Stan

Necromancer Live Q/A Overview: May 3

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Senior Game Designer Travis Day & Lead VFX Artist Julian Love answered questions related to Necromancers in a livestream Q/A yesterday.

The most interesting facts of the Q/A can be found below.

Rise of the Necromancer DLC

  • Needs to be purchased separately for PC / consoles
  • Apart from the new class, players will receive cosmetics (banner, pet, portrait, wings) and 2 additional stash tabs / character slots

Necromancer

  • The core themes of the Necromancer revolve around blood, bones, curses and pets
    • Poison doesn't feel right, would be too similar to the Witch Doctor
  • Major skills emphasize physical damage, minor cold & poison
  • The intent was to make the Necromancer class super flexible
  • New exciting Legendary items coming next Tuesday
  • Devs have been monitoring Necromancer GR clears and came to a conclusion that they're squishy at higher levels. New Legendary items and adjustments to Bone Armor should help their survivability
  • Blood is Power will be revamped
  • Players will receive 2 pennants for set dungeons
  • The new class won't be added to old set dungeon achievements
  • They experimented with automatic Essence generation internally, but it wasn't too good, and instead, they boosted Essence generators to make them more powerful (generate more Essence)
  • Resource Cost Reduction (RCR) won't affect their health, due to the amount of unforseeable interactions it would entail with all the Legendary items

VOD

  • TBA

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5 hours ago, DasBigHippo said:

So... still no price? Or have I missed that in previous posts?

No announcements were made so far.

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On 5/4/2017 at 2:43 PM, DasBigHippo said:

So... still no price? Or have I missed that in previous posts?

 

On 5/4/2017 at 8:32 PM, Stan said:

No announcements were made so far.

In my experience (not that it's a lot) the price is the very last thing companies announce in these situations.  It's set by marketing and executive types, and the designers who talk to us on the forums probably have no say in it and no knowledge of what it will be.  They also want to price it as high as possible, obviously, without driving people away.  If they announce a price too early, and then realize later they could get more, they're stuck.  Or if they realize they made it too high, they could have already lost customers even if they lower it later.  So they keep tabs on the market and the players and the excitement level (which they're trying to increase as they near release) and then announce a price at the last second, based on the latest possible information.

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On 5/6/2017 at 4:35 AM, Warden said:

They also want to price it as high as possible, obviously, without driving people away.

This is key. They need to just keep hyping, show everything they have planned to give people the highest possible chance of still being there when they announce the price, as well as when it goes live.

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