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