The Magicka Sorcerer combo is way better than the one for Magicka Necromancers. Blastbones can be countered without even trying to counter it; just moving around while it's in an AOE snare/root can very well leave it confused enough that it'll time out before reaching its target. That's a full 8 second lockout on Magicka Necromancer attempting its burst combo...any PvE issues with Blastbones are very much amplified in PvP, especially in rough terrain.Magicka necromancer long term has a good base as a well built class.The overall top performing spec in PvP, magsorc, has some of the same basic "problems" as magcro like an obvious easy to counter combo. Since the class is overtuned the fact that it "shouldn't" be good at solo PvP doesn't matter.
I love skyrim and elder scrolls before it but getting rid of the classes in eso is one of the worse ideas I have ever heard eso is an elder scrolls game as a hardcore fan of elder scrolls it even has the feel as well but you and I do as well have to respect that it is also an mmo and personally I love the pvp as much as the story and the lore.mistermacintosh wrote: »I have some ideas. I’ll put them here.
Get rid of classes: Does an Elder Scrolls game need them? They never did before. Of course I’m sure in the beginning ZOS was like “It’s an MMO, people won’t buy it if it doesn’t have classes," but at this point the classes are basically homogenized anyway, right? Everyone can tank, heal and do damage now (more or less), so the only thing locking players to classes is doing now is ticking them off when they get nerfed. Get rid of them. Make the skills available in skill lines that make sense (nature magic skill line, frost skill line, etc.). Everyone already creates their own class/build now anyway, so just get rid of the skill lines that are making players upset and create better skill lines to replace them that everyone has access to. Less excuses, more freedom.
Get rid of racial skill lines: Do we need racial skill trees? No, we don’t. Similarly to classes they cause more irritation than they’re worth and are also more or less homogenized now. Keep the flavor perks and tie everything else to a birth sign. Thief sign has stealing skills, etc. That way you can be an Altmer warrior, Redguard mage, etc. and be competitive at it. (Just imagine the race-change sales after this, ZOS!)
Make skills feed off of your highest resource pool: Get rid of all the redundant sets and morphs that change the resource used and make skills and sets use whatever resource pool is higher. And make magic users’ roll (phase forward), sprint (a glide or flight-like animation maybe), break-free, and block (a ward) consume magicka. I mean, why would a mage need stamina? To roll around on the ground and block two handed swords with a stick? It looks and feels ridiculous. (Example: A paladin-type build that focuses more on magic would block with a ward. If they focused on stamina they would block with a physical or bound shield. Some weapons would work better for magic focused builds and some for stamina builds, much like they already do, but your skills and special actions will consume your highest resource pool.)
Change the way staves work: They should channel what magic you specialize in. I know that elemental staves were utilized in previous ES games, but if you think about it they don’t make sense. If you use a staff it should have a power rating, set bonus, trait, maybe a special bonus if it came from difficult content, but otherwise should be an extension of the character. You could do this for other weapons as well, but I think it’s especially relevant to staves.
Of course, I realize these changes would require a massive amount of effort to put into place, and we likely won’t see half of them implemented, but would I ever be psyched to see them.
rafaelcsmaia wrote: »If i could define this update in one word, it would be "dissapointment.
You were supposed to adjust class skills, to listen to feedback, yet necro gets all the attention and this polished treatment u mention is utter disrespect with People that play stamsorc or stamplar and have been giving feedback for ages.
This patch only shows its not a lack of capacity, but more like you only work on stuff that will sell more dlc, instead of keeping old playerbase happy.
O.o why can't we edit comments still ?
* My main concern is performance of Healers in game play. I think rez ultimate was too costly do anything fun with in pve. This will eventually put make Necromancer tank along with it's self alkoash proc better choice then having a necro healer.
* I wonder how minor vulierblity and damage synergy will work out for magicka dps. It seems less promising then stamina.
I take my hat off though. On the night of the big day, I say necromancer didn't do so bad. now ... just do the same for others. Espeically make situational things skills can work on like necro ones.
