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No changes to how Corpses work in PvP will kill Corpse Consumers

CameraBeardThePirate
CameraBeardThePirate
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@ZOS_Kevin I'm going to continue shouting this from the rooftops. The corpse changes introduced this PTS cycle will kill corpse consumers in PvP.

Corpses were already too short duration. Cutting the duration in half was a bad decision that makes Necro much more micro-managey and difficult to play.

Cutting the corpse+pet limit from 10 to 5 in PvP is also a bad change. Many corpse consumers require more than 1 corpse to reach their full effect. With a shorter duration, and 2 or 3 "slots" for your corpses being taken up by Blastbones, Ghost, and Minion, there are now a number of abilities that will never reach their full efficiency.

Animate Blastbones, Necrotic Potency/Deaden Pain, Enduring Undeath, and the Necro Class Script are gutted by these changes. These skills/effects were already average at best, and are now basically worthless in PvP.

I am begging you to revert the corpse changes or buff these abilities BEFORE LIVE. Killing these abilities and taking months to fix them would be more than frustrating for a number of players that enjoy them.
  • necro_the_crafter
    necro_the_crafter
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    Lets just wait until...
    mk8bn1zo1kxw.png
  • alaunanna
    alaunanna
    To be honest I gave up with corpse generation for necro in PVP a long time ago - I found it was just too finickety in battle to have the corspes where you wanted them when you wanted them with any reliability... If anyone is still trying to use summoned corspes in PVP I tip my hat to you!
    - When I read corpses counted in the 5 pet cap I immediately thought, well that stops necros from diverging to any other pets from other classes. I can see why the cap is in place for PVP -- 10 pets per character would be nuts - but not fixing it so that the corpses don't count (like arcanist crux doesn't count) seems a bit short-sighted.... But maybe they are hoping that vengeance will be ready to rock soon enough that the necros won't hurt for too long due to this temporary evil.
  • Deimus
    Deimus
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    alaunanna wrote: »
    To be honest I gave up with corpse generation for necro in PVP a long time ago - I found it was just too finickety in battle to have the corspes where you wanted them when you wanted them with any reliability... If anyone is still trying to use summoned corspes in PVP I tip my hat to you!
    - When I read corpses counted in the 5 pet cap I immediately thought, well that stops necros from diverging to any other pets from other classes. I can see why the cap is in place for PVP -- 10 pets per character would be nuts - but not fixing it so that the corpses don't count (like arcanist crux doesn't count) seems a bit short-sighted.... But maybe they are hoping that vengeance will be ready to rock soon enough that the necros won't hurt for too long due to this temporary evil.

    It will still affect Necromancers in battlegrounds and IC. From the history of the Necromancer in ESO the class hurting for a long time isn't a motivator for them to take action. We don't get the Piercing Cold treatment where ZOS doesn't know what to do so they aggressively buff it until they figure out a better long term solution, we get a broken untested skill that they know isn't optimal but sucks to suck they'll keep an eye on it and maybe finish it.

    The corpse consumers are usable for now in PvP after the update that finally gave us Major Sorcery and Prophecy we got Minor Resolve on Bone Armor. This lets us drop Vigor for Mortal Coil or Deaden Pain. If you're still running the generic skill lines with Blastbones setup which was required in the past for decent performance on the class Deaden Pain is a great use of all the corpses that went unused before. Using Nobility in Decay makes Mortal Coil a very useful skill too, but without that set the tethers are still a hassle.

    Animate Blastbones is also used in PvP, it's a strong ult that briefly lets you feel like the necromancer many of us want. It really sucks that they'vedecided once again on radio silence and to plow through with dismembering the class further. Especially since Necromancer and Arcanist would be the two classes with stronger identity as they'd have an advantage on generating their class unique resources, but now it will only be the Arcanist.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • randconfig
    randconfig
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    @ZOS_Kevin I hate to be annoying, but as a Necromancer main that plays PvP primarily, OP is right about everything and I'm begging you guys to address this before taking it to live...
  • AvidNecro
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    Cutting the corpse+pet limit from 10 to 5 in PvP is also a bad change. Many corpse consumers require more than 1 corpse to reach their full effect. With a shorter duration, and 2 or 3 "slots" for your corpses being taken up by Blastbones, Ghost, and Minion, there are now a number of abilities that will never reach their full efficiency.

    Animate Blastbones, Necrotic Potency/Deaden Pain, Enduring Undeath, and the Necro Class Script are gutted by these changes. These skills/effects were already average at best, and are now basically worthless in PvP.[/b]

    This is exactly why I stepped away from the game.

    Edited by AvidNecro on 10 May 2025 14:59
    Necromancer Main [XboxNA] Follow me on YT and Twitch
  • Dialectic93
    Dialectic93
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    @ZOS_Kevin I'm going to continue shouting this from the rooftops. The corpse changes introduced this PTS cycle will kill corpse consumers in PvP.

    Corpses were already too short duration. Cutting the duration in half was a bad decision that makes Necro much more micro-managey and difficult to play.

    Cutting the corpse+pet limit from 10 to 5 in PvP is also a bad change. Many corpse consumers require more than 1 corpse to reach their full effect. With a shorter duration, and 2 or 3 "slots" for your corpses being taken up by Blastbones, Ghost, and Minion, there are now a number of abilities that will never reach their full efficiency.

    Animate Blastbones, Necrotic Potency/Deaden Pain, Enduring Undeath, and the Necro Class Script are gutted by these changes. These skills/effects were already average at best, and are now basically worthless in PvP.

    I am begging you to revert the corpse changes or buff these abilities BEFORE LIVE. Killing these abilities and taking months to fix them would be more than frustrating for a number of players that enjoy them.

    Absolutelly agree. Necro is unplayable in pvp in this state, being the summoner class. They need to rework blastbones and spirit to not be counted as pets. Spirit mender should be just a buff, and blastbones a delayed burst (like warden fissure or arcanist eye beam) necro was barelly playable, now it's in the garbage can of pvp. The only class that can't even use it's ultimate, also being the most costly in the game, animate blastbone (cause it summons 0/3 skeletons if u simply use the basic spirit guardian and skeletal mage which almost every necro uses, a 300 cost ultimate that doesn't do anything, not even what it's supposed to do)

    Not to mention corpse duration should've been buffed by 5 seconds, not reduced by 5 seconds.

    If they don't fix this on live every pvp necro will delete his game.
    Edited by Dialectic93 on 11 May 2025 03:15
  • Joy_Division
    Joy_Division
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    It's not like Cyrodiil is so full of Necros that reverting the corpse reduction would create any latency issues
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Zyaneth_Bal
    Zyaneth_Bal
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    It's not like Cyrodiil is so full of Necros that reverting the corpse reduction would create any latency issues
    Indeed, yet ballgroups that contribute the most continue to run rampant.
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