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PostPosted: Fri Mar 28, 2008 8:02 pm 
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Speaking from someone who ended up defending a HQ from countless Mass undead army raids. QQ me a river about animate undead. Control has been buffed use that and animate together to make a more interesting army. Learn how to use scrolls wands staves. Necromancers are still very very powerful how ever I hope they never again become one man armies unless they become a restricted class to people who have proven themselves in RP.


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PostPosted: Fri Mar 28, 2008 10:50 pm 
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Assume a necro is going for a trip with a couple of animates, armed and buffed + a control. Take in mind that takes quite ALOT of time!!!

Suddenly the necromancer falls to an unknown no magic room, what happens?

The answer is insta kill.

All animates drop/all buffs removed and the control immediately goes aggro with full HP/scripts. Since now the necromancer is at melee with the undead, the NPC will hunt him down until he is dead. Chances of survival in this case are almost 0%, unless you are expecting the no magic room, in which case there is a small chance to save himself if the undead doesn't trip/bash.

---------------------------

As far as the experiment with the animate dead-concentration and as I've said many many times in the past, it totally failed. It destroyed the class.

Please consider bringing back animate as it were and if it has to be...set the limit to 15 undead or something. I've never approved of necros wondering with 50 undead myself and never did.
Maybe add another spell "Bolster undead" which can keep the undead animated for as long as the necromancer keeps concentration on them.

EDIT: typo


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PostPosted: Sat Mar 29, 2008 10:11 am 
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theDrifter wrote:
Prior to the change, you could order your undead army to sit in one room while you entered a no-magic room and they would still be there when you returned.

I don't believe this is possible any longer since no magic rooms cause you to release all your spells.


I've never tried with animates, but controls will stay under your control if you go into a no magic room and they are not with you.


I'd like to see concentration taken away from Animate dead. I'd also like to see a bolster undead like spell. Simply because in the amount of time it takes to get armor/weapons and 6 GM bodies gathered prepped and then finally animated it takes about 1.5hrs. and then Wraiths only last about an IC day I think I timed one to 35 minutes. God help you if you make your army as you go to save mana (raising 6 undead at once is rather taxing on nearly everyone) because as soon as you hop up to leave and on your trip there they start to drop like flies.

The problem with controls is this, there are not enough of them. Dracolith was taken away, and the number of high lvl controllable NPCs is low. I can think of 7 total, 2 of which are master or low champ lvl. So you're looking at 5 GM NPCs, and a few others that are mentor-master area, most of which are spell casters (that lose ability to cast because of control) or they lose the scripts that make them even half worthy. Let controls keep scripts. I mean it's not like a PC can order them to fire. If so take that away and let them fire naturally.

Oh and put paralyze back the way it was. This save every time you make an action thing is the biggest and probably IMO the least thought out wimp that i've seen since playing.


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PostPosted: Sat Mar 29, 2008 10:17 am 
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I've said it once, I've said it a thousand times, and each time I've been right.

If a fully prepped necro can't wax a group of a mediocre 4 (two melee, one support, one healer) then they are too weak.

Why? They are diabolic, duh. Hey, Dulrik, Hi. You made it so every faction in the game short of one or two faction hates necros in some fashion.

Way to go. Now you wimp them to be on par with everyone else. You know, if I wasn't an astute observer, I'd think you intentionally dislike letting the dark side ever win anything. You have them there as pawns so your favorite concept can smack them around when they get out of control.


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PostPosted: Sat Mar 29, 2008 10:55 am 
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tryagainsk2 wrote:
I've said it once, I've said it a thousand times, and each time I've been right.

If a fully prepped necro can't wax a group of a mediocre 4 (two melee, one support, one healer) then they are too weak.

Why? They are diabolic, duh. Hey, Dulrik, Hi. You made it so every faction in the game short of one or two faction hates necros in some fashion.

Way to go. Now you wimp them to be on par with everyone else. You know, if I wasn't an astute observer, I'd think you intentionally dislike letting the dark side ever win anything. You have them there as pawns so your favorite concept can smack them around when they get out of control.



As a delf necro with enough resists and MP to save me from some GM mages, there was nothing to stop the two BoG that dropped me from a Master paladin. I mean yeah i did soak one, but the two others killed me. And yeah, the You MUST FIGHT THIS THING THAT WILL KILL YOU message is stupid to new levels. You can't flee, cant walk away and OMG teleport has a higher casting time than BoG and if you take that much damage you get disrupted anyways. QQ that i didn't have good enough gear, but to go down in 3 rounds or less to someone less than 10 lvls of you is rediculous.

Somewhere else it was offered up that necros needed enchant armor, at the time I laughed at the idea, but it's starting to grow on me. That would bring them to par with some lower classes, the addition of scripts to undead would put them at par. And removal of concentration from undead would put them back where they need to be as a people that get instantly attacked in any city wanted or not undead or not, there needs to be a boost for them. In a world that is made to be I win for lighties, give the few of us willing to try a chance at least.


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PostPosted: Sat Mar 29, 2008 12:28 pm 
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Hey, it's better than dulrik deleting you and your friends just because you used your necro to edrain some folks who he knew who then quit over it. Then immediately wimping energy drain in a stealth fashion.


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PostPosted: Sat Mar 29, 2008 12:30 pm 
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tryagainsk2 wrote:
Hey, it's better than dulrik deleting you and your friends just because you used your necro to edrain some folks who he knew who then quit over it. Then immediately wimping energy drain in a stealth fashion.


e-drain needed that nerf.


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PostPosted: Sun Mar 30, 2008 5:51 am 
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E-drain might have needed THAT nerf, but now it defiantly needs a buff of some sort because it's useless. Between the fact that it has no partial resist, the mana cost, the craptastic damage if it magically DOES land, and the crappy 1 tick a day (or whatever) xp drain...it's not scary at all, hell it's not even useful.

Saying what necromancers need if Dulrik does not want to get rid of the animate concentration is difficult, but they defiantly need something. My idea is still giving them enchant armor as that is probably the easiest solution, as well as some sort of buff to edrain. Besides that, some new spells have been suggested, well as either just limiting number of animates, or making them permanent.


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PostPosted: Sun Mar 30, 2008 6:05 am 
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Achernar wrote:
I doubt the necromancer class will ever be a threat again.

On their own? No. they won't. Which is a good thing.

Any one class managing to be a threat against many when standing alone should be fixed.

In my eyes, necros are in no worse shoes than any other class in SK right now. They can pk just fine with their spells as a sorc can, they can charm things as a sorc can, etc.


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PostPosted: Sun Mar 30, 2008 6:16 am 
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I disagree to an extent. I'm not a fan of the philosophy many seem to support of parity between all classes. I think having a few select classes such as necromancers that in general are quite powerful against most other classes, but have a few horrific glaring weaknesses(BoG, holy word), makes the game more exciting.

I really just think there's a lot less of a rush when every class can more or less go toe to toe with each other on fairly equal grounds. I miss the days when two or three necromancers would roll up in Exile with 6 charmed undead(way back before the charm nerf), and just ransack everything. Even after the charm nerf, seeing necromancers being able to walk around with literally an army, like two big charms, and then 40 supporting animates, was just an awesome spectacle to see.

I think necromancers really had enough weaknesses as it was, and even with those massive numbers, they could certainly be dropped with a little bit of effort. Warlocks in general they had to be wary of. Chain lightning on a room with 40+ NPCs in it? That necro is dead. Bolt of Glory still ruined their [REDACTED], as did color spray since most were delfs, holy word ruined their army. Any decent scout could chase off a necro. I'd rather they be able to control a massive amount of animates again.


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