Necromancers: the worst designed enemy in game
I can't begin to describe how much my blood boils when I encounter these guys. What was going on when designing these foes? Not only are they dull and frustrating, they are not fun at all.
For anyone who has come from the Blizzard games: this foe is the Brood Lord of PoE: gamebreaking, annoying and not fun to encounter at all. Problem: * They can resurrect an unlimited amount of undead allies * Often enough, a big 'pile' of enemies will form in certain rooms, they will all be resurrected (think 30+ undead) * Their AI often renders them untargetable and they will flee from you. This is compounded by a glitch that makes them appear through walls and essentially making them untargetable or unfindable * They have little to no spell cast delay, so in ten seconds, they can resurrect more than ten foes, which is too much to keep up with. * The unique version always seems to spawn with increased elemental resists, reflects and immunity to curses, which is ludicrous to deal with. * When there are two, undead are raised instantly Consequences * Ragequit/skip * Melee cant engage because of an enourmous pack of melee surrounding the necromancer (20+) * Spellcasters can barely reach the necromancer (huge meatshield) * Dull, frustrating, long, unrewarding battles * Being forced into corpse denial (explosion) is never, ever a good thing Solutions: * Give necromancers a control cap: Normal 10 foes, Cruel 12, Ruthless 14, Merciless 16. This will prevent enourmous walls and massive frustration, while still making them harder in higher difficulty * Remove their energy shield, increase their health accordingly. * Give their 'raise' spell a 2 second cast time, during which you have a window to stun/interrupt them. * Prevent them from spawning with resists, immunity to curses and/or reflect damage * Make their AI engage you aggressively. This will make for a shorter but way more intense fight given their powerful melee attack * Do NOT give the spawned mobs the ability to drop loot or exp, for obvious reasons * An undead creature can be raised three times max OR * An undead creature killed with a critical hit, incineration or freeze/shatter can never be resurrected OR * Allow them to 'absorb' an undead creature, killing it, preventing it from being resurrected (including your zombies/skeletons!) and healing the necromancer for 50% of the health lost (can be tweaked) As an added bonus: when you kill the necromancer, all undead raised by him instantly die. This is aesthetic but fits his theme. Consequences solutions * No more massive meat wall that is unkillable * Permanent damage makes them easier to deal with * Speccing into crit/elemental effects gives you a distinct advantage when fighting them * A faster, intenser fight * Less frustration * More 'micro' by means of interrupting and picking the right fights Difficulty * Buff the (attack) speed of certain undead to make you work to hit the necromancer * Allow necromancers to have a ranged attack or a spell, besides their curses, making it harder to kite around the melee mobs and get cheap shots * Give them a second curse and the hex master 'passive' in order to double curse you, making them more of a support monster with high priority instead of a spawning pool of frustration and bland mobs And to everyone crying 'L2P': necromancers are manageable with less than 20 undead under them. Above thirty is plain ludicrous. Not to mention the demotivation when entire packs of mobs are being resurrected when you can do nothing about it. Please implement one of the solutions. The necromancer isnt fun or challenging, just dull and frustrating. I would hate it if this guy ruins the undead maps. Sorry for the raging undertone, but I really feel this mob holds back on this game. Thanks for reading :D Last edited by heavyyield#2241 on Dec 31, 2012, 7:28:22 AM
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You should see these things on lvl 65 maps with double haste + turbo.
I really like fighting necros, particularly solo, melee. They're not very rewarding (in terms of xp or loot) at all though. |
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They are fun in low numbers, butit's boring to shield charge over and over and over again until they drop. It feels cheap and unrewarding.
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TLDR - I love them. Just make them a priority and kill first then clean the adds up. AOE but make sure you are hitting the necro at the same time.
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I say we keep them, they actually offer a challenge, you have to think about how are going to kill them, adds another reason to be creative in the game
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Then obviously you havent faced them with 30 to 40 ads (including ranged skeletons) in a unique version. They aren't 'unkillable', just boring, disproportionately hard and when they reach a critical mass it becomes nigh impossible for projectile spells or melee users to take them down.
Dont bother replying with 'TLDR'. Your 'tip' is the standard way of fighting them, which simply isn't viable in high end maps and with a critical mass of skeletons. |
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" Not just keep them, but add more similarly annoying bastards. |
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Thinking about killing them is one. Being forced into corpse denial or niche builds is another thing. Challenge can be distinguished from 'unlimited horde of doom'. A challenge feels rewarding after completion and gives you a fair chance to work for it. Necromancers do neither but just frustrate IMO
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" Well I actually have experience of fighting buffed necros in situations FAR FAR worse than the ones you are referring to. Turbo 1 week race, 60% faster to begin with, undead weren't capped, and then you get the undead swarming you (on maps with frenzy/fleet), along with rare necros that are hasted and blue necros with movement speed bonus. Trust me, you have no idea. |
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Throw in a unique necro (map boss) resurrecting blue necros. Now that's fun.
I'm strictly against removing them/changing them though. The only issues I have with necos is when I miss one, which then resurrects the whole map behind me, forcing me to clear them twice. IGN: Iski
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