I HATE everything about this change. I planned to come back for the expansion, a few weeks prior, but the fact that blastbones is being changed to what it is just gutted me.
I am so tired of the devs turning each class into a manage buff uptime juggle class. I HATE having to watch my timers and hit things at the perfect time to maintain a buff. I loved blastbones because I could fire and forget while worrying about position, being in position of corpses, graveyard placement, etc. But now I have to watch another timer. I also HATE having to sync things together, now am I suppose to hold all my abilities to just right after I hit blastbones.
These devs came into the year stating they weren't going to do much to the classes and leave them a lone and 1 month into 2024 you make pages of changes. This is why no one takes any of your post serious because you never actually follow through.
DanteTheDeviant wrote: »I HATE everything about this change. I planned to come back for the expansion, a few weeks prior, but the fact that blastbones is being changed to what it is just gutted me.
I am so tired of the devs turning each class into a manage buff uptime juggle class. I HATE having to watch my timers and hit things at the perfect time to maintain a buff. I loved blastbones because I could fire and forget while worrying about position, being in position of corpses, graveyard placement, etc. But now I have to watch another timer. I also HATE having to sync things together, now am I suppose to hold all my abilities to just right after I hit blastbones.
These devs came into the year stating they weren't going to do much to the classes and leave them a lone and 1 month into 2024 you make pages of changes. This is why no one takes any of your post serious because you never actually follow through.
I made a forums account just so I could say I hate everything about this change. Please ZoS, don't do this to blastbones, just give us major sorcery/brutality instead on the skeletal mage base skill
DanteTheDeviant wrote: »I HATE everything about this change. I planned to come back for the expansion, a few weeks prior, but the fact that blastbones is being changed to what it is just gutted me.
I am so tired of the devs turning each class into a manage buff uptime juggle class. I HATE having to watch my timers and hit things at the perfect time to maintain a buff. I loved blastbones because I could fire and forget while worrying about position, being in position of corpses, graveyard placement, etc. But now I have to watch another timer. I also HATE having to sync things together, now am I suppose to hold all my abilities to just right after I hit blastbones.
These devs came into the year stating they weren't going to do much to the classes and leave them a lone and 1 month into 2024 you make pages of changes. This is why no one takes any of your post serious because you never actually follow through.
I made a forums account just so I could say I hate everything about this change. Please ZoS, don't do this to blastbones, just give us major sorcery/brutality instead on the skeletal mage base skill
IncultaWolf wrote: »DanteTheDeviant wrote: »I HATE everything about this change. I planned to come back for the expansion, a few weeks prior, but the fact that blastbones is being changed to what it is just gutted me.
I am so tired of the devs turning each class into a manage buff uptime juggle class. I HATE having to watch my timers and hit things at the perfect time to maintain a buff. I loved blastbones because I could fire and forget while worrying about position, being in position of corpses, graveyard placement, etc. But now I have to watch another timer. I also HATE having to sync things together, now am I suppose to hold all my abilities to just right after I hit blastbones.
These devs came into the year stating they weren't going to do much to the classes and leave them a lone and 1 month into 2024 you make pages of changes. This is why no one takes any of your post serious because you never actually follow through.
I made a forums account just so I could say I hate everything about this change. Please ZoS, don't do this to blastbones, just give us major sorcery/brutality instead on the skeletal mage base skill
Pretty much all of us necromancer mains HATE the blastbones change, and just want the skeletal minion to get buffed/have this sacrifice mechanic applied to it. Sadly, I don't think anything will change and they will go through with it regardless. My only regret with this game is choosing this PAID class that lacks so much other classes already get. I am impressed with how many necro players have joined the forums and started commenting on this pts cycle, I guess there's only so much you can take before you have to really complain about how terrible it is.
They're not going to reverse the Stalking change, so just join the chorus of people requesting that Blighted Blastbones be changed to have a dynamic resource cost and also include the Stalking Blastbones "length of time running to target" damage buff. Job done; people get something new to work into different Necro builds, and current Necro mains get a good Blastbones that works for both mag & stam builds.
They're not going to reverse the Stalking change, so just join the chorus of people requesting that Blighted Blastbones be changed to have a dynamic resource cost and also include the Stalking Blastbones "length of time running to target" damage buff. Job done; people get something new to work into different Necro builds, and current Necro mains get a good Blastbones that works for both mag & stam builds.
They're not going to reverse the Stalking change, so just join the chorus of people requesting that Blighted Blastbones be changed to have a dynamic resource cost and also include the Stalking Blastbones "length of time running to target" damage buff. Job done; people get something new to work into different Necro builds, and current Necro mains get a good Blastbones that works for both mag & stam builds.
