Just another viewpoint.
There seems to be a lot of the class built around corpse manipulation / great, but where is the 'corpse' to start the fight? Maybe there needs to be stolen corpses in miniature form (Shrunken heads) that can be an inventory item stolen in battle to get the next round going ?
I'm glad other people are starting to be vocal about how tedious and annoying this mechanic is. The only place I'd disagree with you is on the bolded part - I think it should just be done away with entirely (or have an option to turn it on or off, so maybe some RPers could use it if they wanted to). Having only one class be affected by such an annoying mechanic, when it should apply to multiple other things as well, just makes it feel lazy and halfhearted.Transairion wrote: »I'm sure many others have said this already, but the whole Criminal Act thing seems like it it's just a hassle and doesn't add anything. It actually punishes you in all forms of PvE due to friendly quest/dungeon/Trial NPC's being capable of giving bounties, so you can do some overland quest and walk away with a 10k bounty from the NPC follower.
Feels pointless and will see a landslide of complaints about being a pain when the Chapter launches, especially since despite being "bad" in Lore the following are all acceptable in towns:
- Vampires walking around in public and using abilities (except Feeding which is a crime)
- Werewolves transforming and using abilities
- Sorcerors summoning non-Antronach Daedra (we see Antronach-type Daedra all over the place)
- Multiple Nightblade abilities including conjuring dark spirits, draining blood and ravaging souls(??)
It's even worse when you consider the Criminal Act part of Necromancer isn't even lore friendly to itself: the town loses its mind if I conjure a few skeletons, but flaming skulls and bone totems are absolutely fine. Are those meant to be legal bones or something? The concept is good on paper but the current execution is just a mess and does more harm than good: it really just means "I can't use X anywhere in PvE without getting a bounty" so you just don't use them, or are constantly a criminal. There's no minigame in that, you either use them or you don't.
My suggestion would be, if the Criminal Act is to stay it should be limited to IMMORTAL TOWN GUARDS ONLY. You can dodge those and using the abilities as you need them, without playing half a character or getting a massive bounty because the NPC the quest assigned you whines about every undead you summon.
Choosing not to use a Criminal Act ability in front of a Town Guard is one thing: choosing not to do it in front of any NPC ANYWHERE is not much of a choice.
Just in case you weren't aware, you can use certain shrines in each faction's capital city to reset your morphs, skill points, and attribute points - there's no need to delete a character that you've sunk a fair number of hours into.Just another viewpoint.
I'm a newbie to the game, have only been playing about a month - 30'ish sorcerer (and I'm honestly thinking about deleting her and doing a different build, shrug).
ZOS_GinaBruno wrote: »This is the official feedback thread for the Necromancer class. Specific feedback that the team is looking for includes the following:
- What are your favorite and least Necromancer abilities, and why?
- Do the Necromancer’s visuals and themes feel unique compared to other classes?
- Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
- Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
- Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
- Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
- Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
- Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
- Do you have any other general feedback?
Transairion wrote: »Just in case you weren't aware, you can use certain shrines in each faction's capital city to reset your morphs, skill points, and attribute points - there's no need to delete a character that you've sunk a fair number of hours into.Just another viewpoint.
I'm a newbie to the game, have only been playing about a month - 30'ish sorcerer (and I'm honestly thinking about deleting her and doing a different build, shrug).
Wasn't aware of it, but will research that and see if it will work for what I"m doing - thanks.
phileunderx2 wrote: »Just some impressions from some trial runs today as a necro healer.
1. Really like the healing ghost. It is awesome
2. Skills that require a corpse are difficult to use as a healer. My main focus is on my group. Looking for corpses and keeping up with my group is counter productive. When I needed to cast tether for example often there were no corpses around and when corpses were around I had no need to use the skill. So for me corpse requiring skills were not very useful.
3. But I think there could be potential for a healer to be a source of corpses as we can slot several of the producing skills and have them available for others.
I love most of the skills, especially the spammable Flame Skull ability, also the summonable pets and the Bone Tyrant ultimate is epic! Maybe it's just me, but I like the idea of having the majorty of our skills from our class trees, instead of unlocking every other guild's skills, destuction staff skills etc. to be effective.ZOS_GinaBruno wrote: »This is the official feedback thread for the Necromancer class. Specific feedback that the team is looking for includes the following:
What are your favorite and least Necromancer abilities, and why?
Yes, I really love the visual effects.Do the Necromancer’s visuals and themes feel unique compared to other classes?
