LadySinflower wrote: »While I agree with you that the necromancer class does not have the same abilities as the NPC necromancers, I am thoroughly enjoying my necromancer. Ok, she can't make zombies or desecrate flesh. That doesn't make it any less fun for me. I like the abilities and am enjoying learning how to use them effectively. Now, if they changed the class to make its abilities more in line with NPCs, that would be fun too. I don't understand why people have to nite-pick and find fault so much that it ruins their enjoyment of the game.
Lapin_Logic wrote: »(Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)
Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.
NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?
Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.
Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.
As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.
Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.
Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.
Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?
(I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)
TLDR, skim read, my conclusion, go play Skyrim, this is an MMO so will generally have re-flavour of the same skills all of the other classes have, i.e 1 heal, 1 Ground AOE, 1 spammable, an armour buff yada yada yada.
as for needing corpses to even start your rotation just for immersion... good luck completing any content or being invited to trials, we already had to endure the lamest attempt at a crime and punishment system for playing a Necromancer thanks to Lore nerds Immersion, now you are not happy because you need the whole class to be gutless just because it is more lore friendly as you sit in the salted wings tavern and RP
Red_Feather wrote: »Red_Feather wrote: »I wish there was a questline I could do to get a necromancer skill line for my other character. Unlock something like "Aspect of Necromancy" and it gets a skill line with 5 or 6 dev selected necromancy skills.
At this point, I would of totally been fine with a necromancy skill line. Because then there would of been QUESTS based around us getting it/joining a group of necromancers as well as it'd most likely be about summoning the undead instead of....whatever it is we have now.
Maybe the last DLC of this year could have a system like that.
I like playing it, but I agree that it doesn't feel like an ES necromancer. I would absolutely love it if we could summon multipler undead (albeit temporary) utilizing corpses.
Make Boneyard actually FEEL like a boneyard, with a bigger area, no damage, but a slow effect, but it exploits nearby corpses to animate skeletons. Stamina Morph would be Ancient Zombies (from Oblivion) that deal Disease Damage and have a damage aura around them. Magicka Morph would animate skeletons and raise a couple of wraiths that inflict minor breach.
Or something like this, but it would make skills like Empowering Grasp FAR more appealing.
I like playing it, but I agree that it doesn't feel like an ES necromancer. I would absolutely love it if we could summon multipler undead (albeit temporary) utilizing corpses.
Make Boneyard actually FEEL like a boneyard, with a bigger area, no damage, but a slow effect, but it exploits nearby corpses to animate skeletons. Stamina Morph would be Ancient Zombies (from Oblivion) that deal Disease Damage and have a damage aura around them. Magicka Morph would animate skeletons and raise a couple of wraiths that inflict minor breach.
Or something like this, but it would make skills like Empowering Grasp FAR more appealing.
Can agree!
This is basically my entire standpoint.
I like playing it, but it absolutely does NOT feel like an ES necromancer. I really like your suggestion too. If boneyard worked like that, I would have no issue.
I understand the chagrin, but the problem I guess is that the Necro playstyle has to be balanced in all gameplay, animations have to operate in all situations, whilst utilising style assets that already exist in many cases (you'll notice the same colour themes and animations in Worm Cultist NPCs across Tamriel), and provide a clear and distinct aesthetic on the playing fields of ESO, the game. Necro could quickly become OP if you follow classic necro ideas, like summoning zombie hordes, and literally raising the same corpses that have fallen would be an animation nightmare. Even now our summoned pets are distracting. Imagine not having the bright aqua colour palette.
I agree that from a flavour perspective, it might've made more sense for Necro to be a skill line, but bar space is already limited. There are dozens of skills that no one will ever run in end game. They're fine for everyone else, but this is a competitive game, and if they released a skill line with no application to top level PvE/PvP, that would be a failure.
Having said all the above, I've been going back and forth on my enjoyment of Necro. Pros are that it's got a variety of skills that suit not just dps but tanking and healing, nice animations, a distinct colour theme and appearance (important for distinguishing in PvP), an actually decent number of stam morphs, which provide competitive DPS. And ultimately the new necro class is fresh inspiration in the game and a good source of character role play; my necro has a carefully curated race, name, background, which enhances my playtime. It's fun to play something new.
Cons are that blastbones is glitchy as hell, magnecro is butt DPS, and I haven't tested it enough yet, but in PvP it seems like a group class only, leaning on a few skills. I wouldn't want to solo with it.
(Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)
Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.
NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?
Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.
Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.
As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.
Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.
Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.
Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?
(I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)
(Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)
Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.
NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?
Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.
Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.
As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.
Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.
Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.
Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?
(I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)
They wont fix nothing lol
Red_Feather wrote: »And to think it was said that Zenimax studios is planning on adding more classes. Why. Another new character needs to be made to use necromancy and of course more caltrops, volley and whirlwind. Whoop dee f'ing doo. This type of game design makes the game feel so stale.
MartiniDaniels wrote: »MartiniDaniels wrote: »Completely agree, ESO necromancer is Blizzard's necromancer, not a classic/high-fantasy necromancer.
