GodJank
Member
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I think it is a very, very big shame that DragonFable doesn't have any actual classes or playstyles that allows for a proper "beastmaster" playstyle. Draco is so incredibly powerful and versatile that the only way you can truly fulfill that beastmaster/summoner power fantasy is if you go out of your way to use other pets, or if you swap pets for very niche purposes (Chimera, Party Tog). In most other games where Necromancer classes are featured (or liches, but they are almost interchangeable), you're given the option of either casting debilitating hexes/curses on the enemy, or you're summoning random undead fodder, goons and ruffians to do your bidding. This is really fun, and I really hope that when Necromancer gets its eventual rework, Verly attempts to explore the idea of making Necromancer into DF's first actual beastmaster class. We already have a very big plethora of defensive behemoths (Paladin, Bulwark DragonLord, DragonSlayer) and offensive powerhouses (Technomancer, ChaosWeaver, DeathKnight) and I'm struggling of ways to make Necromancer make itself look distinct from the classes we currently have. Right now, it spams DoTs and gets carried by some skills that are, quite frankly, absurdly overpowered. Of all the allowed classes in the Inn right now, Necromancer's Inspire Terror is quite possibly the single strongest skill (the only other contenders imo being Writhe and Reinforce Armor). Shroud of the Undead is absurdly powerful, and Shadow Seed would be unbelievably ridiculous if it wasn't for the fact that Necromancer has no real way of inflicting -All, has low +Boost and has generally weak base damages. This feels like a really weird way for a Necromancer to play, and feels very disconnected from the supposed power fantasy. It also doesn't really help that the "DoT spamming tank class that has access to surprising burst" is already generally fulfilled by Pyromancer and Ninja. I think Shadow Seed is conceptually a very cool skill to have, and I think it'll likely be the centralizing mechanic Necromancer is going to have going forward. I can imagine it working similar to Chronomancer's Rift Collapse from AQW, dealing a strong burst of damage after several turns, which feels fittingly evil. Beyond that, I think Verly should experiment with having Necromancer have CHA scaling skills (the skeletons), or possibly have the ability to summon guests altogether to fight alongside it; Slay the Spire 2 is a great game to use as inspiration, as it has characters like Necrobinder (Osty) and the Defect (orbs). It feels cheap, dirty and appropriate for a Necromancer to have its minions do its bidding for it. This also makes me think of an old class idea AstralCodex made up years ago, an Exalted variant for the Mage class (I think?), where Necromancer had the ability to prolong the duration of status effects. This feels like it would be appropriately grimy for Necromancer and could fulfill the fantasy of "crippling the enemy with hexes and harrowing curses" idea. TL;DR: Necromancer's rework should attempt to explore power fantasies currently lacking in DragonFable, and attempt to make it distinct from already similar classes. Necromancer is a great candidate to make a real beastmaster/summoner class. Shadow Seed is a very cool mechanic. Edit: I have no interest in even trying to theorycraft in this thread anymore. This was just supposed to be a fun little thing and come up with ideas on how Necromancer could be worked. Thank you for devolving this thread into ridiculous arguments and uncivilized "gotchas".
< Message edited by GodJank -- 8/17/2026 19:45:55 >
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