Malevolent Promise… Don’t think I didn’t notice

AvidNecro
AvidNecro
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Upgrades rank 2 of corpse consumption to mark the closest "non-enemy" player to you...

Like why... Why can't this be applied to enemy players for PvP? It does in “Vengeance”. Do you know how viable corspeburster would be with this class mastery passive? Not to mention, animate blastbones would also be a lot more viable without having to have a corpse on the ground.

Is there ever anything Necromancer can have that isn’t stripped away? I don’t like the behavior of giving necro something that sounds good just be ripped out of the hands of players that have been asking for said change for years.

But Azurblight still works on players… let that sink in
Edited by AvidNecro on April 21, 2026 5:58PM
Necromancer Main [PCNA] Follow me on YouTube!
  • Radiate77
    Radiate77
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    Very disappointed by this. 😔
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • YandereGirlfriend
    YandereGirlfriend
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    This was such a bizarre and bogus change. Necros simply cannot ever have nice things it seems.

    Even the pre-emptive neutering of the other class passives was unnecessary. As Necro is still bottom-barrel in PTS parses in PvE.
  • James-Wayne
    James-Wayne
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    Wait for the Necro class balance
    PERTH, AUSTRALIA | PC | NA | @Aussie-Elders

    TENTH ANNIVERSARY - Thanks for sticking with us for 10 years.
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  • CordingOnyx
    CordingOnyx
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    Wait for the Necro class balance

    sure, it's been like 6 years since necro was decent, what's another year and a half right... T.T
    Edited by CordingOnyx on April 21, 2026 11:25PM
  • Radiate77
    Radiate77
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    What I dont understand is this…

    Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?

    “Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.

    To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.

    It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.
    Edited by Radiate77 on April 22, 2026 12:01AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Wuuffyy
    Wuuffyy
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    Wait for the Necro class balance

    sure, it's been like 6 years since necro was decent, what's another year and a half right... T.T

    Wait till yours comes and they scream to the night and back that it needs to be gutted based on a CMX duel prompt.

    Ah, maybe you’ll get lucky and it’ll finally click being towards the end of the rework cycle ig. Cheers on the cycle for the rework of the rework though (unofficial).
    Edited by Wuuffyy on April 22, 2026 12:04AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Malyore
    Malyore
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    Radiate77 wrote: »
    What I dont understand is this…

    Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?

    “Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.

    To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.

    It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.

    What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.
    Edited by Malyore on April 22, 2026 2:01AM
  • Silaf
    Silaf
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    Necro and magsorcerer are at the moment currently broken with skills that don't sinergize.
    They are so broken a simple skill increase can't solve the problem because you would need to increase the numbers too much inevitably affecting other areas like PvP.

    We can only wait for a complete rework.
    At least for necromancers is in theme that they must continuously suffer as cursed beings. I'm sure most of them are completly immersed in the role at this point.
  • Umbracat449
    Umbracat449
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    Malyore wrote: »
    Radiate77 wrote: »
    What I dont understand is this…

    Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?

    “Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.

    To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.

    It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.

    What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.

    Yea it has been an unfortunate experiment, trying to blend the two styles of fighting, with noone winning.

    They just need to be separate.

    A shield with a heal? Great in pve, so useful.

    In pvp? Disaster.
  • ZhuJiuyin
    ZhuJiuyin
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    Malyore wrote: »
    Radiate77 wrote: »
    What I dont understand is this…

    Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?

    “Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.

    To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.

    It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.

    What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.

    Yea it has been an unfortunate experiment, trying to blend the two styles of fighting, with noone winning.

    They just need to be separate.

    A shield with a heal? Great in pve, so useful.

    In pvp? Disaster.


    There are many ways to prevent "A shield with a heal" from becoming a disaster in PvP, such as strengthening or providing more healing-absorbing skills like Borrowed Time, or skills like Trample + Dispel that can remove shields.

    None of the above proposals will affect PvE, but they can effectively curb over-healing in PvP. Moreover, these skills have been around for a long time; not using them would be a waste.

    I believe balancing PvP and PvE simultaneously is not impossible, but the developers need to be extremely proficient in the game's mechanics and put in a tremendous amount of effort.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Malyore
    Malyore
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    ZhuJiuyin wrote: »
    Malyore wrote: »
    Radiate77 wrote: »
    What I dont understand is this…

    Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?

    “Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.

    To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.

    It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.

    What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.

    Yea it has been an unfortunate experiment, trying to blend the two styles of fighting, with noone winning.

    They just need to be separate.

    A shield with a heal? Great in pve, so useful.

    In pvp? Disaster.


    There are many ways to prevent "A shield with a heal" from becoming a disaster in PvP, such as strengthening or providing more healing-absorbing skills like Borrowed Time, or skills like Trample + Dispel that can remove shields.

    None of the above proposals will affect PvE, but they can effectively curb over-healing in PvP. Moreover, these skills have been around for a long time; not using them would be a waste.

    I believe balancing PvP and PvE simultaneously is not impossible, but the developers need to be extremely proficient in the game's mechanics and put in a tremendous amount of effort.

    What other ways besides adding more skills could balance PvE's skills into PvP? Barspace is very limited.
  • Aldoss
    Aldoss
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    Radiate77 wrote: »
    What I dont understand is this…

    Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?

