OtarTheMad wrote: »Why are people obsessed with these buffs like they are Taylor Swift?
We have those buffs now just on other things, putting these buffs on crappy Necro abilities will not get me, or some I have talked to, to slot those class skills. The class skills need adjusting and then maybe those buffs would actually do something.
brandsnipe wrote: »OtarTheMad wrote: »Why are people obsessed with these buffs like they are Taylor Swift?
We have those buffs now just on other things, putting these buffs on crappy Necro abilities will not get me, or some I have talked to, to slot those class skills. The class skills need adjusting and then maybe those buffs would actually do something.
Because they are must haves buffs in the game.
OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »Why are people obsessed with these buffs like they are Taylor Swift?
We have those buffs now just on other things, putting these buffs on crappy Necro abilities will not get me, or some I have talked to, to slot those class skills. The class skills need adjusting and then maybe those buffs would actually do something.
Because they are must haves buffs in the game.
And we have them, just from other non class areas.
ZOS has shown they do not give a flying monkey poo about necro and they only work on like 1 or 2 things with them during an update so I’d rather have them focus on making offensive skills worth slotting vs a buff I can get from just about any weapon line, or potions or guild skill line.
brandsnipe wrote: »OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »Why are people obsessed with these buffs like they are Taylor Swift?
We have those buffs now just on other things, putting these buffs on crappy Necro abilities will not get me, or some I have talked to, to slot those class skills. The class skills need adjusting and then maybe those buffs would actually do something.
Because they are must haves buffs in the game.
And we have them, just from other non class areas.
ZOS has shown they do not give a flying monkey poo about necro and they only work on like 1 or 2 things with them during an update so I’d rather have them focus on making offensive skills worth slotting vs a buff I can get from just about any weapon line, or potions or guild skill line.
Just delete the class at this point
OtarTheMad wrote: »Why are people obsessed with these buffs like they are Taylor Swift?
We have those buffs now just on other things, putting these buffs on crappy Necro abilities will not get me, or some I have talked to, to slot those class skills. The class skills need adjusting and then maybe those buffs would actually do something.
brandsnipe wrote: »OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »Why are people obsessed with these buffs like they are Taylor Swift?
We have those buffs now just on other things, putting these buffs on crappy Necro abilities will not get me, or some I have talked to, to slot those class skills. The class skills need adjusting and then maybe those buffs would actually do something.
Because they are must haves buffs in the game.
And we have them, just from other non class areas.
ZOS has shown they do not give a flying monkey poo about necro and they only work on like 1 or 2 things with them during an update so I’d rather have them focus on making offensive skills worth slotting vs a buff I can get from just about any weapon line, or potions or guild skill line.
Just delete the class at this point
MashmalloMan wrote: »OtarTheMad wrote: »Why are people obsessed with these buffs like they are Taylor Swift?
We have those buffs now just on other things, putting these buffs on crappy Necro abilities will not get me, or some I have talked to, to slot those class skills. The class skills need adjusting and then maybe those buffs would actually do something.
I think you're underestimating the domino effect it would have on the class. Classes with access (good, natural access) to brutality/sorcery and sorcery/prophecy have much more freedom to skill flexibly to cover things you may not be able to.
For pvp, as a stam sorc, if I could get major prophecy/savagery from Bound Armaments, I would no longer need to use camo hunter (dead skill slot, doesn't work on backbar heals) or mag/prophecy/hp pots.
I could use tri pots, pvp pots, heroism pots. Improved sustain, ult gen, or cc immunity.
I could save a skill slot from camo hunter for something like Elude giving Major Evasion/Major Expedition or another damage skill. Improved offense or defense.
I would improve my healing, damage, and sustain based on the pure fact that I wouldn't need to pop a potion in or out of fights 100% of the time to keep up major prophecy or don't use it 100% of the time and get caught without a major buff..
Imo, the 3 must have "buffs" for a decent, flexible, pvp build will include brutality/sorcery + prophecy/savagery + major breach. A necro has to outsource all 3 of these.. most classes only need to deal with 1, sometimes 2.
I get the angle you have, but I'm not sure why you would bother being against something like this. It's such an obvious and simple fix, complete reworks of core necro skills would take much more effort and are less likely to happen in the now.
OtarTheMad wrote: »MashmalloMan wrote: »OtarTheMad wrote: »Why are people obsessed with these buffs like they are Taylor Swift?
