This seems like something that would add an interesting twist to the game… of course it would have to have a limited amount of thrawls so the framerate wouldn’t suffer… and keep the abilities from being used in outposts.
The void gauntlet seems like it would be a more logical weapon to have a necromancer tree in place of it’s healing tree.
Just a suggestion for the far future of the game… many other things would have to be worked out first.
cool idea for sure! but i think this would have to be a staff weapon probs. I also feel like void should be full focus based but thats besides the point. Love the idea I hope they add it. Like imagen having 1 minion healing and 1 doing dps lol however ofc not like 400-500 hp heals more like 200-300 should just be a nice little buff
Why would that be more “logical” than actually fixing the healing tree for it to actually be effective in you know, HEALING.
You DPS already have a million combinations of headshot, uber DPS, stunlock builds, which ruins PvP. How about some healing/tank weapon so combat can actually last a while and be more tactical.
Why would it need to replace the VG? It would just be a new weapon, the Soul Staff.
Two sides would be Necromancy and Contagion, where the latter has poison/disease damage over time (including one AoE life leech for your whole group) and area denial (bone wall :D) and the former allows the summoning of undead.
its like they hired Korean devs or something that hardly have a grasp on what an mmo is supposed to be… which is why the entire game is a polished empty shell
I’ve tried the void gauntlet in the test server and it seems like it would be a helpful addition to healing… I was just using it as an example from what I’d currently available…
But yes, that suggestion for a soul staff would be way better.
I play ranged dps myself but haven’t got into the pvp yet… I see a lot of complaints from people who get sniped constantly in pvp… a horde of undead obscuring viewers from afar would help… maybe one of their abilities could be an obstructive cloud of darkness like those dam portals create… even if it’s just an item like a smoke bomb you can make in a workshop…
…if the musket or bow annihilate close combat players so bad, it wouldn’t hurt to have an item that can obscure… or even a skill for one of the weapons that could.
I don’t even think a necromancers minions should be able to heal… but maybe they get healed in corruption areas and damaged in healing zones.
Like a zombie way back in the original final fantasy would get damaged if you healed it…
But anyways… I like that soul staff idea. The fact that there’s only fire or ice kinda bugs me, lol. But maybe it’s just because in all my years most games have had at least the 4 elements… and often light/dark or life/death.
Earth, wind, fire, water, …and firewater, in my Beavis and butthead voice.
Speaking of firewater, which has obviously extended my rant, can you even get a drink in the taverns? I’d like to wander Aeternum inebriated or even make a molotov cocktail and burn a tree down or create a barrier between my enemy and myself.
Well it is not that bad. Expeditions are fun, among the best dungeons I have seen in an MMO, and the idea of portals is good. It is just that the execution, in most cases, is just not good such as the Orbs, which are universally hated.
Portals can be zerged, because they exist in the open world. Instead they should be actual portals to instances so the content can be challenging based on the restricted numers who can enter the instances.
Skills should have balanced mix of offensive and defensive effects but instead they heavily favor damage dealing and relatively few damage mitigation/healing. And since they share the same pool of skills, if you pick defensive skills then you lack offensive skills. Instead they should have had weapons do largely offensive actions and armor doing defensive. But for some reason they just ignored all armor skills which could make combat much more interesting.