I see the following flaws with the skill:
Monsters that use protection prayers, like tormented demons, don't protect against necromancy.
Monsters that drain your stats only drain melee, ranged and magic, not necromancy.
Monsters that stun and bind only does it to your character, not your conjurers, so they fight on like nothing happened.
These feel like oversights to me, and they make necromancy too easy compared to the other combat styles.
Then there are things that pull in the other direction:
Many monsters are immune to poison, which make the zombie useless. With necromancy it is the conjureres that are our main weapon, so taking one of them out of action works like diminishing the damage from a weapon in the other combat skills.
My conjurers often get stuck behind obstacles, which has the same effect of diminishing the damage from my main weapon.
These things should never happen. Our weapon (conjurers) should be able to do full damage at all times. They should never be blocked by any immunity and they should never be stuck behind things.
Then there is a thing I would like to suggest, and that is a ritual for making ectoplasm. These are essential for using the skill in combat, so it feels odd that we can only make them as a biproduct of making other things. There should be a ritual for just making ectoplasm, of course with a higher outcome than when we get them as biproducts. Perhaps even remove them as biproducts if we can make them directly via a new ritual.
07-Nov-2023 09:50:56
- Last edited on
17-Nov-2023 11:31:20
by
Bertel62