The biggest problem with Necromancer is that in order to build graves you have to be at the front to take out zombies. But the skeletons work best if they are near the back moving forward. I agree it's got some serious problems. Not to mention many other towers are cheaper and work better. Pretty bummed I spent 1800 gems to get it. If I could, I'd ask for a refund to be honest. Great video again.
honestly why doesn't the tower work like any other spawning tower except the graves would be at the very back to give them time to spawn and run down the path and not die instantly and have no effect on the zombies
@@Basic_bee64They could make the spawning like the graveyard card in clash royale that slowly loses health as time passes with each spawn of a skeleton. And it will last longer and have more health the more you level up necromancer.
The big big issues with Necro is: A. Way too expensive with its upgrades for what it does. B. You can only place 3 of them (which wouldn't be an issue if it was a stronger or cheaper tower) C. It's only good on certain maps like the one in the video since you can place it further back and it'll still hit (DJ is pretty much required for necro). D. This is probably the biggest one. Its DPS gets dropped by the animations for summoning graves or using its ability. When it summons graves it takes about 1.5 - 2 seconds, and then to do it again to summon more graves, and then again when you activate the ability. The skeletons can make up for the damaged lost but that's only if you get to use it before the enemies reach the graves. E(dit). The RNG with the graves is a bit annoying and it'd be cool if you could just designate a spawn location for the graves to appear at instead of a pretty sizable circle around the necromancer.
uhmm i dont think its bad deal for the tower tbh plus its a support tower the necromancer wasnt really made to be pure damage dealer tower unlike the tho it does spawn the skeletons to deal more damage i dont see the necromancer being bad on certain map tbh tho if its like a 2 way or 3 way map yes the necromancer is going to be bad because of the skeleton going to be splitted maybe or prolly follow the leader lmfao anyways the necromancer is scrap from Healer but able to summon skeleton and unable to heal base lmao
the fact that no-one uses the military base and the amount of units that an elf camp spawns makes people just now realize that breakers need to be fixed, and it'sn't just the skeletons, IT'S WITH EVERY UNIT
Here’s my ideas for how to make this tower a bit better 1. Lower cost Honestly lowering base price because of its weak dps would make it much more viable in early game 2. Guaranteed Skeletons This is an idea I’ve had for a very long time, instead of it being pure rng, make it so each level of skeletons has a certain skeleton in the first grave, so lvl 2 you will always (with max graves) get like 3 swords and the rest normals or something along the lines of that, so at max lvl you are guaranteed an executioner. 3. Grave placement I feel as though the graves should be put at a specific area near the back of the track for EVERY necromancer, I’d be super funny to have huge skeleton stacks and it solves the problem of them getting less use. Thanks for reading!
Of course lowering the price means making the skeletons weaker. i would prefer it, then having a summoner that was supposedly a support tower with the cost of accelerator. Like this tower has so much potential to be a really good tower but the price really just made it really bad, just look at elf camp. That's what a summoner should be, but the only issue that the tower face is the placement limit
The devs worked a lot on halloween event, and after it released, they were fixing bugs non stop, and they didn't have enough time to balance or finish necromancer. It had no sounds when it released, and still has no upgrade icons. Hopefully tds devs will get better mentally and at least make this tower viable in fallen.
They should honestly make it so the skeletons chase the zombies so they can go backwards because its annoying when your late with the ability and you end up dying.
My idea for a necromancer tower rework: - Idea 1: Lower the price, this damage isn't worth the cost - Idea 2: Give the ability to control where the skeletons spawn, this should work similar to how players can control where the mortar fires in BTD - Idea 3: Increase the range of the tower, it's too low for a hardcore tower - Idea 4: Buff the skeletons; this tower is 1.8k gems to get, it's summons should be stronger - Idea 5: Gravestones should build up their level by time as well, (+5 souls per second) - Idea 6: Remove the tower's RNG. Self explanatory Necromancer (Overhauled): Base cost - $900 Placement requirements - On the ground Tower Ability/Passive: Necromancer spawns in Gravestones that can be turned into skeletons upon using the Raise the Dead ability. Players can choose where the gravestones will spawn as long as it meets these conditions: - It's on the path - It's within the Necromancer's Gravestone range Level 0 (Total Money spent: $900): Damage: 8 Damage Type: Single Firerate: 1.5 Range: 16 Gravestone Range: 32 Hidden Detection: No Flying Detection: No Lead Penetration: No Soul Meter: 30 Gravestone Spawn Count: 3 Summons/Units (Level 0): Skeleton: Health: 20 Damage Type: Collision Speed: Above Average Level 1 (Total Money spent: $1,300): Upgrade Cost (0 -> 1): $400 Damage: 10 Damage Type: Pierce (2 max hits) Firerate: 1.5 Range: 18 Gravestone Range: 34 Hidden Detection: No Flying Detection: No Lead Penetration: No Soul Meter: 30 Gravestone Spawn Count: 3 Summons/Units (Level 1): Skeleton: Health: 25 Damage Type: Collision Speed: Above Average Level 2 (Total Money spent: $2,550): Upgrade Cost (1 -> 2): $1,250 Damage: 15 Damage Type: Pierce (3 max hits) Firerate: 1 Range: 19 Gravestone Range: 35 Hidden Detection: Yes Flying Detection: Yes Lead Penetration: No Soul Meter: 40 Gravestone Spawn Count: 4 Summons/Units (Level 2): Skeleton: Gravestone Level Requirement: 1 Max Unit Frequency Per Ability: 3 Health: 25 Damage Type: Collision Speed: Above Average Sword Skeleton: Gravestone Level Requirement: 1 Max Unit Frequency Per Ability: 1 Health: 30 Damage Type: Single + Collision Damage: 15 Firerate: 0.8 Range: 6 Speed: Average Level 3 (Total Money spent: $7,300): Upgrade Cost (2 -> 3): $4,750 Damage: 30 Damage Type: Pierce (5 max hits) Firerate: 0.7 Range: 25 Gravestone Range: 50 Hidden Detection: Yes Flying Detection: Yes Lead Penetration: Yes Soul Meter: 50 Gravestone Spawn Count: 5 Summons/Units (Level 3): (Level 2 Gravestones Unlocked) Skeleton: Gravestone Level Requirement: 1 Max Unit Frequency Per Ability: 3 (Gravestone Level 1), 2 (Gravestone Level 2) Health: 55 Damage Type: Collision Speed: Above Average Sword Skeleton: Gravestone Level Requirement: 1 Max Unit Frequency Per Ability: 1 (Gravestone Level 1), 2 (Gravestone Level 2) Health: 65 Damage Type: Single + Collision Damage: 25 Firerate: 0.5 Range: 6 Speed: Average Giant Skeleton Gravestone Level Requirement: 2 Max Unit Frequency Per Ability: 0 (Gravestone Level 1), 1 (Gravestone Level 2) Health: 250 Damage Type: Collision Speed: Slow Level 4 (Total Money spent: $24,800): Upgrade Cost (3 -> 4): $17,500 Damage: 15 Damage Type: Multi-target Tick: 0.275 Range: 25 Gravestone Range: 50 Hidden Detection: Yes Flying Detection: Yes Lead Penetration: Yes Soul Meter: 100 Gravestone Spawn Count: 7 Summons/Units (Level 4): (Level 3 Gravestones Unlocked) Skeleton: Gravestone Level Requirement: 1 Max Unit Frequency Per Ability: 3 (Gravestone Level 1), 2 (Gravestone Level 2), 2 (Gravestone Level 3) Health: 100 Damage Type: Collision Speed: Above Average Sword Skeleton: Gravestone Level Requirement: 1 Max Unit Frequency Per Ability: 1 (Gravestone Level 1), 2 (Gravestone Level 2), 2 (Gravestone Level 3) Health: 65 Damage Type: Single + Collision Damage: 25 Firerate: 0.5 Range: 6 Speed: Average Giant Skeleton Gravestone Level Requirement: 2 Max Unit Frequency Per Ability: 0 (Gravestone Level 1), 1 (Gravestone Level 2), 0 (Gravestone Level 3) Health: 250 Damage Type: Collision Speed: Slow Hallow Guard Gravestone Level Requirement: 3 Max Unit Frequency Per Ability: 0 (Gravestone Level 1), 0 (Gravestone Level 2), 2 (Gravestone Level 3) Health: 750 Damage Type: Collision Speed: Slow Executioner Skeleton: Gravestone Level Requirement: 3 Max Unit Frequency Per Ability: 0 (Gravestone Level 1), 0 (Gravestone Level 2), 1 (Gravestone Level 3) Health: 3,000 Damage Type: Pierce + Collision Damage: 50 Firerate: 4.008 Tick: 0.1 Range: 24 Speed: Slow Comparison between this and the current version: Total Cost Compared: Overhauled (Idea): $24,800 Current: $45,000 Raising the Dead Spawn Locations: Overhauled (Idea): Anywhere on the path within Necromancer's Gravestone Range, Can be controlled Current: Next to the Necromancer, Cannot be controlled Summons: Overhauled (Idea): You know what you're going to get upon raising the dead Current: Based on RNG Why I feel that the placements of the tombstones should be controlled rather than them spawning in base: - Having the necromancer's spawn within base somewhat gets rid of the point of Level 4's Gravestone explosion damage. - Being able to control where the Gravestones spawn give a bit more controllability towards the tower. Yeah that's my take on an overhaul towards the currently disappointing tower. I honestly feel that if the devs lowered it's in game price & made it stronger in it's own respective areas, it would become into a rather unique and useable tower. (ps. if you read the entire thing, I applaud you)
I agree for most of this but it should have fly and hidden detect at level 0, I mean it's a necromancer it has magic and properly trained by wizards obviously it can see hiddens and flying
Tbh the biggest problem is the that if you put in the front of the map the skeletons would go past many enemies or the skeletons will just die immediately . Place it in the back and now the necromancer can't make any graves. Also the fact that elf camp is better in literally all ways is insane.
