KillsAllElves wrote: »Weak, underpowered, abilities that do not fit the term negromancy, hmmm reminds me of warden.
W T F is blast bones?????????? I see no bones blasting, all i see is a few tombstones!
Givew us a damn dead army to control. Another missed opurtunity.
highkingnm wrote: »KillsAllElves wrote: »Weak, underpowered, abilities that do not fit the term negromancy, hmmm reminds me of warden.
W T F is blast bones?????????? I see no bones blasting, all i see is a few tombstones!
Givew us a damn dead army to control. Another missed opurtunity.
Underpowered? You mean the top stam DPS class at the moment?
LittlePinkDot wrote: »I prefer temporary pets rather than permanent pets that I have to double bar. Bar space is just too precious.
Darkenarlol wrote: »how i like the comments like - you want pets go play petsorc...
it sounds like they don't even understand the difference
between necro and some common summoner...
blizz have made same mistake in d3 - like c'mon we have WD
with pets why you still want a necro?
well... because we want NECROMANCER
i mean when i want chocolate icecream no need
to give me chocolate cookies or vanilla icecream
with all that - but it is still choco (or it is still icecream)
i know that true fans of necromancers and necromancy are minority
(not the pvp meta cheese chasers crowd who will switch to next fotm)
i know they will change nothing... bit i'm totally disappointed with
this crapomancer we have instead of necro we ( necromancers fans)
have waited so long.
Massacre_Wurm wrote: »Remind me when you was assigned as ambassador of "necro fans" ?
"We waited", true fans... Who exactly ? You and... ?
But i am sure ZOS should implement your vision of the class because reasons.Right ?
Darkenarlol wrote: »blizz have made same mistake in d3 - like c'mon we have WD
with pets why you still want a necro?
well... because we want NECROMANCER
Play Pet Sorc, best for cheesing every single content in the game
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.
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.
Perm pets mostly annoy me. Last thing we need are more players running around with crap following them everywhere, blocking doors, chests, crafting stations, etc. because they can't be bothered to put their crap away when out of combat.
I wouldn't mind longer duration summons. Some of the timings for the necro beasties seem oddly in between stuff like warden's netch or other long buff casts, and spammables so they feel clunky.
Sometimes I wonder why we can't just have a pet that instead of having to be a toggle, stays on the whole time we are in combat and ends with combat ending.
Anyway, as someone with a necro tank, magicka necro dps and stamcro dps, I'm not unhappy with necromancers other than stamcro being overtuned right now and magcro being not so great. But other than the pets feeling a bit clunky with their AI, none of my complaints about the class are because we can't permanently have a skele to follow us around that all the players will complain about for some other reason (no, your pet won't wreck stuff for you, yes, you will have to waste a bar slot on both bars for perma-pets, etc).
highkingnm wrote: »If you want permanent pets, play petsorc. They would have felt identical and pretty much would have been reskins for almost all intents and purposes. Fire and forget gives the class its own flavour, relying on temporary pets more heavily than NB and shade, without the permanent, no bother pets a la petsorcs.
This is before people would moan that they need corpses to buff skills, but can't create them in low mob fights (which is why they die). The duration of Mender, Skeletal Archer/Mage and blastbones (despite its faults) all fit the role they serve. A permanent healing pet? Would either be entirely OP, so weak you'd never use it or indistinguishable from Matriarch. A permanent DPS pet? How does this differ from scamp? Permanent resource pet? So perma-netch? There's no place in the game.
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.
KillsAllElves wrote: »highkingnm wrote: »KillsAllElves wrote: »Weak, underpowered, abilities that do not fit the term negromancy, hmmm reminds me of warden.
W T F is blast bones?????????? I see no bones blasting, all i see is a few tombstones!
Givew us a damn dead army to control. Another missed opurtunity.
Underpowered? You mean the top stam DPS class at the moment?
My comment has nothing to to do stam version of negromancer.