nightbringer1993 wrote: »When I see that necro is once again discriminated it makes me want to stop eso+ and playing.
Years of seeing other classes being buffed like hell while mine is getting worse. And with that class refresh order that was revealed last winter and that placed Necro last, I took it as a large insult towards people who bought that class, and spent time and efforts on their necro chars. I have a grand overlord Necro that is just sitting doing a few overland contents and can’t be used in competitive content and PvP ever since blastbone got nerfed.
In this PTS, no proper changes were made to the Necro skill lines and these class masteries are just lackluster. Other classes are once again being buffed and with this class refresh order, things will only get worse.
Do the devs know how it feels to see other classes being buffed like hell while the one we are using it just being nerfed again and again forcing us to change class into a gameplay we do not want. Warden is already a huge plague in PvP with their charm that has still not been removed, and if this charm remaining and the warden class refresh coming next things will only get worst if it follows the same pattern as the DK.
If things remain in this state, I feel like I will be forced out of the game.
propertyOfUndefined wrote: »Can we please revamp necro next? Why it's one of the last in the queue is so far beyond me.
nightbringer1993 wrote: »When I see that necro is once again discriminated it makes me want to stop eso+ and playing.
Years of seeing other classes being buffed like hell while mine is getting worse. And with that class refresh order that was revealed last winter and that placed Necro last, I took it as a large insult towards people who bought that class, and spent time and efforts on their necro chars. I have a grand overlord Necro that is just sitting doing a few overland contents and can’t be used in competitive content and PvP ever since blastbone got nerfed.
In this PTS, no proper changes were made to the Necro skill lines and these class masteries are just lackluster. Other classes are once again being buffed and with this class refresh order, things will only get worse.
Do the devs know how it feels to see other classes being buffed like hell while the one we are using it just being nerfed again and again forcing us to change class into a gameplay we do not want. Warden is already a huge plague in PvP with their charm that has still not been removed, and if this charm remaining and the warden class refresh coming next things will only get worst if it follows the same pattern as the DK.
If things remain in this state, I feel like I will be forced out of the game.
What's wrong or unusable about Blastbones? Genuinely asking, because it is one of the most subclassed skills and one of, if not the best delayed burst skill that only competes with the 2nd proc of Shalks.
Wasn't Stalking Blastbones always horribly buggy and unreliable?
nightbringer1993 wrote: »When I see that necro is once again discriminated it makes me want to stop eso+ and playing.
Years of seeing other classes being buffed like hell while mine is getting worse. And with that class refresh order that was revealed last winter and that placed Necro last, I took it as a large insult towards people who bought that class, and spent time and efforts on their necro chars. I have a grand overlord Necro that is just sitting doing a few overland contents and can’t be used in competitive content and PvP ever since blastbone got nerfed.
In this PTS, no proper changes were made to the Necro skill lines and these class masteries are just lackluster. Other classes are once again being buffed and with this class refresh order, things will only get worse.
Do the devs know how it feels to see other classes being buffed like hell while the one we are using it just being nerfed again and again forcing us to change class into a gameplay we do not want. Warden is already a huge plague in PvP with their charm that has still not been removed, and if this charm remaining and the warden class refresh coming next things will only get worst if it follows the same pattern as the DK.
If things remain in this state, I feel like I will be forced out of the game.
What's wrong or unusable about Blastbones? Genuinely asking, because it is one of the most subclassed skills and one of, if not the best delayed burst skill that only competes with the 2nd proc of Shalks.
Wasn't Stalking Blastbones always horribly buggy and unreliable?
Stalking was no more bugged and unreliable than Blighted. They essentially function the same and have the same issues, but with different secondary effects. Stalking gave a burst option for mag builds and was more of a damage option vs Blighted being a debuff/pressure option. Sac Bones is just bad in PvP and is yet another buff skill that doesn't do any damage itself, making bar space even more crowded.
Sac bones really didn't create a new identity or playstyle for necro and only took away a beloved, core-identity skill. Necro has always been a dot class with or without Sac bones.
Urzigurumash wrote: »We all agree with your sentiments and I admire your devotion but you gotta pick a new class if you wanna enjoy the game. There is no alternative. Sorry just being real with you.
nightbringer1993 wrote: »Urzigurumash wrote: »We all agree with your sentiments and I admire your devotion but you gotta pick a new class if you wanna enjoy the game. There is no alternative. Sorry just being real with you.
I prefer to leave the game then. If I pick a new class, then the devs have won, and the Necro will remain unplayable.
