Dark and Darker

Dark and Darker

necromancer when?
thread.
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Showing 1-13 of 13 comments
Steel_pandabear Jul 18, 2024 @ 11:52am 
never because summons will be unfair
The King in Yellow Jul 18, 2024 @ 11:57am 
Originally posted by Steel_pandabear:
never because summons will be unfair
oh you mean like the druid and hydra? ok so you're wrong about that.
Steel_pandabear Jul 18, 2024 @ 11:59am 
Originally posted by The King in Yellow:
Originally posted by Steel_pandabear:
never because summons will be unfair
oh you mean like the druid and hydra? ok so you're wrong about that.
druid ents got nerfed into the ground so i doubt they will add a necromancer.

also next in line is sorcerer, then monk
Elikir Jul 18, 2024 @ 12:08pm 
Seeing how they struggle to balance druid and warlock, asking for a necromancer right now would only bring chaos
Herbspiceguy Jul 18, 2024 @ 12:08pm 
Necromancer class was mentioned in the early dev QnA's amongst bard, sorcerer and monk, but they have kept quiet about it for over a year and half or so, so we don't really know at this point.
Sarokan Jul 18, 2024 @ 12:32pm 
dream a dream...
Last edited by Sarokan; Jul 18, 2024 @ 12:32pm
The King in Yellow Jul 18, 2024 @ 2:10pm 
Originally posted by Elikir:
Seeing how they struggle to balance druid and warlock, asking for a necromancer right now would only bring chaos
Warlock is almost the worst class, only viable way is curses and it doesn't have the dps to win equal skill pvp
Aldain Jul 18, 2024 @ 2:14pm 
Originally posted by The King in Yellow:
Warlock is almost the worst class
Pfft.
MagikarpMagi Jul 18, 2024 @ 2:32pm 
I feel like the universal appeal of the necromancer is summoning lots of minions and I don't think that works super well in this game. Being able to just throw skeletons at a group to bodyblock while your teammate fills the room with fireballs and oil lamps... I dunno.

The idea of resurrecting an enemy's teammate to fight against them as a thrall sounds wildly entertaining, but it would probably be ♥♥♥♥♥♥.
Raesha Moondancer Jul 18, 2024 @ 4:06pm 
Doesnt sound that OP when you consider everyone has memorized the attack patterns of undead in this game- the balance should be making the necromancer itself highly vulnerable (like a mage) and very dependant on the summons/spells.

Make the summons timed- add limited spell charges ontop of that- only one of each summon type may be summoned, or X amount depending how good they are.

(Ie something similar to a mummy is pretty slow and easy to kite, while regular skeletons should be limited to one per type)

Or limit the necromancer to one permanent summon or re-summonable summon, with the spells focusing more on dealing damage/buffing the summon. But they would have to make this summon a huge threat-

Obvious weakness: Npc pathing dependent, the necromancer summons would be easy to fool, kite, or troll. Meaning that while even a necromancer with several summons sounds scary, the counterplay is quick and painless.

Where would necromancers be scary? duos and trios. 1-2 players advancing supported by (brainless) npcs sounds busted as ♥♥♥♥: Solutions

Make the summons health/damage scale with the necromancer's own stats- so at gray's/whites they will be weaker than hostile undead npcs.

But at Greens and above they will be able to compete with npcs- maybe even exceed them with legendary gear.

The attack patterns to make it more fair should be the same as regular npcs, but they should be easy to identify and differentiate from the npc summons- maybe by making them look more armored, or different colors.

All necromancer summons should die inmediatly on necromancer death.

Pro's and cons: This class as a concept- if it ever gets made, sounds like will excell at lower gear brackets, making PVE a breeze, and low gear encounters less scary.

But i feel a necromancer wont be able to compete at higher skill levels- because honestly npcs are braindead, summons like the treant are only ever scary if bodyblocking and are little more than glorified walking walls.


ID love a summoner class like that BUT i can see its problems.
Originally posted by Raesha Moondancer:
Doesnt sound that OP when you consider everyone has memorized the attack patterns of undead in this game- the balance should be making the necromancer itself highly vulnerable (like a mage) and very dependant on the summons/spells.

Make the summons timed- add limited spell charges ontop of that- only one of each summon type may be summoned, or X amount depending how good they are.

(Ie something similar to a mummy is pretty slow and easy to kite, while regular skeletons should be limited to one per type)

Or limit the necromancer to one permanent summon or re-summonable summon, with the spells focusing more on dealing damage/buffing the summon. But they would have to make this summon a huge threat-

Obvious weakness: Npc pathing dependent, the necromancer summons would be easy to fool, kite, or troll. Meaning that while even a necromancer with several summons sounds scary, the counterplay is quick and painless.

Where would necromancers be scary? duos and trios. 1-2 players advancing supported by (brainless) npcs sounds busted as ♥♥♥♥: Solutions

Make the summons health/damage scale with the necromancer's own stats- so at gray's/whites they will be weaker than hostile undead npcs.

But at Greens and above they will be able to compete with npcs- maybe even exceed them with legendary gear.

The attack patterns to make it more fair should be the same as regular npcs, but they should be easy to identify and differentiate from the npc summons- maybe by making them look more armored, or different colors.

All necromancer summons should die inmediatly on necromancer death.

Pro's and cons: This class as a concept- if it ever gets made, sounds like will excell at lower gear brackets, making PVE a breeze, and low gear encounters less scary.

But i feel a necromancer wont be able to compete at higher skill levels- because honestly npcs are braindead, summons like the treant are only ever scary if bodyblocking and are little more than glorified walking walls.


ID love a summoner class like that BUT i can see its problems.
you're absolutely right, people get lost on not realizing a summoned skeleton with 40 hp is not in any way OP especially when necro's are notoriously fragile....no armor no major weapons just some daggers and spells etc. im sure there would be a summon cap of like 2 or 3
Kankaku Jul 18, 2024 @ 8:30pm 
Adding anything besides maps and depth to the game would be a bad idea for the short and medium term.
a necromancer type of mage with temporary summons almost like ESO would be perfect, a slow or root with hands coming out of the ground and a spell that is a floating skull that explodes or cut heals would be so cool. or maybe put necromancer spells into wizard and warlock so they dont need to do a new class
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Date Posted: Jul 18, 2024 @ 11:41am
Posts: 13