Daedric class should be very nice! No ES ever did that. I really want tho play as a Daedric!
MindOfTheSwarm wrote: »Necromancer could be fixed with some small changes. Boneyard for example could have Blastbones baked into it. Then Blastbones could be replaced with a skeleton warrior pet.
Like this:
Boneyard:
Desecrate the ground at the target location, dealing X Frost Damage over 10 seconds to enemies inside and applying Minor Vulnerability, increasing their damage taken by 5%. Every 3 seconds a Frozen Blastbones skeleton is summoned that charges a nearby enemy and detonates dealing X Frost Damage and applying Minor Brittle to all enemies within the blast radius for 6 seconds, and leaving behind a corpse.
Deathlord’s Boneyard:
While the boneyard is active, your necromantic energies are enhanced increasing your damage done with class abilities and damage over time effects by 15%.
Blighted Boneyard:
Desecrate the ground at the target location, dealing X Disease Damage over 10 seconds to enemies inside and applying Minor Defile and Minor Vulnerability, reducing healing received, health recovery and damage shield strength by 8% and increasing damage taken by 5%. Every 3 seconds a Blighted Blastbones skeleton is summoned that charges a nearby enemy and detonates dealing X Disease Damage and applying Major Defile to all enemies within the blast radius for 6 seconds, and leaving behind a corpse.
Then I would add the pet in place of the original blastbones:
Frozen Skeleton:
Summon an icy skeleton warrior for 30 seconds whose attacks deal X Frost Damage. The skeleton’s attacks have an increased chance to chill targets. Produces a corpse on death.
Frozen Army:
Summons a second skeleton.
Summon Zombie:
Summon a putrid zombie for 30 seconds whose attacks deal X Disease Damage. When the zombie takes damage it releases a vile miasma in a 6 meter area around itself that deals X Disease Damage over 5 seconds. Further damage refreshes the duration. Produces a corpse on death.
I would also change the totem skill:
Bone Totem: (Base skill is remote totem)
Summon an effigy of bone for 12 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds.
Spirit Totem:
Summon an effigy of bone for 12 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Any minions you summon while this ability is active will gain 1000 increased damage and healing. The bonus damage will remain after the totem has expired.
Soul Eater Totem:
Summon an effigy of bone for 12 seconds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430. After 2 seconds, the totem begins fearing nearby enemies every 2 seconds, causing them to cower in place for 4 seconds. Consumes a corpse to pulse a vile putrid gas every 2 seconds dealing X Disease Damage. This skill has a higher chance of inflicting the Diseased Status.
KaironBlackbard wrote: »Our pain point of the Necromancer is the durational minions. We want them to be more like Sorc's Winged Twilight or Familiar.
I think the main problem with such a thing is that they're Criminal Acts...
KaironBlackbard wrote: »Our pain point of the Necromancer is the durational minions. We want them to be more like Sorc's Winged Twilight or Familiar.
I think the main problem with such a thing is that they're Criminal Acts...
Having them being permanently out would be super annoying when you'd get tons of bounty just by going basically anywhere.
Still, having them last longer wouldn't go amiss to give a better feeling of being summons, not just "Yet another 20s (16s for the Haunting Spirit for... Reasons...) buff to press" only with a clunky 2 second wind up.
Though any sort of adjustment would need the whole "Corpses" mechanic to be redone since constantly dying summons is a source of corpses (Though, the whole mechanic makes little sense anyway. If I can literally pull up skeletons wherever I am, at will... How can I not simply raise a corpse to fuel the spell I'm casting that utilizes said corpses?)
I think the main problem with such a thing is that they're Criminal Acts...
Yes.
However, most of the game's guards belong to the three warring factions and none of them are at all upset by necromancy in Cyrodiil and my pasty faced full throttle vampire can waltz through the streets of even Alinor.
I think the problem is more canon than criminality. Necromancy is ill-reputed in most provinces and more importantly than just being illegal, freaks people out. Inserting a period into Tamriel's history when necromancers waltzed around towns with their skeletons out would jarr.
When thinking of my vampirism going unremarked upon I head-canon that into me mesmerizing everyone around me.
Perma necro pets could get the same treatment.
Create a secret legal accord requiring necromancers to either unsummon their perma minions in populated areas and not summon there, or require them to cast illusions over them.
Mechanically what that would translate into is auto-unsummoning in those areas and summon abilities being disabled, or an automatic temporary reskin of skeleton pets into either a random or player chosen non-combat pet's appearance.
