Necromancer Sucks

Hi there, game designers or whoever reads this. I am going to guess nobody reads this except other players who want to disagree with me for talking bad about their favorite video game ever, but that's okay, whatever.

So anyway it's been a little while since my last post here. But I decided to come back and, despite the fact the game is definitely easier than 0.1, I find myself gravely dissatisfied. I am unhappy. I am disappointed.

I think I fundamentally disagree with the design decisions that made minion builds what they are in this game.

Stuff I want out of playing a Necromancer:

- Hordes of minions
- Minions kill things for me
- Minions tank things for me
- I hide like a coward and don't get aggro because my minions do that for me

Stuff I get in POE2:

- 2 skeletons at any given time
- Minions don't kill anything
- Minions don't tank anything
- Every enemy homes in on me regardless of my positioning

Do you maybe see the problem here?

Additionally, I just want to say: the idea of giving you summons that basically suck, except they have one big skill you can use with them to throw a fireball or something at the enemy, this idea in my opinion, is terrible and not fun. It might be fun for certain people, but me, I don't like it and it doesn't match what I want out of my character and my class.

I do not want to play a Dark Pact "sacrifice my guys" build. I want to just summon 24 skeletons and let them fight things for me while I contribute auras and such.

POE2 doesn't let me do that. I can't even dual-wield SCEPTRES in this game. I also fully understand WHY you pair 'Spell Damage' with 'Minion Damage' on the tree. Ohhh, I understand. I just hate it.

So here's my suggestions:

- Make allowances to let me play the game the way I want to play it

I am going to give you the benefit of the doubt and assume you know very well what I want, but then you're going to say "you don't REALLY want that" or "but that promotes passive play" or something and tell me I am wrong even when I try to communicate it as clearly as I can in this way.

So all this is pointless, and my bitter tone is probably not helping things, but oh well here we are anyway. It's not like if I said it nicely anyone on the dev team would listen to me - they've clearly made up their minds already on what a Necromancer should be.

That is all.
Thank you.
Zuletzt angestoßen am 25.12.2025, 08:45:29
i dont play minions but i sometimes watch videos of minion build doing afk simulacrum n stuff so you probably missed something?
Not to disagree just saying...
Hey, you are entirely entitled to disagree if you want. I am mostly just mad about the general design of Necromancer, like how they decided it should play, rather than the effectiveness.

I always liked that in POE 1 you actually had a lot of room for creativity and to kind of do whatever you wanted with, Summon Skeletons, Summon Zombies, Golems, and so on, and it's kind of better than ever now that we have Skeletons, Archers and Mages, but...

By comparison in POE2 it feels like, the devs have ONE idea for how you play this build and that is the way you have to play it. It feels like all the options were ripped out and that's not fun to me.
The last time I tried a simulacrum, it was with 50 fractures and died multiple times on the final wave after the mobs bulldoze my minions. I invested heavily into minion passives and have a decent amount of +level mods on my gear. Needless to say, I will not be attempting any more of those.

Anyway, I agree with OP on several points. I hate how enemies largely ignore my minions and focus me down. If I want to play a summoner where minions are just passive damage while all of the danger is fixed on me, I'd play Boneraiser Minions.

Also, we desperately need more viable minions for endgame. Currently the best we have available are Vaal Guards (bombs), Powered Zealots, and Giant Wasps w/ Elite Death Knights. The first two completely decimate visual clarity while the third requires too many finicky mechanics to get up and running (ex. wasps need Infernal Legion support so they're inconsistent as they'll spend a good amount of time being dead, additionally mechanics that involve maintaining rage).

Finally, we need a true dedicated summoner ascendancy. Infernalist with HP-as-bonus-spirit and Shaman with spirit for every empty charm slot doesn't make them summoner ascendancies.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
Zuletzt bearbeitet von Pizzarugi#6258 um 25.12.2025, 02:16:42
"
Majorita#4109 schrieb:
Hey, you are entirely entitled to disagree if you want. I am mostly just mad about the general design of Necromancer, like how they decided it should play, rather than the effectiveness.

I always liked that in POE 1 you actually had a lot of room for creativity and to kind of do whatever you wanted with, Summon Skeletons, Summon Zombies, Golems, and so on, and it's kind of better than ever now that we have Skeletons, Archers and Mages, but...

By comparison in POE2 it feels like, the devs have ONE idea for how you play this build and that is the way you have to play it. It feels like all the options were ripped out and that's not fun to me.


It's even worse than that because they refuse to lock ascendancies to archetypes and instead these Jack of all trades with a theme,so you essentially have to jury rigg 2 of witches to be useful for your minions instead of just having a regular minion based variant off the bat.

Like infernalist could easily be reworked into "summoner of darkness" or something different that focuses entirely on your summons.
Necromancer is normal, but there are fatal flaws with poe1.

