Dulrik wrote:
1. Energy Drain - Gets a buff in the ability to drain PE along with what it does currently. I liked the idea that the XP drain goes up a bit but if you don't drain XP, it does the PE drain (or perhaps additional PE drain). I would also add a Restoration ability on NPC Healers (only), that would enable you to pay a fairly large GP cost to recover your XP. You would only have a limited amount of time after the Energy Drain happens to use Restoration before the XP loss becomes permanent.
The way I see it, time = money.
Whether if necromancer energy drains experience, making others fix themselves with gold, or just simply junking their items -- it is pretty much the same deal. Players are then resorting to doing the mundane, repetitive things in SK. Coupled with area familiarity limitations, eventually there will be a time players 'give up'.
I really like the idea of draining PE, however. I think the direction should go towards there more. Draining a chunk of PE from enemies could mean they would need to make more conscious decisions on using their skills, and/or their chance of escaping taken away. This in turn makes necromancer very fearsome.
Instead of players thinking, "Oh god damn it this necro is going to energy drain me and I have to spend so many hours getting my experience back, or gather money AGAIN." They would be more like, "Okay, they might drain all my energy so I can't recall, but I still have shot to fight them. And there is a chance they won't junk my stuff."
Dulrik wrote:
2. Dark Infusion (aka Resist Turning) - Casting this buff spell on an undead would make it impossible to cancel the control or dispel the animation affect of a necromancer's undead, but it would come at the price of increased concentration and mana drain. It might also reduce damage from positive energy spells like bolt of glory and holy word.
How should we look at this one? There are already a bunch of spells a necromancer has to hold during combat. There are also many ways to drop necromancer's concentration temporarily, and in turn losing their holds on the spells. So... having more spells to hold, in this case, may ward controls from cancellation spell, but other big hitters such as bolt of glory, magma spray or simply taunt would still make necromancer drop spells. Something I am missing?