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Thread: idea/sugestion for improving gameplay mechanics for necromancer

  1. #1

    Default idea/sugestion for improving gameplay mechanics for necromancer

    hello.
    assuming that upon necro revamp feats are properly moved to clearly have a reanimation feat tree with minion improvement feats only, and a nightfall with spell improvements feats, i present the following sugestions under that asumption.

    adding more detonating efects using existing ingame curses and dots.
    adding more complexity without adding more dps.

    necromancer has 3 unique class buffs i propose that each provides diferent efects upon consuming dots with other spells.

    for the following asume that switching from each of the 3 inter switchable buff is instant cast(wich currently inst).
    also asume that gelid bones is given a small damage frost dot:
    http://imageshack.us/a/img854/3319/dotsice.png

    set's cold hatred:
    presently adds a tiny damage increase to minions as soon as any necromancer spell deals critical damage
    http://img266.imageshack.us/img266/2...coldhatred.png
    each minion point value gives same amount in stacks granted by this buff with general of the dead/deathlord getting an 8 stack of this buff.
    also adds 465 armor and 55 crit rating.

    if under this buff consuming pestilential blast instead of doing damage on chill it would do this:
    http://img546.imageshack.us/img546/9...armofflies.jpg
    applying a physical damage dot with the insect animation surrounding target as in this curse existing in ymirs pass swamp
    and grant a parasitic soul pet if chill crited with roughly 33% chance of this if it crited

    if gelid bones would apply a low damage ice dot wich could be consumed by blasphemous ruin under this buff granting this:
    http://imageshack.us/a/img805/125/plaguega.jpg
    for 10 secs
    with gelid bones adding a frost small damage dot with low spell damage coeficient so its always low damage independant of magic damage, and every time its casted it stacks hypotermia a small curse removing 1%cold protection stacking max at 3 stacks

    at stack 5 spiritual torment casting a sucessfull unimaginable terror would do this
    http://img854.imageshack.us/img854/3144/manadrain.jpg
    for 10 secs at end of fear

    blasphemy:
    currently this buff grants 135 holy/unholy protection+110 hit rating
    and makes flesh to worms double tick ocasionaly

    if under this buff consuming pestilentual blast with chill would
    deal the usual extra frost damage on chill and place this
    http://imageshack.us/a/img705/9121/invokecurse.jpg
    for 15 secs

    if consuming gelid bones dot with blasphemous ruin under this buff would grant this:
    http://imageshack.us/a/img96/2315/stolens.jpg
    for 10 secs

    at stack 5 spiritual torment a successfull cast of unimaginable terror would place this
    http://imageshack.us/a/img692/9277/ethermadness.jpg
    at end of fear efect for a few secs

    set's ruin:
    currently it grants 135 elemental protection(fire/cold/electric) and 125 spell penetration
    and upon consuming pestilential blast with chill it grants sets pestilence, 10% base spell damage for 10 secs

    if under this buff consuming pestilentual blast with chill would
    deal the usual extra frost damage on chill and place this
    http://img199.imageshack.us/img199/1...ingscreach.jpg
    10 seconds

    if consuming gelid bones dot with blasphemous ruin under this buff would grant this:
    http://imageshack.us/a/img22/1314/suffocatingdust.jpg

    at stack 5 spiritual torment a successfull cast of unimaginable terror would place this:
    http://img687.imageshack.us/img687/7...vouringrot.jpg

    i think it would be much more interesting gameplay to extend the unholy dots consumed by frost and have a frost dot consumed by unholy spells.
    -------------------------------------------------------------------
    also would be nice to have this as a spell with 45 secs cooldown
    http://img203.imageshack.us/img203/3011/necroticrot.png
    maybe as a feat expanding gangrenous stench to add this debuff while decreasing g.s cooldownt to 45 secs.

    this should an inate feat for necromancer class to have this buff with 3-4 minutes cooldown
    http://img849.imageshack.us/img849/6...resilience.jpg
    --------------------------------------------------------------------

    about reanimation and the undead servants
    keep in mind these ideas asume as well that reanimation only has minion enhancement feats with the feats currently in nightfall moved to reanimation.
    with a clear division of a side for enhancing mage pets and a side for melee pets enhancements.

    currently there are 6 diferent types of melee pets each specialized on something and 2 featable extra minions each dealing mainly physical damage

    corruptors-wich have a unholy damage proc
    mutilators-wich apply and physical damage dot
    blighted ones-proc spiritual tormant and drain mana/stamina
    harvesters-give back tiny amounts of energy/mana/stamina
    lifestealers-teamwide heal proc on each hit
    necrotic bombs-explode in an unholy burst of dmage when hit by physical damage.

