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Corpse Consumers need a buff if corpses are getting nerfed in PvP

CameraBeardThePirate
CameraBeardThePirate
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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, then 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.
Edited by CameraBeardThePirate on 21 April 2025 01:56
  • Markytous
    Markytous
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    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.
    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.
  • Alaztor91
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    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.
  • StarOfElyon
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    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.

    Necro has been destroyed as a class and now exists as a passive line for subclassing. smh
  • Urzigurumash
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    Yeah sounds bad, I like Nobility in Decay but if I can't keep up Deaden Pain AND a Self-Siphon the whole idea of maining Necro loses quite a bit of appeal.

    I vote for @Alaztor91 's Soul Essence idea, Self-Siphoning with NiD looks really cool, I assume not great for range in PvE however.
    Edited by Urzigurumash on 19 April 2025 01:04
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Urzigurumash
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    Brawling on Cro has been a noble struggle against the status quo for years now, the class is outlawed for dueling even if it was good at it (all the popular spots are in town on Xbox NA).

    But with this change Cro might find itself even more of a "VD or nothing" class than MagBlade was 2018 - 2021.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Dreadwar
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    I like the Soul Essence idea.
    Regarding the Tether skills, just have them use the player as the corpse range. This would function exactly like the second part of Nobility in Decay Set, the Beautiful Corpse effect. The code is already in game, making it easy for them to accomplish.
  • Dialectic93
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    Necro will be a completelly non-functioning class cause of the 5 pet/corpse limitation. You got 3 pets/corpses so 6 in total and you need to cast the Animate blastbone ult that is 3-4 pets extra. What happens in 80% of scenarios is that you summon 0/3 blast bones, a 300 cost ultimate that does nothing!
  • Deimus
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    Posted about this in the feedback thread so hopefully they take notice. It's crazy how Necromancer performance frequently gets hit harder by general changes than other classes. When they made this change the Sorcerer was probably the main class they had in mind thinking it still gave them room to use 2 pets from sets, and they neglected to think about how it would affect the Necromancer's skills that consume multiple corpses and balancing them with the summoned minions.

    I have a feeling this will be like the GLS patch. Where players figured out the first day of PTS, but they didn't seem to notice the entire time developing the skill that it gave the class 0 ways to make corpses near the enemy for Boneyard and Siphon to use so they threw a corpse generator on Flame Skull if used with GLS at the end of the PTS cycle. We'll probably get a similar quick fix for these skills week 3 or 4 of this PTS, and maybe a better solution or enhancement to the fix somewhere between u47-u50.

    It'll be on theme for ESO that Necro's corpse mechanic to become harder to manage with less payoff the same patch Grim Focus becomes easier to manage with more payoff.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • Deimus
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    Alaztor91 wrote: »
    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.

    If they ever do something like this I hope they use the floating flame lanterns that liches use as the "Soul Essence"
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • randconfig
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    Agreed. Necromancer corpse mechanic abilities are taking a major hit. I had been arguably before these changes that we needed to increase corpse limit and duration, because it's too difficult to use an ability like the reanimate blastbones ultimate... Also I wanted them to reduce the ultimate cost of the reanimate blastbones morph, so we could actually make use of it...
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