RavenRoxie wrote: »Okay ZOS, real funny. Can we have the real patch now? -.-
Avran_Sylt wrote: »The necro uses AI.
It's not simply adding or subtracting damage numbers, or adding buffs/debuffs.
Things like Blastbones will take a while.
Vercingetorix wrote: »- Blastbones pathing and delay needs to be addressed
- Corpse ground targeting removed and replaced with a "consume nearby corpse" cost on Tether/Siphon
- Add a class Major Sorcery buff somewhere in their toolkit (this is a standard buff, it's inexcusable to be missing)
- Siphon and Tether need to return an actual net gain of resources from using them
- faster casting animation and travel speed for Flaming Skull and its morphs
Avran_Sylt wrote: »The necro uses AI.
It's not simply adding or subtracting damage numbers, or adding buffs/debuffs.
Things like Blastbones will take a while.
Then, imo, they should have waited until the class skills fully worked as intended. I understand little things here and there will need to be tweaked, but BB is an extremely important skill.
Avran_Sylt wrote: »The necro uses AI.
It's not simply adding or subtracting damage numbers, or adding buffs/debuffs.
Things like Blastbones will take a while.
WrathOfInnos wrote: »Avran_Sylt wrote: »The necro uses AI.
It's not simply adding or subtracting damage numbers, or adding buffs/debuffs.
Things like Blastbones will take a while.
That does seem to be true. It also has free will apparently, and can choose whether or not it wants to attack.
A better implementation IMO would be for it to function like a player using a gap closer (like Crit Charge with a two handed). There’s no reason why it needs delays, or pathing, it should just go from point A to point B.
Avran_Sylt wrote: »WrathOfInnos wrote: »Avran_Sylt wrote: »The necro uses AI.
It's not simply adding or subtracting damage numbers, or adding buffs/debuffs.
Things like Blastbones will take a while.
That does seem to be true. It also has free will apparently, and can choose whether or not it wants to attack.
A better implementation IMO would be for it to function like a player using a gap closer (like Crit Charge with a two handed). There’s no reason why it needs delays, or pathing, it should just go from point A to point B.
@WrathOfInnos
I was going to say that for aesthetic purposes, watching your BlastBones follow you before running to an enemy would be cool. Then I realized that BlastBones needs a target to be cast upon, so that's useless anyway.
Yeah, making it a psuedo pet that just does the leap animation is fine. Not targeting a player specifically, but, like charges , targeting an area and then doing AoE damage (Like NB Lotus Fan).
Avran_Sylt wrote: »WrathOfInnos wrote: »Avran_Sylt wrote: »The necro uses AI.
It's not simply adding or subtracting damage numbers, or adding buffs/debuffs.
Things like Blastbones will take a while.
That does seem to be true. It also has free will apparently, and can choose whether or not it wants to attack.
A better implementation IMO would be for it to function like a player using a gap closer (like Crit Charge with a two handed). There’s no reason why it needs delays, or pathing, it should just go from point A to point B.
@WrathOfInnos
I was going to say that for aesthetic purposes, watching your BlastBones follow you before running to an enemy would be cool. Then I realized that BlastBones needs a target to be cast upon, so that's useless anyway.
Yeah, making it a psuedo pet that just does the leap animation is fine. Not targeting a player specifically, but, like charges , targeting an area and then doing AoE damage (Like NB Lotus Fan).
WrathOfInnos wrote: »Avran_Sylt wrote: »WrathOfInnos wrote: »Avran_Sylt wrote: »The necro uses AI.
It's not simply adding or subtracting damage numbers, or adding buffs/debuffs.
Things like Blastbones will take a while.
That does seem to be true. It also has free will apparently, and can choose whether or not it wants to attack.
A better implementation IMO would be for it to function like a player using a gap closer (like Crit Charge with a two handed). There’s no reason why it needs delays, or pathing, it should just go from point A to point B.
@WrathOfInnos
I was going to say that for aesthetic purposes, watching your BlastBones follow you before running to an enemy would be cool. Then I realized that BlastBones needs a target to be cast upon, so that's useless anyway.
Yeah, making it a psuedo pet that just does the leap animation is fine. Not targeting a player specifically, but, like charges , targeting an area and then doing AoE damage (Like NB Lotus Fan).
