methjester wrote: »
No problem. I really hope they get the lich skills and pet conjuring right. I'd hate for them to mess that up. Most important!
No one is going to take your strawman arguments seriously. Especially not the developers whom actually play the classes that you accuse of being completely broken... in VR 10+ content.
If there are problems with the classes, then the developers have been aware and are already testing fixes on the PTS servers. Stop derailing this thread please.
methjester wrote: »How about they fix the 4 they have now?
badmojo0777b14_ESO wrote: »this game should never need new classes, the 4 archetypes cover the basics, the only thing this game needs, after balancing the classes it already has, is world skill lines, and as long as they remain exclusive from each other, and people have to choose, there should be a variety of flavors, styles and builds for everyone, and still maintain some sense of individuality. I would love to see a necromancy skill line, but please dont allow players to overlap lycanthropy and vampirism or other "special" world trees, last thing we need are werewolf/vampire necromancers running all over the place. let those who love one or the other choose, not stack these skills
Lore restrictions aside, I don't see Necromancer as a class, but rather a skill line, i.e. if you join the Worm Cult, and gain access to maybe 5 passives and 3 spells.
The lore restriction is that as protagonist, you don't get to play one. I suspect that in keeping with the Elder Scrolls sandbox approach, starting the game as an overtly "evil" class would eliminate the player-character's moral ambiguity. This is juxtaposed with daedra-summoning, which can still be somewhat justified.
The other issue is that Mannimarco would hardly be an antagonist under these circumstances - instead, he'd be a colleague.
edit: Tangentially, ESO seems to have relaxed the black vs non-black soul gem restriction, which definitely muddies the waters.
The_Sadist wrote: »I recently returned after a forced hiatus but I plan on finishing the last tree when I can alongside touching up each individual branch as required! Fingers crossed it's all done before the month concludes.
Kaynehusky wrote: »
After reading your thread I can say I'm rather excited to see your take on the last skill tree for this. I really like the idea of a necromancer class being added for all of the morally grey areas it could represent. I could easily see a "good" kind of character using necromancy on those that practice it willy nilly on the innocent. A kind of, have a taste of your own medicine, kinda vibe. Though, I do think having a "summon atronach" spell as an ultimate is a bit overdone, thanks to the sorcerer. Maybe have an ultimate that raises all the dead bodies around you in a radial effect, as zombies? Random thought, sort of a nifty though.
Also, I feel it bears stating that the idea of a disease damage themed skill tree is awesome. There are very few means of doing disease damage so far, with weapon enchantments and the last werewolf active being the only ones I know of. And as for frost magic? Well, they should have had something from the beginning, because destruction staff just doesn't cut it. That, and the whole, "cold touch of death" thing is a rather nice creative play on it. Overall I could see this being a perfect "debuff and crowd control" class.
Now after this I challenge you to design a class based around druidic abilities and self-transformation like the Wyrd =P A tree for turning into animals (because that IS lore friendly, believe it or not), a tree for poison damage, and a tree for nature-based healing.
thodoris1008 wrote: »If i remember well Paul Sage clearly stated in the last ESO live that they aren't thinking about adding new classes to the game.That being said, the only possible way to play a necro in this game is a simple skill line,like the vampires.However, i feel that having just 3 spells is too restrictive as the necromancer has huge potential to be a very fun class so i'm not really sure if implementing a necromancy skill line will be good enough.Anyway,i totally agree with you op and i would prefer a full class rather than a skill line.
I personally feel necromancy would be awesome and should be an extended skill like of the daedric summoning. Just the ability to summon skeletons or something dead looking that can upgrade with armor would be cool. Since each summon will cost 1 skill bar it will limit the amount of skills that player can use if they choose to have more summons. One of the coolest mods in skyrim was the necromany mod where the player had to fight a horde of skeletons to get the item that would let you summon multiple skeletons. Also some paralyze or confusion skills would be great. I've played some mmo's with a skill that reversed the players direction controls for 5seconds, although not dehibilitating; it really confused the area of effected for a lil bit until they realized what was happening. It was a fine balance of Overpowerness but can be countered with skill.
I'd love to see a Necromancer class as well - I also always play one when offered, since EQ1 (go duck stick!). However, I'm not so sure about the abilities requiring corpses - that would render that line extremely underpowered when there are no corpses available. For example, during boss fights when there aren't a bunch of adds or at the start of a fight.
The_Sadist wrote: »That was, and still is, my major concern.. in PvP and in certain dungeons / world bosses / dolmens an entire skill line is suddenly rendered mute. I guess the obvious answer is tone down the damage and whatnot of the summons and remove the corpse requirement. What exactly do you suggest?