Be sure to check out my profile of top picks on Displate’s website! Over 1.4 million artist prints to choose from! 1-2 purchase gets you 23% off and 3+ purchase is 29% off when using my link here: displate.com/Carbon_Animations/?art=61853bb4dc74c
The poison mage could also have a chance to cast a poison explosion on hit. That would be better in my opinion. The other thing is, that I think that dagger is a bit op. You could easly kill Bosses with it, even if they only do half of the damage to bosses. As you say 75% of current hp and reduces poison resist. I ask you then how would the resist affect the %? If 0 the poison resist then it takes 75%, but it's resistances are lowered of the dagger, and they will take for example 80% because of reduce poison resist? What about mobs that have like -50% poison resist? (because, lets say that the necro casts a lower resist curse on them) those will take 112.5% damage over like 5 sec? Please explain it, more detailed this part.
hi ty carbot this video was really good but forgot to tell them that they must add a keybind so that we can make our army attack somewhere,there were so many situations for me that my army are staying on my back and just dont attack enemies ahead of me....(with this maybe sum nacro can be viable in pvp too)
I donno... counting amp damage as a secondary curse? Could you imagine the huge damage output of amp + decrepify on 1 target? 150% damage increase would be insane.
I would honestly just straight up remove Skeleton Mages completely, and replace them with a new one - Skeleton Archer. Effectively the same thing as Skeleton Mages, but they shoot Elemental Arrows that deal extra elemental damage. Keep their power at 50% of basic skeleton damage, but add additional elemental damage on top. So like, they could start at, say 50% additional element and 5% per skill point. So their damage could look like 10-20 phys damage + 5-10 fire damage. Because they're gonna be strong, I'd bump the limit to 3 for the first 3 levels, then 1 every 5. This way they're actually useful on Nightmare/Hell. Or, a better idea might be to just remove the element completely and let them cast Bone and Poison skills and allow them to synergize with the bone skills.
The number 1 thing I would want for summon necro would be a move/attack skill (comes default like unsummon) which you can use to direct your army or focus fire, like in Grim Dawn. There is such a HUGE need to be able to tell your army to move through a doorway instead of one skeleton holding up your 30+ army as he slowly dies. I recently leveled a summon necro, and while it's cool that you don't need to respec at all, my god is it time consuming and utterly boring. If you're not out in an open area where your army can get a zerg surround, you're screwed. If there's any choke points or hallways, you're screwed. Maggot Lair? Nope, gonna take you about an hour without teleport. It is so incredibly frustrating to play a build where your entire DPS gets split up based entirely on the environment and terrible AI. There's no other build that has this handicap afaik. Imagine if blizzard did X amount of damage, but it was split evenly among every enemy it hit. It would be useless for anything other than single target. Plus, it's just plain BORING. You spend like 70% of that leveling process just... waiting. Sitting and waiting. The only fix to this is finding something with teleport charges, that's the only way to group your army properly. If you just run and try to drag them/spawn them closer to you, they just die off screen, meaning it's basically impossible as a summon necro to skip enemies, because re-upping your army is a chore once it gets big. YOU HAVE TO KILL EVERY ENEMY! You'll run past some dudes, some of your summons will stay behind and eventually die off screen. Patch 2.3 mentioned fixing this, but I haven't tested it yet, so this might not be as bad as I'm describing anymore. Regardless, there desperately needs to be a move/attack button. Playing a summoner should feel like a balance between a support class (for your army) and like playing an RTS. You need a LITTLE control. Another cool idea that would make summon necro not as boring would be an active buff for your minions. Something on a cooldown with a short duration, so you have to pay attention and re-up it to keep damage maximized. Or something with a 60s duration and 3 minute cooldown, a big damage buff ability that you have to strategize and choose when to apply it, for big boss packs, giant mobs, or just big bosses. Both of these ideas again are bleeding over from my Grim Dawn experience, which in my opinion has the most fun summoner build to play in any arpg. Diablo 2 did it first, and they did a pretty damn good job for the time, but please for the love of god, GIVE US A MOVE/ATTACK ABILITY!
All summon necros manage their army better with Teleport skill, which you can aqcuire via magic staves with teleportation charges on switch slot (Akara/Ormus/idon'trememberothers occasionally sells them). Buy another one when out of charges, or recharge with cube (transmute an Ort rune with a chipped gem of any color and the staff). Repairing those takes a fortune. Don't even bother about Enigma (everyone recommends it but yeah, good luck with finding Ber rune).
The skellies dying from being too far away was a bug that has been fixed. And while swapping to a teleport staff is annoying and expensive, there's only a handful of spots while leveling that are really all that bad without one. I am wondering though, do you just Amp and sit back? Are you using Corpse Explosion? I just don't find that I'm too passive except in boss fights.
@@Orthus100 I'm glad they fixed that at least. And yes, just amp and corpse explosion. I imagine that a good deal of my frustration came from them dying offscreen. Yes I understand that teleport fixes the issue, as I wrote. To me, that's not really a fix, just a workaround of a design flaw. It's kind of silly that the class practically requires it just to function half decent, so that doesn't make a good argument at all. It's not as much of an issue once you've got decent gear and maxed your summon skills, but while leveling it's just such a boring slog. Having the ability to micromanage, focus fire, avoid crappy terrain and AI pathing would fix all that.
Everyone arguing that summon necros do better with teleport to move and direct their army are proving my point that this is such a sorely missing feature
I think one potentially fun change to Bone Wall would be to make it traversable by summons. Maybe at half-speed, like passing through spider webbing, but I think it makes sense for skeletons to be able to pass through a bone wall to attack enemies. As for Poison Dagger, I would suggest something like a stacking debuff that reduces enemy poison resistance. So, if you stab an enemy 5 times, they would get -50 poison resist or something. It would be a nice risk/reward thing, since it would require getting into close quarters to stack that damage.
Summoner Necro has been my favorite character since I was a kid and I've played god only knows how many hours with that toon. In my experience, there are only really 4 necro curses that see any measure of significant use in the late game. In no particular order: 1) Amplify Damage - used when your minions and teammates aren't having any issue staying alive and you're on a team doing primarily physical damage. Also strips physical immunity off of nearly everything. 2) Decrepify - Used to forcibly put the brakes on the enemy mobs attack rates. Nice for cutting enemy DPS while also increasing your own, especially in those situations where you see Fanatacism aura'd enemys. Also useful for breaking physical immunity. 3) Life Tap - Makes you very popular with your melee based teammates since LT makes them nearly unkillable. Also provides a way for you to heal your merc and minions even in the face of very intense enemy DPS. 4) Lower Resist - Using this makes you the crowd favorite of any Sorc or anyone else specializing in elemental damage. Think of it as Amplify damage but for elemental casters instead of physical damage toons.
@@rimanLip I honestly never found it that useful. by keeping them unconfused the enemies will usually pretty reliably bunch up along the line with your skeletons, putting them in prime Corpse Explosion territory. And once that starts chaining, no mummy or shaman has a prayer of raising minions faster than you can nuke them.
decreprify on baal would also completely render him useless because of some bug, same effect with clay golem. he really cant handle being slowed, all his actions will be cut short, and only fake attacks and spells would come out that dealt no damage i think dim vision was also a decent and reliable crowd control compared to the other mind altering curses, especially also against ranged enemies, but you had to pour some points into it to make it reach far enough. it was also a good way to separate a rare monster from its minions. i never really found a consistent use of confuse because it was not guaranteed to "convert" enemies from attacking you or your minions, and attract has no real purpose if it cant work on a rare or unique enemy weaken also only worked on physical enemies, so dim vision pretty much did its job better, also rendering enemy spell casters useless. one really amazing thing dim vision could also do was disabling enemies secondary attacks. greater mummies could no longer use their poison breaths, and venom lords could not use their inferno attacks, even if you were within range
@@thundercricket4634 I use it to disable range monsters while my summons fight melee, and to deal with revievers when i want save some corpses for later revive. In room with 5 horaldic mumies you can either destroy all bodies or shut them down otherwise you are stuck in doorway.
Dim Vison is a great curse but you need it at a decently high level to last any time in Hell. Fortunately there are enough + to skills to get the duration over 10 seconds. Attract is also a great curse to keep monsters busy.
@@Steph1 Would you like to explain? I'm not in his discord so I mean that literally. You explicitly said he, i know about blizzard but nothing about carbot so whats are you talking about?
Ahhh... Diablo 2 Necromancer discussion... a wonderful holiday gift. I liked to be a support class Necro... and within that build I REALLY enjoyed using Attract and Amplify Damage... You could cast Attract multiple times, and make an entire mob of folks just nuke each other, while you ran away or finished them off in relative safety... and I truly enjoyed watching everyone melee it out...oh what fun. Thanks again for the video and discussion. Have a Merry Christmas!
It could be interesting if the skeletons gained experience as they kill and evolve in different kind of undead. Even if is mostly for cosmetic and token status boost. Or maybe you can make skeleton like golem, where you can sacrifice a metal weapon you get metal skeleton, or even being able to equip itens on them so they can choose between going for a few really strong skeleton or a wave of skeleton, it would also be good for the people that PC struggle with too many skeletons. Necromancer could also have some sort of melee build, so instead of lich long range you go death knight general where you are along side your summons. Maybe you get a skeleton only aura like paladin or automatic cast curses to help you kill them.
