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Also, mummies are already exceptionally powerful compared to all the races.
Infectious Disease was over powered, and the idea of it backfiring on the user was a popular idea with the playtesters to counter it.
A few abilities in the game work on things that it really shouldn't. Sleep Darts are one of those as well; able to knock out clockwork creatures and magical defense towers. But due to it being really useful in the game's current state, nerfing it for the sake of logic would hurt the Rogue class too much.
The main reason Skeletons are immune to Infectious Disease is because any Necromancers running a Skeleton Army would almost always wind up killing themselves if they every used Infectious Disease on any enemy; because the odds are pretty much guaranteed that some infected bone head would rub up again its master and indirectly kill them.
Mummies did have an innate resistance to Toxic damage (something Disease did), but later was removed in an attempt to keep the Mummy race from being too powerful; which they still are pretty strong if played right.
That said, expect these illogic issues to be gone in one form or another after half a year or more as things develop.
Both, or a combo of both, are valid styles; even though one doesn't quite fit the typical evil Necromancer formula.
Um, I actually do run Skeletons, and I never implied that I didn't. Don't jump to conclusions.
I once used it TWICE as an Ogre Barb with no HP pots, charge/sprint and they all died before reaching me (even the fast ones).
No, it's because the first time I used it, it didn't kill everything, so I cast it again to clean up the rest.