    each of these pets can proc an adicional physical damage dot 5 point feat bonehoard wich is extremely low damage proc conected to each individual pet "speed of hits per sec"
    also possible is to feat curse of pain wich adds a funky proc possibility to all melees hiting cursed target an extremely low damage unholy proc called agony strike
    http://img189.imageshack.us/img189/6513/meleepets.png

    now what is expected from a necromancer is damage
    so any normal person will only use damage dealing pets.
    under such reality stands to reason that best and most viable adjustment is to reduce amount of melee pets and adjust feats so they afect targeted mage/range/magic pets and melee physical dmage close range pets.

    meaning reduce amount of available minions to something along these lines:
    1 close range with higher hits per second like blighted ones.
    1 higher reach range and lower hits per second like lifestealers.

    allow necromancer reanimation feats to aflict procs determined by the feats.
    meaning if i want my melee pets to give a small heal then i should feat it and not have to swap pets for it.
    if i want my pets to proc mana/stamina drain i should just be able to feat it and not have to swap pets for it.
    if i want my pets to have an unholy damage proc i should just feat it and not have to swap pets to have it.
    so on so on, im sure you caught the gist.

    current game mechanics grant too much dps bonus for melee pets so in event of doing adjustments like this. it might be needed to reduce amount of melee pets to just 6 or 4 while slightly enhancing their base performance so they are somewhat in same range as the range/mage pets wich dont gain much from team buffs.
    possibly best and most fair way would to have just 4 melee pets with base damage increased to hit as current 2 pets do, so that group buffs wouldnt stack on 8-11 melee pets wich already currently is above all other dps classes for most part.

    reguarding general of dead and slaughter wraith feats/minions

    i sugest slaughter wraith removal its not used due to its very low hits per second and its damage doesnt compare to the dps provided by 6 melee pets wich is amount of pet points needed to have him up.

    would be far more comepeling gamaplay to have less amount of pets like i described and justified, with feats adding all diferent sort of procs to them and furthering the general of the dead game play.
    by this i mean having more short lived undead comanders to buff up your minions in battle.
    http://img839.imageshack.us/img839/2232/warlordsw.jpg
    like that guy added as a feat to summon him to for example deal extra damage while hes up or deal extra drains.
    i think adding 2-3 more diferent comanders each with 2 minutes timer would work very nicely to provide a reanimation tree a more compeling gameplay with more interest then current simple mechanics of send pets and just respawn them if they died randomly in spellweaving bug that kills them.

    would overall think would be better to dimish amount of melee pets slightly adjusting their damage and adding more undead comanders to summon mid battle to enforce better performance of your undead possy
    --------------------------------------------------------------------
    some ideas reguarding aa's

    unhearthly apprentice
    could be a comander type pet wich reduces hate on necromancer and team members except if in defensive stance and sligtly augments magic damage of team and necromancer 2 minutes cooldown to reuse something like
    7%minus hate buff for team and 100 magic damage(given extremely low bsd coeficients this would be more of a group booster then a necro booster)

    nightmare companions
    the icon looks like dogs, the name makes you think of dogs, so how about you just adapt the already existing guild renown pet and mob (like in lvl60 destiny quest) that looks like this
    http://img854.imageshack.us/img854/4466/undeaddog.jpg
    to be a 1 minute cooldown summoning 2-3 dogs wich place a dot like that
    http://img32.imageshack.us/img32/7757/ripperbite.jpg
    and maybe fear enemies or do a hinder movement once upon cast

    funeral rites
    currently this feat extending amount of minions killed replacing draw forth the heart with this spell is simply useless.
    i think this would be nice extra spell to add to middle of mage archetype aa tree bettewen unbinding charm and subtile ilusion
    would be more appropriate if this silver perk would provide faster casting of pets or added extra abilities/reinfoced dots or base damage of pets.

    decays of nature
    only thing needed is slightly extending duration by 3 secs and increasing by 15% its dot damage

    withered blasphemy
    this feat simply inst working or worth it the 10 secs cooldown on withered soul proc alied with this feat doesnt even make sense given its impossible even with this feat to gain more then 1 instant icestrike every 10 secs(although reality is more like every 13-15 secs)
    would be more interesting if this feat decreased cooldown to reuse of unimaginable terror and freeze this would be most optimal feat possible if it it reduced cooldown from default to 25-30 secs
    --------------------------------------------------------------------
    thx for reading and cheers.