0:53 This bit about static field intrigued me, I had no idea that it did 25% of the target HP immediately... so I went and tested it. Turns out (I THINK anyway) that it's doing 25% of the HP that static field can actually affect. Testing it in hell cows, it takes 4 casts to reduce them to 50% hp (the maximum hp reduction available in Hell difficulty). So, basically in any difficulty it's going to take 4 casts to reduce them fully, whether it be to 1%, 33%, or 50%. This also prompted me to change my skill combo lineup, because I somehow never realized that I should use static field to help with my initial frozen orb damage... On 105 FCR, you can do: orb > static > static > orb > static > static > orb > spike > spike > orb > etc Just a handy tip for any frozen orbers out there!
@@XochiCh if that's the case, then it doesn't make sense why I have to cast 3 or 4 times to hit 50%. Unless it's mitigated by the monster's light res, then yeah that makes sense
I love your suggestions! Please keep making this videos. I agree with everything here except maybe the curses. Just double (or more) the power of the less-used curses and still only use one at a time. Also, when you are cursed, you should be able to clear it by casting the same curse on your portrait.
When I modded D2 years ago, I drastically changed the necromancer. Here's a bunch of the changes I made, from memory. Unfortunately I don't think the mod exists any more. I re-imagined the necro as bit more of a hybrid melee/caster class and gave him 3hp/vitality instead of 2. Poison and bone tree: - All damage spells gained a synergy bonus from hard points into Energy. - All poison and bone damage spells also added equipped weapon damage and equipped elemental damage to their attack, along with any other modifiers you might find on a weapon. Since their physical weapon damage transferred over to the spells, the necromancer could benefit from life/mana leech while casting (including Life Tap). This also gave them multiple options to increase their spell damage, either they could go pure spellcaster and invest in lots of +skills and hard points in Energy for their damage, or they could do a more strength based weapon-focused build and benefit from the hybrid playstyle. - Poison Dagger got changed to Poison Weapon, and was usable with any weapon. Made it so that poison dagger dealt all its damage within I believe 0.2 or 0.5 seconds. - Turned Teeth into a melee cleave attack where the teeth would fire off once you successfully struck an enemy. Made it so that the teeth projectiles could pierce (only if you equipped items with the piercing modifier though) and multiple teeth could hit the same mob, but capped its shot range at somewhere around 4 yards. - All bone spells relied on faster attack speed rather than faster cast rate, and used the appropriate weapon swinging animation. - Made Bone Armor also grant faster cast rate per point while the armor was active. - Changed Bone Prison to Wraith Armor, a castable buff similar to Bone Armor (it would grant you the misty smoke aura that Mephisto has, and looked awesome combined with Bone Armor). The buff would grant faster hit recovery and faster block rate, and slightly increased attack speed and attack rating. Basically geared towards the melee caster hybrid if you wanted to go the Poison Weapon/Teeth route. 2nd Edit: I think I recall that I turned Poison Explosion into Poison Cloud, and made it castable anywhere. Summoning tree: - Gave the fire golem to the sorceress, since it was more of an elemental thing and didn't really fit the motif of the necromancer summoning things from the dead. Can't remember what I replaced it with, it might've been Raise Skeletal Archer. Edit: after watching your video, I remember that I did actually buff the Skeletal Mage damage as well. I agree, it was really weak. Curses tree: - Didn't really do anything here, only thing that worked different was that Life Tap/Amplify Damage/Decrepify now worked with the necromancer's damage spells (only for the physical component of the spell, not the total spell damage) and became useful to the necromancer directly, rather than just his allies or minions. Was a lot of fun.
Then I wouldn't have a reason to cheat my way to Enigma in single-player just to be able to control the positioning of my skeletons. It's so important and it can't be done without teleport... Command Minions ability please. You cast it on an enemy and they all attack him (or the closest other target if there isn't enough space for all of them to attack), or you can cast it on the ground and they'll just move there.
Thank you for givin' some luv to the necro.....awesome ideas! Mixing "Confuse" & "Life Tap" would be quite entertaining at lvl 20+. Both range at 16yds + for over a min. at each cast. It would like forget minions.....just sit back, grab some popcorn & just watch the baddies kill either while gobbling up that sweet, sweet health!
- change Skeleton Mages to Skeleton Archers which would benefit from all the merc and item auras, but maybe no more then 5-6 archers. - buff the bone damage spells a bit so that a bone necro can be a bit more viable for PvM - Fire Golem has to be generally the best (excluding specific builds) because it's a level 30 skill, Blood Golem has to be useful once in a while - Remove Poison Dagger altogether and change it with some other poison thing, he is a caster not a melee guy (poison damage granting aura effect/"decay effect"/poison blast?) - curses are more or less fine, other things need a change first, if those changes turn out to be good - proceed with the curses
In my opinion fire golem was literally designed to be a counter to Diablo.... and that is all. He can soak the damage from Diablo when all other golems get merced by him. Generally speaking iron golem and clay golem are much better than fire golem in 90% or more cases, since Iron golem can benefit from the stats and aura of any item you create him from (nudge nudge Insight) and clay golems slow targets they hit or that hit them. Nothing helps a Summoner more on Duriel than combining clay golem with Ice mages, making him a teddy bear by comparison to his normal attack speed.
Really liked the ideas and i think ur general approach of giving more options is really a winning one. Every one of these videos make me wish i could play the game and try them out!
Adore your videos 😍!!! Even the adds inside a video are always amazing))) I am even thinking to buy one poster ...))))) Good job Carbot, you are the best! :)
Some really great ideas here and it would be really cool to see how the mobs in game would use these changes against the player. Just the change to curses would make chaos runs really interesting.
@@michaeldimarco1052 The game can stand to be a little harder I actually think this is still a good idea. We would still have to tweak some of the curses in order to balance it because some combinations are just gonna be ridiculously strong in pvp.
It would be cool if you could hit an enemy more than once per Teeth cast. You can control the shape of the cone to tighten it onto one enemy, but only one will do damage. I would love to see it be useful as a sort of shotgun skill.
I think we could actually hope to see these cool ideas come to life in a mod. I'm guessing modders don't exactly have the ability to modify the remake, but... *shrug* idstillbecoolevenif it was og d2
The skeletons-from-bone wall-idea sounded really legit and interesting for necros who're missing corpses as well as the select-summoned-magi-with-this-new-spell-to-rotate-their-element-idea
- add skeleton archers somehow? either replace mages with elemental archers with skills from bow-azon. or allow to switch skeleton warrior with skeleton archer. - add melee skills to skeleton warriors from barb or pala classes? - bone spirit explodes upon contact into teeth that get flung in a circle. make synergies between the two spells. - curses: change half the curses to "cursed fields" that stack with normal curses. the cursed field will be an AOE on a location that effects the targets that are inside of it - as soon as a mob leaves it stops. lasts 30-60 secs. - maybe get some curses to be buffs for your skeletons?
Blood golem should be buffed. It is never used. It could do more damage and have a utility like a speed buff or something. Also I was thinking it would be cool for necros to be able to have some sort of blood teleport option where they can bring all the summons to one spot. Maybe the necro and teleport and burst out of the blood golem with unsummon or something - dealing corpse explosion damage. Then you could cast golem and burst rapidly to move your army around and have a slow version of tele I like your bone wall ideas. It would be cool to have them knock back and a chance to stun on casting too. Choosing mage element is a dope idea. Also skele mastery could add elemental piercing to them, and they could do with a faster attack rate too. The curses idea is ok. Amp damage, decrep, and lower res are the most used so those should be the main. Sometimes attract. Iron maiden sucks hard. There should be more to it. Poison dagger should just be removed and changed into something more useful. Melee oriented, sure, but anything would be better.
I've never played D2, but it seems like managing a lot of skeleton mages would be difficult. Why couldn't the skeleton mages change element automatically? They just choose the one the enemy is weak to.
heh give poison dagger a utility to use on blood golem to make it a poison golem for a duration. takes off the life steal/exchange for the poison dagger damage and duration.
The main reason blood golem was never used back in the day was because they straight up shared life with you. Yes this means if they leeched life from a target it would heal you, but it also meant mechanics that one shot your blood golem, like Diablo's lightning ability, will transfer to you and one shot you as well. Nothing is better than dying to a machanic you didn't actually get hit by.
I think that Path of Diablo nailed some of the best changes to the necro. They made poison dagger apply to all weapons (though I think your idea is a great variant) and they made poison explosion not only deal increase damage but created 5 corpses for you to use for summoning. I love almost all your ideas though, especially the Bone Wall/Raise Skelly, Teeth life Drain, Curse tiers, and Golem Auras!!! The only contribution I feel I can make is for melee mancer type builds. I would make Bone Armor get a bonus based on your item AC bonus. And I'd probably make a skill called bone weapon or something that enhances your melee attacks.
