Hello, I decided to update my previous post (the one containing just rough ideas) regarding my thoughts about how to improve the Necromancer class. I meditated about it for a while and now i'm ready to write the solutions that came to me.
I think the Necromancer skills don't need to be replaced. I just would like to have them revised and partially changed. My attention has been focused on each skill except for Raise Zombie.
As for Raise Skeleton, I'd just suggest a small nerf in fact of HP, reducing – slightly – the amount of HP gained by skeletons for each VIT point you invest after you reach a certain level [maybe we can use the standard formula up to level 32 or 40, and then decrease it]
In regard to Corpse Explosion, I'd suggest adding 1 second cool time. Now that C.E. Doesn't damage neither yourself nor your minions, it's thousand times more deadly than before, so maybe avoiding a spamming tactic here could lead to a more challenging and well-thought game-play.
As for Blood Ritual, I'd really suggest to lower its level requirements : maybe it would be nice to swap that with Revive. The problem with Blood Ritual is that it comes too late in the game, forcing you to spend much more points on magic than needed instead of focusing on vitality, which is meant to be Necro's primary attribute.
And now we get to Revive.
Beautiful skill indeed – the best, in my humble opinion , the Necromancer has in his private arsenal -, but still not exploited – always, IMHO – to reach the apex of what it has to offer.
This skill has the potential either to create a good , tactical [especially for the party, that could benefit from having this or that monster fighting by its side] and well balanced game-play or to completely make Necromancer an overpowered class. Therefore, I wanted to think about how to change/improve it very carefully.
Here is my idea concerning Revive. As written above, i'd like to swap its level requirement with Blood Ritual's one, so it would unlock at clvl 32.
Now, let's focus on the single aspects of this skill :
- Cool time needed : 1 second, or maybe 2 seconds
- - Maybe introducing a corpse-highlight system to select the monster you want to resurrect?
- - - Minions : Revived monsters should be set as minions, and follow you to the various dlvls and in town. With the proper balance, it wouldn't result in an overpowered or too simple game-play.
- Number of monsters : I'd suggest this formula : starting from level 32 , (clvl/5) + (bonus) monsters, where the (bonus) could be a fixed value, maybe 1 at level 40, 2 at level 50 and 3 at level 60, so that you can have, at your best condition, 8 monsters (or 9, if you want to round it up)
- Timer : Normal monsters that are revived should last until they get killed [same as skeletons and golem], while champions should either remain timed or be unrevivable
- Bonus to Revived monsters : I think it could be lowered, since Revived monsters [permanent, if my ideas are accepted] have good defensive and offensive potentials by their own. I must admit I'm uncertain whether to suggest you to lower their damage bonus or to remove it, but I think you will make the right decision in this matter (ofc, if this idea is accepted)
- Resistances/immunity : As we all know, resurrected monsters maintain their natural immunity to this or that element. I had in mind two options regarding the resurrected monsters immunity :
A) We could leave their immunity intact : this, during the game, will prove to be an handicap for the Necromancer himself [and the party], since he would have a lesser number of meat-shields against charged bolts or acid bolts that are produced by Enchanted monsters.
B) We could cut their immunity, transforming them into more resistant meat-shields than the skeletons [which, as far as I know, have no resists]
- Resistances/immunity piercing : Maybe Revived casters/ranged monsters should have a bit of your elemental/magic penetration? My idea here is to give them something like your penetration divided by 3, so that they could prove useful in the late game.
- in order to balance things in Multiplayer games, I'd also suggest that the number of skeletons and revived the Necromancers can have is based on the size of the party (i.e. players number) in order not to have hundreds of servants if playing along with two or three Necromancers.
Well, I think I've said anything I wanted to suggest about the Necromancer class. Sorry for the long post, but I really love this Mod – and Necro class – you're creating, and since I registered to this forum I wanted to contribute as much as I could
Thanks for reading, I hope I haven't bored you to death with these ideas ^^”