Necromancy needs help/ rework

PridefulWorm

New member
May 23, 2024
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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
 

Jackdstripper

Well-known member
Jan 8, 2021
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Completely agree. I have posted this before and will do it again. Necromancy was made so awkward and cumbersome on purpose in order to keep it from being OP. The whole raising each walkers, then having to control each walker, then having to send walkers…..its an absolutely retarded mechanic. Its made to only be frustrating. Just like how the walkers start crawling at a snails pace after a couple of minutes…. What the fuck is that?! … You dont get “prep time” before a fight to raise all your walkers and control them and get your mana back in order to get ready for a fight. And because of the walkers mechanics, its extremely frustrating to just walk around with a bunch of walkers already summoned.

And THIS is the ONLY way that SV can figure out how to balance things. Just makes them impractical and frustrating and nobody will use it. Thats their idea of balance. A perfectly unique and exciting class totally ruined by this artificial clunkiness worked into the mechanics because they cant think of other ways to balance it.

Dont even get me started on why is it so hard to land death hand, or why 90% of the spells sounds really cool and then work like crap. Like why the hell do i have to cast cloud of ashes on myself? Why cant it just go off like aw surge (which by the way was nerfed because it was the only actually useful necro spell)? Just frustrating crap.

SV continuously implements cluncky and frustrating mechanics and call it balance. Just like the wobble for MAs. Same shit. They had no idea how to balance it so they just say “lets make it harder to aim. Lets add a huge wobble so people have to struggle to hit anything”. This is literally the laziest most asinine balancing strategy in the history of game design. And they do it all the time.
 
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