How could Necromancy design philosophy impact other styles? [Discussion]
I've really enjoyed Necromancy so far and it's got me thinking how they might change the other styles in the future. Some things that come to mind:
1. Using abilities that are supposed to be used together giving feedback. Living death + touch of death at high stacks looks different and does a little shake to hammer in that high hit you just pulled off. Meanwhile in other styles, especially melee, often the optimal strategies give no indication of how you're supposed to do them and the animations get stalled, interrupted or bleed into each other. Berserk doesn't even tell you it doesn't work on bleeds! Reworking animations and effects in combat so "x + y = big damage boost!" is clearly communicated to the player would be huge. 2. Simpler crafting. With Necromancy you go up the tiers and upgrade it, requiring a few boss drops that are 100% drops from Nex and the like as you progress. They could change defenders to work more like this, where 1-50 could be smithable upgrades the way you make ore boxes, the item to upgrade to 60 could require some orikalkum bars and 5 guaranteed dragon metal shards from KBD, 70 requiring some necronium bars and 5 *guaranteed* drops from barrows instead of 1 rare drop, and so on up to 90, with those tiers no longer requiring sacrificing expensive offhand items and rare drops that never show up unless you solo them. 3. Tank vs dps armor viability. Could we see this "dodge" stat being added to tank armor or some other way to bring animate dead level tankiness to melee and ranged tank armors to make them viable?
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This is just some of the things I've been thinking on but do you think this would be going too far? Not far enough? How much, if at all, should the design philosophy of the other 3 styles be altered by how Necromancy is doing things differently?