The problem with this feedback is that you are mixing lore between two different franchises. Necromancers in Elder Scrolls don't raise entire armies of the dead at once. Every being in the world is limited by their Magicka, and the amount of Magicka it would take in order to summon an entire undead army is not possible for any Man nor Mer to conceivably obtain. This is the very reason that the discovery of the Eye of Magnus in Skyrim was such a big deal, it was a massive font of Magicka with untapped and unknown potential. Meanwhile, Diablo necromancers are a welcomed practice, often being respected for tending graveside and keeping the dead at peace. In times of strife, the Necromancers in Sanctuary will take their knowledge of the dead and gather up their assistance, but they don't have the same Magicka restriction that people on Nirn do. You can't compare apples and oranges.
Now, on to some actual feedback for Necromancer in Elder Scrolls Online: I agree with the assessment that it is clunky. It lacks proper feedback, Blastbones is horrible and takes an unknowable amount of time to reach its target and then explode (I swear I have seen it disappear before even generating a corpse). The corpse system is a slog, often relying on a weird mini game to set things up before it can be used effectively. I have Blastbones set as the second skill I cast in my rotation specifically so I have enough time for it to explode by the time I get to the skill that needs a corpse on the ground (I run a weird hybrid setup, but the sentiment still applies).
When it comes to the idea of a skeletal army though, I think having a small squad of GOOD skeletal minions is the best option to go with. They aren't great, they aren't weak, just middle of the road. Give us maybe 2 or 3 skills with the ability to keep a skeleton buddy around. Make it so you can swap out the gravestones for a skeletal warrior, blastbones for a wizard and another skill for an archer.
But MOST IMPORTANTLY: ALL minions, from skills and armor effects and whatever else, NEED to share a common tag for boosting their damage. This way things like the Sorcerer passive that boosts Conjured Pet damage can affect all of your minions. It would also help to give them a bit more presence on the field, because man, minions barely contribute anything to DPS. Let the folks have their minion fun!
Necromancer needs two permanent skeletal minions similar in both power, utility, and behavior as the pack leader werewolf's direwolves. If it has to be tied to a skill, make it a "while slotted on either bar" type skill.
Necromancer needs two permanent skeletal minions similar in both power, utility, and behavior as the pack leader werewolf's direwolves. If it has to be tied to a skill, make it a "while slotted on either bar" type skill.
Careful with the permanent pet on backbar idea, that would lead to a lot of uproar about pets needing to be permanent no matter what bar they're on for Sorc and Warden bear eapecially.
Necromancer needs two permanent skeletal minions similar in both power, utility, and behavior as the pack leader werewolf's direwolves. If it has to be tied to a skill, make it a "while slotted on either bar" type skill.
Careful with the permanent pet on backbar idea, that would lead to a lot of uproar about pets needing to be permanent no matter what bar they're on for Sorc and Warden bear eapecially.
people have wanted that for years and years for Warden and Sorcerer
nightbringer1993 wrote: »Necromancer needs two permanent skeletal minions similar in both power, utility, and behavior as the pack leader werewolf's direwolves. If it has to be tied to a skill, make it a "while slotted on either bar" type skill.
Careful with the permanent pet on backbar idea, that would lead to a lot of uproar about pets needing to be permanent no matter what bar they're on for Sorc and Warden bear eapecially.
people have wanted that for years and years for Warden and Sorcerer
For years we have been asking for a refresh. Five years! And when stalking blastbone got removed thing went worst!
We paid for a content we can’t even use because other classes are for too strong compared to us.
Right now we can’t afford to play with our class, and I was forced to leave the game as a result. And you are telling us that warden and sorcerer are more in need where they’re dominating in PvP, tanking and heavy attacks builds!
WE PAID FOR A CONTENT WE CANNOT EVEN USE!!!
Our class is destroyed! We can’t e even use it because other classes are too strong compared to us! And we are being kicked out of groups because we are using the necromancer class!
And we are supposed to accept that state up until winter 2027!
Right now! I feel like I am being exiled because I am a necromancer main. I stopped playing ESO because of the state of the game! And I feel like I wasted my money!
propertyOfUndefined wrote: »For what it's worth, I support the ask here.
Seraphayel wrote: »Necromancer dead last really makes no sense at all. After Warden or Sorcerer even, that don’t really need much of a rework at all? Necromancer should be the top priority as the class is really lackluster in all regards and struck with terrible skills and gameplay loops all around.
