Since its release, Necromancy has proved to be an extremely adaptable and versatile skill. We've really enjoyed seeing how you use it in different combat encounters, and watching you unlock its full potential! Now, though, there are some concerns that it's a bit too ahead of the other skills for the overall balance of the game.
Today, we're starting to make some refinements that will reduce the gap between the strengths of Necromancy and those of other combat styles. Over the coming weeks, we aim to bring the other styles up to modern standards of feel and pace. From October 30th, you'll be able to participate in a new Combat Beta so you can try out the new approach and help us refine it with our feedback.
Check out our recent blog on the topic for more information, and see the Patch Notes section for a list of today's changes!
Here's a recap from the blog:
- We're adjusting conjured spirits to tone down their power level while improving their quality of unlife.
- Adrenaline cost has been removed from conjure and command abilities
- We've observed this play style and feel that separating conjures from adrenaline is the best approach going forward.
- This should help normalize damage across the entire encounter instead of it all being frontloaded at the beginning.
- Addressing the power of 'Command Vengeful Ghost'
- There was a bit too much power in the 'Woo'
- Adrenaline cost has been removed from conjure and command abilities
- We'll also be introducing a new ability: 'Conjure Undead Army'.
- This ability requires 99 Necromancy and is available at tier 7 of the Well of Souls talent tree. This ability allows a player to conjure multiple spirits at once.
- Ectoplasm costs will be equal to double each conjure ability included, and the ability can be right-clicked and customized to select/remove conjure abilities.











