Ghouls (duration and synergy)
Posted: Thu Aug 27, 2020 7:34 pm
So... I thoroughly enjoy this category but here are my humble suggestions:
1. At talent level 5, ghouls that die within your Putrescence add 2 turns instead of 1. I'd like to suggest that 1 turn also be added to the initial duration so that it's not 3 turns per ghoul but instead 1 + 3/ghoul. Even better would be starting there and then making it 2 + 3/ghoul.
Currently, it's so tight that if you start it with one and anything goes wrong then you'll have to move or spend a turn and lose the Putrescence as it'll expire. Adding just that one (or two) turn would be immensely helpful. As it is, it's a little difficult to combo with things like Bone Yard/To the Grave...
2. The number ghouls that can start a Putrescent Liquefaction (PL) ought to be capped at 3. It's just a bit soul-inefficient as it is and so it discourages its use until later in the game when you can manage soul consumption better.
3. Master Necromancer...
This category is great for skeletons but a little mediocre for ghouls (suffer for me is great but not alone worth it for the entire category). As such, to tempt ghoulish necro's, I suggest that Surge of Undeath offer the speed and heal bonus to skeletons and Dreads but not ghouls. Why would you care about healing ghouls anyway? Instead , for ghouls, have it increases the duration of PL and Corpse Explosion by 1 turn per active talent level while also speeding up the summoning of a new, free ghoul by 1 turn per active talent level.
Well, those are my suggestions!
1. At talent level 5, ghouls that die within your Putrescence add 2 turns instead of 1. I'd like to suggest that 1 turn also be added to the initial duration so that it's not 3 turns per ghoul but instead 1 + 3/ghoul. Even better would be starting there and then making it 2 + 3/ghoul.
Currently, it's so tight that if you start it with one and anything goes wrong then you'll have to move or spend a turn and lose the Putrescence as it'll expire. Adding just that one (or two) turn would be immensely helpful. As it is, it's a little difficult to combo with things like Bone Yard/To the Grave...
2. The number ghouls that can start a Putrescent Liquefaction (PL) ought to be capped at 3. It's just a bit soul-inefficient as it is and so it discourages its use until later in the game when you can manage soul consumption better.
3. Master Necromancer...
This category is great for skeletons but a little mediocre for ghouls (suffer for me is great but not alone worth it for the entire category). As such, to tempt ghoulish necro's, I suggest that Surge of Undeath offer the speed and heal bonus to skeletons and Dreads but not ghouls. Why would you care about healing ghouls anyway? Instead , for ghouls, have it increases the duration of PL and Corpse Explosion by 1 turn per active talent level while also speeding up the summoning of a new, free ghoul by 1 turn per active talent level.
Well, those are my suggestions!