RaptorRodeoGod wrote: »the skeletal arcanist/archer, if anything the archer's damage type should be changed to dot to better synergize with the class kit.
Edit: and maybe one morph for archer/arcanist could stick to the target, since they target things kinda weird.
RaptorRodeoGod wrote: »I prefer the feel of the new skill over blastbones, and I prefer that it doesn't require a target to cast, because for whatever reason, that felt like the clunkiest part of the skill for me. They should make the damage bonus apply to all necro skills though, not just grave lord skills. I also think that blighted blastbones should absorb what was lost in stalking blastbones.
@CameraBeardThePirate why do you think the class needs an aoe sticky dot? They already have 2 aoe dots and the skeletal arcanist/archer, if anything the archer's damage type should be changed to dot to better synergize with the class kit.
Edit: and maybe one morph for archer/arcanist could stick to the target, since they target things kinda weird.
CameraBeardThePirate wrote: »RaptorRodeoGod wrote: »I prefer the feel of the new skill over blastbones, and I prefer that it doesn't require a target to cast, because for whatever reason, that felt like the clunkiest part of the skill for me. They should make the damage bonus apply to all necro skills though, not just grave lord skills. I also think that blighted blastbones should absorb what was lost in stalking blastbones.
@CameraBeardThePirate why do you think the class needs an aoe sticky dot? They already have 2 aoe dots and the skeletal arcanist/archer, if anything the archer's damage type should be changed to dot to better synergize with the class kit.
Edit: and maybe one morph for archer/arcanist could stick to the target, since they target things kinda weird.
The class needs a sticky DoT because both of its DoTs require a corpse and are stationary AoEs.
In most PvE encounters this is fine, but for any mobile fights, and any PvP encounter, the DoT passive is worthless unless you load up on non-class skills, stripping the class of its flavor.
The other issue (in PvP) is that because the class lacks sorcery/brutality, prophecy/savagery, and a stun, it's nigh impossible to be "the DoT class" without a group providing those buffs for you because you don't have any bar space to fit worthwhile DoTs on your bar.
Grim_Overlord wrote: »RaptorRodeoGod wrote: »the skeletal arcanist/archer, if anything the archer's damage type should be changed to dot to better synergize with the class kit.
Edit: and maybe one morph for archer/arcanist could stick to the target, since they target things kinda weird.
I think this is a great idea regarding the damage type being changed to DOT, and the way that they move from target to target would make them kind of unique as a single target DOT. However, their targeting would need to get overhauled to something more akin to Tide King's Gaze, requiring a target for that to work, or have their target tied to whatever the player most recently LA or HA.
To answer the main post though, no you aren't the only one. While I dislike it personally compared to the old Blastbones rotation both in terms of flow and aesthetic, I can sympathize with wanting another way to play Necromancer. However, the outcry against it originates from the way it was implemented, being the lack of hybridization of cost on Blighted and the damage nerf this inadvertently causes for builds that want the old playstyle due to Blighted's lower damage(though honestly having the disease damage instead of flame makes more sense for a Necromancer). If these issues are remedied, then this change likely won't be as opposed even if the buff it gives would be welcomed on another skill.
RaptorRodeoGod wrote: »CameraBeardThePirate wrote: »RaptorRodeoGod wrote: »I prefer the feel of the new skill over blastbones, and I prefer that it doesn't require a target to cast, because for whatever reason, that felt like the clunkiest part of the skill for me. They should make the damage bonus apply to all necro skills though, not just grave lord skills. I also think that blighted blastbones should absorb what was lost in stalking blastbones.
@CameraBeardThePirate why do you think the class needs an aoe sticky dot? They already have 2 aoe dots and the skeletal arcanist/archer, if anything the archer's damage type should be changed to dot to better synergize with the class kit.
Edit: and maybe one morph for archer/arcanist could stick to the target, since they target things kinda weird.
The class needs a sticky DoT because both of its DoTs require a corpse and are stationary AoEs.
