Resurrect the Summon Necromancer Revive skill
When teleporting, Revive subordinates overlap and stop in place, so there is a lot of missing damage.
I think this part needs improvement.
not only
- the max amount of revives should be drastically reduced
- revives should last forever and carry over games
- minion collision should be drastically reduced if not removed
- minion dmg frame should not override poison dmg frame
- the max amount of revives should be drastically reduced (agree very much)
- revives should last forever and carry over games (
slightly agree) - minion collision should be drastically reduced if not removed Don’t know much about minion clash)
- minion dmg frame should not override poison dmg frame (There’s something wrong with taking precedence over poison damage, right)
I think 1st and 2nd goes hand to hand. If they carry over, then the number should be reduced to 10 max.
Revives carrying over would be a bit too powerful. I would effectively just run around with 10 urders and 10 piercing kitties, 5 each if you max them. This is just on a Pnova necy or bone necy with 1 pt into the skill.
I can get behind the duration of revives increasing with hard pts into the skill.
The poison issue does need to be addressed. The whole reason I want poison on any build is to do damage behind my strikes…
they would still be suplementary bc if they or you die you gonna have to “farm” them again
i think there are many ways to tweek this and make it balanced
- we can attach their numbers with hardpts
- we can make carry over only the ones that come from hardpts (example: 5 for 20 hardpts)
- we can make them carry over only if you have more than 40 softpts in the skill
there are problably more options i cant think of right now
my point is, i think revive is a very subpar skill with a very niche use
ofc we can use it every where and have a true army but in a game where runs last minutes and fractions stoping to revive anything is basically time wasted
this is what i think should change and the same aplies to skellys, be mage or warrior
its a key point for telestomping i thought.
if they’d start moving right away instead of staying stacked and attacking telestomp would be ruined.
but tele stomp is a workaround for the collision problem
thats why we need to drastically change or remove minion collision
the way the game is coded, in order to remove/reduce minions collision you have to change that monster collision values, bc necroskelly and mages are monsters but independent mobs from all other skellys types in the game, reducing their collision value is easy as changing 1 to 0.
the first problem with my suggestion is that changing Urdars, and any other monster revivable, collision values will affect not only when they are revived but also before it, so in order for this to work, devs would need to add a change to collision to the already existent “revive switch” that changes their life by +200%
the other problem is that the same collision value that prevent minions from coalescing is used to define the their hitbox size for against missiles, to fix this devs would need create a new column of collision values to be used by minions and keep the old one being used against missiles
ive been playing offline with collision off for necro skellys and, while arrows and bolts have become a pain in the butt, its such great QoL that i just cant play my bnet necro anymore