As promised in my other post from earlier today here: "If I were a dev..." *Necromancer wish-list* I promised a post detailing exactly why the abomination is beyond saving, so here it is.
in order to even begin, i will need to cite my argument from a different post on the value of spell slots:
This review brings us to the Abomination, and the main problem being that it is a parasitic spell.
To explain what i mean by this, the Abomination DOES NOT WORK until you have at least one other specific, per-requisite spell in order to initiate it’s function (which is any consumable minion) Because of this, the abomination has an effective base power of 0, as the spell slot that it occupies is initially incapable of producing it’s own damage until it is combo’d with another spell slot, which leads us into problem 2:
The Abomination isn’t picky. the value of a minion that it eats is the same for all minions to the abomination, a skeleton is equal to a golem is equal to a mage is equal to a wraith is equal to a vanguard, and while I’m sure this was much easier to code, it creates an ultimate disparity when sheer volume does not relate to the actual loss in value of each unit.
Going off of the base portions for a necromancer (since the mastery grants baseline extra summons), minions ought to be treated as if 4 skeletons were equal to 3 mages, 6 wraiths, or one golem, and if the abomination were to be balanced around this idea, then it should gain power from a golem equal to what it would gain from 4 skeletons or 6 wraiths, but it doesn’t, so right away the abomination is inherently incapable of covering both the value of it’s own spell slot AND the value of the spell slot that it is removing power from, which brings us to problem 3:
The Abomination CREATES power.
there’s nothing inherent to the abomination skill that prevents you from simply re-summoning the materials used to create the abomination, so although it initially takes power from your other spell slots by means of consumption, that power is almost immediately recuperated WHILE THE ABOMINATION IS STILL THERE. thus it has “created power” by covering the value of it’s own spell slot just by being summoned, but then by gaining power from the sheer volume of minions it consumed, without those minions actually being gone, because of this, the abominations potential for power is directly correlated to the sum of all possible minions controllable by you at once, but placed onto a single spell slot without (at least rationally) interfering with your other abilities. and due to this, it has been initially so under tuned as if to compensate for this, but even in a fair-trade system, this cannot work.
Problem 4: the fix is actually the worst case scenario.
If the abomination were to be completely re-tooled such that it gained exactly as much power as the minions it consumes would have otherwise provided, and those minions cannot be re-summoned so as to not “create power”, then you would enter into a gameplay loop where there are no buttons you can press to engage with the gameplay without inherently limiting the abominations potential. and what i mean by that directly relates to the same issue wraiths had until a few days ago: you can always have more wraiths, so they constitute the entirety of your focus at a given moment in time, only in this case it’s “you could always have a stronger abomination if you just consume more minions.” which is an argument that goes all the way until all 5 spell slots are occupied by minions to feed the abomination that you can no longer summon without reducing the power of the abomination. or to put in other words: if the abomination was balanced, then there would be no point to using it.
In summary: The current system by which the game functions does not allow for a skill of this type to exist in balance with the rest of the game-play loop, the abomination is such that it can only be under-powered or overpowered, but unlike other skills that face this issue, it’s too versatile to force into a niche without defeating the original purpose of the ability itself. the abomination is an all-rounder minion that consumes your other minions, and either “creates power” or reduces it by virtue of poor scaling logic, and even if that were fixed, it could only be as powerful as your other collective minions, and thus cannot justify it’s own existence. Perhaps there is a version of this skill that could exist in an ARPG like this, but the amount of systems that would need to shift in order to make it feasible would constitute the complete ground-up redesign of the necromancer class itself around the very skill in question, and I’m pretty sure nobody actually wants that (or at least, nobody would reasonably expect it to actually happen) so it would be better off if the spell got cut and those resources were used more productively.
This has been my Ted Talk on the Abomination.