brandsnipe wrote: »-The sticky breach was a much needed addition to boneyard and adding in minor vuln will help damage dealing necros a lot. --i like the GLS activation outside combat
-The siphon and skeletal mage buffs were badly needed.
-the duration increase to summoners armor will make my rotation much easier.
Im glad to see the issues with necromancer being addressed. These are steps in the right direction. May i add a few suggestions to further improve the class,
-fix the targeting of skeletal mage and morphs.
-adjust blighted to suit both magicka and stamina players
-increase the radius size of boneyard and morphs to 8m and allow one of the morphs to apply a sticky DoT as necro is meant to be a DoT class with no sricky DoTs
-rework empowering grasp to be a single target stun. I envision something like kjalnar's nightmare stun with the skeletal hand.
Solid changes overall, look forward to more.
i_azazei_i wrote: »I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today
TX12001rwb17_ESO wrote: »The buffs are not going to help the Necromancer much in PvP
Do you want to know why the class is so weak in PvP? the real reason is because the class spammable is both "slow" and "underpowered" the class is simply incapable of attacking fast enough to out DPS enemy healing, their only real form of damage comes from the initial burst and from DOTs, the latter of which serves little use in PvP nowadays, you will struggle to kill your opponent with DOTS when they are using a spammable and if your initial burst fails (Which it probably will) you might as well stand there and accept defeat, not to mention their self heal debuffs them for some reason, healing is already nerfed by Battlespirit never mind the Minor Defile it places on the caster.
Other classes don't have this problem.
TX12001rwb17_ESO wrote: »The buffs are not going to help the Necromancer much in PvP
Do you want to know why the class is so weak in PvP? the real reason is because the class spammable is both "slow" and "underpowered" the class is simply incapable of attacking fast enough to out DPS enemy healing, their only real form of damage comes from the initial burst and from DOTs, the latter of which serves little use in PvP nowadays, you will struggle to kill your opponent with DOTS when they are using a spammable and if your initial burst fails (Which it probably will) you might as well stand there and accept defeat, not to mention their self heal debuffs them for some reason, healing is already nerfed by Battlespirit never mind the Minor Defile it places on the caster.
Other classes don't have this problem.
Urzigurumash wrote: »I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".
YandereGirlfriend wrote: »I'm old enough to remember when Necros had a unique buff/debuff that only they could bring to the group. Major Vuln has been so degraded over time, first in magnitude, and then farming it out to every random DLC set in the game, that its value is quite cheap nowadays. Meanwhile... the original classes (e.g. Templars, Sorcs, DKs, NBs) plus Warden all have unique buffs that only they can provide (at least on a group-wide basis, as is the case for Minor Toughness and Warden).
So can we please toss the Necro a bone (heh) here as we're in the process of buffing it.
And then it also needs a new debuff on enemies to compensate for the loss of Minor Vuln (ideally something like Minor Brittle to synergize with the Necro Crit theme). If we're really swinging for the fences, let the Necro self-synergize with the Agony Totem morph and change the damage type to either Frost (preferably) or Disease Damage for better class theming.
brandsnipe wrote: »i_azazei_i wrote: »I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today
Completey agree. But they are pushing it as a DoT class
The other day I was thinking that it might have been better if Grave Lord's Sacrifice would have been turned into a sticky DOT. It could have jumped at a target, exploded and infected those it hit a sticky 10 or 20 second DOT with a second effect attached to it. Perhaps the targets could take increased damage from the Necromancer's other class abilities, or be affected with Minor Brittle for the duration or something. But alas, we have a skeleton that is hugging ourselves now.CameraBeardThePirate wrote: »No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.
...
No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).
The other day I was thinking that it might have been better if Grave Lord's Sacrifice would have been turned into a sticky DOT. It could have jumped at a target, exploded and infected those it hit a sticky 10 or 20 second DOT with a second effect attached to it. Perhaps the targets could take increased damage from the Necromancer's other class abilities, or be affected with Minor Brittle for the duration or something. But alas, we have a skeleton that is hugging ourselves now.CameraBeardThePirate wrote: »No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.
...
No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).
Elvenheart wrote: »I don’t expect him to be on the level of the Lich King, but couldn’t he at least have a few permanent undead pets?
CameraBeardThePirate wrote: »brandsnipe wrote: »i_azazei_i wrote: »I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today
Completey agree. But they are pushing it as a DoT class
No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.
If they were pushing it as a DoT class, they'd convert the Skeletal Minions from Direct Damage to DoTs so they're buffed by the Necro passive and can no longer get blocked.
If they were pushing it as a DoT class, they'd give Necro access to a sticky DoT.
They're not doing any of those things, because they don't balance outside of spreadsheet and dummy humping, so they don't realize what's actually wrong with the class.
No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).
StarOfElyon wrote: »It's obvious that no one knows what the Necromancer is supposed to be. Unlike with the Arcanist class there's no clear vision.
brandsnipe wrote: »CameraBeardThePirate wrote: »brandsnipe wrote: »i_azazei_i wrote: »I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today
Completey agree. But they are pushing it as a DoT class
No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.
