if you want to play a necro with permanent pets, go play gw2.
ESO already has a class with perma pets. doing it again wouldn't be interesting.
So they did temp pets. imo a fresh look on the class that every other game has as a dude with a skeleton army.
Like many others, almost every Necromancer I've met in-game, I'm disappointed that the developers couldn't find a way to make permanent or at least semi-permanent pets work. Tossing exploding floating skulls or summoning a buggy exploding (?) skeleton for 3 seconds every 3 seconds just isn't satisfying or fits what a Necromancer has been in Elder Scroll games. I would've loved having a two-handed ax-wielding zombie or skeleton by my side, cleaving enemies in its wake, that interacted with the corpse system in some way, such as picking up corpses to increase its duration/strength. Give stamina players more class-themed abilities instead of requiring Necromancers to use the same tired bow skills to do vet-viable dps; it's just bad design.
It feels like the developers hid behind the excuse of Necromancy being frowned upon in ES lore, as if NPC townsfolk who are constantly being threatened by daedric forces, or more specifically Molag Baal, in this game are perfectly fine with the idea of scamps, clannfears, and winged twilights running around their towns. To not give Necromancers a pet for "lore" reasons is inconsistent and lame.
The fact that the developers don't have a track record of changing or adding to class skill lines often or at all doesn't really make me want to stick around and see if they listen to feedback regarding this issue. There's a lot of feedback there. Until then, I'll keep fighting the plethora of NPC necromancers that continue to summon skeleton warriors and zombies in the Elswyer questline, and put on a happy face until I let my subscription run out for now.
if you want to play a necro with permanent pets, go play gw2.
ESO already has a class with perma pets. doing it again wouldn't be interesting.
So they did temp pets. imo a fresh look on the class that every other game has as a dude with a skeleton army.
See, that would be all fine and dandy and all, but they ARENT temp pets. They cannot be targeted and do not have HP, they are basically glorified dots. Summoning an actual temp pet could be cool.
And I dunno, it seems their variety department is a bit lacking. I dont exactly think 1 ranged skeleton and 1 healing ghost is that, well, dynamic. Especially when every necromancer and their mother in-game can summon skeletons with shields/swords, zombies, spirits that actually attack you, etc.
Michaelkeir wrote: »if you want to play a necro with permanent pets, go play gw2.
ESO already has a class with perma pets. doing it again wouldn't be interesting.
So they did temp pets. imo a fresh look on the class that every other game has as a dude with a skeleton army.
See, that would be all fine and dandy and all, but they ARENT temp pets. They cannot be targeted and do not have HP, they are basically glorified dots. Summoning an actual temp pet could be cool.
And I dunno, it seems their variety department is a bit lacking. I dont exactly think 1 ranged skeleton and 1 healing ghost is that, well, dynamic. Especially when every necromancer and their mother in-game can summon skeletons with shields/swords, zombies, spirits that actually attack you, etc.
This guy gets it. Where's my sword and board skeleton, or my battle axe wielding skeleton. A magic necromancer with no melee summons is a strange sight indeed. In EVERY Elder Scrolls game we've had both melee and ranged skeleton summons. Melee skeleton summons by npc are even in game.
And who said they had to be perma-summons. Instead of 15 sec mobile turrets we currently have make it 30 secs at LEAST. Personally I'd want 60 sec summons...but 30 secs works too. Past Elder Scroll games allowed you to summon zombies/skeletons from 30 secs to 60 secs just so you know.
Massacre_Wurm wrote: »No target based dots is my main problem with necro.
Can we get some cursy-drainy-debuffy stuff at least ? ( aside from ult ) ?
Like many others, almost every Necromancer I've met in-game, I'm disappointed that the developers couldn't find a way to make permanent or at least semi-permanent pets work. Tossing exploding floating skulls or summoning a buggy exploding (?) skeleton for 3 seconds every 3 seconds just isn't satisfying or fits what a Necromancer has been in Elder Scroll games. I would've loved having a two-handed ax-wielding zombie or skeleton by my side, cleaving enemies in its wake, that interacted with the corpse system in some way, such as picking up corpses to increase its duration/strength. Give stamina players more class-themed abilities instead of requiring Necromancers to use the same tired bow skills to do vet-viable dps; it's just bad design.
It feels like the developers hid behind the excuse of Necromancy being frowned upon in ES lore, as if NPC townsfolk who are constantly being threatened by daedric forces, or more specifically Molag Baal, in this game are perfectly fine with the idea of scamps, clannfears, and winged twilights running around their towns. To not give Necromancers a pet for "lore" reasons is inconsistent and lame.
The fact that the developers don't have a track record of changing or adding to class skill lines often or at all doesn't really make me want to stick around and see if they listen to feedback regarding this issue. There's a lot of feedback there. Until then, I'll keep fighting the plethora of NPC necromancers that continue to summon skeleton warriors and zombies in the Elswyer questline, and put on a happy face until I let my subscription run out for now.
This is basically my entire take on the situation too tbh.
