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Please move up Necromancer rework to 2026

  • Kalthea
    Kalthea
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    HarfnUA wrote: »
    Kalthea wrote: »
    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.

    I agree that I am evaluating the necromancer only in terms of its strength in PvP. Unfortunately, I cannot say for sure how the necromancer performs in PvE. I have been told that the necromancer also has issues in PvE, but I cannot verify this myself.

    But regarding the competitiveness of a necromancer in PvP, I am confident that my assessment is correct. The fact is, it doesn't matter what level a player plays a necromancer at, as this same player will perform much better at their level when playing another class.

    And I also understand that the developers will not change the sequence of the class rework (I fully understand that there are deadlines and limited resources). Everything I wrote earlier concerned the bugs in this class. The only thing I would like to suggest is to fix the buggy abilities and the obviously malfunctioning Corpsebuster set. And perhaps also to adjust the duration of the necromancer's buffs (which currently turn the necromancer into a machine of endless rebuffing). This certainly won't make the necromancer competitive in PvP, but at least it will remove the unpleasant feeling of inadequacy when playing this class.

    The only real issue that Necro has in PvE is corpse sustain when you're aiming specifically for max corpse usage. The problem with corpses comes from their reliance on killing NPCs and maybe one of your other generation methods. I think I've had maybe two times where blast bones didn't trigger, but every other time it works fine, just takes forever to reach the target, so I opted to cast it before other skills so it lines up with when I want to use the skill that needs a corpse.
    May your crops be sun-blessed, sweet soul.
  • Turtle_Bot
    Turtle_Bot
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    AvidNecro wrote: »

    Nice video, it sucks how necro has been treated over past few the years (reminds me a lot of ZOS's treatment of Sorc from U35 to U40 where it was some tiny band-aids on the arm trying to fix a gunshot wound to the chest).

    I just hope for Necro mains sake that ZOS doesn't do what they did for Sorc in U41 where they overbuffed the numbers of 1 skill without actually addressing any of the underlying issues the class has in the rest of the kit, and that ZOS does the right thing by Necro (fixing the underlying issues) instead of just a simple (and not properly thought out) numbers change.

    As for why Necro is so late on the list, I can only assume (and I can only make assumptions since I don't work for ZOS) that ZOS needs to see if some of their early ideas for Necro will work out or not:
    - things like pets (Warden has 1 pet, Sorc has 3, so it's easier to see results of changes from those limited variables rather than rushing Necro that would have 3+ pets (blast bones, mender and archer) and the corpse system itself that likely falls under the pet system as well).
    - debuffs/disruption, area denial, etc. can be seen/tested with DK, plar and warden refreshes before going all in on Necro.

    As for trying to point ZOS in the right direction, I suggest making an easy to read list of issues early on (and a reminder of this closer to Necro's set rework date), so ZOS knows where to start with the class. Some things I notice whenever I try Necro are things like:
    • Skulls slow projectile speed and cast animation, especially the cast animation that adds an additional 0.2-0.3s to the travel time of the skill that skills like merciless resolve don't have.
    • Blastbones drunk AI (especially the ones summoned from the living death line ultimate).
    • Unnecessary self debuffs on things like resistant flesh (the burst heal that self defiles).
    • Corpse mechanic being too stationary/slow for highly mobile encounters, especially in PvP.
    • The clunkiness of grave grasp (how which CC it applies is dependent on which AoE hits the target).
    • Archer/mage and mender not counting as either pets OR DoTs, so not getting buffed by anything at all that would buff pets or DoTs, but also simultaneously counting as both so things that exclude pets or mitigate DoTs also exclude/mitigate these abilities.

    I'll leave the full list up to Necro mains to consolidate with each other on, but those are the main issues I have noticed (with the class abilities) any time I have tried the class.
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