- The skill is still parasitic in design. You effectively use 1 minion skill to make another minion skill. The Abomination constantly Absorbs minions, even when it’s health isn’t dropping below a threshold, that may be by design, but it effectively turns two minion skills into one minion skill. Yikes.
- The sacrifice mechanic with abomination doesn’t work consistently. For example you can now get 100% re-summon rate to skeletons and have your abomination auto sacrifice them. The problem is, just like the wraithlord, it’s action economy is bad. Any enemy within melee range of the Abomination and it will default to auto attacking rather than sacrificing minions. Other times it will sacrifice skeletons not even close to enemies. This makes building an Abom sacrifice caster impossible, meanwhile the similar Mage’s Oblation mechanic works far more fluidly.
- The Abomination constantly casts sacrifice (much like how it constantly casts Absorb), instead of casting it when enemies get into range.
- The Abominations sacrifice can hit multiple friendly minions which are not the target of Absorb, including itself (This is both while sacrifice is skilled and unskilled). I’m not sure how this is caused but it looks like it’s proximity based.
- Abomination still doesn’t fill any unique role; It’s just a bigger Golem with different flavour skills. Just like how Mages replace Archers as they too fill the same role of Range DPS.
Video of the self-sacrifice (just after the 30 second mark): Watch 2025-09-02 01-12-16 | Streamable
Unironically makes the skill unusable.
I really love abomination builds, but patch 1.0 has killed the fun for me
Necromancer is the squishiest mastery, going through the resummon process on every character death kills the fun really quick.
Also this patch broke leech for abomination. My bear with 1% leech heals to full with one hit, same was true for abomination during the previous patch. But now abomination with 15% leech can’t sustain itself, even without the 5% health loss node. It was one of the laziest builds, but now I have to track his health and feed him skeletons three times per echo. And it doesn’t attack while consuming them.
Ethereal arrow behavior is also uncool. It will only shoot at nearby enemies. It can go on cooldown even without any enemies. Recurve happens only on nearby enemies in about 2 meters range, any farther and the arrow is just pointlessly flickering in one place.
To get around the sacrifice issue I took the picky eater node. I summon abom with zombies only. This allows me to have my minion zoo up while using abom.
If it’s acting like the wraithlord then I already know it’s awful. Easy fix? Internal cooldown. On top of that please for the love of God only when in combat. It was an interesting idea that was just way too tedious to play with. You can sort of get around it by ordering your minions to attack the area in front of you and they will move before doing the stupid sacrifice cycle again but it just felt so clunky for little payoff.
Edit: even simpler alternative, make the sacrifice action of the wraithlord replace the wraith skill on your bar and do the same for abomination. Like the primalist pet skills.
The whole “minion” rework was honestly a big let down for all it was hyped up. It’s good that they fixed some of the snapshotting, but otherwise the balance rework was a wash.
And all of this is due to EHG’s apparent poor design philosophy of powercreeping content. If they didn’t continually release stronger skills, stronger uniques, stronger idols, etc. Then the minion buffs honestly wouldn’t have been such a hot mess.
But because older content is being powercrept, they are making more work for themselves by needing to revisited skills that were once in an acceptable position (power-wise). Unironically, in this case EHG didn’t really change any minion skills in any meaningful way.
EHG’s balance team have created an unforced error. And that may be harsh, but it’s the truth.