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• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

Necromancer summons are still bugged in PTS 11.1.3 despite the Flame Skull bug fix.

randconfig
randconfig
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UPDATE: I just tested it in PVE (where the pet limit cap is 10, double that of PVP), and still am getting the failed to summon combat pet: Capacity reached:
9dyqvdb9i9v1.png




In live I currently get this issue in PvE where the "pet" cap is 10, and I know in PvP I'm having issues with my abilities not working as well due to what I believe to be the U46 "pet" cap changes:
5g3yizlnotm1.png
So my question is, did this Flame Skull fix from U47 PTS week one actually fix this issue so that I can play the Necromancer class? If you still cannot use Skeletal Mage + Blastbones + Animate Blastbones 3 summons + Spirit Guardian, in the most limited case (PvP with "pet" cap of 5), then the class is still fundamentally broken.



Edited by randconfig on 2 August 2025 08:22
  • randconfig
    randconfig
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    I just tested it in PVE (where the pet limit cap is 10, double that of PVP), and still am getting the failed to summon combat pet: Capacity reached:

    9dyqvdb9i9v1.png
  • skinnycheeks
    skinnycheeks
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    fix necros please
  • CameraBeardThePirate
    CameraBeardThePirate
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    The limit is 10 in both PvE and PvP. The devs hotfixed the limit shortly after the last patch dropped.

    The issue seems to be related to how corpses are getting replaced and counted (i.e., corpses arent properly being replaced, and its seems as though NPC corpses are counting towards the limit since the issue happens more in IC).

    Honestly it's high time to replace the corpse system from the ground up.

    If a class' core system causes performance issues, put in the work and change the system. Don't neuter the class with a nerf disguised as a band aid "fix".
    Edited by CameraBeardThePirate on 4 August 2025 16:06
  • randconfig
    randconfig
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    The limit is 10 in both PvE and PvP. The devs hotfixed the limit shortly after the last patch dropped.

    The issue seems to be related to how corpses are getting replaced and counted (i.e., corpses arent properly being replaced, and its seems as though NPC corpses are counting towards the limit since the issue happens more in IC).

    Honestly it's high time to replace the corpse system from the ground up.

    If a class' core system causes performance issues, put in the work and change the system. Don't neuter the class with a nerf disguised as a band aid "fix".

    I would be fine with making corpses like crux if it meant improving server performance and finally fixing Necromancer summons failing to be summoned. So they could just do like three changes:
    1. You get one corpse per kill and from corpse generating abilities for so many seconds, that enable corpse consuming abilities like Animate Blastbones.
    2. Then change tethers to be target abilities where you put the tether on a living target that sticks unless they move so far away.
    3. Corpsebuster set now generates an explosion at the location of the player when they cast a corpse consuming ability, or at the location of a summon when it expires maybe.
    Edited by randconfig on 4 August 2025 16:37
  • randconfig
    randconfig
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    Updating to say the issue persists on PTS 11.1.4. and it has been 66 days since ZOS said anything about it (https://forums.elderscrollsonline.com/en/discussion/678437/surprise-surprise-blastbones-and-animate-blastbones-ulti-are-unusable-in-pvp-now#latest)
  • skinnycheeks
    skinnycheeks
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    What are you trying to summon when it says "failed to summon?"
  • randconfig
    randconfig
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    What are you trying to summon when it says "failed to summon?"

    Blastbones; sometimes its the single target blastbones ability, sometimes its one of the blastbones from the Animate Blastbones ultimate. Pretty sure I'd have the same issue if I tried to resummon skeletal mage/spirit mender too in the scenario above (using all 6 necromancer summons in PvE around PvE corpses).
    Edited by randconfig on 10 August 2025 15:55
  • WalkingBomb
    WalkingBomb
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    Damn, was really hoping this would be fixed since it was mentioned in the PTS notes, this kind of thing seems like it's way more urgent than almost anything else, the entire core of necromancer damage is basically malfunctioning :(
  • RlyDontKnow
    RlyDontKnow
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    I reported this at the beginning of this PTS as well. A corpseburster rotation easily shows this issue within a couple seconds:
    Pre: cast any 2 necro abilities
    Rotation: skull / siphon / blast bones / siphon, repeat
    It seems like the old corpses don’t get replaced at all even after they have been consumed, so after a few cycles you can’t produce new corpses, anymore.
  • randconfig
    randconfig
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    Damn, was really hoping this would be fixed since it was mentioned in the PTS notes, this kind of thing seems like it's way more urgent than almost anything else, the entire core of necromancer damage is basically malfunctioning :(

    I'd want a refund after buying something that does not function as it was designed, advertised, and sold...

    Even though it's an MMO, where changing/updating class abilities for balance and quality is expected, it's not okay to break the class abilities and leave it in that state...

    So I hope they fix the class so you can use the class fully, or they change/replace these abilities to something that actually works. Obviously that latter will cause a lot of outrage, but at least the product/class would be in a functional state...

    Otherwise, they need to remove the class from the game, or add a disclaimer to the crown store that the class doesn't fully function and there's no intention to make it fully function, while offering refunds to everyone who purchased it...

    Either way, they need to communicate with us about it, instead of now 77 days of silence on the issue...
  • ZhuJiuyin
    ZhuJiuyin
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    According to the live server patch notes, the pet summoning failure issue seems to have been fixed.
    But I haven't verified it on live yet. Perhaps someone could test it?

    https://forums.elderscrollsonline.com/en/discussion/681998/pc-mac-patch-notes-v11-1-5-update-47#latest
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • randconfig
    randconfig
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    ZhuJiuyin wrote: »
    According to the live server patch notes, the pet summoning failure issue seems to have been fixed.
    But I haven't verified it on live yet. Perhaps someone could test it?

    https://forums.elderscrollsonline.com/en/discussion/681998/pc-mac-patch-notes-v11-1-5-update-47#latest

    "Fixed an issue where temporary summon abilities could be cast and drain resources, even when their summon would fail to spawn due to being at the pet limit. This affects the following abilities: "

    What they meant by this is that when the summon fails to be summoned, you do not lose resources. The bug where Necromancer summons still fail to summon still has not been resolved.

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