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Necromancer Corpse Solution

Hottytotz
Hottytotz
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Just want to share a quick thought on how to fix necromancer corpses. I have always hated targeting these things. Its not fun, never has been fun. Its not like Skyrim where you are actually raising the corpse etc...

Please treat corpses like ammunition or crux please. When you use a skill that creates a corpse have it still sit on the ground sure but instead of targeting it you get a corpse "charge" or "count" for ~20-30s lets just say. Whenever you would then us a skill that can consume a corpse it will reduce that count by 1 etc. You dont even need to change siphon because the skill could "Expel the dark energy of a corpse at target location..." or change it and make it sticky, doesnt matter really. This corpse targeting is trash and has been trash since day 1. PLEASE STOP PRETENDING ITS FUN OR EVEN OK... ZOS.
  • Hottytotz
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    Sorry not sure how to edit original post... For those who will likely complain about enemies leaving corpses etc and how those get counted, you could simply implement a X% chance when a nearby enemy dies to receive a corpse etc.. X could be like 10-50% whatever balance requires.
  • NuarBlack
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    The current mechanic is definitely clunky and terrible. Not even sure it would be all that horrible just to eliminate it entirely then make the skills that have added benefits like tethers require a stacking debuff on the target that Skulls and archers place, maybe even have it be a stacking DoT too so necro is actually the DoT class. Still leaves counter play in pvp with cleansing.
  • Estin
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    I don't think I've ever had problems with targeting corpses. All you need to do is look in their general direction and your character would use the nearest one. As long you're sufficiently generating corpses, you shouldn't have an issue unless it's a super mobile fight.

    The root issue with corpse generation is blastbones, though. It's the only reliable skill necro has to create a corpse since it's 1 every 3 seconds on the target while all others are 1 every 20 seconds on the player. They just need to modify blighted to either be a double hit like sub assault that generates a corpse every explosion, or make it into a dot that continues to generate a corpses on the target every 2-3 seconds after it hits an enemy (Honestly, I think this is the better idea of the two). Both would be more than enough to address the clunkiness players report having with the class since they won't have to worry about casting blastbones every 3 seconds to create corpses that they can target.
    Edited by Estin on February 6, 2024 4:14PM
  • StarOfElyon
    StarOfElyon
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    Hottytotz wrote: »
    Just want to share a quick thought on how to fix necromancer corpses. I have always hated targeting these things. Its not fun, never has been fun. Its not like Skyrim where you are actually raising the corpse etc...

    Please treat corpses like ammunition or crux please. When you use a skill that creates a corpse have it still sit on the ground sure but instead of targeting it you get a corpse "charge" or "count" for ~20-30s lets just say. Whenever you would then us a skill that can consume a corpse it will reduce that count by 1 etc. You dont even need to change siphon because the skill could "Expel the dark energy of a corpse at target location..." or change it and make it sticky, doesnt matter really. This corpse targeting is trash and has been trash since day 1. PLEASE STOP PRETENDING ITS FUN OR EVEN OK... ZOS.

    But the corpse mini game IS fun. It adds a challenge to playing Necro. Even the Arcanist has mini games, but they're so easy a child could play them. The Necro is more challenging to manage in fast paced combat. The problem isn't the difficulty, it's the lack of pay off. The proposed change to Stalking Blastbones in update 41 just dumbs the class down.
    Edited by StarOfElyon on February 6, 2024 4:35PM
  • CameraBeardThePirate
    CameraBeardThePirate
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    Hottytotz wrote: »
    Just want to share a quick thought on how to fix necromancer corpses. I have always hated targeting these things. Its not fun, never has been fun. Its not like Skyrim where you are actually raising the corpse etc...

    Please treat corpses like ammunition or crux please. When you use a skill that creates a corpse have it still sit on the ground sure but instead of targeting it you get a corpse "charge" or "count" for ~20-30s lets just say. Whenever you would then us a skill that can consume a corpse it will reduce that count by 1 etc. You dont even need to change siphon because the skill could "Expel the dark energy of a corpse at target location..." or change it and make it sticky, doesnt matter really. This corpse targeting is trash and has been trash since day 1. PLEASE STOP PRETENDING ITS FUN OR EVEN OK... ZOS.

    But the corpse mini game IS fun. It adds a challenge to playing Necro. Even the Arcanist has mini games, but they're so easy a child could play them. The Necro is more challenging to manage in fast paced combat. The problem isn't the difficulty, it's the lack of pay off.

    The problem is also the fact that the corpse minigame is broken, and has been for at least 2 major updates now.

    Corpses that you didn't create will show up as consumable but will not be consumable unless you create a fresh corpse on top of the pile. That's a huge problem in PvP, where you may kite an enemy towards a corpse hoping for a heal and waste a global trying to consume something you can't actually consume.
  • StarOfElyon
    StarOfElyon
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    Hottytotz wrote: »
    Just want to share a quick thought on how to fix necromancer corpses. I have always hated targeting these things. Its not fun, never has been fun. Its not like Skyrim where you are actually raising the corpse etc...

