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 Post subject: Necromancers: Animate dead
PostPosted: Fri Mar 28, 2008 4:48 am 
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Joined: Tue Feb 21, 2006 6:25 am
Posts: 211
I think there should be a limit to have many corpses a necromancer can animate instead of it being a spell that have to be hold. Not only does it affect the number of animates you can have but your mana regeneration is also VERY slow when holding even a few animates. Animate dead which is one of the few REALLY unique spells has now become more or less useless. That is too bad in my opinion.


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PostPosted: Fri Mar 28, 2008 5:04 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
I really don't think animate dead has a mana upkeep.

However, this change to animate dead was ridiculous when it was put in, and it remains so now.


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PostPosted: Fri Mar 28, 2008 8:17 am 
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Joined: Thu Sep 26, 2002 8:13 am
Posts: 1155
Location: Newton, MA
It does not in fact lower your mana regen, but the concentration hit is a [REDACTED], as is the fact that if you ever have to go through a no magic room you're SCREWED which never affected you before.


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PostPosted: Fri Mar 28, 2008 9:01 am 
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Joined: Sun Sep 04, 2005 5:26 am
Posts: 633
Location: Powder Springs, GA
I don't even play the necromancer class, and this change also makes me sad, too.

Necromancers still have the potential to be reasonably powerful, but if the animate dead ability is going to work like this, I wonder why anyone would play one with all the Hammer, Paladin, and Anti-Magic rooms.

The control undead feature might be a good boon to consider using, my friends--but I, too, am disenchanted about the change to this ability.


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PostPosted: Fri Mar 28, 2008 9:17 am 
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Joined: Wed Feb 06, 2008 8:56 am
Posts: 19
It's because necros were 'too good' (IE someone managed to use them to win instead of them dying instantly to hw/bolt/arrows/backstab/everything else) and required a wimp!

I love how CRS is still the broken system it was, and every change that is done to accommodate it hurts the game more and more. That's the real reason this was changed.

So, Dulrik, going to ever back off your mountain?


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PostPosted: Fri Mar 28, 2008 9:20 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Konrin wrote:
It does not in fact lower your mana regen, but the concentration hit is a [REDACTED], as is the fact that if you ever have to go through a no magic room you're SCREWED which never affected you before.


This is not true. Animates would collapse upon entering no magic rooms prior to this change.


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PostPosted: Fri Mar 28, 2008 10:46 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Any change to how they worked involving anti-magic rooms was not intentional. So let's get it straight: Did they drop before or not?


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PostPosted: Fri Mar 28, 2008 11:04 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Animates would drop when entering no magic rooms before the change.


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PostPosted: Fri Mar 28, 2008 11:05 am 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
Dulrik wrote:
Any change to how they worked involving anti-magic rooms was not intentional. So let's get it straight: Did they drop before or not?


I seem to remember long ago with the first change to animate dead that finally made the spell cool + useful, when I was playing Ezzevosh, that my animated dead DID drop in anti-magic rooms.


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PostPosted: Fri Mar 28, 2008 12:48 pm 
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Joined: Wed Dec 11, 2002 11:23 pm
Posts: 25
They've always dropped in no-magic as they likely should.

Too bad there aren't any no-melee rooms :(


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