Yeah this isn't good because Necromancer has always struggled with the clunky corpse mechanic. Sad to see the game engine's limitations themselves being used as an explanation for making problems for the class. This hasn't been the issue with performance at all. Necromancer hasn't been popular and just because players will be able to slot Grave Lord as a Subclass doesn't suddenly mean the whole game would overflow with game-breaking bones on the floor. There has to be another way for Necromancer in PVP.CameraBeardThePirate wrote: »Enduring Undeath, Deaden Pain/Necrotic Potency, Animate Blastbones, and the Necro Class Script all hinge on you being able to churn out a high number of corpses.
These abilities are heavily impacted by the PTS changes. Deaden Pain will rarely see a higher duration than 12 seconds, Enduring Undeath will never receive its full duration, the Class Script is now a measly +6% max stat at most, and good luck using Animate Blastbones when you can only self-create 2 or 3 corpses and each corpse lasts a pitiful 5 seconds.
@ZOS_Kevin It's quite silly to reduce the effectiveness of these abilities in the name of performance. If performance is that big of an issue, than these Corpse Consumers need to be reworked to be more efficient (i.e., more bonus per corpse), or the corpse mechanic needs to be scrapped entirely and replaced with something less performance intensive.
CameraBeardThePirate wrote: »Enduring Undeath, Deaden Pain/Necrotic Potency, Animate Blastbones, and the Necro Class Script all hinge on you being able to churn out a high number of corpses.
Sure, the limit only applies to player-created corpses, but those are kinda the only corpses you ever get to use in PvP, as corpses of enemies disappear when an enemy player respawns or releases.
These abilities are heavily impacted by the PTS changes. Deaden Pain will rarely see a higher duration than 12 seconds, Enduring Undeath will never receive its full duration, the Class Script is now a measly +6% max stat at most, and good luck using Animate Blastbones when you can only self-create 2 or 3 corpses and each corpse lasts a pitiful 5 seconds.
@ZOS_Kevin It's quite silly to reduce the effectiveness of these abilities in the name of performance. If performance is that big of an issue, than these Corpse Consumers need to be reworked to be more efficient (i.e., more bonus per corpse), or the corpse mechanic needs to be scrapped entirely and replaced with something less performance intensive.
ZOS should redesign the Corpse system instead of using band aid ''performance solutions'' like this. They could do something similar to Arcanist's Crux and make current Corpse generating skills generate a ''Soul Essence'' or whatever they want to call it.
These ''Soul Essence'' would be a buff on your character and expire after a certain duration when out of combat similar to Crux, however they would stack up to 5 times instead of 3. Most Corpse consuming skills would function exactly the same, they would just consume your ''Soul Essence'' stacks instead of checking for Corpses on the ground. The only skills that would need changes are the 2 ''tether'' skills, and they could simply be reworked into Enemy/Ally targeting ''tether'' skills, Bitter Harvest and morphs might require a numbers adjustment, but that's it.