Necromancers: the worst designed enemy in game
My only issue is the necros tendancy to get stuck in random geometry, and their tendency to rez things THROUGH geometry (Yea really, ever seen a rare necro stuck in a pillar reviving mobs in another room? Yea, not fun) Barring bugs however, I think there should be a leash on necros moving about the map. It is simply a nuisance that I go to clear fork-in-tunnel #3 and a necro wanders down the other corridor, revive the entire map, I simply clear to the point where I am sure I am getting no xp, then leave the map)
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" I agree with this. Necros brought the game to life. Huh, ironic that. If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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" It's a learn to play issue tbh, yes they are annoying...they are supposed to be, learn how to deal with them which is 1 of 2 ways. 1. target the necro and blast it with the highest damage attacks you have( ranged have dificulty with this) 2. pick up detonate dead and dont level it, then kite the monsters in the room to a safe distance and kill them the explode their corpses then take the necro at you leisure. Other attacks which help are devouring totem, and any ice spell that will shatter the undead minions...job done and minor irritation,...it used to be worse when they had rare spawns with a regeneration aura that far out weighed what you could dps as a ranged but they fixed that. Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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" I believe it used to give exp and loot but was changed because it was exploitable, If there was any change i would make to the necro is the undead they rez...they should have reduced life if they don't give exp....and that's just a minor inconvenience Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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" I truely believe necros should reward increasing tiers of xp/loot depending on the rez numbers. Slight, of course, but still something. As it stands, if a necro res' half a dungeon behind me, and I clear a room with no xp gain, I leave the map. There is 0 reason to go through to the end just to kill that one rogue necro that has decided that my day was not stupid enough, and has to ruin it further. |
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Necros are:
1.Annoying when levelling, especially when the build is lacking dps - that results in me skipping them. I don't know of a person who would consistently fight enfeeble necro packs in prison2. 2.Fun when doing end-game - they create variety in the situations and the way you approach enemies. |
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" Didnt you read what the guy you quoted wrote? It was changed because it was exploitable. Make a character with a lot of life and a lot of life regeneration per second. Ducktape your primary AOE attack and leave your character in a room full of slow moving zombies, then go to sleep. Next day kill off the necromancer. As you can see, you dont even need a bot to exploit necromancers that grant additional exp/loot. Mechanics that infinitely spawn enemies can never grant additional exp/loot, its always exploitable in one way or another. |
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" Exploitable? Sure However, the fact is, if they put a reasonable cap in there, which I guess I could have mentioned, it will never be the most efficient, reliable or even successful way of gathering loot/wealth. I mean, how "Exploitable" do you think it is to have 5 or so boss spawns within 10 seconds of walking distance from a point where the instance can be respawned. As you stated, however, is does the exploitability of this have such a "Great and drastic" effect, that it wouldnt/shouldnt/couldnt be implemented? At the end of the day, bugs aside, I love necromancers, but yea, if one or multiple necromancers sneak behind me and rez an entire dungeon behind me, I simply will leave the map, as I already have the xp for those skeles. While the system as it stands is fine, it would always be nice to have a reasonable cause to go kill those necromancers. |
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I would say that newly resurrected mobs should give additional loot, just to balance the rez amounts that packs of 30+ can do. Yes I know, farmers, etc. but it wold help making those 10 minute 3 magic enhanced necro, sitting on 50 skeleton battles at least worth it.
//go next
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I still kind of like the idea of a leash mechanic, as the number of undead rez-able and the time vs reward are decreased by a rather large degree; as most people say, the worst part of a necro is them running into another room, or sneaking, and rezing the entire dungeon behind you, which you then have to clear, for no reward, to kill one necro. A leash mechanic would solve the issue of wandering and running, while speeding things up, but not removing the main danger of necros themselves.
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