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When you take the book of horde, you want the Tier 2 unit, which calls a "war hound" as archer in every battle, which adds 11 units per battle, 12 if you go golem update as fast as possible,
Only advatage, this dogs die, and give you free souls.
This unit solo carry every map until you reach Tier IV units
That should be your first clue that maybe this isn't the right discussion for you. Any ideas you have about necromancer on paper aren't going to translate into practice. There are some one-off cool things necromancer can do, but pretty much any tome path has cool and powerful things without the souls bottleneck. Any retort you have is moot until you've played the class.
It should also be noted that "Gifted Casters" does not reduce souls needed for casting necromancy spells.
And OP hasn't played enough to know balance yet because the game hasn't been out long enough. What do you mean other tomes don't have a bottleneck? That's what Mana and Gold do lmfao and guess what, Necros can still use both of those resources too. Make an argument about why Necro is bad comparatively instead of just saying "souls are bad" without any justification
you get souls from heroes in your crypts.
First, Soulwells generate +3 - not +2 - so by default you can get +9/turn - almost as much as a free unit every turn.
Second: there are several ancient wonders that also generate souls. In my last game I ended up with +13-14 a turn.
Third: Your soul-priced units can be used in conjunction with gold-priced units, meaning you can spam both of them and end up with a vastly larger army than anybody else except maybe barbarians and life affinity boys.
Fourth: You can revive your units in battle pretty much indefinitely. Your normal unit die? Well, just revive it as a zombie. Zombie died? Well, just revive it again. You can create an indefinite and almost farcical loop of undeath in combat and the only limitation is your mana.
Fifth: You need to be aggro. Like, really aggro. Use soulbound, wage wars, feed your army. You literally get stronger based on the deaths of your enemies so if you aren't currently killing things you're not really doing it right. You can't sit in your base and hope to make Necromancy work effectively.
Sixth: Necromancy spells are bad? What? You what? Raise Zombies regularly revives 3+ units, rotting explosion withers entire enemy armies. Soul Siphons as a siege equipment are hysterical good fun and give you oodles of free souls, encouraging aggression. Harvest population lets you gain souls, too. Marked for Death literally auto-kills enemy units after three turns. Battlefield Reanimation is quite plainly the most fun spell in the entire game, IMO. It turns all dead enemies into zombies and all dead friendly units get revived.
Seventh: You forgot about the Banshee. You know, that undead unit that is basically a morale bomb you can lob into the enemy army. Works even more entertainingly if you slip in some Tyrant-Order stuff for more morale shattering. Intimidation Aura is good fun with Banshees, Joy Siphoners and Cause Despair. The enemy will be fumbling every other swing for the rest of the fight, if they don't just break and give you easy souls.
Honestly my first Necromancy game was rough because I wanted to turtle. My second I decided to go aggro and it was the most satisfying Necromancy experience I've had in a video game in years.
My only real complaints are that Wightborn looks ugly as skin - there's weird artifacting (for lack of a better term) with the models where you can see the outlines of their models' noses and stuff from pre-undead and that distracts from the whole "zombified the whole species," the inability to start as an undead race, and the inaccessibility of the Bone Dragon unless you get lucky with RNG and find the right Ancient Wonder.
None of those are really dealbreakers, ultimately, but they are the only parts of necromancy that are kinda bleh.
If you want Undead Knights, play Undead Feudal. Masses of units with bonus damage for being together + knights, etc.
Oh, and while I do admit it would be neat to keep raised units in your army after the fact, it would also annihilate the balance of the game and go against the design decisions that Triumph made for this game. They wanted to ensure that players had to, well, stop waging war at one point, that it was possible to attrition them until they had to retreat instead of just recovering tons of HP/units/etc. Zombies being combat-only means Necromancers can still win seemingly impossible fights with infinite gribblies, but also that they're going to have to eventually retreat to get a new mob of pawns to do their war-waging for them.
TL, DR: Necromancy is flawed, but mostly fun, and your complaints seem to be largely due to inexperience with the mechanics Necromancy is based around.
Regular units (those that cost gold and/or mana) can be recruited en masse due to how high gold and mana per turn can be. Like OP said, souls per turn is extremely limited. I was able to get 9 per turn when I did a necro run. That's 3 per city, because that's the constraint you're under. You can only build one soul well per city.
Meanwhile, I can get over 200 gold per turn per city. T1 units cost less than 100 gold. Meanwhile, the T1 undead unit, Skeleton, costs multiple turns of souls to get a single unit. And compared to other T1 units, it's weaker than wet toiler paper.
Necromancers do, indeed, use gold and mana. To recruit non-undead units. Perhaps you're misunderstanding what necromancers are?
So you want an argument for why necromancers are bad without using their central mechanic? You don't seem to understand how any of this works.