The thing I was sad about the necromancer is that they removed the ability that the skeletons can go backwards like towards the base, it was in the new release that they can but after a day they removed it, they removed the only thing that make necromancer can be useful.
In my opinion I think Necromancer’s spawn units should just come out of the back tunnel instead of graves on the road so that way you can effectively use the spawn units and have Necromancers at the front
Units are being one shotted by the breakers because when the breaker "breaks" it spawns lower tier breaker, and somehow, resently spawned enemies are invincible for a tiny amount of time (like 0.2 or smth), so the units walk in to them when they are invinvible, that's why they are getting oneshotted
im ngl necromancer feels like it was meant to be an early-mid game tower with expensive op upgrades later on like engineer but it got nerfed into the ground by the same guy that rebalanced golden cowboy and made it worse than normal cowboy for a while
I think a good way to better improve necromancer is to lower the prices for the later levels a little, and you should also be able to choose any spot on the path for the graves to spawn. It's just conflicting because necromancer need to be at the front in order to spawn graves but the whole spawning units on the path needs to start from the end of the path in order to be at its peak.
Here are some buffs the necromancer needs: -decrease the cost of the tower to 2250-900 -Increase base damage to 8-10 -make it so it can keep attacking while spawning graves or summoning skeletons -make skeletons stronger -increase placement limit to 3-5 These are currently the buffs I could think of so I'll let you guys reply on what kind buffs the necromancer needs
Making the graves spawn skeletons passively without having to kill anything would make it so much better, I get that it’s supposed to copy the necromancer from btd6 but even he could spawn his zombie balloons anywhere within his range
I think they should fix the breaker one shot bug but then give that ability to something like the hazard to make them like a threat if you are using units.
they should add back the bug where the skeletons chase the enemies backwards Edit: a few ways to make necro better: 1. make it spawn normal and giant skeletons every few seconds depending on the upgrade. that way the ability would be for summoning more powerful skeletons like the executioner and hollow guards. 2. make it less expensive because 6 dps for 2k is not worth it, I would say make it 1k or less to place, and maybe more expensive upgrades. 3. Make a bigger placement limit like 5 or 6. 4. if you're gonna make it show up every Halloween might as well just make it the 3rd gem tower. **5 just buff it its literally 2 wins less than accel and it does worse than a military base spam**
The reason why necromancer is really bad is the fact breakers straight up are unfair due to them insta killing them, and the devs still dont want to fix it whyyyyy.
Ive noticed devs in games almost always notice people finding out problems with new abilities/towers, if im not wrong below could buff the tower when the update is gone
Necromancer is basically high skill but low reward and is the exact opposite to Accelerator' low skill high reward dispite both being bought with hc gems. Devs have a design philosophy where they cannot make event towers good because its not able to be accessed by everyone, swarmer and toxic was good is due to a bug and now they r fixed and both are not good. (Except gladiator, which i find quite bs and unreasonable). But necro is different, he comes back every year and isn't bought with robux when it comes back, so the devs should change how they apply their event tower design philosophy even to other event towers.
Im gonna get straight to the point, this isnt going towards Elite as I have watched him for awhile. Clearly you guys not use him correctly. He isnt supposed to be used ontop of stuff and is used before a wave starts (spawning them) before a wave so it has a chance. sure they died to breakers but you have to let them actually spawn. Also there is strategies as me and my friend have been using mortar, necromancer and we have been beating fallen js using those (with commander and farm and dj) but thats support. but clearly you have to let them spawn to do damage because clearly nobody knows how to use them.
right now the necromancer mainly needs 3 buffs / changes in my opinion 1) the necromancers atttacks should chain instead of pierce and at max level it should be able to focus all 4 beams to a single target 2) the executioner skeletons need to be 100% spawnrate and the skeletons itself should either spawn from the back canning the grave idea entirely or be able to chase after enemies 3) It needs a HEAVY dmg buff to match with other dps towers or towers around its price range (mostly dps) but even so if it cant target the same enemy with multiple beams it will still deal a fourth of its total dps (also the skeletons should add to the total dmg of the necromancer so you can see how much dmg it does)
Also range buff could be crucial, just look at the archer with the same piercing ability but insanely big range(bigger than snipers on max i think) it cover almost an entire map with dj buff, it could be great to place nercomancer somewhere near the end of the track and it would actually attack enemies and spawn graves at the end so skeletons dont die instantly, also a great buff would be for executioner skeletons to spawn weaker skeletons time to time like bosses
@@Grindsaw Yeah, literally just a range buff would work wonders. If I'm correct the range only gets upgraded once. Ideally it wouldn't get upgraded but it would be very high to begin with so that you can properly plan to have it as far back as you can while still reaching the front
Necromancer actually made fallen mode really easy… Sure, we were on crossroads, but it was still fallen! My squad tanked some dmg, then they set up an early defense while I farmed, then When i placed necro we were chilling, We even killed tank before he got half way through the map! :D Overall, very expensive but it’s rlly good. 9.5/10 maybe my squad is the reason we won and our accelerators, But It happened on my first time with necromancer. I don’t think it’s a coincidence but correct me if i’m wrong.
Issues & Improvements (Necromancer): 1) Necromancers upgrades In general need to be buffed as they just aren't quite worth their price... 2) Necromancer shouldn't stop attacking when summoning graves, so that should just get removed... 3) Necromancers range needs to be HEAVILY increased, I'm talking more ranger-like, so you can have it further back 4) Necromancers initial placement cost needs to be reduced, so It's TERRIBLE skeletons can actually be more useful early on 5) Necromancer placement limit needs to be increased... you can place 6 Accelerators... and this tower is worse... see the problem? 6) Necromancers skeletons should be able to chase down enemies that have made it past the graves... dunno why they removed this it wasn't op... 7) Necromancers RNG with skeletons should be removed, It should be a set amount of each type instead and the grave tiers need to be more easy to know... 8) Breakers s need to be removed... that's what causes summons insta death, they can balance this by increasing breakers health a little, but the s gotta go... 9) Necromancers skeletons shouldn't delete when you re-summon them... It really Isn't as op as It sounds, It just means you can build them up instead of just having them at the front 10) Necromancers projectile needs to be changed from a pierce to a chain because It's basically the same thing but It won't miss and works on curves, the final upgrades attack method is fine Anyways that's what I have to suggest for necromancer... It just isn't worth it's price right now...
