amm7sb14_ESO wrote: »WhereArtThouVampires wrote: »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.
That's fair. I guess the issue with the "traditional" elder scrolls experience is that in ESO the current Necromancer's aren't even like the NPCs in their own game. That's the problem, it's not that they aren't like ES necros from Skyrim or wherever. The game is actively telling and showing us what Necromancers are and the player class is just so different from that.
If Necromancers in this game were portrayed like their class counter part, everything would be chill because then the lived experience would be the same as the world experience.
At the moment there is some heavy cognitive dissonance between PC Necromancers and NPC Necromancers unlike any other class. Because at least they can fit into their npc archetypes. But Necromancers? Enemies outside of Elsweyr don't even use your skills.
A classless system with schools of magic and weapons to specialize in would have been amazing, yes. Then they could have just opened up the NPC spells to the players and just categorize them by school.
I still hate that magic users only have 2 options to choose from when they could easily at the very least toss a staff in for Alteration (tanking) illusion (support/utility) and conjuration (damage through summons).
Responding to the bold:
An Alteration staff is *exactly* how staff tanking should work in this game, not that ice staff non-sense.
As far as the thread in general goes:
I am a fan of necromancers, in any RPG or fantasy game I play. My very first MMO was EverQuest, and my very first character was a Druid, but I also created a Necromancer alt, because I loved the pet dynamic. Later, it became a Shadow Knight. Diablo 2; Necromancer. Magic: The Gathering; a green / black reanimation deck that was necro-druidic themed. Morrowind; necro-assassin. Oblivion; 2 handed necro-warrior. Skyrim; dual-wielding necro-warrior. Give me an RPG to play, and I will play the necro style character. Necromancers are my favorite RPG class forever and always.
When ESO first came out, I was disappointed that there was no necromancer class (or that there were only desto and resto staves, and no Alteration or Conjuration or Illusion, as you pointed out), so I ended up with the Nightblade, as their sap and drain abilities, cloaking, and shade abilities were the closest thing in the game to a necromancer (and in some ways, still more of a true necromancer than the actual necromancer). I played ESO off and on until Elsweyr came out with an actual Necromancer class, and I came back at the end of 2019 to make my necro and test it out.
The first thing I will say is that the Necromancer *is* my favorite class...
The next this I will say is that... it's kinda by default.
For one, I don't really like the class system in this game to begin with. The way the game is designed, even with the "open" class system, if you're doing group content, all builds end up pretty much the same anyways. You are expected to run specific effects based on your role, and whatever your class doesn't have, you just supplement with weapon abilities. So outside of the graphics effects of the specific class, there is really no variety in builds. For example, my main is a necro tank that I built after Elsweyr, and even if I'm not using the Puncture taunt, I'm still getting the same Breach / Fracture effect from Unnerving Graveyard. I might not use Shield Slash, but I'm getting the same Minor Maim effect from Grave Grasp. I still am using CC, its effect is just a totem. I'm still using Major Resolve, the effect is just bones that come out of my back. I'm still using sustains and self heals and damage mitigation, the effect is just a little ghost floating next to me, or a magical rope from me to a nearby corpse. There might be some minor individual aspects of each class - for example, my Necromancer has a Major Vulnerability debuff, or a massive health buff in the form of Goliath, but again, these really act as generic effects. The only real unique gameplay elements of the necro class is the ult generation from Bitter Harvest and its morphs, or the group res.
All classes suffer from this, so it's not really a Necromancer exclusive complaint. It's my complaint about ESO in general. There is a lot of talk of "open" classes, but really, the openness comes down to cosmetics and aesthetics. In practice, every character within a certain role plays the same way.
As far as the Necromancer itself? Well, it's my favorite class because thematically, I get to be a necromancer. But as has been pointed out, it's a pretty underwhelming incarnation of a necromancer. To this day, I'll never understand how, in a game with permanent pets, Necromancers aren't among those with perma-pets. The summons that we do have, being temporary, are just glorified buff effects, and one is a very underwhelming DOT. Too many of the abilities are taken directly out of Diablo 3 (Scythe, Blast Bones, Bone Armor, corpse mechanics), and as has been said in here many times, so much of the abilities that the class does have resort to very cheesy, corny graphical displays that cheapen the actual aura of darkness of a necromancer.
