Thoughts on making the necro ult not OP

Kuratius
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There are a few possible avenues on ways you can make the necro ult not OP. I'd like to list a few I've thought of, and my thoughts on them.

- Increasing the ultimate cost:
Not likely to have much of an effect on its own, as the most powerful aspect, which is instant rezzes with no counter, would still remain.

-adding a cast time
I think this has potential, as it allows you interrupt the necro just like you would any other rez.

-adding a debuff on rez
Either to make it impossible to rez too often or to make necro rezzes temporarily weaker.
Potential candidates for the debuff include:
- The cloudrest healing debuff that has to be cleared by healing to full health (would probably fit in nicely with the lore of necromancy)
-General major maim/vulnerability debuffs with a 10 sec duration, just to reinforce that a necromancer's resurrection isn't perfect.

-make one morph that is cheap and instant, but only rezzes 1 person, whereas the other morph would rez 2-3 people but would be expensive and with a cast time.

Any thoughts on these ideas?
Edited by Kuratius on April 9, 2019 1:44PM
  • Kuratius
    Kuratius
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    [Quoted post has been removed.]

    Do you have something productive to add? The general sentiment among the people I've talked to who are in trial progression groups seems to be that an instant rez for multiple people is too powerful. What would be your preferred way to balance it?
    Edited by ZOS_GregoryV on April 9, 2019 7:37PM
  • jaws343
    jaws343
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    This ult isn't nearly as strong as it seems tbh. In PVE maybe. But then you have a healer or tank sitting on their ult pool waiting to use this if someone dies. But if no-one dies, that player is basically wasting ult the entire fight.

    And in PVP, 3 players is a small amount of players. If you have 10 players dead and raise 3 of them, you aren't doing much really. Plus, you can't choose who you res, so you better hope it isn't a level 40 or a glass cannon player who is just going to die the moment they get up. And again, you are just sitting on this ultimate, wasting it essentially, if people aren't dying.

    I would imagine the amount of players who run this skill and use the Ult at 500 ultimate in the bank will be the majority. And the number of players who are sitting at 500 ultimate without using this or any other ultimate just in case they need to res someone will be high.
  • dazee
    dazee
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    Its only powerful if people die right on top of each other. that doesn't happen a lot. stop calling for nerfs before you even try the skill.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Kuratius
    Kuratius
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    jaws343 wrote: »
    This ult isn't nearly as strong as it seems tbh. In PVE maybe. But then you have a healer or tank sitting on their ult pool waiting to use this if someone dies. But if no-one dies, that player is basically wasting ult the entire fight.

    And in PVP, 3 players is a small amount of players. If you have 10 players dead and raise 3 of them, you aren't doing much really. Plus, you can't choose who you res, so you better hope it isn't a level 40 or a glass cannon player who is just going to die the moment they get up. And again, you are just sitting on this ultimate, wasting it essentially, if people aren't dying.

    I would imagine the amount of players who run this skill and use the Ult at 500 ultimate in the bank will be the majority. And the number of players who are sitting at 500 ultimate without using this or any other ultimate just in case they need to res someone will be high.

    Where do you get that number from? Last I saw was 200 ultimate.
  • karekiz
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    If you add too harsh debuff for too long it becomes basically more desiable to just rez instead. At that point the ultimate becomes a paperweight.
  • Taleof2Cities
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    Kuratius wrote: »
    [Quoted post has been removed.]

    Do you have something productive to add? The general sentiment among the people I've talked to who are in trial progression groups seems to be that an instant rez for multiple people is too powerful. What would be your preferred way to balance it?

    Not sure if you’re just missing this forum-goer’s point ... or conveniently ignoring it because of the coarse way it was presented to you.

    No one has been able to play the class on PTS yet ... so your assumption that it will be OP on Live is WAY premature.

    Let’s at least play the class on PTS before starting needless speculative conversation.

    Edited by ZOS_GregoryV on April 9, 2019 7:47PM
  • SKYICE01
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    They wont nerf necro yet will be harder to sell then.
  • Tonnopesce
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    listen here, i know is crazy but... maybe we can test it before judge?

    I can see only two places where this ultimate will be used or useful, by a necro tank/healer in dungeons and zergballs.
    In other scenarios is just a waste of space remember is "random" resurrection, in trials it will rez tre dd that will die 2 seconds later and in pvp it will rez tre level 40 that will die 2 seconds later i guarantee.
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  • todokete
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    Skills which are situationally very powerful cannot be allowed you see, becuase in that RARE situation they are OP! So becuase said skill is OP once in a blue moon, it needs to be nerfed!

  • Ahashra
    Ahashra
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    Kuratius wrote: »
    [Quoted post has been removed.]

    Do you have something productive to add? The general sentiment among the people I've talked to who are in trial progression groups seems to be that an instant rez for multiple people is too powerful. What would be your preferred way to balance it?

    His comment is spot on, to be honest. The class hasn't even gone through the final balance pass yet. In fact, on the internal servers Necro has been tweaked, and we don't even know how yet. So why waste breathe on being critical when your opinion is formed on out of date information?
    Edited by ZOS_GregoryV on April 9, 2019 7:48PM
  • sevomd69
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    Ahashra wrote: »
    Kuratius wrote: »
    [Quoted post has been removed.]

    Do you have something productive to add? The general sentiment among the people I've talked to who are in trial progression groups seems to be that an instant rez for multiple people is too powerful. What would be your preferred way to balance it?

