(1.5.5) Necromancer - Quality of (un)Life
Posted: Sun Jun 18, 2017 4:45 am
So, for a large part I think Necromancer is in a good spot right now. I do not believe it needs a complete rework.
... ... OK now that we've got that out of the way, there's something that REALLY pisses me off about the actual mechanics. Necromancers are about powerful magic, and raising the dead. What do we get? Thematic evil spellcasters that can get powerful magic or raise the dead. Talent spreads are really unforgiving if you try for both, but that's OK. Just pick the blast trees you like best (Ice? .. Anyone?) and experiment (replay the first continent 80 times) till you get a good balance. That really is actually fine, and about par for the course with spellcasters. The issue is Necromancer flourishes only when he or she has access to trash mobs. At least three per high level create minion, and quite probably more to account for heals, boosts, and all the other things. There's a talent specifically about hording and extracting an extra soul too, I know but... it isn't enough.
It isn't enough because in cases where you don't have a surplus of trash mobs around, or a randboss or two with good AoEs that can chunk your summons you're back down to basic spellcasting. Which is dangerous because necromancers are squishy, have very limited options for damage, and if they run out of souls in the wrong place, it can become impossible to get more. I emphasize impossible because if you've cleared out all the zones you can survive, you either have to start clearing towns (if you can) to get souls back, or if you already did that and run out somehow (bad luck with bosses?) then there is no way to generate them, and no way to power some of your most potent (and iconic) class features.
So now that I'm done setting the scene, I'd like to propose as a quality of (un)life change, the ability to convert mana into souls.
"How does that make any sense?" you might ask? Well, what Necromancer worth their shit can't reach into the aether between life and death and tear a screaming tormented spirit out ofi ts rest, and shove it in a corpse? Can't collect a soul easily? Summon some.
Even better, make a sustainable toggle that can switch between using mana (either less efficient or cost prohibitive normally) or souls as the primary mechanic.
A necromancer should not be gimped because the game turns into a depopulated wasteland after a few hours of play.
... ... OK now that we've got that out of the way, there's something that REALLY pisses me off about the actual mechanics. Necromancers are about powerful magic, and raising the dead. What do we get? Thematic evil spellcasters that can get powerful magic or raise the dead. Talent spreads are really unforgiving if you try for both, but that's OK. Just pick the blast trees you like best (Ice? .. Anyone?) and experiment (replay the first continent 80 times) till you get a good balance. That really is actually fine, and about par for the course with spellcasters. The issue is Necromancer flourishes only when he or she has access to trash mobs. At least three per high level create minion, and quite probably more to account for heals, boosts, and all the other things. There's a talent specifically about hording and extracting an extra soul too, I know but... it isn't enough.
It isn't enough because in cases where you don't have a surplus of trash mobs around, or a randboss or two with good AoEs that can chunk your summons you're back down to basic spellcasting. Which is dangerous because necromancers are squishy, have very limited options for damage, and if they run out of souls in the wrong place, it can become impossible to get more. I emphasize impossible because if you've cleared out all the zones you can survive, you either have to start clearing towns (if you can) to get souls back, or if you already did that and run out somehow (bad luck with bosses?) then there is no way to generate them, and no way to power some of your most potent (and iconic) class features.
So now that I'm done setting the scene, I'd like to propose as a quality of (un)life change, the ability to convert mana into souls.
"How does that make any sense?" you might ask? Well, what Necromancer worth their shit can't reach into the aether between life and death and tear a screaming tormented spirit out ofi ts rest, and shove it in a corpse? Can't collect a soul easily? Summon some.
Even better, make a sustainable toggle that can switch between using mana (either less efficient or cost prohibitive normally) or souls as the primary mechanic.
A necromancer should not be gimped because the game turns into a depopulated wasteland after a few hours of play.