    (might edit again i most likely forgot something]
    Last edited by noite80; 27th April 2013 at 00:20.
    FORUM PVP LVL 10

  2. #2

    Default

    Just wanted to say, I appreciate your taking the time to provide this feedback. I gave up on the class/game two years ago and seeing someone try makes me want to come back.

  3. #3

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    Here have this job at funcom

    /10char
    Usedtissue Necro 10//Emptycan ToS 7//Puggles HoX 6//Ammagaden Guard 5//Trollololo Conq 5//Bottlecap DT 2

    PM me to sign the Minigame buddy sign-up petition: (http://forums.ageofconan.com/showthr...40#post2135540)

  4. #4

    Default

    I really like all of those ideas Noite - great work in taking the time to pull that all together - i especially thought the undead dogs were a great idea

    Can i make one small suggestion, you mentioned that what is expected from a necro is damage - that is certainly true in its current form - it doesnt offer much else (other than a couple of unique class skills), however i think this is more the Demo's domain. I would hope that damage is not what defines the necro though, As a priest class enhances the team, a necro i feel should do the opposite - corrupt the enemy. It would be nice of Funcom to add more of these types of skills - such as mass damage reduction, mass damage deflection, mass health siphoning, mass slow, mass confusion etc.

    Sounds like im picking on 1 minor aspect of your post - to reiterate - youre feedback is great - keep up the good work.

    Now if only we could create a "Funcom Attention" buff for this forum.

  5. #5

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    Funeral Rights note. Semi fix would be to make all minions in game be effected by minion kill abilities, including pets. This would make all classes abilities worth wild.

    I believe the last raid with minions that could be killed was Kyliliki n Vistrix? There are even a lot of 6man events where minions cant be killed anymore.

  6. #6

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    Quote Originally Posted by Vaere View Post
    Funeral Rights note. Semi fix would be to make all minions in game be effected by minion kill abilities, including pets. This would make all classes abilities worth wild.

    I believe the last raid with minions that could be killed was Kyliliki n Vistrix? There are even a lot of 6man events where minions cant be killed anymore.
    i found funeral rites very usefull in lurker raid fight.

    would be sweet if draw forth the heart would work to kill necro pets or demo pets or even in open world to kill combat pets would make at least hypotetical the general feat blood hunger a possibility wich currently only a very ill guided noob would take that feat.
    FORUM PVP LVL 10

  7. #7

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    Wow.

    I just wanted to say that I haven't read the entire post yet, but you've put a lot of thought into this.

    Necro was, is and will always be my favorite class. It's the Swiss army knife of characters and I hope it always stays that way.

  8. #8

    Default

    Quote Originally Posted by Likkal View Post
    I really like all of those ideas Noite - great work in taking the time to pull that all together - i especially thought the undead dogs were a great idea

    Can i make one small suggestion, you mentioned that what is expected from a necro is damage - that is certainly true in its current form - it doesnt offer much else (other than a couple of unique class skills), however i think this is more the Demo's domain. I would hope that damage is not what defines the necro though, As a priest class enhances the team, a necro i feel should do the opposite - corrupt the enemy. It would be nice of Funcom to add more of these types of skills - such as mass damage reduction, mass damage deflection, mass health siphoning, mass slow, mass confusion etc.

    Sounds like im picking on 1 minor aspect of your post - to reiterate - youre feedback is great - keep up the good work.

    Now if only we could create a "Funcom Attention" buff for this forum.
    I like that idea. But will it work in pvp though?
    I had an idea on how the necro should regen health and that was to take it from ppl close to him, no matter if they are pets, enemies or allies. Maybe even have a group health regen that works somewhat the same.
    And of cause, necroes should be able to ress dead ppl. It could be a ress with a buff with minus dmg and health for 2 mins or so.
    "Du kan ikke knekke en mann uten ryggrad!"

  9. #9

    Thumbs up

    just great, I totally agree with that idea of a necro.
    More fun and option for necro not just send pet and look tv what ever happen
    ty Noite for your post

  10. #10

    Default

    the sad thing is that funcom wont care about the whole effort noite had to make this, well lets at least hope and sign it...

    /signed

    Edited by Arishanya to remove profanity. Please remember profanity (even disguised with *s and 1s) is against the Social Guidelines
    Last edited by Arishanya; 17th May 2013 at 20:36.

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