I started playing as a melee necromancer again after the latest update, last time i played was a couple of seasons back. What cought my eye was that Reaper was changed to give Parasite an Area-of-Effect, something i thought could mitigate the weaknesses of the class.
And it certainly did for a time, going from Normal to Hell was a blast, --some ounces of frustration here and there maybe, but par for the course-- but the mechanical failings of the class became all the more apparant as the endgame loomed ever closer, and areas and enemies became ever more dangerous. I did outline my previous gripes with the class in another thread from roughly a year ago, and some of those points had been adressed, but sadly its still a class hounded by the simple fact that you need to stop and attack in order to trigger your abilities, and as soon as you stop to do so, you are ganked and killed immediately.
Dont get me wrong, Melee Necro is a fun class, and a powerful one at that, damage is good,(And coupled with parasite, utterly devastating). You are geared towards good sustainability from the get-go, but the further you get into the late game, the more it seems those strong points fail to add up, even with Death-lord, having around 300.000 defences doesn´t cut it anymore, which sounds kinda silly.
The design philosophy for the later stages are built around having high mobility, and this is a part i dont understand in the context of gameplay. Some people argue that you shouldn´t run, as it halves your block chance and defences (Something like that), but there are moments when you cant afford not to, you need to keep moving, and like i said, having to stop and attack is just setting yourself up for failure. Angel of Death´s recovery is woeful, and having to jump around regardless for the damage boost tells me that Parasite and Carnage are innately weak. You do have Jitans gate, and even a charm to lower the recovery, but then you dont get that needed damage boost. ---Its like you are really trying to work within the confines of the game rules, yet you get penalised for doing so by virtue of game design. Some areas are just hell to get through, and it makes me wonder why there was no "neutral" design for them. You know players regardless of class are gonna play through them for Gear or Exp, and most of those places favour ranged classes over melee builds, unless those builds have Aoe, like earthshaker barabarian. I mean, why would they do that?
Though not a mechanical drawback but a class one, but forcing the player to only use Scythes or Hexblades, which makes thematical sense, makes the grind even more punishing, which forces you to forgo potentially better options because your skills cant be used otherwise. Take the Barbarian for instance, some skills do require Barbarian only weapons, but for the most part is free to use any other means.
If i were to change something about the class, i would probably have Angel of Death be the "movement" skill for jumping, but adding the damage buff to Death-Lord instead, as forcing the player to jump around and potentially land in unfavourable terrain for a damage boost feels redundant and counterintuitive. Otherwise i do really like the class, but as i stated in my earlier thread, i do fear that Median is going in a more PoE-esque direction, ranged classes being objectivly superior and the content surrounding it supporting that idea.