Breakers are the problem not the tower itself the tower just needs rebalance like cheaper and stuff. Like its not only skeletons its all of the units even elf camp they instantly dir even military base, the thing they nerd to fix is the "breaker glitch"
Some tips that can help with necro: 1- He cannot be used as the center dps, becouse of both of grave abilitys That won't let him attack for a time 2- Necro can pierce 3 enemys at lvl 1, so you can use it with braincells to help even more 3- At start i recomend to use the tip before this one, becouse it is more helpfull, but at late game you can place it without the last tip ( 3 ) 4- There is a bug that stop necro from attack ( i only saw it one time ), if there is no path for place graves he won't attack 5- The strongest about necro is your graves, if you want to use better that power, he must attack a lot 6- Like a unit, its good to place him in not in start, to explain better, you can place him close to the second path line ( U turn ), this can may help some times 7-Max necro must use the lvl 3 graves, for more power, that makes every thing even better ( like hallow guard and executioner )
the BIGGEST reason why necromancer is because of a bug. For some reason, breakers are invincible for a split second when going to their next phase, which also just 1 shots any skeleton, even the executioner. If this was fixed, i could see necromancer being B- tier (mainly because final upgrade is both good for cc, and bosses with the skeletons)
One way they can make the necromancer much better is a way to change the direction the skeletons go so you don't have to sell and replace in order for skeletons to be able to do something Because once the boss passes the necromancer, the tower becomes useless
We should buff the necromancer with every upgrade not just have skeleton but having different Halloween monster like Frankenstein the werewolf the demon and more it would change the GAME
Just as I suspected. These new tds towers just feel like they are rushed and poorly made. They just feel like a cash grab than an actual, balanced tower
Below alr stated this is an experimental tower they will rebalance it based on the comunity feedback and they are doing it in the next update ( act 3 )
What's worst is that necromancer summoning a executioner skeleton and gets instant killed by the breakers, its either they never fixed it or it has to be something to do with the breakers mechanics
As a necromancer user myself. *i disagree a bit. Necromancer is good. Saved me a lot of times* Now if you are a necromancer user here and all my tips to use him properly. Step 1. Get DJ. (For price) Step 2. Place him far enough to attack but skeletons do not spawn on top Step 3. Max out DJ Step 4. Max out necromancer and spawn more if you want.
i still think it would be great on maps with circling roads such as the polluted wastelands and crossroads because you can put them at the ends and the skeletons would still make their way to the boss because necromancer can actually hit them
The reason why the tower missed is because it was targeting the breaker but then the cowboys broke it when he was in the middle of his shot making him shoot at nothing because he was targeting some that was killed already
The issues with necromancer I see so far is that you need a map Thats like a very close path to it otherwise it will be placed at the front and the other one is prob the thing whenever you accidentally pressed the ability after the executioner or other skeletons congrats they will die Tbh this is not a great Tower especially when it is a gem Tower that has overpriced placement as well as not a balanced Tower.
Making the tower attack while the ability is used would be a pretty good fix imo , and maybe let two uses with higher cooldown on the second one at higher levels
Elite, if you didnt know, the breakers can one shot any summoning unit and it’s been a bug for months since they got added, not only the necro’s skeletons
Ways to improve it: 1: Add an ability which switch to multi-target(50 Dps) or single target (300 DPS) the dps splits cuz as you see he targets 6 enemies at the same time. 2: Make some range-type skeletons not just executioner skelly, give it a bow or a medieval like range weapon 3: Increase the tombs to 15 cuz why not you could only place 3 of them.
Good ideas except for the first one. Necro should stay as a summoner/aoe damage dealer. Giving him literal accel levels of single target dps is kinda insane and will turn him into generalist that just does everything, making 90% of other towers straight up obsolete.
The issue is pure rng, if id recommend a way to balance them, id make them a bit cheaper or make the skeletons kinda op, like at least guarantee an executioner
Theres a issue where Necromancer at max states it can spawn one executioner Skeleton, but its actually more of a chance to spawn in. Also if they made it that graves spawn at the back of the map would be great.
honestly it could be buffed, and aside from its ability it would passively spawn skeletons based on the level, so if a enemy walkes by the graves its not completely useless and the graves could also passively spawn skeletons based on their levels, and when you use the ability basicly its for a bad situation where u need to spawn lots of skeletons instead of a few every so often. They could also make that the skeles spawned will just stay at one spot, and move around the map like npcs attacking anything in its range. (Simular to the barracks in kingdom rush)
The skeletons getting one shot by breakers is a glitch that has been a thing for a while. There is the same problem with Humvees from military base getting one shot by breakers. Same for elves and crook boss minions
Ik the skeletons died to a SINGLE breaker but THE MIL BASE CAN ON SHOTTED BY A BREAKER EVEN THE RAILGUN TANK THAT HAVE LIKE 2.6K HP GET ONE SHOT BY A BREAKER
yeah theres a reason this tower was still called in the experimental phase, I think the devs decided that the player base feedback on the tower is a better way to balance it
Honestly, if they wanna start buffing it they need to bring back the skeletons going backwards that way they aren’t entirely useless up close to front.
what they should do is make a teir system for the spawning (so once it does the 30 dmg gets a regular grave, do another 100 for swords, then 500 for gaurds, and then like 1000 or something for the executioner one, except probably not those numbers because i was just using them as an example and probably are not very balanced) and then fix the breakers glitch. this would make it a lot better, and if this was too powerful then they could raise the cost for it or something.
I like this tower it’s fun but yeah it’s not super good. If they want to make it stronger here’s some ideas I have. 1 make is so you don’t have to wait for graves to upgrade that way you can keep sending out more constant waves of skeletons. 2 Make is so the Necromancer can summon multiple waves of skeletons and the current wave doesn't die when you use the ability. 3 Make is so the dang breakers don’t just insta kill them
he is good crowd control on max level imo also he is avaible every HALLOWEEN EVENT and not every halloween, so he is avaible for entire november tds balancers are already working on buffing the necro (tom had 1 day to balance necro before his realese and thats why necro is currently publicly experimental)
Some skeletons they should add for Necro: Mage skeleton: summons zombie hands that traps multiple zombies Damage: 15 Cooldown after each attack: 2 Hp: 50 Special: trapped zombies will get purple aura,purple aura has 50 percent chance to recruit them,if recruit the zombie will get more hp and will attack zombies with it's fist. Rusher skeleton: It rushes zombies with high hp Hp: 250 Speed: very fast Special:it has a chance to spawn with a shield, if the shield breaks it causes an explosion that deals 100 damage. Skeleton horse army with Archer Skeleton (3 army) Skeleton horse: Very fast Hp:500 Special: Buffs army of skeleton after it Howls Archer skeleton: Long range 25 damage Firerate:1.5 Special: Custom arrows Arrows: Debuff,Freeze,Pierce Fossilized Skeleton: Hp:1000 Special: Acts like a shield that other skeletons can hide behind it, it also has an ability to be immune to any damage for a short period. Mad scientist Skeleton: Hp: 225 Damage: 25,3000,75,100 Firerate: 3 Special: Summons a table and creates different orbs with different damage, orbs has it's own properties,all orbs has splash damage except black orb. Red orb: deals continuous damage, deals 100 damage to enemies. Green orb: heals all skeletons by half of it's hp, deals 75 damage to enemies. Blue orb: Slows enemies by 40 percent deals 25 damage Black orb: summons a black hole that sucks 1 strong high hp enemy, deals 3k damage.
The necromancer should deal somewhere about 30 damage at the start for its price, if its too much just increase the price. Increase the soul meter so it has somewhere about 500 souls and make it spawn more graveyards. this is how to fix the necromancer
Here is the issue with necromancer, his early levels want to be a early game tower but it's so expensive it ain't worth it, his last level wants to be a boss / crowd controller but the executioner skeletons are rare and they die to breakers (the thing that basically needs crowd control) and 3 max necromancers can't even kill the molten boss on Honey Valley, if you want the necromancer to function well then just use elf camp it does everything necromancer wants to at a very cheap price and with full map range
I spotted a few problems with how you used the necromancer, it’s better to place him on a straight at the back of the track instead of at the front, but he has decent range and should be able to still target enemies.
also the breakers is a problem to types os spawn towers like crook boss militar bases ect , and the fact of the 1500 life skenleton being deafeated by a single green breaker is a bug bc the same thing happens with tanks lets make a exemple: breakers is coming for you base and you maxed all you tanks and now ever tank have 1500 of life and all of them get defeated by the green breakers (this is a real bug in the game and can happen with everyone)
While i can agree that some of his levels deserve a buff, we dont need it to be just an accel V2. For quite a while tds suffered from 'higher cost = better unit" moto, which resulted in majority of the towers getting overshadowed by 3-4 units that didnt feel like burden to run when you used them in your loadout. And only as of recent below started to deviate from it ( for example ranger rework that instead of just boringly buffing stats made him a viable side grade to accel that trades fire rate and hidden detection in favor of much higher range, immunity to 90% of stuns and having slight support capabillitys). Because of this i dont feel like giving him flat stat buffs would be a good idea, otherwise it would just overshadow all the other already existing summoner type towers. Instead maybe give him along side minor stat buffs some new quirks that make him more interesting. For example: passive soul gain. Obviously that way of souls would be much slower compared to just attacking stuff, but it would allow for a more defensive playstyle where you can place him in the back and slowly stack up graves either for unexpected leaks and low health bosses that got through your main defense. T.L.D.R.: Necromancer needs some slight stat buffs and a new small mechanic or two to make it perfect. Plus we need more towers like him that are fun to use, have high skill ceilling and dont overshadow other towers in its niche.
