MyKillv2.0 wrote: »It’s a dead class.
...see what I did there?
They should have made the scythe the main spam attack instead of the skull, and the skills are a bit wonky and sometimes don't work, but I love the way it plays.
@WhereArtThouVampires
they removed the skeletal dragon because they didn't want all players running around summoning undead dragons. I agree with that design choice.
"Necromancer" is a power fantasy (as the ZoS developers call it) I just do not like regardless of game system and genre. I was not at all looking forward to the class and struggled to come up with a character concept. Wouldn't have mattered how they designed it, I'm just biased against that power fantasy.
Then I created one. And of my six characters, she's probably been the most fun I've had playing this game.
While a lot of that is owed to myself and my own creativity as a storyteller, the way ZoS creates classes in general grants a lot of liberty in terms of interpretation. In this case, my "necromancer" isn't a necromancer, she's a psychopomp. Her story is about finding herself being able to talk to dead people and guide their spirits to rest. Her class abilities help tell that narrative. On top of that, the gameplay mechanics of the class are easily the most interesting they've developed (even if they can be annoying sometimes).
The solid design of the newer classes is part of why I was disappointed we aren't getting another new class this year.
NotaDaedraWorshipper wrote: »My thoughts is that they made them way too cliché and "Hollywood spoopy" looking. Seriously, what's up with the blue-green lights, flying skulls, scythes, graveyard/tombstones and other weird things. That has never been necromancers in Elder Scrolls. Where is the flies, the rotting flesh, zombies, and other grisliness? Necromancy in TES is supposed to look gross, not "spoopy" (I'm also saying spoopy, because there's nothing spooky about it.)
WhereArtThouVampires wrote: »Meanwhile if my story narrative spins me as a summoner of the undead yet I can't even raise a simple melee warrior skeleton or zombie, hopefully you can see how traditional necromancer fans are kinda being put into the dirt here? As someone who is also storyteller and focuses highly on narrative; if I don't fit into the world's classification of what a necromancer is by being completely different than even the Novice Necromancer NPCs, how am I able to get in the mood to tell a proper story with my character?
WhereArtThouVampires wrote: »Also, not to mention the necromancer NPCs in game have completely different skills than we do as players.
WhereArtThouVampires wrote: »What gameplay and mechanics of the class are exactly new and interesting and healthy for gameplay? Aside from the transformation mechanic?
WhereArtThouVampires wrote: »Meanwhile if my story narrative spins me as a summoner of the undead yet I can't even raise a simple melee warrior skeleton or zombie, hopefully you can see how traditional necromancer fans are kinda being put into the dirt here? As someone who is also storyteller and focuses highly on narrative; if I don't fit into the world's classification of what a necromancer is by being completely different than even the Novice Necromancer NPCs, how am I able to get in the mood to tell a proper story with my character?
You just have to work within the limits of the game system you're using. Sometimes, certain character concepts don't really work in a given game system. I tend to view that as a challenge to overcome or an opportunity to be creative and do something a little bit different. Still, issues like this are why I prefer classless systems in RPGs. Class-based systems tend to railroad you in to whatever the designer envisioned. Of the class-based RPGs I've played, ESO actually does a fairly good job in having a more open structure - mostly because there are lots of class-agnostic skill lines as well as item sets that can reinforce character theme and concept.WhereArtThouVampires wrote: »Also, not to mention the necromancer NPCs in game have completely different skills than we do as players.
Presuming I'm not mistaken, isn't it broadly the case that NPCs share some (but not all) of the PC skills? NPC necromancer has something like grave grasp, for example, but NPC necromancer has nothing like Bitter Harvest.
There are definitely some NPC abilities I wish were PC abilities. The NPC alchemist throw flask thing makes me really want Alchemist class!WhereArtThouVampires wrote: »What gameplay and mechanics of the class are exactly new and interesting and healthy for gameplay? Aside from the transformation mechanic?
- Clearly-defined tank/damage/heal skill lines (this is also present in Warden and has been retrofitted, albeit poorly, onto the older classes)
- More use of "while slotted" boosts on specific skills is neat
- Good balance of magicka and stamina morphs (again, also present in Warden and retrofitted to older classes)
- Skills interacting with dead bodies in a way I've never seen done in an aRPG before (e.g., Boneyard)
- Tether mechanic, which is unique to this class and used nowhere else (excepting perhaps Guard sort of?)
- Lots of abilities that interact with the justice system which prompted a revamp of some of this in general
Not everybody likes it, which is fine, but from a game design standpoint? It's a step up regardless of how I personally feel about it. I think it is very odd they didn't include a permanent summon for this class, though I understand why that decision was made and it was probably the right call given players would have constantly whined about getting bounties in town with their summons (that's why sorc pets aren't in the justice system yet I wager). I also don't like how a lot of abilities are tailored for PvP and worthless in PvE, but that's an ongoing problem with this game not unique to this class.
In any case, not really posting to argue, just presenting a perspective. Take or leave as one wills.
https://www.youtube.com/watch?v=1S8GqQz6ZB4&ab_channel=CABLifeI like them. Everyone has a different play style and they don't seem clunky to me. I DONT like the fact that I'm always wondering if some random or even quest npc will trigger a bounty. A permanent summons WOULD have been cool, and more traditional, but death is all around us, not focused on one summons. The spirit of death can help ward damage, maybe appear from nowhere to attack you then fade back to the other side. Summon the ancient dead buried at your feet to weaken you. Having the dead cross the veil from all around to aid me and hinder you just to fade back is kinda cool too.
WhereArtThouVampires wrote: »I'm just trying to explain that those of us who wanted a traditional Elder Scrolls necromancer (like how we've been shown in game) got really shafted with the design of this class.
WhereArtThouVampires wrote: »I'm just trying to explain that those of us who wanted a traditional Elder Scrolls necromancer (like how we've been shown in game) got really shafted with the design of this class.
That's a fair assessment. Looking at the design of the game thus far, I guess I never really expected that personally. None of the classes in ESO really conform to "traditional" Elder Scrolls when I think about it. There are many types of spells and abilities that don't have much (or any) precedent prior to ESO as far as I'm aware. That's probably because this game is fundamentally an MMO and the design philosophy was different than for any other Elder Scrolls game. If they'd gone with a classless system I think we could have seen something closer to what you wanted - we could have all the actual schools of magic properly represented instead of weirdly sort of kind of not really represented in the various class/skill lines. I'm still annoyed there's no alteration staves when that would have made so much more sense for a tanking staff than refitting frost staves.