Yes, it's....honestly painstakingly obvious how much the devs looked at blizzard's games instead of their own. Death Knights in WoW literally have the same exact scythe swipe ability ESO necros have. And we all know they conveniently got bone armor/ the siphon skills from diablo 3. There's literally a corpse explosion ability.
Well, also I think only sorcerer and nightblade are close to their TES colleagues, as well as weapon skill lines. But templar, DK, warden class abilities are completely made up from scratch. Tbh, I don't know why Bethesda simply didn't make Skyrim/Morrowind online... After playing DK for ~ 1000 hours, class abilities are like second skin too me, but when I only started ESO I disliked it all so much.
To be honest, the "Necromancer" class feels more like a Dark Mage who dabbled somewhat in necromancy.
VaranisArano wrote: »
So a Skyrim Necromancer. Since that's the first time that TES players had the ability to reaminate the dead.
To be honest, the "Necromancer" class feels more like a Dark Mage who dabbled somewhat in necromancy.
Dabled somewhat, and came up with wraiths, sucking vitality out of corpses, giant skeleton big daddies, and a huge giant flesh Atronach...
"Dabbled somewhat".
I wonder what your imaginary necro would be doing. A single dude would be eable to take over an army. True Night King raising wraiths and white walkers. Way. To. Go. #logic
Should just point how that the "scythe" swipe that was in X game before Y game existed in reality long before video games were even in existence. Obviously its nothing close to how scythes were actually used however it is abit silly to complain about the animation like that.
Who in their right mind imagines a scythe instead being brought down on top of someones head like a maul or an axe? Nobody. Its also literally called "reaping the fields" for a reason. It reaps. Necromancers are associated with death and thus the reaper comes to mind and thus The reapers primary weapon of choice is a scythe.
Moan at them for a lack of creativity if you want but I honestly dont see anyone coming up with an alternative for it either. Guild Wars necro is great but heres the issue; they are two completely different MMOs. There are a multitude of different things in the game to consider that shouldn't be sacrificed just so necromancer can be more well. "necroy".
I also dont know if anyone here really knows what a high fantasy necromancer would be like without it being utterly broken (Power wise) in game. Do you want a necromancer that just is what it is that is also balanced mostly or do you want a high power necromancer so that you can go on a power trip with it and live that "power fantasy" that everyone drools over?
Also, what you summon as a necromancer are not pets, they are dots/heal over time. They do not have health bars and they do not count as actual entities and cannot be hit by AoEs or cc. They are, quite literally, a visual flavor animation that adds nothing more to the class except the ILLUSION that you summon the dead.
robertbmilesb14_ESO wrote: »Also, what you summon as a necromancer are not pets, they are dots/heal over time. They do not have health bars and they do not count as actual entities and cannot be hit by AoEs or cc. They are, quite literally, a visual flavor animation that adds nothing more to the class except the ILLUSION that you summon the dead.
All pets are these though.
They are not pets by your narrow definition but they are in many other games.
This is a topic that I've brought up any times, and time and time again it comes down to this...
Only players who have played an Elder Scroll game would understand this.
ESO's market is not much of that audience.
We have players from other games here who would rather feel nostalgic having a copy/paste of Blizzard/Diablo.
For myself personally, am disappointed in the beta testers (class representatives) who gave this class a pass.
I will not take their words so seriously for coming content for now on.
I will vote with my wallet better, the past is on me.
Making an MMO out of the previous TES games would not work as they was very unbalanced in a lot of different ways.MartiniDaniels wrote: »MartiniDaniels wrote: »Completely agree, ESO necromancer is Blizzard's necromancer, not a classic/high-fantasy necromancer.
Yes, it's....honestly painstakingly obvious how much the devs looked at blizzard's games instead of their own. Death Knights in WoW literally have the same exact scythe swipe ability ESO necros have. And we all know they conveniently got bone armor/ the siphon skills from diablo 3. There's literally a corpse explosion ability.
Well, also I think only sorcerer and nightblade are close to their TES colleagues, as well as weapon skill lines. But templar, DK, warden class abilities are completely made up from scratch. Tbh, I don't know why Bethesda simply didn't make Skyrim/Morrowind online... After playing DK for ~ 1000 hours, class abilities are like second skin too me, but when I only started ESO I disliked it all so much.
Lapin_Logic wrote: »(Please read the entire post before commenting: "Well I like the class and absolutely nothing about it could be improved to fit the theme more" Also I want to clarify that ALL SUMMONS I TALK ABOUT are temporary ones, since a lot of people on here like to pull the "no more permanent pets" argument.)
Anyone else feel like the necromancer class just isn't.....well, a necromancer? Taken straight from the Elder Scrolls wiki: "Necromancy particularly deals with enslavement and utilization of involuntary souls and their bodies." ".....animation or control of a deceased's flesh or spirit" Now I don't know about you all, but the present necromancer class doesn't feel anything like this.