    Please treat corpses like ammunition or crux please. When you use a skill that creates a corpse have it still sit on the ground sure but instead of targeting it you get a corpse "charge" or "count" for ~20-30s lets just say. Whenever you would then us a skill that can consume a corpse it will reduce that count by 1 etc. You dont even need to change siphon because the skill could "Expel the dark energy of a corpse at target location..." or change it and make it sticky, doesnt matter really. This corpse targeting is trash and has been trash since day 1. PLEASE STOP PRETENDING ITS FUN OR EVEN OK... ZOS.

    But the corpse mini game IS fun. It adds a challenge to playing Necro. Even the Arcanist has mini games, but they're so easy a child could play them. The Necro is more challenging to manage in fast paced combat. The problem isn't the difficulty, it's the lack of pay off.

    The problem is also the fact that the corpse minigame is broken, and has been for at least 2 major updates now.

    Corpses that you didn't create will show up as consumable but will not be consumable unless you create a fresh corpse on top of the pile. That's a huge problem in PvP, where you may kite an enemy towards a corpse hoping for a heal and waste a global trying to consume something you can't actually consume.

    Yeah that's annoying. And the tethers breaking almost immediately because you have to line of sight. But the fix to that is to have their effects stay on you once the tether is activated. I don't want to get rid of this system completely and dumb the class down like the Arcanist class.
  • Remathilis
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    But the corpse mini game IS fun. It adds a challenge to playing Necro. Even the Arcanist has mini games, but they're so easy a child could play them. The Necro is more challenging to manage in fast paced combat. The problem isn't the difficulty, it's the lack of pay off. The proposed change to Stalking Blastbones in update 41 just dumbs the class down.

    And that's why Necro is the weakest class: it makes you jump through hoops to get things other classes get for just breathing.
  • robpr
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    What if Graveyard instead of consuming a corpse, generated one on target location?
  • StarOfElyon
    StarOfElyon
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    Remathilis wrote: »
    But the corpse mini game IS fun. It adds a challenge to playing Necro. Even the Arcanist has mini games, but they're so easy a child could play them. The Necro is more challenging to manage in fast paced combat. The problem isn't the difficulty, it's the lack of pay off. The proposed change to Stalking Blastbones in update 41 just dumbs the class down.

    And that's why Necro is the weakest class: it makes you jump through hoops to get things other classes get for just breathing.

    It's the ultimate "can you walk and chew bubble gum?" class.
    robpr wrote: »
    What if Graveyard instead of consuming a corpse, generated one on target location?

    Why? You're supposed to send Blastbones into the graveyard. If anything, it just needs an aggressive buff. Like maybe make it an instant cast like the Templar Ritual of Retribution.
  • Estin
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    robpr wrote: »
    What if Graveyard instead of consuming a corpse, generated one on target location?

    Ease of access changes like that indirectly nerf necro even further since that's getting rid of the 50% damage increase boneyard gets when a corpse is consumed.

    The class needs something else to consume corpses though since as a DPS you're only consuming them with siphon and boneyard. That's only 3 corpses per 20 seconds, and a good necro can get about 8 corpses per 20 seconds between blast bones and skeletal archer.

    Skulls is probably the weakest spammable in the game. If anything should be altered to consume a corpse, it should be that. Perhaps on venom skull, instead of the bonus that any gravelord skill counts towards the increment, it could instead have a % chance to cause a corpse within X meters to explode for X amount of damage
  • OtarTheMad
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    More abilities should drop corpses and if they want to keep tethers then fine but just give us a way to either tether to a corpse or we could tether to the ground (no corpse needed) for half the duration that way it kind of opens things up.
  • Tessitura
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    robpr wrote: »
    What if Graveyard instead of consuming a corpse, generated one on target location?

    Graveyard should just be scrapped and replaced with something else that spends corpses without being ground targeted and locked into one place. If necro just used corpses to create minions then it would be a solid class. No worrying about the tank walking the boss out of your aoe so you7 got to set up again, no issues with needing the corpse ontop of the target, passive corpse generation would work fine for that since you would have uptimes on corpse spenders. And it would just make the necromancer feel like a necromancer.
  • StarOfElyon
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    sh4d0wh4z3 wrote: »
    robpr wrote: »
    What if Graveyard instead of consuming a corpse, generated one on target location?

    Ease of access changes like that indirectly nerf necro even further since that's getting rid of the 50% damage increase boneyard gets when a corpse is consumed.

    The class needs something else to consume corpses though since as a DPS you're only consuming them with siphon and boneyard. That's only 3 corpses per 20 seconds, and a good necro can get about 8 corpses per 20 seconds between blast bones and skeletal archer.

    Skulls is probably the weakest spammable in the game. If anything should be altered to consume a corpse, it should be that. Perhaps on venom skull, instead of the bonus that any gravelord skill counts towards the increment, it could instead have a % chance to cause a corpse within X meters to explode for X amount of damage

    Yes, a chance to create a corpse and guarantee proccing burning/poisoned status effects.
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