


One concern I’ve felt creeping up on me is that some of the novelty of the frigid Act I areas has diminished a bit after repeated play.

Still, being a mostly melee class does feel like a disadvantage – here’s hoping both of these melee fighters are buffed to feel more like the melee Rogue currently does. I mean, who doesn’t want to instantly turn into a were-bear and stomp a whole group of skeletons flat in an instant, or summon a flock of sadistic crows to peck the flesh off your demonic foes? And since the Druid’s powers have a lot more variety, both in terms of function and flavor, it avoids some of the issues I had with playing a Barbarian. It made each battle feel like I was a military captain calling shots from atop an overlook, smiling as the enemy fell before me.īut while leveling up the Druid can be uneven, once you’re properly equipped it’s still a complete blast. That becomes even more effective when paired with control abilities like Decrepify, which slows all enemies caught in its web to a crawl. Fighting groups of enemies usually amounts to calling shots from afar while your skeletal minions keep them busy, giving you plenty of time to use your most deadly powers. The fantasy of raising a private militia and making atrophy and death your wicked allies is wonderfully realized, and once I got aboard the dastardly train the Necromancer was all I wanted to play. Every dead enemy becomes a resource to be spent expanding or healing your zombie army, or turned into an uber-powerful landmine, which in turn creates more corpses to be used. But once you gain other powerful abilities, like the insanely deadly bone spear or the ability to make corpses explode, it becomes downright stupid. The Necromancer is a maniacal commander of the undead, and mine felt immediately overpowered thanks to his gang of skeletal warriors that draw aggro, tank bosses, and deal decent damage. The new classes – the Necromancer and the Druid – are already among my favorites right out the gate.
