KlauthWarthog wrote: »You know what would be fantastic to see on the PTS patch notes? Acknowledgement of the larger perceived player concerns.
Stuff like "We have seen the concerns regarding the changes to Necromancer, and are discussing them with the team", or "We have seen the concerns regarding the lack of changes to Templar, but do not intend to act on them for this release." (those are just examples, do not obsess over them).
As it currently is, I have no reason to believe giving feedback for the PTS changes has any value whatsoever.
[snip]
This is a moment to win points with your playerbase.
"We tried to create something unique for necro, but ultimately, it is clear that it fell short and nerfed an already struggling class. We've decided to revert necro back to how it was for this patch and do more in-house testing, which we hope to debut next PTS cycle. Thanks for your feedback and time in testing this ability."
Want me to restart my sub? Copy and paste that. My wife and I are @ImHerHusband and @ImHisWife. My sub will be active within 24 hours of that statement.
Your skill not only fails to solve the problem it set out to fix, it ended up making the entirety of necro worse. How you could go yet another patch nerfing necro and buffing NB is crazy. I didn't have that on my bingo card.
Letting this go to live is absurdly stubborn. You failed. Admit it. Move on. Learn from the mistake.
[edited for bashing]
DarkSoul6789 wrote: »New player here - Does anyone know if the changes will make the nightblade rotation easier to use in PvE?
sh4d0wh4z3 wrote: »DarkSoul6789 wrote: »New player here - Does anyone know if the changes will make the nightblade rotation easier to use in PvE?
The changes to concealed weapon (which is an overall nerf in PvE) will make the nightblade rotation easier since you will no longer need to slot and cast concealed weapon every 10 seconds since you will no longer see any benefit from it. Debilitate, or something else, will replace it. You also do not need to worry about if you're receiving the major expedition buff from twisting paths since you no longer are using concealed weapon. Twisting Paths was very buggy in that depending on the direction you are facing and the slightest elevation of the terrain, you would not receive the major expedition buff.
So, in this nearly month-long PTS cycle, this is what we get?
According to developer comments, Sorc and Nec are the focus of this update,
But look what we got?
A worse version of necro.
There was no response to feedback about Sorc.
For the upcoming Jester’s Festival, I feel like we do feel like Jester.
DarkSoul6789 wrote: »sh4d0wh4z3 wrote: »DarkSoul6789 wrote: »New player here - Does anyone know if the changes will make the nightblade rotation easier to use in PvE?
The changes to concealed weapon (which is an overall nerf in PvE) will make the nightblade rotation easier since you will no longer need to slot and cast concealed weapon every 10 seconds since you will no longer see any benefit from it. Debilitate, or something else, will replace it. You also do not need to worry about if you're receiving the major expedition buff from twisting paths since you no longer are using concealed weapon. Twisting Paths was very buggy in that depending on the direction you are facing and the slightest elevation of the terrain, you would not receive the major expedition buff.
Hm so even if it's easier would NB's still be not taken in PvE? Lower damage but also I'm not seeing any increase to AoE
JerBearESO wrote: »brandsnipe wrote: »While I think that the 9.3.3 changes to Grave Lord's Sacrifice are a step in the right direction, they don't completely fix the issues that it has when you compare it to old Stalking Blastbones.
While you now technically have access to ranged corpse generation and better AoE via Flame Skull, I don't really think that it feels as fluid as it was with old BB. Old BB allowed you to basically generate a Corpse every 3s, but you didn't have to use 3 GCD for that.
Now, instead of having to cast BB every 3s and keep the rest of your rotation relatively simple, you now have to make sure that you cast Flame Skull 3 times before every Boneyard or Siphon cast (that's basically 9 Flame Skull, 2 Boneyard and 1 Siphon, in a simple static 20s rotation) which imo feels way more complicated. This also gets way more convoluted if you have to switch targets.
I thought that ''help reduce the intense demand and complex rotation requirement of the class'' was one of the main reasons for this change.
Exactly, it seems to make it more complicated. Necro has A LOT of problems but BB hindering my rotation wasn't one.
