GLS still needs a lot of work in general, and this would help even out sustain between morph options. Adding a dot to LAs while GLS is active would also help with damage consistency and would help GLS more fit the "dot playstyle" option.
This was pointed out to ZOS when they changed the skill to have the Flame Skull bonus, but it was not taken into consideration. We recently had GLS changed to no longer require being in combat to cast so maybe in 2 years we might get some actual meaningful improvements to it.
Tbh after seeing the Undead Avatar in IA I would just rework GLS entirely and change it to a long duration buff that summons X Melee Skeletons. Each of these skeletons would do little damage like Skeletal Mage, would be summoned at the target location and would have a cleave attack that they use every Y seconds that also generates a Corpse when hitting a target. They would also be ''non-targetable/invulnerable'' like Skeletal Mage, follow pet commands and they would not gain enemy aggro for obvious reasons.
This would provide corpses over the duration of the skill and since they are melee the corpses would most of the time be near your target. Could also add stamina/magicka restore if there already is a corpse nearby when the skeletons use the cleave attack to provide some sustain to the skill.
This was thought for PvE scenarios since imo this would be a pretty awful skill for PvP lol.
MashmalloMan wrote: »That would be really cool, I think unfortunately the reality of the situation is that ZOS can't do it with the game engine because they have to account for potentially 100s of players casting the same abilities on screen, which means they need to be performant... especially because we're still supporting PS4/XBoxOne.
There is reason pretty much nothing in the game set or ability wise behaves like a swarm of AI you can summon if you think about it. IA is unique in that you're limited to 2 players at a time and the Atro is relatively rare, so they're probably able to get away with more wacky stuff like that.
Just look at how Necro was designed from the get go, there is an obvious reason it doesn't feel like other games. In almost any other RPG I can think of, you're incentivised to summon as much minions and corpses as possible. Like diablo is basically a swarm of 10-20 of these guys, people love that. Imagine that in ESO. Cyrodil would be crazy.
Idk man, maybe an ESO 2
MashmalloMan wrote: »That would be really cool, I think unfortunately the reality of the situation is that ZOS can't do it with the game engine because they have to account for potentially 100s of players casting the same abilities on screen, which means they need to be performant... especially because we're still supporting PS4/XBoxOne.
There is reason pretty much nothing in the game set or ability wise behaves like a swarm of AI you can summon if you think about it. IA is unique in that you're limited to 2 players at a time and the Atro is relatively rare, so they're probably able to get away with more wacky stuff like that.
Just look at how Necro was designed from the get go, there is an obvious reason it doesn't feel like other games. In almost any other RPG I can think of, you're incentivised to summon as much minions and corpses as possible. Like diablo is basically a swarm of 10-20 of these guys, people love that. Imagine that in ESO. Cyrodil would be crazy.
Idk man, maybe an ESO 2
Yeah, I don't really expect hordes of minions like Diablo or the Skyrim Ritual Stone, but I think that they could manage 2 or 3 skeletons. Werewolf Pack Leader morph for example already gives you 2 summons that stay with you, so it shouldn't be that much of a stretch. Too many corpses being on the ground would be an issue performance wise, but they could alleviate it by making them remain for like only 3s before despawning(BB corpse remains for 6s and Skeletal Mage/Spirit Mender one remains for 10s afaik)
For PvE they could also visually hide them(for other players) when there are too many people around if it becomes a problem, kinda like they do with Companions.
MashmalloMan wrote: »That would be really cool, I think unfortunately the reality of the situation is that ZOS can't do it with the game engine because they have to account for potentially 100s of players casting the same abilities on screen, which means they need to be performant... especially because we're still supporting PS4/XBoxOne.
There is reason pretty much nothing in the game set or ability wise behaves like a swarm of AI you can summon if you think about it. IA is unique in that you're limited to 2 players at a time and the Atro is relatively rare, so they're probably able to get away with more wacky stuff like that.
Just look at how Necro was designed from the get go, there is an obvious reason it doesn't feel like other games. In almost any other RPG I can think of, you're incentivised to summon as much minions and corpses as possible. Like diablo is basically a swarm of 10-20 of these guys, people love that. Imagine that in ESO. Cyrodil would be crazy.
Idk man, maybe an ESO 2
Yeah, I don't really expect hordes of minions like Diablo or the Skyrim Ritual Stone, but I think that they could manage 2 or 3 skeletons. Werewolf Pack Leader morph for example already gives you 2 summons that stay with you, so it shouldn't be that much of a stretch. Too many corpses being on the ground would be an issue performance wise, but they could alleviate it by making them remain for like only 3s before despawning(BB corpse remains for 6s and Skeletal Mage/Spirit Mender one remains for 10s afaik)
For PvE they could also visually hide them(for other players) when there are too many people around if it becomes a problem, kinda like they do with Companions.
MashmalloMan wrote: »That would be really cool, I think unfortunately the reality of the situation is that ZOS can't do it with the game engine because they have to account for potentially 100s of players casting the same abilities on screen, which means they need to be performant... especially because we're still supporting PS4/XBoxOne.
There is reason pretty much nothing in the game set or ability wise behaves like a swarm of AI you can summon if you think about it. IA is unique in that you're limited to 2 players at a time and the Atro is relatively rare, so they're probably able to get away with more wacky stuff like that.
Just look at how Necro was designed from the get go, there is an obvious reason it doesn't feel like other games. In almost any other RPG I can think of, you're incentivised to summon as much minions and corpses as possible. Like diablo is basically a swarm of 10-20 of these guys, people love that. Imagine that in ESO. Cyrodil would be crazy.
Idk man, maybe an ESO 2
Yeah, I don't really expect hordes of minions like Diablo or the Skyrim Ritual Stone, but I think that they could manage 2 or 3 skeletons. Werewolf Pack Leader morph for example already gives you 2 summons that stay with you, so it shouldn't be that much of a stretch. Too many corpses being on the ground would be an issue performance wise, but they could alleviate it by making them remain for like only 3s before despawning(BB corpse remains for 6s and Skeletal Mage/Spirit Mender one remains for 10s afaik)
For PvE they could also visually hide them(for other players) when there are too many people around if it becomes a problem, kinda like they do with Companions.
Would be nice if we could get at least a single permanent pet that had some sort of useful interactions with the rest of our kit
MashmalloMan wrote: »
Knowing ZOS they would make it require 2 bars despite everyone making it clear we hate that.. almost like in 10 years they haven't learned their lesson.
> Looking at you Banner Bearer
I would love a semi permanent pet that you need to feed corpses to keep alive, similar to the mechanic werewolves have, that could justify it only needing 1 bar maybe. Also more ways to generate corpses so that sorta thing could even work, but Grave Grasp is kinda on track for that.