DaNnYtHePcFrEaK wrote: »Would be nice having the flesh atro and a storm atro tag team the *** out of stuff
Just drop major vulnerability completely and give the caster major berserk for 6 seconds instead.
Completely solves stacking with minimal nerf to the necro
Chilly-McFreeze wrote: »Just drop major vulnerability completely and give the caster major berserk for 6 seconds instead.
Completely solves stacking with minimal nerf to the necro
One of the class reps talked about the removal of maj vuln. He/she wrote something like "why would you want to bring a necro if it doesn't offer any group utility". Keep that in mind when you suggest taking a "group buff" away.
Just drop major vulnerability completely and give the caster major berserk for 6 seconds instead.
Completely solves stacking with minimal nerf to the necro
I think necros are in a tough spot and they should take the time out to balance the ultimate with the class, not saying you're wrong op but I do not think your solution is the best one sorry
Chilly-McFreeze wrote: »Just drop major vulnerability completely and give the caster major berserk for 6 seconds instead.
Completely solves stacking with minimal nerf to the necro
One of the class reps talked about the removal of maj vuln. He/she wrote something like "why would you want to bring a necro if it doesn't offer any group utility". Keep that in mind when you suggest taking a "group buff" away.
Just drop major vulnerability completely and give the caster major berserk for 6 seconds instead.
Completely solves stacking with minimal nerf to the necro
No way. Colossus is the PERFECT template of what a class ult should be. We should have raid compositions where we want certain classes for their GROUP utility. It is fantastic that necros are desired for their class ult, and we should maintain that with the parameters I outlined in my OP.
Other classes should get class identity improvements along the lines of group benefiting ultimates.
What you suggest makes necros no different than nightblades, with an ult that helps them alone for a few seconds. This moves away from class identity in a phase of the game when they are trying to restore it.
Chilly-McFreeze wrote: »Just drop major vulnerability completely and give the caster major berserk for 6 seconds instead.
Completely solves stacking with minimal nerf to the necro
One of the class reps talked about the removal of maj vuln. He/she wrote something like "why would you want to bring a necro if it doesn't offer any group utility". Keep that in mind when you suggest taking a "group buff" away.
Chilly-McFreeze wrote: »Just drop major vulnerability completely and give the caster major berserk for 6 seconds instead.
Completely solves stacking with minimal nerf to the necro
One of the class reps talked about the removal of maj vuln. He/she wrote something like "why would you want to bring a necro if it doesn't offer any group utility". Keep that in mind when you suggest taking a "group buff" away.
It doesn’t matter what group buff it has if they wreck the ultimate with broken mechanics, cooldowns or other nonsense to solve the “stacking” problem.
They are well on their way to ruining it already. I’d settle for a selfish damage buff in exchange for stll having an ultimate i would slot.
It doesn’t matter what group buff it has if they wreck the ultimate with broken mechanics, cooldowns or other nonsense to solve the “stacking” problem.
They are well on their way to ruining it already. I’d settle for a selfish damage buff in exchange for stll having an ultimate i would slot.
it just depends on the balance of the skill. If colossus grants major vuln for 15 seconds, and cant be repplied for 30 seconds, that's pretty damn good. You would want at least two necros in the raid for that utility. If they go selfish as you suggest, necro loses group utility and becomes just another dps class with nothing to add.
WrathOfInnos wrote: »It doesn’t matter what group buff it has if they wreck the ultimate with broken mechanics, cooldowns or other nonsense to solve the “stacking” problem.
They are well on their way to ruining it already. I’d settle for a selfish damage buff in exchange for stll having an ultimate i would slot.
it just depends on the balance of the skill. If colossus grants major vuln for 15 seconds, and cant be repplied for 30 seconds, that's pretty damn good. You would want at least two necros in the raid for that utility. If they go selfish as you suggest, necro loses group utility and becomes just another dps class with nothing to add.
That sounds like a nightmare to try to track, especially for consoles without addons. There should not be an arbitrary cooldown while the effect is not active. I do like the idea of longer duration though, since this would allow easy tracking of the debuff even in vanilla ESO.
To maintain the original strength it could give a weaker Major Vuln for a longer duration, maybe 10%-12% damage increase for 15-20s. I would say lower with the % to allow longer duration, but it can’t really be lower than Minor Vuln at 8%. 3-4 Necromancers would be able to keep full uptime, and more than that would be pointless. It would still be powerful, but less bursty and more constant.
WrathOfInnos wrote: »It doesn’t matter what group buff it has if they wreck the ultimate with broken mechanics, cooldowns or other nonsense to solve the “stacking” problem.
