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[Suggestion] Necromancer Corpse Refactor

Credible_Joe
Credible_Joe
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Hello. A lot of frantic back and forth between us, community managers, and devs has popped off since U46 regarding the pet limit. Specifically, how corpses are considered pets, and the new rules regarding summon priority when casting abilities.

TL;DR: I propose a refactor to make corpses work similarly to how Crux works for Arcanists

Presently the signaling is that pet count HAS to be capped in consideration to performance. This makes sense to me; any number of players can take just one Necromancer skill line and flood the scope of any instance with ten corpses to keep track of each, along with any other summons. This can easily redline any server with enough activity, especially in spaces like Cyrodiil or the Imperial City.

However, I believe treating corpses as pets under the hood is the root of the issue. Back when Necromancers were first developed it was likely a clever solution to the design initiative of treating corpses as a resource AND active target. Spawn a pet on each XYZ location of the most recent corpse; as an entity it can be targeted and affected by other skills cast by the player, while at the same time being treated as a resource.

But with subclassing out and the performance imperative of managing a reasonable number of pets server-side, it looks to me like this solution causes more problems than it solves. And while summon priority is still being worked on to make sure active skills never fail to cast, passive corpse summoning throws a wrench into the whole initiative.

I propose a refactor of corpses to declassify them as pets. I think that the corpse mechanic would work much better in execution if we treated them like Crux for Arcanists.
  1. Enemy dies while a necromancer is in combat
  2. Immediately a visual effect similar to bitter harvest draws a spirit essence from the corpse to the Necromancer and persists, the way Crux does with Arcanists
  3. A count starts, tracking how many spirits the Necromancer is holding.
    • Like corpses, they persist only for 10 seconds, with a max stack of 10
  4. All abilities that formerly required a corpse to be at cast location are now ground target casts
    • Tether skills summon a shade / wraith Lich Chains / Lanterns at target location which casts their AOE effects and tether themselves to the caster
    • All other corpse consuming abilities work as they always have, but consume spirit stacks instead of corpses at their location

This would significantly decongest pets across the whole game population with Subclassing, and eliminate issues with abilities failing to cast due to the presence of corpses.

@ZOS_Kevin , @ZOS_GinaBruno - Sorry for the tags, but I want to make sure this thread is seen while the topic is hot between us, CM's, and the devs. Just in case it falls through the cracks.

Thanks for any consideration and engagement.
Edited by Credible_Joe on June 4, 2025 7:05PM
Thank you for coming to my T E D talk
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    And the spirits can use the Lich Lanterns you see Lichs with.
  • ragnarok6644b14_ESO
    ragnarok6644b14_ESO
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    You could skill styles them to be green spirits or crux to be blue to smooth out the subclassing too
  • mdjessup4906
    mdjessup4906
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    Can't agree more. Corpse targeting has always been janky as hell, this solves that problem along with all the others.
  • Credible_Joe
    Credible_Joe
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    And the spirits can use the Lich Lanterns you see Lichs with.

    Good call; this would make the tethers visually distinct from spirit mender. I'd say a chain / spear for the Grave Lord tether, and the lantern for the Living Death heal.
    Thank you for coming to my T E D talk
  • randconfig
    randconfig
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    Would love the idea of the Necromancer class collecting souls instead of corpses, and using them to power their abilities, and I would be fine with that change to Tethers, just make them cost a soul/spirit to cast at a target ground location.
  • Alaztor91
    Alaztor91
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    I hope that ZOS seriously considers something like this, can't really continue having a Class mechanic that can become basically unusable if the servers are stressed too much.
  • icefyer_ESO
    icefyer_ESO
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    I personally would love this. I'm guessing in the case of your skeleton / wraith minions and whatnot you'd just be harvesting their animating force back again to explain why they drop and count as a corpse. I honestly barely interact with the corpse mechanic because it's rather clunky. Got cerebral palsy so I can't even LA-weave let alone do whatever people are doing to have 10+ corpses out on the field mid-boss fight for use. Always felt Crux was the cleaner of the two class mechanics, especially with how movement-heavy some fights are. Corpses don't do much good when they're aaaaaaalllllll the way over THERE and not HERE ontop of the boss. So changing them to an almost off-brand Crux would help both the server performance issues they claim and help the necro deal with fights not being "please Mr. Boss, pretty please sit still while I build up 10 little bombs at your feet."
    Edited by icefyer_ESO on June 7, 2025 3:44AM
  • Deimus
    Deimus
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    There was a suggestion very similar to this on the PTS I liked it then and I like it now. Limiting pets WILL have an impact on the Necromancer's combat performance so a change with the goal of increasing game stability should take care to avoid combat balance disruptions as much as possible.

    If that comes in the form of decoupling corpses from the pet label or allowing us to use soul lanterns like liches to "bank" this class specific resource then I'm fine with that. As long as multi corpse consuming abilities are not indirectly nerfed and my skills cast when I press the button I have no issue.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
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