KaironBlackbard wrote: »Our pain point of the Necromancer is the durational minions. We want them to be more like Sorc's Winged Twilight or Familiar.
KaironBlackbard wrote: »That part is either A: Recast is unsummon, B: just go into character menu to unsummon, C: if they can't be used from either bar and must be on active bar like twilight, familliar, and bear, don't have it on alt bar and barswap to unsummon them. If C is applicable, A can be some ability like the other classes' pets have. B will always be applicable. I'd rather the pets be usable from either bar, not requiring to be on active bar. That way I could have actually usable abilities on active bar and pets covering me from back bar.
KaironBlackbard wrote: »I just hope that if they ever do permanent undead for a true necromancer, that they have decent stats, not trash utterly useless stats like sorc's pets.
So it's not like the permanent pets are particularly crippled by their duration (At least, unless stat scaling makes them completely worthless comparatively...)
Aggrovious wrote: »We should delete Necromancer and re-add it.
- Rapid Rot passive is back to 12% ( current is 10%)
- Blastbones can launch at my enemies again.
- I can have an army of the dead (never implemented). Animate Blastbones isn't enough. An army that is a pet game mech wise.
- To add to ^ Kill a NPC and raise him from the dead. I don't care how much lag this may cause, let us do it, its 2024.
KaironBlackbard wrote: »My sorc deals 8k from curse and 6k from crushing weapon, average 10k from instant crystal when it procs.
Pets do effectively nothing.
I sit there in meditate for a good 45 seconds waiting for my pets to take out a duneripper whereas I take it out in 5 spamming crushing weapon and slap, with the occasional crystal proc, no pets.
KaironBlackbard wrote: »Aggrovious wrote: »We should delete Necromancer and re-add it.
- Rapid Rot passive is back to 12% ( current is 10%)
- Blastbones can launch at my enemies again.
- I can have an army of the dead (never implemented). Animate Blastbones isn't enough. An army that is a pet game mech wise.
- To add to ^ Kill a NPC and raise him from the dead. I don't care how much lag this may cause, let us do it, its 2024.
Nah, deleting is never a solution. Talk about the hours and hours people have put into it. Reworking is also a bad idea because many people use much of what the death dealer has to offer. Just rename current necro to something like death dealer.
Make a new Necromancer who is purely about raising the dead. No hard skills, no transforms, just raising the dead.
Reanimate could be carried over, possibly altered but I think it embodies a necromancer nicely. Bone goliath is a transform and not raising the dead. Colossus is more daedric summoning than dead raising.
I think that Tank could have an ultimate summon skeletal bulwark who taunts enemies, and DD could raise a ton of zombies, at least 5. They don't have to be permanent, but it would be nice if Bulwark was sort of like Warden's Bear, but criminal act due to undead. Well... Polymorphs and whatnot have people running around as skeletons, could play it off as the skeleton is just an illusion, or persuade people as such.
I'm probably gonna theorize a new Necromancer, full set of abilities, probably without morphs. An outline basically.
KaironBlackbard wrote: »My sorc deals 8k from curse and 6k from crushing weapon, average 10k from instant crystal when it procs.
Pets do effectively nothing.
I sit there in meditate for a good 45 seconds waiting for my pets to take out a duneripper whereas I take it out in 5 spamming crushing weapon and slap, with the occasional crystal proc, no pets.
Well, that's comparing instant damage abilities to effectively DoT skills.
Comparing the aforementioned base damage for pets versus some DoT effects:
Degeneration - 8778 damage over 20 seconds (877.8 damage per 2 seconds like pet attack rate)
Stampede - 604 damage per 1 second (1208 damage per 2 seconds like pet attack rate)
Deadly Cloak - 1072 damage per 2 seconds
Barbed Trap - 6800 damage over 20 seconds (680 damage per 2 seconds like pet attack rate)
Hurricane - 906 damage per 2 seconds
Pets aren't particularly lacking compared to other DoTs. Even more for Sorcs whom will be utilizing Daedric Prey to boost pet damage by 26% (As well as their activated abilities, which will also be boosted by Daedric Prey)
Again, unless scaling is wonky for pets compared to actual abilities (I'm not particularly up to date on exactly how pet damage scales)
Aggrovious wrote: »We should delete Necromancer and re-add it.
Aggrovious wrote: »We should delete Necromancer and re-add it.