- the aggression of the minions is needed to turn mobs on themselves (in poe1 there is such a property on the gems of the abyss).

- you need a collection skill in order to instantly move minions to yourself (available in poe1), from the last temple of Baal, when passing through the door, the minions cannot follow the player, and you need to run into a crowd of mobs so that they teleport because of the distance. waiting for all the minions to pass through the narrow passage is terrible

- ghosts have their own skills and cannot be controlled, I would like to have the choice to attack mobs of a certain rarity, and (or) activate them myself

- make a property in the settings so that the minions are translucent because when there are a lot of minions or ghosts using skills on the screen, nothing is visible behind them

- reduce the requirement for spirit skeletons to archers in the first stone levels (for easy passage of the storyline company)

I'm playing on lich, with the ghosts of Strider of the Pit, there's a lot of damage to be cleaned up, I haven't reached the uber bosses yet

if something is unclear, I'm sorry the translator did a bad job)
"
Majorita#4109 schrieb:
Hi there, game designers or whoever reads this. I am going to guess nobody reads this except other players who want to disagree with me for talking bad about their favorite video game ever, but that's okay, whatever.

So anyway it's been a little while since my last post here. But I decided to come back and, despite the fact the game is definitely easier than 0.1, I find myself gravely dissatisfied. I am unhappy. I am disappointed.

I think I fundamentally disagree with the design decisions that made minion builds what they are in this game.

Stuff I want out of playing a Necromancer:

- Hordes of minions
- Minions kill things for me
- Minions tank things for me
- I hide like a coward and don't get aggro because my minions do that for me

Stuff I get in POE2:

- 2 skeletons at any given time
- Minions don't kill anything
- Minions don't tank anything
- Every enemy homes in on me regardless of my positioning

Do you maybe see the problem here?

Additionally, I just want to say: the idea of giving you summons that basically suck, except they have one big skill you can use with them to throw a fireball or something at the enemy, this idea in my opinion, is terrible and not fun. It might be fun for certain people, but me, I don't like it and it doesn't match what I want out of my character and my class.

I do not want to play a Dark Pact "sacrifice my guys" build. I want to just summon 24 skeletons and let them fight things for me while I contribute auras and such.

POE2 doesn't let me do that. I can't even dual-wield SCEPTRES in this game. I also fully understand WHY you pair 'Spell Damage' with 'Minion Damage' on the tree. Ohhh, I understand. I just hate it.

So here's my suggestions:

- Make allowances to let me play the game the way I want to play it

I am going to give you the benefit of the doubt and assume you know very well what I want, but then you're going to say "you don't REALLY want that" or "but that promotes passive play" or something and tell me I am wrong even when I try to communicate it as clearly as I can in this way.

So all this is pointless, and my bitter tone is probably not helping things, but oh well here we are anyway. It's not like if I said it nicely anyone on the dev team would listen to me - they've clearly made up their minds already on what a Necromancer should be.

That is all.
Thank you.



Hi.

i want to help.
please. can i see your necro, gear + gems + and passive tree?.
Reading these kinds of posts feels surreal to me... are these guys living in a different dimension?
"Sigh"
"
IonSugeRau1#1069 schrieb:
Reading these kinds of posts feels surreal to me... are these guys living in a different dimension?

Freal. Playing Minions last league was so easy it negatively impacted my fun in the game. And I don't think they changed a ton this league and only got better if anything.

I do think they could make the basic skeleton warriors stronger, just for us skelly fans, but you don't have to take anything outside of the Occult skills to get a crazy Minion build.

I do understand not liking the current design of Commands where they're just Spells that get Minion modifiers, though. I think they could feel more minion-y somehow, like being short but crazy buffs to skill speed, stuff like that.
"
cantrip7#9081 schrieb:
"
IonSugeRau1#1069 schrieb:
Reading these kinds of posts feels surreal to me... are these guys living in a different dimension?

Freal. Playing Minions last league was so easy it negatively impacted my fun in the game. And I don't think they changed a ton this league and only got better if anything.

I do think they could make the basic skeleton warriors stronger, just for us skelly fans, but you don't have to take anything outside of the Occult skills to get a crazy Minion build.

I do understand not liking the current design of Commands where they're just Spells that get Minion modifiers, though. I think they could feel more minion-y somehow, like being short but crazy buffs to skill speed, stuff like that.



Creating minion mechanics with these commando skills is one of the most stupid, useless, and despicable things I've ever seen in games. I see a very poorly developed and standardized minion system in the game.

The necromancer weapons don't have an essence that provides skills like other weapons, and 99.9% of the necromancer items that drop in the game are useless.

The passives have very little damage; in fact, nobody uses a third of these minion passives.

This dev team is completely out of touch; they managed to be worse than those who developed Diablo 3.

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