I'd say yes, however I think to me it's a pleasant mix of Dragon Knight/Templar/Sorcerer/Warden skills. I feel like I'm having every awesome skill I like in this game by playing this one class.Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
I'm still learning about it, but it's definitely interesting.Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
Oh I wanted to see what happens if I summon a Skeletal Mage, and yes, I did get a bounty for using it. It was awesome!Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
Yes, I think the red coloured warnings on the skill's decription helps a lot.Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
The necromancer class itself is beyond all my expectations. So, I thank you all for creating this awesome class! Very well done, ZOS.Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
Not as my main, since I don't think I could let go my khajiit warden healer, but as my "second main" or "main dps" character, absolutely yes. To be honest I haven't really tried out a necro healer build on PTR. But when it goes live, I'm sure I'll give it a go, but anyways I'd love to have a max level necromancer.Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
"Only the Aldmeri—the High Elves and their noble allies, the Wood Elves and Cat-Men—have the wisdom and restraint to peaceably rule the disparate peoples of Tamriel. [...] Men always follow the destructive path of their defender and apologist, the Missing God whom we shall not name. [...] The world has gone wrong, and we must put it right. March proudly beneath the eagle banner of the Aldmeri Dominion! "
My biggest complaint is not having a perma pet even if it’s just one. How short the summon abilities are. I do not feel like a true necromancer. This one thing really hurts the class for me.
Vercingetorix wrote: »My biggest complaint is not having a perma pet even if it’s just one. How short the summon abilities are. I do not feel like a true necromancer. This one thing really hurts the class for me.
As much as I'd like to have a permanent undead pet running around with me, I know that it would very much conflict with the Justice System changes. Without a reliable way to "turn off" my pet, I'd be attacked by guards EVERYWHERE - roads, towns, cities, etc. It would be irritating to say the least. If they added a way to despawn the summoned pet, then I'd be ok with it.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Necromancer class. Specific feedback that the team is looking for includes the following:
- What are your favorite and least Necromancer abilities, and why?
- Do the Necromancer’s visuals and themes feel unique compared to other classes?
- Do the Necromancer’s abilities and playstyle feel unique compared to other classes?
- Did you enjoy the Necromancer’s corpse generation/corpse spending gameplay?
- Did you receive a bounty for using “Criminal Act” Necromancer abilities in towns? If so, what are your thoughts on the experience?
- Were you aware certain Necromancer abilities were considered “Criminal Acts” prior to using these abilities in towns?
- Does the Necromancer feel faithful to established lore and themes in The Elder Scrolls?
- Do you plan on playing a Necromancer as your new “main” character when Update 22 goes live?
- Do you have any other general feedback?
MyKillv2.0 wrote: »I am really happy with Week Three changes, nothing unreasonable. I am actually glad and am really amp'd for the Necro to hit live servers
Vercingetorix wrote: »My biggest complaint is not having a perma pet even if it’s just one. How short the summon abilities are. I do not feel like a true necromancer. This one thing really hurts the class for me.
As much as I'd like to have a permanent undead pet running around with me, I know that it would very much conflict with the Justice System changes. Without a reliable way to "turn off" my pet, I'd be attacked by guards EVERYWHERE - roads, towns, cities, etc. It would be irritating to say the least. If they added a way to despawn the summoned pet, then I'd be ok with it.
The problem with this idea is that one can generate corpses with the Necromancer "pets" by either waiting for them to expire, or resummoning them once they reach the halfway point of their duration. So the longer the duration, the fewer corpses one can generate, which I don't think ZOS wants to happen.mpicklesster wrote: »2.) Increase Spirit Guardian to at least 30 sec: When doing solo or small-group content, I've found that this skill is the best option I have for a continuous self-heal. Unfortunately, it only lasts 16 sec. However, Power Surge--a similar self-heal skill used by mag Sorcs--lasts 33 sec. Suffice it to say, mag Necros have to recast their continuous self-heal--and bar swap--more often than mag Sorcs. So I hope ZOS considers adjusting this skill to 1) reduce the number of bar swaps needed and 2) make the duration of Spirit Guardian consistent with other similar skills in the game (e.g., Power Surge).
The problem with this idea is that one can generate corpses with the Necromancer "pets" by either waiting for them to expire, or resummoning them once they reach the halfway point of their duration. So the longer the duration, the fewer corpses one can generate, which I don't think ZOS wants to happen.mpicklesster wrote: »2.) Increase Spirit Guardian to at least 30 sec: When doing solo or small-group content, I've found that this skill is the best option I have for a continuous self-heal. Unfortunately, it only lasts 16 sec. However, Power Surge--a similar self-heal skill used by mag Sorcs--lasts 33 sec. Suffice it to say, mag Necros have to recast their continuous self-heal--and bar swap--more often than mag Sorcs. So I hope ZOS considers adjusting this skill to 1) reduce the number of bar swaps needed and 2) make the duration of Spirit Guardian consistent with other similar skills in the game (e.g., Power Surge).