Looks promising. Let's see those in action!
Может я что-то пропустил, но в 7ке будет оружие династии?
Given how many people (including myself) were ravenously requesting info on Necromancy, I thought there would have been more comments?!
How about life drain ability? =)
Старый добрые некроманты с кучей скелетов и немножко баньши. Наверняка будет артефакт типа +2 к здоровью каждого юнита или +1 к урону. Вот орда скелетов и будет получать офигительный бонус.
У Ингвара (что у меня на аве) была похожая плюшка по жизни. На 30-ом уровне его защитники гор имели много больше хп чем метатели копья, а при усердном старании нападение-защита как у драконов.
А если артефакт дающий количество % жизни?...толстокожим добавиться весьма прилично.
not bad giant armys of necromatic magues are coming, thats like I like it!
Bring back the ANIMATE DEAD Spell!!!
plus Curse, Mass Curse, Death Ripple & Death Wave
i like every aspect of the necromancy skill ... it seems balanced, but still powerful enough to be very interesting ... can't wait to try it out
Mana drain is actually quite cool!
Kill your enemy and raise them as your cannon fodder... That's Necromancy as Asha intended it!
Asha uses all.
Raises fallen living creatures to join the hero's army after combat victory!
This time skeletons are melee, and there is no spell like rise dead, drain life or so on to rise them during the battle(beside grandmaster necromancy itself). The tool on the troop will probably be high. I wonder if necromancy will be enough to compensate for this, but it is possible(in Homm 2 and 3 thee situation was similar, except for spells, even if necromancy was 10/20/30% if i remember correctly). Anyhow is a very nice skillset, very appealing.
I like the fact that they are melee without any abilities other than being undead. I like my skeletons as trash canon-fodder, compensating their weakness and fragility with their overwhelming number.
In game, I hope their city growth is very high, that they are cheap and weaker than most units. It would combo very well with putrid bones. But the low percentage (5%) seems to indicate the unit is not as weak as I would like
Numbers aren't a problem, they can always be changed later, what I'm more concerned is the presence(or lack)of some elements. For example, as already stated in the topic, "the face of fear" and other debuff morale effect seem to be extremely scarce in comparison with the way to increase it. I am likely wondering how will necromancy work without any other dinamic supporting it. About the skelteon, my thought is like your: being cheap, expendable and easily replaceable is basically theyr trademark
I can share your worries about the unbalance between moral buff and debuff, especially when you have 2 skills in haven that boost the morale. But I fail to see the link with necromancy here.
You fear the gain of skeletons will be to low to compensate the loss, making the skill weak in itself compared to other racial skills?
Also glad there is no necromancy spells, which wasted a slot for other faction in mage guild. Necromancy as a standalone passive seems fine by me
Having a powerful necromancer wasting combat turns to prevent any creature loss with "raise dead" spells is fundamentally poor. I hope the strict "passive skill/no spell" leads to a better focus on actual battle skills for Necro heroes, and prevent the obvious bias to magic hero for this faction.
it is a change I agree, but it seems to me for the best. Assuming the raising numbers are correctly balanced of course.
The obvious combo "righteousness/leadership" seems to me a bigger concern
Yes, that's basically the point, but a precisation is in order: necromancy aim must not be powerful enough to compensate for loss, it should be enough to lower loss and allow a gain against weak oppoent(or a well played combat). My concern is if it will be able to allow you keep the skeletons as decent force considerng tier 1 troops are usually wiped out in big chunks. It is a troblesome skill to balance(see HoMM 4-5-6), and in this game it must be able to do all the job by itself.
about the righteousness/leadership it will likely need a nerf to the morale increase, probably the ones from leadership, thus focusing more at the specialization field of heaven. Afterall racial skills should be quite iconic and it seems fair there is single faction morale-specialized, with such stat higher than the others.(actually the reduced bonus morale from leadership would have a negative impact, but it could be compensated).
OK I think I get your point.
I would say myself that using spells is a band aid on a not correctly balanced Necromancy system. Necro will always, by design, be weak at first and gather power with time.
The % of skeleton per combat will effectively make (or break) the balance here.
Still, even if it is a risk and a change, it should allow more diverse playstyle for Necro heroes than the obvious mana bag casting "raise dead" nearly each turn
I saw all necromancyies : in 2-3 was roughly as now, in 4 it was broken op(granmaster necromancy rised vampires, as strong as some top tier units), in 5 it started as 2-3, but with ranged skeleton lossess were reduced,increasing the power of the skill and probably causing the change in ToE(probably the best funtional compromise even if not flavourful as before),there they also resolved the raise dead problem(each use reducing troop's max healt),and then the full turn around with cure/raise of 6
So my question is: will necromancy be able to do all the work needed by itself without going out of control as sometimes happened? and it will be at the same time satisfating?(the VI version wasn't in my opinion). we have to wait and see i suppose.
and it seems well balanced...just needs some fine tuning as I explained some posts below
this is the first skill tree whereby all the skills are desirable