If they were pushing it as a DoT class, they'd convert the Skeletal Minions from Direct Damage to DoTs so they're buffed by the Necro passive and can no longer get blocked.
If they were pushing it as a DoT class, they'd give Necro access to a sticky DoT.
They're not doing any of those things, because they don't balance outside of spreadsheet and dummy humping, so they don't realize what's actually wrong with the class.
No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).
If they weren't, the class wouldn't have a passive that increases DoT damage nor change a skill into something that increases DoT damage even more. Come on now i think you give zos too much credit, look how long it took for necro to get any bit of love.
Urzigurumash wrote: »I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".
But I guess ideally both ways are viable.. and Skulls builds are ALMOST viable the same way Fatecarver builds are. With GLS they hit as hard as an Ult every few seconds, if it didn't miss so often it would be way OP. A tricky and inflexible playstyle but don't assume this skill hits like it did years ago, it's much stronger.
To my first point though I've always interpreted the DoT passive as mostly recommending non class DoTs, otherwise that bonus could just be in the tooltips.. but I agree, if we continue to suffer in PvP (more than we are due as practitioners of such a foul art) then the DoTs on Graveyard and Siphon getting the same sticky effect as Graveyard's Breach sounds like a nice and easy idea.
Urzigurumash wrote: »I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".
But I guess ideally both ways are viable.. and Skulls builds are ALMOST viable the same way Fatecarver builds are. With GLS they hit as hard as an Ult every few seconds, if it didn't miss so often it would be way OP. A tricky and inflexible playstyle but don't assume this skill hits like it did years ago, it's much stronger.
To my first point though I've always interpreted the DoT passive as mostly recommending non class DoTs, otherwise that bonus could just be in the tooltips.. but I agree, if we continue to suffer in PvP (more than we are due as practitioners of such a foul art) then the DoTs on Graveyard and Siphon getting the same sticky effect as Graveyard's Breach sounds like a nice and easy idea.
disagree 100% with the class spammables not being meta. the homogenization of classes into mostly non-class skill lines/skills with a few class skills sprinkled in has really ruined class identity. we need to get some of that back. every class should not play mostly the same, they should feel different!
i'm glad to see these changes, but one thing i would really like to see come back is magicka blastbones. it would be great if we could get blighted blastbones to use whichever resource pool is the highest, so that magicka necromancers can get their traditional blastbones back. not that they can't use blighted, but stamina management becomes a pain if you are using any other stam abilities once you start using blighted blastbones too.
at this point, i doubt GLS will change much, but the implementation of the animation (reverse blastbones, come on) is kind of lame and just seems like a stand-in for something else. i know there is probably no time for the art team to do something like this, but the corpse having a unique animation would be welcome. the stationary fear/cower animation followed by death from the summoned corpse would be fine, anything but reverse blastbones really. the gfx/animation from bitter harvest could then be used to show the transfer of a buff from the corpse to the player who has summoned it. this could also be visual incentive to eliminate the requirement for line of sight entirely.
CameraBeardThePirate wrote: »brandsnipe wrote: »CameraBeardThePirate wrote: »brandsnipe wrote: »i_azazei_i wrote: »I still wish they'd make skeletal minon count as a dot for out passives. And tbh I'd love another summon since necro feels more like a dot class than a necromancer at the moment. But the other buffs so far are great. Looking forward to the next patch notes today
Completey agree. But they are pushing it as a DoT class
No they aren't. If they were pushing it as a DoT class they'd give the class more than 2 DoTs.
If they were pushing it as a DoT class, they'd convert the Skeletal Minions from Direct Damage to DoTs so they're buffed by the Necro passive and can no longer get blocked.
If they were pushing it as a DoT class, they'd give Necro access to a sticky DoT.
They're not doing any of those things, because they don't balance outside of spreadsheet and dummy humping, so they don't realize what's actually wrong with the class.
No one with more than 20 minutes on Necromancer would have deleted their best damage skill in the game, and replaced it with an ability that, to this day, remains unfinished (it's still labeled as Stalking Blastbones for God's sake).
If they weren't, the class wouldn't have a passive that increases DoT damage nor change a skill into something that increases DoT damage even more. Come on now i think you give zos too much credit, look how long it took for necro to get any bit of love.
Did you not read my point about spreadsheet balancing?
They took a look at the passive, slapped a useless +15% to DoTs on GLS, and said "See guys? It's a DoT class!!" without taking the time to look at the skills in the kit and realize that they severely lack in decent DoTs.
YandereGirlfriend wrote: »Urzigurumash wrote: »I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".
But I guess ideally both ways are viable.. and Skulls builds are ALMOST viable the same way Fatecarver builds are. With GLS they hit as hard as an Ult every few seconds, if it didn't miss so often it would be way OP. A tricky and inflexible playstyle but don't assume this skill hits like it did years ago, it's much stronger.