We have those buffs now just on other things, putting these buffs on crappy Necro abilities will not get me, or some I have talked to, to slot those class skills. The class skills need adjusting and then maybe those buffs would actually do something.
I think you're underestimating the domino effect it would have on the class. Classes with access (good, natural access) to brutality/sorcery and sorcery/prophecy have much more freedom to skill flexibly to cover things you may not be able to.
For pvp, as a stam sorc, if I could get major prophecy/savagery from Bound Armaments, I would no longer need to use camo hunter (dead skill slot, doesn't work on backbar heals) or mag/prophecy/hp pots.
I could use tri pots, pvp pots, heroism pots. Improved sustain, ult gen, or cc immunity.
I could save a skill slot from camo hunter for something like Elude giving Major Evasion/Major Expedition or another damage skill. Improved offense or defense.
I would improve my healing, damage, and sustain based on the pure fact that I wouldn't need to pop a potion in or out of fights 100% of the time to keep up major prophecy or don't use it 100% of the time and get caught without a major buff..
Imo, the 3 must have "buffs" for a decent, flexible, pvp build will include brutality/sorcery + prophecy/savagery + major breach. A necro has to outsource all 3 of these.. most classes only need to deal with 1, sometimes 2.
I get the angle you have, but I'm not sure why you would bother being against something like this. It's such an obvious and simple fix, complete reworks of core necro skills would take much more effort and are less likely to happen in the now.
The way I play, it just wouldn’t change anything. I am not stuck on particular potions, I have different potions for different situations. Sometimes I use heroism potions, sometimes tri, sometimes spell power (although those are usually only serious vet dungeons) sometimes just trash pots.
Same with bars, I have different bars for different situations. Plus like I said, if the necro abilities are crap all you’re really doing is subbing one passive ability slot for another. It doesn’t solve the overall problem that the class needs the offensive abilities adjusted.
It’s not the buff I truly have an issue with it’s the fact that ZOS doesn’t do massive changes to necro like they just did to sorc. We get one or two changes per update and they are usually nerfs or confusing changes. So, basically the way I see it garbage is garbage no matter what buffs are on it. If ZOS gave necro this buff plus some other meaningful changes I’d be happy but past says they’d just slap the buff on an ability and move on. Meanwhile the ability is still complete trash now with just with a little Febreze on it.
I just read people saying that it would allow them to use other potions or allow for more freedom and my immediate thought is… okay, so do that. The only thing stopping you is the thought that you need to play a certain way. Maybe that’s how HM endgame stuff is but it’s just not how I play.
If I want to use heroism pots I do, if I want to slot caltrops over camo for a situation I do, I want to use immovable pots I do. Idk. Maybe I’m nuts.
brandsnipe wrote: »OtarTheMad wrote: »MashmalloMan wrote: »OtarTheMad wrote: »Why are people obsessed with these buffs like they are Taylor Swift?
We have those buffs now just on other things, putting these buffs on crappy Necro abilities will not get me, or some I have talked to, to slot those class skills. The class skills need adjusting and then maybe those buffs would actually do something.
I think you're underestimating the domino effect it would have on the class. Classes with access (good, natural access) to brutality/sorcery and sorcery/prophecy have much more freedom to skill flexibly to cover things you may not be able to.
For pvp, as a stam sorc, if I could get major prophecy/savagery from Bound Armaments, I would no longer need to use camo hunter (dead skill slot, doesn't work on backbar heals) or mag/prophecy/hp pots.
I could use tri pots, pvp pots, heroism pots. Improved sustain, ult gen, or cc immunity.
I could save a skill slot from camo hunter for something like Elude giving Major Evasion/Major Expedition or another damage skill. Improved offense or defense.
I would improve my healing, damage, and sustain based on the pure fact that I wouldn't need to pop a potion in or out of fights 100% of the time to keep up major prophecy or don't use it 100% of the time and get caught without a major buff..
Imo, the 3 must have "buffs" for a decent, flexible, pvp build will include brutality/sorcery + prophecy/savagery + major breach. A necro has to outsource all 3 of these.. most classes only need to deal with 1, sometimes 2.
I get the angle you have, but I'm not sure why you would bother being against something like this. It's such an obvious and simple fix, complete reworks of core necro skills would take much more effort and are less likely to happen in the now.
