necro_the_crafter wrote: »Agree.
First step would be making blightbones and ghost into just a visuals, same thing that they did with mad tinkerer summon.
Second, reduce amount of corpse generated as well as increse potency of corpse consumers to match slower generation?
Or look for a ways to make corpses not an npc but its own object instead thus removing a limits for them?
Or overhaul necros class unique resourse into something else?
Souls/ black soul gems would be a good thematic alternative, maybe lich crystals, like the ones from caluurions proc.
francesinhalover wrote: »That way pve can stop being ruined by pvp.
francesinhalover wrote: »hopefully pvp and pve will be separate this year.
vengeance systems gives me hope.
That way pve can stop being ruined by pvp.
necro_the_crafter wrote: »Agree.
First step would be making blightbones and ghost into just a visuals, same thing that they did with mad tinkerer summon.
Second, reduce amount of corpse generated as well as increse potency of corpse consumers to match slower generation?
Or look for a ways to make corpses not an npc but its own object instead thus removing a limits for them?
Or overhaul necros class unique resourse into something else?
Souls/ black soul gems would be a good thematic alternative, maybe lich crystals, like the ones from caluurions proc.
CameraBeardThePirate wrote: »This limit was changed because the game started freaking out in certain PvE fights with lots of corpses, preventing Blastbones from spawning.francesinhalover wrote: »That way pve can stop being ruined by pvp.
BananaBender wrote: »CameraBeardThePirate wrote: »This limit was changed because the game started freaking out in certain PvE fights with lots of corpses, preventing Blastbones from spawning.francesinhalover wrote: »That way pve can stop being ruined by pvp.
This bug is still happening on PTS btw, so if that really was the cause they didn't fix it properly. Or likely it wasn't the cause to begin with.
BananaBender wrote: »CameraBeardThePirate wrote: »This limit was changed because the game started freaking out in certain PvE fights with lots of corpses, preventing Blastbones from spawning.francesinhalover wrote: »That way pve can stop being ruined by pvp.
This bug is still happening on PTS btw, so if that really was the cause they didn't fix it properly. Or likely it wasn't the cause to begin with.
CameraBeardThePirate wrote: »francesinhalover wrote: »That way pve can stop being ruined by pvp.
Are you really commenting this on a post of an example of PvE ruining PvP? This limit was changed because the game started freaking out in certain PvE fights with lots of corpses, preventing Blastbones from spawning.
Changes affect both, and it always goes both ways. Sometimes PvE affects PvP and sometimes PvP affects PvE.
And despite what happens with Vengeance, Battlegrounds and IC will still be regular skills as far as we know, so this stuff is still important.
CameraBeardThePirate wrote: »francesinhalover wrote: »That way pve can stop being ruined by pvp.
Are you really commenting this on a post of an example of PvE ruining PvP? This limit was changed because the game started freaking out in certain PvE fights with lots of corpses, preventing Blastbones from spawning.
Changes affect both, and it always goes both ways. Sometimes PvE affects PvP and sometimes PvP affects PvE.
And despite what happens with Vengeance, Battlegrounds and IC will still be regular skills as far as we know, so this stuff is still important.
I would love for them to balance PvP and PvE completely separately by removing PvE sourced sets from PvP and vice versa (with crafted sets available to both), and same with skill lines (undaunted and psijic would be PvE only, assault/support would be PvP only, world and guild skills would be shared).
Then maybe y'all could get the balance and gameplay you deserve and the two sides would stop fighting as though PvP vs PvE balance were two sides of the 3 banners war (werewolves are the third faction in this fight).
francesinhalover wrote: »hopefully pvp and pve will be separate this year.
vengeance systems gives me hope.
That way pve can stop being ruined by pvp.
I'd like for ZOS to use systems like Battle Spirit to balance PvP without touching PvE and vise versa, but this is a purely PvP issue. In PvE you can have 10 pets which lets you easily use every Necro corpse consumer to its full potential except the class mastery, but with all the npcs you'll kill in PvE that's not really an issue.
