Necromancy/Summoning Improvements.

Hello,

Recently started playing this game and so far most of the mechanics of necromancy meet my expectations. However, there are a few things I would like to propose and discuss.

The first thing is probably a bug or something that was simply overlooked, when using "Enneract: Parasite" I possessed a Cultist of the Sleeper who has his own ability to summon a horde of zombies. I would have loved to have this army of undead follow me (or more accurately the Cultist) however the horde would slowly move around the map if no mobs were there or if there was a mob they would gather and fight it even if you are at the other end of the map focusing another monster. Also, once a zone is cleared and you move to the next one the horde doesn't follow you or the Cultist anymore and the Cultist will not summon any more zombies. Essentially once you possess a Cultist it will spawn zombies and they will not go anywhere else but the general area in which they were spawned. If possible, the Cultist should summon zombies whenever entering a new zone, or the zombies should follow and focus the target of either the player or the Cultist and is the distance between them is too big they should be teleported to the player or the Cultist.

The second has to do with the UI, simply put if we could have at the top left corner a profile for each type of summon active with a number indicating how many of each are active (alive). When swarmed by enemies I something do not realize how many zombies I've lost and it would improve the management of our summons if we had some sort of counter to keep an eye on. Also I tried the "show allies hp" option and quickly turned it off when I would spend a second or two trying to kill a mob which turned out to be my friend who I was playing with, this could be only my inability to filter visual information but if there could be a separate option for summon so we can see their health and know when to react accordingly it would be an improvement in the life of necromancers. Also, returning to the Cultist of the Sleeper, this monster had an aura around him and I assume in future acts (that I haven't played yet) there are other mobs with auras that I can possess, if we could have auras showing on the top left corner so I know what's going on with my summons and my enemies it would be great.

The third and final point (I'll try to add more), summons inheriting their master's attributes. I do not know how to approach this as I only have played through the first act. Although I love seeing an army following me and protecting me, the summons are rather underwhelming when it comes to dealing damage when compared to other classes. The dps is simply too low, at some point I tried a damaging spell to see it's effect and I was killing everything before any of my zombies realized there was a fight happening. Inheriting attributes would also makes them tankier since most of them die rather quickly (2-3 shots from certain elites or after an explosive barrel has gone off). Now I did say inheriting their master attributes but I know I could easily brake the game and I do not want them to have 100% of my stats for the same reason, I'm thinking 5 or 10% just to boost the clearing time a bit. One last thing, when modifying a skill there are multiple perks which have the same effect but without telling you which is greater, for example, in the skill Feeding Swarm you can upgrade your zombies health with one modifier point or you could upgrade their health and lower the max amount to zombie by 1 for 2 modifier points. I assume the later would increase health by a greater amount however when picking the modifier it is not shown. If we could have the exact change written in the description it would be nice and I do not know if it is the same thing for other Enneracts I do not use.

Thank you if you read this far, this is only based after a couple hours of play and my experience on other A-RPGs and MMORPGS playing summoning/necromancer classes. If you have other improvements or justifications for why things are the way they are please feel free to educate me. Again I haven't played past the first Act so I do not know if there are items which buff summons to the point of making them viable.

Replies: 3

Created: 4 years, 1 month ago

Category: Feedback & Suggestions

I feel the same i play as a summoner in other games i got 2 points
first the design of the minions (Archers and warriors) isn't good at all as if it a 10+ game
second why in the hell should i command them to attack minions should go and wipe every enemy
i guess they just said oh it is an ARPG lets make a summoner i would respect them if they would made summoner in a later patch better than what we have now

Created: 4 years, 1 month ago

Regarding Parasite's effect on the Sleepers Cultists - unfortunately I'd imagine that is just how the base coding of the cultists work as they do the same thing against players - they summon their creatures once enemies get close and aggro resets if the enemies move too far away; since Parasite just makes a copy of the enemy it has infested, I'd imagine it'll stay this way :( Unfortunately.

Regarding the second phrase about minion HP bars and frames - I thought they fixed this when I read the patch notes. Didn't it say that summoners were supposed to see how many active summons they have now? I do not play a summoner build so I don't know if it works as intended yet...

Regarding the third phrase about minion scaling - I sincerely thought that summons scale with their masters attributes at least to some degree... If they don't, then that needs fixing asap. From what I've read tho, the scaling of summoners have been buffed quite a bit (at spell level 40+ but whenever it's enough or not is beyond me) so hang in there!

Also - while I have not played summoner the way you two probably do in Wolcen:LoM, do consider trying out different kinds of spells to boost your summons damage indirectly. (Maybe gun + catalyst instead of staff etc) - Try as many things as possible while you're still leveling! :) If you find a good sword, why not give it a shot with a catalyst?

Finally - if it is as bad "late" game as you seem to experience it now, then I also hope they fix a viable summoning build. I've never been a huge fan of the skeleton/zombie army summoner myself - as I prefer having one giant awesome summoning instead - but obviously I want as many builds as possible to be viable.

Created: 4 years, 1 month ago

So I played quite a bit since and tried tweaking a few things but nothing seemed to satisfy my play style. The best dps based on your summons will probably be 3 duplicates of Parasite and possessing the biggest baddest monster in your map, then maybe add Livor Mortis if you need survivability.

I am currently level 61 with enneracts level 59 for my summons. They seem not to die as often as I experienced in the past but do note I have invested everything I could on boosting their tankiness and health (passive skill points & skill modifiers). They will still die every now and again but it is not as bothersome as it may seem, what is bothersome however is the little dps both swarm spells have.

I have tried using a warrior weapon + catalyst but all I could do was provide an insignificant attack speed boost. It seems any viable build I was getting to was made so the player does the job while your summons watch. While I am at it, please improve the AI TOO OFTEN summons will just sit and stare in the distance while a boss is hitting them.

I will end up rerolling to something else but before I'd like to point the only strong point of what I've built so far is that I could delve further in expeditions as long as I had the patience of watching enemies slowly die to a group of undead. I truly wish it could have been a fast paced build with frenzied zombies going on a rampage.

Hopefully it is improved in the future.

(Edited 4 years, 1 month ago)

Created: 4 years, 1 month ago

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