The way I play, it just wouldn’t change anything. I am not stuck on particular potions, I have different potions for different situations. Sometimes I use heroism potions, sometimes tri, sometimes spell power (although those are usually only serious vet dungeons) sometimes just trash pots.
Same with bars, I have different bars for different situations. Plus like I said, if the necro abilities are crap all you’re really doing is subbing one passive ability slot for another. It doesn’t solve the overall problem that the class needs the offensive abilities adjusted.
It’s not the buff I truly have an issue with it’s the fact that ZOS doesn’t do massive changes to necro like they just did to sorc. We get one or two changes per update and they are usually nerfs or confusing changes. So, basically the way I see it garbage is garbage no matter what buffs are on it. If ZOS gave necro this buff plus some other meaningful changes I’d be happy but past says they’d just slap the buff on an ability and move on. Meanwhile the ability is still complete trash now with just with a little Febreze on it.
I just read people saying that it would allow them to use other potions or allow for more freedom and my immediate thought is… okay, so do that. The only thing stopping you is the thought that you need to play a certain way. Maybe that’s how HM endgame stuff is but it’s just not how I play.
If I want to use heroism pots I do, if I want to slot caltrops over camo for a situation I do, I want to use immovable pots I do. Idk. Maybe I’m nuts.
He was talking specifically PvP. The offensive toolkit needs improving, and part of those improvements include buffs and debuffs.
JerBearESO wrote: »I would rather see hard to obtain buffs.... I'm fine getting the "main" buffs from non necro skills, but with how much room for improvement necro has, they should add buffs. But maybe it would be better to have access to minor brut/sorc? Just for example.
JerBearESO wrote: »I would rather see hard to obtain buffs.... I'm fine getting the "main" buffs from non necro skills, but with how much room for improvement necro has, they should add buffs. But maybe it would be better to have access to minor brut/sorc? Just for example.
OtarTheMad wrote: »JerBearESO wrote: »I would rather see hard to obtain buffs.... I'm fine getting the "main" buffs from non necro skills, but with how much room for improvement necro has, they should add buffs. But maybe it would be better to have access to minor brut/sorc? Just for example.
I'd be on board with Minor Brut/Sorc for sure, not a buff others have so it's unique and I can team that with Major and boost my damage.
Other abilities would still need work but this would be a step.
brandsnipe wrote: »OtarTheMad wrote: »JerBearESO wrote: »I would rather see hard to obtain buffs.... I'm fine getting the "main" buffs from non necro skills, but with how much room for improvement necro has, they should add buffs. But maybe it would be better to have access to minor brut/sorc? Just for example.
I'd be on board with Minor Brut/Sorc for sure, not a buff others have so it's unique and I can team that with Major and boost my damage.
Other abilities would still need work but this would be a step.
As a class passive sure. But necro NEEDS either sav/proph or brut/sorc.. like i said, all classes have at least one. Why shouldn't a paid for class have it?
IncultaWolf wrote: »Because the combat team does not play necromancer, simple as that, you can tell they play nightblade and dragonknight though
Urzigurumash wrote: »Shocking / Det Siphon SHOULD be a must slot in PvP as it is in PvE (I assume), tack some buffs onto it somehow, even if only while the Siphon is active - keeping this class as the most challenging to play but substantially increasing its potential in PvP.
OtarTheMad wrote: »It’d be nice if they could make tether better. The issue, in PvP, is keeping it active. NPC guards vanish after the keep/resource/outpost flip and I think they vanish faster than PvE NPC’s after death and players don’t stay dead long so it’s hard to keep it active and be useful. Plus the slightest bump and it seems it breaks cuz of los.
OtarTheMad wrote: »Urzigurumash wrote: »Shocking / Det Siphon SHOULD be a must slot in PvP as it is in PvE (I assume), tack some buffs onto it somehow, even if only while the Siphon is active - keeping this class as the most challenging to play but substantially increasing its potential in PvP.
It’d be nice if they could make tether better. The issue, in PvP, is keeping it active. NPC guards vanish after the keep/resource/outpost flip and I think they vanish faster than PvE NPC’s after death and players don’t stay dead long so it’s hard to keep it active and be useful. Plus the slightest bump and it seems it breaks cuz of los.
OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »JerBearESO wrote: »I would rather see hard to obtain buffs.... I'm fine getting the "main" buffs from non necro skills, but with how much room for improvement necro has, they should add buffs. But maybe it would be better to have access to minor brut/sorc? Just for example.