I think this is a really important point about ESO as a whole, because with the Arcanist class release it felt like even ZOS agreed with this statement. Major Brutality/Sorcery skill for that class was now applied passively so long as the skill was slotted, and on either bar. Huge improvement, and they started rolling out similar QoL skill tweaks to other class skills. I really thought that was the the new direction we were headed, for the betterment of the game.I am so tired of the devs turning each class into a manage buff uptime juggle class.
CameraBeardThePirate wrote: »But the implementation of the Sacrifice buff shows a complete disregard for how corpse gameplay works. The fact that you can't create corpses at range with the new skill is a massive oversight and needs to be fixed - whatever they turn Blastbones into, it still needs to have a targeted aspect to it or ranged Necros get tossed in the trash because they can no longer position corpses where they need to.
Darkstorne wrote: »I think this is a really important point about ESO as a whole, because with the Arcanist class release it felt like even ZOS agreed with this statement. Major Brutality/Sorcery skill for that class was now applied passively so long as the skill was slotted, and on either bar. Huge improvement, and they started rolling out similar QoL skill tweaks to other class skills. I really thought that was the the new direction we were headed, for the betterment of the game.I am so tired of the devs turning each class into a manage buff uptime juggle class.
But now Necro's blastbones update is... a managed uptime buff, that can't be used as a pre-buff (Why? Why keep placing barriers to QoL like this?), that also has a delay after casting before the buff is applied.
And that's before getting into the nonsensical aesthetic design of the skill. Necros now conjure a skeleton mid-battle to give them... a hug? Guys, really.
I'm all for the idea of splitting necros into minion masters and non-minion self-buff builds. But make it a buff that passively activates while slotted, where the Necro is drawing upon the spirits of fallen warriors to strengthen their own battle skills instead of summoning minions to attack their foes for them (the alternate blastbones morph), and activating the skill consumes a corpse to boost the effects further or something.
CameraBeardThePirate wrote: »They're not going to reverse the Stalking change, so just join the chorus of people requesting that Blighted Blastbones be changed to have a dynamic resource cost and also include the Stalking Blastbones "length of time running to target" damage buff. Job done; people get something new to work into different Necro builds, and current Necro mains get a good Blastbones that works for both mag & stam builds.
The problem is two-fold though.
Like yes, they need to add the Stalking Modifier to whatever morph of blastbones is leftover.
But the implementation of the Sacrifice buff shows a complete disregard for how corpse gameplay works. The fact that you can't create corpses at range with the new skill is a massive oversight and needs to be fixed - whatever they turn Blastbones into, it still needs to have a targeted aspect to it or ranged Necros get tossed in the trash because they can no longer position corpses where they need to.
Darkstorne wrote: »I think this is a really important point about ESO as a whole, because with the Arcanist class release it felt like even ZOS agreed with this statement. Major Brutality/Sorcery skill for that class was now applied passively so long as the skill was slotted, and on either bar. Huge improvement, and they started rolling out similar QoL skill tweaks to other class skills. I really thought that was the the new direction we were headed, for the betterment of the game.I am so tired of the devs turning each class into a manage buff uptime juggle class.
But now Necro's blastbones update is... a managed uptime buff, that can't be used as a pre-buff (Why? Why keep placing barriers to QoL like this?), that also has a delay after casting before the buff is applied.
And that's before getting into the nonsensical aesthetic design of the skill. Necros now conjure a skeleton mid-battle to give them... a hug? Guys, really.
I'm all for the idea of splitting necros into minion masters and non-minion self-buff builds. But make it a buff that passively activates while slotted, where the Necro is drawing upon the spirits of fallen warriors to strengthen their own battle skills instead of summoning minions to attack their foes for them (the alternate blastbones morph), and activating the skill consumes a corpse to boost the effects further or something.
CameraBeardThePirate wrote: »They're not going to reverse the Stalking change, so just join the chorus of people requesting that Blighted Blastbones be changed to have a dynamic resource cost and also include the Stalking Blastbones "length of time running to target" damage buff. Job done; people get something new to work into different Necro builds, and current Necro mains get a good Blastbones that works for both mag & stam builds.
The problem is two-fold though.
Like yes, they need to add the Stalking Modifier to whatever morph of blastbones is leftover.
But the implementation of the Sacrifice buff shows a complete disregard for how corpse gameplay works. The fact that you can't create corpses at range with the new skill is a massive oversight and needs to be fixed - whatever they turn Blastbones into, it still needs to have a targeted aspect to it or ranged Necros get tossed in the trash because they can no longer position corpses where they need to.
I am going to be real with you, I dont think they see necromancer as a caster. They fully view it has a melee and mostly a tank. The play your way moniker has been clown make up for them for years now.
Grim_Overlord wrote: »CameraBeardThePirate wrote: »They're not going to reverse the Stalking change, so just join the chorus of people requesting that Blighted Blastbones be changed to have a dynamic resource cost and also include the Stalking Blastbones "length of time running to target" damage buff. Job done; people get something new to work into different Necro builds, and current Necro mains get a good Blastbones that works for both mag & stam builds.
