Finally getting the Major buffs every class should have is great (despite being placed on pretty underwhelming skills), but Necros are still going to struggle a lot in environments outside of standard Boss/Trash fights because the Corpse system is awful.
The entire Corpse system is complexity for complexity's sake. It's still buggy despite patch after patch of attempted "fixes", and in PvP it becomes even worse since most of your corpses immediately disappear upon player respawn. The corpse system is in a major need of an overhaul.
Take a look at the class mastery script - the Necro Class Mastery script nails how all Corpse interaction should work. No finicky targeting, no prohibitively stationary abilities, and a scaling effect. Instead of an ability that necessitates a corpse to even function, you simply get a ramping buff based on how many corpses are around you. All corpse consumers should work similarly to this.
Ditch the corpse-bound tethers completely. Allow the tethers to tether to an enemy/ally (for damage/healing, respectively), and scale in effect based on how many corpses are near the user/target. Alternatively, make them sticky DoTs/HoTs similar to Fulminating Rune, with added effects/strength based on how many corpses were near the target upon activation.
Blood Sacrifice - literally no one uses it. Give it some extra juice based on how many corpses were consumed.
The AoE corpse consumers are more or less fine as is, because they function much more similarly to the Class Mastery script.
TL;DR: Simplify the corpse system. Allow the tethers to function without the silly need to remain stationary or rely on a buggy targeting system. Allow corpse consuming abilities to be useful in mobile/PvP environments by making the system much more passive similar to the Class Mastery script.
Edited by CameraBeardThePirate on 19 August 2024 15:29