silentxthreat wrote: »nightblade is way too strong atm with a massive amount of crit chance and crit damage. warden class script of charm is way too strong. I really feel like with sub class being a thing we need to undo the hybrid patch and make stam and mag specs a thing again with heals scaling off mag
silentxthreat wrote: »nightblade is way too strong atm with a massive amount of crit chance and crit damage. warden class script of charm is way too strong. I really feel like with sub class being a thing we need to undo the hybrid patch and make stam and mag specs a thing again with heals scaling off mag
I know @SneaK agrees to this.
I never got to read your write-up, what would you change specifically?
I have always felt that Necromancer lacked melee minions, personally.
The gist of it is that being a necromancer should mean doing the necromancy we've grown accustomed to seeing in the Elder Scrolls series, which revolves around raising the dead. At the moment we have 2 "proper" minions: the Skeletal Mage/Archer and the Spirit Healer. This doesn't feel very necromancer-y. The class really needs a proper rework, not just tweaking skills.
I'll begin with class design. The whole class should rely more on minions to do what it does. For damage-dealing this should mean summoning temporary minions to do the bulk of your damage, each being on, say, a 10–15s timer so you need to re-summon them. Multiple DD skill slots should be dedicated to minions (e.g., ranged minions + melee minions), with others consisting of one spammable and some skills to empower your minions. To boost the "undead horde" fantasy you could actually combine all this into a single ability which raises a random skeletal minion from a nearby corpse, up to a maximum of 4 minions, each with the aforementioned 10–15s lifespan.
For healing I think it should be much the same: instead of the necromancer doing the direct healing, it's the minions. The Spirit Healer already does this surprisingly well, so we've got a workable template that can be expanded. Again, the necromancer can then focus on amplifying this healing, directing the minion who specifically to focus on (or what area), or even allowing the necromancer to force the minion to use certain special abilities like burst heals, etc.
For tanking I'd focus on one particular minion rather than multiple, e.g., maybe a permanent minion which forces all other minions to be un-summoned (to prevent too many minions being active at once). The tank necro then uses their abilities to heal, empower, and boost the defence of their tank minion, with a lot of control over where it goes and how it behaves. An interesting ulti here could be a "possession" where the player takes direct control of the tank minion so the camera follows it, giving you a full range of new skills unique to the tank minion while your host body is given a damage shield.
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But apart from all that, I think something needs to change with how we use corpses. Right now we summon a minion from a portal, and actually generate a corpse from them. This just feels... wrong. We should be raising the dead, not summoning them from another dimension. It should be the other way around: our non-minion abilities or passives should in some way generate corpses, and then we consume those corpses to raise a minion. Currently the only spell that works this way is the healing line ultimate where you raise a bunch of Blastbone skeletons at once from corpses. That is the ONLY ability in the whole class that makes me feel like a proper necromancer because its the only ability where I'm properly raising the dead.
Yes, this means the class will have a higher wind-up than others to reach its peak damage-dealing potential. But this can be alleviated in other ways by making corpse-generation possible through non-minion abilities or passives. Or it could just be an accepted part of the class (not all classes need to behave the same, after all), with the Necromancer class having a higher wind-up time but more consistent damage in the long-run.
