Necromancers: the worst designed enemy in game
I second the notion to make more, even worse annoying monsters to kill. :)
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" My cold witch shits on necros, she kills them first, then asks questions later. My ranger was also shitting on necros, because all i had to do was pop a diamond flask and crit the whole room with my cold damage that i get from hatred, shattering them into pieces. My dual wield duelist was also shitting on necros because he deals 120k dps with 6.2 attacks per second, rendering the necro useless. My sweep physical damage marauder was also shitting on necros, because i would just have to leap on the necro and 1 shot him with heavy strike, then proceed to sweep the rest under the rug. Im not even into specifically countering necros yet. Getting a spell totem with devour means the corpses disappear before they can be reanimated. A freeze mine on a reasonable level, with concentrated effect, elemental profileration and frost penetration, will freeze the whole room for you and you can shatter them with whatever attack you like. My opinion? You didnt try hard enough to figure out how to best deal with necros with your build. There are so many ways to go about making necros useless, its not even funny anymore. Last edited by gh0un#3019 on Dec 31, 2012, 8:30:05 AM
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I would argue that they are one of the few challenges in the game. Yes they can be annoying but the game needs some challenges to overcome.
Standard Forever
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I find necromancer mechanics to be more tedious than challenging. I didnt like them in d2 and i dont like them here.
That said, theyre not imbalanced- plenty of monsters or combinations can hose specific builds- but they could use some fine tuning. Id suggest one or more of: - Removing the unlimited mana. - Having all resurrected monsters die when the necro that revived them goes down. - Limiting resurrects to 3 times per monster and having them come back with 50% life and mana on 1st resurrect, 25% on 2nd, 10% on 3rd. IGN: KoTao
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" agree with ideas 1 and 2. necros are one of the more interesting enemies to fight, would hate to see them changed too much. |
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" I agree. They just feel very unsatisfying to kill in general. I don't feel rewarded or accomplished at all. Only very very rarely do I feel challenged when facing them. Instead, after killing a stubborn one, the reaction is almost always a "wow, that was fucking stupid" kind of thing. It's just a chore that adds an arbitrary number of minutes to the completion time of the area for what feels like nothing else but a way to annoy the player. Either the annoyance comes through killing the resurrected mobs over and over again or destroying the corpses in some way. The result for both is just holding you in place for a while without providing any real challenge that puts you in danger. Another thing that makes them rage-worthy is that more than half of the maps I run seem to have them. Some days it feels that that's all the end game is about: Smashing annoying necros over and over again to try to progress. I certainly wouldn't want them to be removed from the game but I feel the current design of them is flawed. To be fair though, I can't really think of any great overhauls to make them more interesting but KoTao's idea seems quite nice. " I'd add to that idea by making the resurrected monsters deal X% more damage and be Y% quicker each time they're resurrected again with some sort of subtle graphical clue connected to it (like a faint black glow or something). In a way it would be an "overdose" of dark magic that makes the undead grow more fragile each time but would also present an increased threat. |
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" While I know it's a bit specific, I was shitting myself constantly in turbo against necros. I'd agree that in general, normal play they're probably just a barrier at best. Should we be facerolling everything though, or should more encounters be harder in general? Limiting the necros in some way would be nice, any of KoTao's suggestions, even something as simple as just limiting the necro to 10 resurrects would help. The reward is unfortunately just out of whack with other things. Regarding necros and maps, I couldn't agree more, they seem to be everywhere. I never quit something as quickly as I did when I saw tar zombies, skeletal rhoas and necros in the first room on a map in the turbo race. |
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I think three things could be done:
-decrease the life of necros (to be about 75% of what it currently is ? just so the magic/rare version are more manageable) -add a short cooldown between raise dead cast, maybe just 1 second -decrease the god damn cast range. Necs raising skellies from off-screen is no fun! By the time you find it, he's raised everything... Last edited by Thalandor#0885 on Dec 31, 2012, 10:40:25 AM
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" Necros should be harder IMO but in a different way than they are currently (they're not) which is pretty much "added delay unless you are in a position to instakill the necro" and I really have a problem calling something like that hard. They should be balanced first based on what the main leagues make the game like because turbo is a gimmick league. I agree they're quite a bit more challenging in turbo for obvious reasons. |
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" Yeah I agree with that, necros in normal are in an odd space because they're not particularly hard (not much is though) but in terms of time/effort for reward they just suck. |
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