it did ? you could see the power creep reach its peak when overhaul update dropped, accelerator had twice the damage for the same cost compared to ranger back then
1. Decrease the cost of the second last and last level 2.decrease the placement cost to 1250 3. Make it so the lategame skeletons cant just get one shot by a breaker 4. Make the starter skeletons have 25 hp instead of 20 5. Make the windup during the necromancers ability a bit quicker 6. Increase the amount of graves by 2 on max leve 7. Make giant skeletons hp 350 instead of 250 8. Make hallow guards have 1.25k hp instead of 750 9. Make executioner skeleton have 5k hp instead of 3k and have 75 dmg instead of 50 This should make necromancer way more fun to use
Listen, the breakers are actually ment to kill any troops and even so they are still glitched a bit which causes them to destroy any summoner tower so this tower is actually really good aslong as there isnt any breakers there at the moment
How to improve necro 1. increase placement limit to 4-5 2. Increase the amount of graves it can spawn (maybe increases by lvl) 3. Make stronger/new skeletons cause technically we only have 3 (walking/sword/execute) 4. Change the breakers invincibility to the fallen kings one so units instead of being 1 shotted just phase through it instead 5. Animation shouldn't stop it from attacking
or more like: +Fix breaker one shot units bug +Buff necro's lv 1,2 and 3 +Buff necro range little cuz his range for me is still suck even i have 50% range buff (35% from dj and 15% from ranger) +Improve dps more cuz is suck +Make him can spawn 4 graves in max (total 8 graves for 1 necro) +Add archer and wizard skeletons (cuz i seen his army doesn't have any range unit at all like elf camp, crook and mil base) +Increase grave's splash damage from 75 to 125 and explosive range +Decrease spawn animation times at max +Decrease cost upgraded at max lv (i seen other lv is quiet cheap but not max) (Should be worth it for 1.8k gems?)
But nerco can detect multiple enemies at his range, and max level graveyard when they strike the lighting it does a 75 damage aoe but this tower is just a budget elf camp and it focuses on ramming into enemies while elf camp focuses in reinforcement
The biggest flaw is like if u put in the front and the zombie go behind the grave that just your end because the nercomancer stop doing damage and the skeleton barely do damage and if the zombie is fast it will go behind and the skeleton can't attack it just not worth it like i would rather grind for accel since its close to what nercomancer cost and nercomancer in match cost like 22k while accel cost like 30k with insanely better stats even the minigunner can be better then nercomancer yes i said minigunner its worth cheaper and does wayy more damage and has better stats
The breaker thing is a glich,basically when breakers pop,they have a 1 second where they cant die,this makes that ANYTHING that collides with the breakers during their invincibility will die. EVEN FUCKING MAX MECHA FROM MECHA BASE DIES TO A BREAKER. (at least colliding with it,the rockets probably kills them.)
11:04 elite: so uhh basicly you see those acelerators? yea that good but the NECROMANCERS if theyre there then there useless fallen king: *stomps cuz mad* towers: AUG- *cuts the augh sound perfectly*
sad thing is that elf camp is way easier to get if you have to right teammates and loadouts and is like 1000x times better then necromancer bc it can 1. stack a bunch of gunner elfs 2.ripped elf had more hp then the best giant skeletons AND can throw 140 damage dealing snowballs that are ALSO aoe attack 3.the elfs can come out way faster and in a better location and also can deal more damage constantly 4. it can spawn BOMBER elf sleighs that do NOT get damaged by ground troops, do very well against flying enemies and they also do an aoe attack so i think necromencer will need a SERIOUS buff if i before i even THINK about getting it
Like, the thing that skeletons die to the breakers isn't only necromancer's issue. It also happens to military base. This Bug needs to be fixed somehow, and only THEN we can talk about how necro isn't good.
the fact that the exterminator skeleton (the best one summoned) is literally so similiar to tb graveyard jack it might be straight copied from it (same with skeleton AND GIANT SKELETON)
The biggest problem with Necromancer is that in order to build graves you have to be at the front to take out zombies. But the skeletons work best if they are near the back moving forward. I agree it's got some serious problems. Not to mention many other towers are cheaper and work better. Pretty bummed I spent 1800 gems to get it. If I could, I'd ask for a refund to be honest. Great video again.
In that case they can actually rebalance it and make him cost cheaper in act 3
@@Flem_Volcanic Dev said they will rebalance necromancer in act 3 better buffed and changes cost
@@RedJuice642 thats what is said
honestly why doesn't the tower work like any other spawning tower except the graves would be at the very back to give them time to spawn and run down the path and not die instantly and have no effect on the zombies
@@Basic_bee64They could make the spawning like the graveyard card in clash royale that slowly loses health as time passes with each spawn of a skeleton.
And it will last longer and have more health the more you level up necromancer.
The big big issues with Necro is:
A. Way too expensive with its upgrades for what it does.
B. You can only place 3 of them (which wouldn't be an issue if it was a stronger or cheaper tower)
C. It's only good on certain maps like the one in the video since you can place it further back and it'll still hit (DJ is pretty much required for necro).
D. This is probably the biggest one. Its DPS gets dropped by the animations for summoning graves or using its ability. When it summons graves it takes about 1.5 - 2 seconds, and then to do it again to summon more graves, and then again when you activate the ability. The skeletons can make up for the damaged lost but that's only if you get to use it before the enemies reach the graves.
E(dit). The RNG with the graves is a bit annoying and it'd be cool if you could just designate a spawn location for the graves to appear at instead of a pretty sizable circle around the necromancer.
Would've been op if breakers' explosion doesn't deal a million damage to units
uhmm i dont think its bad deal for the tower tbh plus its a support tower the necromancer wasnt really made to be pure damage dealer tower unlike the tho it does spawn the skeletons to deal more damage i dont see the necromancer being bad on certain map tbh tho if its like a 2 way or 3 way map yes the necromancer is going to be bad because of the skeleton going to be splitted maybe or prolly follow the leader lmfao anyways the necromancer is scrap from Healer but able to summon skeleton and unable to heal base lmao
Yeah no shit, we have watched the video too.
@@tuxyflow749 the thing is that IT CAN'T EVEN SUPPORT WELL BECAUSE OF THE MONEY IT COSTS
facts
@@chuamingkun5781
the fact that no-one uses the military base and the amount of units that an elf camp spawns makes people just now realize that breakers need to be fixed, and it'sn't just the skeletons, IT'S WITH EVERY UNIT
i figured that out the hard way when attempting mil base only with some friends
@@raymondli7434hence why ive started boycotting non-legacy maps when using unit-based towers
My tank dies to breakers every single day I play tds
Here’s my ideas for how to make this tower a bit better
1. Lower cost
Honestly lowering base price because of its weak dps would make it much more viable in early game
2. Guaranteed Skeletons
This is an idea I’ve had for a very long time, instead of it being pure rng, make it so each level of skeletons has a certain skeleton in the first grave, so lvl 2 you will always (with max graves) get like 3 swords and the rest normals or something along the lines of that, so at max lvl you are guaranteed an executioner.
3. Grave placement
I feel as though the graves should be put at a specific area near the back of the track for EVERY necromancer, I’d be super funny to have huge skeleton stacks and it solves the problem of them getting less use.
Thanks for reading!
Of course lowering the price means making the skeletons weaker. i would prefer it, then having a summoner that was supposedly a support tower with the cost of accelerator. Like this tower has so much potential to be a really good tower but the price really just made it really bad, just look at elf camp. That's what a summoner should be, but the only issue that the tower face is the placement limit
Instesd of the graves spawning in the back, the skeletons should be able to target a zombie by walking back and forth
@@TheCatHasFallenliterally the only thing going for it is that it multiple hits and it can detect air
Hear me out,the necromancer should spawn archer skeletons,with similar stats to the actual archer tower,piercing and all.
The whole point of necromancer is that all the skeletons mainly do their damage through collision.
