Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

The Old Realms - Core (Season of Doom)
how-and-why-to necromancer?
I was trying to play the necromancer but I feel like I'm missing something - what's the point of necromancer, when you have a necrarch? I feel like I am missing something major but can't put my finger on it.


Special:
necromancer - summon harbringer
harbringer contineously loses health meaning it has a limited time to do damage, so summoning it from a safe spot and charging the enemy isn't a good idea. Gives a bit healing and can get autonomous.

necrarch - netherball, can summon a wraith on impact, good long range AOE damage, no mana needed

Army:
necromancer can get a lot more units, but those will mostly be skeletons due to dark energy cost and needing the grave guard units to generate it.
necrarch - lower cost of wraiths plus natural dark energy generation.

Magic:
necrarch has a lot more options but frankly speaking... they're both bad.
The problem with magic comes from bannerlord itself - the mana penalty for wearing heavy armour is rendering magic very micro management heavy - do the battle, go to a city, take off the armour, recover mana, put armour back on. Rinse and repeat. One could argue about the magic being extremely powerful, but
- in this game you pretty much need some melee fighting to progress, else you're throwing away 3 skills which would give you a chance to level up.
- lack of armour means one stray arrow or minor cavalry breakthrough will finish you.
- staying behind the army is not feasible in the later game because most spells you cast have a very limited range - and enemy archers will be showering you with arrows from 4x the distance you can cast from.

Shy suggestions:
- How to make the necromancer live on and use armour without the cycle of strip-dress up?
is the mana recovery penalty hardcoded or is it in some file where I could cap it at say 50% instead of 85?
- since the final clan level is named "lichmaster" it sounds to me like liches are a thing in the old realm, would it be difficult to switch the body model to that of a skelatal companion (since the model is already there, no point in spending time on making new body models) and give say 33% wardsave to somewhat help with fragility?


Final note - I am by no means criticising, I think the team responsible for the mod is doing an amazing work and I really appreciate the effort put into this amazing conversion!
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Showing 1-11 of 11 comments
R4MPZY  [developer] 26 Apr @ 6:57am 
We will not have lichebodies, and not all careers are meant to outperform eachother, so comparing them doesnt really prove anything.

We have different careers for different tastes.

And yes, magic casters are super powerful, but dont wear armor, thats why we have the penalty, and in the future there will be miscast aswell.
Last edited by R4MPZY; 26 Apr @ 6:58am
Nevasith 26 Apr @ 1:02pm 
Can you explain why though? I thought liches are a thing and every self respecting necromancer always aspires to become one?
I'm not trying to prove anything just asking if there's a strength of the necromancer I missed when everything he can do, necrarch seem to do better - unless it's just a matter of flavour of course.
R4MPZY  [developer] 27 Apr @ 9:42am 
Originally posted by Nevasith:
Can you explain why though? I thought liches are a thing and every self respecting necromancer always aspires to become one?
I'm not trying to prove anything just asking if there's a strength of the necromancer I missed when everything he can do, necrarch seem to do better - unless it's just a matter of flavour of course.
Necrarch doesnt do everything better, necrarch career perks boost wraiths, necromancer boosts all undead.

Liches are a thing, yes, but too rare to make common in warhammer.
Nevasith 27 Apr @ 12:49pm 
got it, thanks for the explanation :) (I'm more of a 40k guy and was looking at necromancer as something that would be fantasy version of the necron lord)
R4MPZY  [developer] 27 Apr @ 11:33pm 
They might be similar in some aspects, but fantasy and 40k is hard to compare :P
Nevasith 28 Apr @ 8:51am 
that's definitely true, but I do see many analogies, druchii - drukhari (dark eldar), chaos well... chaos, empire knights - space marines while the poor footmen who get trampled by a random black knight share their lifespan with the imperial guard (forgive me the comparison, lord inquisitor ;D)
But the vampire counts don't really have any similarity with the necron, only the necromancer hit me as something similar - Now I will be hard pressed to look for what could possibly be the equivalent of the vampires in 40k

btw, I found the dev note about bringing in `da ork boyz` and skaven, which makes me wonder - will chaos be expanded with a career and option to conquer the world for the dark gods?
Last edited by Nevasith; 28 Apr @ 8:53am
I think Necron are better compared to Tomb Kings in Fantasy.
R4MPZY  [developer] 29 Apr @ 6:42am 
Originally posted by Nevasith:
that's definitely true, but I do see many analogies, druchii - drukhari (dark eldar), chaos well... chaos, empire knights - space marines while the poor footmen who get trampled by a random black knight share their lifespan with the imperial guard (forgive me the comparison, lord inquisitor ;D)
But the vampire counts don't really have any similarity with the necron, only the necromancer hit me as something similar - Now I will be hard pressed to look for what could possibly be the equivalent of the vampires in 40k

btw, I found the dev note about bringing in `da ork boyz` and skaven, which makes me wonder - will chaos be expanded with a career and option to conquer the world for the dark gods?
Yes Chaos and Norsca will eventually be playable.



Originally posted by Unicorn Avenger:
I think Necron are better compared to Tomb Kings in Fantasy.
Thats a better comparison definitely
Nevasith 29 Apr @ 2:09pm 
That sounds like a monumental amount of work and amazing dedication! I'm looking forward to seeing nasty daemons and kicking them into the warp
Magnus 4 May @ 7:57am 
miss-cast would ruin the fun of magic completely unless heavily buffed and making the chance 0 at high enough realistic skill, 250-275.
personally i love it as is, feels perfect.
R4MPZY  [developer] 4 May @ 1:35pm 
Originally posted by Magnus:
miss-cast would ruin the fun of magic completely unless heavily buffed and making the chance 0 at high enough realistic skill, 250-275.
personally i love it as is, feels perfect.
Heavily buffed ? You already one shot most units in the mod, not sure what buffed looks like to you.

But miscast will happen sooner or later, same as it did in warsword.
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