After making such a ruckus about Necro's figured I would go ahead and share my thoughts on the most recent Necro changes implemented in 1.23C, as well as bring up some questions I will be looking at going forward while playing.
First off, everyone who knows me knows I had necromancers as they were implemented in 1.23. I laid out a lot of points about why and how their spellkit had little to no counterplay, how they didn't seem to fit in the game, and were way too strong to leave in game and have the game be enjoyable. I haven't played versus a Necro tanker in awhile, but everything on paper sounds like great changes in the right direction. AF debuff delve being reduced to 15 seconds means if you want to play around a debuff you have to do what everyone else has to do, be coordinated and deliberate. Phantom pet was ridiculous and I am glad to see those numbers come down, it was unexpected that all caster pets would be ruptable now, but as a support player I'll take it. On a side note, the majority of my time playing lately has been in set up draft fights with no necromancers, and I have to say I am enjoying the game so much more and really think in terms of group fights it is in a more than decent place.
So to close the book on Necromancers for now; Good job Broadsword on listening to feedback and the community. I know I was frustrated it took so long, but I am used to game companies like Valve and Blizzard, and the simple fact of the matter is, while Broadsword is trying to emulate their development practices of iteration, balance patches, etc it can't keep up with their speed and I get that.
Let's talk about Pet procs and their removal. There is no knowing exactly why they were removed but I think we all know that Broadsword has been making some kind of concerted effort to push back against the popularity and prevalence of tanks-- Don't bring up free charge 5 please!! I believe this is why we saw "slows' introduced, which ended up backfiring as the easiest to use slows were just used in tank groups. It is not as if Casters are underpowered or weak, it's pretty much consensus that a well played caster or hybrid group crushes all, but they require the most coordination and are simply challenging to execute. Slows were an attempt to open up these kinds of groups to more players. Now that Pet procs are gone I know I am going to be paying close attention to both the overall strength of hybrids and caster groups and the ease of executing them well. From the very few fights I played so far on this patch, I have to say I felt a huge noticeable gap where the LT's pet procs once were. Maybe the players weren't adjusting well enough and using Astral blades, etc, so this will be something to pay attention to. I'm not sure whether this gap is a good thing or a bad thing and I think we will just have to wait and see how it plays out, as it is currently I am looking forward to Upcoming Melee Hybrid changes and interested how Broadsword will give them tools to fulfill the role of front-line interrupts.
Some stuff to consider; If LT's are mean't to be "dangerous frontline damage dealers" and less of "major frontline interrupters" we should make sure that all LT's are performing within reasonable margins of each other in this capacity. I might just be echoing sentiment on PC and in-game but it seems like Savages are just such a bigger damage threat than other LT's-- I think just a few raw number crunches could either help dispel this myth that I and others put stock in or prove it to be true and show what needs tweaks.
TLDR; I am both worried and excited by the possibilities of the removal of pet procs, I want people to think about how it effects the overall game and what kind of things they want implemented or not implemented when Broadsword gets around to filling the gap left by the removal of pet stances and serious nerf of pet procs when they focus "in on melee hybrids and support in that frontline interrupt role in upcoming versions".