Poison dagger applying to all one handed weapons is certainly a better idea for me instead of the 75% health drop which could be kinda OP. So the necros can fight with any melee weapon like a wand and still be a decent melee fighter with it because poison dagger gives bonus atk rating and damage.
In addition to your changes, would suggest the following... P&B Tree: I would have Poison Dagger be Poison Weapon (allowing ranged weapons) Bone Wall & Prison should deal damage to attackers. Bone Armor would be great if it would armor you + minions Summoning Tree: Mages synergy with bone spirit, spear, poison nova, and bone armor (they cast it on themselves and other minions) Summon Resist allows minions to break resistances, without using lower resist (LR could synergy?) Curse Tree: Allow curses to gain more benefits and synergies from other skills. LR & Summon Resist Amp & Corpse Explosion Iron Golem & Iron Maiden Clay Golem & Dim Vision Blood Golem & Life Tap Poison Skills & Weaken Terrorize & Skeleton Mastery
Poison Weapon would be awesome. Especially considering there are a few necro +skills weapons where you can't equip a shield or don't make sense carrying around unless you could do poison damage with them (Pus Spitter, anyone?).
Got this thought from castlevania. It would likely be wand vs dagger. Maybe dagger can have more uses than just poison. Like summons on death or maybe at like 15% hp converts to a revived enemy. Or maybe like a weakened combo curse. Two, like carbot mentioned. I liked how in castlevania, the guy fought with his summons. Being able to reward close combat plays w summons would be cool.
Skeleton Mage: They get 3 spells: The "bolt" spell they have now. A 2% per level chance to cast a ball type spell (fireball, lightning, glacial spike...) And then at level 10 they would gain a 1% per level chance to cast a big spell (meteor, blizzard, chain lightning). I would also give them a 2% per level resistance penetration (like sorc cold mastery). Golems: I like the idea of giving them a group buff. Easiest way to do it would be a paladin aura that is the golems level -10. (so level 1 is 0, level 11 is 1, level 20 is 10...) Summon Resistance: If they haven't already, get rid of diminishing returns, and make it go up by 5 or 10% per level. Also add physical resistance. Revive: The higher the level of revive, the stronger the revive. Also add 6 seconds per level in duration so at level 20 they last 4 minutes instead of 2. Skeleton Mastery: The number of skeletons you can summon is dictated by your mastery level rather than the summon skill level, just like Carbot suggested. Bone Prison: Just make it like Diablo's so that it locks up a single target. Bone Wall: Necro summons can walk through bone wall at half speed. Poison Explosion: Give the poison cloud a much larger range. The closer to the center, the stronger the poison effect. Also give it a longer duration, like a minimum 10 seconds. Maybe both duration and radius go up with level. Poison Dagger: Two options. First, make it stronger and add a poison reduction effect to it. The other option would be to make it a thrown dagger, essentially a high powered single target ranged poison attack. Teeth: A few options here. They could pierce like Carbot suggested. A single monster can be hit by multiple teeth (like frozen orb). Or you could add a debuff effect like getting an infected bite. Bone Spear: Give it a bleed effect. Bone Spirit I see Bone Spirit as like an attack against your own spirit more than your physical body, so it would result in a spiritual injury as well. So give it a weakening effect: slower movement and attack/cast speed. Curses: Other than Iron Maiden, I never put more than 1 point into any curse because the benefit was so minimal as to be a total waste. All buffs should get an increase in radius, duration, and effect.
For skellie sand skelliemages: select an element. Based on the amulet you’re wearing. If you’ve got cold damage on your ammy, you’re a cold Necro. If you’ve got a fire damage amulet, you’ve gut burning skellies. If you’ve got lightning, you get an electric army. If you’ve got a poison damage amulet, you’re a blightmaster with poison elemental damage for your skellies. Hello variety with cohesion.
I like the idea of golems affecting skeleton damages. Another way that'd work well, IMO, is you could use the golem to set the damage type for skeleton mages. Clay-cold, blood-poison, iron-lightening, fire-fire. With skeleton warriors, it'd be something like: clay-defence, blood- +HP, iron-+physical, fire +attack and move speed. This series is great. Gives me a lot to think about for D2 and top-down lootfest ARPG's in general. As they are possibly my favorite sub-genre, I think about them too often.
6:15 to "choose" the element, you can unsummon the one you want to change and cast it again, hopping for the element you want (or just not cold because that doesn't leave corpses). Just be careful when unsummoning.
Funny enough, I used to resummon them until my entire army was cold mages. Because the same dmg as other skelly mages, but with chill/slow and freeze effects the others lack. You lose some corpses but it really doesn't matter, there's always more corpses. I eventually learned to just accept the random element pack. Better overall results from the mix than from focus.
@@pwnmeisterage My dad and sister and I used to play barbarian, druid, and necromancer: the three classes that use corpses. There were never corpses to spare.
I think these are some fun ideas. I especially like the Poison Explosion idea tbh. The curse one is good, but maybe amp damage should be a primary curse. Decrep + Amp damage would be like -150 Phys Res which would be pretty insane. Especially considering the additional slows from decrep. The advantage of keeping amp damage as a secondary curse is that you can apply amp damage and lower res simultaneously, which would help your mage army and skellys. It would also make corpse explosion even better since it's 50% phys and 50% fire damage.
The primary curse and secondary curse thing is applied to the Affliction Warlock in WoW, which is 1 curse and One affliction per warlock to the same target, which is a lot of DoT in that role; it's balanced and viable IMO
So you have connections to Blizzard, i hope they check out your videos and get the most of your changes because they are awesome!! I love your style to speak and your art style! Im so happy every time i video of you is in my abo box :D
1. poison explosion needs to make it into a monster bouncing poison cloud like chain lightening or have a chance to make those infected monsters curse-stackable so players actually have to choose how they will use the corpses and maybe a new playstyle of more curse focused bone necro...? 2. also I wish bone spirit has a multi hit feature by entering and leaving the enemy's body (like the old guided arrow on a frozen enemy) and when its near a bone wall, it gets bonus dmg so ppl will start crowd controlling the monsters with bone walls more effectively. This bonus also applies to teeth and bone spear. 3. You can combine 2 golems
IdBCoolif, the effect of 'Amplify Damage" and "Lower Resist" are synergised into "other curses" IdBCoolif, if the Golems, are the general, they provide aura after 10 skill points put into them: Clay Golem gives Cold damage aura aura, Blood Golem gives Poison+ Leech Life aura, Iron Golem gives Magic Bleed Damage aura, and Fire Golem gives Fire/Magic Splash Damage Aura. IdBCoolif, if summon resist mastery also helps minions to damage enemies with resistance and immunities.
I think having separate pools for skeleton and skelemages as it currently is is better. Unless getting skel mages allows for additional skeleton warriors. One other spell I feel deserves a bit of a buff, would be summon revive. As it stands right now, the time a revive is around is really just terrible, and I feel the revive CAN be good if allowed to really pick a few great enemies to revive to bolster your army with them for longer. So if I were to change it, Id say a max of 5 summon revives, but they have unlimited time to be summoned, and can stick around till they are killed again, as well as getting a passive +5% stat bonus every level that goes to +10% and +15% the higher skill point levels put into revive. This is after all a top tier summoning talent and it feels arguably weaker then summon skeleton at the point you get it and that just is bad all around.
I'd agree that Revive is a bit underwhelming because of the time limit, but as it is right now you can pretty easily solo Ubers with Urdar because they naturally have Crushing Blow.
i was thinking about this a while since you started making these great videos. what i would do with teeth is either as you said pierce or my idea is teeth is actually moved to half magic half physical so they have a chance to proc whatever "on hit" skills you may have. same goes for bone spirit ans also
my main change would be the radius of the curses. Sure there's a lot of players with precision clicking prowess, but having a larger radius would be a massive improvement!
I really enjoyed what Median XL Ultimative did with the necromancer. If the necro was remade to be a combination of the two, that would be amazing. They should be able to be a good melee character - maybe even have a melee skill with innate % chance of open wounds (as opposed to or in addition to poison) - give poison dagger a % slow target per level (let's say start at 5%, +0.5% or 1% per level) - give them a scythe perk!! Or make necromancer specific scythes - I'd love to make a necromancer with a scythe that could be equal to one using a wand and shield combo - golems giving passive bonuses or having "auras" would be awesome So many other ideas...
On point as always! Few points: - I think poison dagger should either become poison enchant, or it should have a massive defensive buff such as PDR. A necro simply does too fast to go around hitting stuff, a melee sorc at least has energy shield and frost armor. - # skellies certainly should be decided by skeleton mastery (kinda makes sense aye) - Curses: nobody uses “attract, confuse and the other” plus they don’t work against bosses. Would love to see them changed. Love your work 😘
I love these. You have a good game design way of thinking about things. Idbecoolif you make videos about brand new things you'd like to add (like skills) if you have any ideas
I'd absolutely like a "command skeletons" skill. To tell your skellies which target to focus. That would make the necromancer far more active and would allow you to actually control your army without the need of enigma.