But I'll indulge your misunderstanding.
Without souls and units/spells that require souls, Necromancers are.... just simply Dark Wizards. They aren't Necromancers. Without souls and the units/spells that use souls, Necromancers don't exist in this game.
Okay but is this post about whether Necromancers are weak, or just that they aren't only raising bodies from the dead to fight for RP reasons? Skeletons and Bone Golems ONLY cost souls, and necromancer spells ONLY cost souls to cast, too. So that frees up a ton of mana and gold to produce units normally and cast spells and summons from other schools. How is that bad, especially when undead units cost significantly less Draft to produce?
Souls are overly rare early on even if you gimp yourself by not using spells that require them, which by the way, are generally terrible spells anyway.
By the time I have enough souls to go wild, it's pointless. I've unlocked other tomes and spells that are not only way more powerful, but use standard resources.
Skeletons are terrible units, but expensive to summon during the only phase of the game where they are viable, and their mana upkeep cost is frankly absurd for how weak they are.
You're wrong.
If you exclude all the units and spells that require souls, you have Dark Wizard units and spells. Not Necromancy units and spells. Necromancy is about the undead. Dark Knight is not undead. Pursuer is not undead. Like Doomi accurately pointed out, there are only FOUR undead units. Banshee isn't even one of them (which is just asinine).
If the spell is not specifically a buff for the undead or raising undead, it's not a Necromantic spell, it's a Dark Wizard spell. A spell that can buff the undead, but also buffs regular units, is not a Necromantic spell, it's a Dark Wizard spell. Because Necromancy is about the undead, raising the dead to fight for you, making the undead stronger, creating a legion of undead to consume the world.
What we currently have is a Dark Wizard that can occasionally call up an undead unit to be part of their army, that can be wiped out if someone sneezes near it, and some rickety zombies that don't last past the current combat encounter they're raised in. That's not Necromancer. That's Crab and Goyle levels of dipping your toes in the necromantic arts. It can only be called necromancy as a courtesy, not in any serious classification.
The only people I'm seeing that don't understand what Necromancy is, are the people claiming that Dark Wizardry is Necromancy. While all Necromancy is Dark Wizardry, not all Dark Wizardry is Necromancy.
Perhaps they made Necromancy a weak, piddling branch of magic because they intend to sell us the real path of Necromancy in a DLC. Scummy if that's what they did, but that seems to be the norm for non-indie games these days.
They're a tier 1 unit. They're not supposed to be super strong. You combine them into Bone Golems, which are a much better unit with a good charge and the ability to self-heal for 30HP as a free action. Every 10 units you klil can get you a bone golem if Soulbinding. On maps with high creep density, that's every 2 turns, maybe less, and they cost significantly less draft to produce. Can you explain why these units are bad when they are relatively cheap and use a resource you get essentially for free? And sure, they cost mana upkeep, but every unit costs upkeep, so it's not like that's a great argument. Their mana upkeep is 25% cheaper than summoned units, too.
I'm sorry but no argument here has swayed me that there isn't some element of skill issues and not fully understanding the class yet considering I can find so many reasons why it works.
Skeletons aren't even that bad. They're more frail than other tier 1's but they do more damage than peasant pikes out of formation, resist blight and cold damage, and still get Charge Resistance. They're a cheap, affordable frontline for stronger backline units, and they get their defense from Weakness abilities Dark culture gets.
So it's an RP thing and not a game balance thing. I guess turning your entire race into the undead doesn't count, either, you have to have dedicated undead units that only cost this soul resource that you apparently have to have an abundance of instead of the traditional gold and mana, even though doing so would require there be an Undead Culture to have the number of core units required, before any of you are happy with the implementation
And it has a spell where you can make one of your units invulnerable for a round. Plus tons of shield spells.
I agree on the fact, that getting 200 souls to turn your faction undead is a lot of work. I used all the soul gathering spells, i even used sould harvest on my own cities. Plus souls passive income and crypts. Since most of your necro spells cost souls too, the pool can be depleted very quickly.
Necromancy was the only tome tree where i had to grind for a long time, to get better in the endgame. Necromancers don´t snowball as hard as standart orc horde for example, or the standart dwarves or standart wizzards. Even the standart holy humans snowball better.
They simply need an endgame spell which gives them a lot of souls aside from the soul grind spell to kill your own pops for 60 souls each.
Overall the necromancer right now is not a real necromancer. It is a patchwork of a lot of different units untill you can turn your faction into real undead for 200 souls. And compared to other factions and builds it takes a lot of time!
(WIth dwarves i could have like 10 golden golems without problem in the endgame. They only cost imperial authority and gold. Having 10 reapers is nearly impossible or very hard to get as a necro. Because of the souls.)
(And by the moment you can afford 5 reapers, the game is allready long over normally.)