Arya_Yeshe wrote: » There should be a Necromancer specialized in spirits and demons, like a Demonologist of some sort
Pedwin wrote: » You strike me as a kindred spirit in this matter hah. Im glad there are other necromancy die hards out there.
Aszkalon wrote: » Pedwin wrote: » You strike me as a kindred spirit in this matter hah. Im glad there are other necromancy die hards out there. Thanks for the kind Words, but actually - Please don't laugh at me - > i just really, really, REALLY haven't played an actually decently designed Necromancer Character anywhere in ANY Fantasy-Universe i liked or VideoGame i liked to play, since the Expansion of Diablo Two. I kid' you not, it's been TWENTY - FULL - YEARS !!!!!!!!!!!!!!!! Since i really last enjoyed playing a Necromancer. The Death-Knight Class from a certain MMO named World of (WoW-Taken)-Warcraft comes a little bit close, but it feels cheap and not really like a Necromancer, because duuuh -> it is not a Necromancer, but a twitching and flinching Knight who just happens to be able to summon Undeads on his Side. Uff. I miss the good, old Days. Part of me wonders to this Day, why i didn't became an edgy Teenager between 1995 and 2005 (<- born in 1985) and when i saw just SO. MANY. good, dark and/or edgy Fantasy-Tropes, Classes, Characters, etc. I just miss the good, old Days. Sorry for making it sound like it is about "me", but i think i am just like Sir Steven in that regard. I just want to relive the good, funny Days a little bit, when playing a Fantasy-Game was just SO. MUCH. FUN. !! 😁 I personally think -> the whole Stuff and Content with the whole Caravan-System, "Node-System", Siege-System, Monster-Coin-System - and much more, is WAAAAAAAYYYYYYYY harder to design in a good, satisfying way - than just to design a good Summoner-Class/Specc that is designed to be a Necromancer. Meaning, i take it easy and have full Trust in Sir Steven and his mighty Crew. If he can make such a grand, glorious Game a Reality - than making a good Necromancer-Class (Specc for the Summoner) should be easily being able to be manageable for the Intrepid-Crew as well. . 😁
willsummon wrote: » Age of Conan Necromancer was the most well done. Except for agro control. The Necromancer used a pet point system that and had a choice of several types of permanent pets, costing different pet points. The Necromancer could have a few powerful pets, or several weak pets, or a combination. Also, the pet points could be increased at the cost of making the Necromancer more weaker to attacks, or the pet points could be decreased, allowing the Necromancer to do more spell damage. The spells for the Necromancer ranged from decay damage over time to ice spells. Also, the Necromancer and their pets had a chance to proc a temporary pets on the killing of an enemy. Overall the Age of Conan Necromancer was a very flexible class. I hope the Summoner archetype in general uses a pet point system.
Pedwin wrote: » You are literally in the exact same spot i am in then. I just want a well designed necromancer as well, and im tired of it being poorly done.
Aszkalon wrote: » Pedwin wrote: » You are literally in the exact same spot i am in then. I just want a well designed necromancer as well, and im tired of it being poorly done. It is unfathomable how VideoGames fail since Years and Years on end to deliver what others "effortlessly" delivered before. there were a few Games in which Necromancy and undead Aesthetics were done just SO wonderfully beautiful, it was almost criminal when modern Games failed to re-create it.
Aszkalon wrote: » there were a few Games in which Necromancy and undead Aesthetics were done just SO wonderfully beautiful, it was almost criminal when modern Games failed to re-create it.
Pedwin wrote: » It absolutely has been done well in the past to your point, and it's just a shame so many modern games fall flat when trying to recreate that essence of the class.
AgniaR wrote: » Greetings! Nice to read this topic. I would really like to see a necromancer damage dealer. In the preliminary class table he was listed as a healer. It is very strange. How can the Lord of the Dead heal living characters? His prerogative is to kill, curse, probably (?) drain life.
I view the Necromancer as a master of life and death and the way I want to implement our Necromancer is you can choose to be a Necromancer for good or Necromancer for dark and twisted things. Either is viable. If you want to work with spirits that aid you can do that. If you want to summon zombies and skeletons and other type of undead creatures you can do that as well; and then you can use them for your will.
The necromancer is going to be able to choose the path of life or death with regards to its summoning influences and augments. So you'll be able to augment your summons to either aid and assist in healing and providing support to either yourself or the other summons you may have out or other party members; and the death side of that augmentation will really influence your opponent to create damage, to sap life, to manipulate their ability to survive in combat.
AgniaR wrote: » I would really like to see a necromancer damage dealer. In the preliminary class table he was listed as a healer. It is very strange. How can the Lord of the Dead heal living characters? His prerogative is to kill, curse, probably (?) drain life.
AgniaR wrote: » How can the Lord of the Dead heal living characters? His prerogative is to kill, curse, probably (?) drain life.
Solvryn wrote: » I would love to see the Necromancer cast life-stealing Damage Over Time (DOT) spells on enemies, which then return health as Heal Over Time (HOT) effects on allies. In Asheron's Call, there was a skill called Drain Health that worked just as it sounds—you drained health from enemies to heal yourself. This mechanic would make the Necromancer an interesting counterpart to the Cleric class, providing built-in anti-healing capabilities.
Finov wrote: » Solvryn wrote: » I would love to see the Necromancer cast life-stealing Damage Over Time (DOT) spells on enemies, which then return health as Heal Over Time (HOT) effects on allies. In Asheron's Call, there was a skill called Drain Health that worked just as it sounds—you drained health from enemies to heal yourself. This mechanic would make the Necromancer an interesting counterpart to the Cleric class, providing built-in anti-healing capabilities. I would like more combat spells. I really want to shoot green balls with a black trail. Tired of DOT