Necromancer Q&A - Live Updates
Today, starting at 4:00 pm PDT, Senior Game Designer Travis Day and Lead VFX Artist Julian Love will be participating in a live developer Q&A. You can watch the Q&A below, and we'll also be updating this post throughout the broadcast.
- The Necromancer Q&A is now starting!
- Two character slots, two stash tabs, a pennant, banner, pet, wings, and a portrait frame will be included with the Necromancer pack.
- There will be four class sets and set dungeons.
- The majority of the Necro kit will be physical, with two other minor damage types- Cold and Poison.
- There wasn't much debate internally about the execution mechanic - they feel it's similar to just having another skill that does more damage.
- The sets will be as open ended as possible; the pet set was kind of the exception, but pets are one of the core fantasy roles of the Necromancer.
- The saint set focuses more on the Meleemancer playstyle.
- Xbox and PC will not share the Necromancer DLC. You will need to purchase both separately.
- The team went back and looked at D2 for curses, but also wanted interesting choices rather than just having a bunch that just increase damage in slightly different ways.
- The team didn't necessarily want to make a thorns build with a set built around it, but decided to add little ways to hook into that playstyle if players wanted it.
- Resource Cost Reduction will not affect health for Necromancers. They were close to making that change, but it was too risky considering all the extra legendary item interactions that would be affected.
- There are currently no items that increase timers for pets or that will increase the caps. However, there are items coming up that will allow you to more quickly reach that cap or to further buff the pets.
- Plague set has some really powerful legendary items on the way. Major synergy coming next week.
- The team didn't go into designing the Necromancer with 2-3-4 person rifts in mind. They just went with what you would expect to find from the Necromancer: curses, pets, blood, and bone! They want it to be flexible.
- Travis Day has kept a close eye in particular on streamers in higher GRs. The team noticed that Necromancers are squishy at these levels, but have some more legendary items on the way, along with small skill changes, including Bone Armor.
- Blood is Power is going to be redesigned. Players broke the skill, allowing invincibility and massive damage output. It will maintain the same theme however, just in a less broken and abusable way. The Bone Armor - Invulnerability rune allowing you to become invincible will also be fixed, making the CD start after the skill ends.
- Decay Golem currently has no plan to have a tracker on how many corpses he consumes.
- Necromancers will have scythes and phylacteries, but no unique armor piece.
- Necromancer sets won't have seven or more pieces. Sets are meant to feel powerful on their own, and when you combine them, they just blur together.
- Internally, automatically regenerating essence caused gameplay to break down, and it didn't feel great. They just decided to make the generator skills more efficient.
- Next Tuesday, all of the new legendary items should be available to play with.
- The Blood set will be tweaked, and they're going to make healing mechanics not drain the stacks as quickly. It should just end up with more healing overall and maintain the ebb-and-flow playstyle.
- All of the two minute cooldown skills will be made to feel really powerful, but they wanted to leave it open at the moment just to see how they all interact with sets and legendary items.
- There are 1,100+ monsters in the game right now, and it was one of the challenges to making Revive work.
- While it would be interesting to revive your allies, there are no current plans to implement it.
- There will be no Iron Golem from D2. It would have been a big challenge, taken player interaction away from gameplay, and have players focused on items. It just didn't feel like a good fit.
- Necromancers have white hair, and it's explained by lore. It will be in other media somewhere down the road.
- For some classes, the damage type is the fantasy, but for the Necromancer, they didn't feel like Poison was a core theme. Putting Poison on a dagger and stabbing enemies one by one just didn't feel cool.
- Instead they felt blood and bone, as well as curses and pets, felt more appropriate. They also wanted to differentiate the Necromancer from the Witch Doctor. They design around chasing the fantasy first.
- Rewards for set dungeons will be two pennants. The Necromancer won't interact with old achievements for set dungeons. You won't have to complete Necromancer dungeons for the wings.
Well this was disappointing.
No increased uptime because micro management is "fun" and you can just waste a mediocre rune and passive for very little reward
Perma invul is gone (which is a good thing) but the only planned change to blood set is longer charge duration. Its still a lot of tradeoff for very little payout.
No 7 or more set pieces and i'm imagining none of the set pieces are moving to non-traditional slots because dipping into a 2-4piece is for every other class not this one.
The team didn't go into 2-3-4 person rifts because knowing the meta is too much effort.
And the plague set has very little to do with disease but because Websters Thesaurus was down they could not think of a synonym for death and bone was already taken.
This is like the 3rd Necro QA. Althought it was probably meatier then the proceeding two...it was still very disappointing.
I loved the Necro in D2 and was so excited when they announced this. I am becoming less and less excited, and more and more disappointed. The no 7 set pieces is frustrating. Set mixing and matching, with it's trade-offs and possibilities are something that i love to do on every class. The class on beta feels boring, strong in < T3, but weak and awkward in anything else. The builds feel forced and like a silly attempt at illusion of choice.
I hope the legendary items can help bring life to this class, but at the same time, I wish the class and skills on their own, would feel fun, past the "new" and corpse gimmick. I feel that they need some better passives and a few more skills, or at least runes on their skills that "change" them more. They didn't feel to have as many game changing skills.