The problem is two-fold though.
Like yes, they need to add the Stalking Modifier to whatever morph of blastbones is leftover.
But the implementation of the Sacrifice buff shows a complete disregard for how corpse gameplay works. The fact that you can't create corpses at range with the new skill is a massive oversight and needs to be fixed - whatever they turn Blastbones into, it still needs to have a targeted aspect to it or ranged Necros get tossed in the trash because they can no longer position corpses where they need to.
I am going to be real with you, I dont think they see necromancer as a caster. They fully view it has a melee and mostly a tank. The play your way moniker has been clown make up for them for years now.
Melee caster is an interesting niche if they were to pursue that for its DPS identity at least. It would help set the class apart from other renditions of necromancers in other MMOs where you are frontline with your minions, like a boss among your own set of adds, rather than a guy having them do all the work. This also fits well enough with necromancers in the Elder Scrolls main games, as a horde of minions isn't normal there for player characters. I really like the idea of Necromancers being tanky brawlers amongst a selection of choice undead given that a horde of minions isn't really doable within the scope of the game as this would set them apart from the other classes even with a focus on DOTs. DKs are melee casters with a DOT focus too, but even then in a different way if ONLY Necromancer actually used summons consistently. However, they aren't committing to that vision either as the Elementalist part of Necro's identity seems to be the strongest as they get pushed closer to the DK playstyle, only with ground-placed short DOTs rather than long, sticky DOTs that makes them much harder to maintain in actual content.
Grim_Overlord wrote: »CameraBeardThePirate wrote: »They're not going to reverse the Stalking change, so just join the chorus of people requesting that Blighted Blastbones be changed to have a dynamic resource cost and also include the Stalking Blastbones "length of time running to target" damage buff. Job done; people get something new to work into different Necro builds, and current Necro mains get a good Blastbones that works for both mag & stam builds.
The problem is two-fold though.
Like yes, they need to add the Stalking Modifier to whatever morph of blastbones is leftover.
But the implementation of the Sacrifice buff shows a complete disregard for how corpse gameplay works. The fact that you can't create corpses at range with the new skill is a massive oversight and needs to be fixed - whatever they turn Blastbones into, it still needs to have a targeted aspect to it or ranged Necros get tossed in the trash because they can no longer position corpses where they need to.
I am going to be real with you, I dont think they see necromancer as a caster. They fully view it has a melee and mostly a tank. The play your way moniker has been clown make up for them for years now.
Melee caster is an interesting niche if they were to pursue that for its DPS identity at least. It would help set the class apart from other renditions of necromancers in other MMOs where you are frontline with your minions, like a boss among your own set of adds, rather than a guy having them do all the work. This also fits well enough with necromancers in the Elder Scrolls main games, as a horde of minions isn't normal there for player characters. I really like the idea of Necromancers being tanky brawlers amongst a selection of choice undead given that a horde of minions isn't really doable within the scope of the game as this would set them apart from the other classes even with a focus on DOTs. DKs are melee casters with a DOT focus too, but even then in a different way if ONLY Necromancer actually used summons consistently. However, they aren't committing to that vision either as the Elementalist part of Necro's identity seems to be the strongest as they get pushed closer to the DK playstyle, only with ground-placed short DOTs rather than long, sticky DOTs that makes them much harder to maintain in actual content.
I hate to break this to you dude but there are no other renditions in other mmos. There isn't many mmo's left with necros in general, but the ones that are still there have better necros and also have melee options for them that beats the breaks of this game's melee design. Most people see necromancer and want the class fantasy that name leans into. By the way, if you are in melee you are not really a caster then. You are a melee. [Snip]. The brawler shouldn't over take the class fantasy. It doesn't fit TES games by the way, it is far from it it fact. Necromancers in all the games are surrounded by undead and are always casting spells, not brawling in melee. But you know what? Thats okay, I can get behind melee necro because the class should be a tool kit to flavor your fantasy and playstyle. Not hardline you into melee or ranged. But Necro doesn't get that choice.
Also, a horde of minions is doable and within the scope of the game, they have that right now with set procs and class pets. Three or four untargetable minions on the field would be nothing. Its a better use of corpse spenders and more on theme whether you are melee or ranged.
Double also, being a caster would set them apart more since most classes all favor being brawlers. You're argument for their weird design ideas remaining the way they are does not hold up. Majority of players are forced into melee on most classes and I am not even saying they should kill melee necro, just stop forcing it down our throats and let the people who want the necromancer fantasy, have that. I mean it's in the stupid name for *** sake.
(Little Edit here, I probably come off as mad at you, but I ain't. I am pissed at ZoS for being the way they are. I am all for Melee Necro but I don't agree that it's a unique niche. I just want necromancer to be a necromancer [Snip]. I am kind of at the end of my rope with them on so many things, this necro stuff is just the last straw.) )