@@brendanliew9598 And it fails at the dramatically.
@brendanliew9598 You are correct,but the necromancer isnt worth it,ranged units might improve it drastically
@@Demo-wq4nklike elf camp they has elf gunner
cool idea, maybe instead of an archer skeleton it could be mage skeleton instead
The devs worked a lot on halloween event, and after it released, they were fixing bugs non stop, and they didn't have enough time to balance or finish necromancer. It had no sounds when it released, and still has no upgrade icons. Hopefully tds devs will get better mentally and at least make this tower viable in fallen.
Fuck their mental health they had a shitload of time to make this update
same ❤
They should honestly make it so the skeletons chase the zombies so they can go backwards because its annoying when your late with the ability and you end up dying.
And fix the breaker thing and summons should be better
Easy solution is just don't use it
@@pavlo5551 lol ur genius
@@Arockettt they can't fix it otherwise breaker is so easy and useless
@@imachicken.4799They could just make units not collide with them during their invincibility, Or phase through them
My idea for a necromancer tower rework:
- Idea 1: Lower the price, this damage isn't worth the cost
- Idea 2: Give the ability to control where the skeletons spawn, this should work similar to how players can control where the mortar fires in BTD
- Idea 3: Increase the range of the tower, it's too low for a hardcore tower
- Idea 4: Buff the skeletons; this tower is 1.8k gems to get, it's summons should be stronger
- Idea 5: Gravestones should build up their level by time as well, (+5 souls per second)
- Idea 6: Remove the tower's RNG. Self explanatory
Necromancer (Overhauled):
Base cost - $900
Placement requirements - On the ground
Tower Ability/Passive: Necromancer spawns in Gravestones that can be turned into skeletons upon using the Raise the Dead ability. Players can choose where the gravestones will spawn as long as it meets these conditions:
- It's on the path
- It's within the Necromancer's Gravestone range
Level 0 (Total Money spent: $900):
Damage: 8
Damage Type: Single
Firerate: 1.5
Range: 16
Gravestone Range: 32
Hidden Detection: No
Flying Detection: No
Lead Penetration: No
Soul Meter: 30
Gravestone Spawn Count: 3
Summons/Units (Level 0):
Skeleton:
Health: 20
Damage Type: Collision
Speed: Above Average
Level 1 (Total Money spent: $1,300):
Upgrade Cost (0 -> 1): $400
Damage: 10
Damage Type: Pierce (2 max hits)
Firerate: 1.5
Range: 18
Gravestone Range: 34
Hidden Detection: No
Flying Detection: No
Lead Penetration: No
Soul Meter: 30
Gravestone Spawn Count: 3
Summons/Units (Level 1):
Skeleton:
Health: 25
Damage Type: Collision
Speed: Above Average
Level 2 (Total Money spent: $2,550):
Upgrade Cost (1 -> 2): $1,250
Damage: 15
Damage Type: Pierce (3 max hits)
Firerate: 1
Range: 19
Gravestone Range: 35
Hidden Detection: Yes
Flying Detection: Yes
Lead Penetration: No
Soul Meter: 40
Gravestone Spawn Count: 4
Summons/Units (Level 2):
Skeleton:
Gravestone Level Requirement: 1
Max Unit Frequency Per Ability: 3
Health: 25
Damage Type: Collision
Speed: Above Average
Sword Skeleton:
Gravestone Level Requirement: 1
Max Unit Frequency Per Ability: 1
Health: 30
Damage Type: Single + Collision
Damage: 15
Firerate: 0.8
Range: 6
Speed: Average
Level 3 (Total Money spent: $7,300):
Upgrade Cost (2 -> 3): $4,750
Damage: 30
Damage Type: Pierce (5 max hits)
Firerate: 0.7
Range: 25
Gravestone Range: 50
Hidden Detection: Yes
Flying Detection: Yes
Lead Penetration: Yes
Soul Meter: 50
Gravestone Spawn Count: 5
Summons/Units (Level 3):
(Level 2 Gravestones Unlocked)
Skeleton:
Gravestone Level Requirement: 1
Max Unit Frequency Per Ability: 3 (Gravestone Level 1), 2 (Gravestone Level 2)
Health: 55
Damage Type: Collision
Speed: Above Average
Sword Skeleton:
Gravestone Level Requirement: 1
Max Unit Frequency Per Ability: 1 (Gravestone Level 1), 2 (Gravestone Level 2)
Health: 65
Damage Type: Single + Collision
Damage: 25
Firerate: 0.5
Range: 6
Speed: Average
Giant Skeleton
Gravestone Level Requirement: 2
Max Unit Frequency Per Ability: 0 (Gravestone Level 1), 1 (Gravestone Level 2)
Health: 250
Damage Type: Collision
Speed: Slow
Level 4 (Total Money spent: $24,800):
Upgrade Cost (3 -> 4): $17,500
Damage: 15
Damage Type: Multi-target
Tick: 0.275
Range: 25
Gravestone Range: 50
Hidden Detection: Yes
Flying Detection: Yes
Lead Penetration: Yes
Soul Meter: 100
Gravestone Spawn Count: 7
Summons/Units (Level 4):
(Level 3 Gravestones Unlocked)
Skeleton:
Gravestone Level Requirement: 1
Max Unit Frequency Per Ability: 3 (Gravestone Level 1), 2 (Gravestone Level 2), 2 (Gravestone Level 3)
Health: 100
Damage Type: Collision
Speed: Above Average
Sword Skeleton:
Gravestone Level Requirement: 1
Max Unit Frequency Per Ability: 1 (Gravestone Level 1), 2 (Gravestone Level 2), 2 (Gravestone Level 3)
Health: 65
Damage Type: Single + Collision
Damage: 25
Firerate: 0.5
Range: 6
Speed: Average
Giant Skeleton
Gravestone Level Requirement: 2
Max Unit Frequency Per Ability: 0 (Gravestone Level 1), 1 (Gravestone Level 2), 0 (Gravestone Level 3)
Health: 250
Damage Type: Collision
Speed: Slow
Hallow Guard
Gravestone Level Requirement: 3
Max Unit Frequency Per Ability: 0 (Gravestone Level 1), 0 (Gravestone Level 2), 2 (Gravestone Level 3)
Health: 750
Damage Type: Collision
Speed: Slow
Executioner Skeleton:
Gravestone Level Requirement: 3
Max Unit Frequency Per Ability: 0 (Gravestone Level 1), 0 (Gravestone Level 2), 1 (Gravestone Level 3)
Health: 3,000
Damage Type: Pierce + Collision
Damage: 50
Firerate: 4.008
Tick: 0.1
Range: 24
Speed: Slow
Comparison between this and the current version:
Total Cost Compared:
Overhauled (Idea): $24,800
Current: $45,000
Raising the Dead Spawn Locations:
Overhauled (Idea): Anywhere on the path within Necromancer's Gravestone Range, Can be controlled
Current: Next to the Necromancer, Cannot be controlled
Summons:
Overhauled (Idea): You know what you're going to get upon raising the dead
Current: Based on RNG
Why I feel that the placements of the tombstones should be controlled rather than them spawning in base:
- Having the necromancer's spawn within base somewhat gets rid of the point of Level 4's Gravestone explosion damage.
- Being able to control where the Gravestones spawn give a bit more controllability towards the tower.
Yeah that's my take on an overhaul towards the currently disappointing tower. I honestly feel that if the devs lowered it's in game price & made it stronger in it's own respective areas, it would become into a rather unique and useable tower.
(ps. if you read the entire thing, I applaud you)
good idea 👍
This is good 👍 🎉
nice essay
I agree for most of this but it should have fly and hidden detect at level 0, I mean it's a necromancer it has magic and properly trained by wizards obviously it can see hiddens and flying
Dude the gravestone range is bigger then the actual necromancers range/:
Epic video elite i love watching your reviews and opinions about towers keep up this amazing videos ill keep watching!
Tbh the biggest problem is the that if you put in the front of the map the skeletons would go past many enemies or the skeletons will just die immediately . Place it in the back and now the necromancer can't make any graves. Also the fact that elf camp is better in literally all ways is insane.
The thing I was sad about the necromancer is that they removed the ability that the skeletons can go backwards like towards the base, it was in the new release that they can but after a day they removed it, they removed the only thing that make necromancer can be useful.
