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Blasting bone should have a cd rather then its current mecaniq

david_m_18b16_ESO
david_m_18b16_ESO
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The way it works now hurt your dps of your not in melee range. For a stamnec its ok but for a magnec its a bit disapointing.

Beeing further away makes the travel time taking more time preventing you from re-casting it.

Its just weird to be a magcika character with a destro staff and having to be in melee range to do a top dps rotation.
  • ecru
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    I agree. Mag necro dps is only competitive when you can use blastbones every third gcd, which basically means only when you're in melee and the pathing works how it's supposed to. Even competitive might be a stretch though, I believe mag necro is probably already the worst magicka dps even when in melee range, so once you start getting a blastbones every fourth or fifth gcd (or sixth or seventh as it disappears into the void), you might as well just play another class if you want competitive DPS. It's not necessarily poorly designed, just very poorly implemented in the sense that the damage isn't nearly as high as it should be to justify the issues and inconsistency with blastbones.

    If you expected mag necro to be good because you had to pay for it, prepare to be extremely disappointed.
    Edited by ecru on May 24, 2019 6:04AM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Mesoz
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    Maybe it would work better if they reverted the summon/speed nerf from the pts for the mag morph of BB. Granted it would still be better to use at melee anyways so that may not help anyways. Honestly making it a instant ability with a cd would probably be for the best. The 50% dmg increase at max range doesn't make up for the the travel time either.

    And speaking about necromancer in general targeting corpses for some skills can feel incredibly clunky and frustrating.

  • cpuScientist
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    I agree a cold down of 3 seconds would be ideal so you would do blast bones ability ability blastbones.
  • Fur_like_snow
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    Blast bones should just spawn right next to whoever you’re targeting. Change the magicka morph to do something else.
  • Soundinfinite
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    Blastbones is for all intensive purposes the same skill as Shalk's. But MUCH less effective.

    Someone said it isn't poor design, just poor implementation...And I disagree whole heartedly.

    1) Shalk's deals damage to everything in it's path and along its path.
    Blastbones ONLY deals damage to the targeted enemy and whoever or whatever happens to be close to it when it explodes.

    This means it will literally run past enemies doing nothing to them to get to who you targeted.

    2)Shalk's has instant cast but 3 second throttle to gate its insane burst damage.
    Balstbone's is instant cast, but has a 2.5 second throttle to gate its burst damage.

    However, Blastbones can be snared, stunned, immobilized, AND KILLED, while Shalks can not. Since it again only does damage at the END (And not along its path) the damage can be delayed FAR longer than its 2.5 second throttle unless you are in CLOSE melee range. In fact, Blastbones can be completely incapacitated until it de-spawns meaning you have completely lost the use of the skill and the resource used to call it. That is if its not just simply killed before it reaches the target.

    Also Shalk's can be used in a timed and organized rotation due to how it delivers it's damage. However, Blastbones is dependent on distance to enemy and what other skills are in play (Snares etc.) On how long it will take to deliver its damage. Thus, working it into a rotation is almost impossible. Unless you are face to face with the enemy, (Not even the 5-7 meters melee allows but seriously right on top) it is impossible not to lose GCD rotation times.

    3) Shalk's can be PRE-LOADED meaning you can negate its 3 second throttle by loading it before engaging in the fight causing instant burst damage.
    Blastbones CAN NOT BE PRE-LOADED. Since it is target based, it requires a target BEFORE activation.

    This is a large problem. In PVE open-world, most targets will be dead before the Blastbones even spawns. In PVE Dungeon/Trials, it still has use due to enemies lasting longer, but if you have a strong enough group with enough DPS only boss fights will ever really use the skill. In PVP it is a huge drawback, as you cannot burst down your enemy, instead you always have to OPEN with Blastbones and then try to keep the target close or in-line for it to go off. The Necro has no other skills on a delayed burst, meaning there is nothing to specifically line up with the skill for burst down damage. It will just happen or not.

    Stamancers have the freedom in their toolkit, with weapon skill line options to fill the void, to drop Blastbones entirely, and still get great DPS.

    Magmancers depend on it without having any substitute from anywhere else, unless they build straight melee. And Magmancers do much less dps.

    It is a bad design. It is a poor skill. It is even broken and not delivering its intended damage currently on live.

    To fix it, I'd say it should be UNKillable, and Immune to Crowd Control. Everything else can stay as it is...maybe up its Gate time to 3 seconds from 2.5.

    Or go the entire opposite route, remove the gate time entirely and keep everything else. Thus it becomes a truly instant skill you call it it jumps up from the ground (Like the Ghost or the Skeletal Mage/Archer) and immediately starts running at full sprint.

