Necromancy: An Alternative Design Path as Summoning's Ancients/Curses
In the ever-evolving landscape of RuneScape, the introduction of new skills sparks discussions and speculations among players. Necromancy, a skill welcomed by many, has been a point of contemplation for its design and implementation. While appreciating the skill's current iteration, some players ponder an alternate universe where Necromancy seamlessly integrates with Summoning, akin to Ancients or Curses in the Magic skill set.
Before delving into this hypothetical design path, it's essential to acknowledge the enjoyment many players derive from Necromancy's current state. The anticipation of further enhancements during the combat beta adds another layer of excitement. Nevertheless, exploring the concept of Necromancy as an extension of Summoning is a thought experiment rather than a critique of the existing system.
In this alternative universe, Necromancy wouldn't emerge as a standalone skill but rather manifest as a forbidden style of summoning within the existing Summoning skill. The idea revolves around the player's ability to summon undead versions of monsters, utilizing their remains for this forbidden form of summoning – Necromancy.
The parallel drawn here is with the different Magic spellbooks and the prayers and curses available to players. Instead of introducing an entirely new skill, Necromancy could have seamlessly integrated into the Summoning skill set as an additional facet, offering players a variety of summoning styles to choose from.
Of course, this proposition stems from the perspective of a player, not a developer. The intricacies of game development, balance, and overall design goals are complex matters best left to the expertise of those steering the game's evolution. However, envisioning this alternative design path prompts considerations about the potential benefits and drawbacks.
One argument in favor of Necromancy as a Summoning extension is the preservation of game cohesion. By incorporating it into an existing skill, the game's structure remains cohesive, and players can explore new facets without navigating an entirely new skill interface. This cohesion aligns with the established framework of Magic spellbooks and prayer/curses, providing players with a familiar structure for learning and mastering new abilities.
On the flip side, some argue that Necromancy's breadth exceeds what could be neatly incorporated into Summoning. The skill is not merely about summoning the dead but encompasses various playstyles, such as manipulating soul energy, controlling life force, and harnessing necrotic energy. These facets, distinct from traditional summoning, might be best explored as an independent combat style.
The proponents of Necromancy as a standalone skill highlight the expansive potential for long-term expansion. By giving it its dedicated space, Jagex provides room for the skill to grow organically, introducing new branches and playstyles that could be challenging to achieve within the confines of an existing skill.
Moreover, Necromancy's thematic elements extend beyond traditional summoning or magic. It encapsulates aspects of death, sickness, and a form of magic from a distorted universe where the rules of death are twisted. Placing Necromancy in its own category allows for a holistic exploration of these thematic elements without diluting the focus with other summoning styles.
In conclusion, while the idea of Necromancy as Summoning's Ancients/Curses presents an interesting thought experiment, the game's actual design choices are driven by a myriad of factors. The current implementation of Necromancy as a standalone skill embraces its multifaceted nature, offering players a diverse range of playstyles and thematic elements. As the skill continues to evolve, the RuneScape community eagerly anticipates the unfolding narrative and the potential for exciting expansions within the realm of Necromancy.
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