide Major Prophecy/Savagery passively on both bars but Lotus Flower has to be cast? Also the healing on Lotus Flower is the same as Siphoning Attacks on Nightblade but this PTS NB's skill now heals passively just for dealing damage.
MashmalloMan wrote: »
I don't like putting on my tin foil hat, but gosh, the NB favoritism has been outstanding the past 2-3 years. Even on a patch you said you were focusing on Sorc (thank you for what you did do, it was decent), you manage to buff DK and NB, while nerfing Templar and Necro. I don't get it.
While I think that the 9.3.3 changes to Grave Lord's Sacrifice are a step in the right direction, they don't completely fix the issues that it has when you compare it to old Stalking Blastbones.
While you now technically have access to ranged corpse generation and better AoE via Flame Skull, I don't really think that it feels as fluid as it was with old BB. Old BB allowed you to basically generate a Corpse every 3s, but you didn't have to use 3 GCD for that.
Now, instead of having to cast BB every 3s and keep the rest of your rotation relatively simple, you now have to make sure that you cast Flame Skull 3 times before every Boneyard or Siphon cast (that's basically 9 Flame Skull, 2 Boneyard and 1 Siphon, in a simple static 20s rotation) which imo feels way more complicated. This also gets way more convoluted if you have to switch targets.
I thought that ''help reduce the intense demand and complex rotation requirement of the class'' was one of the main reasons for this change.
MashmalloMan wrote: »
2. The 3rd cast of skulls AOE from Sacrifice does not feel impactful whatsoever. There is no noticable animation, vfx, or sfx, it feels unfinished. I have no idea when it procs, I have no idea how far the damage extends to, and I have no idea when a corpse is ready until 1gcd later. That's if I see it at all in real content. It feels cumbersome. As an example, Arcanists Runeblades has a big AOE you can see on the 3rd rune. Much more intuitive.
Make the corpse mechanic into a self-corpse counter, it clearly isn't working.
Bone Tyrant:
- Give Scythe execute scaling like Tentacle.
- Make armor buff create a corpse on cast not when it runs out.
- Increase the radius of all tethers to 8-12 meters like Harvest.
- Make Totem a useful instant stun
- Make Grasp an AOE root like Talons or Encase with a secondary effect.
Grave Lord:
- Make Skull a non-projectile skill similar to Crushing Shock. (+clean up cast animation)
- Revert BB changes and make it automatically cast a second time like Sub Assault.
- Increase Grave Robber synergy damage or put the burst into Detonating Siphon.
- Give Skeletal Mage Major Sorcery and Brutality (and make it dot damage not direct)
- Increase Siphon radius and explosion damage.
Living Death:
- Remove defile from Flesh heal.
- Increase amount of negative effects removed From hexproof.
- No idea for Life amid Death
- Make mender untargetable
- Increase the radius of tether to 8-12 meters, 5 meters is nothing (look at the melee range increase you did recently)
This game's version of a Necromancer should be something where you play around with the amount of corpses vs number of pets active, and grant different up and downsides based on the relationship between these two numbers.
Current Necromancer skills just have no impact at all right now. Literally not a class.
CameraBeardThePirate wrote: »I like the direction of Grave Lord's, as it helps alleviate some of the issues; however I think there's still some major issues to note:
Doing away with the self corpse is a little disappointing - the Necro Set from IA is still bugged, so GLS was a nice way of still being able to use that mechanic.
As someone who's been using Venom Skull a lot recently in PvP, the skill desperately needs a slight projectile speed increase. It doesn't need to be Force Pulse level by any means because it does great damage, but it's almost impossible to land in PvP outside of melee range - negating the point of adding a corpse to it in that environment.
Changing the buff to all class abilities also helps things a bit - it gives much more reason to slot Scythe. It also cuts down on the ceiling of the inevitably disgusting Destro Ult builds you're going to see in Cyrodiil. However, it still doesn't buff the Reanimate Blastbones ultimate and Graverobber.
Overall the change is a step in the right direction, but I think there are just a handful of tweaks the class as a whole desperately needs. The kit is still very clunky, and cutting down on globals needed to cast Blastbones is not going to help with that as much as it should. The rotation is just as clunky as before - you've just replaced blastbones with Skull and made corpse gen worse.
Also - Blighted really should still have the Stalking Modifier, even if it only goes up to 25% instead of 50% to offset for the Defile. Both morphs are still going to be an overall damage nerf, which is far from what the class needs.
Turtle_Bot wrote: »Make the corpse mechanic into a self-corpse counter, it clearly isn't working.
Bone Tyrant:
- Give Scythe execute scaling like Tentacle.
- Make armor buff create a corpse on cast not when it runs out.
- Increase the radius of all tethers to 8-12 meters like Harvest.
- Make Totem a useful instant stun
- Make Grasp an AOE root like Talons or Encase with a secondary effect.
Grave Lord:
- Make Skull a non-projectile skill similar to Crushing Shock. (+clean up cast animation)
- Revert BB changes and make it automatically cast a second time like Sub Assault.
- Increase Grave Robber synergy damage or put the burst into Detonating Siphon.
- Give Skeletal Mage Major Sorcery and Brutality (and make it dot damage not direct)
- Increase Siphon radius and explosion damage.
Living Death:
- Remove defile from Flesh heal.
- Increase amount of negative effects removed From hexproof.
- No idea for Life amid Death
- Make mender untargetable
- Increase the radius of tether to 8-12 meters, 5 meters is nothing (look at the melee range increase you did recently)
This game's version of a Necromancer should be something where you play around with the amount of corpses vs number of pets active, and grant different up and downsides based on the relationship between these two numbers.
Current Necromancer skills just have no impact at all right now. Literally not a class.
I thought mender was already untargetable, it just took 10% of the damage you take while its active (essentially 10% mitigation). At least, I've never been able to target it or hit it with anything.
Genuinely curious here, I want to know if I missed something with mender.
brandsnipe wrote: »While I think that the 9.3.3 changes to Grave Lord's Sacrifice are a step in the right direction, they don't completely fix the issues that it has when you compare it to old Stalking Blastbones.
While you now technically have access to ranged corpse generation and better AoE via Flame Skull, I don't really think that it feels as fluid as it was with old BB. Old BB allowed you to basically generate a Corpse every 3s, but you didn't have to use 3 GCD for that.
Now, instead of having to cast BB every 3s and keep the rest of your rotation relatively simple, you now have to make sure that you cast Flame Skull 3 times before every Boneyard or Siphon cast (that's basically 9 Flame Skull, 2 Boneyard and 1 Siphon, in a simple static 20s rotation) which imo feels way more complicated. This also gets way more convoluted if you have to switch targets.
I thought that ''help reduce the intense demand and complex rotation requirement of the class'' was one of the main reasons for this change.
Exactly, it seems to make it more complicated. Necro has A LOT of problems but BB hindering my rotation wasn't one.