Questions about Necromancer

I purchase this game long time ago, and I do it only because You promised Necromancer ~ not a 1-pet "someone" or something like that, but a Necromancer, with a Army of Undead. I even encourage two friends to give Your game a chance because, after ...;
- My Little Diablo 3: Sparkling Colors and Numbers are Magic ~ and it's fail to deliver Necromancer as it should be
- Path Of Exile ~ and their fast-action game, where Minions are pointless
... we have Hope for you to deliver "what we want, and what you promised". Years later, we still waiting, and our patience is comming to The End
So my questions is;
~ When we will get Necromancer Skills - passive and active -> show us Date
~ How many minions we will have, and if we can increase it
~ How many minions types will be, and if we can "create" them at the same time
~ Is there will be some kind of auras (skills) or spells to buff our minions

Replies: 10

Created: 4 years, 10 months ago

Category: Feedback & Suggestions

The necromancer-type skills still have to go through a design polish so I prefer to keep quiet about this for the moment :) We will tell more about the necromancer when the design is final.

Created: 4 years, 10 months ago

The necromancer-type skills still have to go through a design polish so I prefer to keep quiet about this for the moment :) We will tell more about the necromancer when the design is final.

Calistaen Original Comment

More than 3 years, and we always hear about "what will be", empty promises and so on. Revork of this and that. You inform of adding something, and after that, you change or delete everything. You say "when the design is final", which mean when? After you finish a game? In next 10 years? Look on your steam page ~ overwhelming negative ~ mean something. Give us something what you promised. This is Beta - give what you have, and let the ppl test it, give suggestion and so on! We buy this "thing", so we want answers, not a evasive sentence!

Created: 4 years, 10 months ago

Well I can share what is sure at this point: there will be a Passive Skill Tree specialization on the third wheel related to summoners/necromancers, and the skills related to that type of character will allow you to summon creatures to help in battle.

If I suggest you wait until it's final to have more details about this, that's because everything around the necromancer can be modified/improved as long as it's not in the game. We never leave the door shut to great ideas, so if you want to see that as an opportunity to share how the perfect necromancer would be for you, please do :)

Created: 4 years, 10 months ago

Well I can share what is sure at this point: there will be a Passive Skill Tree specialization on the third wheel related to summoners/necromancers, and the skills related to that type of character will allow you to summon creatures to help in battle.

If I suggest you wait until it's final to have more details about this, that's because everything around the necromancer can be modified/improved as long as it's not in the game. We never leave the door shut to great ideas, so if you want to see that as an opportunity to share how the perfect necromancer would be for you, please do :)

Calistaen Original Comment

Thank you for this answer. And second, "Perfect Necromancer", as all perfection, do not exist, but, I will share what I see as a Necromance, and what can be done.

First, do you play Diablo 2 on a old patch (9?)? With one, two mods, I can have more than 50+ normal skeletons, 30+ mage, a blood golem(s), and about 10+ resurected at once. And I still want more - huge army, who fallow me everywhere. Here, can be done "similar", as you say - skills to summon. Now, let's say, your "mental stat" is prime for controling. So, if you have 100 points in it, you can control 100 lesser undead (like skeletons - weak, basic speed; harvester - slow, but transport XX corpses of killed enemies on his spikes on back; skeleton archer - weak, but range unit), 10 strong one (like; abonimation who will be range unit trowhing his infected organs on enemy, ghul whos attack will regenerate healt), and 1 very powerfull one (like; zombie hecatoncheir - "hundred-arm" giant, plagueberrer - which spread "dots" as a cloud nearby, and "heal" close undead) And yes; every 1 point give control over 1 lesser, every 10 full point over strong, and every 100 over very powerfull. But the same with corpses. Every lesser one is a 1 corps needed, 10 is a strong one (that why I say about harvester), and 100 corpses is needed to summon powerfull one.

We have a army. It can be good, but we are weak (which in this specialization is ok ~ semi balance), low on health and so on. Now, as a Necromancer, we rely on undead, so; let's have some skills - auras, if you prefer - to buff our minions, BUT not so much ourselfs. Like; Aura give +1 to damage off all friendly units, but only +0.20 for us (maybe umbra and / or life reservation, for not to cast it againa and again). Added to that some plague / umbra spells, and, For Me, it's a good way to make not a perfect, but a good necromancer.