@Avran_Sylt True. Or even could be similar to Warden Cliff Racer, but running not flying.
Avran_Sylt wrote: »@WrathOfInnos wrote: »Avran_Sylt wrote: »WrathOfInnos wrote: »Avran_Sylt wrote: »The necro uses AI.
It's not simply adding or subtracting damage numbers, or adding buffs/debuffs.
Things like Blastbones will take a while.
That does seem to be true. It also has free will apparently, and can choose whether or not it wants to attack.
A better implementation IMO would be for it to function like a player using a gap closer (like Crit Charge with a two handed). There’s no reason why it needs delays, or pathing, it should just go from point A to point B.
@WrathOfInnos
I was going to say that for aesthetic purposes, watching your BlastBones follow you before running to an enemy would be cool. Then I realized that BlastBones needs a target to be cast upon, so that's useless anyway.
Yeah, making it a psuedo pet that just does the leap animation is fine. Not targeting a player specifically, but, like charges , targeting an area and then doing AoE damage (Like NB Lotus Fan).
@Avran_Sylt True. Or even could be similar to Warden Cliff Racer, but running not flying.
@WrathOfInnos
That would require Terrain pathing, which seems to be the issue.
Vercingetorix wrote: »- Blastbones pathing and delay needs to be addressed
- Corpse ground targeting removed and replaced with a "consume nearby corpse" cost on Tether/Siphon
- Add a class Major Sorcery buff somewhere in their toolkit (this is a standard buff, it's inexcusable to be missing)
- Siphon and Tether need to return an actual net gain of resources from using them
- faster casting animation and travel speed for Flaming Skull and its morphs
Since templar doesn't have Major Sorcery either, I'm going to guess this isn't going to be considered for a "fix.
WrathOfInnos wrote: »Avran_Sylt wrote: »@WrathOfInnos wrote: »Avran_Sylt wrote: »WrathOfInnos wrote: »Avran_Sylt wrote: »The necro uses AI.
It's not simply adding or subtracting damage numbers, or adding buffs/debuffs.
Things like Blastbones will take a while.
That does seem to be true. It also has free will apparently, and can choose whether or not it wants to attack.
A better implementation IMO would be for it to function like a player using a gap closer (like Crit Charge with a two handed). There’s no reason why it needs delays, or pathing, it should just go from point A to point B.
@WrathOfInnos
I was going to say that for aesthetic purposes, watching your BlastBones follow you before running to an enemy would be cool. Then I realized that BlastBones needs a target to be cast upon, so that's useless anyway.
Yeah, making it a psuedo pet that just does the leap animation is fine. Not targeting a player specifically, but, like charges , targeting an area and then doing AoE damage (Like NB Lotus Fan).
@Avran_Sylt True. Or even could be similar to Warden Cliff Racer, but running not flying.
@WrathOfInnos
That would require Terrain pathing, which seems to be the issue.
Hmm, maybe flying low then, lol
Daddy_Tubz wrote: »i was also expecting a decent list of fixes for the long awaited class, instead i found nothing of the sort. guess il keep waiting to use a class iv paid for...
ZOS_GinaBruno wrote: »We're still working on a fix for Blast Bones.Thevampirenight wrote: »https://forums.elderscrollsonline.com/en/discussion/476518/pc-mac-patch-notes-v5-0-6#latest
I'm not seeing anything on necromancer blast bones ability. Other then an npc blast bones thing.Ah, apologies for leaving this out. Yes, this was also fixed.DarkerDreams wrote: »twitch_zero wrote: »Where is the fix for being incorrectly charged 150,000 AP to make a Cyro campaign home?
EDIT: this appears to have been stealth fixed
Yeah, they didn't mention it but it appears fixed, at least for all my characters affected
No fix for the recently reintroduced Uncontrolled spinning on loading for the Mac
But hey I’m stoked that the new motif won’t be dropping quite as much from the dailies.
"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! "
[removed baiting comment]
Maybe we can agree that instead of focusing on trash issues like this they could actually fix something meaningful?
Fixtures
Improved the resolution and textures on carts found throughout Elsweyr