Blizz… This isn’t a big ask, but it is my personal opinion that you can do better. I ask the community to reply to this post if they agree with the overall ask- even if they disagree with the details used to support the argument.
Blizz: If you wish to continue with the cycle of FoTM classes then do the Necro community a solid and Fix the core mechanics of this class.
Off the top of my head:
- Math- basic math.
Calculations of this classes skills are all wrong. ‘gimmick’ skills like blood orbs, spawning corpses, even blood surge, are obvious pain points, but armor calculations don’t even add up.
Hemorrhage has a 20% chance to spawn an orb. This is a complete gimmick because basic skills aren’t needed, but the math is off. I kill 100 mobs, I should have 20 orbs. Reality is that we see 2.
I have 12% chance to spawn a corpse -24% vs a boss. I use this for mana (see point #2). In a 2+ minute boss fight in the pit I spawned 1 corpse. … One
- Targeting - Can’t even hit a cow
Literally can’t hit cows. Not even with AOE. Fact of the matter is that one over-targets mobs and npcs with +essence skills. This is HUGE.
Because snap-to targeting was changed for more accurate evades. Necros can no longer target anything with targeted spells Thus causing hemorrhage and Reap users alike to stand there wiffing in attempts to gain essence. Once essence generates (over time) and an AoE is cast it then MISSES due to elevation differences or small stones and objects blocking the cast.
I could kill Lilith… But I can’t reliably hit Blood orbs!
- damage scaling and calculations
Blood surge and Sever do not use the same math to calculate damage every other skill in the entire game uses!!
At best! It only use the smaller (inhale) value for damage calculations. Not even the exhale NOR innate 5x per enemy is used to determine damage. Did y’all fix skill point modifiers?
Again - basic math. Blood surge scales off many things per the tool tip.
Yet using just straight math… No multipliers… No health or fortify bonuses… Just additive math… calculations far exceed actual damage output. There is no double tap either. Inhale exhale?
Lets not even consider scaling. Level 8 Surge is the same damage as level 6 Sever (which has the same damage issue). Does necro damage over time even calculate the same as other classes?
Surge additive with base multiplicative (minus vuln):
30k2400%=740k.7(crit+op base)=540k. 540k+740k=1.26m
This is about what I hit for on an average overpower crit…
This is bad math. My regular hit is 30-50k. Base damage of 25k with 750 % additive bonus…to +healthy etc. lol wut? That doesn’t add up!
Logically flawed with 5x per enemy hit and 25k base exhale. 25k base should average 250k base hit. BUT 7k inhale is 50k with 750% additive bonus. There!! We have a match!
We have identified the issue. Both Sever and Blood Surge only use the smaller hit value for damage calcs. The Exhale nor the first hit on Sever are used to calculate or added to damage at all."
In reality the Necro doesn’t even use the same damage system everyone else uses. This entire point is crap. +Damage modifiers on gear aren’t used at all. Same with the next point. Not used at all. Total garbage. I made it all up.
- Golden Paragon and Aspect Multipliers
" Well these are broken. if the Golden Paragon skills and aspects listed with X’s on the advanced tool tips are supposed to be multipliers:
Scent of death? 15% Flesh Eater 40% blood bath 35% … As the only 3 boards for a blood necro this is 90% multipliers with 100% uptime.
Even using 50k heath for Overpower (which is conveniently a 50k damage bonus) the basic math is still conveniently the exact same value in issue #3.
Lets not even discuss Aspect Multipliers or, dare I say it, Glyphs … Because they don’t work either. As far as I can tell: They aren’t even used. Example:
Dominate: One would assume that 12x increase to all damage they take from you is worded that way to represent a multiple that is applied to the total damage received by the npc from you!..Adding this bonus should be a clean 100-300k boost if your class OP.Crits for 1-3 mil… Very noticeable. Multiply 1mil by 12% of the damage!!!
Wow! Is that what’s happening for other classes? Do the multiply the damage instead of add it???
- Balance: who cares. Without basic math fundamentals there is no reason to even consider balancing this class.