It is now. Say hello to sacroBones, "the solution" to the problem you didn't have, that becomes the problem it aims to solve. Now that is some next level paradox 😀
RaptorRodeoGod wrote: »The AoE effect of new Diseased is cool, but it feels weird being the only status to have a cooldown on its effects. The AoE portion does not proc enough to make it the focus of a build.
DarkSoul6789 wrote: »sh4d0wh4z3 wrote: »DarkSoul6789 wrote: »New player here - Does anyone know if the changes will make the nightblade rotation easier to use in PvE?
The changes to concealed weapon (which is an overall nerf in PvE) will make the nightblade rotation easier since you will no longer need to slot and cast concealed weapon every 10 seconds since you will no longer see any benefit from it. Debilitate, or something else, will replace it. You also do not need to worry about if you're receiving the major expedition buff from twisting paths since you no longer are using concealed weapon. Twisting Paths was very buggy in that depending on the direction you are facing and the slightest elevation of the terrain, you would not receive the major expedition buff.
Hm so even if it's easier would NB's still be not taken in PvE? Lower damage but also I'm not seeing any increase to AoE
Just wanted to add that old Blastbones and Flame Skull have the same resource cost, but old BB (and Skeletal Mage/Spirit Mender) gets a 50% cost reduction when the Reusable Parts passive activates. Since old BB is basically a ''semi spammable'' in your rotation, you pretty much have a 100% uptime on that passive.
This doesn't happen with Flame Skull, so you probably want to address that if the whole ''spam flame skull'' playstyle ends up staying.
MashmalloMan wrote: »
Note: 3600 damage is the same tooltip as live. 1200 is 1/3 the damage.
Took another crack at changing Necro's skills this week for what I think would make more sense.
Your objectives from the beginning of PTS to now:
- Simplify Necro rotation with a new playstyle option.
- Retain the original BB playstyle using Blighted Blastbones.
- Add more ranged corpse generation lost from picking Gravelord's Sacrifice over BB.
- Add more aoe damage lost from picking Gravelord's Sacrifice over BB.
Your current design basically fails every one of these objectives. My above changes aim to fix that.
- Blighted Blastbones now has dynamic cost, flame damage, and includes the base skills 5% damage bonus for 10s. This retains the original playstyle from Stalking AND Blighted Blastbones better. It doesn't have the stalking modifier for higher potential damage in those rare scenario's, but it does have more consistent damage overall due to Burning and the 5% bonus. Keeping this as Flame damage also allows it to be buffed by items like Encratis or DK's Breath, and works better against vampires for PVP.
- GLS is not an easy skill to manage by any stretch. It can only be cast in combat, you don't get the buff until 3s later, the corpse and aoe mechanic is tied to a second ability which locks you into spamming Flame Skull 3 times, a skill which many players prefer not to use. All of this makes the skill extremely clunky, restrictive, and somehow more complicated than the original skill. My changes allow the ability to be cast out of combat because you need a target again, the skill is strong on its own for corpse generation and aoe damage by passively summoning skeletons for 1/3 the damage. The only downside is the skeletons do NOT jump to their target, so their is a bit of balance there vs the other morph because they can miss.
Please, above all else, think about what is fun, this is a game. What exactly is fun about the current design of GLS requring Flame Skull and doing effectively nothing of notice while it's active. What is fun about losing Necromancer's best dps skill?
master_vanargand wrote: »PvE Nightblade DPS is now the weakest.
Not bad for a tank or healer, but mediocre.
Nightblade is a class that has been played as a damage dealer for a long time, but it doesn't seem to be fun anymore.
This update was a disappointing start to the 10th anniversary.
We waited 10 years, but we were tired of waiting.
Please realize that game creators are losing the trust of players.
Bring back release necro.
master_vanargand wrote: »PvE Nightblade DPS is now the weakest.
Not bad for a tank or healer, but mediocre.
Nightblade is a class that has been played as a damage dealer for a long time, but it doesn't seem to be fun anymore.
This update was a disappointing start to the 10th anniversary.
We waited 10 years, but we were tired of waiting.
Please realize that game creators are losing the trust of players.