- Posts: 7
- Joined: Mon Feb 10, 2014 7:02 am
Tomay wrote:I think the necromancer is slightly underpowered for his cost, but is very fun to use. He is probably better in higher AP games where the field is a little more cluttered and he can keep away from the opponent.
I think the developers are bound to make this game incredibly similar to the card game and so they can not make drastic changes on talents.
But if I was told to revamp the necromancer I would make him focussed on permanent high mana costs summons like he can do nothing for the first turn to summon a permanent warrior on the second... or let him do nothing until he has 12 mana and let him summon a bigger guy.
This would make opposite team HAVING to attack the enemy before they summon too much stuff and would also stop the ridiculous draw tactic, you win or you lose.
If necromancer was this way i would be more then happy to have one in my team, also note that this version should be played with a lot of low AP in order to protect the necromancer and going for a late game win after a couple of big summons or a lot of small summons.
All his powers should be like summon warrior(4 mana) , summon dont-know-like something-more-tankish and the last one costing 12 mana should be like summon something-even-tankier-with-about-10-damage.
This is my vision of necromancer, a summoner not an healer-high-range-through-walls dpser...
Like this the necro would be in lore and also fine with people expectations on what a necromancer should do.
This also would justify his AP cost.
I know I am not having respect for the card game itself in this revamp but if people like the idea is perfectly fine imho.
PS. I'd love, btw, to have some clarifications about this... how far can they go from the original game?