Acolyte melee minions used to struggle, but they were updated previous patch.
Looks like they’re still not as good as ranged guys. Weird, because the wolves of the Primalist are doing OK
While I agree overall with the criticism on the necro changes, you are absolutely overly dramatic here.
I can just suggest to stick with well written feedback and let the exaggerations at home.
Necro was only a small focus of this patch and it feels a bit rushed and not very balanced. They added options for permanent minion builds for Wraiths and Abomination that just don’t bring the features (many) people wanted.
I feel misunderstood when this is what we get presented as the options for permanent Abomination/Wraith. But I’m absolutely sure that theres nobody at EHG that intentionally tries to damage the Necromancer mastery. That’s nonsense!
they added permanent nerfs for wraiths abomination. something has gone wrong in the development cycle of this class that they think giving us the smallest amount of convinience (that doesn’t even amount to any power) must require the entire skill to become 66% less powerful in the case of wraiths, and so much less powerful int he case of abomination that it actually manages to exceed 100% of the value of the ability itself. it actually makes your entire character mathematically weaker beyond it’s own talent. i said above, you actually gain power by NOT summoning the abomination if you took that talent.
I’ll stop being so dramatic when people like you stop defending violently toxic game design.
Yea, they do decent damage which is great but getting them to actually run up to stuff and put that damage out is a pain in the ass 90% of the time unless you yourself go melee with Harvest, which is my plan once I can actually get Eulogy to drop but right now it’s horrible while playing at range (have to play at ranged due to low survivability for myself) casting Zombies, even Zombies sometimes just sit there.
The worst part is when you try to back out of the fight even just a bit the minions just shoot right back over to you and stand there, melee minions for any class need to stick to stuff more and aggro at a further range and I feel like it would at least be more bearable.
While I agree, pushing out changes that are clearly not even a little bit well thought out means they may as well be. So I understand the frustration and why Zarono would feel as though that is the case. Everything they changed in order to add a little QoL to the mastery makes it feel gutted more than anything and I don’t think that’s even remotely over dramatic.
This is a clear case of when devs nerf something in attempts to make it “better” rather than offering other choices which are on par or at least really close in power.
For me who only played the necromancer builds mainly on hardcore they need way more power as they don’t have the survivability.
However the devs have seemed to nerf both damage and survivability.
A simple change like martyrdom on dreadshade gain armour to vitality instead of int. You need the int for damage and ward retention so using vitality isn’t really an option and now all the builds i see just don’t use the skill any more.
Changing dreadshade to necrotic or poison there needs to be a way to convert this to elemental damage and chance as well.
And the cool down on the always crits skill is way too long. Even at 100% crit the damage is like a third of what it use to be. So having that option with the massive cooldown makes no sense to be that long.
The only option for dread shade now seems to be to take the one shade option but like most people have suggested is very hard to keep your minions in range of you and not get hit.
Infernal shade sucks needs a complete re work. Or more better options to increase minion damage. Add more projectiles take less damage something cause its not usable at the moment
The 300% drop to 100% for zombies i feel can go to 150% health. Too me it feels better using the normal zombies and spaming them for way less mana then using the big guys.
Wraiths I liked the option of multiple wraiths but not 100+ They should cut the power down a little and allow more then 8. Maybe max 12- 16. I really like playing wraiths before.
They have fixed the decay on them its very hard to keep the 8 up when playing with dread shade and or zombies. And your not going to play wraiths without one of them. I think the can increase the less decay a bit increase the mana efficiency and add more wraiths.
The option to go to two and have them not decay doesn’t seem any good at all. Maybe an option to shoot multiple projectiles would be a good option to compensate as I feel the damage increase doesn’t make up at all for only having 2 wraiths.
Im sure there is more i could suggest but Overall the class lacks massively now.
The class should be op to make up for the lack of survivability but unfortunately falls short.
Especially when you see some classes capable of 1 million+ damage and have the survivability.
Hopefully some of these suggestions which wouldn’t mess with the overall changes they have made to the skill tree but could improve the class could be implemented and help, for hardcore players as well
Would like to here some further suggestions from you guys.
As a big fan of LE and LVL 100 necro full pet this patch is really terrible. After reading patch note and dev blog I’ve try to come with open mind and made hours of testing but nothing works. I’ve drop range fire build that I love to try physical, Mele, mix, unique etc… With all theses nerf that simply not viable anymore in emp engame content. Super slower than before, less survability, less ward, harder to manage…why I should continue to play that? Honestly that a big thing for me but I’m stopping playing LE for now because I feel stab in the back by this hammer nerf
I quoted the “this game is going to die” sentence and called that overly dramatic. Not the criticism of the changes.