    This right here.

    This strategy of ZOS' is what pushed me and my wife away from this game. It doesn't make any sense to deny access to this mechanic in the first couple weeks of testing. I was actually (somewhat) excited seeing the mastery notes that I was almost tempted to reinstall this game, thinking that maybe ZOS' combat team was finally coming to their senses.

    Then I read the "non-enemy players" note was drawn right back.

    Necro has been dismantled time and again. ZOS should have reworked the class first. Waiting another 1.5 yrs for the rework is ludicrous. How many dk-meta's have we played through at this point?
  • YandereGirlfriend
    YandereGirlfriend
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    Malyore wrote: »
    ZhuJiuyin wrote: »
    Malyore wrote: »
    Radiate77 wrote: »
    What I dont understand is this…

    Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?

    “Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.

    To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.

    It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.

    What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.

    Yea it has been an unfortunate experiment, trying to blend the two styles of fighting, with noone winning.

    They just need to be separate.

    A shield with a heal? Great in pve, so useful.

    In pvp? Disaster.


    There are many ways to prevent "A shield with a heal" from becoming a disaster in PvP, such as strengthening or providing more healing-absorbing skills like Borrowed Time, or skills like Trample + Dispel that can remove shields.

    None of the above proposals will affect PvE, but they can effectively curb over-healing in PvP. Moreover, these skills have been around for a long time; not using them would be a waste.

    I believe balancing PvP and PvE simultaneously is not impossible, but the developers need to be extremely proficient in the game's mechanics and put in a tremendous amount of effort.

    What other ways besides adding more skills could balance PvE's skills into PvP? Barspace is very limited.

    They named two interesting ways.

    Heal Absorption, in particular, is a criminally under-utilized mechanic.

    Obviously, you have to be mindful of its abuse in Xv1 situations but I have some faith that the current team could figure it out.
  • nightbringer1993
    nightbringer1993
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    And people wonder why I want Necro refreshed this year.

    The class is close to being unplayable, yet people paid for this class.
    PC EU
  • randconfig
    randconfig
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    Wait for the Necro class balance

    no
  • randconfig
    randconfig
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    AvidNecro wrote: »
    Upgrades rank 2 of corpse consumption to mark the closest "non-enemy" player to you...

    Like why... Why can't this be applied to enemy players for PvP? It does in “Vengeance”. Do you know how viable corspeburster would be with this class mastery passive? Not to mention, animate blastbones would also be a lot more viable without having to have a corpse on the ground.

    Is there ever anything Necromancer can have that isn’t stripped away? I don’t like the behavior of giving necro something that sounds good just be ripped out of the hands of players that have been asking for said change for years.

    But Azurblight still works on players… let that sink in

    AvidNecro is right. Let the passive work on players, unless it's literally server breaking, which it shouldn't be, since you can already do this in Vengeance and you can already do this to target ally players via the support class mastery.

    Like can necromancer just have anything ZOS? I hate when you get me feeling hopeful again, only to take it away and tell me if I just wait a few more years, improvements are coming, only for them to never come.
  • AvidNecro
    AvidNecro
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    And people wonder why I want Necro refreshed this year.

    The class is close to being unplayable, yet people paid for this class.

    At lease before Warden... I don't mind it not being first in the rework cycle... but inevitably the Necromancer is simultaneously nerfed with the introduction of each new rework of the other classes before it receives its own rework, which to me, just seems Ludacris. I think necromancer needs a bit more attention each patch with at least buffs in damage for its toolkit at the BARE MINIMUM while other classes even WW and vamp, feel like GODs next to the decaying class that necro currently is.
    Necromancer Main [PCNA] Follow me on YouTube!
  • nightbringer1993
    nightbringer1993
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    The thing I don’t understand:

    1.We have made countless threads concerning how bad Necro is in the game and how destroyed it is.

    2.We have been asking for the necromancer refresh for years, and when the refreshes were announced, we were insulted by being told that we were last.

    3. This class is a paid class, and people paid to gain access to that class and in return they cannot use it because of how weak and destroyed it is compared to other classes.

    4. The devs when subclasses went out told us “play how you want”. But right we can’t play how we want because we keep on being forced to play the class of the moment and the class that is in the worst state is not being fixed.

    5. We have been proposing fixes to enhance the class.

    6. We went massively against some changes to the class, like when stalking blastbone got removed and 90% of the players were against it. And as a result half the Necro players left the game the day the patch went out.

    7. We have been tagging devs in threads concerning that class.

    9. The classes is being discriminated in the game as for the exception of tanks, necromancers are being kicked out.

    Yet despite all the points I placed above, we have no responses from the devs, and nothing proper is being done to save this class we paid for. But when it comes to other classes, devs are more inclined to help. And I bet other Necro players will find other points to support those I shared above.

    This class should have been refreshed this year, but once again other classes are being given more love, where this paid class is being left at the bottom of the pit.
    PC EU
  • necro_the_crafter
    necro_the_crafter
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    Its a staple now, nerfing something about necromancer even before it hits live servers (hi GLS). Imagine having fun on paid class that isnt arcanist.
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