What even is the point of Army of the Dead beyond giving you more sacrifice fodder? The talent needs a passive component to give it more weight. And is the 20 second limit really necessary?

It’s first problem is that recasting the skill resets the skeletons rather than adding more. Pre-rework you could have a ton of skeletons and have an actual army if for like half a second…

Post rework you can more consistently have more than your basic cap of skeletons…for like 20 seconds.

Secondly…the skeletons need to achieve a purpose. Are they supposed to do damage? Narrow blades and Seneschal does that better. Are they supposed to tank for you? Seneschal and their boosted health does that better. What does that leave them with beyond 20 seconds of “free” overcharge fodder? The skeletons achieve something thanks to the bonuses from barrow blades and dread seneschal.

And beyond that, 20 second of a few extra skeletons, even IF they were useful, is very useless. That’s closer to a lower level talent. If you insist in the current iteration, FS needs to add something more to the talent like they did for Seneschals. What does Seneschal add? 1) tougher+harder hitting skeletons AND 2) a disruptive charge and shields for dedicated defenders. Army of the Dead? 1) 20 seconds of a few more skeletons and… 2)???. What will it be? Maybe a bonus that benefits from the increased quantity of skeletons or a passive that lets Sienna earn more skeletons when the skill is on cooldown? Maybe give Sienna a new skeleton every 5 kills or every elite/special killed? Give it something to facilitate an “army of the dead”

TL;DR -

  1. What is the purpose of the 20 seconds of extra skeletons? The effect is currently useless because the skeletons don’t do anything impactful.

  2. Even if they were impactful, 20 seconds doesn’t allow any differences to be made.

  3. The talent needs to facilitate its namesake. Even if a literal army isn’t feasible, perhaps it could be reworked to a point where the quantity of skeletons is maintained more consistently than the other two talents? Maybe a secondary method of generating skeletons or a passive bonus that benefits from having tons of skeletons?

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I would have something in mind like making the skeletons not permenant companions anymore but reworks the ult that you literally can summon an army of skelettons for a certain amount of time.

Of course only for this talent, the other 2 talents should keep the skellis as permament companions :wink:

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Making all the skeletons sounds like it’s way too tedious. It’s why so many people leave Superior Gaskets on permanently on the OE.

Unless the duration is the same as the cooldown that is. Course in that case what would even be the point.

hmm havent in my mind to micromanage them, if you want to do this the other 2 talents would be for you

That makes like no sense. The talent has the base amount of skeletons permanent from the start. The army of skeletons losing permanence is entirely your suggestion.

You can rewrite every code.

Yeah and imo an interesting one with not only a buff but also a drawback.

I definitely like the idea of passively regenerating skeletons on elite kills etc, it’d be a neat way of keeping her topped up on companions and offer a different playstyle, and ensures when she casts her ult it’d be more typically on a full roster making more use of the expanded limit.

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I would suggest making this talent also increase the base number of skeletons from six to nine or… twelve.

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I’m starting to see fatshark just increase the life spam time lol.

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Alternatively rather than lifespan, skeleton health gradually and slowly decay until hitting 1 HP, but doing certain actions sustains them. Such as venting overcharge, killing enemies, killing elites, recasting raise dead, etc.