Tragonis wrote:
Only necros can do that quest though. If there is a way for a non-black hand/necro to get into the tower, I haven't figured it out. This also goes for the sewers. On the bright side, I think Zerel's actions were text book diabolic, and I enjoyed our interactions last night.
Well, I know hand can't get in there anymore. I had thought others could gain access to the quest by asking the proper questions, maybe they can't.
Either way, I'm half-torn on this. It's a deathtrap area (once you enter, the only way out is walking out) and it has some useful things that I think are very needed for necromancers.
I think the issue is being killed, looted, and having the loot hidden from you which spurns this being as the merc guild nor the rogue guild aren't under review.
So while I would be upset if someone killed me, looted me, and hid my stuff from me in a place I couldn't get to (cabal HQ or thieves guild in teron let's say), you don't need a dozen folks to knock down the door to the necro tower -- just a simple necromancer willing to betray their own kind which is not exactly hard to find.
In the end, the reboot releases it and most players show at least some ooc courtesy by junking the gear to allow it to repop on the NPCs again.
If you're upset about not being able to retaliate, I was at work and was afk most of the time after that. There's a number of places in the north you can do that.
All in all, you are asking for a nerf to a place that was supposed to be on par with the rogue guild (even with special items and such, ala thieves guild/merc guild) for a class that very few people play. Fine and dandy, but try to think past the short term when you make a call like this.
If you nerf it, you'll be nerfing all the special zones. I also find it hilarious that the opposing faction has a necromancer in their own group, too, and yet still feels the need to change the area rather than having them give them access or do battle necro v necro.