Or a general "order [whatever]" to tell your mercenary and all your summons what to target or where to go. "Hey, go open that door. I'm squishy and there are enemies on the other side."
@@FlyingDominion yes exactly. That was what I was thinking. A "go there" command and if the target is a mob, they should attack. Many other games already do it including D3, grim dawn, PoE,...
I remember a late relative, when playing Necromancer, only really had base Skeletons as a stepping stone towards Skeleton Mages. And he pretty much swore by them, and wouldn't entertain using normal skeletons, just the Mages. Otherwise, one thing I am kinda mulling over is: giving the Golems one Defensive Aura and one Offensive Aura. Came to me with the mention of them being Generals of the undead army, so maybe that's another way they buff their forces. Maybe: Clay Golem: Might and Defiance Auras Blood Golem: Blessed Aim and Cleansing Auras Iron Golem: Thorns and Salvation Auras Fire Golem: Fanaticism and Vigor Auras
Bone wall summons multi little skeleton dudes that attack in melee range. They join your army like regular summons when the wall is destroyed or expires, would only be able to have 1 wall active at a time for balance.
Funny you should mention the overlapping curses because in Path of Exile there are specializations in the curse tree that let you layer two or three curses on a single target, and even special abilities that will deal damage based on how many curses a target has
Completely fine with the ideas the only thing I wanna point out is that of his curse idea was implanted based on the picture he showed you could have decrep AND amp dmg on an enemy, I think that would break melee.
Llama already said it but if teeth could shotgun that would be great. Although piercing teeth would also be cool and more balanced. Lightning shotguns but has sort of unpredictable spread while teeth is a whole lot easier to aim Golem party buffs sound awesome. Kinda like a more useful spirit, but having it for skellies only would balance it out since golems attack and spirits don't. Maybe a smaller radius? Poison dagger would be nice if it can be used on other weapons, or at least bladed weapons. Double curse is theeee best. Would be nice if you can confuse and double damage as well so that monsters kill each other faster
Necromancer was my original Diablo II choice, and continues to hold a special place in my heart. These suggestions are fantastic, and it's great to see the skinny dude get some love :D
in path of exile there are some items ( and passives ) who allows you to stack more than one curse on the enemey.. rebalance some unique items or new runewords with "you can apply one additional curse" would i love to have
PD2 did something really cool with the Curse tree, they made it possible to stack 3 (4 with a specific Unique) and added a spell (Dark Pact) that allows you to blow them up for a lot of damage if you have a lot of them on enemies. Ofc it meant nerfing the most powerful ones (Decrep and Lifetap mostly) but still a fun playstyle. It is a full tree rework though which might be out of scope of what the devs are willing to do with this game.
If I were to change Teeth, I'd just give it the ability to shotgun. By which I mean actually affect enemies per projectile. So if someone is up in your face, and you give 'em a bunch of teeth, instead of just being hit once, they might get hit three or four times, depending on how 'choked' the spread was and how good your aim was. This gives more tactical options in combat, and keeps it different from the piercing Bone Spear.
Also iron golem should not waste its item when it dies. For instance it can drop the item again when it dies or you can have a "iron golem slot" where you put the item, like a socket. Once you put it there you cannot retrieve it, you can only rewrite or delete it, but if the golem dies it doesn't disappear
All I’ve ever wanted was summons to go from active cast to passive. Just make the game able to summon a skeleton when a corpse is close by. A toggle ability maybe. After a while you get board of looking at the top right on the screen to see if you need to add one or not.
Great ideas you have there, though I would judge the primary / secondary curse thing a bit OP, when you have Decrepify as primary and AD as secondary, effectively lowering a mobs physical resistance by 150 percent points. One thing that actually remains to be not changed but in fact FIXED is the problem that the vampire form of the fully equipped Trang-Oul set lowers your castrate
Agree with Skelli magi. I would like a powefull army of skele magi like mages of act5 ( nm-hell). They have a super powefull elemental damage and the spell is faster than a normal. Also it would be awesometñ the skelli archers for an summoner option and If you can summon Fire, Horror, Bone etc... skeletons. (This last one is more for esthetic)
The teeth pierce idea is gold. Maybe make it so it gets synergies from bonewall/prison (if doesn't already) so we get a brand new and viable end game build
Great ideas. Another idea cold be, that your skeletons changes depending on your golem type. So iron golem = skeletons and fire golem = mages. That Way you can quickly change between the two
one thing i would change about your ideas is the golems. yeah clay for defense. cool but blood golem. utilize some life steal or life share that is already built in for the necro and pass it on to your army in the whole most hurt gets the healing if necro is full.
I got one idea for poison explosion. if an enemy dies while poisoned with it a weaker poison cloud is cast on the point if there corpse for free and the size of every cloud increesing per skill/spell level
I want to see a buff to Iron Golem. I love the idea of making a like Beast runeword golem but it's just so easy to lose everything. There should be a way to either resummon the same golem or recover the item used.
It’s very common to use beast on the nec and make an iron golem out of insight for infinite mana. Give a might merc infinity and you have every op aura in the game on your army 😂
I recently reworked my toon so that I used Iron Golems instead of Clay. Maxed IG and Golem Mastery, and instead of putting an Insight on my merc, I put a Pride on him for the Concentration Aura. Then I made my Iron Golem out of Insight runewords since they're cheap and easy to replace. I've probably put two to three hundred more gameplay hours into the toon since making that change, and I don't regret it in the slightest. Also: Wear the Beast yourself. Too expensive to replace an Iron Golem made with a runeword that has a Ber Rune in it.
I think it'd be cool if the skeletons picked up items off the ground to use. And those items would re-drop once those skeletons died. Would like to also have the fire elemental golemn be able to be different elements. Recast the spell if the elemental is active to have it switch to a different element sort of deal? Also maybe have it so when a metal golemn dies the item that was used re-drops as well so you can reuse it if you want?
Main issue with curses is that there is no reason put more that one skill point in. It would be nice If there will be some synergies like in auras or warcryes.
Liked the Idea of the bone wall being skeleton summon fuel. But should have a bigger penalty than the time to summon bone wall. Maybe have minions summoned from the wall start will less health?
Be sure to check out my profile of top picks on Displate’s website! Over 1.4 million artist prints to choose from! 1-2 purchase gets you 23% off and 3+ purchase is 29% off when using my link here: displate.com/Carbon_Animations/?art=61853bb4dc74c
The poison mage could also have a chance to cast a poison explosion on hit. That would be better in my opinion. The other thing is, that I think that dagger is a bit op. You could easly kill Bosses with it, even if they only do half of the damage to bosses. As you say 75% of current hp and reduces poison resist. I ask you then how would the resist affect the %? If 0 the poison resist then it takes 75%, but it's resistances are lowered of the dagger, and they will take for example 80% because of reduce poison resist? What about mobs that have like -50% poison resist? (because, lets say that the necro casts a lower resist curse on them) those will take 112.5% damage over like 5 sec? Please explain it, more detailed this part.
Any carbot displates? Maybe a crossover one where zerglings follow Rakinishu around 🤔
hi ty carbot this video was really good but forgot to tell them that they must add a keybind so that we can make our army attack somewhere,there were so many situations for me that my army are staying on my back and just dont attack enemies ahead of me....(with this maybe sum nacro can be viable in pvp too)
carbot who hurt you, why do you always make loveless jokes about fat people lol
Good suggestions in there for sure!
Honestly I think every single suggestion in this entire series is absolute gold. I would pay for D2 again if your ideas were implemented.
Just play project diablo
@@Buderus69 PD2 does address these issues and the gameplay does allow the Necro to be more aggressive in PVE.
I donno... counting amp damage as a secondary curse? Could you imagine the huge damage output of amp + decrepify on 1 target? 150% damage increase would be insane.
Well path of exile have all of these
PLAY pd2 BRO!!! have this and MUCH MORE
I would honestly just straight up remove Skeleton Mages completely, and replace them with a new one - Skeleton Archer. Effectively the same thing as Skeleton Mages, but they shoot Elemental Arrows that deal extra elemental damage. Keep their power at 50% of basic skeleton damage, but add additional elemental damage on top. So like, they could start at, say 50% additional element and 5% per skill point. So their damage could look like 10-20 phys damage + 5-10 fire damage.
Because they're gonna be strong, I'd bump the limit to 3 for the first 3 levels, then 1 every 5.
This way they're actually useful on Nightmare/Hell.
Or, a better idea might be to just remove the element completely and let them cast Bone and Poison skills and allow them to synergize with the bone skills.
The number 1 thing I would want for summon necro would be a move/attack skill (comes default like unsummon) which you can use to direct your army or focus fire, like in Grim Dawn. There is such a HUGE need to be able to tell your army to move through a doorway instead of one skeleton holding up your 30+ army as he slowly dies.
I recently leveled a summon necro, and while it's cool that you don't need to respec at all, my god is it time consuming and utterly boring. If you're not out in an open area where your army can get a zerg surround, you're screwed. If there's any choke points or hallways, you're screwed. Maggot Lair? Nope, gonna take you about an hour without teleport.
