If the previous effect were reinstated for Possession, I would prefer Possession target the first slot, where he can eat my summons if he gets killed by spell damage, instead of last slot, where I'd have to use entirely different teams or just forgo getting the trait at all. Personally, I'm not partial to the on-death traits in the first place, because you almost never see them. I'd especially hate on death effects that are detrimental to the other team, as this just encourages dumb stuff like stacking four of the same troop. I'd highly prefer something with the text "all dragon allies (something) when I (something)". Eg., "all (other) dragon allies gain 1 magic when I cast a spell".
As for the upcoming necromancy change, I really fail to see how it will in any way allow people more team variety over using valk. In essence:
- One or two shot valk teams (eg., explore) will be earning less souls than before. Overall, it will take longer to farm souls with valk, since you need more casts, period.
- The change to the trait affectign the cap makes valk better for protracted battles where you need multiple casts of valk or a loop. Those that used non-valk teams in PvP in favor of just exploring every once in a while will likely reconsider, since in PvP you might actually cast enough to take advantage of the change.
- Lower levels that can't hit the soul cap easily are especially effected by this, since this is pretty much a direct nerf unless you can consistently generate 28 (base) souls worth of valk casts (plus the four from kills).
The only group of people seeing a net gain here would be the people already use valk only in long battles and are high enough level to easily hit the current cap. So, basically, the same group of people using her in PvP that might have a better gameplay experience overall if they could, perhaps, use a different team without taking such a huge hit.
Is the data showing souls as being too easy to get? Are the guild tasks trying to be made more attractive by proxy? I really don't understand the reasoning here. The scope of the change is also too small for any of us already past needing to farm souls to have to go back to farming souls, so it can't be that, either. My soul hoard will continue to grow every week regardless of whether I farm with valk or not.
Soul generation as a whole really need to be reassessed. Starting with necromancy. Especially since it looks like we are going in the direction of adding more generation options rather than have a baseline increase. Personally, I think something something like +2 Souls Per Kill, while still being a nerf in many situations, would go a long way toward making the trait useful without needing a dedicated generator to back it up. Yes, that would also be a direct nerf to Valk using the trait, but really, the proposed change makes the whole Valk situation worse, not better. At least this way it could be used independently of Valk. Having it on a few more troops (instead of some "heart" or "bond" traits here and there) would also go a long way - the current troop pool with Necromancy leaves a lot to be desired. Ensoul is also laughable as a legendary trait, and should probably be at least +2 per 4/5 match.
Legendary soul generation traits that are worse than or require Valk kinda defeat the purpose here, so I really hope something similar isn't in mind for the upcoming Legendary trait. Dragon Soul was pretty on point as far as soul generation goes - it loses nothing for the ability to generate souls, and is effective in its own right whether or not you need the souls, and its fun to use both in synergy teams and as just a one-off exploder. The fact that it is a legendary, though, means that people starting out now or didn't get him during the Dragon's Claw kingdom event are, again, stuck with valk. Having every other generator option released in the future be a legendary doesn't do anything for allowing team variety for a large number of players through a large portion of the game.