Not really
Its a bug but good bug
I like to see the skeleton chase after the enemies they cant catch up
some can
@@Noted666
ye specially bosses cuz they r slow
In my opinion I think Necromancer’s spawn units should just come out of the back tunnel instead of graves on the road so that way you can effectively use the spawn units and have Necromancers at the front
yeah i agree they should do that
No too similar to grave yard
elf camp is already a ripoff of graveyard just with elves@@beezyzzbee9464
@@beezyzzbee9464What "grave yard" are you talking about?
@@Gloom_Shroom_Gamingnever heard of tower battles yet the first best roblox td game to release on roblox
Units are being one shotted by the breakers because when the breaker "breaks" it spawns lower tier breaker, and somehow, resently spawned enemies are invincible for a tiny amount of time (like 0.2 or smth), so the units walk in to them when they are invinvible, that's why they are getting oneshotted
bro they NEED to buff the skeletons. btw executioner skeleton can get one hit.. ONE HIT before it dies and it does what, like 20 damage
im ngl necromancer feels like it was meant to be an early-mid game tower with expensive op upgrades later on like engineer but it got nerfed into the ground by the same guy that rebalanced golden cowboy and made it worse than normal cowboy for a while
I think a good way to better improve necromancer is to lower the prices for the later levels a little, and you should also be able to choose any spot on the path for the graves to spawn. It's just conflicting because necromancer need to be at the front in order to spawn graves but the whole spawning units on the path needs to start from the end of the path in order to be at its peak.
Here are some buffs the necromancer needs:
-decrease the cost of the tower to 2250-900
-Increase base damage to 8-10
-make it so it can keep attacking while spawning graves or summoning skeletons
-make skeletons stronger
-increase placement limit to 3-5
These are currently the buffs I could think of so I'll let you guys reply on what kind buffs the necromancer needs
-add a new ranged summon, archer skeleton or whatever
@@SomeNinety._.and a flying one like a flying ghost
900 is way too cheap for a mid tier unit, maybe 1500 is a good balance
It should be 1000
Making the graves spawn skeletons passively without having to kill anything would make it so much better, I get that it’s supposed to copy the necromancer from btd6 but even he could spawn his zombie balloons anywhere within his range
I think they should fix the breaker one shot bug but then give that ability to something like the hazard to make them like a threat if you are using units.
Its fine if hazard do it, as he barely appears, but breaker appear literally half of the waves
Thats the issue with breakers; they have immune time for some reason, and thats actually why breakers are always punching through so hard
Necromancer has a LOT of potential. I don’t like that he costs gems, but maybe the contract system will make gems easier to obtain.
That was in future update like daily quest, weekly quest maybe they add those in act 3 releases?
No
@@mori8706 I see Below has made the fanbase quite pessimistic.
@@JBPstopmotion78 If u read on tds news feed they said that they will add in future weekly, daily, quests to earn crate or gems or coins
@@imachicken.4799 isn’t that what I wrote?
they should add back the bug where the skeletons chase the enemies backwards
Edit: a few ways to make necro better:
1. make it spawn normal and giant skeletons every few seconds depending on the upgrade. that way the ability would be for summoning more powerful skeletons like the executioner and hollow guards.
2. make it less expensive because 6 dps for 2k is not worth it, I would say make it 1k or less to place, and maybe more expensive upgrades.
3. Make a bigger placement limit like 5 or 6.
4. if you're gonna make it show up every Halloween might as well just make it the 3rd gem tower.
**5 just buff it its literally 2 wins less than accel and it does worse than a military base spam**
😭😭😭
The reason why necromancer is really bad is the fact breakers straight up are unfair due to them insta killing them, and the devs still dont want to fix it whyyyyy.
Ive noticed devs in games almost always notice people finding out problems with new abilities/towers, if im not wrong below could buff the tower when the update is gone
Necromancer never fails to fill up the map with his gravestones
it’s available only during halloween in future years but this year it’s available for the entirety of the event
Necromancer is basically high skill but low reward and is the exact opposite to Accelerator' low skill high reward dispite both being bought with hc gems.
Devs have a design philosophy where they cannot make event towers good because its not able to be accessed by everyone, swarmer and toxic was good is due to a bug and now they r fixed and both are not good. (Except gladiator, which i find quite bs and unreasonable).
But necro is different, he comes back every year and isn't bought with robux when it comes back, so the devs should change how they apply their event tower design philosophy even to other event towers.
glad is good bc they put it on shop so everyone can have it if they pay up
Im gonna get straight to the point, this isnt going towards Elite as I have watched him for awhile. Clearly you guys not use him correctly. He isnt supposed to be used ontop of stuff and is used before a wave starts (spawning them) before a wave so it has a chance. sure they died to breakers but you have to let them actually spawn. Also there is strategies as me and my friend have been using mortar, necromancer and we have been beating fallen js using those (with commander and farm and dj) but thats support. but clearly you have to let them spawn to do damage because clearly nobody knows how to use them.
right now the necromancer mainly needs 3 buffs / changes in my opinion
1) the necromancers atttacks should chain instead of pierce and at max level it should be able to focus all 4 beams to a single target
2) the executioner skeletons need to be 100% spawnrate and the skeletons itself should either spawn from the back canning the grave idea entirely or be able to chase after enemies
3) It needs a HEAVY dmg buff to match with other dps towers or towers around its price range (mostly dps) but even so if it cant target the same enemy with multiple beams it will still deal a fourth of its total dps
(also the skeletons should add to the total dmg of the necromancer so you can see how much dmg it does)
Also range buff could be crucial, just look at the archer with the same piercing ability but insanely big range(bigger than snipers on max i think) it cover almost an entire map with dj buff, it could be great to place nercomancer somewhere near the end of the track and it would actually attack enemies and spawn graves at the end so skeletons dont die instantly, also a great buff would be for executioner skeletons to spawn weaker skeletons time to time like bosses
@@Grindsaw Yeah, literally just a range buff would work wonders. If I'm correct the range only gets upgraded once. Ideally it wouldn't get upgraded but it would be very high to begin with so that you can properly plan to have it as far back as you can while still reaching the front
Why would the skeletons need to chase they zombies when they are slow af💀
Necromancer actually made fallen mode really easy… Sure, we were on crossroads, but it was still fallen! My squad tanked some dmg, then they set up an early defense while I farmed, then When i placed necro we were chilling, We even killed tank before he got half way through the map! :D Overall, very expensive but it’s rlly good. 9.5/10 maybe my squad is the reason we won and our accelerators, But It happened on my first time with necromancer. I don’t think it’s a coincidence but correct me if i’m wrong.
Issues & Improvements (Necromancer):
1) Necromancers upgrades In general need to be buffed as they just aren't quite worth their price...
2) Necromancer shouldn't stop attacking when summoning graves, so that should just get removed...
3) Necromancers range needs to be HEAVILY increased, I'm talking more ranger-like, so you can have it further back
4) Necromancers initial placement cost needs to be reduced, so It's TERRIBLE skeletons can actually be more useful early on
5) Necromancer placement limit needs to be increased... you can place 6 Accelerators... and this tower is worse... see the problem?
6) Necromancers skeletons should be able to chase down enemies that have made it past the graves... dunno why they removed this it wasn't op...
7) Necromancers RNG with skeletons should be removed, It should be a set amount of each type instead and the grave tiers need to be more easy to know...
8) Breakers s need to be removed... that's what causes summons insta death, they can balance this by increasing breakers health a little, but the s gotta go...
9) Necromancers skeletons shouldn't delete when you re-summon them... It really Isn't as op as It sounds, It just means you can build them up instead of just having them at the front
10) Necromancers projectile needs to be changed from a pierce to a chain because It's basically the same thing but It won't miss and works on curves, the final upgrades attack method is fine
Anyways that's what I have to suggest for necromancer... It just isn't worth it's price right now...
Give it a gun.
@@BoneyCodyPerfecto👌
Breakers are the problem not the tower itself the tower just needs rebalance like cheaper and stuff. Like its not only skeletons its all of the units even elf camp they instantly dir even military base, the thing they nerd to fix is the "breaker glitch"
Some tips that can help with necro:
1- He cannot be used as the center dps, becouse of both of grave abilitys
That won't let him attack for a time
2- Necro can pierce 3 enemys at lvl 1, so you can use it with braincells to help even more
3- At start i recomend to use the tip before this one, becouse it is more helpfull, but at late game you can place it without the last tip ( 3 )
4- There is a bug that stop necro from attack ( i only saw it one time ), if there is no path for place graves he won't attack
5- The strongest about necro is your graves, if you want to use better that power, he must attack a lot
6- Like a unit, its good to place him in not in start, to explain better, you can place him close to the second path line ( U turn ), this can may help some times
7-Max necro must use the lvl 3 graves, for more power, that makes every thing even better ( like hallow guard and executioner )
FINALLY, Someone with higher than 100 IQ decided to speak! You did a RIGHT a job BOI!
tip 8: dont use necromancer and any other mid/late game option
@@JeIIix excuse me, WHAT?!
