Many people share this sentiment, let's get into the reasons.
Reason 1: general Necromancy spell quality is low, probably 60% of the spells are questionable whether or not they are even worth the mana/ costs to cast
Example A: blind, should I blind a guy in PVP when he is about to close the gap, the ideal use for it? well it takes about 2 sec to cast/ has a short range and meaningfully blinds them for about 2 sec... so I probably should never cast this spell as I could have just done damage and the spell takes as long to use as it blinds....
Example B: Summon a walker, it takes 5 or 6 seconds to summon and control a walker, and instead of being able to command it like a pet you have to spend another second and land the spell to get them to attack, combine this with the mana drain and that all but greater walker are super weak and we have spells that should be the purpose of necromancy being more of a gimmick. Also, it is always a crime (and costs spirits) this means you generally need to be close to town to fill up on spirits and at the same time being close to town is awkward because you are a criminal who other players might kill for fun/ guard towers attack you instead of protecting you... so because of the crime/ high spirit cost/ mana drain most players don't want to go around using walkers regularly and yet if you do get attacked and want to summon them good luck having time to do it
Reason 2: the timing wheel being out of sync with the casts:
Players have mentioned this and I had not noticed this until yesterday I attacked some melee thursar, I go to death hand him and 3 times I'm pretty sure the reticle was on him and yet "I missed" and he screamed "you are so bad" as he laughed and chopped me down in 3 hits
it is possible this is lag or something to be fair but I know others have stated this to be the case. So death hand, one of the only good spells in necromancy while still being super limited is kind of dampened by the weird casting. (also it costs 3 spirits)
Reason 3: the reagent Cost of spirits is antithetical to being a necromancer:
As I stated before Spirits being the cost for many of the better necromancy spells puts you in a weird spot.
Firstly the necro spells are not cheap, many costing 2 3 or 4 to use so with a small spirit box you can get 12-15 casts and the medium box 30 ish-45 casts.
So on the face of it necromancy is very limited by spirit boxes.
Spirits generally (unless you are farming them) are obtainable on the market in a town that is the opposite of where you want to be playing as a necromancer if you were to be using all of your criminal spells, not to mention generally your other reagents are the opposite they are found in the middle of nowhere from farming specific mobs over and over.
So using necromancy feels like this weird push and pull "I'm a criminal I should play away from town" oh but "I always need spirits I should play next to town" oh but "I need to go farm ritual blood/ ash so I need to go to this remote area. "
The reagents are bad IMO: you farm ritual blood by farming NPC necromancer rituals (why are we not able to do this kind of ritual so we can sacrifice some npc's to make blood/ ash, makes it feel like the npc necromancer's know something we don't.
Spiritism spirit boxes just feel like an irritating forced cost to necromancy that makes a magic criminal to constantly come into contact with the town/ authority to refill their spirit fix when it should be something specific to corpses. make it pickled brain or infested eyeballs idk just not spirit boxes IMO let spirtism be it's own thing
Reason 1: general Necromancy spell quality is low, probably 60% of the spells are questionable whether or not they are even worth the mana/ costs to cast
Example A: blind, should I blind a guy in PVP when he is about to close the gap, the ideal use for it? well it takes about 2 sec to cast/ has a short range and meaningfully blinds them for about 2 sec... so I probably should never cast this spell as I could have just done damage and the spell takes as long to use as it blinds....
Example B: Summon a walker, it takes 5 or 6 seconds to summon and control a walker, and instead of being able to command it like a pet you have to spend another second and land the spell to get them to attack, combine this with the mana drain and that all but greater walker are super weak and we have spells that should be the purpose of necromancy being more of a gimmick. Also, it is always a crime (and costs spirits) this means you generally need to be close to town to fill up on spirits and at the same time being close to town is awkward because you are a criminal who other players might kill for fun/ guard towers attack you instead of protecting you... so because of the crime/ high spirit cost/ mana drain most players don't want to go around using walkers regularly and yet if you do get attacked and want to summon them good luck having time to do it
Reason 2: the timing wheel being out of sync with the casts:
Players have mentioned this and I had not noticed this until yesterday I attacked some melee thursar, I go to death hand him and 3 times I'm pretty sure the reticle was on him and yet "I missed" and he screamed "you are so bad" as he laughed and chopped me down in 3 hits
it is possible this is lag or something to be fair but I know others have stated this to be the case. So death hand, one of the only good spells in necromancy while still being super limited is kind of dampened by the weird casting. (also it costs 3 spirits)
Reason 3: the reagent Cost of spirits is antithetical to being a necromancer:
As I stated before Spirits being the cost for many of the better necromancy spells puts you in a weird spot.
Firstly the necro spells are not cheap, many costing 2 3 or 4 to use so with a small spirit box you can get 12-15 casts and the medium box 30 ish-45 casts.
So on the face of it necromancy is very limited by spirit boxes.
Spirits generally (unless you are farming them) are obtainable on the market in a town that is the opposite of where you want to be playing as a necromancer if you were to be using all of your criminal spells, not to mention generally your other reagents are the opposite they are found in the middle of nowhere from farming specific mobs over and over.
So using necromancy feels like this weird push and pull "I'm a criminal I should play away from town" oh but "I always need spirits I should play next to town" oh but "I need to go farm ritual blood/ ash so I need to go to this remote area. "
The reagents are bad IMO: you farm ritual blood by farming NPC necromancer rituals (why are we not able to do this kind of ritual so we can sacrifice some npc's to make blood/ ash, makes it feel like the npc necromancer's know something we don't.
Spiritism spirit boxes just feel like an irritating forced cost to necromancy that makes a magic criminal to constantly come into contact with the town/ authority to refill their spirit fix when it should be something specific to corpses. make it pickled brain or infested eyeballs idk just not spirit boxes IMO let spirtism be it's own thing