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Necromancer Improvements


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#1
Bayonet Hipshot

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So out of the 3 mage specializations I am of the opinion that the Necromancer specialization is the most underwhelming of the three. It is a shame since the Necromancer has the coolest spell animations.

 

The biggest issue with Necromancer is the Horror spell. It is terrible, despite its awesome animation and sound effects. Horror is the black sheep of the Necromancer specialization.

 

Why is Horror so bad ?

 

1) The mana cost is too damn high. In fact, all the Necromancer spells have high mana costs but you can justify it for a resurrection spell and an explosion infection spell. By contrast, the starting spell of Rift Mage which is Veilstrike, has the same cooldown as Horror but costs a lot less mana. 

 

2) Area of Effect is too small. 3 meters for Immolate makes sense since its cooldown is low and its mana cost is low. However, Horror's cooldown is high and its mana cost is high.

 

This is problematic since Horror is the opening spell for the Necromancer specialization. You have to take it and you essentially cannot avoid it. 

 

So what are the solutions that would make Horror better ? Either one of these things will do in my opinion

 

1) Reduce the mana cost. It is a base necromancy spell and it should be cheap. It should cost 35 mana as opposed to 50 mana. Incidentally, 35 mana is the mana cost of Immolate and Veilstrike and both of those are base spells of their respective magic trees.

 

2) Extend the area of effect from 3 meters to 5 meters. This would make it have equal radius to Veilstrike, do damage over time with its upgrade, make enemies take more damage and make them run away which would justify its high mana cost. 

 

On paper, Necromancer is my favorite specialization but in practice, it falls short and I believe this is because of Horror. 

 

Thoughts & Comments ? 



#2
Sevitan7

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I'm more worried about inherent combat mechanics/scaling flaws than the specific attempts to balance individual classes. But if that can be sorted out (heh) there is plenty of abilities that could use a look at balance wise. The Two-Hander tree I think is the worst offender of this. Whirlwind and Eartshaker are some of the weakest abilities in the game.

 

Why couldn't whirlwind work like it did in 2 and Sweep did in Origins? A nice single strong 360 aoe attack that knocks people down.

 

Also, since panic breaks on damage, what happens to upgraded horror? Does it do full damage and doesn't break?



#3
Bayonet Hipshot

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Not sure lol...

 

Whomever though it was a good idea to design that Necromancer tree in such a ridiculously stupid tree shape... :angry:



#4
Magma_Axis

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Blame DIablo 3 for Whirlwind