It is so incredibly frustrating to play a build where your entire DPS gets split up based entirely on the environment and terrible AI. There's no other build that has this handicap afaik. Imagine if blizzard did X amount of damage, but it was split evenly among every enemy it hit. It would be useless for anything other than single target. Plus, it's just plain BORING. You spend like 70% of that leveling process just... waiting. Sitting and waiting. The only fix to this is finding something with teleport charges, that's the only way to group your army properly. If you just run and try to drag them/spawn them closer to you, they just die off screen, meaning it's basically impossible as a summon necro to skip enemies, because re-upping your army is a chore once it gets big. YOU HAVE TO KILL EVERY ENEMY! You'll run past some dudes, some of your summons will stay behind and eventually die off screen. Patch 2.3 mentioned fixing this, but I haven't tested it yet, so this might not be as bad as I'm describing anymore. Regardless, there desperately needs to be a move/attack button. Playing a summoner should feel like a balance between a support class (for your army) and like playing an RTS. You need a LITTLE control.
Another cool idea that would make summon necro not as boring would be an active buff for your minions. Something on a cooldown with a short duration, so you have to pay attention and re-up it to keep damage maximized. Or something with a 60s duration and 3 minute cooldown, a big damage buff ability that you have to strategize and choose when to apply it, for big boss packs, giant mobs, or just big bosses. Both of these ideas again are bleeding over from my Grim Dawn experience, which in my opinion has the most fun summoner build to play in any arpg. Diablo 2 did it first, and they did a pretty damn good job for the time, but please for the love of god, GIVE US A MOVE/ATTACK ABILITY!
if you get enigma you get much more out of summons. they act as a shield when you teleport and if you tele on top of something 99% will attack it.
All summon necros manage their army better with Teleport skill, which you can aqcuire via magic staves with teleportation charges on switch slot (Akara/Ormus/idon'trememberothers occasionally sells them). Buy another one when out of charges, or recharge with cube (transmute an Ort rune with a chipped gem of any color and the staff). Repairing those takes a fortune. Don't even bother about Enigma (everyone recommends it but yeah, good luck with finding Ber rune).
The skellies dying from being too far away was a bug that has been fixed. And while swapping to a teleport staff is annoying and expensive, there's only a handful of spots while leveling that are really all that bad without one.
I am wondering though, do you just Amp and sit back? Are you using Corpse Explosion? I just don't find that I'm too passive except in boss fights.
@@Orthus100 I'm glad they fixed that at least. And yes, just amp and corpse explosion. I imagine that a good deal of my frustration came from them dying offscreen.
Yes I understand that teleport fixes the issue, as I wrote. To me, that's not really a fix, just a workaround of a design flaw. It's kind of silly that the class practically requires it just to function half decent, so that doesn't make a good argument at all. It's not as much of an issue once you've got decent gear and maxed your summon skills, but while leveling it's just such a boring slog. Having the ability to micromanage, focus fire, avoid crappy terrain and AI pathing would fix all that.
Everyone arguing that summon necros do better with teleport to move and direct their army are proving my point that this is such a sorely missing feature
I think one potentially fun change to Bone Wall would be to make it traversable by summons. Maybe at half-speed, like passing through spider webbing, but I think it makes sense for skeletons to be able to pass through a bone wall to attack enemies.
As for Poison Dagger, I would suggest something like a stacking debuff that reduces enemy poison resistance. So, if you stab an enemy 5 times, they would get -50 poison resist or something. It would be a nice risk/reward thing, since it would require getting into close quarters to stack that damage.
Maybe each strike would be -10 poison resistance and -10 of a random other resistance.
Summoner Necro has been my favorite character since I was a kid and I've played god only knows how many hours with that toon. In my experience, there are only really 4 necro curses that see any measure of significant use in the late game. In no particular order:
1) Amplify Damage - used when your minions and teammates aren't having any issue staying alive and you're on a team doing primarily physical damage. Also strips physical immunity off of nearly everything.
2) Decrepify - Used to forcibly put the brakes on the enemy mobs attack rates. Nice for cutting enemy DPS while also increasing your own, especially in those situations where you see Fanatacism aura'd enemys. Also useful for breaking physical immunity.
3) Life Tap - Makes you very popular with your melee based teammates since LT makes them nearly unkillable. Also provides a way for you to heal your merc and minions even in the face of very intense enemy DPS.
4) Lower Resist - Using this makes you the crowd favorite of any Sorc or anyone else specializing in elemental damage. Think of it as Amplify damage but for elemental casters instead of physical damage toons.
I would add confuse is good to distract half of enemies while your minions deal with other half, and also confused shamans/mumies dont revive allies.
@@rimanLip I honestly never found it that useful. by keeping them unconfused the enemies will usually pretty reliably bunch up along the line with your skeletons, putting them in prime Corpse Explosion territory. And once that starts chaining, no mummy or shaman has a prayer of raising minions faster than you can nuke them.
decreprify on baal would also completely render him useless because of some bug, same effect with clay golem. he really cant handle being slowed, all his actions will be cut short, and only fake attacks and spells would come out that dealt no damage
i think dim vision was also a decent and reliable crowd control compared to the other mind altering curses, especially also against ranged enemies, but you had to pour some points into it to make it reach far enough. it was also a good way to separate a rare monster from its minions. i never really found a consistent use of confuse because it was not guaranteed to "convert" enemies from attacking you or your minions, and attract has no real purpose if it cant work on a rare or unique enemy
weaken also only worked on physical enemies, so dim vision pretty much did its job better, also rendering enemy spell casters useless. one really amazing thing dim vision could also do was disabling enemies secondary attacks. greater mummies could no longer use their poison breaths, and venom lords could not use their inferno attacks, even if you were within range
@@thundercricket4634 I use it to disable range monsters while my summons fight melee, and to deal with revievers when i want save some corpses for later revive. In room with 5 horaldic mumies you can either destroy all bodies or shut them down otherwise you are stuck in doorway.
Dim Vison is a great curse but you need it at a decently high level to last any time in Hell. Fortunately there are enough + to skills to get the duration over 10 seconds. Attract is also a great curse to keep monsters busy.
These are wonderful ideas! I'd say you should get a job working for blizzard, but... Umm... You know...
He’s no longer being repressed, now he’s being sexually assaulted 😥
Well let's hope that blizzard release the D2:R mod support and we can get Carbot Diablo2 XD
@@Steph1 what?
@@kly8105 you been living under a rock?
@@Steph1 Would you like to explain?
I'm not in his discord so I mean that literally.
You explicitly said he, i know about blizzard but nothing about carbot so whats are you talking about?
Ahhh... Diablo 2 Necromancer discussion... a wonderful holiday gift.
I liked to be a support class Necro... and within that build I REALLY enjoyed using Attract and Amplify Damage... You could cast Attract multiple times, and make an entire mob of folks just nuke each other, while you ran away or finished them off in relative safety... and I truly enjoyed watching everyone melee it out...oh what fun.
Thanks again for the video and discussion.
Have a Merry Christmas!
It could be interesting if the skeletons gained experience as they kill and evolve in different kind of undead. Even if is mostly for cosmetic and token status boost. Or maybe you can make skeleton like golem, where you can sacrifice a metal weapon you get metal skeleton, or even being able to equip itens on them so they can choose between going for a few really strong skeleton or a wave of skeleton, it would also be good for the people that PC struggle with too many skeletons.
Necromancer could also have some sort of melee build, so instead of lich long range you go death knight general where you are along side your summons. Maybe you get a skeleton only aura like paladin or automatic cast curses to help you kill them.
They do change a little as you level up the skill, idk if you knew that, I know that’s not what you’re saying.
Like the Shadow Warrior in Sacred 2 where he had SkelioKontos and Luis?
Look up the aura commander video. It’s pretty close to what you mentioned
0:53
This bit about static field intrigued me, I had no idea that it did 25% of the target HP immediately... so I went and tested it.
Turns out (I THINK anyway) that it's doing 25% of the HP that static field can actually affect. Testing it in hell cows, it takes 4 casts to reduce them to 50% hp (the maximum hp reduction available in Hell difficulty). So, basically in any difficulty it's going to take 4 casts to reduce them fully, whether it be to 1%, 33%, or 50%.
This also prompted me to change my skill combo lineup, because I somehow never realized that I should use static field to help with my initial frozen orb damage...
On 105 FCR, you can do:
orb > static > static > orb > static > static > orb > spike > spike > orb > etc
Just a handy tip for any frozen orbers out there!
Static field deals 25% of a monster's current HP till 50%, then it stops dealing dmg.
@@XochiCh if that's the case, then it doesn't make sense why I have to cast 3 or 4 times to hit 50%. Unless it's mitigated by the monster's light res, then yeah that makes sense
@@therealshug
It makes perfect sense, it goes 25% then 12.5% then 6.25% then 6.25% again, add that up and its 50% it ignores Light Res.
@@XochiCh ohhhh I see now. Thanks for explaining!
I love your suggestions! Please keep making this videos. I agree with everything here except maybe the curses. Just double (or more) the power of the less-used curses and still only use one at a time. Also, when you are cursed, you should be able to clear it by casting the same curse on your portrait.
