I like sacrifical gift.
I would change it like:
Life sacrificed is 1/3 only but life gained is 130% of the loss. e.g. for 10 blood of Necro life warrior gets 13hp.
stripping 50% of HP is quite dangerous. It would work only you add other spell witch migh keep Necro caster live or better in a non dead state.
Generaly I thing necromancer should focus play with low healt. His dmg spells should be boosted as his hp goes down. However something is needed to help live on the edge.
Add Spell Jesus it can keep Necroplayer close to dead :
"Jesus" its a buff spell which lasts 6 rounds. Cooldown 1 per combat. It does nothing until caster dies. Then it resurrects himself after 3 turns. Together with auto ress it gets levitate effect, aura of radiance,50% Physical and Elementall reduction for 3 runds and high pain reflection for 3 rounds. It might sound like a lot, but get noticed that 3 rounds character didnt help in combat.
Maby jesus is not enoough political correctness so be it "DarkPropeth"
Shackles sounds fun. I like it. Althou, make it little less powerfull and more tactical - first target needs to be touched. Second target is close range - 8m from caster.
Earth skills are wierd. Earth goes slow. Most dmg skills should be damage over time. 6 rounds. Also I would like to see a Stone wall. Basicaly its Ice wall spell wich cant be melted by fire.
Generaly, idea of a superb skill lack context. Any school right know has no specific. No flavour. No special.
I mean general specification which ALL skill of a tree falows
- archer - special for dmg, longest range in game, most skills are for ONE target. Few for 2 e.g. Ricochet -> 2 targets. Non AOE !!!
- necro - touch to mid range skills, plays with dark art, suffering, twist reality, live on the edge. Voddoo/Curse/Possesion/AncientCruelNature. Strong one target skills, AOE debufs, No AOE dmg.
etc.
Such specification of each class tree should be the very basic. Such specification should be accessible for betatesters maby even in the game as description. With this general definition Then create details. Creating skills as piece by piece has current result of messy skills tree with not specific flavor. All is mixed and loud. I see loudness war effect in every aspect of this Larian project. Dynamic is needed badly.
Last edited by gGeo; 27/12/16 09:06 PM.