Thank you for posibility for share my "imagination" about necromacer

Created: 4 years, 10 months ago

Ok I am going to reply to this as someone who has been playing video games since the first zelda released on PC. Your demanding a game be like D2 when it was trying ti break away from other DC's?! learn to evolve with gaming or get offline. I am dissapointed with Wolcens broken promises (micro transaction and beta release, multiplayer, camera etc etc) but I repsect the originality in the throw back to D2 but new play styles and abilites foreign to over the shoulder DC's. I guess all in all im dissapointed that the game has failed so hard people want it to be a D2 clone and in the players for expecting it to be a D2 Clone

(Edited 4 years, 10 months ago)

Created: 4 years, 10 months ago

First ~ Learn to; "read with understanding".
Second, I give a example of D2, because it is only game I know, that give option to have a undead army (in old patch), and I post some numbers. Next, I give suggestion about mechanics that will somehow "fit in" Wolcen stats system, with example of "summoning spells" (undead), and way to improve summons (aura). What will do with this, it's only their choice. Nothing about "demanding". Nothing about "be like D2". Like I said; "... I will share what I see as a Necromance."
And last. There is nothing wrong with ~ "taking something good from others titles, and making it even better by simple changes".

Created: 4 years, 10 months ago

We like the idea of a big army and I must agree on that: it feels great. We believe, though, that it must not enter in conflict with gameplay readability(for you and your friends in MP) or performance: if only players with top notch computers can play a necromancer without crashing or having huge FPS drops, then that's a failure for us. That, and imagine a group of 4 players with Necromancer builds and a full army(50+ skeletons) like you describe, and it's just nonsense :p
Funny, yes, but nonsense.
So we'll do our best to allow huge armies without affecting performance too much and avoid readability issues especially in Multiplayer, but it will most likely not be that many unless we can make exceptional adjustments on the engine.

Regarding the other points: Buffs are globally planned and are introduced with some spells modifiers with Content Patch 1. More will be added in the future.

Plagues/curses: sure, and combined with shadow spells to spread their related ailments, I can quite guarantee that there will be some fun with that kind of build ;)

Created: 4 years, 10 months ago

To be honest, most of the time I play Solo, but I see that for someone that can be a problem.

But, I can see "some" idea to prevent this situation to happen, or happen only for people who wish it.
"Settings of Multiplayer/Singleplayer Session" - when someone make a session, allow option to change some settings, like; difficulty (more life for mobs), numbers / density of enemies, summons (less, but stronger or more, but weaker), some additional effect (more/any mobs spawns/lairs; environmental effects), and so on.
Is this can be done?

Created: 4 years, 10 months ago

Thanks - I'm not paying a single cent for this game until I know I'm getting a skeleton summoning Necromancer.
Until then, I play D2. Because D3 is not nearly as good. Also the Beelzebub mod of original Diablo - it has an integrated Necromancer class that raises multiple skeletons, with the absolutely unmatched atmosFEAR of original Diablo.

Hopefully this game will be as good as D2. So far, it looks rather dismissably like D3.

Created: 4 years, 2 months ago

We have Summoner! And What the Actual Fuck is that Shit?!
First ~ it's is not Necromancer, which you promised us, it's a Summoner, which summon 5 to 7 "sparkling 1-2 hit shit" with bow or spear.
Second ~ those summons are pathetic, weak, die on max 3 shots, and not only are weak with full necro-tree, but we as well. 50% of my life and shield for those retarder minions?!
Third ~ we have no indicator; how many they are, what buffs / debuffs we have, and so on.
In short. If I want to go full summoner build, I, myself, must go Full Retard as well, because there is no point in buffing minions, if I can be killed in one shot; 4 of skills must be use for minions (forth is Parasite) and ... mosts kills if not everyone will be done not by those weaklings, but by -> Lighting Strike or Etheliel Tear! Those 2 spells on they basic level do everything! And I'am not build for Elementalist!
I hope this is some kind of bad joke made by "My Little Diablo 3" lovers, and soon will be fixed, reworked, added better skills, passives and so on.
Until then - delete Wolcen, and go back to;
Diablo 2 - where I can have a Actual Undead Army
Path of Exile - where I can have a Actual Undead Army, and those Undead are strong

Created: 4 years, 2 months ago

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