(Yes this is another post about Necromancers, what can I say, I’ve played all 3 available minion classes to high level, and this one has the most issues)
So, a topic that I’ve seen floating around these last few days in the other various threads on topics like minion decay mechanics from abomination, to wraiths, to dread and infernal shade got me thinking, “what is even the purpose of these negative mechanics?” which brings us to today’s post on “false cost” and “arbitrary loss” for Necromancer minions (and anything else which may implement such mechanics in the future)
To begin with false cost, we look at dread shade and it’s interaction with your minions. simply put, it kills them for no reason. like, there are going to be people out there “but killing your minion is the cost of the skill” except it’s not, because dread shade has no cooldown, so you’ll just cast it again as soon as the minion dies (or even earlier), and minions can be summoned with no cooldown, so you’ll just re-summon the minion. you paid no price for this power, the power simply has a baked in inconvenience that you’ll have to put up with periodically. and before someone tries to make the argument “but…but, the mana cost means you get 1 less wraith.” firstly: you probably already have too many wraiths for that to matter, secondly, if you need to justify the mana cost, it would make the same difference if dread shade was a simple toggle that consumed mana each second (proportional to it’s current mana cost, of course, let’s not get crazy) so that at the very least, you could DECIDE when you needed to use it and when you didn’t rather than being in the current situation where naturally you will go for 100% uptime, since you’re allowed to and there’s no REAL cost to doing so, and then you just have to put up with the periodic inconvenience the devs set before you under the assumption that this mechanic is deep and meaningful.
Now for a brief intermission rant on the abomination, since it suffers from both sides of this coin (which likely contributes to why it’s so unpopular) because not only does it have the false cost of eating your minions (since you’ll just re-summon them while the abomination is out) it’s just an incredibly inconvenient skill by virtue that it takes an extremely long time to summon (so long that, by the time you actually do so you could have just used your now temporarily dead minion army to kill whatever it was you summoned the abomination for) and on top of that, it will eventually just kill over, because you’re not allowed to have nice things. again, this spell has no cooldown, you can just re-summon it whenever you want, but it’s so overwhelmingly inconvenient to do so and downright dangerous to even try while in an area where enemies might show up during the 2.5 minute channel time (this is hyperbole, but it is still like a solid 20 seconds without the talents that sacrifice damage potential for what should have been a QoL assist baked into the skill itself) there’s no real cost to this spell, and you’ll lose it for no reason (and unlike wraiths, which you can have hundreds of, you can only ever have one abomination, so giving it a triple edged sword renders it basically a meme at this point)
Now to close off on the tangent of arbitrary loss (which I seem to have accidentally already explained in the abomination tangent) why do our minions (that aren’t wraiths) need to die? and naturally, I’m not talking about enemies dealing damage to them, but rather our own spells that are like “This will give you x,y,z, but it will hurt your minions by a lot” (naturally sacrifice is excluded from this list of skills, since blowing up the minions is sorta the point of that, and i can accept that philosophy as it fits there) outside of circumstances like the golem retaliation mechanic (which serves a purpose for it being hurt) it just feel like the devs are telling us how to play their game, and then calling it player choice. like, I don’t want to use dread shade ever because it’s crammed full of pointless tedium, but if I don’t, then it means i’m going out of my way to nerf my minion army, since i know beyond a shadow of a doubt that dread shade would factually give me the largest increase in damage, and since my personal preferred playstyle for the Necromancer is “biggest army possible” this means i’m also forced to use wraiths, minions who are guaranteed to die, but will also make up 90% of my army at a given time (which at this point, even some of the naysayers are starting to agree that this is a problem, but i’ve already made a dedicated wraiths post, so i’ll move on) Why are there mechanics that serve to punish Necromancers? no other class has to deal with this self-harming philosophy, and necromancers aren’t even that strong (outside of unlimited wraith works) but we’re still being punished for existing. at least give us a reason for the punishment, hell, make dread shade last only 10 seconds, with a 30 second cooldown, and it’s guaranteed to murder your entire minion army and prevent you from casting spells for 3.5 hours, but during that 10 second window, you become god on earth and destroy all realities and twist the causal dimensions of fate to your whim, but just don’t make it random tedium to punish us for being a class people want to enjoy, please.