Personally I think they're rather good as is - at least now that they have blast bones back.
Aggrovious wrote: »I can only play this class as a tank.
Aggrovious wrote: »I can only play this class as a tank.
That's you.
Me with blast bones back - hooray - can play them as solo whatever. Usually mag dps/heals.
Group content in this game bores me, so can't comment on that.
KaironBlackbard wrote: »I'm simply good on classes, would much rather see new weapons (especially staff types).
Alteration Staff
Illusion Staff
Bostaff (melee)
Javelin (throwing weapon and partial melee)
Spear (mostly melee)
Halberd
Tower Shield (all styles more square and much much bigger, more mitigation, less block cost, random interception chance from specific directions, but slow movement. Bracing may always immobilize, or a special ability does that with incredible blocking power. Perhaps a toggle ability.){Probably never gonna happen}: Titan/Tank Armor. (Much heavier than heavy armor but slows insanely. Higher armor cap can render wearer seemingly immune to all damage. At full suit it's like you're walking through an enemy shadow ultimate 24/7, but nothing can knock you around and all damage is negligible, never dealing more than 30% of your health in one hit. Ah, it's not armor cap, it's they can't dealt more than 100%-10%*pieces in a single hit, thus 100%-70%=30%, like a weak version of magma armor at all times. Still only takes 4 hits to kill you minimum, but you can't be one-tapped in it. Nor knocked around, or it resists knockbacks and stuns by 10% per piece and.... I should separate this so it isn't filling up my list. Hiding in spoiler.)Knuckle Dusters (fisticuffs/brawling tree)
Handwraps (^^^ and is first cloth weapon, negligible draw time like putting up fists)
Small Throwing Weapons (Throwing Knives, Kunai, Shuriken, Throwing Axe, Throwing Hammer, Chakram, etc.)
Runes and Magic Melees
Chain Knife
Flail
I feel like I'm forgetting some others
Crossbow didn't really exist, but they have hand crossbow in fighters guild, sooo.... potentially? Spoiler with more notes.I'd say it should have a different tree than archery, probably some of the same passives but the abilities wouldn't be the same. It can't rapid fire, and it can't fire very fast because reload time. It can't shotgun blast. It could probably do snipe or a piercing shot that hits everyone in a line. No volley or shotgun unless there's some sort of splitting arrow that becomes that sort of thing.
This spoiler is more on the first spoiler, a bit cleaner and a little more detailed.Titan/Tank Armor continued. (Enemies cannot exceed your max health in damage -10% per piece, resulting in no more than 30% of your max health at full pieces. You are slowed by 10% per piece worn. You resist snares by 10% per piece worn, this does not effect the penalty from wearing this armor, nor buffs that have that penalty. You have a chance to resist or be immune to stuns, knockbacks, and pulls, by 10%-15% per piece worn {70%-105%(aka immunity at full if 15% per piece.)}. Other effects are similar to Heavy Armor, and may constitute as heavy armor with extra benefits and penalties. Each piece has higher armor than heavy, therefore hitting the armor cap faster. Roll Dodge may be disabled, or has 10% higher cost per piece equipped, due to its much heavier weight than regular metal {heavy} armor. Definitely a face tank, as evasion is next to impossible. Better block mitigation and reduced block costs. Potentially has a unique style or sound that cannot be changed by outfit stations to notify other players that the user is wearing Titan armor, even if they appear completely in light due to outfitting or costume. May have a higher stealth penalty.)
universal_wrath wrote: »Instead of new classes, I prefer to expand on the current classes like adding a 4th skill like or 3rd morph of skills. For example:
1-sorcerer should be able to use more daedric creatures like imps and flame/ice atronachs.
2- Templar having access to more aedric abilities like some NPCs in wrothgar DLC and maybe even introduce a new unique "dark" templar skill line.
3-Dragonknight with shouts?
I personally prefer morphs over skill lines because it is easier to build upon than creating a complete unique skills.
universal_wrath wrote: »Instead of new classes, I prefer to expand on the current classes like adding a 4th skill like or 3rd morph of skills.
Most notably, for weapon skill lines due to things like the aforementioned access to Taunt with no real support for a 2h/Bow. But also to open up more options, like having better use for things like Lightning Staff by trading its weird AoE bonuses for better DPS to compare to Inferno Staff. Turning SnB into a competitive DPS option for those who think it'd be cool. Allowing tanks more than just SnB and Ice Staff.