Urzigurumash wrote: »Most PVPers get to a point where 1 class just can't keep you happy for these reasons and many others. There's a few out there, but you're sabotaging your own happiness by not embracing your freedom of choice here. Again I'm just being real with you for your own benefit. Microsoft will be fine without your subscription buddy. Sorry man
Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.
The only clearly-apparent way Malevolent Promise would be busted in PvP is with the Corpseburster set. Otherwise, you’re just getting to use a dot skill or heal off an enemy. Why not just disable the passive with the use of Corpseburster then? I’m sure most players would prefer the passive at least be usable. If that’s not doable, why not add an additional effect, like a proc dot off your light attacks, so that part would still work in PvP?
Using the mastery passives as a temporary hold-over till full reworks makes sense with classes coming later this year like Warden and Sorcerer, but the Necro rework isn’t for 2 more years! It’s second to last and Necro has already been in a rough spot for half a decade. I really don’t think saying “wait for the rework” is an appropriate solution here considering it’s so far out.
Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.
The only clearly-apparent way Malevolent Promise would be busted in PvP is with the Corpseburster set. Otherwise, you’re just getting to use a dot skill or heal off an enemy. Why not just disable the passive with the use of Corpseburster then? I’m sure most players would prefer the passive at least be usable. If that’s not doable, why not add an additional effect, like a proc dot off your light attacks, so that part would still work in PvP?
Using the mastery passives as a temporary hold-over till full reworks makes sense with classes coming later this year like Warden and Sorcerer, but the Necro rework isn’t for 2 more years! It’s second to last and Necro has already been in a rough spot for half a decade. I really don’t think saying “wait for the rework” is an appropriate solution here considering it’s so far out.
KahunaKhan wrote: »Evidently none of us are convinced that it would actually be overpowered and even if it is that it couldn't be quickly remedied. Just a single PTS week with the option to use Malevolent Promise on enemy players would be enlightening.
Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.
The biggest issue I have with Necro has and always will be the corpse mechanic.
Before Necro even released, no one really ran the only other skill that had to do with corpses: repentance.
It wasn't ran much because it was unreliable, buggy, and the corpse mechanic did not work well.
So when this was the case, ZOS releases a class that probably uses the same code and has basic buffs and functionality locked behind whether or not these corpses are present.
It's easily THE WORST class in the game. And really, it should have been the FIRST classs if not the only class reworked, NOT DK.
Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.
While I appreciate the increase in communication vs ZOS simply sweeping Necro issues(GLS, Ghostly Embrace, etc) under the rug for months/years, I think it's about time they figure out what to do about the whole Corpse system that the class uses.
I mean this mechanic is so clunky that we literally have stuff like the Nobility in Decay set or the upcoming Malevolent Promise passive that try to make it more fluid. Then there is also the issue with it being a strain on the servers, so we now have the PvE and PvP Pet/Corpse caps(not even considering the fact that Corpses spawned from stuff like BB already despawn after a certain amount of time, for obvious reasons)
I still don't know why they haven't reworked this so it behaves more like Crux:
-Each skill that generates a Corpse keeps doing the same, but now that ''Corpse'' is an effect on your player character, instead of something on the ground. Let's just call it ''Essence Stacks'' for now.
-Shocking Siphon/Restoring Tether can be reworked into being Enemy/Ally targeted.
-Each skill that consumes a Corpse keeps doing the same, but now they consume the player ''Essence Stacks'' instead. Skills like Boneyard or Tethers would reduce the stack counter by 1. Multi Corpse consuming skills like Bitter Harvest or Enduring Undeath would reduce your stack counter by a greater number.
-Corpse Consumption passive is changed into ''When you consume an Essence Stack...''
-Max number of ''Essence Stacks'' that you can have would probably be 10(max stacks for the Class Mastery Script). Stack duration could be different for each individual skill, or it could be a standard X seconds for all skills that generate them.
-Corpses generated from killing enemies would simply add to the stack counter for Y seconds.
That's it, some stuff like Corpse related sets(Corpseburster/Nobility in Decay) might need number tweaks, and the whole ''cast a Corpse consuming ability on yourself'' could simply be removed or changed into something like ''gain Z Essence Stacks'', but this covers pretty much everything related to Corpses and Corpse generating/consuming skills. Server no longer has to keep track of the coordinates of stuff on the ground, and the mechanic would work much more fluidly and pretty much the same in stationary vs mobile fights.