Having seen the DK refresh and seeing the positive changes they are making whilst listening to feedback adversely leaves a bitter taste in my mouth as i truly feel necromancers should have been higher on the list of refreshes. Honestly, necromancers both fail from a lore perspective and gameplay perspective. Necros are tedious to manage with a slew of dots and short duration abilities.
Now I'm not here to just *** and moan but actually give logical reasons and ideas to hopefully initiate a conversation. Which is the inherent beauty of having an online forum and people who love this game. So please remain respectful and lets pool are intellect together and hopefully provide some material for the devs, in hopes they take it into consideration.
Necromancers in the lore don't reanimate the dead in the traditional sense, the lore in the ES universe goes into detail on necromancy works. When a person dies their worldly body remains on mundus and their soul can go to different places, whether its the Aedra realms, Daedric realms or more importantly the Dreamsleeve They reach into the soul cairn/dreamsleeve and use a soul that then inhabits a cadaver to do their bidding and do a myriad of other things like soul gems, Daedric summoning into bodies etc. But to stay concise lets focus on soul magic. I think this is a very untraversed area. Most games take the shortcut with Necromancy but ESO to an extent, with Mannimarco and your origin as a vestige did a good job with the depiction of necromancy and soul magic.
But utterly dropped the ball when it came to player classes. So going off the back of soul magic and how it works in ES, for the necromancy rework i would love to see a completely unique CLASS SPECIFIC stats. which would not only help in regards to subclassing and identity but also to raise ESO classes to a standard befitting its revival with all the new great changes they're already making.
So what new stats am i taking about? I would love them to incorporate soul damage and a new stack called dread. Lets use DK as an example, dragon guy right? So makes sense they do flame damage with a sprinkle of earth magic for flavor. (with the new rework) the more DK abilities you use, you gain fury to then use on a fiery lash increasing its power and impact. Which makes sense for class pertaining to martial prowess. Necromancers should have a similar mechanic but its called dread. The more necromantic magic you use, the more dread that stacks and with those stacks you can do increasing damage/healing etc. And a new damage type which is unique to necromancers that does soul damage akin to flame/ice/storm etc. I would not like necromancers being relegated to the disease class. That should belong to NB alongside poison.
This all falls in line to then introduce a wholly different "Pet" mechanics system. Rather then just raising the dead who crawl from the earth, which as established necromancers do not do in the ES universe. Instead you can raise the fallen dead. And depending on the type of fallen enemy you have chosen to raise a variety of strategies and complexity that gives identity to the necros of ESO can flourish, from choosing between melee/range/magic mobs etc and you get to keep them till you recycle and change (Yes i know this sounds like a lot of work, but its entirely worth it and the argument its too much so not possible is a mute argument. If you want this game to flourish, long and arduous effort is needed.) So what happens if there is no corpse? Well your necromancer has soul gems, as per the ES lore of how soul gems work, can use it when no corpse is near by that last a certain duration. This creates a spectral minion, but with different mechanics which adds flavor and autonomy to necromancy as well as situational awareness and combat depth. All the while, soul gem/other necromancy abilities gives stacks of soul damage when attacking an enemy which Increase dot damage depending on number of stacks and raising bodies awards dread stacks (relegated to main Necros like the new dk damage bonuses only working for DKs not subclasses) which can be used to either incite a AoE fear for mobs or rotating minor negative effects on bosses and then consumed with an ability for increased direct damage increasing the damage for abilities such as a variant of blastbones/flame skull/scythe etc.
All in all, i want Necros to be unique and actually incite fear, not just be buff timer rotation class. All the while following the great lore of the ES universe. Necromancers are an all time favorite class of mine across many games and i want ESO to do them justice. This is just some of the ideas that i had, and i wanted to share with this forum. I would love to see what other peoples ideas are and what they would like to see what they would come up with.