Why does the warlock get the most powerful necromancer curses pretty much on demand?
Why is Amplify Damage and Decrepify so “freely” thrown around whenever its on Warlock being able to “Bind demon” amplify damage monsters or have charges or high CTC on items?
Why does half warlock gear even have curses “baked” in to begin with when it ISNT a necromancer?(even tho they clearly wanted a necro hybrid, blizzard should not let LLama design such powerful items). Example
Dreadfang
33%CTC amp damage
Ars Al’Diabolos
15%Ctc Decrep
Void
(while a runeword that anyone can wield), it has +%magic damage and +abyss skills, clearly was a warlock item with a massive amount of decrep charges.
So now that warlock more or less has completely free access to the most powerful necro curses in the game(that was ALL that necro had left), there is no point of necro. A new item for necro should allow necromancers to cast “double” or “both” curses on an enemy(like Amp AND decrepify combined) to make up for the power creep the warlock has introduced.
Warlock has better summons, has corpse explosion , now has curses more or less AND can be a hybrid melee/ summoner whereas necro just stays in the back with the 300 damage skeletons that get in each other’s way because they have collision. I remember trying to play a Passion zeal necro(because you get all these auras and amp damage and nothing to do..and warlock solves that as well with Mirrored Blades)
instead of saying how you want necro to be buffed or explain what changes you just bring up stuff with no solutions. This just seems like another warlock needs a nerf rant. Your not saying what spec or skill tree or how you would buff necromancers. And no warlock dont get the most powerful necro curses on demand. They only get one curse amp damage on a pet and they have to heavily invest into the demon summoner tree and its only a 5 percent chance to cast amp damage on hit. And no skeeltons dont do 300 damage nice lie with good gear they do 900-1.1k damage, the only thing your right about is the collison as the skeletons get in each others way. And no blood boil is not corpse explostion and doesnt act in the same manner.
To reach 1k damage skeletons you need to haul around all 9 gcs and wear all + summoning skills gear.
Amplify damage used to be 75% ctc now it got “nerfed” to 5% but not nerfed at all(you can still summon the Harpies from act 5 which curse)
the rest of the items tooled for the Warlock have the most potent necro curses pretty much either as charges or very high CTC(previously you had “of Amplify Damage which was 5% chance to cast lvl 1 Amp ctc). Now you get 33% or 15% ctc which is OP.
Warlock is quite literally a necromancer(if you turn on old graphics the warlock sprite is reusing the necro model lol)
Its like they wanted a souped up necro 2.0 that can do all 3 things at once and more or less succeeded.
Why dont they give us bind demon and hex skills as charges or Oskill then?( i dont actually want those skills but whoever did absolutely DID design endgame warlock with Amplify Damage in mind which is not native to his class at all).
what you said is non-sense harpies doesnt mean they get a free amp damage, thats situational, im going off the bind demon skill with cursed mod which is 5 percent. 75-5 percent is a major nerf, to bring up harpies is comedy. Dude is just upset and wants to blame summon warlocks. Go to talk to blizzard about improving summon necros instead of this warlock rant. Blizzard isnt gonna take your seriously with that non-sense you just wrote.
Ok, no. One of the best things about D2 is that skills are NOT class locked. This is where the inspiration for PoE came from, it was a groundbreaking, brilliant idea. The only reason why Warlocks are in such a good place, ignore the whining from those who always gravitate to whatever builds the community identifies as OP, is that they recently received significant attention.
Necros are not in a bad place, all their skills are useful, though several basics need improvement:
- A minion direction skill, like Deathmark,
- The ability to choose the element of mages (and better mage damage and survivability).
- Make it so minions stop blocking one another.
That said, the last thing we want is to attack the fundamental flexibility of the game in order to address balance. To be honest, I am not always convinced that modern Blizzard even understands why D2 was, and remains, such a great game, so when I see comments like this I fear some clueless young dev might take them seriously.