Seraphayel wrote: »Necromancer dead last really makes no sense at all. After Warden or Sorcerer even, that don’t really need much of a rework at all? Necromancer should be the top priority as the class is really lackluster in all regards and struck with terrible skills and gameplay loops all around.
Necromancer is the newest class before Arcanist so it does not need as much modernization as the other classes.
Warden and Sorcerer have Frost, Shock, and Combat pets.
Necromancer has all of that too.
https://www.elderscrollsonline.com/en-us/news/post/69039
read the Class Refresh deep dive from December, ZOS explains it well and personally i do not understand why people argue against the refresh order (other than simply having a favourite).
Seraphayel wrote: »Necromancer dead last really makes no sense at all. After Warden or Sorcerer even, that don’t really need much of a rework at all? Necromancer should be the top priority as the class is really lackluster in all regards and struck with terrible skills and gameplay loops all around.
Necromancer is the newest class before Arcanist so it does not need as much modernization as the other classes.
Warden and Sorcerer have Frost, Shock, and Combat pets.
Necromancer has all of that too.
https://www.elderscrollsonline.com/en-us/news/post/69039
read the Class Refresh deep dive from December, ZOS explains it well and personally i do not understand why people argue against the refresh order (other than simply having a favourite).
i play all classes.
And to me Necromancer skills are still very useful for all roles, not the best but hopefully the refreshes will balance all the classes so there is no best class.
Seraphayel wrote: »Necromancer dead last really makes no sense at all. After Warden or Sorcerer even, that don’t really need much of a rework at all? Necromancer should be the top priority as the class is really lackluster in all regards and struck with terrible skills and gameplay loops all around.
Necromancer is the newest class before Arcanist so it does not need as much modernization as the other classes.
Warden and Sorcerer have Frost, Shock, and Combat pets.
Necromancer has all of that too.
https://www.elderscrollsonline.com/en-us/news/post/69039
read the Class Refresh deep dive from December, ZOS explains it well and personally i do not understand why people argue against the refresh order (other than simply having a favourite).
No way this is serious. 99% of the time I read the forums I think people have to be joking.
Have you actually looked at the skills on the class? Do that, then tell everyone how the class is "modern" compared to any other class in the game.
Also explain how getting debuffed with the class' burst heal is "modern". Because if that's the modern standard, they sure forgot it on Arcanist and the recently reworked DK.
Also: anyone using PvP as their benchmark for understanding a class and how it functions should understand that the meta for PvP is constantly shifting, and there will NEVER be a point in time where using PvP as any form of measurement for any sort of game or class balance is a good measurement. If you want a balanced PvP mode, wait for Vengeance to fully release.
Oblivion_Protocol wrote: »
Agree wholeheartedly (though I’m not holding my breath for Vengeance to fix or balance anything). Too many people are comparing Necro to the broken stuff in PVP and saying it’s bad when you can do just fine with it if you have a modicum of skill and timing. No, it’s not going to set the world on fire. But you can still get mileage out of it.
Same with PVE. Too many people looking at beam builds and busted dummy parses thinking they can’t match that output with Necro, therefore the class is dead. I complete Vet content on my Necro all the time, and it’s no problem.
Besides, like I said before, there’s a plan in place, and ZOS isn’t going to change it, no matter how many times you tell them you’re leaving.
Oblivion_Protocol wrote: »
Agree wholeheartedly (though I’m not holding my breath for Vengeance to fix or balance anything). Too many people are comparing Necro to the broken stuff in PVP and saying it’s bad when you can do just fine with it if you have a modicum of skill and timing. No, it’s not going to set the world on fire. But you can still get mileage out of it.
Same with PVE. Too many people looking at beam builds and busted dummy parses thinking they can’t match that output with Necro, therefore the class is dead. I complete Vet content on my Necro all the time, and it’s no problem.
Besides, like I said before, there’s a plan in place, and ZOS isn’t going to change it, no matter how many times you tell them you’re leaving.
Even if you try really hard, the most you can get from a necromancer is an average level. The problem is that even with excellent gameplay, a necromancer doesn't always manage to achieve even an average result. His abilities work too inconsistently. No matter how well you play, if the explosive bones don't trigger or, for example, the necromancer's class set blows up a corpse on the opposite side of the enemy, nothing can help. I'm not even talking about well-playing people simply changing position to avoid the necromancer's damage (which is already very low). Additionally, it's important to understand that playing as a necromancer is already harder than any other class. That's why it seems very strange to me when people call a necromancer average. Average is when you consistently get an average result. A necromancer is like a casino where you are also being cheated.