In PvP you will literally be unable to play a Necromancer and use your multi corpse consumers at full power, even if you drop all the class pets (Mender, Minion, and BB) you still won't be able to use Bitter Harvest at full power.necro_the_crafter wrote: »Agree.
First step would be making blightbones and ghost into just a visuals, same thing that they did with mad tinkerer summon.
Second, reduce amount of corpse generated as well as increse potency of corpse consumers to match slower generation?
Or look for a ways to make corpses not an npc but its own object instead thus removing a limits for them?
Or overhaul necros class unique resourse into something else?
Souls/ black soul gems would be a good thematic alternative, maybe lich crystals, like the ones from caluurions proc.
They could use the lich crystal visual addition to the corpse system of absorbing souls from corpses to use later. Maybe when an unused corspe expires within 28 meters of the player they passively collect them to a max of 4 and can use them as a corpse in combat. This could be PvP only as it could work as a solution to the very restrictive pet cap affecting the corpse mechanic and be a solution to the tethers issue with LoS and high mobility in PvP letting the Necromancer use a lich crystal to attach Shocking Siphon or Restoring Tether to themselves.
Also taps mic @ZOS_Kevin @ZOS_GinaBruno @ZOS_BrianWheeler is this thing even on?
necro_the_crafter wrote: »Agree.
First step would be making blightbones and ghost into just a visuals, same thing that they did with mad tinkerer summon.
Second, reduce amount of corpse generated as well as increse potency of corpse consumers to match slower generation?
Or look for a ways to make corpses not an npc but its own object instead thus removing a limits for them?
Or overhaul necros class unique resourse into something else?
Souls/ black soul gems would be a good thematic alternative, maybe lich crystals, like the ones from caluurions proc.
IncultaWolf wrote: »francesinhalover wrote: »hopefully pvp and pve will be separate this year.
vengeance systems gives me hope.
That way pve can stop being ruined by pvp.
I'd like for ZOS to use systems like Battle Spirit to balance PvP without touching PvE and vise versa, but this is a purely PvP issue. In PvE you can have 10 pets which lets you easily use every Necro corpse consumer to its full potential except the class mastery, but with all the npcs you'll kill in PvE that's not really an issue.
In PvP you will literally be unable to play a Necromancer and use your multi corpse consumers at full power, even if you drop all the class pets (Mender, Minion, and BB) you still won't be able to use Bitter Harvest at full power.necro_the_crafter wrote: »Agree.
First step would be making blightbones and ghost into just a visuals, same thing that they did with mad tinkerer summon.
Second, reduce amount of corpse generated as well as increse potency of corpse consumers to match slower generation?
Or look for a ways to make corpses not an npc but its own object instead thus removing a limits for them?
Or overhaul necros class unique resourse into something else?
Souls/ black soul gems would be a good thematic alternative, maybe lich crystals, like the ones from caluurions proc.
They could use the lich crystal visual addition to the corpse system of absorbing souls from corpses to use later. Maybe when an unused corspe expires within 28 meters of the player they passively collect them to a max of 4 and can use them as a corpse in combat. This could be PvP only as it could work as a solution to the very restrictive pet cap affecting the corpse mechanic and be a solution to the tethers issue with LoS and high mobility in PvP letting the Necromancer use a lich crystal to attach Shocking Siphon or Restoring Tether to themselves.
Also taps mic @ZOS_Kevin @ZOS_GinaBruno @ZOS_BrianWheeler is this thing even on?
The devs have never commented on necromancer changes outside of one reddit ask us anything post mentioning giving necro major brutality/sorcery. Don't know why people still ping them on the forums when it's a wasted effort. I tried for years and especially when they were reworking stalking blastbones.
All vengeance will achieve is ruin pvp in a different way, there’s no good endingfrancesinhalover wrote: »hopefully pvp and pve will be separate this year.
vengeance systems gives me hope.
That way pve can stop being ruined by pvp.