Thanks guys, that gives me a lot to work with. Current plan then:
- Tentacles will probably lose the skill failure and get a movement speed reduction instead, and the damage greatly reduced
- Crimson Barrier is getting a slight rework anyway, part of which involves losing the drain, I'll also cap the heal mod
- Brittle Bones will have the resist no longer scale with spellpower and the damage will get capped
- Corpsewall will get a damage reduction
- At some point Meta ia going to be replaced with a Lich specific tree
- Grave in general is losing CC. The new version just has freeze and pin
- Blood is Power is absurd and will be heavily reduced in power
- I'll check the numbers on Exsanguinate
- Advanced minions will lose some power
- Lich is replacing Vampiric Gift as getting it free is a bit too good, and there's already a whole lifeleech tree
That should put us in a much better state.
(Just to clarify: By CC I mean crowd control, i.e. stuns, freezes, pins, slows...
Regarding Grave: It has more CC than the Corpse or Lifesteal tree, so it needs to compensate by having something less: less damage, or less life steal or other survivability, etc.
If you only consider damage, a tree that has a lot of DOT, it should do more DPS than a tree with lots of burst, because burst is always better. This is not necessarily true if the are secondary effects, for example for life steal DOT can be better if your health pool caps the amount of health you can regenerate.)
You could also consider that becoming a lich requires a category point. I think that would be a good offset.
About Blood is Power: It might be more fun to nerf the damage boost moderately, and instead increase the disadvantages, i.e. in this case making it cost massive amounts of health. Currently, it is easy to get ca. 100 health per second using only DOT, so a full stack Blood is Power could easily consume 200 health per second.
(It could also be fun to not have a cap, so that people get greedy and kill themselves. I don't think it could be exploited, as long as you don't have access to the Aegis tree. And as long as the effect cannot be cleansed, reduced, transfered etc., like the Causterize prodigy.)
The CC/AOE part can be heavily nerfed, or even removed IMHO. Or make casting it take a turn.
About Exsanguinate numbers: I think it should at least give less Lifesteal than the Sun Paladins single-target AOE. (Probably much less, because it is AOE.)
About Brittle Bones: I think the biggest problem is not the single-target damage, but the interaction with Devouring Swarm. Because the swarm can trigger an unlimited amount of times during one turn (until there are no jumps left), it can trigger Brittle Bones many times during one turn. Given enough critters, this results in thousands of AOE burst damage.
Suggested fix: Make Devouring Swarm only jump once per turn.
Devouring Swarm is also very strong, even only considering the damage. Every jump resets the swarm duration, so it does more damage than you naively would expect.
Even without jumping once, it does 50% more damage than Drain Life, in less time! (On the other hand, it does not give lifesteal, is in an advanced high-level tree etc.)
Maybe make it do less damage, and/or make it transfer a limited amount of effects (scaling with skill level).
(Currently, I think it is worth getting even without the effect transfer! But without the transfer the spell would not be as interesting.)
How do you want to nerf Advanced Minions? I never used that tree, so I'm not sure how powerful it is at the moment. It always seemed to me that Minon Mastery is a bad skill, because I think Skeletons are much more dangerous than Vampires and Wights (they do more damage and stun). (Dreads and Lichs are nice though, I'm however not sure whether that compensates haven less skeletons and more vampires/wights.)
And also, vanilla necromancers can unlock the Ice tree. Any reason for why you removed that?