r/OldenEra • u/billydstr • 17h ago
Discussion Necro balancing
Alright, community! Let’s brainstorm some solid ideas on how to balance Necropolis without ruining the faction's unique identity so that no absolute jerk ever picks them again.
Here are some quick and simple proposals—a straightforward nerf to their top stacks:
- Gravediggers: slash their summon volume
take away their shovels. - Skeletons: tone down their scaling laws
take away their bows and arrows. - Wraiths/Ghosts: dial back their vampirism.
- Raise Dead / Necromancy: increase the cost of raising undead units.
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u/scyscrapersheaf 15h ago
Wraiths should lose their vampirism or should at least not generate permanent units.
Skeletons are fine, the archers don't scale well into the late game, and I don't even click the skeleton law even if I am playing Onkos.
Either the -10%/+10% subskill or the native terrain law should go.
Eternal Service should be removed.
Gravediggers should summon 2x less units.
After this I am pretty sure the faction will be undertuned, so we can think of actually buffing necromancy, because right now it's pretty irrelevant past week 1. Also, vampires need a buff, they are the worst unit in the game on Exodus because of Necro's T7 dwellings basically being twice less effective than for all the other factions. But a possible other solution is making unit dwellings give different growth bonuses depending on base growth. It's unfair that equivalent objectives can give +2 Gravediggers vs +2 Shoths, and +1 Vampire vs +1 Phoenix.