I don't want a giant colossus. I want an ult that allows me to res fallen enemies to fight for me, even if it's temporary. This would greatly forgive the temporary summons we already have if the Colossus ult was instead an aoe res ability that would res fallen enemies to fight for us, with buffs if you wanted to have the same Major Vulnerability effect of the colossus.
I have 3 necros - a tank (my main character), a healer, and a mag dps. I do enjoy the class, and I do enjoy all 3 of my necromancers, but in the end, not really significantly more than I enjoy any of my other class characters, because at the end of the day, regardless of the graphics effects the abilities have, or the cosmetic aesthetic I give my characters through style pages and motifs, they all end up playing the same with within their roles anyways, and any of the "open" class potential this game claims is ultimately wasted by needing to slot the same stuff in the end anyways.
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »@WhereArtThouVampires
they removed the skeletal dragon because they didn't want all players running around summoning undead dragons. I agree with that design choice.
Temporarily summoning a thing that looks like a skeletal dragon for 3 seconds isn't the end of the world in terms of lore.
And no, that isn't why they got rid of it. They got rid of it because initially they had model issues and were afraid of it cluttering small spaces. It used to be a lot bigger in development more than likely.
We already walk around with mini skeletal dragons anyways. How do they spin this? It's simply necrotic energy using bones to give it a shape of a dragon. The same exact thing could have been done for the ultimate and you know this.
From what I remember in a stream, lore reasons were absolutely one of the reasons why they did not go with Dragons.
It made Zumogfum and Fang Lair more unique encounters, if everyone could summon undead dragons than that would have made those encounters not special.
Dragons are supposed to be rare beasts in Tamriel that inspire awe and fear. The appearance of even one bone dragon in Fang Lair was supposed to be nuts. If every other player could just pull a dragon skeleton out of the ground, that would greatly diminish their wow factor, and not really fit with their place in ES lore.
There is already a "Dragon themed class" let the necromancer have all the undead stuff - a Flesh colossus makes Way more sense than conjuring Dragon Bones.
But it isn't an actual skeletal dragon. Much like the skeletal dragon pets running around, it was simply going to be a collection of bones animated in the shape of a dragon.
The zumogfum encounter is already not special cause he dies in 10 seconds, most times before he can even cast the dragon ability.
There is no wow factor.
"This construct resembles a great and fearsome Bone Dragon in miniature, but it's actually a product of the Necromancer's art, assembled from modern bird and reptile bones and then reanimated. And no, you can't teach it to play “fetch."
That's the description of the pet. It's silly to assume the breath ability with the skeletal dragon couldn't work in a similar manner.
If they really want to preserve 'dragons' then they should also get rid of the skeletal dragon pet and bones you can put up in your house since they're so rare.
MyKillv2.0 wrote: »It’s a dead class.
...see what I did there?
It seems like some people here expected a regular AFK power fantasy necromancer, but ZOS gave them a piano-keyboard necromancer.
I'm glad that ZOS made it this way. I don't play it, but I main magwarden which is somewhat the necro's closest analogue gameplay-wise.
However, I was strictly against necromancer class in ESO because of lore and ESO story plot reasons, and I still would like to not see them in the game.
It seems like some people here expected a regular AFK power fantasy necromancer, but ZOS gave them a piano-keyboard necromancer.
I'm glad that ZOS made it this way. I don't play it, but I main magwarden which is somewhat the necro's closest analogue gameplay-wise.
However, I was strictly against necromancer class in ESO because of lore and ESO story plot reasons, and I still would like to not see them in the game.
Exactly, I am actually really glad they did not go the route of summoning a dozen undead minions.
we already have classes with perma combat pets, certainly did not need another as we know how much players complain about those.
