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I don't believe in game design where character select is where you win or lose a fight. Ashes does, however, so we might see that yes. I just think that way of approaching game balance will totally divorces active skill from combat outcomes and creates a game that strongly incentivizes nonengagement.
That's why I asked op the specific question I did. Because if you can make swarm necro prepared for the match up against a mage a 4-6 instead of a 3-7 or 2-8 match up without making it a 7-3 or 8-2 against Rogue, it will make for a better game all around.
You can make the answer swap to big summon, but now you have a big summon with a master unoptimized for big summons. If that's acceptable to a swarm summoner ok. But then what do they want out of
that
situation other than 'not dying.' Either way there needs to be a gameplan that needs to be catered to or it'll feel bad to play and I want to know what a real necro wants.
As for your side note only true total hp matters (that is hp after accounting for all relevant defense against incoming attacks.) I actually expect by neccesity 10 skeles have more hp on paper and less true hp to make up for the body blocking. So in the rogues case its more about attack speed and access to aoe weapon abilities or augments vs necros cost (both time and resources) to summon.
I expect it to be a 4-6 match up on paper for most rogues prepared for the match up unless IS makes summoner work in a way far beyond expectations (possible but unlikely, I have a lot of possible models I'm checking against when im giving my opinion on this topic.) There are only so many ways to grate your cheese.