- Why does it take more than 5 seconds to spawn a walker? A fight can sometimes end in 5 seconds. Walkers drain so much mana that it's not really feasible to just be running around with them spawned in advance. I don't have walker knowledge yet, but even one or two walker can completely nullify your mana regen depending on your pool, and i don't think it's that much better with walker knowledge.
- After being commanded to attack a target, walkers stop following you after the target is dead and you need to cast command undead on yourself.
- In addition to walkers suffering from all the usual pet problems, they sometimes go into slowass mode and start walking as slow as snails until you cast command undead on yourself
- Charge circle almost always bugged and almost never works, which is gonna be a pain until you have 100/200/500+ hours on necro and learned all the timings perfectly
- The cast animation doesn't indicate that the cast is about to happen (that is, you need to point your reticule to the target at that moment), it just happens at the end of the charge animation. I really think it should happen shortly after the "throwing" animation begins. Hope it's clear what i'm trying to say. Every time i cast a necro spell i think "damn, it's really awkward, the QA team must have missed it".
- The problems with weapon switching are only exacerbated with necro. We need faster animations, we need to be able to parry/attack immediately after the animation (right now there is like 1 or 2 seconds delay) or even interrupt the animation, and we need a hotkey to switch between different weapons AND unarmed. I know it's "planned" but just make sure that there will be an option to switch to/from unarmed as well, not just different weapon types. There is also a short cant-do-anything delay after casting a spell.
- Having death hand reflected right in your face is no fun. I'm really afraid this patch was actually a net nerf to mages simply because of the reflect change. You now need to spurt the entire enemy group if you intend to use offensive spells, or keep in mind the names of all the guys you did spurt and never touch the other. Oh and of course if there is more than one mage in your group you need to somehow come to an agreement on who spurts whom to not waste more time than is needed on spurting. It's a hot mess. I liked the change in the beginning but hell no, it's just terrible. Either remove it or give us phys reflect spell with all the same features - should last 800 seconds and have no downsides. So that melees would have to always hit you with an uncharged swing first. It would still be not as strong as magic reflect 'cause melee is many small hits vs magic's few strong hits, but still. I'm sure melee guys will be extremely happy with the change and absolutely not come to Sweden to storm the SV head office and keep Henrik hostage until its reverted.
- pressing cast on yourself DURING spell charge animation should result in the spell being cast on you. Come on. It's such an obvious and a much needed change.
- After being commanded to attack a target, walkers stop following you after the target is dead and you need to cast command undead on yourself.
- In addition to walkers suffering from all the usual pet problems, they sometimes go into slowass mode and start walking as slow as snails until you cast command undead on yourself
- Charge circle almost always bugged and almost never works, which is gonna be a pain until you have 100/200/500+ hours on necro and learned all the timings perfectly
- The cast animation doesn't indicate that the cast is about to happen (that is, you need to point your reticule to the target at that moment), it just happens at the end of the charge animation. I really think it should happen shortly after the "throwing" animation begins. Hope it's clear what i'm trying to say. Every time i cast a necro spell i think "damn, it's really awkward, the QA team must have missed it".
- The problems with weapon switching are only exacerbated with necro. We need faster animations, we need to be able to parry/attack immediately after the animation (right now there is like 1 or 2 seconds delay) or even interrupt the animation, and we need a hotkey to switch between different weapons AND unarmed. I know it's "planned" but just make sure that there will be an option to switch to/from unarmed as well, not just different weapon types. There is also a short cant-do-anything delay after casting a spell.
- Having death hand reflected right in your face is no fun. I'm really afraid this patch was actually a net nerf to mages simply because of the reflect change. You now need to spurt the entire enemy group if you intend to use offensive spells, or keep in mind the names of all the guys you did spurt and never touch the other. Oh and of course if there is more than one mage in your group you need to somehow come to an agreement on who spurts whom to not waste more time than is needed on spurting. It's a hot mess. I liked the change in the beginning but hell no, it's just terrible. Either remove it or give us phys reflect spell with all the same features - should last 800 seconds and have no downsides. So that melees would have to always hit you with an uncharged swing first. It would still be not as strong as magic reflect 'cause melee is many small hits vs magic's few strong hits, but still. I'm sure melee guys will be extremely happy with the change and absolutely not come to Sweden to storm the SV head office and keep Henrik hostage until its reverted.
- pressing cast on yourself DURING spell charge animation should result in the spell being cast on you. Come on. It's such an obvious and a much needed change.
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