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If it is, similar arguments can be made about just about every nation. Yes, everything can be more complex, involved, detailed, expanded. Necro is not special in that regard.
Also, do not forget that the point of CoE, as opposed to Dom, is to have easy, quick, pickup and go game that gets going fast and ends fast. Expanding all the mechanics is liable to push the game away from that goal and turn it into variation of Dom.
As for the difference, perhaps I am ignorant to this, as there are several speeds the different classes play at and Dom can go rather quick at times for myself. I find both relatively intuitive, if a bit different in style. Seems to me more story, theme, and scope are different than the speed.
Those were not really my words, I was merely paraphrasing the devs. Dom is designed to give games that last for many, many hours. Higher level Dom play strategies are exremely complex, and end game grows to practically industrial scale.
CoE is designed to provide quick and less involved experiences. CoE can last as little as three turns (accoriding to some reports on this hub
I don't like nerfing. I don't think they need to be nerfed. But a well played necromancer is a nightmare in the end game. They get good magic, several immortal commanders, an immortal scout, and immortal grunt units. They disease, decay, and curse what they don't kill outright. They get the best use of Hades, and can even send their Tartarian Spirit underground to grab a few resources from Agartha, or just move around unopposed. They don't need gold for normal units, so they hire a lot of apprentices and mercenary wizards, and can easily save to make use of libraries. Their summons never backfire, and they have a damn good chance of getting leaders from those summons. Even the mound king can be used to lead a bunch of zombies around in the ocean.
Playing against the computer, you don't need to worry about advanced tactics being used against you. Even on emperor, it just means you have to fight bigger armies with more elite units. When a person is controlling that Necromancer though, you can expect to be constantly harrassed by lone or small groups of immortals who suicide attack your main armies. Mummies are immortal, tough enough to reach the front line, and disease units that attack them. Carrions fly right up to your troops on the first round, and explode on death, causing disease and a bit of damage. Wraith Lords are sneaky little jerks who tend to kill a few troops even on a poor attack, and a Wraith King can actually solo a small army of normal troops with fair regularity.
Oh wait, what's that? Banish? Sure, you can banish the wraiths. They'll be back the next round after spending one AP, but hey, at least they're out of that particular fight. Friggen wraiths. :(
Then there's the big ones. Liches and vampires. Vampires, and the rare vampire lord, can and will fly around your territory and ruin your day. You need to attack them with powerful or numerous units in order to take them out. They fly, and can use stygian paths in a pinch. You can (must) try to run him down and send him back to his castle for a little rest, or you can let him get behind your lines. Do you have any farms or villages that you needed back there? Well... the vampire is going to eat them, or turn them into ghouls. Lovely.
Then there's the lich. With double cast, A lich who knows Invulnerability more likely than not to use it, and if they do, you need magic to kill them. Also, I didn't think disease was all that much to worry about before being on the receiving end of mass disease spells. So I've got my nice stack of dwarves, enough of which have rune enhancements to make sure that any army that fights them in the open will regret it.
But I'm not fighting an army. I'm fighting a single lich that just ran in from who knows where. No magic items. No backup. Just a single lich. Boom! Black death, soemtimes twice. All but a few of my dwarves are now dying a slow death, and the lich gets a free trip back to his temple. Either that, or the friggen lich surrounds himself with a sudden army of skeletons, then rots, freezes, or sucks the life out of my army right there on the spot.
...
Planar swap. That ritual is brutal when used aggressively. Not long into the game, we had to deal with Orcus running around because our resident necromancer decided he wanted his level 3 library (that we could never take from him), and hey, why go through the effort of fighting the lord of death yourself when you can make the other players do it instead, for 50 hands. Oh hey, look at this big army I'm sending in to conquer that old castle and stop the vampire respawns. Ha ha ha, nope! Now I'm in hades, dying a slow death, and even if I do conquer something, it won't stop the respawn, and I won't be able to hold it. And hey, let's send a few armies to converge on an important target. Wait, one of my stacks is in hades now, and has been replaced by a lich, who promptly attacks me and wipes out half a stack of dudes!
...
Just a bit salty is all. Alright, I'm done whining. In conclusion, don't buff Necromancer. Please. :(
It sounds like your vampire died when someone else took the castle? Immortality can be broken if the unit dies when teir home citadel is in someone eles'e hands. Think of it this way, their body starts to reform, but the new owners are on-hand to kill you and toss your coffin out the window before he could ressurect properly.
In my Markgraf game, I found an old castle early and make it my vampire-factory. Since the shortties are so damned slow, I just had them flying around as suicide-corps. They were reforming regularly, was hilarious when the troll king brought his doom stack within 3-4 tiles of the castle (thick jungle). My vamp lord could disease+decay, which will kill off a troll after a fight (disease halves regeneration, causing the troll to succumb to decay). I must have sent my vamps to harass/whittle away his army 5 turns in a row as they died, reformed, then flew back over the jungle.
I don't know about that. I think the warlock should be included in this. They are all basically snowball classes with weaker starts but can become powerful later. The warlock can summon kings of the elements which are very powerful and have combast casting. They can cast really powerful spells multiple times per battled round.
Also, Demonologist is essentially a Warlock with easier access to their special resources at the cost of having them backfire some of the time.
Either way, Necromancer is hands down (pun not intended) the most powerful class from start to finish. High Priestess comes close thanks to Anakim spam giving them a massive lead early on