Necromancer Cataclysm True Duos & True Solo

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  • Опубликовано: 30 июн 2024
  • I had early access to Vermintide 2's new Necromancer career. Here's two Cataclysm true duo runs with Slav, and one good Cataclysm true solo run that unfortunately ended with a crash right near the end.
    0:00:00 - Mission of Mercy (Cataclysm True Duo)
    0:20:25 - Mission of Mercy (Scoreboard & Stats)
    0:20:32 - War Camp (Cataclysm True Duo)
    0:41:12 - My True Duo Build (Necromancer Fireball Staff)
    0:41:42 - War Camp (Scoreboard & Stats)
    0:42:28 - My True Solo Build (Necromancer Coruscation Staff)
    0:42:44 - Empire in Flames (Cataclysm True Solo)
    1:04:32 - Game crashed...
    Music:
    • Attallas - Intro & Outro Music
    Follow Attallas:
    • RUclips: / @attallasmusic
    Video edited and produced by yours truly.
    vide-2c05ab47
    #Vermintide2 #Warhammer #Necromancer
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Комментарии • 16

  • @TrixMelee
    @TrixMelee  8 месяцев назад +11

    EDIT: Keep in mind these are my thoughts based on the preview/test build of the Necromancer. There's a good chance things are different in the live-build.
    My immediate impression of the Necromancer was that it was quite good. Since the skeletons use the slot system, which is what the AI (besides specials/monsters) use to be able to target and path to players, it immediately gave me the impression that it would be great for frontline stability. Whilst that crowd control is reasonable, since the skeletons don't do much damage and their health isn't high enough to compensate for that (even with the defensive stance), it's just something that other careers do a better job of. Sister, Footknight, and Ironbreaker are examples that immediately come to mind, and they do it on top of all their other perks. That's the crux of the issue with Necromancer, she doesn't provide much else to the team outside of the skeletons. On top of that she doesn't do a great deal of damage either, especially for a backline career. There’s nothing wrong with the only useful thing being the skeletons, if anything I bet the expectation for a Necromancer would be just that, the problem is that the developers need to double down on that idea because right now the most useful thing is also not that great of a thing (or at the very least outshined by other careers/options).
    Every backline build would be better on Battle Wizard because it has far better damage and sustain, on top of very good mobility and crowd control with the teleport ult, and every frontline build would be better on Unchained because of the damage reduction and power/attack speed buffs. For careers outside of Sienna you might as well just pick Sister of the Thorn because she can provide crowd control more often with not only her ult but also her staff, buff everyone's healing efficiency, provide a damage buff to everyone, whilst also having elf's melee weapons which are some of the best in the game so she can still do damage herself.
    What about the two new weapons Sienna gets, the Soulstealer staff and the Scythe? You'll notice I'm not using either of those weapons in this video because whilst they're cool to play around with I don't think they're optimal picks.
    The Soulstealer staff is basically Psyker's brain burst from Darktide. It has decent breakpoints against specials and skaven since it can 1-hit them, but it takes too long to cast for that to be a better pick over other ranged options. Against chaos and monsters it's not great because it's not hitting any significant breakpoints and it takes too long to chain bursts in order to take them out (i.e. overall DPS is too low even if the burst damage is okay). You're better off using other staffs (especially coruscation, fireball, beam, and conflag) because they can apply fire dots far more effectively which Necromancer benefits from because of her passives and talents.
    The Scythe does reasonable damage but it is very slow and clunky. The special attack is a small AoE that can stagger so that's handy, but you're giving up DPS in order to perform it. I also have my doubts that this will scale well into Deathwish. It has potential but I found I was better off using the flail because that's not only safer/faster, but it has the benefit of reasonable damage on top of great stagger breakpoints with the heavy attacks without the need to sacrifice DPS.
    I find it surprising there's not more talents involving skeletons directly, there's only one right now which increases attack speed if at least four skeletons are 'alive'. There are talents involving sacrificing skeletons for some buffs (as well as the passive that vents for you), but I don't really count those as they encourage taking skeletons out of the game rather than playing around them. I feel like the main appeal of a Necromancer-like class in games is to play around your minions more, and/or to have them be the main threat whilst you're the commander. One idea that comes to mind that would provide much needed buffs, would be "Each skeleton Sienna is near provides Damage Reduction (or even Healing Efficieny/Power)" or something along those lines. You could even have a talent that buffs you when X distance away from skeletons to encourage backline builds and more aggressive skeleton attack commands. I'd also like to see the attack and defensive stances provide more buffs to the skeletons/Sienna. In regards to her fire dot passive that gives her 20% increased damage, that would be cool if it was something the rest of the team could benefit from much like how Sister of the Thorn's poison does, right now it's basically just a worse version of that.
    Overall, the Necromancer was a bit of fun initially. You can make it work on the official realm just fine but there's better options. In Chaos Wastes I bet she'd be awesome with the right boon combinations, so if that's your preferred gamemode you've got something to look forward to.
    In the modded realm I can't see her being picked unless balance mods do something interesting with her. There might be some very specific/niche use cases for the Necromancer, specifically in Skaven maps, but generally at this point I see the career as being Engineer 2.0 with less damage. Saying that, I do enjoy Necromancer a lot more than the Engineer because that career is not only boring but sucks having to manage the pressure stacks.
    The Necromancer cosmetics look fucking awesome though, that's reason enough to pick her.

