Necros: What I like, what I don't, what I would

Necros: What I like, what I don't, what I would

in Necromancer

Posted by: Corefault.7049

Corefault.7049

If you reply, please follow the titular pattern faithfully.

What I like
— The fast paced dagger skills, especially the chomping animation at the sequence end
— The ability to gather, consume, spread, and convert conditions.
— The scythe extension on your staff while casting
— That necros aren’t as straight-forward as elementalists, much like thieves vs. warriors.

What I don’t like
— Every necro pet has a huge target on his back. I watched a (non teammate) player engage a mob about 20’ away. She hit it once, and it ran away from her, ran past me and attacked my pet who was idling.

— The well spells just don’t seem to do enough for their short duration. If they lasted longer, or the countdown didn’t start until I left, or lasted longer while enemies were in it, etc, it would be more useful.

— While I like that I feel like two different classes on land and in the water, I don’t like the feeling that this is more accidental, and that the water version is actually closer to the original necro intent.

— That life force, the class defining feature of the necro, is used in such a limited fashion. Where’s the interesting decision here?

What I would like
Primarily, I’d like the necro to use his “life force” pool to actually act more like a necromancer – as in, someone who pulls power from death and then uses it to do dark and creepy things. Right now, it only acts like a “lich battery;” I fill it up, turn into a pseudo-lich, and then burn it down with exactly 4 spells. My “what I would like” items are all based on actually using the life force energy to fuel your spells in a way that gives players a decision and resource tradeoff.

— Change “Summon bone minions” to a “channel while holding” skill that drains life force while channeling. Channeling applies stacks of frenzy to newly summoned minions. When they’re already summoned, the channel increases the size and/or damage of the explosion (which happens when you release the button).

— Change the well skills to use the following mechanic: Channel a well of whatever in an area around yourself, draining life force to maintain. The effects increase the longer you maintain it (more healing/damage per tick), or it lasts longer after you stop casting it – or both. While channeling you drag the well along with you, but it drops once you stop.

— Change fear spells to allow “build up while holding down” and fire on button release. The “buildup” phase consumes life force to increase fear duration/damage.

— A trait/utility skill that gives you life-force/second depending on active bleed counts on you pr nearby enemies/allies.

— A utility skill that turns life force into stacks of might for you and/or nearby allies.

— A utility skill that summons a spirit/spectral whip, much like the elementalist weapon summons, but it would be focused on causing fear, weakness and freezing.

Necros: What I like, what I don't, what I would

in Necromancer

Posted by: SilverRule.7426

SilverRule.7426

I dont know about creating enviromental weapons, as this feels like a purely elementalist, and to a minor extent, warrior skill.
Other than that I really like your idea. While I like the form you take for life force, it does feel rather limited.

Necros: What I like, what I don't, what I would

in Necromancer

Posted by: Kayotik.5790

Kayotik.5790

I really must admit, I’m quite impressed with your suggestion for a well that is channeled and sustained based off of your life force.

You would basically be transferring your survivability mechanic into more offensive capability, offsetting the limitations to damage by decreasing longevity.

And as much as I really do like your idea on a “built-up” fear, I’m afraid that the 1 second duration was put in place specifically so that we DID NOT have the ability to do that.