    Either would make it possible for rotations, less clunky, and better Burst Damage.
    Edited by Soundinfinite on May 24, 2019 2:05PM
  • spacebandit
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    My take on bb after messing with it a little is this: bb needs to be programmed so that as soon as the chase begins a new bb can be summoned.

    I thought about what if they shortened the cast time to 1.5 or 2 seconds but that would make playing in melee range even stronger, because then it might be useable every other cast.

    To be honest I would rather it like take the 2.5 seconds to aim a rock or something at the target and give it a boost to damage based on distance. Magicka don’t want to play in melee range if we don’t have to.
    Edited by spacebandit on May 24, 2019 2:30PM
  • idk
    idk
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    I agree there is an issue with using the skill at range but the idea is a CD will not fly.

    It should be extremely obvious Zos doesn’t want CDs in this game and that have specifically stated as much. So another solution needs to be figured out.
  • david_m_18b16_ESO
    david_m_18b16_ESO
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    idk wrote: »
    I agree there is an issue with using the skill at range but the idea is a CD will not fly.

    It should be extremely obvious Zos doesn’t want CDs in this game and that have specifically stated as much. So another solution needs to be figured out.

    Sadly you are right. To balance the range issue they would need to masively boost the bonus dmg you get from range from the magicka morph. In its current state it is barely noticable and nothing to incite casting it from afar.

    In PvP its just a useless skill, too easely killed and even if you manage to sneak on in, the damage isn't that big.

    Those kind of easy to counter skill should really punish your opnement if they fail to counter it.

    I mean in PvP if you let a stamblade abusing of cloak and not countering it, you will die, if you counter him well you will probably win.

    For magnec if you let him abuse of blasting bones well, his damage will be on pars with yours, he won't necesserly have the odge over you. But if you kill his BB , you will shut him down and surely win.
  • david_m_18b16_ESO
    david_m_18b16_ESO
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    My take on bb after messing with it a little is this: bb needs to be programmed so that as soon as the chase begins a new bb can be summoned.

    I think you got the solution for the PvE part of the skill.
  • Iskiab
    Iskiab
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    If they reduce the cool down they’ll have to reduce the damage.

    I think maybe change it to 2 seconds instead of 2.5 and make them a bit faster. If magnecro is weaker then maybe change the magicka morph so the longer it runs the more damage it does and the faster it gets.

    As for the bones being targetable and able to be killed... I have a different perspective. I don’t mind that at all, they’re like pet sorc pets and you can hide behind them. Let someone kill it, thanks for the corpse. If they’re attacking the blast bones they aren’t attacking me. As long as the blast bones don’t die to passive aoe I don’t mind.

    A lot of times as a stamnecro I try to have them lead the charge if the situation allows.
    Edited by Iskiab on May 24, 2019 5:55PM
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  • david_m_18b16_ESO
    david_m_18b16_ESO
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    Iskiab wrote: »
    If they reduce the cool down they’ll have to reduce the damage.

    I think maybe change it to 2 seconds instead of 2.5 and make them a bit faster. If magnecro is weaker then maybe change the magicka morph so the longer it runs the more damage it does and the faster it gets.

    As for the bones being targetable and able to be killed... I have a different perspective. I don’t mind that at all, they’re like pet sorc pets and you can hide behind them. Let someone kill it, thanks for the corpse. If they’re attacking the blast bones they aren’t attacking me. As long as the blast bones don’t die to passive aoe I don’t mind.

    A lot of times as a stamnecro I try to have them lead the charge if the situation allows.

    Well the damage isn't that incredible when you are in melee range and when your at range its a straight dps loss.

    Killing BB take 1 weave so basicaly if they hit your BB sure they are not hitting you but you've spent the same time not hitting them (since BB is gone) and the corps is not that usefull for a magnec in PvP.

    actualy it seems the class is balanced around having the max/min travel time and corps usage. But doing a perfect usage of time and corps do not make you a god, your just doing normal damage and your totaly gimped if your casting BB at range or if your target is wise enough to not be standing beside a dead corps.

    I feel magnec will be as bad as magwarden and stamnec will be the go to spec. So its warden all over again.