When I modded D2 years ago, I drastically changed the necromancer. Here's a bunch of the changes I made, from memory. Unfortunately I don't think the mod exists any more. I re-imagined the necro as bit more of a hybrid melee/caster class and gave him 3hp/vitality instead of 2.
Poison and bone tree:
- All damage spells gained a synergy bonus from hard points into Energy.
- All poison and bone damage spells also added equipped weapon damage and equipped elemental damage to their attack, along with any other modifiers you might find on a weapon. Since their physical weapon damage transferred over to the spells, the necromancer could benefit from life/mana leech while casting (including Life Tap). This also gave them multiple options to increase their spell damage, either they could go pure spellcaster and invest in lots of +skills and hard points in Energy for their damage, or they could do a more strength based weapon-focused build and benefit from the hybrid playstyle.
- Poison Dagger got changed to Poison Weapon, and was usable with any weapon. Made it so that poison dagger dealt all its damage within I believe 0.2 or 0.5 seconds.
- Turned Teeth into a melee cleave attack where the teeth would fire off once you successfully struck an enemy. Made it so that the teeth projectiles could pierce (only if you equipped items with the piercing modifier though) and multiple teeth could hit the same mob, but capped its shot range at somewhere around 4 yards.
- All bone spells relied on faster attack speed rather than faster cast rate, and used the appropriate weapon swinging animation.
- Made Bone Armor also grant faster cast rate per point while the armor was active.
- Changed Bone Prison to Wraith Armor, a castable buff similar to Bone Armor (it would grant you the misty smoke aura that Mephisto has, and looked awesome combined with Bone Armor). The buff would grant faster hit recovery and faster block rate, and slightly increased attack speed and attack rating. Basically geared towards the melee caster hybrid if you wanted to go the Poison Weapon/Teeth route.
2nd Edit: I think I recall that I turned Poison Explosion into Poison Cloud, and made it castable anywhere.
Summoning tree:
- Gave the fire golem to the sorceress, since it was more of an elemental thing and didn't really fit the motif of the necromancer summoning things from the dead. Can't remember what I replaced it with, it might've been Raise Skeletal Archer.
Edit: after watching your video, I remember that I did actually buff the Skeletal Mage damage as well. I agree, it was really weak.
Curses tree:
- Didn't really do anything here, only thing that worked different was that Life Tap/Amplify Damage/Decrepify now worked with the necromancer's damage spells (only for the physical component of the spell, not the total spell damage) and became useful to the necromancer directly, rather than just his allies or minions.
Was a lot of fun.
2:54 for the longest time I thought bone prison was the diablo prison thing. It was disappointing when i found out the truth.
I want a new skill like in D3, I think it was called command skeleton or something that sent all of your skeletons after your target.
Or if they prioritized cursed targets or something.
Then I wouldn't have a reason to cheat my way to Enigma in single-player just to be able to control the positioning of my skeletons. It's so important and it can't be done without teleport... Command Minions ability please. You cast it on an enemy and they all attack him (or the closest other target if there isn't enough space for all of them to attack), or you can cast it on the ground and they'll just move there.
Like the Deathmark support in Path of Exile.
Haha so funny to watch these ones too, no regret subbing this channel, it's gold.
Thank you for givin' some luv to the necro.....awesome ideas! Mixing "Confuse" & "Life Tap" would be quite entertaining at lvl 20+. Both range at 16yds + for over a min. at each cast. It would like forget minions.....just sit back, grab some popcorn & just watch the baddies kill either while gobbling up that sweet, sweet health!
Wouldn't the mobs heal themselves as they fight in this case? Could still be funny though.
- change Skeleton Mages to Skeleton Archers which would benefit from all the merc and item auras, but maybe no more then 5-6 archers.
- buff the bone damage spells a bit so that a bone necro can be a bit more viable for PvM
- Fire Golem has to be generally the best (excluding specific builds) because it's a level 30 skill, Blood Golem has to be useful once in a while
- Remove Poison Dagger altogether and change it with some other poison thing, he is a caster not a melee guy (poison damage granting aura effect/"decay effect"/poison blast?)
- curses are more or less fine, other things need a change first, if those changes turn out to be good - proceed with the curses
In my opinion fire golem was literally designed to be a counter to Diablo.... and that is all. He can soak the damage from Diablo when all other golems get merced by him. Generally speaking iron golem and clay golem are much better than fire golem in 90% or more cases, since Iron golem can benefit from the stats and aura of any item you create him from (nudge nudge Insight) and clay golems slow targets they hit or that hit them. Nothing helps a Summoner more on Duriel than combining clay golem with Ice mages, making him a teddy bear by comparison to his normal attack speed.
I'd say turn "Poison dagger" into a lvl 30 "Poison mastery" and bump the rest of the line up the skill tree.
Really liked the ideas and i think ur general approach of giving more options is really a winning one. Every one of these videos make me wish i could play the game and try them out!
Adore your videos 😍!!! Even the adds inside a video are always amazing))) I am even thinking to buy one poster ...))))) Good job Carbot, you are the best! :)
Some really great ideas here and it would be really cool to see how the mobs in game would use these changes against the player. Just the change to curses would make chaos runs really interesting.
This is a good point, overlapping curses on players would be really nasty. You could make it that curses stack on monsters and not players.
@@michaeldimarco1052 The game can stand to be a little harder I actually think this is still a good idea. We would still have to tweak some of the curses in order to balance it because some combinations are just gonna be ridiculously strong in pvp.
I love the ideas for bone wall.
It would be cool if you could hit an enemy more than once per Teeth cast. You can control the shape of the cone to tighten it onto one enemy, but only one will do damage. I would love to see it be useful as a sort of shotgun skill.
a man can dream...
th-cam.com/video/bPObNfolAvE/w-d-xo.html
I think we could actually hope to see these cool ideas come to life in a mod. I'm guessing modders don't exactly have the ability to modify the remake, but... *shrug* idstillbecoolevenif it was og d2
The skeletons-from-bone wall-idea sounded really legit and interesting for necros who're missing corpses
as well as the select-summoned-magi-with-this-new-spell-to-rotate-their-element-idea
- add skeleton archers somehow?
either replace mages with elemental archers with skills from bow-azon.
or allow to switch skeleton warrior with skeleton archer.
- add melee skills to skeleton warriors from barb or pala classes?
- bone spirit explodes upon contact into teeth that get flung in a circle. make synergies between the two spells.
- curses: change half the curses to "cursed fields" that stack with normal curses. the cursed field will be an AOE on a location that effects the targets that are inside of it - as soon as a mob leaves it stops. lasts 30-60 secs.
- maybe get some curses to be buffs for your skeletons?
Blood golem should be buffed. It is never used. It could do more damage and have a utility like a speed buff or something. Also I was thinking it would be cool for necros to be able to have some sort of blood teleport option where they can bring all the summons to one spot. Maybe the necro and teleport and burst out of the blood golem with unsummon or something - dealing corpse explosion damage. Then you could cast golem and burst rapidly to move your army around and have a slow version of tele
I like your bone wall ideas. It would be cool to have them knock back and a chance to stun on casting too.
Choosing mage element is a dope idea. Also skele mastery could add elemental piercing to them, and they could do with a faster attack rate too.
The curses idea is ok. Amp damage, decrep, and lower res are the most used so those should be the main. Sometimes attract. Iron maiden sucks hard. There should be more to it.
Poison dagger should just be removed and changed into something more useful. Melee oriented, sure, but anything would be better.
I've never played D2, but it seems like managing a lot of skeleton mages would be difficult. Why couldn't the skeleton mages change element automatically? They just choose the one the enemy is weak to.
heh give poison dagger a utility to use on blood golem to make it a poison golem for a duration. takes off the life steal/exchange for the poison dagger damage and duration.
The main reason blood golem was never used back in the day was because they straight up shared life with you. Yes this means if they leeched life from a target it would heal you, but it also meant mechanics that one shot your blood golem, like Diablo's lightning ability, will transfer to you and one shot you as well. Nothing is better than dying to a machanic you didn't actually get hit by.
Blood golem and maxxed Iron Maiden used to be a very good build but they nerfed it!
I think that Path of Diablo nailed some of the best changes to the necro. They made poison dagger apply to all weapons (though I think your idea is a great variant) and they made poison explosion not only deal increase damage but created 5 corpses for you to use for summoning.
I love almost all your ideas though, especially the Bone Wall/Raise Skelly, Teeth life Drain, Curse tiers, and Golem Auras!!! The only contribution I feel I can make is for melee mancer type builds. I would make Bone Armor get a bonus based on your item AC bonus. And I'd probably make a skill called bone weapon or something that enhances your melee attacks.
Poison dagger applying to all one handed weapons is certainly a better idea for me instead of the 75% health drop which could be kinda OP. So the necros can fight with any melee weapon like a wand and still be a decent melee fighter with it because poison dagger gives bonus atk rating and damage.
best voiceacting on youtube! love that!
In addition to your changes, would suggest the following...
