Quote Originally Posted by fulminating View Post
If you want the cynical answer, it's "china's too valuable to risk alienating". Voidsent are not-quite-ghosts enough to be shoved under the rug, but necromancy would be difficult to localise.
Then call it something different in China. It's not Paladin in all regions, in Japan it's Knight. So have it as Necromancer in EN, 'Necromancer, but written in Katakana' in JP, and something analogous but not directly named as such for China. Occultist or Exorcist or whatever. And also, Diablo's got Necro as a class and that gets sold in China, right? I know about the censorship of skeletons they do over there (Scholomance's skulls in WOW all getting changed to loaves of bread is peak stupid), but there's ways to deal with it that isn't just 'OK we can't do this specific job idea we have because China won't like it'

As for design, the idea (in my mind) would be moreso stuff like 'put debuff on enemy, anyone that hits that enemy lifesteals', and there'd be interplay with filling the gauge with damage, then spending that damage on healing skills. It's no different really from if Energy Drain was the generator, and you spent the Flows on healing exclusively, but the aesthetic would be different, because of the class identity, the VFX, etc, giving the 'feel' of 'steal enemy lifeforce and redirect it to allies'. 'Necromancy' is a very wide school of magic, and it is kinda annoying to me that most games just boil it down to 'summon a skellyboner to hit enemies for you'. If you think about it not as 'summon dead stuff' but 'manipulate the energies of life and death' it is vastly more creative room



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