I said this before and I repeat it here: guys, you did everything the other way around. You should have looked at class passives BEFORE starting to do things with active skills. Passives should define the classes even if you run without any class skill.
Now we have this: Minor vulnerability on a gap closer, stam classes having to slot mag skills to be able to do dmg, a breakable silence instead of a stun, skills that scale with the max offensive resource despite the still cost the other resource, healers that are unnecessary....
And passives? Passives now belong to a different game... enduring rays and searing heat are pointless with the standarization of DoTs, for example. Next patch both will become wasted skill points.
Toc de Malsvi wrote: »I said this before and I repeat it here: guys, you did everything the other way around. You should have looked at class passives BEFORE starting to do things with active skills. Passives should define the classes even if you run without any class skill.
Now we have this: Minor vulnerability on a gap closer, stam classes having to slot mag skills to be able to do dmg, a breakable silence instead of a stun, skills that scale with the max offensive resource despite the still cost the other resource, healers that are unnecessary....
And passives? Passives now belong to a different game... enduring rays and searing heat are pointless with the standarization of DoTs, for example. Next patch both will become wasted skill points.
I don't think its wise to look at either individually. The passives are directly tied to skills and their usage. Change either can and has led to the irrelevance of the other. Cauterize is an excellent example cause it doesn't benefit from a single passive in its tree.
joaaocaampos wrote: »Reanimate and morphs needs cast time: 1 or 2 secs!
Jagdkommando wrote: »I came here to describe and complain about Elsweyr update, that it sucks, but after reading other players opinions i have nothing to add....
This means you really suck ZOS...
@ZOS_GinaBruno
ZOS_KNowak wrote: »Thank you for all the testing and feedback you’ve given on the new Necromancer class. As this PTS cycle nears its end, we wanted to provide some insight on how we approached the Necromancer going into PTS and how we’ll be evaluating the class after Elsewyr goes live.
The Necromancer class had the distinct advantage of being in development for a long period of time – this gave us a lot of room to iterate and polish the class as much as possible. We adjusted many abilities based on internal playtesting, and even completely redesigned some abilities to better support the gameplay themes of the class. The visits to the studio by the Class Reps and other members of the community aided us in these efforts. We also applied many of the lessons learned from the Warden and our original classes when building the Necromancer, which helped us avoid problem areas such as heavy buff management or a lack of clearly defined strengths and weaknesses.
Because we had so much time to fine-tune the balance and fix the bugs for the Necromancer, we avoided doing too many dramatic changes or overhauls during the PTS cycle. We made some adjustments for the 5.0.2 PTS patch, but limited changes in the following PTS patches to bug fixes. We actively avoided excessive tinkering and last-minute redesigns that wouldn’t get a high level of testing and scrutiny. Given that the Necromancer was built with a lot of new tech and new concepts such as corpse management, having it work correctly and remain stable for this massive Elsewyr patch was the main focus.
While we’re pleased with the current state of the Necromancer class, we know that this is just the start of things. One of the advantages of working on a live game is the continuous improvement we can apply to our classes and combat experience over time. We’ll be keeping a close eye on how the Necromancer performs as you level them up and learn how to use their abilities. Here are just some of the issues that we’ll be closely monitoring after Elsewyr launches:Thank you all for the support during this PTS cycle, and we look forward to seeing many Necromancers in Tamriel in the future!
- Necromancer performance for Magicka and Stamina builds, as well as for Tanking, Healing, or Damage Dealing.
- Necromancer performance in large-scale PvP, with a particular eye on the Reanimate ultimate and their overall area of effect kit.
- Shocking Siphon’s area of effect being difficult to land on very large monsters (like the dragons in the new Sunspire trial).
- Corpse targeting for Shocking Siphon and Restoring Tether being “finicky” in some situations.
- PvP counterplay against the Blastbones.
- The Justice System experience as a Necromancer.