The case for a Necro Crit Buff
Hey everyone, I'm going to get flamed for this, but I want to propose a crit buff ability (not a straight-up damage buff) that could really help with necro hybridding synergy.
Here's the idea:
- Synergy & Flexibility: Right now, having no crit buff means necro lacks improvisation and struggles to synergize with a hybrid playstyle. A crit buff mechanic could add a bit of improvisation and allow for incoporation of extra adrenaline-spending abilities.
- Not a Damage Increase: I’m not looking to simply up the damage numbers. The goal is to offer an optional alternative to the current equilibrium build, one that makes it a viable hybridding style without breaking the intended damage balance.
- Current mechanic: Necro Critical strikes start with 10% extra damage, increasing by 5% every 10 levels starting at level 20, up to a maximum of 50% extra damage at level 90.
- Proposed mechanic:
- Fractured Soul (Ultimate ability- Costs 100% adrenaline / 60% adrenaline + 4 necrosis)
- To keep things balanced:
- Reduce crit damage bonus by 10%(?) while under the effect (bringing level 90 crits to 40% extra damage, subject to balancing)
- Improved adrenaline building
- For example:
- Souls provide 1% per crit in volley, including threads
- Basics, thresholds, spec crits provide flat 4% adren per crit, halved by threads
- Skulls crits provides 2% per bounce on an attackable target, or 8% on first bounce only
- Scythe: 1% per target crit
Necro camping, this would allow for an extra finger of death without necrosis, an extra defensive, an extra bloat, or better scythe sustain. The reduction in critical strike damage under the effect balances for this. This would make adrenaline building smoother and enhance synergy with other combat styles, all while keeping the average damage in line with current stats once crit RNG is factored in.
This isn’t about changing the damage output, but about opening up more tactical depth and versatility for the hybriddig playstyle.
Discuss?
Cheers