Shattered Kingdoms

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PostPosted: Mon Jul 16, 2007 12:47 am 
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juggernaut wrote:
I completely disagree with the idea that cancellation/dispel/non-magic rooms do not affect undead. Are you out of your minds? That would be both irrational and OP.


-Dispel should work if the target is the necromancer himself.

-If undead remain unaffected by no magic rooms, will make them more travel-friendly and that is the idea, not to give them a weapon in PK.

-As far as for cancellation...Bah.
The spell "cancellation" belong to Healing spells. It is meant to remove negative effects and I fail to see how such incantation would EVER heal an undead as it does now.

It might suit some people's convenience to use the spell to win a battle but that doesn't change the fact that cancellation is a broken/unbalanced offensive spell that has pathetic save, doesn't check for mirror images and it will cause the newly released controlled undead to attack the necromancer, no matter what...Even if it's bashed/tripped by someone a second ago.


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PostPosted: Mon Jul 16, 2007 2:01 am 
juggernaut wrote:
I completely disagree with the idea that cancellation/dispel/non-magic rooms do not affect undead. Are you out of your minds? That would be both irrational and OP.


Prior to the changes, they never used to. Cancellation was the only tool on a controlled pet and dispel had to be used on the necro.

Only the necro should be made to release spells by failing a dispel magic. And dispel should check against every spell, not all at once akin to holy word.

These ideas are perfectly rational and they will go a long, long way to reviving the very dead necromancer class.


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PostPosted: Mon Jul 16, 2007 9:15 am 
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Necromancers don't need any changes. They have quite possibly the greatest spell set in the game already, and with the reduction in concentration to controllable undead you can now afford to have a beefy tank.

Some of you don't even understand how dispel magic works. That probably leads to the problems you have with playing the class.

Why change a class that is "just right"?


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PostPosted: Mon Jul 16, 2007 3:09 pm 
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I play a low level necro now as is. Its rather tough to have not many whom I can turn to for help. Only two other big Necro names in the game right now. And training is hard, I have to basicly do it at the oddest hours or else I will get killed by patrols. That addresses the leveling thing, though I don't mind it myself.

I personally don't like the change in animate dead. Having them take up concentration is rather difficult when you want to raise a good number and then walk around with your defensive spells up and then have everyone fly. As a delf with max int and wis, I cant keep detects, armor, shield, fly, and shroud and have more than five or so undead. And we aint even talking about spell ward or controls.

So if undead came from a pool that wasnt concentration wise that would be nice, though I think that should be a rather large pool because I am fond of being solo and having a large group to support me. I also don't feel undead should be affected by no magic rooms, a stupid question but are elementals?

Give me a couple of weeks and I am sure that I will be back with better more informed feelings about how the tactics used to bring necros down work. They need a bit of change but that wont stop me from trying. My last necro was a ton of fun and never made it past mentor. I just want this one to be so too.


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PostPosted: Mon Jul 16, 2007 3:20 pm 
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Malhavoc wrote:
...and then have everyone fly.

Fly takes an insane amount of concentration for what you get out of it. Walk or use staves or wands, except in a pinch.


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PostPosted: Mon Jul 16, 2007 3:43 pm 
Elementals are not affected by no magic. Animated (not controlled) undead should be the same. Animated undead should NOT take up concentration but draw from a negative energy pool and that pool should be determined based upon int/cha/art in that order. This gives high int races a bonus for their weaknesses.

This game has such a small who list, and I'll tell you why:

It's not as fun as it used to be. No powerful necros for people to band against is just one of the causes.


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PostPosted: Mon Jul 16, 2007 5:52 pm 
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Grakus wrote:
This game has such a small who list, and I'll tell you why:

1. World of Warcraft, EverQuest 2, Eve Online, other MMOs, Wii, PS2

2. Levelling takes too long

3. Capture the Relic needs re-work


Now on topic, my 2c on a few things:
1. Whether if no-magic room mass dispels undead, it is not a big deal, other than the case where a certain overpowered jailer in a city is in no-magic.

2. Instead of balancing necromancer, which already has concentration on control undead cut in half, balance ranged combat. Currently ranged combat renders one of SK's best features useless - formations. Two big undeads in front and side by side of a necromancer should mean something for incoming projectiles.

3. Grakus' attribute points which pools into how many undead idea is a good one, so players may opt to play deep-elves instead of everyone and their grandma doing halfling necromancers.

4. Energy drain should not drain experience. SK takes an ungodly amount of time to gain experience. It could temporarily drain level, stats, hitpoints or movement points instead.

5. As for the other counters for a necromancer they are much needed. There are many ways to disable enemy casters by having undead trip, dirt kick, bash already.

6. Dulrik's idea on putting an extra spell on controls and things could be interesting. Dispel magic and cancellation don't need changing. If anything when Dulrik codes those spells people would stop doing cancellation thinking necromancer has cast protection before-hand.

7. Since we only have one implementor I would much rather see breaking-new features that affect the whole MUD, which in turn attracts players of new and old, instead of attempts to balance a class.


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PostPosted: Mon Jul 16, 2007 11:11 pm 
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Grakus wrote:
So <REMOVED> you for trying to derail this thread.


Excuse me, but with this kind of language I only see one person derailing this thread in GAMEPLAY. People have been sitebaned for using this language in other forums than GD before.

Other than that, you can see Minette who has been playing a necro through all those recent changes, and still actually disagrees with your utter buff pleas, Grakus. That alone shows some stuff.


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PostPosted: Tue Jul 17, 2007 1:00 am 
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I'm sick of the "wah, wah, wimp ranged combat" thing.


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PostPosted: Tue Jul 17, 2007 10:23 am 
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juggernaut wrote:
Other than that, you can see Minette who has been playing a necro through all those recent changes, and still actually disagrees with your utter buff pleas, Grakus. That alone shows some stuff.


Minette who has been playing a necro through all those recent changes...also thinks that cancellation is fine and Energy drain needs more nerfing.

How can anyone take that seriously?

----------
As far as ranged combat...Who cares?
There shouldn't be ranged combat in a game with no graphics in the first place.


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