  • Mesoz
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    That is very true, might as well just play stam since you are forced to melee as mag anyways
    Edited by Mesoz on May 25, 2019 3:30AM
  • datgladiatah
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    The way I see it, Blastbones should:

    1. Absolutely NOT require a target. If Shalk doesn't, why does this? And you're a summoner. What's keeping you from priming this ability and having a duration of 10-12 seconds? I see absolutely 0 reason why you can't just presummon one before a fight.
    2. It should move faster the more it's coming at a target. I think it should have the counterplay of snares and CC but it should certainly punish players that don't catch it fast enough.
    3. Killing it should cause it to explode, preferably do less damage if it dies this way, but melee targets shouldn't be able to freely kill it while it stands there and figures out what to do. I don't trust ZOS will get the AI down properly, so that's my solution for it.

    I want to love the idea of this ability. But it doesn't induce any anxiety or threat in its current form and there's plenty of games that can making walking bomb abilities well. In its current form I would never slot it.
  • WrathOfInnos
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    idk wrote: »
    I agree there is an issue with using the skill at range but the idea is a CD will not fly.

    It should be extremely obvious Zos doesn’t want CDs in this game and that have specifically stated as much. So another solution needs to be figured out.

    That is true, and I agree cooldowns should be avoided in fast paced combat like ESO. The problem is that this skill literally has a cooldown right now. It gets locked on your bar and cannot be recast. And worse than a typical cooldown, this one doesn’t even have a consistent duration.

    Please redesign in such a way that the skill is not delayed due to distance from the target, or presence of snares, stuns, etc. I can appreciate some dynamic elements in a rotation (such as sorcerer Frags), but Blast Bones is just not enjoyable to use, it is clunky and unreliable. It is also apparently bugged to do less damage than any spammable currently, so hopefully that also gets fixed soon.
  • Saturn
    Saturn
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    The way it works now hurt your dps of your not in melee range. For a stamnec its ok but for a magnec its a bit disapointing.

    Beeing further away makes the travel time taking more time preventing you from re-casting it.

    Its just weird to be a magcika character with a destro staff and having to be in melee range to do a top dps rotation.

    MagDK has the same problem of being forced into melee range, but thankfully, the new trial doesn't discriminate based on melee or ranged positions like most other trials. But yeah, they need to make the skeleton less indecisive and faster.
    "Madness is a bitter mercy, perhaps, but a mercy nonetheless."

    Fire and Ice
  • katorga
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    Cast -> wait X seconds -> effect-> recast

    vs

    Cast -> Effect - wait X seconds -> recast

    Is is the same thing.You still have a "rotation" just like a traditional cool down game..
  • Rmmorang2134
    Rmmorang2134
    Soul Shriven
    idk wrote: »
    I agree there is an issue with using the skill at range but the idea is a CD will not fly.

    It should be extremely obvious Zos doesn’t want CDs in this game and that have specifically stated as much. So another solution needs to be figured out.

    the best way to fix blastbones is to get rid of it having to run to the enemy. right when it spawns have it leap right at the target. this solves two issues. the time it takes for it to reach the target. which is one reason magcros are stuck in melee. the 2nd is the pathfinding issue this ability has. kite some enemies and have them chase you in the open world. every once in a while BB will slow akin to walking through quick sand. it really screws up the rotation.

    2.5 sec charge up, some flight time like any other spell (which the mag morph should negate, due to the damage being increased by distance traveled) should literally solve the issue with this spell. other than instead of having running skeletons you have leaping frog skeletons.
    Edited by Rmmorang2134 on May 31, 2019 5:24AM
  • Stibbons
    Stibbons
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    They just buff the damage so it would be actually worth the risk of it doing nothing.
  • Mesoz
    Mesoz
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    It really needs something done, even casting it in melee, if a boss or player just keeps moving a little for some reason, BB can just keep walking beside them and never exploding or anything either till they stand still. I have noticed this both with mag and stam. It's just such a buggy broken ability. Even when it does hit there have been instances of it doing zero dmg as well.
  • Ankael07
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    Stibbons wrote: »
    They just buff the damage so it would be actually worth the risk of it doing nothing.

    I'd take reliable medium damage over unreliable OP damage anyday
    If you want me to reply to your comment type @Ankael07 in it.
  • Azramel
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    It definitely is a lot of work to output damage that other classes have a much easier time doing. ie. crystal frags, shalks, dark flare.

    For pvp, I can only get the range for BB occasionally against a ranged opponent. Forget ever trying to use the range bonus against any opponent that uses a gap closer. They did this to warden too with cliff racer. Not a fan of having bonus damage you have almost no control over.

    There's also an inconsistency in target priority. BB benefits from hitting someone far away but Skeletal Arcanist hits the closests target. From what I've seen he does hit a closer target than the one I'm attacking at range. The only Grave Lord skill you can really use in conjunction with BB is Ricochet Skull. The rest of the necromancers limited offensive arsenal benefits more from being closer range.
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