Even if you try really hard, the most you can get from a necromancer is an average level. The problem is that even with excellent gameplay, a necromancer doesn't always manage to achieve even an average result. His abilities work too inconsistently. No matter how well you play, if the explosive bones don't trigger or, for example, the necromancer's class set blows up a corpse on the opposite side of the enemy, nothing can help. I'm not even talking about well-playing people simply changing position to avoid the necromancer's damage (which is already very low). Additionally, it's important to understand that playing as a necromancer is already harder than any other class. That's why it seems very strange to me when people call a necromancer average. Average is when you consistently get an average result. A necromancer is like a casino where you are also being cheated.
It seems you are viewing everything from a PvP perspective, as you completely ignored the post they were responding to, particularly the part about measuring everything from a PvP viewpoint. Both Gameplay and Class balance cannot be achieved in PvP, no matter what.
Now, don't misunderstand me here; I get it. The class mechanics are janky, and Blast Bones struggles to hit targets. But it struggles to hit targets in PvP because they can move away from it. Your spells are popping corpses away from your targets, but I would say that you should use Bone Armor, since it makes you count as a corpse for the purpose of spell casting once every 10 seconds. Cast Flame Skull three times, and after the third cast you cast the corpse consuming ability as it reaches the target because it makes a corpse on the third hit right atop the target. You should never rely on the corpses left by Blast Bones or Enemies, and always find ways to work around those limitations.
I do hope they rework the Corpse system when they redo the class, but there are a few tools to use that let you work around your limits at the moment. They aren't perfect, but they are there.


Oblivion_Protocol wrote: »
Your mileage may vary on that one, because I have never found trouble playing Necromancer to at least an average level. Yes, a lot had to get adjusted over the years, but it’s perfectly possible to play the class as is. That said, yes, I do have to sweat a bit more in some content than I would on a DK or a Warden. But that’s just part of the challenge.
I am looking forward to seeing what the class adjustment will bring to the Necromancer, though.
The telltale signs of someone who does not read the tooltips for all of their abilities or consider what ways their class's systems can be utilized.
Cast Render Flesh to gain a negative effect, cast Expunge and Modify to gain resources from the negative effect. This was the intent, not to mention Necro can remove a ton of negative effects with any Expunge morph or Renewing Undeath. It doesn't make it super amazing, but the intent is there if you take the time to read your tooltips. (This is also ignoring that you don't actually need to use that burst heal if you dont want to. You can get up plenty of good healing output without it.)
As for the rest of this discussion, everyone is overblowing the amount of work that Necromancer needs done to it in order for it to be in a good spot. I have played every class in this game, and honestly the ones that need the most work are Nightblade, Sorcerer, and Warden. Necromancer isn't in the best spot, but it works, and it can wait. Also the "this is the class I paid for" argument goes entirely out the window when you consider that Warden, Necro and Arcanist are all paid classes.
Also: anyone using PvP as their benchmark for understanding a class and how it functions should understand that the meta for PvP is constantly shifting, and there will NEVER be a point in time where using PvP as any form of measurement for any sort of game or class balance is a good measurement. If you want a balanced PvP mode, wait for Vengeance to fully release.
...I basically only play PvP...
Your entire post makes my point for me, but these five words especially point out a fundamental problem with your requests. You basically ONLY play PvP. Which means you're demanding changes to a class based almost entirely on that perspective, and ignoring the rest of the game, the mode that every single player needs to engage with. You are demanding changes due to a class not functioning to your standard in your specific mode of play.
I agree that Necro needs adjustments and updates, but I cannot agree with this mindset and I cannot encourage Necro to be moved to the front of the line when there are several other classes in need of adjustment that have been waiting for it for far longer.
nightbringer1993 wrote: »Necro is dead nearly everywhere except tanking for now.
Necromancers are getting kicked out of trial groups, except if using tank for now, because I bet with those class refreshes that necro tanks will also get kicked out.
The PvP is unplayable because other classes are far too strong, whether it is vengeance, BG or GH.
Overland is "passable", but I don't thinking that necro will be easy to use compared to other class concerning the overland difficulty raises. If only pet damages could contribute to the ring of the pale order, that could help in solo content, but still I don't think it would be enough damage wise.
Even in dungeons DDs are being kicked out.
The necromancer is too weak and destroyed, and has a reputation of being so, making things unplayable in the game. Which is why I left the game, because I don't want to play other classes, and I am tired of seeing them buffed up again and again while mine is being left in the trash can. And let's not forget that necro is a paid class.