To my first point though I've always interpreted the DoT passive as mostly recommending non class DoTs, otherwise that bonus could just be in the tooltips.. but I agree, if we continue to suffer in PvP (more than we are due as practitioners of such a foul art) then the DoTs on Graveyard and Siphon getting the same sticky effect as Graveyard's Breach sounds like a nice and easy idea.
disagree 100% with the class spammables not being meta. the homogenization of classes into mostly non-class skill lines/skills with a few class skills sprinkled in has really ruined class identity. we need to get some of that back. every class should not play mostly the same, they should feel different!
i'm glad to see these changes, but one thing i would really like to see come back is magicka blastbones. it would be great if we could get blighted blastbones to use whichever resource pool is the highest, so that magicka necromancers can get their traditional blastbones back. not that they can't use blighted, but stamina management becomes a pain if you are using any other stam abilities once you start using blighted blastbones too.
at this point, i doubt GLS will change much, but the implementation of the animation (reverse blastbones, come on) is kind of lame and just seems like a stand-in for something else. i know there is probably no time for the art team to do something like this, but the corpse having a unique animation would be welcome. the stationary fear/cower animation followed by death from the summoned corpse would be fine, anything but reverse blastbones really. the gfx/animation from bitter harvest could then be used to show the transfer of a buff from the corpse to the player who has summoned it. this could also be visual incentive to eliminate the requirement for line of sight entirely.
Agree with you here.
I very well remember how boring PvP was back during the DSwing meta, where every BG was just Janitor Simulator with everyone miming that they were mopping the floor. Good riddance to homogenized spammables!
YandereGirlfriend wrote: »Urzigurumash wrote: »I actively do not want Class Spammables as the meta, I'm big on "Express the Thief-Warrior-Mage thru the class" rather than "Play this specific ESO class exhaustively".
But I guess ideally both ways are viable.. and Skulls builds are ALMOST viable the same way Fatecarver builds are. With GLS they hit as hard as an Ult every few seconds, if it didn't miss so often it would be way OP. A tricky and inflexible playstyle but don't assume this skill hits like it did years ago, it's much stronger.
To my first point though I've always interpreted the DoT passive as mostly recommending non class DoTs, otherwise that bonus could just be in the tooltips.. but I agree, if we continue to suffer in PvP (more than we are due as practitioners of such a foul art) then the DoTs on Graveyard and Siphon getting the same sticky effect as Graveyard's Breach sounds like a nice and easy idea.
disagree 100% with the class spammables not being meta. the homogenization of classes into mostly non-class skill lines/skills with a few class skills sprinkled in has really ruined class identity. we need to get some of that back. every class should not play mostly the same, they should feel different!
i'm glad to see these changes, but one thing i would really like to see come back is magicka blastbones. it would be great if we could get blighted blastbones to use whichever resource pool is the highest, so that magicka necromancers can get their traditional blastbones back. not that they can't use blighted, but stamina management becomes a pain if you are using any other stam abilities once you start using blighted blastbones too.
at this point, i doubt GLS will change much, but the implementation of the animation (reverse blastbones, come on) is kind of lame and just seems like a stand-in for something else. i know there is probably no time for the art team to do something like this, but the corpse having a unique animation would be welcome. the stationary fear/cower animation followed by death from the summoned corpse would be fine, anything but reverse blastbones really. the gfx/animation from bitter harvest could then be used to show the transfer of a buff from the corpse to the player who has summoned it. this could also be visual incentive to eliminate the requirement for line of sight entirely.
Agree with you here.
I very well remember how boring PvP was back during the DSwing meta, where every BG was just Janitor Simulator with everyone miming that they were mopping the floor. Good riddance to homogenized spammables!
TX12001rwb17_ESO wrote: »The buffs are not going to help the Necromancer much in PvP
Do you want to know why the class is so weak in PvP? the real reason is because the class spammable is both "slow" and "underpowered" the class is simply incapable of attacking fast enough to out DPS enemy healing, their only real form of damage comes from the initial burst and from DOTs, the latter of which serves little use in PvP nowadays, you will struggle to kill your opponent with DOTS when they are using a spammable and if your initial burst fails (Which it probably will) you might as well stand there and accept defeat, not to mention their self heal debuffs them for some reason, healing is already nerfed by Battlespirit never mind the Minor Defile it places on the caster.
Other classes don't have this problem.
TX12001rwb17_ESO wrote: »The buffs are not going to help the Necromancer much in PvP
Do you want to know why the class is so weak in PvP? the real reason is because the class spammable is both "slow" and "underpowered" the class is simply incapable of attacking fast enough to out DPS enemy healing, their only real form of damage comes from the initial burst and from DOTs, the latter of which serves little use in PvP nowadays, you will struggle to kill your opponent with DOTS when they are using a spammable and if your initial burst fails (Which it probably will) you might as well stand there and accept defeat, not to mention their self heal debuffs them for some reason, healing is already nerfed by Battlespirit never mind the Minor Defile it places on the caster.
Other classes don't have this problem.
Swallow Soul enters chat.
StarOfElyon wrote: »It's obvious that no one knows what the Necromancer is supposed to be. Unlike with the Arcanist class there's no clear vision.