They are well on their way to ruining it already. I’d settle for a selfish damage buff in exchange for stll having an ultimate i would slot.
it just depends on the balance of the skill. If colossus grants major vuln for 15 seconds, and cant be repplied for 30 seconds, that's pretty damn good. You would want at least two necros in the raid for that utility. If they go selfish as you suggest, necro loses group utility and becomes just another dps class with nothing to add.
That sounds like a nightmare to try to track, especially for consoles without addons. There should not be an arbitrary cooldown while the effect is not active. I do like the idea of longer duration though, since this would allow easy tracking of the debuff even in vanilla ESO.
To maintain the original strength it could give a weaker Major Vuln for a longer duration, maybe 10%-12% damage increase for 15-20s. I would say lower with the % to allow longer duration, but it can’t really be lower than Minor Vuln at 8%. 3-4 Necromancers would be able to keep full uptime, and more than that would be pointless. It would still be powerful, but less bursty and more constant.
People already do it with off balance in PVE and CC immune in PVP. It would take some time to get a feel for certainly.
Reducing major vuln to 12%, on top of all the DPS and DoT nerfs, would be adding fuel to the flame. People are already speculating how much content will be completely out of reach for elite raid teams, and how much more difficult progression will be for average raids teams. Nerfing major vuln by over 50% would be too extreme.
On the other hand, having a debuff that was barely better than Minor Vulnerability and required spending 225 ultimate? No.
Yes, 10 or 12% vs 8% is "barely better" in PvP, especially when it requires spending 225 ultimate and can be countered with 1 dodge roll or a cleanse. And the damage wasn't "forgotten," it just wasn't worth mentioning because it's too easily countered when you're against anyone that even halfway knows what they're doing. On the occasions that I actually encounter another Necromancer using this ultimate in BGs, I typically take 0-1 damage ticks...and that's on a Magicka Necromancer that can't afford to do all that much dodge rolling. *If* I do eat a tick of damage, it'll generally do damage between Dizzying Swing and a "normal" spammable (and typically closer to the latter).WrathOfInnos wrote: »On the other hand, having a debuff that was barely better than Minor Vulnerability and required spending 225 ultimate? No.
Well if by “barely better” you mean 25-50% better (10 or 12% vs 8%), with a long duration and over a large area. If there was an Ult that gave even Minor Vuln like this I think it would be worth dropping in PVP against groups on a flag or in a choke point. Now add the damage aspect that was completely forgotten, because Colossus hits harder than Dawnbreaker and covers more ground, while also being useful from range instead of melee.
Yes, 10 or 12% vs 8% is "barely better" in PvP, especially when it requires spending 225 ultimate and can be countered with 1 dodge roll or a cleanse. And the damage wasn't "forgotten," it just wasn't worth mentioning because it's too easily countered when you're against anyone that even halfway knows what they're doing. On the occasions that I actually encounter another Necromancer using this ultimate in BGs, I typically take 0-1 damage ticks...and that's on a Magicka Necromancer that can't afford to do all that much dodge rolling. *If* I do eat a tick of damage, it'll generally do damage between Dizzying Swing and a "normal" spammable (and typically closer to the latter).WrathOfInnos wrote: »On the other hand, having a debuff that was barely better than Minor Vulnerability and required spending 225 ultimate? No.
Well if by “barely better” you mean 25-50% better (10 or 12% vs 8%), with a long duration and over a large area. If there was an Ult that gave even Minor Vuln like this I think it would be worth dropping in PVP against groups on a flag or in a choke point. Now add the damage aspect that was completely forgotten, because Colossus hits harder than Dawnbreaker and covers more ground, while also being useful from range instead of melee.
The ultimate is just fine for killing "potatoes," but so is everything else. Situations where you can actually land all 3 damage ticks + the full duration of Major Vulnerability are quite rare when against decent opposition.
They just need to remove the Major Vulnerability all together, so that it'll stop holding the class back so much. It's already not a very good PvP ultimate, and people want to fight against other improvements to the class because hey - PvE trial groups stack up Stamina Necromancers due to one debuff on one ultimate. If NPCs started behaving like halfway decent players, and hard-countering both the damage and debuff with a single dodge roll, maybe we'd see some proper changes to the ability.
Most of these suggestions that are made from a PvE-only point of view would still leave the Colossus in a bad place in PvP. Taking an extra 30% damage from all sources for 16 seconds would be ludicrous...as long as the player(s) didn't completely negate it with a cleanse. On the other hand, having a debuff that was barely better than Minor Vulnerability and required spending 225 ultimate? No.