1.7 Ideas (spoilers)
Posted: Sat Aug 15, 2020 5:41 pm
The new Necromancer is so good... nice work DarkGod. Still in Beta though and so I have some thoughts.
1. Discarded Refuse...
Additional talent points offers no benefit to this ability.
Currently, it's a bit awkward but it's a pretty darn useful ability, especially in combination with Bone Yard/To the Grave. It really allows you to simply ignore (with careful play of course) physical afflictions almost entirely. This, in turn, lets you focus on other resistances via gear. All in all, it's excellent... except adding more than one point does nothing, and I mean nothing.
So... my suggestion is: Each additional point invested adds the ability to randomly reduce the cooldown of one of the other three skills in the Ghoul (Master of Flesh) category. Make it +1 per talent level.
2. Dread...good category (especially with Adept which lets you invest minimally in it) but it has the feel of being a talent point sink; especially the capstone skill.
My suggestion is: For the capstone Dreadmaster skill... keep it as it but add a 5-point bonus (not active talent level but a hard 5 point investment). This bonus would be that the Dreadmaster, whenever it's hit, it gains a 5% chance to produce a Dread at equal level. This Dread would survive only for 5 turns but would otherwise be a normal, annoying Dread.
3. Assemble... the skeletons are so, so, so good that the Bone Giant is a little underwhelming.
My suggestion is... let the Bone Giant level up. Every 50 (?) kills that the Bone Giant itself makes, it and ALL FUTURE Bone Giants gain +1 to its starting level. This would be similar to the Cursed Predator category in that it would be a long term, permanent skill.
3. Bone Wall... for the life of me, I can't find a use for this skill. It feels a little anti-thematic as Ghouls are the disposable ones but it's also of such limited utility that wasting a turn to use it seems like a waste.
I made some suggestions before and so I won't repeat them but if anyone has any ideas... do share.
4. Reaping... an excellent skill but I'd like to suggest that it gain a bonus at 12 and then 18 souls.
My suggestions are:
12 souls gains +resource gain. This would cover ALL resources that you might use (excluding nature). So, if by chance you gain a Corrupter category, you'd gain +vim. If you picked up Conditioning then you'd gain +stamina, and so on. It wouldn't be a huge benefit but it'd be a nice minor benefit.
18 souls gains the "dark whispers" ability. This grants you forewarning of any initial magic or mind attack. You gain 50% of a turn upon entering combat (has a cooldown). The spirits can't help you with physical attacks...
5. Permafrost... this capstone skill is a bit underwhelming.
My suggestion is that with each talent point invested in Permafrost, the fixed cooldown of the Rime Wraith is reduce by 1. Again, not active talent level but a hard investment of talent points.
Additionally, let it increase the duration of the Hoarfrost by 1 every 3 or 4 active talent levels.
Those are my suggestions. Thoughts? Criticisms? Additions?
1. Discarded Refuse...
Additional talent points offers no benefit to this ability.
Currently, it's a bit awkward but it's a pretty darn useful ability, especially in combination with Bone Yard/To the Grave. It really allows you to simply ignore (with careful play of course) physical afflictions almost entirely. This, in turn, lets you focus on other resistances via gear. All in all, it's excellent... except adding more than one point does nothing, and I mean nothing.
So... my suggestion is: Each additional point invested adds the ability to randomly reduce the cooldown of one of the other three skills in the Ghoul (Master of Flesh) category. Make it +1 per talent level.
2. Dread...good category (especially with Adept which lets you invest minimally in it) but it has the feel of being a talent point sink; especially the capstone skill.
My suggestion is: For the capstone Dreadmaster skill... keep it as it but add a 5-point bonus (not active talent level but a hard 5 point investment). This bonus would be that the Dreadmaster, whenever it's hit, it gains a 5% chance to produce a Dread at equal level. This Dread would survive only for 5 turns but would otherwise be a normal, annoying Dread.
3. Assemble... the skeletons are so, so, so good that the Bone Giant is a little underwhelming.
My suggestion is... let the Bone Giant level up. Every 50 (?) kills that the Bone Giant itself makes, it and ALL FUTURE Bone Giants gain +1 to its starting level. This would be similar to the Cursed Predator category in that it would be a long term, permanent skill.
3. Bone Wall... for the life of me, I can't find a use for this skill. It feels a little anti-thematic as Ghouls are the disposable ones but it's also of such limited utility that wasting a turn to use it seems like a waste.
I made some suggestions before and so I won't repeat them but if anyone has any ideas... do share.
4. Reaping... an excellent skill but I'd like to suggest that it gain a bonus at 12 and then 18 souls.
My suggestions are:
12 souls gains +resource gain. This would cover ALL resources that you might use (excluding nature). So, if by chance you gain a Corrupter category, you'd gain +vim. If you picked up Conditioning then you'd gain +stamina, and so on. It wouldn't be a huge benefit but it'd be a nice minor benefit.
18 souls gains the "dark whispers" ability. This grants you forewarning of any initial magic or mind attack. You gain 50% of a turn upon entering combat (has a cooldown). The spirits can't help you with physical attacks...
5. Permafrost... this capstone skill is a bit underwhelming.
My suggestion is that with each talent point invested in Permafrost, the fixed cooldown of the Rime Wraith is reduce by 1. Again, not active talent level but a hard investment of talent points.
Additionally, let it increase the duration of the Hoarfrost by 1 every 3 or 4 active talent levels.
Those are my suggestions. Thoughts? Criticisms? Additions?