NOW don't get me wrong, I actually REALLY like how Necromancer plays. However, the thing is, it doesn't /feel/ like a necromancer. It feels like a standard mage class with necromancer ability affects, honestly. The saddest part about the class is the only 4 abilities that scream necromancer are Ghostly Mender, Skeletal mage, grave grasp and Bitter Harvest. And even then the only 2 "summons" the class has aren't real entities and can't even be targeted/have HP. At least to me and what I expect from an Elder Scrolls necromancer, I find it ABSOLUTELY silly that a necromancer class, in the elder scrolls universe, doesn't have any actual "temporary" pets or a skill line about summoning/buffing said pets. Also perhaps the most important thing: They can't summon a SINGLE zombie. The most novice of necromancy and some how you expect me to believe our guy can turn into a big bone dude, yet cant raise a simple corpse and is supposed to be called a necromancer?
Firstly, I honestly feel like the corpse mechanic is cool, but they tried so hard to shove it into anything that doesnt involve summoning when one of the most unique aspects of necromancers in ES was basically standing there in front of them all along. The mechanic should of been about raising temporary undead minions FROM corpses, let's be honest with ourselves here. Obviously with these abilities they'd be able to affect 1 corpse at a time and maybe 2 if a morph allowed multiple summons of the undead creature. Best part is all of you people that complain about pets cluttering the bank or work stations wouldn't have to worry because they can only be summoned via corpses and don't last too long. Also they'd still be against the law ofc.
Though, skill-wise, my only issue is with the living death skill line and /aspects/ of both the gravelord and bone tyrant line. Basically, does anyone else feel like living death would be much better if it were overhauled into a summoning skill line? Remove the healing from necromancer. Honestly, having an entire skill line about healing in a class that is supposed to be about the undead is.....very weird and off-putting and just OBVIOUSLY feels like they were trying to stretch the theme to fit dps, tank, heal. IMO the necromancer should mainly be dps/tank and has the chance to be an "off support"/healer with restoration staff skills/ a few necro ones. Don't get me wrong, they should still have healing abilities. Just less. Give them like, 1 healing spirit and the ability to use that necrotic energy beam thing most npc necromancers have to heal their summons/allies. A morph could even apply a buff.
As for what I'd change about gravelord and bone tyrant? Make the Skeletal mage an ACTUAL temporary pet, requiring a corpse to be summoned. Extend the duration to 30 seconds and obviously remove the fact that it drops a corpse. Remove the tether skill and replace it with something else. (Perhaps a melee skeleton summon) Make Blast Bones an exploding zombie. And remove the grave stones from boneyard, make it more like they're desecrating the ground with dark magic. Also give the gravelord a SUMMONING ultimate of some kind. Perhaps summon a mini colossus to fight for you for a certain amount of time? Could even taunt.
Bone tyrant? Keep ultimate, they kinda have to since the cinematic has it being used. Completely rework the scythe attack, IMO one of the things I loved about ES necromancers is that they were unique and didn't use scythes at all. I have literally never heard of such a thing from any necromancer in any ES game. If they wanna keep it an AoE short range "swipe" attack, go ahead, but please make it not a scythe. I feel like the animation for bone armor is kinda wack, I dont mind this skill, but the way it's animated just makes me hate it. It should like, "stack" onto your body over a second or something instead of just instantly popping up. (Like a skeleton slowly forming together, hopefully you guys can get what I mean) Could be cool. Keep bitter harvest, it's a cool skill. Rework bone totem into an undead summon that basically does a similar thing as the present skill. It could even be turned into a tanky armored skeleton that taunts and provides the aoe buff around it/the fear on enemies. Could be a slow moving temporary mob. Grave grasp is fine, maybe add a morph that causes 2 VERY WEAK melee skeletons to crawl out of the ground after 5 seconds.
Lastly, for the living death, once again I think it should just be full blown replaced with a skill line about either summoning/supporting undead. Give it 2-3 support corpse summons and whatever skills don't summon something from a corpse make it a support skill without direct blatant healing. You'll have your spirits for that. (Unless it's that necromancer beam the npcs have.) The ultimate could be a mixture of both support/summoning or perhaps it could summon powerful support undead to assist you for a limited time.
Over all, this is my mini-idea/how they could make the class more like an ES necromancer and over all what I was expecting when I thought "Man I can't wait to play a necromancer in ESO". What do you guys think?
(I already know some of you are going to say that having this many temporary summon abilities would be "broken", but I feel like if done well, the fact that corpses are REQUIRED to summon anything could make things interesting and not too busted. And they'd be very killable. It would basically make necromancer a "summoner" class, like it should be. It can deal damage on it's own, but it's heavy hitting stuff comes from what it raises from the dead.)
TLDR, skim read, my conclusion, go play Skyrim, this is an MMO so will generally have re-flavour of the same skills all of the other classes have, i.e 1 heal, 1 Ground AOE, 1 spammable, an armour buff yada yada yada.
as for needing corpses to even start your rotation just for immersion...