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