I'd be on board with Minor Brut/Sorc for sure, not a buff others have so it's unique and I can team that with Major and boost my damage.
Other abilities would still need work but this would be a step.
As a class passive sure. But necro NEEDS either sav/proph or brut/sorc.. like i said, all classes have at least one. Why shouldn't a paid for class have it?
It does not change anything if this is the only change. It doesn't make Necro more playable in any situation. Slulls is still slow, Blighted now lacks burning and the multiplier, new BB takes away from tether usage and boosted boneyard damage via corpses, skeletal summons damage will still be meh and will at times still get lost and tethers will still not work great with LoS and corpse management. The turd is still a turd.
Now I am stuck with Necro but let's say I wasn't. Why would I choose it? Putting these buffs on the class doesn't mean players will find it more viable in endgame, or fights more winnable for Cyrodiil or BGs... all your doing is making the buff come from a different source not adding damage.
Now if ZOS wants to add Major B/S and the other AND also rework/change some Necro damage abilities so they are more fun and usable than I am game.
OtarTheMad wrote: »It’d be nice if they could make tether better. The issue, in PvP, is keeping it active. NPC guards vanish after the keep/resource/outpost flip and I think they vanish faster than PvE NPC’s after death and players don’t stay dead long so it’s hard to keep it active and be useful. Plus the slightest bump and it seems it breaks cuz of los.
That's absolutely not the issue with Siphon in PvP, the issue is that it's another small, stationary (without class set/new stalking replacement) AoE DoT with a negligible tooltip for PvP.
Unless one of the morphs (preferably Detonating, so endgame PvE players keep Shocking for EC purposes) gets a rework that turns it into a more bursty skill, that skill is doomed to stay PvE only no matter what kind of buff you add to it. Something as simple as removing the tether part and focusing on Detonating's corpse explosion part would do the trick.
But it's useless to even talk about it, people should focus on the changes made by ZOS and stop talking about their pipe dream reworks, that's what the PTS is for.
... an on-demand stun?
... an execute skill? (Death Knell is mostly a PvE passive imo)
... access to core buffs like Sorcery/Brutality or Prophecy/Savagery via class skills?
... a single good DoT skill?
And in a few weeks:
... a burst damage skill? (Blighted BB will stay but... come on)
brandsnipe wrote: »OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »JerBearESO wrote: »I would rather see hard to obtain buffs.... I'm fine getting the "main" buffs from non necro skills, but with how much room for improvement necro has, they should add buffs. But maybe it would be better to have access to minor brut/sorc? Just for example.
I'd be on board with Minor Brut/Sorc for sure, not a buff others have so it's unique and I can team that with Major and boost my damage.
Other abilities would still need work but this would be a step.
As a class passive sure. But necro NEEDS either sav/proph or brut/sorc.. like i said, all classes have at least one. Why shouldn't a paid for class have it?
It does not change anything if this is the only change. It doesn't make Necro more playable in any situation. Slulls is still slow, Blighted now lacks burning and the multiplier, new BB takes away from tether usage and boosted boneyard damage via corpses, skeletal summons damage will still be meh and will at times still get lost and tethers will still not work great with LoS and corpse management. The turd is still a turd.
Now I am stuck with Necro but let's say I wasn't. Why would I choose it? Putting these buffs on the class doesn't mean players will find it more viable in endgame, or fights more winnable for Cyrodiil or BGs... all your doing is making the buff come from a different source not adding damage.
Now if ZOS wants to add Major B/S and the other AND also rework/change some Necro damage abilities so they are more fun and usable than I am game.
This is not the only thing i want changed, it was post targeting a specific problem. I have made several posts and that included many of the problems you listed..
OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »JerBearESO wrote: »I would rather see hard to obtain buffs.... I'm fine getting the "main" buffs from non necro skills, but with how much room for improvement necro has, they should add buffs. But maybe it would be better to have access to minor brut/sorc? Just for example.
I'd be on board with Minor Brut/Sorc for sure, not a buff others have so it's unique and I can team that with Major and boost my damage.
Other abilities would still need work but this would be a step.
As a class passive sure. But necro NEEDS either sav/proph or brut/sorc.. like i said, all classes have at least one. Why shouldn't a paid for class have it?