I totally agree with almost everything in this thread regarding the changes.
I mean, they do this enough times and I don’t think that it’s unimaginable that the game will die before it even releases. There’s been plenty of similar situations with other games over the years, start well then gradually enough poor choices and bad changes pushes their original audience away leaving the game a wasteland. I get what you’re saying but if you think that that isn’t a possible outcome you may be fooling yourself a bit.
I hold out and wait to see what happens before 1.0 though, hopefully they learn from the mistakes they’re making and their poor choices so far.
Was doing some more testing
Having less wraiths skeletons or mages just doesn’t work unless you have golems, with taunt and even that’s not 100% anymore. The AOE disappears cause you have less minions and you have no way to keep the health up cause you need the damage.
Wraiths decay so quickly that I feel its near impossible to keep them up with zombies and they are the only 2 that poison that are viable. You have to take dread shade for the poison chance to make the damage viable. The only way I could keep them up was not to take shade but even that the gameplay wasn’t good cause I’m trying to keep 8 wraiths and 6 zombies up and the mana just disappears so you need to take rip blood or drain life to keep the up which means moree spamming to keep them up and less chance to stay alive.
With less minions out there to stop the decay less shades to stop the health drain and your running for your life trying to spam something trying to stay alive the gameplay feels terrible now.
I’m just really disappointed with the direction they went. The qol seems worse in my opinion because there is no life no damage and no fun with the class anymore.
I’m not even sure how you could keep up 8 wraiths and 6 zombies…
insert astronaut meme “Never has been.”
but for real, no other class has to deal with such overwhelmingly negative effects as the necromancer, only to have even less power just because everything is pre-nerfed. if we had all these negative mechanics, but were the golden gods of this game, then I’d understand, but to have all these negatives and be the weakest by a lot really makes me question why they even bothered to include the necromancer in the base game design to begin with, since they clearly aren’t a fan of it.
I may have mentioned it in a previous thread, but I’d love to see certain pets be immune to damage types, as there’s already a ton of other damaging things that will hurt pets, and it would be a big boon for those pets to retain their survivability.
It’d be awesome to see Putrid Wraiths be immune to Poison, so you can stack both Dread Shade (with Everlasting Poison) + Aura of Decay on them and they’d be able to fight. I’d love to see Fire Golem be actually immune to fire so you can stack Infernal Shade on it and have it go to town. If you’re going to put damage caps that only happen after 30 seconds or so, give us some incentive to keep the pets alive for that long.
It’d be a great way to give Necros permanent pets without making it a re-skinned Beastmaster. Instead of giving the pets love and care, you’re still Poisoning and Burning your pets - they just happen to be able to withstand the blows. I mean, you don’t go studying Necromancy for years without trying to find combinations that actually work well.
Plus necros are the worst class when it comes to mobility as well.
You can’t use transplant cause you need all the other skills to do damage or keep your mana up.
Yeah you might use it in arena so u don’t get hit but it really is rubbish with this class.
This is a statement I don’t subscribe. Transplant has the ability to buff your minions, create additional minions (very weak ones, for sure) and also give you mana back.
And it triggers your frenzy buff from the passive tree, so you can go with 4 minion skills + transplant.
I’m neither hardcore nor advanced enough to speak since I’m only doing regular echoes. I also have too many ‘good’ uniques that skews my perception.
I play the simple ‘ice minion’ build after testing a few others. Golem built for tanky and agro, 9 cold archers, 5 cryomances, dread shade, and then volatile zombies so I’m not completely AFK and for the AoE/Ward. With all minions but Golem being ranged they are all in ranged of Dread Shade.
Because I’m bumbling through without much of a clue about gear at most I have about 700 ward, but being in non empowered echoes without corruption things melt as much pre and post patch.
There is something to be said between the benefits of Transplant and Dread Shade though.
- Transplant can give 60% damage boost for 4 seconds.
- Dread Shade gives 60% damage boost. It gives + necrotic damage but all my minions are tagged for cold, or physical, or fire.
- Dread Shade gives 24% attack speed.
- Transplant gives back 30 mana (but that makes the permanent 60% damage boost no longer permanent) which allows to spam more zombies.
Dread Shade is definitely the lazy option, and probably the ‘best’ still compared to Transplant’s active playstyle. The buff Dread Shade probably needs is a wheel to pick which element we want the base Necrotic damage buff to be turned into.
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