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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 4:12 pm 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Tragonis wrote:
Here is a thought? Change casting to make you stop concentrating on a spell when you move. So if I order blank NPC to holy word, and then run north, and then said NPC holy nukes the room, or the same with final strike. Make it so you have to stand still to properly concentrate for spells, or abandon the spell if you move. This may help necros a teeny bit to avoid the holy word bomb and give them a chance to act.


how, exactly, is final strike supposed to work if you do this? the casting time is TOO LONG to do it any other way.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 4:30 pm 
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Mortal

Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
Quote:
- Necromancers are now limited to a maximum of 8 animated dead


Rofl. Thanks for linking me this thread guys. A further rofl at Edoras.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 4:35 pm 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
I'm just gonna wait out the whole group of BFFs that currently have lighties to create darkies so they'll complain about necros with me. I currently have a neutral character, and I just think it's sad that one of the most fun classes got a huge wimp. I do think 10-12 animates would be more fair, yes. If necros are oh-so-easy and oh-so-powerful, why aren't more people playing them?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 4:38 pm 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
someone needs to RE-reiterate it for you, jen? if you love them so much, why aren't YOU playing one?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 4:41 pm 
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Mortal Contributor

Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
Edoras wrote:
Deep-elf necros are pretty much done with regarding the necromancer change. That's not bad, just interesting to note.

Come to think of it, necromancers are probably done as a whole.



Necromancers have been done for a while. A law NPC holy wording can wipe out like 20 animates. A law NPC boging can wipe out any necromancer or controlled undead. They are just to easy to beat. Now they aren't even good for pve.

Any good paladin with an Attyros could probably beat any necromancer, a paladin in a trib with a paladin law NPC could easily kill any necro.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 4:43 pm 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
evena wrote:
someone needs to RE-reiterate it for you, jen? if you love them so much, why aren't YOU playing one?


Because I only have time for one character at a time, and mine is close to age death, and I'd like to keep her. And why the hell would I play a class that just got massively wimped? No, no one needs to reiterate. Any class is easy with preparation and access to loot. I actually think it's scary that necromancers have to rely so heavily on buffs to be anything more than holy word meat.

Here's the life of your average necro: get PKed by lighties while leveling through a boring [REDACTED] game starting at around apprentice level. scrounge around for any sort of wands or staves and constantly collect armor and buffs to make your character even remotely playable. Still get owned by holy word and bolt of glory. And now you can't even create an army. woo hoo?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 4:46 pm 
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Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
this is different than any other character combination in the entire game . . . because?

as always, you're full of *fecal matter* (your filter is broken, Viltrax), jen. when you had faerti, you had seremela. all of a sudden you can't be bothered to play two characters at a time? ahem.

i love the QQery about how much time it takes to make a necro viable. as though any other class can just be whipped up. :roll: without buffs and equipment, ANY character (with the exception of maybe a griffshamanfistz0r) is fodder.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 4:52 pm 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
evena wrote:
this is different than any other character combination in the entire game . . . because?

as always, you're full of *fecal matter* (your filter is broken, Viltrax), jen. when you had faerti, you had seremela. all of a sudden you can't be bothered to play two characters at a time? ahem.

i love the QQery about how much time it takes to make a necro viable. as though any other class can just be whipped up. :roll: without buffs and equipment, ANY character (with the exception of maybe a griffshamanfistz0r) is fodder.


When I had Faerti and Seremela, I only had a job and college and extracurricular activites. Now I have grad school, two jobs, and a baby. Yeah, it's different. I do have alt characters, but every month they are de-looted because I don't have time to play them.

I'm not the only one who thinks this is too much of a wimp. Sorry. Other classes have a chance in PVP without buffs. Frankly, I think the game is boring when it relies so much on loot to be a part of the PVP scene.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 5:47 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Baldric wrote:
Necros simply don't need a buff. People talk about them as if the undead army is the only option availble to them for pvp, which just isn't the case. Against certain combinations of opponents, it might be an uphill battle to fight with wraiths, and spending 20 minutes of prep won't be the way to go. The necro has a very powerful and diverse spellset and skillset that is entirely independent of the wraiths. Having more damage output than 8 GM barbs is just ONE of the many pk options available to them. They're seriously a very powerful class and do not require any sort of buff.


A good necro never had to choose between lots of animates and using fear/maledictions/wands/staves, because a good necro would do both. Now, a good necro can only do one of those, and is stuck with using eight undead that he has to equip in addition to himself in order to be fearsome, except unlike sorcs, necros can't enchant for themselves and they also don't have easy access to shrink and enlarge, so you end up putting in a boatload of time to prep your character only to be on par with other characters. In my mind necros are only going to be good for using against grey auras and other darkies.

I don't think necros were overpowered before: Mainly because while one on one with an army of undead, any necro would win, every NPC in half the cities in the game aggro against undead, necros themselves are squishy, and undead can be bolted and holy worded. Sure, they were strong one on one against most people, but no one in their right mind would go one on one against a fully prepped necro. It lended that sense of strength to the class that is universally reviled and rallied against by Light-auras, whereas now, it's just not worth going down that path because you're no more powerful than any other person at your maximum strength, despite the fact that you're universally hated and attacked on sight by most crusading lighties. Before, it was almost tempting to be like "Man, they ARE powerful, maybe being evil is worth it!" And now it's like "Wow, that guy sacrificed his soul for THAT? What an idiot." It also gave great satisfaction when beating necros, because they were such feared killing machines. Now it'd be like playing against some NBA all-stars in a basketball game, except they're the all-stars from forty years ago.


The only thing I like about the added necro nerf is that now they can't solo inner guardians.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 6:09 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Edoras wrote:
The only thing I like about the added necro nerf is that now they can't solo inner guardians.

Which is honestly one of the reasons this had to happen. Previous to the pet changes there was no good way to limit you to a certain number of animates. Now that it can be done, it made sense to do so. It was impossible for builders to balance encounters in a way that could be a challenge for necromancers without being nigh impossible for any other group of 9 PCs.

If necromancers truly end up being too weak with the capability of only a "mere" 11 pets (8 animates, 2 controls, 1 store pet), then we'll re-balance some other things to make them better. Anyone should consider a full group to be an army on SK, so necromancers are still an "army in a can".

Specifically regarding the pet changes, some things do not seem to be working. You ought to be able to save out with your charm, animates, scout pets, store pets, elementals, etc. So I would say if that is not working, there were probably some issues moving the code over from the test server. Part of the idea is that necromancers would be a little bit less preparation intensive, if you don't have to prep every single time you login.


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