It does not change anything if this is the only change. It doesn't make Necro more playable in any situation. Slulls is still slow, Blighted now lacks burning and the multiplier, new BB takes away from tether usage and boosted boneyard damage via corpses, skeletal summons damage will still be meh and will at times still get lost and tethers will still not work great with LoS and corpse management. The turd is still a turd.
Now I am stuck with Necro but let's say I wasn't. Why would I choose it? Putting these buffs on the class doesn't mean players will find it more viable in endgame, or fights more winnable for Cyrodiil or BGs... all your doing is making the buff come from a different source not adding damage.
Now if ZOS wants to add Major B/S and the other AND also rework/change some Necro damage abilities so they are more fun and usable than I am game.
This is not the only thing i want changed, it was post targeting a specific problem. I have made several posts and that included many of the problems you listed..
It was just the only thing I saw in the top post and I've run into some players that think those buffs are the fix-all for Necros and it drives me nuts.
brandsnipe wrote: »OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »JerBearESO wrote: »I would rather see hard to obtain buffs.... I'm fine getting the "main" buffs from non necro skills, but with how much room for improvement necro has, they should add buffs. But maybe it would be better to have access to minor brut/sorc? Just for example.
I'd be on board with Minor Brut/Sorc for sure, not a buff others have so it's unique and I can team that with Major and boost my damage.
Other abilities would still need work but this would be a step.
As a class passive sure. But necro NEEDS either sav/proph or brut/sorc.. like i said, all classes have at least one. Why shouldn't a paid for class have it?
It does not change anything if this is the only change. It doesn't make Necro more playable in any situation. Slulls is still slow, Blighted now lacks burning and the multiplier, new BB takes away from tether usage and boosted boneyard damage via corpses, skeletal summons damage will still be meh and will at times still get lost and tethers will still not work great with LoS and corpse management. The turd is still a turd.
Now I am stuck with Necro but let's say I wasn't. Why would I choose it? Putting these buffs on the class doesn't mean players will find it more viable in endgame, or fights more winnable for Cyrodiil or BGs... all your doing is making the buff come from a different source not adding damage.
Now if ZOS wants to add Major B/S and the other AND also rework/change some Necro damage abilities so they are more fun and usable than I am game.
This is not the only thing i want changed, it was post targeting a specific problem. I have made several posts and that included many of the problems you listed..
It was just the only thing I saw in the top post and I've run into some players that think those buffs are the fix-all for Necros and it drives me nuts.
Necro needs a lot more than a 1 or 2 buffs. Theres been do .any posts and comments about it, but will the devs hear it? Nah
OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »brandsnipe wrote: »OtarTheMad wrote: »JerBearESO wrote: »I would rather see hard to obtain buffs.... I'm fine getting the "main" buffs from non necro skills, but with how much room for improvement necro has, they should add buffs. But maybe it would be better to have access to minor brut/sorc? Just for example.
I'd be on board with Minor Brut/Sorc for sure, not a buff others have so it's unique and I can team that with Major and boost my damage.
Other abilities would still need work but this would be a step.
As a class passive sure. But necro NEEDS either sav/proph or brut/sorc.. like i said, all classes have at least one. Why shouldn't a paid for class have it?
It does not change anything if this is the only change. It doesn't make Necro more playable in any situation. Slulls is still slow, Blighted now lacks burning and the multiplier, new BB takes away from tether usage and boosted boneyard damage via corpses, skeletal summons damage will still be meh and will at times still get lost and tethers will still not work great with LoS and corpse management. The turd is still a turd.
Now I am stuck with Necro but let's say I wasn't. Why would I choose it? Putting these buffs on the class doesn't mean players will find it more viable in endgame, or fights more winnable for Cyrodiil or BGs... all your doing is making the buff come from a different source not adding damage.
Now if ZOS wants to add Major B/S and the other AND also rework/change some Necro damage abilities so they are more fun and usable than I am game.
This is not the only thing i want changed, it was post targeting a specific problem. I have made several posts and that included many of the problems you listed..
It was just the only thing I saw in the top post and I've run into some players that think those buffs are the fix-all for Necros and it drives me nuts.
Necro needs a lot more than a 1 or 2 buffs. Theres been so many posts and comments about it, but will the devs hear it? Nah
Yeah which is truly sad because I feel they wouldn't have to do much if they wanted to do simple things to make the class fun and damage good. I've made a lot of suggestions on a lot of threads but I doubt the feedback will be read.