Class Identity & Necromancer class rework (just a small bit. More later)

Silvains_Demon
The game is fun... but it needs some work. Especially with the release of Subclassing. I do understand that the devs are working on fixes (I have heard of some of the changes coming with Update 47 in the future), but never hurts to push forward some ideas.

Class Identity:
With the release of Subclassing, class identity has kind of been dying. My recommendation here would be to redo the system of it and add in an incentive to keeping a "pure" class set-up.
Rework Idea:
Redo the system to make the subclassing work in a fashion such as this: 3 Class Core Skill Lines, 1 Class Core Skill Line from another different Skill Lines, and the "incentive.
Incentive for Class Identity:
Class identity is kind of under threat from Subclassing. It is an interesting feature added into the game, but it sure does need some tune ups. I think it was a bit overly ambitious to throw such a system into the environment like this was potentially a bit much. To maintain providing a potential incentive, maybe adding a 4th Class Skill Line into the game would be a good move. Make this skill line only able to be to be used if the Player keeps all of the original class's Core Skill Lines. This Skill Line would be a mix of tank, healing, dps, and an Ult. Have it to where using this provides a buff of some sort to the original 3 Class Core Skill Lines. One buff could be an extension in the duration of some skills.

Necromancer class rework:
As much as I would want to do a complete rework, I will save it for later. If anything, I will go over 2 skills that could use at least some form of a tune up.
Skeletal Mage:
This ability is needs some work. At the current moment, the base ability lasts 20 seconds, attacks every 2 seconds, creates a corpse on death if in combat, and grants Major Brutality and Sorcery while active. I would suggest taking inspiration from Grim Focus (Nightblade, Assassination) and Boneyard (Necromancer, Grave Lord). What I mean by this is to remove the duration entirely and instead make it to where pressing the button turns the ability on, summoning the skeletal minion. Then, after a cooldown of 3 to 5 seconds, pressing the button again allows the player to target an area like the skill Boneyard, which causes the minion to streak over to the target location and then create an AoE on that spot (Magicka version creates a pool of Shock while Stamina creates a pool of Disease or Poison). Now, this would allow for the skill to buff the player, even when the bar is swapped (so the skeleton is up and active even when bar is swapped). Now, for the duration of the AoE, make it 15 seconds. As for the inspiration from the skill Grim Focus, make it so where the skeletal minion's attacks charge the skill. When it gets full stacks, it allows the AoE to increase the duration of the AoE from 15 to 20 seconds. Maybe add an additional effect as well as an effect when the skill is fully charged. Allow for the minion to be resummoned without effecting the activated AoE. By the way, this would still maintain giving the current buff.
Bone Totem:
It's a cool skill, but that duration needs a massive increase. If anything, the duration of multiple skills in the game need an increase. For instance, I would advise raising the minimum duration of any skill to be at least 15 seconds. Well, at least for abilities such as Boneyard, Lightning Splash, Spear Shards, Wall of Elements, and other skills such as this.

I think I will, at some point, do a full Necromancer class rework page once I have some inspiration to do a page.

Edited by Silvains_Demon on 20 August 2025 04:54
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