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PvP Corpse Consumers aren't getting fixed before live, are they?

CameraBeardThePirate
CameraBeardThePirate
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@ZOS_Kevin I am begging you to pass this along to the dev team.

The changes to corpse duration and the new corpse+pet limit of 5 in PvP are a massive nerf to Deaden Pain/Necrotic Potency, the Necro Class Script, Enduring Undeath, and Animate Blastbones (the ultimate).

The limit change means that you are actively discouraged from using all 3 of Necro's pets, because the third one will never create a corpse (or rather, the corpse it creates will always replace one you already created).

Combined with the duration change, corpses are now far too short duration to accumulate for these mentioned abilities. These abilities require a large number of corpses to reach their full durations and effectiveness - 6 for Potency/Pain, 5 for Life Amid Death, 3 for Animate Blastbones, and 10(!) for the class script.

PvP corpses are already hard to come by since corpses created by enemies can often disappear immediately if the enemy respawns quickly. These corpse changes will only exacerbate the problem.

Please ZOS, do something about this BEFORE live. Either revert the limit, increase the duration of all corpses, or modify these abilities so that they don't require as many (or any) corpses.
Edited by CameraBeardThePirate on 1 May 2025 16:13
  • StarOfElyon
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    @ZOS_Kevin I am begging you to pass this along to the dev team.

    The changes to corpse duration and the new corpse+pet limit of 5 in PvP are a massive nerf to Deaden Pain/Necrotic Potency, the Necro Class Script, Life Amid Death and its morphs, and Animate Blastbones (the ultimate).

    The limit change means that you are actively discouraged from using all 3 of Necro's pets, because the third one will never create a corpse (or rather, the corpse it creates will always replace one you already created).

    Combined with the duration change, corpses are now far too short duration to accumulate for these mentioned abilities. These abilities require a large number of corpses to reach their full durations and effectiveness - 6 for Potency/Pain, 5 for Life Amid Death, 3 for Animate Blastbones, and 10(!) for the class script.

    PvP corpses are already hard to come by since corpses created by enemies can often disappear immediately if the enemy respawns quickly. These corpse changes will only exacerbate the problem.

    Please ZOS, do something about this BEFORE live. Either revert the limit, increase the duration of all corpses, or modify these abilities so that they don't require as many (or any) corpses.

    Anyone who has spent time playing Necromancer in pvp knows that this corpse and pet limit will hurt Necros a lot!
  • tsaescishoeshiner
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    I wish it was totally reworked so that when a skill would create a corpse, instead of existing on the ground, it was just absorbed by your character and you could spend your stored corpses on abilities. Shocking Siphon would just be placed beneath your targeted enemy, instead.

    Maybe that's not to everyone's taste, but it would probably be more performant with pets and make skills easier to target, while keeping that necromancer/soul harvester feel.
    PC-NA
    in-game: @tsaescishoeshiner
  • Deimus
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    Indirect nerfs to Necromancer skills that consume multiple corpses in PvP from the new pet limitations if you're using Blastbones, Skeletal Minion, and Spirit Mender.

    Animate Blastbones - 33% damage reduction still at a 320 ultimate cost

    Bitter Harvest and morphs - 67% reduction in duration of HoT, ultimate generated, and Major Protection. Will have to swap to backbar every 7 seconds if you want to keep it active ouch

    Enduring Undeath - 60% reduction in HoT duration

    Class Mastery - 80% reduction in boost given to health, magicka, and stamina pools

    @ZOS_BrianWheeler do these sound like combat changes that should make it to live without being addressed?
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • CameraBeardThePirate
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    @ZOS_Kevin @ZOS_BrianWheeler

    Trying to reiterate that the corpse duration changes and reduced limit in PvP severely hinder the aforementioned abilities in this thread.

