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

in Necromancer

Posted by: Corefault.7049

Corefault.7049

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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.