James-Wayne wrote: »Wait for the Necro class balance
CordingOnyx wrote: »James-Wayne wrote: »Wait for the Necro class balance
sure, it's been like 6 years since necro was decent, what's another year and a half right... T.T
What I dont understand is this…
Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?
“Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.
To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.
It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.
What I dont understand is this…
Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?
“Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.
To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.
It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.
What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.
Umbracat449 wrote: »What I dont understand is this…
Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?
“Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.
To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.
It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.
What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.
Yea it has been an unfortunate experiment, trying to blend the two styles of fighting, with noone winning.
They just need to be separate.
A shield with a heal? Great in pve, so useful.
In pvp? Disaster.
Umbracat449 wrote: »What I dont understand is this…
Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?
“Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.
To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.
It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.
What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.
Yea it has been an unfortunate experiment, trying to blend the two styles of fighting, with noone winning.
They just need to be separate.
A shield with a heal? Great in pve, so useful.
In pvp? Disaster.
There are many ways to prevent "A shield with a heal" from becoming a disaster in PvP, such as strengthening or providing more healing-absorbing skills like Borrowed Time, or skills like Trample + Dispel that can remove shields.
None of the above proposals will affect PvE, but they can effectively curb over-healing in PvP. Moreover, these skills have been around for a long time; not using them would be a waste.
I believe balancing PvP and PvE simultaneously is not impossible, but the developers need to be extremely proficient in the game's mechanics and put in a tremendous amount of effort.
What I dont understand is this…
Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?
Umbracat449 wrote: »What I dont understand is this…
Why they didn’t just take the risk week 1 and if some crazy synergy were to happen, then they would have weeks to then fine tune it?
“Monsters Only” and “While Battle Spirit is Active” are both end-all options and should only be used in the most serious of context, not casually thrown around on passives for classes known to be struggling.
To continue on this, separating abilities and gear between PvP and PvE, rather than adjusting stats to make builds viable in both, just adds to the confusion new players have with why they are getting blown up in PvP, or unable to get into a group in PvE.
It’s incredibly unhealthy for the game, and I said it back when Maw of Lorkhaj brought Aegis and Slayer and instead of hearing me, we got Halls of Fabrication— a trial with zero incentive for PvP players to enter… and again when Bahsei came out with Monster’s Only, such restrictions truly have no place in ESO.
What is your solution to make gameplay equally viable between both PvE and PvP? You're saying battlespirit shouldn't exist? I don't think trying to pretend two very different forms of gameplay operate the same is healthy to the game at all.
Yea it has been an unfortunate experiment, trying to blend the two styles of fighting, with noone winning.
They just need to be separate.
A shield with a heal? Great in pve, so useful.
In pvp? Disaster.
There are many ways to prevent "A shield with a heal" from becoming a disaster in PvP, such as strengthening or providing more healing-absorbing skills like Borrowed Time, or skills like Trample + Dispel that can remove shields.
None of the above proposals will affect PvE, but they can effectively curb over-healing in PvP. Moreover, these skills have been around for a long time; not using them would be a waste.
I believe balancing PvP and PvE simultaneously is not impossible, but the developers need to be extremely proficient in the game's mechanics and put in a tremendous amount of effort.
What other ways besides adding more skills could balance PvE's skills into PvP? Barspace is very limited.
Upgrades rank 2 of corpse consumption to mark the closest "non-enemy" player to you...
Like why... Why can't this be applied to enemy players for PvP? It does in “Vengeance”. Do you know how viable corspeburster would be with this class mastery passive? Not to mention, animate blastbones would also be a lot more viable without having to have a corpse on the ground.
Is there ever anything Necromancer can have that isn’t stripped away? I don’t like the behavior of giving necro something that sounds good just be ripped out of the hands of players that have been asking for said change for years.
But Azurblight still works on players… let that sink in
nightbringer1993 wrote: »And people wonder why I want Necro refreshed this year.
The class is close to being unplayable, yet people paid for this class.