    His comment is spot on, to be honest. The class hasn't even gone through the final balance pass yet. In fact, on the internal servers Necro has been tweaked, and we don't even know how yet. So why waste breathe on being critical when your opinion is formed on out of date information?

    I remember when these same "trial progression groups" including a famous one who is supposedly a god reincarnate in this community...stated after reading the patch notes that no-one was going to use the Destro Ulti because it was shite...just saying...
    Edited by ZOS_GregoryV on April 9, 2019 7:49PM
  • jaws343
    jaws343
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    Kuratius wrote: »
    jaws343 wrote: »
    This ult isn't nearly as strong as it seems tbh. In PVE maybe. But then you have a healer or tank sitting on their ult pool waiting to use this if someone dies. But if no-one dies, that player is basically wasting ult the entire fight.

    And in PVP, 3 players is a small amount of players. If you have 10 players dead and raise 3 of them, you aren't doing much really. Plus, you can't choose who you res, so you better hope it isn't a level 40 or a glass cannon player who is just going to die the moment they get up. And again, you are just sitting on this ultimate, wasting it essentially, if people aren't dying.

    I would imagine the amount of players who run this skill and use the Ult at 500 ultimate in the bank will be the majority. And the number of players who are sitting at 500 ultimate without using this or any other ultimate just in case they need to res someone will be high.

    Where do you get that number from? Last I saw was 200 ultimate.

    You can store up to 500 ultimate. That is where I get the 500 from. The 200 cost is irrelevant if you never use the ultimate. And most people are going to be sitting on their capped 500 ultimate while waiting to use this ability. And in most situations, it is just a waste of ultimate if you never need to res someone. There are two scenarios with this ultimate:

    Scenario 1: You don't cast an ultimate during a fight just in case you need to cast the res ult. If no-one dies, you don't use your ult at all during the fight. You just wasted ultimate because you probably have 500 stored now and you aren't using it just in case.

    Scenario 2: You cast your other ultimate during a fight, like warhorn. Outcome: a player dies and now you don't have the 200 ultimate needed to res them because you just cast warhorn. So you are just wasting an ultimate slot.

    It is not as good an ultimate as it looks.
  • Karmanorway
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    Kuratius wrote: »
    There are a few possible avenues on ways you can make the necro ult not OP. I'd like to list a few I've thought of, and my thoughts on them.

    - Increasing the ultimate cost:
    Not likely to have much of an effect on its own, as the most powerful aspect, which is instant rezzes with no counter, would still remain.

    -adding a cast time
    I think this has potential, as it allows you interrupt the necro just like you would any other rez.

    -adding a debuff on rez
    Either to make it impossible to rez too often or to make necro rezzes temporarily weaker.
    Potential candidates for the debuff include:
    - The cloudrest healing debuff that has to be cleared by healing to full health (would probably fit in nicely with the lore of necromancy)
    -General major maim/vulnerability debuffs with a 10 sec duration, just to reinforce that a necromancer's resurrection isn't perfect.

    -make one morph that is cheap and instant, but only rezzes 1 person, whereas the other morph would rez 2-3 people but would be expensive and with a cast time.

    Any thoughts on these ideas?

    Yes nerf it, but first nerf premades in BGs, 70ult incaps, Steel Tornado, perma snares and the list goes on and on, cheese everywhere, and god forbid there is finally some counters coming up with the necro.. that you "think" will be too OP, considering its not out yet..
  • Malkiv
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    Kuratius wrote: »
    [Quoted post has been removed.]

    Do you have something productive to add? The general sentiment among the people I've talked to who are in trial progression groups seems to be that an instant rez for multiple people is too powerful. What would be your preferred way to balance it?

    These "Trial Progression" groups you talk to - have they actually ever cleared any content? You can gather that Reanimate is a poor choice in an ulti just from reading the description. I'm going to be so disappointed if anyone sits on ulti points for Reanimate, instead of popping something truly of group value, like Horn.
    Edited by ZOS_GregoryV on April 9, 2019 8:01PM
    PC-NA | PvP (Gray Host & BGs) | PvE (vTrials & vDGs)
  • TheBonesXXX
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    I need data or this is a Nerf thread that can go away.
  • VexingArcanist
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    Why don't we playtest the class and abilities before nerfing them based on text and not actual gameplay?

    Another example of theorycrafters being the bane of MMOs.
  • TheInfernalRage
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    Kuratius wrote: »
    [Quoted post has been removed.]

    Do you have something productive to add? The general sentiment among the people I've talked to who are in trial progression groups seems to be that an instant rez for multiple people is too powerful. What would be your preferred way to balance it?

    Can we wait for a PTS version to be released? This is getting ridiculous. Not enough sufficient data to even prognosticate.
    Edited by ZOS_GregoryV on April 9, 2019 8:04PM
  • Tommy_The_Gun
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    My 2 cents:
    Cost 250 - 300 ulti (150 cost for resurrecting 3 players is basically 50 ulti for a player's "live". Almost like reversed NB Incap before numerous nerfs (this ulti used to cost 50 ultimate points back in the day) ).

    Base morph: Resurrects 2 players in AOE circle. Resurrected targets have low resources. (So if you will not be careful they can die right away again.
    Morph 1: Resurrects 3 players in AOE circle. (One additional player).
    Morph 2: Converts to a single target ability (You can only resurrect 1 player). Resurrect target recovers % (40, 50 60 ? ) f its resources upon resurrection.
    Edited by Tommy_The_Gun on April 9, 2019 3:52PM
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