To start, I loved most of the stuff announced in the campfire chat. I was extremely excited and ready to pre-purchase VOH, until the Necromancer announcements. I really feel like whoever is in charge of Necromancer class design does not play Necromancer at all.
We do not have a minion generator or core skill. We only have a few utility skills. So few in fact, that every build uses the same ones. Shadow builds already have two options for ultimates. How did we end up with an ultimate that is basically the same as Shadow Bone Storm?
Other than the blood key passive, our key passives are boring or useless and they give us a new key passive that is just a better version of Shadowblight. Why tie curses to shadow damage and shadow damage over time? Also, a missed opportunity to add a new curse. That ultimate could have made for a cool siphoning curse.
Necromancers have terrible survivability all around and I see the effort in adding barrier, but it’s tied behind lucky hit and minions have no lucky hit, so this won’t help minion builds.
The only new minion thing is an aspect that does AOE damage. The only golem worth using for damage, being the only golem with a multiplicative damage increase, already has an AOE for it’s active ability. It would have been nice to have an aspect that allowed us to do thorns damage around the golem on active ability use instead.
Outside of the announcements, there are still glaring issues with the necromancer. The book of the dead is an awful class system. It objectively makes sacrificing minions better for all builds other than pure minion builds. Minions need to be made into skills in the skill tree with tags that can be buffed alongside other skills. This will allow minions to be used in hybrid builds and in non-minion focused builds as utility without making those builds suffer.
There is very little synergy within the Necromancer class and builds are forced to basically be color coded. There needs to be some room to make passives work with multiple types of skills and damage types. There is no synergy with cold damage, yet we have more unique items for that than we do for minions. With the new key passive, maybe you should rework Shadowblight to synergize with chill and cold damage.
Here are some ideas I just want to throw out:
-Iron golem rework to synergize with thorns, like an active that deals thorns damage around it.
-Rework iron maiden to synergize with thorns.
-Add shadow golem and rework all shadow minions and skills to synergize with dot damage, like making shademist aspect the golem’s aura and have an active to erupt dot damage.
-Rework bone golem to synergize with bone skills, like an active to bone spike enemies, pull them in, and get max essence for every enemy spiked.
-Add blood mages and make blood minions synergize with overpower.
-Rework passives to work with types of damage or effects instead of specific skill types.
-Give more options to add different tags to skills.
-Make the passives and aspect for Army of the Dead baseline and give it some survivability love like the other ultimates.
-Scrap Ring of Mendeln and make it’s unique effect the base of a minion key passive that scales damage with minion damage
-Give us some cool minion uniques!