  • @therealshug
    @therealshug 8 месяцев назад +3

    Finally they added it, lol. I'm noob with maybe 100 hours, started a year ago; but Sienna is my main (Unchained), I always felt shorted that she didn't have a fourth career.
    Looks like it's time to hop back on Vermintide!

  • @SuperRocha18
    @SuperRocha18 8 месяцев назад

    looks like its gonna be really op class in right hands, i love it

  • @0sm1um76
    @0sm1um76 8 месяцев назад +17

    Fake duo due to the skeletons, nt

  • @ates423
    @ates423 7 месяцев назад +1

    If you build for crit with the talents the reaper is really good with the corusc staff. Lot of critical hits, bonus damage from the fire, and unlimited cleave and 25% more power on your heavy attacks. I killed a whole stormvernin patrol in like 3-4 heavy attacks with it. Give it a shot

  • @loafro7182
    @loafro7182 8 месяцев назад +4

    finally a good game

  • @qucksscope5490
    @qucksscope5490 8 месяцев назад +1

    Seemes like she some sort of jack of all trades, can support with skeletons but not aswell as frontliners and can do dmg but not aswell as backliners.

  • @Jaiguy
    @Jaiguy 5 месяцев назад

    I've been missing the videos and it's only been three mouths

  • @mazungaz
    @mazungaz 8 месяцев назад

    nice.

  • @ToLazy4Name
    @ToLazy4Name 8 месяцев назад +3

    I'm glad FS is giving you early access to VT2 stuff, but it's a shame they won't listen to you about Darktide's melee problems.

    • @TrixMelee
      @TrixMelee  8 месяцев назад +1

      Well technically an influencer company reached out to me, I didn't get access directly from Fatshark. Most of the others that have early access were through Fatshark though.
      Feedback from prominent players usually gets ignored/shelved, so yeah I generally agree that it's a shame that Fatshark aren't as open to feedback as most of us would hope for. However I suppose it doesn't really matter because their existing combat/class design for Vermintide and Darktide appeals to a majority of players despite its shortcomings. Even though there are objective benefits to a lot of feedback suggested you can't really blame them for not putting more time into it. That's just an unfortunate consequence of modern game development, the priority is no longer about making the best possible game anymore. The counter-argument to that is that if it's appealing to a large amount of players then by that metric it has to be a good game. I only partly agree with that sentiment, because it tends to stifle a mentality that would keep looking for innovation/improvement.
      I've gone on a bit of a tangent but that's my current guess as to where a lot of our frustration comes from with a lot of game developers these days. They're more willing to settle for what works rather than keep striving to make something even better. A more optimistic angle would be that a lot of devs wish to pursue that but are just unable to do it because of a variety of time/corporate factors. I'm aware of quite a few developers where this is actually the case, but it would be naive to assume this is the case for everyone. Naturally this is why we see the most interesting and well thought out games beings made by indie devs, but even these days I notice quite a few of them overlook game design fundamentals or show a distinct unwillingness (or more accurately the lack of ability) to learn from games that have come before them.

  • @hrupalwens5001
    @hrupalwens5001 7 месяцев назад

    Come back to dark tide brother, it’s good now.

  • @shemsuhor8763
    @shemsuhor8763 8 месяцев назад

    wat da