What's the difference? Especially if they go down the essentials route and remove all the silly power-source requirements on feats.
Are you looking for MORE mechanical systems to be squeezed in?
Honestly? Yes. Let me put it this way: What's the difference between a druid and a cleric of a nature god? What's the difference between a Warlord and a Fighter with diplomacy? What's the difference between an avenger and a rogue? What's the difference between a psion and a wizard? Either you have a system where unique fantasy archetypes get their own classes or you have a system where everything's smushed under the same heading, you can't change your mind half way through.
The difference is that a new necromancer class could have been entirely designed around its necromantic concepts and mechanics, where as now we're getting a necromancer where everything necromantic about it has to be hampered and restrained to fit into the mage's shool progression mechanics. You can't have a unique pet-oriented class like, say, the shaman because everything the necromancer is and does has to fit within the wizards framework. You can't have a necromancer that does anything differently from the wizard because by definition it's just another wizard. It's not even a fully separate build like the Blackguard - it has to fit the framework of the mage build of wizard.
I liked that the Psionic power source had a unique mechanical identity. I had hoped for something similar with the Shadow power source, but that's simply not possible anymore because shadow classes don't exist, just shadow themed builds of other classes for other power sources.
Do you honestly want a blackguard dealing radiant damage? Or a paladin dealing necrotic damage? Are there honestly any paladin feats that a necrotic damaging striker could use, or vice versa? Do you really want a defender having unrestricted access to a strikers attack and utility powers, and vice versa? Do Blackguards and Paladins share any bloody thing at all that would make them make sense as builds of the same class, mechanically? If not, then why shackle the dark knight archetype to an existing class when it could have flourished on its own?
[MENTION=59248]mneme[/MENTION]:
"Er, did you read the same article I did? Because I didn't see "a mage with a sub-par daily summon as an afterthought."
Instead, I saw "a mage who at fifth level gets an always-on summon as a class feature."
I saw a mage who at fifth level gets to trade a powerful wizard daily power - for a daily summon that lasts until the first blast or burst damage you run into on a given day, which then kills the summon and you don't have it anymore. At least the cavalier's mount can be summoned twice a day, so you have at least
some ability to recover from a gank - on top of having better defenses and better hp and sharing surges with a defender. The skellie has half of a
controller's hp, and has to share a controller's surges. Not very promising, imo.
While it is around, you can spend your actions on it, but why would you when you could instead cast some quality wizard at-will power. Since you don't get it until level 5, your at-will powers won't revolve around it, and since you'll likely be without it for much of a given day the rest of your powers won't either. So whenever you're spending actions on it, you're not being your class. Compare to the Shaman, who's every action is directed through his pet, which he gets at level one. That's the kind of fluff-reinforcing mechanical identity that separate classes for separate concepts can deliver, and that this necromancer just doesn't.
Don't get me wrong - the skeleton summon is ok as a summon power. But it's nowhere near as character-defining as the undead servants of a necromancer class should be, imo.
As for why I call it an after thought - look at the shadow beast. It obviously didn't get much attention from the designers if they gave it extra charge speed but forgot to give it the ability to charge, or if they gave it half hp to balance the insubstantiality that they also forgot to give it.
@ Aegen:
"Being builds of other classes has the option of getting support that is for those classes that you can use."
What material exactly is the necrotic damaging striker blackguard going to use from the radiant damaging defender paladin, and vice versa? Even if mixing between them were possible and mechanically beneficial, why would you even want that in the game, thematically? At that point, why not just throw your hands up and let any class use any power or feat from any other class?
This doesn't guarantee more support for, say, necromancers. What it does is let the developers be lazy and not support necromancers at all and just say to use new wizard material if they want something new, regardless of whether it fits with necromancy at all. They don't have to make necrotic damage viable for necromancers because the necromancers can take radiant powers if they want. They don't have to make the summons good, or actually incorporate them into the necromancer's other mechanics at all, because they can just say necromancer can take fireball or what have you instead if they don't like them.
I can see it now. A bunch of necromancers with radiant powers instead of fluffy necromancy powers because otherwise they'd be gimped against undead. Blargh.
Honestly, I prefer the 'many classes requiring individual support' model, because then at least when you do get support it actually fits your theme.