@@JeIIix
9- Tip 8 is fake
Both tips aren't oficial by me
@@Michael-u8d but it still sucks
Ngl sometimes I wish necromancer could act like elf camp
main takeaway: other towers can do more DPS for less or equal cost. mid arguments in this vid, necromancer does need a buff but this video feels lazy
atleast i realised why my hallow guards died for no reason, it was breakers
"Once heres here thoguh, your skeletons are kinda pointless. EUG-"
I know the tower is bad but what did you expect to happen when you summon graves right ontop of enemies????
To kill things.
the BIGGEST reason why necromancer is because of a bug. For some reason, breakers are invincible for a split second when going to their next phase, which also just 1 shots any skeleton, even the executioner. If this was fixed, i could see necromancer being B- tier (mainly because final upgrade is both good for cc, and bosses with the skeletons)
Also that lvls 1-3 is horrible and the skeletons need to have a major health buff
One way they can make the necromancer much better is a way to change the direction the skeletons go so you don't have to sell and replace in order for skeletons to be able to do something
Because once the boss passes the necromancer, the tower becomes useless
We should buff the necromancer with every upgrade not just have skeleton but having different Halloween monster like Frankenstein the werewolf the demon and more it would change the GAME
At least Elite speaking true facts about dps so low that necromancer is a joke🗿
The dps is not the problem, it’s the summons and their ai and the horrible price WITH 3 PLACEMENT ONLY, praying the rebalance is good
@@hydrate7331 yeah true, But the cost is redicilious..
@@hydrate7331 And even crazy that accel cost 2,500 gems does 3x value/worth doing BIG damage those bosses/final boss
@@imachicken.4799what do you expect out of a 1,800 gem tower
Maybe if they removed breaker imunity for once it could be actually decent
Just as I suspected. These new tds towers just feel like they are rushed and poorly made. They just feel like a cash grab than an actual, balanced tower
remember, the devs are making 3 event maps while also making new skins, plushies, and 2 new event towers, one of them being the necromancer
Its gimmick
Below alr stated this is an experimental tower they will rebalance it based on the comunity feedback and they are doing it in the next update ( act 3 )
No way this is an actual comment 💀💀💀
pack you
What's worst is that necromancer summoning a executioner skeleton and gets instant killed by the breakers, its either they never fixed it or it has to be something to do with the breakers mechanics
Redeem ur here before 1hour ticket here👇
As a necromancer user myself.
*i disagree a bit. Necromancer is good. Saved me a lot of times*
Now if you are a necromancer user here and all my tips to use him properly.
Step 1. Get DJ. (For price)
Step 2. Place him far enough to attack but skeletons do not spawn on top
Step 3. Max out DJ
Step 4. Max out necromancer and spawn more if you want.
Fr idk why so many people call necromancer trash when they don’t use it correctly
I feel like they did good on the ideas for necromancer like attacks, how it works, etc but they just executed it really poorly
i still think it would be great on maps with circling roads such as the polluted wastelands and crossroads because you can put them at the ends and the skeletons would still make their way to the boss because necromancer can actually hit them
The reason why the tower missed is because it was targeting the breaker but then the cowboys broke it when he was in the middle of his shot making him shoot at nothing because he was targeting some that was killed already
Aw man , I was hoping for the Necromancer lore.
The issues with necromancer I see so far is that you need a map Thats like a very close path to it otherwise it will be placed at the front and the other one is prob the thing whenever you accidentally pressed the ability after the executioner or other skeletons congrats they will die Tbh this is not a great Tower especially when it is a gem Tower that has overpriced placement as well as not a balanced Tower.
Making the tower attack while the ability is used would be a pretty good fix imo , and maybe let two uses with higher cooldown on the second one at higher levels
Elite, if you didnt know, the breakers can one shot any summoning unit and it’s been a bug for months since they got added, not only the necro’s skeletons
Ways to improve it:
1: Add an ability which switch to multi-target(50 Dps) or single target (300 DPS) the dps splits cuz as you see he targets 6 enemies at the same time.
2: Make some range-type skeletons not just executioner skelly, give it a bow or a medieval like range weapon
3: Increase the tombs to 15 cuz why not you could only place 3 of them.
Good ideas except for the first one. Necro should stay as a summoner/aoe damage dealer. Giving him literal accel levels of single target dps is kinda insane and will turn him into generalist that just does everything, making 90% of other towers straight up obsolete.
@@az-bs9yg i agree because necromancer is cheaper than accel so dont make it stronger or same strenght like accel
The issue is pure rng, if id recommend a way to balance them, id make them a bit cheaper or make the skeletons kinda op, like at least guarantee an executioner
Theres a issue where Necromancer at max states it can spawn one executioner Skeleton, but its actually more of a chance to spawn in.
Also if they made it that graves spawn at the back of the map would be great.
I love how Elite doesn't use admin, he plays fair and hard to get to his goal in his videos.
the worst problem is see how you big axes skeleton die for a crappy breaker
honestly it could be buffed, and aside from its ability it would passively spawn skeletons based on the level, so if a enemy walkes by the graves its not completely useless and the graves could also passively spawn skeletons based on their levels, and when you use the ability basicly its for a bad situation where u need to spawn lots of skeletons instead of a few every so often. They could also make that the skeles spawned will just stay at one spot, and move around the map like npcs attacking anything in its range. (Simular to the barracks in kingdom rush)
The problem is breakers2 and above having invincibility(after death) and just overall killing any units in one hit.
They need to fix the breaker bug, which also applies to military base. Breakers just seem to one shot any unit
I mean, its not bug. Its a mechanic on purpose.
@@samuelrebelo9301how come a breaker 2 oneshot a 3k hp exe skeleton
@@SayseyphousepribeIts was initialy meant to not kill them easily by plasma from accels. On units that is a collateral issue.
If they fix the bug on breakers it actually make the tower go up a tier imo
Since balance changes are pretty much confirmed, hopefully it will be better by then
The skeletons getting one shot by breakers is a glitch that has been a thing for a while. There is the same problem with Humvees from military base getting one shot by breakers. Same for elves and crook boss minions
Why do you wake up so early to make vids that is so insane this is why I am subbed.
Ik the skeletons died to a SINGLE breaker but THE MIL BASE CAN ON SHOTTED BY A BREAKER EVEN THE RAILGUN TANK THAT HAVE LIKE 2.6K HP GET ONE SHOT BY A BREAKER
yeah theres a reason this tower was still called in the experimental phase, I think the devs decided that the player base feedback on the tower is a better way to balance it
U should use necromancer in the corner to spawn more
11:17 "Uhhh- Your skeletons are, kinda pointless."
The Towers: UGH-
the new tower for (most likely beating act 3) better be op and not absolute garbage like the toxic gunner and necromancer
Honestly, if they wanna start buffing it they need to bring back the skeletons going backwards that way they aren’t entirely useless up close to front.
No cause the skeleton executioner instantly dies when he throws his axe and a single low hp'ed enemy hits the unit b4 his axe comeback💀💀💀
what they should do is make a teir system for the spawning (so once it does the 30 dmg gets a regular grave, do another 100 for swords, then 500 for gaurds, and then like 1000 or something for the executioner one, except probably not those numbers because i was just using them as an example and probably are not very balanced) and then fix the breakers glitch. this would make it a lot better, and if this was too powerful then they could raise the cost for it or something.
I like this tower it’s fun but yeah it’s not super good. If they want to make it stronger here’s some ideas I have.
1 make is so you don’t have to wait for graves to upgrade that way you can keep sending out more constant waves of skeletons.
2 Make is so the Necromancer can summon multiple waves of skeletons and the current wave doesn't die when you use the ability.
3 Make is so the dang breakers don’t just insta kill them
he is good crowd control on max level imo
also he is avaible every HALLOWEEN EVENT and not every halloween, so he is avaible for entire november
tds balancers are already working on buffing the necro (tom had 1 day to balance necro before his realese and thats why necro is currently publicly experimental)
Some skeletons they should add for Necro:
Mage skeleton: summons zombie hands that traps multiple zombies
Damage: 15
Cooldown after each attack: 2
Hp: 50
Special: trapped zombies will get purple aura,purple aura has 50 percent chance to recruit them,if recruit the zombie will get more hp and will attack zombies with it's fist.
