[b37]Various Necromancer Problems

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Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

[b37]Various Necromancer Problems

#1 Post by Rectifier »

These are some issues I have with the Necromancer class, I might do a more detailed character report later, but for now these seem to be the most annoying.

Issues:
Necro Minion Barrow Wight's acid rain hits friendlies and is *very* annoying.
Necro Minion Lich's creeping darkness or dark tendrils, not to mention the issues outlined in a different post with its pet shadow, ruin both line of sight and damage allies.

Complaints resulting from said issues:
Do I really have to cast arcane eye for my minion Lich's darkness spells, I have enough conditions to worry about countering.

Do I really have to spam retch from the eternal night set so that my own minions don't constantly kill themselves? Let me clarify, I do *not* mind the skeleton mages friendly fire, it is the constant and stupid use of aoes; it wastes turns, puts me at a strategic disadvantage, and adds unnecessary complexity even to a simple fight.

Do I really have to kill off the Lich's pet whenever the Lich gets hit by friendly fire? That pet needs to get over itself or just go away, because excepting the pet shadow and the darkness aoe, the Lich minion itself is great.

Why should high level summons with a low chance to appear be such a pain in the ass? Low level "stupid" summons with friendly fire is understandable, but high level summons, each with a 2-3% chance to spawn after a 5 point investment, should not be a thorn in the summoner's side. I mean, come on, I invest 20 points in two different trees and this is what I get? Ex. 5/5 Create Minions, 5/5 Necro Aura, 5/5 Minion Mastery, and then 5 other 1 pointers to strengthen/use the minions.

tl;dr Some of the advanced minions that can only be unlocked by level 26 and spawn at a 2-3% rate with a full 5 point investment punish the player; and since the player likely used at least 20 talent points to make a strong minion army, they cannot revert these changes and are forced to deal with their problems...

That having been said, I still love playing this class, but it could use some tweaks.
Last edited by Rectifier on Fri Jan 13, 2012 8:50 pm, edited 1 time in total.

edge2054
Retired Ninja
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Joined: Fri May 28, 2010 4:38 pm

Re: [b37]Various Necromancer Problems

#2 Post by edge2054 »

While I've always been a strong supporter of skeleton mages being dumb and indiscriminate, I can see where Rectifier is coming from with these complaints.

Investing heavily to get a lich or other high end summon and having it do the things he's talking about would suck. I'm not a huge fan of the advanced minions tree myself (because I prefer shades) but if I had invested in it to have a summon that blocked my line of sight of all things I'd be pretty annoyed.

yufra
Perspiring Physicist
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Re: [b37]Various Necromancer Problems

#3 Post by yufra »

So all advanced necrotic minions should get tactical AI?
<DarkGod> lets say it's intended

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: [b37]Various Necromancer Problems

#4 Post by Rectifier »

The minions do not have to be intelligent, before changing the ai I would prefer removing these Lich Minion Talents: Everything related to pet Shadows, Creeping Darkness, Dark Tendrils. Not the Lich monster itself, just the minion. My main complaint is the complete loss of line of sight from creeping darkness and weird bugs involving the pet shadows.

martinuzz
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Location: Netherlands

Re: [b37]Various Necromancer Problems

#5 Post by martinuzz »

I completely agree with the OP's point, that after spending so many points into talent trees, you should not be punished by such severely crippling friendly fire effects. Liches are pretty damn nice for the rest though. Removing Dark Tendrils and Creeping Darkness might requiring some compensation, by giving the Lich some other talents that can pin and annoy. Bone Grab perhaps, and associated talent tree?

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