Maybe they will do better, if they bring in Assassin or Druid too.
does it bother anyone that blizzard is more often than not seemingly incapable to make changes to their own game? it seems they have lost the power of their tools or don't have anyone with knowledge of stuff made by replaced / left people. examples:
and what about the pricing? still nothing on that, huh? they really, really try to avoid that because they WILL want 15$+ for the pack. everything above 20 will cause a big shitstorm. oh man, they can't really win with this character, can they?
Still no mention of price. The guesses seem to get higher as the release draws closer. Sooo, to curb expectations on the consumer I shall offer a freshly printed 5$.
Price is most likely going to be $20. $15 as part of some promotion.
I am just after the extra space for char and stash, would purchase multiple times if I could.
Think they will increase the max stash tabs to 12 if you buy the pack?
You'll get 2 additional stash tabs with the pack. If you already have 10, then yes, you should be at 12.
Their lack of imagination with Iron Golem is troubling. They could have had a raised Iron Golem gain the ability of a legendary used on it, could have had set items lower that set need by 1 for the necromancer, and it could have given us an outlet for all the legendaries we find.
They Golem wouldn't need to be redesigned, raise one in a GR and it only lasts for that GR, everything could be the same skill wise.
Could also just have the Iron Golem revert back to the item at the end of its duration. Would be similar to revive reverting back to corpse rune.
I also liked the idea above about equipping like Kanais cube or like a follower.
How about they don't give us 7th slot, but allow Iron Golem to act as a 4th wild card power (kanai power). As long as it is active, you get that buff. Golem reverts back to item at end of duration.
Question - if you use the thing that gives your pets your thorns (can't remember what it was, a passive?) does that scale with the pet set so they all get super powerful thorns?
I still think all those long cooldown short duration skills that the necro has look very boring in a fast paced game, and I'm a bit shocked that they think that % damage "is the same as a big damage skill" or didn't see the broken ass invulnerability coming.
I'll buy it and try it out so job done by the devs I guess, but Blizz has lost a ton of goodwill for their future games with how little they've invested into developing Diablo.
Since there's likely a high number of players who own both World of Warcraft and Diablo 3, I'm willing to bet the farm that the Necro pack will cost $15 since you can now trade your wowtokens for 15 BlizzardBucks.
As for the Necromancer? The potential was there but there's only so much you can do with a busted game and a skeleton development crew at this point. Not only is it taking waaaay too long but it also feels like they're somehow cutting corners along the way.
I still didn´t had the chance to try play the PTR yet :/
Long ago I suggested some items that would grant an additional slot in Kanai's cube, like a Severed WD head that allowed you to equip one more "Helm" based power, pants or belts for Demon Hunters wich granted an additional "Quiver" slot or a Barb items that allowed him to "switch" weapon effects when using Weapon Throw. It would had been perfect for an Iron Golem mechanic, equip the legendary items you wanted and voila....or granting your weapon wielding pets legendary weapons effects and such (but only on hit effects like Thunderfury).
I'm more angry however at the lack of Fire spells. The 4 element of physical creation for rathma were earth (blightish?), Metal (bone?), Flesh (blood!) and Fire...which has nothing. We could had had brittle but sharp bone spells, choking ash, blood cauterization, detonating corpse gasses...
Or the lack of Bone Wall...a passive, impearmeable wall to contrast with WOD...rune effects could had been Bone Prison (instead of the passive), consuming chunks of the ball to empower bone spells (kinda like the one in the release trailer), or have your Command Skeletons man it or fuse with it to add active damage to it.
That cube idea sounds nice. It made me think of the idea of where you could create an iron golem from a legendary being in a kanai type slot. If that item effects a skill, even another classes, then the golem has that ability, plus the "benefit" when using it. So a half cooldown vengeance, thunderfury attacks, chance to double attack speed, cast rain of corpses runed grasp of the dead sometimes on attack, gain archon with 50 stacks (activates on normal archon cd). They could probably code the proccing of items or skills based on a lot of their code that they have. They could be creative with some items, as needed or desired, but re-use with little effort, the abilities and effects we have. Even if they just allowed you one extra power for a necro item, which was granted to your iron golem, or even you through having your golem up.
Chat thought, and I agreed, this was the dumbest (not already answered) question ever. Aside from the obvious balance issues. it's not a whole lot of fun to not be able to control your character...because the necromancer has revived it.
the whole hype and QA bullshit of the necro is a waste of time. It just comes down to which set does the most damage and may as well remove the other 80% of the necro's skills from the game. I haven't even looked at the necro skills, I have no idea what the class does, and yet I'll just go to the set notes and see "increases X damage by 1600%". great, now I know how to play the fucking class.
fuck this game
Heh, the most interesting for me is the price, which they do not want share too soon. I'm affraid that if they say about pennants, pets, frames, spaces on every opportunity they will want to charge more than expected for the product. The truth is that all additional stuff is worth literally nothing, it is just there... the only thing that most people want to try is Necro itself. I look forward to check gameplay if the price is good. I assume we will know everything at the end of June when S11 will likely start.
PS: hope the price will be $15 tops. But after all this additional content hard on 30$ is more likely...
I wonder whats gonna happen with players that haven't got 10 tabs yet. For example if a player has 6 tabs + 2 necro = 8 tabs. Does that player gonna be able to reach 12 tabs later ,or it going to stuck on 10 .. ?