Hello!
I am loving the new class. I just wanted to leave my bits of critical feedback here. Grain of salt and all that.
Skeletons and control:
- The control skull on 4 is awkward to use
- Pressing 4 twice to drink a potion is clunky and slow
- After drinking a potion, you automatically take the skull out again so you can’t block in emergency situations
- I don’t always know if my input to take out the control skull has been properly queued after other actions, so I often press 4 again and accidentally swap to potion and drink it. God forbid I’m holding a grim.
- If you’re about to explode, you can’t take out the control skill to vent with a sacrifice, or otherwise prevent exploding. That seems like an oversight for an undead summoner. It also seems like her overheating sound effects are not nearly as obvious? Might be my brain is acclimated to Darktide sounds or something.
- It’s hard to tell what command the skeletons are currently obeying, and how they are buffed by it.
- I feel obligated to always be commanding due to the timed buffs they receive, even though it seems to not provide much tangible value relative to just attacking.
- I don’t like the feeling of constant maintenance. I’d rather choose a persistent mode for them. Offensive or defensive. Then let me select a target to attack or a spot to defend. I need visuals that show me what they’re currently trying to do or what area they’re tethered to.
- A better way might be to summon them with F, then have F be the controller mode, including a “resummon” action that uses your career skill to raise dead.
- “Dread Seneschal” further compounds the confusion, because now my skeletons are split 3 & 3, attacking and defending, but I don’t always know how many of each are alive, which command they are obeying, which command takes priority, etc. etc.
- I don’t fully understand how each skeleton type is different, which has more health, which does more damage.
- I find myself constantly clearing commands and spamming commands and just hoping it’s doing what I want.
- Monsters seem to obliterate the skeletons even in defensive mode
Staff:
- Left click doesn’t feel very satisfying
- It’s hard to see the bounces happening or how effective they are
- Bounce distance is too short
- I wish the attack homed like psyker Assail
- Perhaps it could home onto a single target, and if the target dies it transfers to a nearby target? Idk, it’s missing a cool factor somehow. Projectiles feel slow and lacking visual definition.
- The classic homing skull could have been used here
- Right click generates a gargantuan amount of heat, and it creeps up while aiming. Heat Sink is almost mandatory to not accidentally explode.
- Right click loses lock at some arbitrary angle with little to no feedback? Why?
- Seems to be in the category of beam staff and bolt staff but just performs worse.
- For a class that relies on lighting things on fire for several effects, you would expect this staff to be better at it.
- Sure you can snipe specials, but with a breakable lock-on, channeling time, and huge heat cost. It’s not fast enough if there’s multiple threats on high difficulties.
- In a horde, you have to spam left clicks and also direct hit the enemies to light a horde on fire, and hope you don’t hit your teammates between your own projectiles, fire effects, enemies, and skeles blocking LOS. It’s actually better to swap to scythe for the alt-fire explosion, or the 15s of fire after raising dead talent.
- For a class-locked staff, it feels like it does not synergize nearly as well as it should.
Overall I find myself playing with other staffs, and skeles are just kind of a passive thing happening outside of my direct awareness. Could be improved with better UI or visual indicators of their status, but could be more improved with some reworking.