Necromancer: ANM minions weaker than basic ones?

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PureQuestion
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Re: Necromancer: ANM minions weaker than basic ones?

#31 Post by PureQuestion »

HousePet wrote:That is just a minor side bonus of the actual talent purpose.
I never took Dark Empathy before that addition, I always take it now. :P

Darkmere
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Joined: Sat Feb 16, 2013 7:25 am

Re: Necromancer: ANM minions weaker than basic ones?

#32 Post by Darkmere »

Actually now I'm curious. Are these things the way they are in vanilla because of some kind of policy? Would it be worth re-posting this in the Ideas forum along with the specific ANM tree boosts and see if DarkGod would fold it into the core?

HousePet
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancer: ANM minions weaker than basic ones?

#33 Post by HousePet »

As far as I can tell, the policy is to ignore HousePet. :lol:
My feedback meter decays into coding. Give me feedback and I make mods.

lukep
Sher'Tul Godslayer
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Re: Necromancer: ANM minions weaker than basic ones?

#34 Post by lukep »

Make an addon and it might get in, it's worked for me a few times. 1, 2, 3?.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Bahndriin
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Re: Necromancer: ANM minions weaker than basic ones?

#35 Post by Bahndriin »

It is unpleasant to see several things that really appear fitting to be included in the vanilla game are only available as mods: gems auto-transmogrification, keystroke-based items usage from inventory and now, this. I wonder whether we can petithion DarkGod to change this.
Last edited by Bahndriin on Sun Jan 12, 2014 11:34 pm, edited 1 time in total.

Mewtarthio
Uruivellas
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Joined: Mon Jul 16, 2012 6:03 pm

Re: Necromancer: ANM minions weaker than basic ones?

#36 Post by Mewtarthio »

Darkgod is pretty responsive to his fanbase. With this being an actual balance issue, I wouldn't be surprised to see it integrated into the main game eventually.

Sradac
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Re: Necromancer: ANM minions weaker than basic ones?

#37 Post by Sradac »

Bahndriin wrote:It is unpleasant to see several things that really appear fitting to be included in the vanilla game are only available as mods: gems auto-transmogrification, keystroke-based items usage from inventory and now, this. I wonder whether we can petithion DarkGod to change this.
Apparently you've never played any Bethesda games :lol:

Mods are the entire reason anyone still buys Elder Scrolls games. Without mods, Oblivion and Skyrim are "decent" RPGs. Pretty visuals, good storylines, but pretty shoddy game mechanics and buggy as hell.

With mods? Most amazing games ever. It's just the way it is. DG is only one person. He can focus his time on rebalancing Necromancers who lets face it, do just fine as it is, or he can focus on the new campaign so all the girlies throw their panties at him.

Thats right, DG is preparing for a Panty Shower. I hope he reads this lol.

darkgod
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Re: Necromancer: ANM minions weaker than basic ones?

#38 Post by darkgod »

*Panties*
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Bahndriin
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Joined: Fri Jan 03, 2014 1:31 am

Re: Necromancer: ANM minions weaker than basic ones?

#39 Post by Bahndriin »

Ashes of Urgh'Rok is released, panties shower is presumably on, so can we get the glorious art of the Necromancy improved a little bit now please? :D

Drazhya
Wayist
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Re: Necromancer: ANM minions weaker than basic ones?

#40 Post by Drazhya »

There are a couple thus-far unmentioned things that I'd like to see as well.

The first is a movespeed boost to minions. Something like 10% + 100% of your own movespeed. (...I'm assuming this wouldn't be horribly imbalanced. What I want is for auto-explore to not be a 'kill all your minions' button). Probably tied to either Create Minions or Dark Empathy.

Another, much more complicated idea is separating the minions into tiers, and having Create Minions summon a specific number of minions of each tier.
So, something like:
Tier 1: Degenerated Skeleton Warrior, Skeleton Archer, Ghoul
Tier 2: Skeleton Warrior, Skeleton Master Archer, Ghast
Tier 3: Armored Skeleton Warrior, Skeleton Mage, Ghoulking, Vampire, Grave Wight
Tier 4: Master Vampire, Barrow Wight
Tier 5: Lich
And then, with 5/5 in Create Minions and Minion Mastery, you might have a spread 0/0/2/2/1 for tiers 1/2/3/4/5. Or, when using Essence of the Dead, either 0/0/4/4/1 or 0/0/4/3/2.

Some thoughts on mentioned ideas:
And for the 'rush/teleport' idea, I'm uncertain. It would resolve some frustration, but it's a pretty hefty power boost, and necromancers are doing well-ish already. If it is implemented, I think it should be tied to Surge of Undeath. Nerf it a little bit by making it an active ability. Would be thematic as well.
I'm in agreement with Dark Empathy reducing/removing minion damage to other minions. I'd also like to see it reduce the damage of all your spells to your minions. If 100% is too much for that, then at least 50%.

Delmuir
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Re: Necromancer: ANM minions weaker than basic ones?

#41 Post by Delmuir »

In terms of improving minions:

1. Have two different buttons... one that summons "basic" minions, which would be simple skeletons, archers, and vampires. Another that summons the big damage dealers. Basically, tanks and nukers separated into two different categoreis.

2. Have ANM increase the movement speed relative to you with the goal being to keep your minions 10% faster than you at a minimum.

3. Have your necrotic aura radius continue to scale with further investment.

4. Dark empathy should eliminate minion-to-minion damage. As such, very few capstone skills for the Necro are worth touching at all, which is weird.

5. Some of these things can be tied to Lichform, to give further incentive.

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