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Post by Damian on Mar 3, 2015 10:11:53 GMT 10
Here is an excerpt of some of the emails we've been getting. Things I want in a necromancer game: - I personally think variety beyond a humanoid skeleton would be good, depending on what was killed/what is laying on the ground.
- The ability to pull the soul from a freshly killed/dying corpse, with the option to either become a summoned ghost/spirit, being or be consumed, or raised as a zombie.
- The ability to summon/call forth ghouls and carrion creatures (similar to how a hunter calls for his animals to come to him).
- If needs be, to summon forth a form of transportation, be in an undead horse, bird, or water creature depending on where I was/needed to go, but would have a limited life span, as would require alot to keep it summoned, so wouldn’t last long.
- Swarm of flies and other insects associated with the decomposition process, to work as either a shroud or to smoother people.
- A giant worm, made of smaller worms all pressing together and such, to punch up out of the ground and do a 1 shot massive smash on something would be cool.
- The ability to create/summon a miasma of the gases from decomposition, like a fog that chokes and the like.
We've had some really creative feedback and it has changed the way we think about a necromancer's skills and the strong connection to the dead and the decaying. Now it's your turn. What skills and abilities would you like as a necromancer?
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Post by kurolens on Aug 10, 2016 16:48:48 GMT 10
I would divide spells into several classes: 1.Portals. Necromancer-Demonologist. Moving yourself or allies through portals, demonic contracts (temporary buffs or call demons). 2.Curses. Weakening, insanity (madness, attack friendly), the beneficial effects in case of death (buffs). Summon Spirits. 3.Bones. Bone prison, bones of the earth, bone weapons and armor, skeletons. 4.Poisons. Call poisonous creatures, poisonous attacks, poison AoE(Explosions, noxious waves.) 5.Bloods. Blood puppets, blood blast (instant killing weak), more than HP in the necromancer, reset debuffs (cleaning the blood). 6.Lider. leadership skills. Buffs skeletons / zombies. 7.Abyss.. Black holes, exploding sphere. Strong AOE.
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Post by Damian on Aug 16, 2016 22:02:58 GMT 10
I would divide spells into several classes: 1.Portals. Necromancer-Demonologist. Moving yourself or allies through portals, demonic contracts (temporary buffs or call demons). 2.Curses. Weakening, insanity (madness, attack friendly), the beneficial effects in case of death (buffs). Summon Spirits. 3.Bones. Bone prison, bones of the earth, bone weapons and armor, skeletons. 4.Poisons. Call poisonous creatures, poisonous attacks, poison AoE(Explosions, noxious waves.) 5.Bloods. Blood puppets, blood blast (instant killing weak), more than HP in the necromancer, reset debuffs (cleaning the blood). 6.Lider. leadership skills. Buffs skeletons / zombies. 7.Abyss.. Black holes, exploding sphere. Strong AOE. I love this! I'm writing them all down. We have a stack of potential skills defined that are not in the game yet. We're trying to really push the death theme and avoid standard RPG skills found in other games e.g. fire bolt, magic missile, etc.
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Post by shadowbroker on Sept 6, 2016 10:34:14 GMT 10
have a skill tree devoted to madness would be fun. causing a whole town to go stark raving mad for shits n giggles 
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Post by Damian on Sept 12, 2016 20:13:43 GMT 10
have a skill tree devoted to madness would be fun. causing a whole town to go stark raving mad for shits n giggles  This could work. Although it's so powerful it would have to be a Void Skill. I'm imagining a crowded square like in Assassin's Creed with everybody fleeing, attacking each other and committing suicide. Not sure what that says about me 
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