diminishing returns for resurrected enemies by necromancer?
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I have a few times come to a stand still with necromancers reviving faster than i can kill. and my option to run in next to the necromancer are not usually the best idea with him often being in a room full of enemies. what I'm proposing is just a slight diminishing return of hp for enemies he resurrects by maybe 5-10% less max life each time they resurrect.
IGN: DragonOfMany
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Like in Heroes 5? But no! Why don't you just learn to explode, shatter or raise enemy corpses? I even think there are other threads about this, so this thread is probably a duplicate.
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tried searching for others but all i saw was people talking about necromancers in the term of building a class that is a necromancer. also i do not feel it should be necessary to have to keep a blue socket for a rune whose sole purpose is to deal with 1 enemy type thus the reason for an alternative
IGN: DragonOfMany Last edited by DragonOfMany#4148 on Nov 9, 2012, 2:02:27 PM
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Necromancer encounters are the most unrewarding (perhaps not in an actual battle experience, but loot and xp progression) as it is, people who care about efficiency try to avoid necros.
Either similar monster mechanics need to be more prevalent or they need to be more rewarding. |
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Corpse Explosion: dont level it, just leave it costing 8 (iirc) and pop anything you kill.
There are other methods (some mentioned) for getting rid of bodies. I, for example, have a nice patch of plowed earth out the back of my place. Oh, wait, thats not PoE.... B. The Preceding message contains discretion.
Viewer nudity is advised. |
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I think lowering the max life of resurrected enemies by a small percentage each time sounds like a good idea. It would make it worthwhile to bring a corpse consuming skill, but not necessary.
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I don't think it's that bad, in fact I like them. It's one of the few mobs that forces you to stop and rethink your strategy. As you noticed yourself, simply running at them head on and bashing everything in sight isn't going to work, or it's going to be painful. You need to either get a way to get rid of the corpses before the necros can resurrect them (Detonate Dead, Infernal Blow, cold damage...), pull them away from the necros, or maneuver around to attack them from behind.
If anything I'd like to see more random encounters (other than just bosses) with special properties like that. |
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Maybe there's even a way to make necros rewarding, e.g. by getting a (stacking, but with diminishing returns) xp buff on the necro for every revival. One could also add more large chests to areas inhabited by them.
Also, their range has to be decreased. Several times I left undead on the ground a necro would resurrect them from 2-3 screens away. That's so insane. Sometimes they are so ridiculously tough that they run past me and walk for ages until I finally kill them. This is also not very good, since it forces you to explode all corpses (it's boring being forced to do something) to not be overrun. As Abdiel_Kavash stated, there need to be more "special" encounters but they all need to be rewarding to be fought rather than skipped. These encounters should have multiple ways of being dealt with (as opposed to necros as they are now). |
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As a regular summoner I always have a way to dispose of corpses, and as an experienced player I know to always have a level 1 detonate dead in my stash to deal with certain situations. But new players won't have the benefit of experience and will get caught up, probably frustrated with the game, when they reach the prison for the first time.
Yes it's easy to deal with necros once you know what's needed. But I still think there should be something in place to prevent making a player feel they're forced to get a particular skill that may not even be available to their build early on without trading, or they may not have chosen as a reward because they picked something else. A small 5% penalty to max life that stacks with each resurrection would retain the difficulty and strategy involved when fighting necros while removing the brick wall that may be experienced by new players when encountering necro's for the first time. It would still be slow and inefficient to fight the horde head on, and challenging to weave between it to attack its heart. But it would feel as though it were at least possible to overcome with persistence and determination to a player who did not know better than to enter the fight without specific skills to deal with a situation they did not know they were about to face. This sort of thing should be considered as polishing the user experience. I love the challenge and change of strategy that necros present but as LivingHell452 said I too feel forced to exploit all corpses as I go. This does not feel fun. It feels like a chore. I think the situation would be improved by: - requiring most necros to have line of sight to a corpse to resurrect it (I've had them raising through walls) except for mini bosses like Sawbones. - limiting the resurrection range so that regular necros were less than one screen, blue necros were about one screen, and yellow necros were a bit more than a screen. Mini bosses would have the highest range. |
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" They do need line of sight to the corpse. "The maximum distance any necromancer can be from the corpse to raise it is 60 - for reference, that's the same range that players can summon totems from themselves, and is a bit less than the distance from the centre of the screen to the edge if going directly horizontally. they'd need at least 120 to be actually a screen away. They can, and do, back off if the player approaches or they don't have other things to cast, or occasionally just if they feel like it, so they won't always be in line of sight or that close when you find and kill them. But they always are when they cast the ressurection spell. |





