I subbed and bought Elsweyr, wanting to give the game and new necro another go. However, I soon realized that for some reason, the one class where it makes sense to have summoning skill lines/actual cool summon mechanics (Why they didnt make a tanking line where you summon a big flesh atronach and you give it buffs/healing and it does the taunting for you is completely beyond me.) doesn't have any. Even the "temp" summons are just dots and cant even be killed from what ive seen. It feels really bad to supposedly "be" a necromancer, yet all of the NPCs I fight summon more creatures than I can. So for all of those that say "But necros arent SuPpOseD to summon stuff", you're dead wrong. Why is every basic necromancer and their long line of relatives summoning skellies with shields, huge flesh atronachs, buffing them with beams of dark energy? Much like vampires, why are the NPC counter parts way more cool than the PC?
Also for those that for some unlogical reason think basing Necromancer off summons wouldn't fit or be unique, they could of EASILY. AND I MEAN EASILY. Made the corpse mechanic the bread and butter for the necro's summoning mechanic. You have 3 corpses in 1 area? Use this ability to summon a medium-level undead. You have 5-10 corpses in one area? Summon a HUGE flesh atronach to attack for you, or an elite fully armored skeleton. It's as if they tried SO HARD to make a class that very clearly and in-lore is about summoning, not about summoning. While at the same time giving all necromancers you fight actual cool what-should-of-been class abilities.
Why they didn't have the "big new thing" for necro be the fact they can summon stuff using corpses and dark magic is, once again, beyond me. Feels like they kinda forgot what necromancers were in ES, and considering LITERALLY EVERY NECRO NPC IVE FOUGHT can summon more, cooler creatures than I can, what's the point? Might as well stare at normie npcs that can do cooler *** than me all day.
Also for those that for some unlogical reason think basing Necromancer off summons wouldn't fit or be unique, they could of EASILY. AND I MEAN EASILY. Made the corpse mechanic the bread and butter for the necro's summoning mechanic. You have 3 corpses in 1 area? Use this ability to summon a medium-level undead. You have 5-10 corpses in one area? Summon a HUGE flesh atronach to attack for you, or an elite fully armored skeleton. It's as if they tried SO HARD to make a class that very clearly and in-lore is about summoning, not about summoning.
That would be very cool as a simple AoE skill. Just drop a giant circle and create a flesh atronach with a power and size dependent upon the number of corpses in that area.
If there's o ly one, just raise a zombie.
Imagine being able to summon zombie versions of every creature out there...
Thats essentially what I imagined when I first heard of a Necro pc
seejaystark wrote: »That would be very cool as a simple AoE skill. Just drop a giant circle and create a flesh atronach with a power and size dependent upon the number of corpses in that area.
If there's o ly one, just raise a zombie.
Imagine being able to summon zombie versions of every creature out there...
Thats essentially what I imagined when I first heard of a Necro pc
Like many others, almost every Necromancer I've met in-game, I'm disappointed that the developers couldn't find a way to make permanent or at least semi-permanent pets work.
Like many others, almost every Necromancer I've met in-game, I'm disappointed that the developers couldn't find a way to make permanent or at least semi-permanent pets work. Tossing exploding floating skulls or summoning a buggy exploding (?) skeleton for 3 seconds every 3 seconds just isn't satisfying or fits what a Necromancer has been in Elder Scroll games. I would've loved having a two-handed ax-wielding zombie or skeleton by my side, cleaving enemies in its wake, that interacted with the corpse system in some way, such as picking up corpses to increase its duration/strength. Give stamina players more class-themed abilities instead of requiring Necromancers to use the same tired bow skills to do vet-viable dps; it's just bad design.
It feels like the developers hid behind the excuse of Necromancy being frowned upon in ES lore, as if NPC townsfolk who are constantly being threatened by daedric forces, or more specifically Molag Baal, in this game are perfectly fine with the idea of scamps, clannfears, and winged twilights running around their towns. To not give Necromancers a pet for "lore" reasons is inconsistent and lame.
The fact that the developers don't have a track record of changing or adding to class skill lines often or at all doesn't really make me want to stick around and see if they listen to feedback regarding this issue. There's a lot of feedback there. Until then, I'll keep fighting the plethora of NPC necromancers that continue to summon skeleton warriors and zombies in the Elswyer questline, and put on a happy face until I let my subscription run out for now.
highkingnm wrote: »In the lore, only the most powerful necromancers can have a permanent summon. In Skyrim, you had to become a conjuration master for it. Unless you want to be Mannimarco levels of power (i.e. soloing trials), there is no lore-friendly way to implement permanent pets for necromancers.
Tl;dr: fire and forget gives it class character, creates corpses to buff skills, is more lore-friendly.
HorrorShow wrote: »highkingnm wrote: »In the lore, only the most powerful necromancers can have a permanent summon. In Skyrim, you had to become a conjuration master for it. Unless you want to be Mannimarco levels of power (i.e. soloing trials), there is no lore-friendly way to implement permanent pets for necromancers.
Tl;dr: fire and forget gives it class character, creates corpses to buff skills, is more lore-friendly.
In . No one tries to arrest you. Because it IS NOT NECROMANCY. It is conjuration.