Rusher skeleton:
It rushes zombies with high hp
Hp: 250
Speed: very fast
Special:it has a chance to spawn with a shield, if the shield breaks it causes an explosion that deals 100 damage.
Skeleton horse army with Archer Skeleton (3 army)
Skeleton horse:
Very fast
Hp:500
Special: Buffs army of skeleton after it Howls
Archer skeleton:
Long range
25 damage
Firerate:1.5
Special: Custom arrows
Arrows: Debuff,Freeze,Pierce
Fossilized Skeleton:
Hp:1000
Special: Acts like a shield that other skeletons can hide behind it, it also has an ability to be immune to any damage for a short period.
Mad scientist Skeleton:
Hp: 225
Damage: 25,3000,75,100
Firerate: 3
Special: Summons a table and creates different orbs with different damage, orbs has it's own properties,all orbs has splash damage except black orb.
Red orb: deals continuous damage, deals 100 damage to enemies.
Green orb: heals all skeletons by half of it's hp, deals 75 damage to enemies.
Blue orb: Slows enemies by 40 percent deals 25 damage
Black orb: summons a black hole that sucks 1 strong high hp enemy, deals 3k damage.
The necromancer should deal somewhere about 30 damage at the start for its price, if its too much just increase the price. Increase the soul meter so it has somewhere about 500 souls and make it spawn more graveyards. this is how to fix the necromancer
For the skeletons it`s luck based, not need to deal more dmg to spawn better skeletons, nope it`s luck based.
Here is the issue with necromancer, his early levels want to be a early game tower but it's so expensive it ain't worth it, his last level wants to be a boss / crowd controller but the executioner skeletons are rare and they die to breakers (the thing that basically needs crowd control) and 3 max necromancers can't even kill the molten boss on Honey Valley, if you want the necromancer to function well then just use elf camp it does everything necromancer wants to at a very cheap price and with full map range
The brakers have a glitch that make them do inf damage to spawned units, andi hate it. Good vid though!
I spotted a few problems with how you used the necromancer, it’s better to place him on a straight at the back of the track instead of at the front, but he has decent range and should be able to still target enemies.
also the breakers is a problem to types os spawn towers like crook boss militar bases ect , and the fact of the 1500 life skenleton being deafeated by a single green breaker is a bug bc the same thing happens with tanks lets make a exemple:
breakers is coming for you base and you maxed all you tanks and now ever tank have 1500 of life and all of them get defeated by the green breakers (this is a real bug in the game and can happen with everyone)
While i can agree that some of his levels deserve a buff, we dont need it to be just an accel V2. For quite a while tds suffered from 'higher cost = better unit" moto, which resulted in majority of the towers getting overshadowed by 3-4 units that didnt feel like burden to run when you used them in your loadout. And only as of recent below started to deviate from it ( for example ranger rework that instead of just boringly buffing stats made him a viable side grade to accel that trades fire rate and hidden detection in favor of much higher range, immunity to 90% of stuns and having slight support capabillitys). Because of this i dont feel like giving him flat stat buffs would be a good idea, otherwise it would just overshadow all the other already existing summoner type towers. Instead maybe give him along side minor stat buffs some new quirks that make him more interesting. For example: passive soul gain. Obviously that way of souls would be much slower compared to just attacking stuff, but it would allow for a more defensive playstyle where you can place him in the back and slowly stack up graves either for unexpected leaks and low health bosses that got through your main defense.
T.L.D.R.: Necromancer needs some slight stat buffs and a new small mechanic or two to make it perfect. Plus we need more towers like him that are fun to use, have high skill ceilling and dont overshadow other towers in its niche.
Tds didn’t suffer from “higher cost = Better unit” it just suffered because more than half the towers in the game at one point was just shit.
it did ? you could see the power creep reach its peak when overhaul update dropped, accelerator had twice the damage for the same cost compared to ranger back then
1. Decrease the cost of the second last and last level
2.decrease the placement cost to 1250
3. Make it so the lategame skeletons cant just get one shot by a breaker
4. Make the starter skeletons have 25 hp instead of 20
5. Make the windup during the necromancers ability a bit quicker
6. Increase the amount of graves by 2 on max leve
7. Make giant skeletons hp 350 instead of 250
8. Make hallow guards have 1.25k hp instead of 750
9. Make executioner skeleton have 5k hp instead of 3k and have 75 dmg instead of 50
This should make necromancer way more fun to use
Listen, the breakers are actually ment to kill any troops and even so they are still glitched a bit which causes them to destroy any summoner tower so this tower is actually really good aslong as there isnt any breakers there at the moment
Thank you I am about to buy it but now I might buy engineer or the act 3 tower
How to improve necro
1. increase placement limit to 4-5
2. Increase the amount of graves it can spawn (maybe increases by lvl)
3. Make stronger/new skeletons cause technically we only have 3 (walking/sword/execute)
4. Change the breakers invincibility to the fallen kings one so units instead of being 1 shotted just phase through it instead
5. Animation shouldn't stop it from attacking
or more like:
+Fix breaker one shot units bug
+Buff necro's lv 1,2 and 3
+Buff necro range little cuz his range for me is still suck even i have 50% range buff (35% from dj and 15% from ranger)
+Improve dps more cuz is suck
+Make him can spawn 4 graves in max (total 8 graves for 1 necro)
+Add archer and wizard skeletons (cuz i seen his army doesn't have any range unit at all like elf camp, crook and mil base)
+Increase grave's splash damage from 75 to 125 and explosive range
+Decrease spawn animation times at max
+Decrease cost upgraded at max lv (i seen other lv is quiet cheap but not max)
(Should be worth it for 1.8k gems?)
nah bro this is being able to be worse than Graveyard Tower
Nahhhhh I even started to farm for it thanks for the advice my dear accel is better 👍
“Necromancer is really weak” you expect a lvl 3 necromancer to solo waves 25-30?
But nerco can detect multiple enemies at his range, and max level graveyard when they strike the lighting it does a 75 damage aoe but this tower is just a budget elf camp and it focuses on ramming into enemies while elf camp focuses in reinforcement
1.8k gems, and available only for Halloween?
....
wow, paradox studio. you fuckin joking?
The biggest flaw is like if u put in the front and the zombie go behind the grave that just your end because the nercomancer stop doing damage and the skeleton barely do damage and if the zombie is fast it will go behind and the skeleton can't attack it just not worth it like i would rather grind for accel since its close to what nercomancer cost and nercomancer in match cost like 22k while accel cost like 30k with insanely better stats even the minigunner can be better then nercomancer yes i said minigunner its worth cheaper and does wayy more damage and has better stats
The breaker thing is a glich,basically when breakers pop,they have a 1 second where they cant die,this makes that ANYTHING that collides with the breakers during their invincibility will die.
EVEN FUCKING MAX MECHA FROM MECHA BASE DIES TO A BREAKER. (at least colliding with it,the rockets probably kills them.)
11:04 elite: so uhh basicly you see those acelerators? yea that good but the NECROMANCERS if theyre there then there useless
fallen king: *stomps cuz mad*
towers: AUG- *cuts the augh sound perfectly*
They made Necromancer look cool but it's attacks and cost are just not worth it to buy though ik they will rebalance Necro
sad thing is that elf camp is way easier to get if you have to right teammates and loadouts and is like 1000x times better then necromancer bc it can
1. stack a bunch of gunner elfs
2.ripped elf had more hp then the best giant skeletons AND can throw 140 damage dealing snowballs that are ALSO aoe attack
3.the elfs can come out way faster and in a better location and also can deal more damage constantly
4. it can spawn BOMBER elf sleighs that do NOT get damaged by ground troops, do very well against flying enemies and they also do an aoe attack
so i think necromencer will need a SERIOUS buff if i before i even THINK about getting it
Ok and elf camp can’t even kill molten boss💀
This necromancer needs a buff and fixed and there’s one bug I hate the most, the necromancer skeletons die in an instant when they touch the breakers.
Like, the thing that skeletons die to the breakers isn't only necromancer's issue. It also happens to military base. This Bug needs to be fixed somehow, and only THEN we can talk about how necro isn't good.
the fact that the exterminator skeleton (the best one summoned) is literally so similiar to tb graveyard jack it might be straight copied from it (same with skeleton AND GIANT SKELETON)