brandsnipe wrote: »Agree. My necro will just act as a storage space for gear at this point
They couldn't even be arsed to give Blighted a dynamic cost...
Whatever, I'll check back in a couple months with Gold Road and if nothing is done again (or worse, if ZOS have another great idea like the new Stalking BB) I'll just move on from ESO.
MashmalloMan wrote: »I like the idea of Sacrificial Bones and what they're trying to accomplish by offering another playstyle for Necro's, but it feels like it's missing a lot, like this skill is suppose to be bundled with a list of other changes coming with the chapter or something like that..
At bare minimum, Blighted should be a combination of Stalking + Blighted to keep that identity alive until the rest of the kit gets reworked. How they think guaranteed diseased proc fixes any of the issues raised is beyond my understanding.
- Blighted Blastbones - Dynamic cost based on highest resource + stalking damage multiplier.
- Sacrificial Bones - Add a small dot centered on the caster like Blade Cloak or spawn a 2nd BB that jumps to the caster at 10s. Let those 2 BB's deal damage when they explode on the caster. The skill feels like a dead cast with no damage and no corpses, imagine casting a skill for Major Brutality and getting nothing else with it.
- Skeletion Mage - Add Major Brutality/Sorcery or Major Savagery/Prophecy.
- Skeleton Archer - Convert into a short duration(6s-10s), single target dot summon, damage multiplies each second. Basically a summon version of Vat Destro. Reintroduces corpse gen and pressure for Sacrificial Bones users with less management in comparison to a BB rotation. For BB users, it adds a bit more complexity, but much better pay off with introducing a strong dot their missing.
- Skeleton Arcanist - Spawn 2 instead of 1. Maybe reduce their damage slightly to compensate.
- Flame Skull - Increase projectile speed and add Venom Skull's "every necro cast adds a stack" effect to the base skill. Venom Skull could get a new bonus to sweeten the deal, Ricochet Skull could stay the same as the aoe option.
This would allow 4 levels of play instead of 2, with varying complexity. At the top you have the lowest skill floor, but highest skill ceiling. At the bottom, you have the highest skill floor, but lowest skill ceiling. There is an option for every player.
- BB + Archer = 3s delayed burst + 6s high pressure dot = hardest to manage, but best burst/dps potential.
- BB + Arcanist = 20s buff/dot + 3s delayed burst = original playstyle for those that don't want change.
- Sacrifical Bones + Archer = 20s buff/dot + 6s high pressure dot = less management than the above 2 options, but still a bit of a combo in there, it's just based on relying on dots instead of burst from BB.
- Sacrifical Bones + Arcanist = 20s buff/dot + 20s buff/dot = this is the least management possible, a fully dot focused build, decent dps for pve, but without a combo they don't have high kill potential for pvp.
This also allows players to have unique necro playstyles based on preference instead of every single necro, stam, or mag, being functionally identical. Kinda like how a Sorc can run pets or not, there is a lot of options there and things in between.
brandsnipe wrote: »Agree. My necro will just act as a storage space for gear at this point
MashmalloMan wrote: »Gotta try. Either way, they could ignore everything else I said and just do:
Blighted Blastbones = Dynamic Cost + Stalking Damage modifier.
Fixed. Then Sacrificial Bones can be the morph everyone ignores for 3 years before they do something decent with it.
MashmalloMan wrote: »Fixed. Then Sacrificial Bones can be the morph everyone ignores for 3 years before they do something decent with it.
-No dynamic resource cost for Blighted Blastbones.
-No Stalking BB modifier added to it to compensate for being the inferior morph option.
-Grave Lord’s Sacrifice lower corpse generation not fixed.
-Grave Lord’s Sacrifice lack of ranged corpse generation not fixed.
You are basically removing the ability to use Siphons/Tethers(28m skills) from range if you slot Grave Lord’s Sacrifice.
You are basically removing the ability to activate the Corpse consume bonus from Boneyard and Life amid Death(28m skills) from range if you slot Grave Lord’s Sacrifice.
You can't sustain Blighted Blastbones on a Magicka build.
You said ''we’re also trying to ensure there’s a way to continue playing the way many Necromancers have become accustomed to'' but if I pick Blighted Blastbones I can't sustain the cost since I play a Magicka build and if I pick Grave Lord’s Sacrifice I'm forced into a melee build.
Why do you ignore all the feedback that could turn Grave Lord’s Sacrifice into a good skill? Why do you ignore all the feedback that could allow Blighted Blastbones to remain a valid alternative? Can we get some changes from a dev who actually plays the class?
The backlash from all the players who don't know or care about the PTS and will find out on patch day that their #1 skill is gone will be something to behold.
IncultaWolf wrote: »The backlash from all the players who don't know or care about the PTS and will find out on patch day that their #1 skill is gone will be something to behold.
Oh yeah it will be, I remember when update 35 hit live, and all the templars in game were like "what the hell is wrong with my jabs?"