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I hope a full rework for necromancer is being considered

brandsnipe
brandsnipe
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The only changes i like are the morph covering all necro abilities and flame skull creating a corpse. But why not put the flame skull changes onto the flame skull skill itself instead of nerfing GLS?
We’ll continue to keep an eye on this ability and its morphs as the year progresses and data comes in; we’re aware that the ability likely still hasn’t hit its perfect mark just yet, but we’re hopeful that it’s still an improvement for a large amount of players who were previously put off by how demanding the class was

I love that y'all are trying to make necromancer easier to play, but this isn't going to do it. Blastbones has more of a targeting problem than a rotation problem.The problem from the start has been the lack of buffs and debuffs that have become necessity in order to get on par with the other classes and the recast of small radius abilities cause the target moves. This causes the constant recasting of skills, which leads to clunkiness. The other classes offer skills that have multiple effects, whereas necro slots multiple skills to get the same result. The fact that the developer's comment is to keep an eye on GLS though the year tells me yall are really at a standstill. Just read through the tons of suggestions from people who play this class. I already said for me its the constant upkeep of buffs and debuffs because necro has hardly any in their class kit.

A rework of necromancer will be needed to bring the class in line with the others.
Edited by brandsnipe on February 19, 2024 10:02PM
  • Urvoth
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    The problem with necro isn't that it's difficult to play, it's that the class is clunky, barely has any good damage skills, lacks buffs that other classes have, doesn't bring any unique passives to a group, and overall feels like it was solely designed around a parse dummy. Most people don't want to play a bottom of the barrel class that ALSO feels like a clunkfest. That's the core of the issue. Necro needs a major overhaul before ZOS even bothers to think about "making it easier to play".
  • MashmalloMan
    MashmalloMan
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    Urvoth wrote: »
    The problem with necro isn't that it's difficult to play, it's that the class is clunky, barely has any good damage skills, lacks buffs that other classes have, doesn't bring any unique passives to a group, and overall feels like it was solely designed around a parse dummy. Most people don't want to play a bottom of the barrel class that ALSO feels like a clunkfest. That's the core of the issue. Necro needs a major overhaul before ZOS even bothers to think about "making it easier to play".

    On the subject of clunky, Sacrifice + 3rd cast Skulls feels very clunky on PTS.

    There is 0 visual indicator that you're getting aoe damage from it, and unless you're watching your characters animation for the 3rd cast skulls, you don't notice that it has spawned a corpse in the first place making it really difficult to preemptively time your next cast as a corpse consuming ability.

    BB is very clear in how and when it's going to make a corpse. As a spammable, you're pressing Skulls so often, you never really know when it's a 3rd cast or not especially if you're using Venom Skull which gives the free stacks.

    Correct me if I'm wrong, but I don't remember there being a visual queue on your bar like Bound Armaments or Grim Focus for an empowered skull either. The only thing I know of is something like Srendar adding a little skull icon with the number (1), (2), (3), and even that is not super clear in the heat of combat in comparison to BA/GF.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Deimus
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    At this point a full rework is the only logical option honestly. They're trying which as a magcro main who spends half their playtime in cyro it's nice to finally get some attention, but it's obvious they don't play Necro. The lack of range corpses was brought up by multiple players day one of this PTS cycle and it took this long to address it. Honestly so far it feels like they're throwing stuff at the wall and seeing what sticks, I see them wanting to move towards DoTs, but there is still no synergy.

    The next update needs to come with a lot of improvement for the Necro class. Tune other moves to make our class kit more cohesive in a general sense and with Grave Lord's Sacrifice to be on par with other classes. Pretend Necro is DK or NB while you're working on it and you'll be moving in the right direction!

    Please don't just keep parroting the ease of play and rotation, we want to be impactful not brain-dead. We delve into dark forbidden magic for power not because it's easy! Sacrificial Bones just doesn't feel good to cast. Every class has at least one oomph move that releases serotonin. Lava Whip and Leap for DK, Grim Focus and Death Stroke for NB, Jabs was one but now just Jesus beam for Templar, Shalks for Warden, and Mage's fury and Crystal shard for Sorc. It was Blastbones for Necro, so what is going to be our impactful feels good to cast move now? Grave robber used to count, but I could see Scythe filling that role in the future.

    P.S throw us a bone and add dynamic cost to Blighted Blastbones
  • Uvi_AUT
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    Urvoth wrote: »
    The problem with necro isn't that it's difficult to play, it's that the class is clunky, barely has any good damage skills, lacks buffs that other classes have, doesn't bring any unique passives to a group, and overall feels like it was solely designed around a parse dummy. Most people don't want to play a bottom of the barrel class that ALSO feels like a clunkfest. That's the core of the issue. Necro needs a major overhaul before ZOS even bothers to think about "making it easier to play".

    On the subject of clunky, Sacrifice + 3rd cast Skulls feels very clunky on PTS.

    There is 0 visual indicator that you're getting aoe damage from it, and unless you're watching your characters animation for the 3rd cast skulls, you don't notice that it has spawned a corpse in the first place making it really difficult to preemptively time your next cast as a corpse consuming ability.

    BB is very clear in how and when it's going to make a corpse. As a spammable, you're pressing Skulls so often, you never really know when it's a 3rd cast or not especially if you're using Venom Skull which gives the free stacks.

    Correct me if I'm wrong, but I don't remember there being a visual queue on your bar like Bound Armaments or Grim Focus for an empowered skull either. The only thing I know of is something like Srendar adding a little skull icon with the number (1), (2), (3), and even that is not super clear in the heat of combat in comparison to BA/GF.

    Thats exactly what It feels now.
    I didnt think ZOS would manage to make Necro even more clunky than it already was, but they did it. Honestly, I feel uneasy even doing Targetdummy. It feels really bad at the moment. Even worse than traditional Blastbones.
    Whatever Anxiety casting BB every third cast triggers, double that by the added anxiety of watching Skull and its Corpse Generation.

    Edited by Uvi_AUT on February 20, 2024 6:04AM
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
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