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1. I think we could divide it into two sides? Like, those who play Necromancer (those who want to learn or just play it) and others who like (want to practice) rushing with it.
2. By the way, I've noticed that many who initiate and strongly support the Necromancer ban don't really like playing it themselves (Pasha Dubrovin, Dirty, Vlk, etc.) – it seems strange, what does this have to do with the tournament? I think they've already forgotten the quiet crunch of the final blow of a skeleton stack – the upcoming tournament will give them a chance to remember. Or, conversely, when playing, for example, Red Castle against Necromancer, we mentally set a time limit for the game – no later than 127, taking this into account, we'll try to play with 111, the first hero purchased. And if we fine-tune the rules for Necromancer, we can improve the balance, making it more interesting to play against, without nerfing it.
3. We should think about it, not just based on the current rules (include parameters for adjusting and upgrading vampires, for example).
4. The main point (the main direction of the discussion), I think, is clear – without changing the fundamental essence of the game for Necromancer, give certain bonuses to the opponent in the rules.