P&B Tree:
I would have Poison Dagger be Poison Weapon (allowing ranged weapons)
Bone Wall & Prison should deal damage to attackers.
Bone Armor would be great if it would armor you + minions
Summoning Tree:
Mages synergy with bone spirit, spear, poison nova, and bone armor (they cast it on themselves and other minions)
Summon Resist allows minions to break resistances, without using lower resist (LR could synergy?)
Curse Tree:
Allow curses to gain more benefits and synergies from other skills.
LR & Summon Resist
Amp & Corpse Explosion
Iron Golem & Iron Maiden
Clay Golem & Dim Vision
Blood Golem & Life Tap
Poison Skills & Weaken
Terrorize & Skeleton Mastery
Poison Weapon would be awesome. Especially considering there are a few necro +skills weapons where you can't equip a shield or don't make sense carrying around unless you could do poison damage with them (Pus Spitter, anyone?).
Got this thought from castlevania. It would likely be wand vs dagger. Maybe dagger can have more uses than just poison. Like summons on death or maybe at like 15% hp converts to a revived enemy.
Or maybe like a weakened combo curse. Two, like carbot mentioned.
I liked how in castlevania, the guy fought with his summons. Being able to reward close combat plays w summons would be cool.
Golem type affecting summons is awesome idea! Would really love that.
Skeleton Mage:
They get 3 spells: The "bolt" spell they have now. A 2% per level chance to cast a ball type spell (fireball, lightning, glacial spike...) And then at level 10 they would gain a 1% per level chance to cast a big spell (meteor, blizzard, chain lightning). I would also give them a 2% per level resistance penetration (like sorc cold mastery).
Golems:
I like the idea of giving them a group buff. Easiest way to do it would be a paladin aura that is the golems level -10. (so level 1 is 0, level 11 is 1, level 20 is 10...)
Summon Resistance:
If they haven't already, get rid of diminishing returns, and make it go up by 5 or 10% per level. Also add physical resistance.
Revive:
The higher the level of revive, the stronger the revive. Also add 6 seconds per level in duration so at level 20 they last 4 minutes instead of 2.
Skeleton Mastery:
The number of skeletons you can summon is dictated by your mastery level rather than the summon skill level, just like Carbot suggested.
Bone Prison:
Just make it like Diablo's so that it locks up a single target.
Bone Wall:
Necro summons can walk through bone wall at half speed.
Poison Explosion:
Give the poison cloud a much larger range. The closer to the center, the stronger the poison effect. Also give it a longer duration, like a minimum 10 seconds. Maybe both duration and radius go up with level.
Poison Dagger:
Two options. First, make it stronger and add a poison reduction effect to it. The other option would be to make it a thrown dagger, essentially a high powered single target ranged poison attack.
Teeth:
A few options here. They could pierce like Carbot suggested. A single monster can be hit by multiple teeth (like frozen orb). Or you could add a debuff effect like getting an infected bite.
Bone Spear:
Give it a bleed effect.
Bone Spirit
I see Bone Spirit as like an attack against your own spirit more than your physical body, so it would result in a spiritual injury as well. So give it a weakening effect: slower movement and attack/cast speed.
Curses:
Other than Iron Maiden, I never put more than 1 point into any curse because the benefit was so minimal as to be a total waste. All buffs should get an increase in radius, duration, and effect.
Revive is base 180 seconds so 3 minutes. But I would prefer if they lasted longer, maybe like 10 minutes.
@@Garrett.a.hamilton Ah. It has been a long time since I played. I just remember that it wasn't long enough.
Well played 👏 All of these suggestions are clever as hell.
I'd like it if Curses was reworked into a skill tree you can actually beat the game with.
For skellie sand skelliemages: select an element. Based on the amulet you’re wearing. If you’ve got cold damage on your ammy, you’re a cold Necro.
If you’ve got a fire damage amulet, you’ve gut burning skellies.
If you’ve got lightning, you get an electric army.
If you’ve got a poison damage amulet, you’re a blightmaster with poison elemental damage for your skellies.
Hello variety with cohesion.
Golems, curses n' bone walls - oh, my!
I like the idea of golems affecting skeleton damages. Another way that'd work well, IMO, is you could use the golem to set the damage type for skeleton mages. Clay-cold, blood-poison, iron-lightening, fire-fire. With skeleton warriors, it'd be something like: clay-defence, blood- +HP, iron-+physical, fire +attack and move speed.
This series is great. Gives me a lot to think about for D2 and top-down lootfest ARPG's in general. As they are possibly my favorite sub-genre, I think about them too often.
I love your ideas. Keep em comin!
6:15 to "choose" the element, you can unsummon the one you want to change and cast it again, hopping for the element you want (or just not cold because that doesn't leave corpses). Just be careful when unsummoning.
Funny enough, I used to resummon them until my entire army was cold mages. Because the same dmg as other skelly mages, but with chill/slow and freeze effects the others lack. You lose some corpses but it really doesn't matter, there's always more corpses.
I eventually learned to just accept the random element pack. Better overall results from the mix than from focus.
@@pwnmeisterage My dad and sister and I used to play barbarian, druid, and necromancer: the three classes that use corpses. There were never corpses to spare.
I think these are some fun ideas. I especially like the Poison Explosion idea tbh. The curse one is good, but maybe amp damage should be a primary curse. Decrep + Amp damage would be like -150 Phys Res which would be pretty insane. Especially considering the additional slows from decrep. The advantage of keeping amp damage as a secondary curse is that you can apply amp damage and lower res simultaneously, which would help your mage army and skellys. It would also make corpse explosion even better since it's 50% phys and 50% fire damage.
The primary curse and secondary curse thing is applied to the Affliction Warlock in WoW, which is 1 curse and One affliction per warlock to the same target, which is a lot of DoT in that role; it's balanced and viable IMO
So you have connections to Blizzard, i hope they check out your videos and get the most of your changes because they are awesome!! I love your style to speak and your art style! Im so happy every time i video of you is in my abo box :D
1. poison explosion needs to make it into a monster bouncing poison cloud like chain lightening or have a chance to make those infected monsters curse-stackable so players actually have to choose how they will use the corpses and maybe a new playstyle of more curse focused bone necro...?
2. also I wish bone spirit has a multi hit feature by entering and leaving the enemy's body (like the old guided arrow on a frozen enemy) and when its near a bone wall, it gets bonus dmg so ppl will start crowd controlling the monsters with bone walls more effectively. This bonus also applies to teeth and bone spear.
3. You can combine 2 golems
IdBCoolif, the effect of 'Amplify Damage" and "Lower Resist" are synergised into "other curses"
IdBCoolif, if the Golems, are the general, they provide aura after 10 skill points put into them: Clay Golem gives Cold damage aura aura, Blood Golem gives Poison+ Leech Life aura, Iron Golem gives Magic Bleed Damage aura, and Fire Golem gives Fire/Magic Splash Damage Aura.
IdBCoolif, if summon resist mastery also helps minions to damage enemies with resistance and immunities.
Hey, it's that guy! It's my best friend :D
I think having separate pools for skeleton and skelemages as it currently is is better. Unless getting skel mages allows for additional skeleton warriors. One other spell I feel deserves a bit of a buff, would be summon revive. As it stands right now, the time a revive is around is really just terrible, and I feel the revive CAN be good if allowed to really pick a few great enemies to revive to bolster your army with them for longer. So if I were to change it, Id say a max of 5 summon revives, but they have unlimited time to be summoned, and can stick around till they are killed again, as well as getting a passive +5% stat bonus every level that goes to +10% and +15% the higher skill point levels put into revive. This is after all a top tier summoning talent and it feels arguably weaker then summon skeleton at the point you get it and that just is bad all around.
I'd agree that Revive is a bit underwhelming because of the time limit, but as it is right now you can pretty easily solo Ubers with Urdar because they naturally have Crushing Blow.
5:06 You're funny thinking I have a blank a wall anywhere.
i was thinking about this a while since you started making these great videos. what i would do with teeth is either as you said pierce or my idea is teeth is actually moved to half magic half physical so they have a chance to proc whatever "on hit" skills you may have. same goes for bone spirit ans also
my main change would be the radius of the curses. Sure there's a lot of players with precision clicking prowess, but having a larger radius would be a massive improvement!
My go-to animation standart channel
I really enjoyed what Median XL Ultimative did with the necromancer. If the necro was remade to be a combination of the two, that would be amazing.
They should be able to be a good melee character - maybe even have a melee skill with innate % chance of open wounds (as opposed to or in addition to poison)
- give poison dagger a % slow target per level (let's say start at 5%, +0.5% or 1% per level)
- give them a scythe perk!! Or make necromancer specific scythes - I'd love to make a necromancer with a scythe that could be equal to one using a wand and shield combo
- golems giving passive bonuses or having "auras" would be awesome
So many other ideas...
On point as always! Few points:
- I think poison dagger should either become poison enchant, or it should have a massive defensive buff such as PDR. A necro simply does too fast to go around hitting stuff, a melee sorc at least has energy shield and frost armor.
- # skellies certainly should be decided by skeleton mastery (kinda makes sense aye)
- Curses: nobody uses “attract, confuse and the other” plus they don’t work against bosses. Would love to see them changed.
