
Necro needed a nerf, it was the top DPS in trials and busted in PvP. The change to axes was actually a buff to the amount of critical damage that they do, axes healing better than Staves was dumb. Malacath was busted, full stop. You folks asked for procs to scale, ZOS delivered.
TheBonesXXX wrote: »Axes and Gravelord abilities?
TheBonesXXX wrote: »Axes and Gravelord abilities?
They're still a thing.. and will be more of a thing this patch with the 2 extremely strong crit sets that are becoming available, so check again. Also, as mentioned above, axes were buffed.TheBonesXXX wrote: »Why nerf them? Crit Builds were becoming a thing.
TheBonesXXX wrote: »Malacath ring? It just needed to not buff procs and heavy armor users.
Intent is for them to be buffed for pve where crit chance is extremely important but proc sets can't crit, yet nerfed for pvp where getting free damage while being able to focus on defensive stats like health, armor and sustain was more popular, so proc sets became overtuned for 1 portion of the game while being undertuned for the other.TheBonesXXX wrote: »What's with the proc set buffs? They functioned fine as is.
TheBonesXXX wrote: »
Necro needed a nerf, it was the top DPS in trials and busted in PvP. The change to axes was actually a buff to the amount of critical damage that they do, axes healing better than Staves was dumb. Malacath was busted, full stop. You folks asked for procs to scale, ZOS delivered.
Trials don't matter, because PvE doesn't matter. It's the thing you do to get the pretty at the end.
spartaxoxo wrote: »TheBonesXXX wrote: »
Necro needed a nerf, it was the top DPS in trials and busted in PvP. The change to axes was actually a buff to the amount of critical damage that they do, axes healing better than Staves was dumb. Malacath was busted, full stop. You folks asked for procs to scale, ZOS delivered.
Trials don't matter, because PvE doesn't matter. It's the thing you do to get the pretty at the end.
PvE is the primary focus of the entire franchise, all the way to nearly 30 years ago. So yes, it does matter. Objectively.
YandereGirlfriend wrote: »@MashmalloMan As always, you make extremely valid points. As you tour through the Necro passives though, I see much lower-hanging fruit with which to make more surgical power reductions.
Take the 3% Tether passive as an easy example, why is it even there in the first place? That's an easy snip for me if I am trying to balance the class for PvE DPS (which I am frankly skeptical that they were even intending in the first place; rather, I believe this was simply the latest front in their general campaign against Critical Chance sources...).
Or take the Penetration passive and chop it in half like they have just done for the CP passive. Again, why is this even here to begin with, it isn't thematic at all - it's just obvious and unnecessary stat-padding for the class.
Finally, the DoT passive stands out as another seemingly random buff that would be more at home on another class (e.g. DKs). Reducing this passive down to +10%, in conjunction with the above-mentioned changes, would have helped shave off the extra % of DPS that Necromancers had been enjoying in PvE. And it would have been accomplished without gutting the defining passive of the class.
As a final thought, you cited the Stamina Weapon Ability executes but it always needs to be remembered that our magRomancer friends enjoy no such ability. Death Knell was their de facto execute and now they're in the same sad boat as the magDK (while still not even having a functioning Blastbones morph after nearly two years...).