I give a moderately firm opinion because I have played “only” 60 hours. I would like other players to give their opinion, and that we can help the team with our feedback.
Rip Blood, Narrow Shards, Harvest, Wandering Souls, Detonate Corpse, Exhume, Hungering Souls, Spirit Plague and Defile:
Because either I have tested these skills very little, or their specializations do not yet exist.
I will only talk about the skills that I found underpowered. The others are well calibrated I think, which is pretty impressive for an early access game.
— Summon Skeleton —
The Skeletons Rogues seemed to me underpowered. Either I want tanks, and only warriors interest me. Either I want archers. In addition, rogues tend to teleport into groups of enemies, and get killed since they are isolated.
So I do not see at the moment the added value that bring rogues.
Yes, but I’m not sure how useful this skill will be in the end. It is better to have two archers who send ice arrows with two more chances of freezing, than one archer.
Same for the rogue, it is better to do twice damage to the armor with their Acid Flash ability, than once.
Basically this buff reduces damage by 40%. If it was a -50%, it would be 20%. Which would not be huge in itself.
That said, it is not an important point.
— Mark for Death —
Mark for Death has a low cost: 9 mana.
In addition, the spell gains 2% Mana Efficiency per point of intelligence.
And there’s no point in Spawning and Stacking Marks for Death.
This specialization is therefore irrelevant at present. It should be changed I think.
It’s the same problem here.
The spell has a duration of 8 seconds, which is long. And it doesn’t cost much.
In addition, this specialization does not increase the time of the effects of Chill and Fear.
No player has an interest in upping this specialization.
I don’t know which cooldown it would take.
Another possibility is not cooldown but a higher mana cost, to avoid the limitless spawn.
— Transplant —
Purgatory and Ivory Court:
He will therefore naturally replenish his stock of Bone Minions.
There is therefore no need to delete the cooldown.
These specializations should be changed.
I think that skill should be changed, but I don’t know how.
Summon Bone Golem:
Nearly only usefull skills here.
I am not sure of the effiency of Tower of Bones (Threat + 25% per point) as we don’t know how Threat works. But it’s another subject.
Summon Skeleton Mage:
Very usefull specializations here.
One is strange:
What is the use of letting mages use Sacrifice on their own minions, knowing that they will have this spell without specialization and with low intelligence (I think), and therefore its real effectiveness will be low right?
Has anyone tested this power at a high level? Can it be can it be really useful?
— **Sacrifice ** —
I am skeptical about the real effectiveness of the spell.
You have to be able to use Chain Sacrifice to have a real mass effect. Sacrifice is an expensive spell, and Chain Sacrifice makes it even more expensive which is expensive.
You have to be able to summon the sacrificed minions, then summon them again.
Compared to a “normal” mass spell, I find this spell very complicated to use, expensive and far from being so powerful.
In addition, it happened to me that the chain of sacrifice goes back to my minions in the back (my skeletons archers). It’s hard to use this spell safely if you use a lot of minions.
I think that spell should be improved. Maybe make it cheaper.
A very interesting skill. It combines very well with Sacrifice and Crimson Horror, since it allows you to summon 5 Blood Wraith in one go.
A note however: There are several specializations which allow to increase the Health of Wraith. Now that seems to me relatively useless, given that their lifespan is short, and that they die quickly.
It would be really useful, if the speed of Decay (vanishing) was decreased for example.
Maybe some of these health bonuses should be replaced by other bonuses (attack speed for example).
Thanks to have read me.
Please share your own feedback.