I like the idea that the undead minions you summon are finite and deteriorate. There are actually tactics involved with the necromancer which I prefer. I'm glad that they tried something New instead of just doing what all the other Necromancer classes do.
Also I am getting tired of having to link this post ZOS did on class identity because these threads almost always deteriorate into hating on the class system.
https://www.elderscrollsonline.com/en-us/news/post/57025
It seems like some people here expected a regular AFK power fantasy necromancer, but ZOS gave them a piano-keyboard necromancer.
I'm glad that ZOS made it this way. I don't play it, but I main magwarden which is somewhat the necro's closest analogue gameplay-wise.
However, I was strictly against necromancer class in ESO because of lore and ESO story plot reasons, and I still would like to not see them in the game.
Goregrinder wrote: »Some of it's abilities can still be a little clunky to use, like totem, pet AI, etc. But Blastbones works better now than it ever has, and it has one of the highest burst potentials for a class in PVP, since BB is delayed and can be lined up with an Ult to drop a body to the floor. It also shares things with Warden like a netch-like pet and it's tankiness, but has things like BB, colossus, goliath, purge, crit bonuses, etc.
Magcro still suffers from mobility issues, and harmony bombing experienced a slight nerf over the last few patches, but Stamcro has been doing well every single patch and meta shift. I'm actually probably going to swap my necro from a tank to full blown Stamcro for that big boy damage in PVP. It also has fast ulti gen, probably slightly faster than a NB can achieve.
The caveat with Necro is that it has a very micro-managing playstyle, where you really have to constantly rotate all of your pets and keep your buffs up to be effective. it is definitely not a "set-it and forget-it" class like other classes tend to be like. Even when you're not in combat, you're always casting something because you sort of have to.
One of it's main selling points though, is that while some classes really crutch on specific sets and builds to function well (Magblade with Caluurion for instance), Stamcro works well wearing anything. They're like a garbage disposal class for your gear...just take gear you have that is trash for your other classes and throw it on your Stamcro, chances are you'll be able to duct tape together a build that works well.
WhereArtThouVampires wrote: »I 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.
The issue is what you just described in the latter half of your statement isn't present in the necromancer at all, though.
You don't summon any ancient dead buried anywhere because none of your abilities raise corpses.
When a player uses the Re-animation Alt and they raise other players from the dead, it would funny (and cool) if they were temporarily skeletal bodies for like 20 seconds. Makes it look like those players are the Necro's minions lol
WhereArtThouVampires wrote: »I 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.
The issue is what you just described in the latter half of your statement isn't present in the necromancer at all, though.
You don't summon any ancient dead buried anywhere because none of your abilities raise corpses.
Animate blastbones ultimate summons blastbones.
DreamsUnderStars wrote: »It's my favourite class. I always love necro classes in games.
WhereArtThouVampires wrote: »We can't buff our minions or even use the same CC and debuff abilities necromancers have.
WhereArtThouVampires wrote: »That's fair. I guess the issue with the "traditional" elder scrolls experience is that in ESO the current Necromancer's aren't even like the NPCs in their own game. That's the problem, it's not that they aren't like ES necros from Skyrim or wherever. The game is actively telling and showing us what Necromancers are and the player class is just so different from that.
If Necromancers in this game were portrayed like their class counter part, everything would be chill because then the lived experience would be the same as the world experience.
sadly this is true for everything else too(dw seems to be the same though:/), npcs use locked animation skills, and we have very unepic hopping uppercut(bdos warrior 2h uppercut is leagues more beautiful), reverse*barf*, crit charge.. itll do, i guess, and the cleave.
but timing every single skill to lock out animation canceling for thematic combat over MOAR meter numbers... would be awesome>:D(damage on the impact point not on skill use like it is now, im looking at you, hax imbue users, causing paradoxes by imbuing after you the attack<_<, which i see suggested when reading up on the skill in reddit and these forums, seriously just make it a toggle like mend with the same math to follow light/heavy attacks)