In most PvE encounters this is fine, but for any mobile fights, and any PvP encounter, the DoT passive is worthless unless you load up on non-class skills, stripping the class of its flavor.
The other issue (in PvP) is that because the class lacks sorcery/brutality, prophecy/savagery, and a stun, it's nigh impossible to be "the DoT class" without a group providing those buffs for you because you don't have any bar space to fit worthwhile DoTs on your bar.
If a sticky dot were to be added to blastbones, I'd think they would remove the other effects from it, or else you'd start having a cephaliarch's flail situation, where the skill starts to become overloaded. I see where you're coming from though
CameraBeardThePirate wrote: »RaptorRodeoGod wrote: »CameraBeardThePirate wrote: »RaptorRodeoGod wrote: »I prefer the feel of the new skill over blastbones, and I prefer that it doesn't require a target to cast, because for whatever reason, that felt like the clunkiest part of the skill for me. They should make the damage bonus apply to all necro skills though, not just grave lord skills. I also think that blighted blastbones should absorb what was lost in stalking blastbones.
@CameraBeardThePirate why do you think the class needs an aoe sticky dot? They already have 2 aoe dots and the skeletal arcanist/archer, if anything the archer's damage type should be changed to dot to better synergize with the class kit.
Edit: and maybe one morph for archer/arcanist could stick to the target, since they target things kinda weird.
The class needs a sticky DoT because both of its DoTs require a corpse and are stationary AoEs.
In most PvE encounters this is fine, but for any mobile fights, and any PvP encounter, the DoT passive is worthless unless you load up on non-class skills, stripping the class of its flavor.
The other issue (in PvP) is that because the class lacks sorcery/brutality, prophecy/savagery, and a stun, it's nigh impossible to be "the DoT class" without a group providing those buffs for you because you don't have any bar space to fit worthwhile DoTs on your bar.
If a sticky dot were to be added to blastbones, I'd think they would remove the other effects from it, or else you'd start having a cephaliarch's flail situation, where the skill starts to become overloaded. I see where you're coming from though
When I say add a sticky DoT to Blastbones, I mean convert it from a burst to a sticky DoT. It'd no longer be a Blastbones > Abilityx2 > Blastbones rotation (part of the goal of this change) and they could then add the Sacrifice buff to one of the many unused abilities in the kit.
There's no reason to take the most used ability in the kit and turn it into an ability that buffs.... all the abilities that are garbage in Necro's kit. 20% more damage doesnt even change the usability of things like the Skeletal Archer. The archer/arcanist were nerfed by 50% a year ago - and were unusable even before that nerf. Deleting your main source of damage to buff your mediocre abilities is so strange. It just doesn't make any sense.
CameraBeardThePirate wrote: »RaptorRodeoGod wrote: »I prefer the feel of the new skill over blastbones, and I prefer that it doesn't require a target to cast, because for whatever reason, that felt like the clunkiest part of the skill for me. They should make the damage bonus apply to all necro skills though, not just grave lord skills. I also think that blighted blastbones should absorb what was lost in stalking blastbones.
@CameraBeardThePirate why do you think the class needs an aoe sticky dot? They already have 2 aoe dots and the skeletal arcanist/archer, if anything the archer's damage type should be changed to dot to better synergize with the class kit.
Edit: and maybe one morph for archer/arcanist could stick to the target, since they target things kinda weird.
The class needs a sticky DoT because both of its DoTs require a corpse and are stationary AoEs.
In most PvE encounters this is fine, but for any mobile fights, and any PvP encounter, the DoT passive is worthless unless you load up on non-class skills, stripping the class of its flavor.
The other issue (in PvP) is that because the class lacks sorcery/brutality, prophecy/savagery, and a stun, it's nigh impossible to be "the DoT class" without a group providing those buffs for you because you don't have any bar space to fit worthwhile DoTs on your bar.
