Honestly this debuff is too strong for the rewards you get to deal with it…
Last 30 seconds and does way more than any other debuff out there and even though its just vision specific if inhave to face this just for the rewards you get through out it, it is way too op for what it is. No debuff out there last this long and is not as hindering as any other. On top of that the counter resets every time you are hit by this effect.
I wouldnt say remove but nerf would be nice the game supposed to be enjoyable and be able to hut walls you overcome but this is not a wall to overcome even with the health buffing gems and such. That or far better rewards at the end of the visions. The rescource reward is ok but honestly some more gems or high end gem of some sort and/or some set/legendary items to compensate with dealing with this debuff and room filled with elites stacked with this is absurd. This is rather annoying at torment 16 with a well fitted char of any class.
Even when running into a full loot goblin vision is rare but thats the only time its rewarding and those dont happen all the time. Wimsdale is more rewarding even though its rare to run into.
Blizzard only thing they tend to apease to are the challenge seekers it seems these days and not the common players which tend to make up most of the players for enjoyment not a challenge all the time.
I think you can negate it fully or partially with invulnerability frames. Every class have means of recovery, absorb or invulnerability to deal with Necrosis at any given time. In case you don’t have a good skill for recovery or invulnerability, then you should have abundant amount of life per resource spent and some buffs for life per hit.
I believe Monk has the best skill to counter that with a single Serenity cast and Wizards have plenty of absorb abilities to mitigate it. If you don’t have such luxury, that only means you ignored life recovery and you will suffer for stepping in.
It deals damage based on your maximum health percentage. For sure the damage it deals will scale up with your health as well. You need recovery, such as life per hit, life per resource spent, healing from globes/potions and so on. Any long lasting damage mitigation helps, as well as absorb but health potion and healing globes are the key.
You don’t have to dive into any kind of Vision of Enmity until you are ready to take on the challenge. It’s always optional to enter there as its difficulty rises with each floor. Until end game, Necrosis is the only ability that gives you any sort of challenge at late floors. After hitting GR120s, any Vision floor should not be a problem anymore.
It’s clearly not a problem at endgame, but I agree the length of the effect is a bit too long during the leveling. At some difficulty level I don’t have skills to prevent the effect, so I need to choose between going to town to heal or just continue and die (which isn’t that bad in softcore, but feels wrong).
If it was 1/2 or 1/4 the lenght, the actual difficulty wouldn’t probably go down but annoyance would.
If they keep the same damage values and only nerf the duration length then Necrotic affix would stop being an obstacle and Visions would lose their distinctive difficulty tweak. Keeping the same struggle could call for buffing the maximum health damage per second values which would be absurd to deal with even at end game.
To say the least, it’s not even a problem at mid game when you know what you are doing; healing with a health potion or health globe pick up to above 95% health stops the Necrosis in an instant. With 65% healing efficiency reduction, it will be harder to get to that point when you allow it to linger, but this is why life recovery is important.
In case you fail to manage your potion cooldowns, failed to evade the Necrotic monster attacks on the potion cooldown, you should still buff yourself for recovery and seek Elites to stack up health globes quickly. This apply regardless of your picked skills but game sense that is available to everyone who play the game.
Necrotic is only an issue at two encounters; one is Rare Elite floors, because sometimes you can not locate them fast enough to grab health globes, second is three Guardian floors and if you die to that, you weren’t ready anyway. Regardless of all of this clutter, you still supposed to get better recovery to survive until you can stack health globes for providing absorb at Seasonal through Altar and heal yourself.
Note that this problematic time is only in middle of leveling / gearing, which is only some hours at the season start. You say that problem is not player being ready for the task, but I’d say it doesn’t make sense being ready, since the necrosis is the only single thing that requires so much recovery.
It’s not just the reduced healing, but also the fight takes so much time that there mostly isn’t enough healing left with globes and potions for the 180% damage over time effect. I don’t think the problems during the actual fight (against the necrosis mob group) are the problem - they seem quite ok challenge. I just think the artificial wait time (and slow death or town visit if no potion) until I can engage in the next fight seems pointless.
Or you’re low level. You don’t get those tools until later on. Necrosis shouldn’t be showing up prior to the average level that said tools become available across all classes.
Playing solo in early season I would often lower the difficulty setting gradually as the monsters got harder and harder in the lower levels of the Visions. There is a reason behind the name: Visions of Enmity - like it or not.
In SC, I just die a bunch of times. Big whoop, I have a repair bill. In HC, that’s another story. A couple of times, it killed me. OOPS! So, I just take it as far as I can go in HC, and if I can’t finish a vision portal, then I move on to something else. Eventually I will be able to do them without any issues at all when I am properly geared and have enough paragon points. Early levels… IT JUST SUCKS!!!