    I know this is pointless because it'll almost certainly go live like the GLS change before, but I might as well try.
  • YandereGirlfriend
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    Agreed. Imagine a world where Necro class interests were serviced to the same degree as NBs are.
  • Alaztor91
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    The fact that the Necro Class Script requires 10 Corpses for the full bonus and received zero adjustments is insane. One would think that after the whole GLS situation that Devs would actually take 10 minutes to double check if the new ''corpse rules'' have any adverse effects with current Corpse consuming/generating skills.

    If performance is the reason for the change, the least they could do is modify the skills that gain a bonus for consuming multiple corpses so that they only need half of what they currently need for maximum effect.
  • JayKwellen
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    Immobile tethers are already annoying in a PvP meta with so much speed and mobility, basically LoSing them every few seconds, and having to constantly scan 360 degrees to find a new corpse (or, god help you, if you use both, in which case you're pretty much always on the lookout for a new one every few seconds) sucks.

    This is also exacerbated by the fake glowing corpses, constantly baiting you as if they were real when, in fact, they are not.

    Now we will hardly even have any to choose from at all.

    I don't understand @ZOS_Kevin and @ZOS_BrianWheeler - this class, especially those of us who like mag but don't want to be bombers, is already an out of control exercise in masochism for those few (and the number of survivors is indeed few at this point) who still play it. Why must you do this thing which will somehow make it even worse? Why do you insist we maintain tethered (lol) to a mechanic which is hellishly clunky in PvP while also making it even worse?

    Have we not suffered enough? What did we do to wrong you such that you would punish us this way?
  • YandereGirlfriend
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    JayKwellen wrote: »
    Immobile tethers are already annoying in a PvP meta with so much speed and mobility, basically LoSing them every few seconds, and having to constantly scan 360 degrees to find a new corpse (or, god help you, if you use both, in which case you're pretty much always on the lookout for a new one every few seconds) sucks.

    This is also exacerbated by the fake glowing corpses, constantly baiting you as if they were real when, in fact, they are not.

    Now we will hardly even have any to choose from at all.

    I don't understand @ZOS_Kevin and @ZOS_BrianWheeler - this class, especially those of us who like mag but don't want to be bombers, is already an out of control exercise in masochism for those few (and the number of survivors is indeed few at this point) who still play it. Why must you do this thing which will somehow make it even worse? Why do you insist we maintain tethered (lol) to a mechanic which is hellishly clunky in PvP while also making it even worse?

    Have we not suffered enough? What did we do to wrong you such that you would punish us this way?

    The tethers wouldn't be so bad if they were given the same logic as the Mender's Bond tether. That thing is robust enough to handle elevation changes and LOS that nukes the legacy Necro tethers. Of course, the tethers themselves could be stronger as well. But as a baby step I would simply like them to port over the Mender's Bond tether implementation so that they did not break ever 2 seconds during dynamic gameplay.
  • necro_the_crafter
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    Im switched to det siphon just to proc corpsebuster when it got released. Its a nice free of cost way to proc it, it you can kinda chose the corpse you want to explode with your set. But before corpsbuster introduction, never used tethers in PvP. They just break to often.

    Regarding corpse limit - another reminder that ZoS doesnt play or understand the class they released. First GLS fiasco and then this. GLS even have a corpse generation part ported straight on the skulls itself, makes it even more usless except for a few niche scenarios in wich its borderline gamebreaking. Now its time to finnaly rework it into something truly necromantic.
  • Dreadwar
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    The Tethers need to be changed to a nearest corpse for activation, buffs you (self buff radiating outwards from you, like Cresent Sweep DoT or Beautiful Corpse effect), and lasts the duration. No more targeting and no silly Tether mechanic that fails, has issues with LOS, elevation, and targeting requirements.
  • Lags
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    necro has been the least of zos' concerns since the class released. You're dreaming if you think they are going to listen to this. But i agree with you 100%. Many things will be sacrificed because of sub classes. Mainly the regular classes. But this change is deff one of the worst and most pointless.

    its always the hammer. They have no tact when it comes to balance. Like instead of trying to figure out ways to adjust one thing, without ruining another, everything just gets the standardization hammer. I hate the way they balance.
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