Again - the idea of the Sacrifice buff is great (tbh it's going to be OP in PvP if it goes through), and the idea of making the blastbones rotation less clunky for people is a noble goal, but the implementation is lacking, and doesn't do anything to fix bar space issues (in fact - it actively makes bar space issues worse because you're losing a damage ability for yet another buff)
tsaescishoeshiner wrote: »Very good write-up.
What if Blastbones was a sticky DoT curse over 10 seconds that also attracted a blastbones to the target after a few seconds? Or like Haunting Curse, but with two blastbones instead of the two hits of the curse. Then it would still create a corpse at range, be easy to target, and have a set duration for an easier rotation.
Obviously, it would come down to how the damage numbers were adjusted.
ItsNotLiving wrote: »Been testing it on the PTS and I think it’s very good combined with dot damage and using your grave robber to burst with a 20% damage buff and it’s made my PvE rotation a lot easier.
ItsNotLiving wrote: »Been testing it on the PTS and I think it’s very good combined with dot damage and using your grave robber to burst with a 20% damage buff and it’s made my PvE rotation a lot easier.
Its the worst change I have ever seen done to necromancer, considering it was done in isolation. Mage build fantasies are gone, they need to use a much worse stam morph with no fire synergy in it and less damage on top of wasting their stam which they need to not die.
If this was part of a larger rework that added some kind of expendable minions as temp summons we might have something here, but the undead summoner aesthetic is dead, the fantasy of a necromancer is dead, the option to not be a melee is dying fast, and it's ironic because necromancers are suppose to be good at raising the dead but they can't raise the corpse of their own class fantasy. The devs never should have made a necromancer if they didn't want their to be one, and they clearly didn't want necromancers in their game based on what they did to it.
Remember U35 when Zos decided to revamp the animation of Templar jabs, making a worse animation and a change that absolutely no one was asking for, just to streamline channel ability timers? A change that made the skill so bad that Templars don't use it anymore, Flurry is now better, and now templars have to be carried by the execute phase because of the change?
I'm not saying it's a trend. But Zos changing the favored skill of class to something that is worse, removing that playstyle from the game entirely after 10ish years, has now happened twice. Three times if you include the change to Swallow Soul back in 2017, though that was just a heavy nerf and not a change to the skill visually/
ItsNotLiving wrote: »Been testing it on the PTS and I think it’s very good combined with dot damage and using your grave robber to burst with a 20% damage buff and it’s made my PvE rotation a lot easier.
Rasande_Robin wrote: »ItsNotLiving wrote: »Been testing it on the PTS and I think it’s very good combined with dot damage and using your grave robber to burst with a 20% damage buff and it’s made my PvE rotation a lot easier.
Sounds like you are doing a DK dot rotation with grave-robber synergy?
Remember U35 when Zos decided to revamp the animation of Templar jabs, making a worse animation and a change that absolutely no one was asking for, just to streamline channel ability timers? A change that made the skill so bad that Templars don't use it anymore, Flurry is now better, and now templars have to be carried by the execute phase because of the change?
I'm not saying it's a trend. But Zos changing the favored skill of class to something that is worse, removing that playstyle from the game entirely after 10ish years, has now happened twice. Three times if you include the change to Swallow Soul back in 2017, though that was just a heavy nerf and not a change to the skill visually/
They should just give the buff to a different skill. Necro has long been neglected and needs the extra damage both in PvE and PvP, and blastbones is a necessary and core part of the class kit. It's a defining skill like if Merciless Resolve for NB got deleted. Necro with the extra damage AND blastbones might actually be a competitive option again.
i_azazei_i wrote: »Imo a great way to "rework" stalking blast bones while simultaneously fixing the no sticky dot situation in necro would be this
Stalking blastbones places "marked for death" on its main target. When marked for death target takes x damage per second for x seconds (20 preferably) while marked for death the target is considered a corpse and can have a corpse consuming ability used on it. Only 1 target can be marked for death at a time.
This creates 2 sticky dots for necro by allowing BB to be one and the tethers to be one. While simultaneously making it so BB doesn't need to constantly be recast.