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.