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#596820 12/12/16 11:58 AM
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As it stands, leveling necromancy just for the lifesteal currently seems to be the best way to play a melee char like rogue or warrior. To me, that seems pretty weird and non-sensical. But the 10% lifesteal per level is just too massive to ignore.

I just healed from 30% hp to full with a lvl 4 necromancy and whirlwind from hitting 3 enemies. Without Rage.

There isn't any other skill that adds that much efficiency per level. I would like to see that changed, not just for balance but for immersion as well.

I honestly think we need to reintroduce the skill level requirement of spells and combat abilities, so that there is some incentive to level your main skill.

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Yeah, necromancy does seem extremely good. I'm not sure if dropping the bonus to 5% lifesteal per point would be too much, but it would feel less like the completely obvious choice for melee chars.

It's funny though that the actually necro skills feel solidly lackluster overall, though. Mosquito Swarm, chains, and decaying touch are the only really good skills. Maybe once the skill tree is shored up a nerf to the passive will feel better.

And I have to agree that giving certain skills higher ability requirements might be a good idea.

Last edited by Baardvark; 14/12/16 08:29 PM.
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I feel like Necromancy is actually useful now, but not overpowered.

Sure, it can be a large amount of healing, but there are some limitations.

For one, it doesn't recover armor. This means it won't help at all until the character loses health, which likely won't be until all of at least one armor type is depleted. At that point, the Necromancy stacker will then be vulnerable to Crowd Control, and Necromancy won't be helping at all if they get CCd.

The biggest drawback in my opinion is that you're getting that healing instead of more damage, and doing damage is what makes necromancy heal in the first place. If a player has stacked heavily in vitality to have a greater window for Necromancy healing, it means they'll get even less healing because they're then doing even less damage than what a damage focused character would be doing.

Necromancy users are more likely to have longer fights (since they're doing less damage) and are then more likely to run out of armor and become vulnerable to CC.

My point is that it's a real tradeoff to invest points into it, which is the mark of a good skill in my opinion.

I did feel the comboing of Pain Reflection with Necromancy was pretty good though, especially on a tanky character.

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Necromancy isn't underpowered it just isn't a "Solo" spell type. You are meant to couple Necromancy with other skills and abilities.

To admit Necromancy doesn't play well with pure Spellcasters and works FAR more for Warriors and Rogues. Which is odd given that Witch/Warlock is a Geology + Necromancy combo... Yet this thread isn't addressing that aspect.

As well, and I hate to play this card, but we only are at the immediate start of the game... Necromancy hasn't even shown its true colors yet.

For example Witchcraft (which I will always like more then Necromancy!) had flat out the strongest summon and most potent CCs in the entire game. Yet you would never know that by its first 5 spells (Of which... Two were REALLY good).

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There is a bug I belive. Spells or weapon bonus are bugged. They should work same way.
All spell should add bonus only to the spells of their own school. Same as weapon skills does.

If you want to add a spell bonus to any actions (like life leaching necro-rogue now), then weapons are bugged. Because you need to add accuracy to all action if you get one handed.

I believe in consistency.
Weapon skill or Spell skill bonus should behave the same way. In my book, the weapon bonuses works correctly now, so spells should fallow.

When you are Pyro, then getting better in Pyro your spells are more hot. Eventually, on level 5 you are so hot so you can take Deamon. All your skills are related to your study in Pyro spells.

Same way Two handed weapons or Necromancy. You spend your time on taking skill in the area. So big weapons are deadly on level 5 skill but, If you take a food-fork you can not apply two handed weapon skill. Same as if you stab someone then doesn't help you know how to rise dead.


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It isn't a bug, it is intended behavior to make cross classes a lot more viable.

And it really works a lot better in this game than any other.

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Originally Posted by Neonivek
It isn't a bug, it is intended behavior to make cross classes a lot more viable.

And it really works a lot better in this game than any other.
huh. Ok then. This game is getting more weird than ever. What the heck,

In this case, we need to fix all weapon skills. When you get accuracy from one handed it should help your accuracy cross-class with two-handed or bows.

Last edited by gGeo; 17/12/16 10:56 AM.

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