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Deaden Pain sets the new standard for Corpse Consumption abilities.

CameraBeardThePirate
CameraBeardThePirate
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The Deaden Pain change feels great. It's thematic, easy to use, and actually worth using. The duration buff means you have to micromanage the skill much less - something that holds back the other corpse consumption abilities.

The combat team should consider similar Quality of Life changes to the other Corpse Consumption abilities (especially the tethers). You shouldn't have to constantly recast the Tethers every two seconds because a small pebble got in between the player model and the corpse, or because you were forced to LoS your own ability. The Tethers should be less of a mini game that has no payoff. The two solutions I could see would be:

1) Make the Tethers go through terrain/LoS so that they aren't constantly breaking from the smallest of obstacles. As is, the Tethers are usually up for less than half their full durations in mobile fights which makes them frustrating to use (and usually not worth the barspace/GCD).

Or

2) Convert the tethers into "sticky" abilities that function similar to Arcanist's Rune of Displacement/Fulminating Rune. They could be identical to this ability, except that they'd need to be cast on a corpse and not a player.

I think most Necromancers would even be fine with adding a cost to the Tethers as a trade-off. Being free to cast just isn't enough of an upside to justify the hoops you have to jump through to use these abilities effectively.
Edited by CameraBeardThePirate on August 24, 2023 5:39PM
  • Zodiarkslayer
    Zodiarkslayer
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    Agreed. The entire corpse generation system needs to be reworked. Arcanist shows how its done. Have an intricate minigame on top of your almost conpetitive base line.
    Necromancer has a base line, that is 20% to 30% behind the curve and obe neess to be excellent in its minigame to reach the level if conpetitiveness that Arcanist has a baseline plus one out of three cruxes.

    And yes, it is not only the corpse management that holds Necros back. But it is the biggest part.

    One idea that comes up frequently is to have a run of the mill aoe dot on the ground, centred on the corpse, instead of the tethers.

    My absolute pain point is life amid death and its morphs. To get a heal, that is comparable in length with other class heals (20s), you need to consume 4 corpses. 4! 4! I mean try finding 4 sources for corpses without seriously cutting into your rotation.
    And you know what? That heal over time will still be weaker than the templars ritual. The burst heal will still be weaker than then Wardens Budding Seeds.
    If anyone here says: OH! But, PVP! I swear I'll ...

    Thank you for the valuable input and respectfully recommend to discuss that aspect of ESO on the PVP forum.
  • gariondavey
    gariondavey
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    Some very reasonable and very needed changes to help out necro.
    @ZOS_Kevin could you please point some of the class/combat team to this thread?
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
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