Love your work 😘
I agree with the poison enchant, use it on your skeleton warriors
wouldn't poison enchant basically make it the same as venom?
@@kahahabahaha maybe that you can use it on minions and party
I love these. You have a good game design way of thinking about things. Idbecoolif you make videos about brand new things you'd like to add (like skills) if you have any ideas
I'd absolutely like a "command skeletons" skill. To tell your skellies which target to focus. That would make the necromancer far more active and would allow you to actually control your army without the need of enigma.
Or a general "order [whatever]" to tell your mercenary and all your summons what to target or where to go.
"Hey, go open that door. I'm squishy and there are enemies on the other side."
@@FlyingDominion yes exactly. That was what I was thinking. A "go there" command and if the target is a mob, they should attack. Many other games already do it including D3, grim dawn, PoE,...
Best part, press 1. Thank you, and you're welcome
I remember a late relative, when playing Necromancer, only really had base Skeletons as a stepping stone towards Skeleton Mages. And he pretty much swore by them, and wouldn't entertain using normal skeletons, just the Mages.
Otherwise, one thing I am kinda mulling over is: giving the Golems one Defensive Aura and one Offensive Aura. Came to me with the mention of them being Generals of the undead army, so maybe that's another way they buff their forces.
Maybe:
Clay Golem: Might and Defiance Auras
Blood Golem: Blessed Aim and Cleansing Auras
Iron Golem: Thorns and Salvation Auras
Fire Golem: Fanaticism and Vigor Auras
I think that would be too strong, even lv1 versions of these auras would just make the necromancer a step above all the other classes.
Mages were better than regular skeletons before patch 1.10
Bone wall summons multi little skeleton dudes that attack in melee range. They join your army like regular summons when the wall is destroyed or expires, would only be able to have 1 wall active at a time for balance.
Man, if you could stack amp damage and decrep it would be INSANE!
yeah.. OP hahahaa
Decrep already amps dmg
ye by 50% and amp damage is 100% so if you could have both at the same time would be 150%
The summon tree changes suggested would be a game changer 🤘
Funny you should mention the overlapping curses because in Path of Exile there are specializations in the curse tree that let you layer two or three curses on a single target, and even special abilities that will deal damage based on how many curses a target has
For teeth only a single projectile per cast can strike the same enemy if they changed that it be better too.
Completely fine with the ideas the only thing I wanna point out is that of his curse idea was implanted based on the picture he showed you could have decrep AND amp dmg on an enemy, I think that would break melee.
Llama already said it but if teeth could shotgun that would be great. Although piercing teeth would also be cool and more balanced. Lightning shotguns but has sort of unpredictable spread while teeth is a whole lot easier to aim
Golem party buffs sound awesome. Kinda like a more useful spirit, but having it for skellies only would balance it out since golems attack and spirits don't. Maybe a smaller radius?
Poison dagger would be nice if it can be used on other weapons, or at least bladed weapons.
Double curse is theeee best. Would be nice if you can confuse and double damage as well so that monsters kill each other faster
Necromancer was my original Diablo II choice, and continues to hold a special place in my heart. These suggestions are fantastic, and it's great to see the skinny dude get some love :D
in path of exile there are some items ( and passives ) who allows you to stack more than one curse on the enemey.. rebalance some unique items or new runewords with "you can apply one additional curse" would i love to have
PD2 did something really cool with the Curse tree, they made it possible to stack 3 (4 with a specific Unique) and added a spell (Dark Pact) that allows you to blow them up for a lot of damage if you have a lot of them on enemies.
Ofc it meant nerfing the most powerful ones (Decrep and Lifetap mostly) but still a fun playstyle.
It is a full tree rework though which might be out of scope of what the devs are willing to do with this game.
If I were to change Teeth, I'd just give it the ability to shotgun. By which I mean actually affect enemies per projectile. So if someone is up in your face, and you give 'em a bunch of teeth, instead of just being hit once, they might get hit three or four times, depending on how 'choked' the spread was and how good your aim was. This gives more tactical options in combat, and keeps it different from the piercing Bone Spear.
Also iron golem should not waste its item when it dies. For instance it can drop the item again when it dies or you can have a "iron golem slot" where you put the item, like a socket. Once you put it there you cannot retrieve it, you can only rewrite or delete it, but if the golem dies it doesn't disappear
I am a Zoomancer main and I love this video so much!
When you resummon a golem all your other minions should try to run over to that golem. So you can direct your minions to where you want them to go.
Poison Explosion should have scalable area of effect. And Skeleton Archers
this whole comment section: "I wish regular diablo 2 had this thing from project diablo 2" 🤭
All I’ve ever wanted was summons to go from active cast to passive. Just make the game able to summon a skeleton when a corpse is close by.
A toggle ability maybe. After a while you get board of looking at the top right on the screen to see if you need to add one or not.
Top tier sign off, lol "See you on the cartoon....I'm gonna go... I'm gonna do the... do the, do the doodles"
I've been playing Meleemancer for a while, all the normal attack hits I do. Curses everywhere
Thank you Blessed aim merc.
Poison dagger and exsploison need this bad! Your such a smart best friend!
Great ideas you have there, though I would judge the primary / secondary curse thing a bit OP, when you have Decrepify as primary and AD as secondary, effectively lowering a mobs physical resistance by 150 percent points.
One thing that actually remains to be not changed but in fact FIXED is the problem that the vampire form of the fully equipped Trang-Oul set lowers your castrate
Maybe fire golems could cast enchant lvl(?),based on points in fire golem or g mastery? Which could be casted on party members also.
Agree with Skelli magi. I would like a powefull army of skele magi like mages of act5 ( nm-hell). They have a super powefull elemental damage and the spell is faster than a normal. Also it would be awesometñ the skelli archers for an summoner option and If you can summon Fire, Horror, Bone etc... skeletons. (This last one is more for esthetic)
Yay, it's you! My best friend!
oo the bonewall one where you could summon from it thats a great idea!!
that idea of primary and secondary curses would be amazing. i wish blizz watched these... so many good ideas
They're too busy preparing for court haha
He definitely needs some scythe weapon type abilities.
The teeth pierce idea is gold. Maybe make it so it gets synergies from bonewall/prison (if doesn't already) so we get a brand new and viable end game build
Great ideas. Another idea cold be, that your skeletons changes depending on your golem type. So iron golem = skeletons and fire golem = mages. That Way you can quickly change between the two
Iron golem made from Insight is extremally powerfull :D i totally love it. Cool ideas tho!
one thing i would change about your ideas is the golems. yeah clay for defense. cool but blood golem. utilize some life steal or life share that is already built in for the necro and pass it on to your army in the whole most hurt gets the healing if necro is full.
Lower resist curse + skel mages.
Patiently waiting for the Paladin one :D
Bone wall had its uses... I used to use it to lag out and disconnect people on dialup back in the day. Did the same thing with firewall =)
Defensive skills are used quite a bit on hardcore
Necromancer is my favorite guy and I love love love all these suggestions
In Path of Diablo, they consolidate Skeleton Mastery and Golem Mastery into one skill called Summon Mastery which is a great change.
I lost it when the poison explosion came from the corpses butt 😆
I got one idea for poison explosion. if an enemy dies while poisoned with it a weaker poison cloud is cast on the point if there corpse for free and the size of every cloud increesing per skill/spell level
but im not a fan of the skeletons sharing pool. what made necro fun for me was being able to have a massive swarm of them.
I want to see a buff to Iron Golem. I love the idea of making a like Beast runeword golem but it's just so easy to lose everything. There should be a way to either resummon the same golem or recover the item used.
Just gotta invest in the Summon Res and maybe some Golem Mastery. Iron Golems are surprisingly sturdy even in Hell.
It’s very common to use beast on the nec and make an iron golem out of insight for infinite mana. Give a might merc infinity and you have every op aura in the game on your army 😂
I recently reworked my toon so that I used Iron Golems instead of Clay. Maxed IG and Golem Mastery, and instead of putting an Insight on my merc, I put a Pride on him for the Concentration Aura. Then I made my Iron Golem out of Insight runewords since they're cheap and easy to replace. I've probably put two to three hundred more gameplay hours into the toon since making that change, and I don't regret it in the slightest. Also: Wear the Beast yourself. Too expensive to replace an Iron Golem made with a runeword that has a Ber Rune in it.
I think it'd be cool if the skeletons picked up items off the ground to use. And those items would re-drop once those skeletons died. Would like to also have the fire elemental golemn be able to be different elements. Recast the spell if the elemental is active to have it switch to a different element sort of deal? Also maybe have it so when a metal golemn dies the item that was used re-drops as well so you can reuse it if you want?
Main issue with curses is that there is no reason put more that one skill point in. It would be nice If there will be some synergies like in auras or warcryes.
Liked the Idea of the bone wall being skeleton summon fuel.
But should have a bigger penalty than the time to summon bone wall.
Maybe have minions summoned from the wall start will less health?
I love these ideas. Blizzard really needs to listen, and finally implement some type of change in the right direction.