I like the spells a lot, especially the ultimate and the 1st skill. The 2nd and 3rd skills are basically ripoffs of warcraft III spells, but that's fine.
My big question is, why did you call him a necromancer? No raise dead skill? No interaction with death? I think this is more of a Warlock type of character.
Skill mechanics are great, but change the hero concept.
Save "the necromancer" for a skillset that at least has summons.
The "necromancer " has so many great spell concepts you can pull from (looking at the d2 class for inspiratoin for example).
1. Summoning skills: Raise dead, either as skeletons, skeleton mages, animated creeps, animated heroes
2. Defensive skills: Walls of bone (vector targeted, straight line walls), bone armor
3. Offensive spells: Corpse explosion, bone spear (piercing projectile), poison spells
4. Curses: different modifiers such as weaken, - magic resist, returning damage, slow etc etc.
Voted yes though
Think he's a bit overpowered.. And i see no reasons making it even harder to play support? everybody wants to play the imba carry, and this hero aint gonna change that.. I like the diversity though, that he can use his abilities both offensive and defensive, but nothing real groundbreaking either.
skill 1: damage skill, but just a bit more OP.. if you should balance it, make the healing to match 50% of the damage.. that way, you can only use it as a nuke, and not as harass/assist.
Skill 2: Missed a cripple.. like this spell, although not original.
skill 3: I remembering this being an ulti in dota, just slightly modified. but i like the diversity.
skill 4: Remake it to something with skeletons.. or fear.. there is no good spells to spread people out, (and behemoth stun, hook, andro swap doesn't count) except may kraken ulti. Anyway.. no need to make it harder for the support heroes.. and how would it work with accursed's ulti?
Original Necromancy deals with the afterlife in general and NOT just dead bodies/corpses/skeletons. In fact Necromancy was officially created/practiced for the conversing with deceased spirits.
My Necromancer twists spirits to his bidding instead of the art of raising the dead. Implementing any of those spells would not fit with theme with the hero nor would it provide synergy with his other skills.
Once again just because Blizzard made the Diablo (which I enjoyed) game with a Necromancer who raises the dead does not mean all necromancy is involved with the dead.
Like I said before in a previous post in this thread, I am a minion master by heart and love pet classes in any game, but the Necromancer concept has just been overdone and I am doing something more interesting.
This hero is supposed to be legitimate niche counter to banned heroes like Jeraziah, Accursed, Ophelia and heroes who build Astrolabe like Plague Rider.
And your wrong, everyone does NOT like playing carries. I personally preferring initiators/support heroes is a living example of that. There is no counter to a good baby sitter in the game at the moment and I believe The Necromancer brings a hard counter ultimate onto the table that punishes survival strategies.
Why the hell does everyone want skeletons on a hero that it wouldn't fit on?
first of all.. the ulti is wauw!
its ok nd synnergies well with ulti.
u might make some aoe to this spell cause it might not be good enough.
imo u should make it a 400 aoe blast with same dmg and hp reg.
second spell: sunder
also ok and synnergies well with first and third spell.
third spell: drain
i actually think u should replace this spell with something that synergies with ulti (some enemy heal spell)
its awesome. really needed in hon (as a counter for jera ulti)
he needs some aoe and some more enemy heal imo.
the life drain should be replaced with that.
the ultimate is just amazing.
EDIT: get a new name for him. he isnt a necromancer imo.
also.. remove the ''(anti-supporter)'' from the title.
what happens if the team doesnt have a support hero? this is good as a counter to say jereziah but then his ult just becomes useless. is there a way to counter this hero?
Perhaps it could be like an anti jereziah dealing damage like anti regen and making extra succeptable to melee damage. this hero is very specialist but is it too specialist that it has no use if no support characters.
could the first spell also be reversable to heal allies - heals for 300 damage then drains 25 per second for 3 seconds. i read your spells but i didnt really understand the phrasing of it.
my thoughts on small changes i think would be nice.
3rd skill should be a link, so you can move while its active, like corrupted disciples conduit
ult seems lackluster. Needs to be aoe skill and maybe should stun for 2 sec or so if victims are targeted by benefical buff like frenzy
any thoughts on these?
I don't want you to change your skill concept to fit into some idea of what I think a necromancer is, because you came up with some good stuff, I just think the term/Label" "necromancer" should be reserved for the stereotype necromancer.
Just wonder how his ulti will work against Flame Consumption(Accursed's ultimate). If Accursed cast his ultimate after the affect, it will get disspelled, but casted on accursed with ulti on does what? If it overrides it its to powerfull.. thoughts?
This hero needs to be implemented. NAOW.
I love the actual concept of the hero, as said before by previous people. You really put alot of time and effort into this, so kudos to you.
However, I do believe the actual numbers and such needs tweaking if anything, onfortunately- I can't give you any real good suggestion on what needs fixing. I'm just here to vouch for a nice idea & concept of a hero.
Thumbs up (y)
interesting concepts. gj
well OBWIOUSLY... we got a Rampage roamin our neighborhood. He's chargin up yo lanes snatchin yo people up, tryin'a bash'em. So ya'll need to hide yo carries, hide yo sitters, and hide yo courier cause he'll be rapin erbody out here!