铁锤守卫英雄传2

铁锤守卫英雄传2

Pwnmaster's necromancer class
Some Feedback and Suggestions?
I posted comments but I feel like a thread might be more organized.

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I wish the subclasses had more spell or skill variety. Like, I feel like the Lich and Death Knight should both come with more spell options. Especially since over half of the skill orb upgrades are just... stat upgrades...

[Used to be a segment here about minions doing too much damage but this isn't true, I just realized one player scaling is too easy. The Crypt Lord is actually just REALLY strong in single player.]

I hope that the Death Knight and Lich get more Warcraft inspiration (both from WC3 and WOW) because this mod has a ton of potential to really make this flourish.

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Like, Lich could grant:
- Frost Armor
- Have that ice aoe attack
- He could keep the Apprentice Passive
- Focus less on summoning and more on spell casting while keeping the shades passive so he has something in case he gets swarmed close range.

Remove the skeleton archers from his kit entirely, making sure his only "summons" are from his passives so he saves room for more spells. Push for the player to deal more damage than the minions. Skill orbs should focus on the spells and crowd control instead.

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Death Knight could focus on:
- Front-lining instead of summoning
- Healing minions/allies
- Granting the Unholy Aura (increased move speed and life regen)
- Resurrecting slain foes for his own minion army (increased amount per rank)
- Focusing more on a Warcraft style of play with his kit
- Remove Apprentice & Shade Passive, replace with auras that benefit him and allies

I'd say also remove the skeleton archers from his kit, push more for allowing the player to deal more damage than the minions. The Skill Orbs should focus both on improving the player and his skills instead of minions.

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Crypt Lord is pretty much fine, I don't think he needs anything new or unique, he gets the job done with his swarms, though maybe more skill orbs focused ON enhancing your summons instead of yourself. Overall, he's fine, just needs more focus on his minions.

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Overall, I REALLY like this mod, but I want it to be even better and more fleshed out. I'd be more than happy to dive even deeper because I have a blast playing this class, I just feel like it's lacking some really cool variety because all of the subclasses don't feel unique at all beyond their stats.
最后由 SenseiJamesX 编辑于; 10 月 11 日 上午 10:11
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正在显示第 1 - 13 条,共 13 条留言
Pwnmaster  [开发者] 10 月 14 日 下午 12:05 
I could have lich do a poison/frost raycast target that leaves a marking DoT and a secondary ability instead of death and decay that triggers an explosion on all affected enemies... would be fun. I would change laser from a projectile to hitscan so it becomes an actual laser too.
最后由 Pwnmaster 编辑于; 10 月 14 日 下午 12:21
Pwnmaster  [开发者] 10 月 14 日 下午 12:13 
for death knight maybe a death march charge ability instead of the death and decay primary, and give death knight a 0.1%life steal aura, since flat healing falls off really fast on higher ng+, I would keep bind spirit since it has spellpower per lvl which would make abilities actually hit hard enough to be worth using.Finally summon archers could be summon an undead bannerman that has a minor attack speed and movement speed buff
最后由 Pwnmaster 编辑于; 10 月 14 日 下午 12:14
Pwnmaster  [开发者] 10 月 14 日 下午 12:22 
Actually I can have the detonator ability on lich be a shadowstep teleport so it can be used to get away from enemies... or risk it and use it to blow them up. Mobility is always nice
最后由 Pwnmaster 编辑于; 10 月 14 日 下午 9:49
SenseiJamesX 10 月 16 日 下午 3:41 
All of these sound awesome dude, sorry if I was pushy or demanding earlier, I just saw a TON of potential with this class and really wanted to see it flourish. I'll test out the new changes and give you my feedback
SenseiJamesX 10 月 16 日 下午 4:04 
I definitely love the new changes.

I think the college of necromancers is a bit much, lmao, having more than one apprentice is insanely strong, especially because they can summon their own minions. But, I think having it cap at just 1 extra is fine, two apprentices doesn't feel too bad at all as the game gets harder. But, again, I don't know how intense later NG+ cycles get so, maybe I'm wrong.

I mean, I'm just entering NG+ as well with mostly blue/purple gear but I still feel like this is really strong.

The teleport and the detonation stuff feels really solid so far, though I think the teleport should not be allowed to go over walls. Completely trivializes traps and navigation.

Damage wise, I haven't felt like I've been doing too much damage so far?

I think I've felt too TANKY for a mage. But given what stat the necromancer scales off of and that I'm not deep in the NG+ cycles yet, maybe being tanky won't be a bad thing in case a stray projectile or two flies at me.
最后由 SenseiJamesX 编辑于; 10 月 16 日 下午 4:25
SenseiJamesX 10 月 16 日 下午 4:37 
引用自 Pwnmaster
for death knight maybe a death march charge ability instead of the death and decay primary, and give death knight a 0.1%life steal aura, since flat healing falls off really fast on higher ng+, I would keep bind spirit since it has spellpower per lvl which would make abilities actually hit hard enough to be worth using.Finally summon archers could be summon an undead bannerman that has a minor attack speed and movement speed buff

The aura sounds pretty neat. Isn't death march just a passive that enhances Death Strike and Death Coil though? I think Outbreak would be a sick spell. Short range, pseudo-melee touch spell that spreads plague throughout enemies. I know someone made a Necromancer mod in Hammerwatch 2 that lets you revive recently killed enemies as your own minions, but I think they'd have to be timed so it doesn't get overwhelming lmao.
Pwnmaster  [开发者] 10 月 16 日 下午 9:01 
Death knights had a charge at one point like death's advance or something, but i dont remember what it was called... and I can actually do obliterate as a 2x weapon damage based frontal strike as a spell instead of a bannerman since minion auras are really glitchy in multiplayer
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Pwnmaster  [开发者] 10 月 16 日 下午 9:41 
oh and unfortunately an outbreak ability doesn't work very well since binds used to increase damage wouldn't work on the DoT or the spread. I might make the primary ability work like howling bast from Arthas from Heroes of the Storm instead of a charge... having a root ability would help with how the melee class could survive in higher ng+. Instead of bind spirit I could make a summon skeletons on kill passive, and give minor attack power instead of spell power.
最后由 Pwnmaster 编辑于; 10 月 16 日 下午 9:43
SenseiJamesX 10 月 16 日 下午 10:23 
引用自 Pwnmaster
oh and unfortunately an outbreak ability doesn't work very well since binds used to increase damage wouldn't work on the DoT or the spread. I might make the primary ability work like howling bast from Arthas from Heroes of the Storm instead of a charge... having a root ability would help with how the melee class could survive in higher ng+. Instead of bind spirit I could make a summon skeletons on kill passive, and give minor attack power instead of spell power.

Ice spells on necromancers is always awesome. I love both of these ideas.
Nashannata 10 月 23 日 下午 3:22 
Hay There.
I used this one but got some problems.
The passive for Skel doesnt seem to work - Theres like no Minion
Also i cant see see Death and Decay just the DMG.
Did i do anything wrong?
Pwnmaster  [开发者] 10 月 23 日 下午 9:47 
maybe not... Ive heard from other players about minion bugs on clients like hydra's not critting and stuff like that... hopefully it gets fixed by devs soon
Pwnmaster  [开发者] 10 月 23 日 下午 9:54 
So far as I can see death and decay and all passives work on both client and host(using Captainvortex and my multiplayer test... maybe it's because someone doesnt have the mod in multiplayer, or your effects settings if its singleplayer
Nashannata 10 月 23 日 下午 11:42 
I will try some more settings. Tanks for reply
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