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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 1:50 am 
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Joined: Fri Feb 08, 2008 6:04 pm
Posts: 1017
Edoras wrote:
There's a certain stigma on standing in a room with a necromancer. I think it's related to the fact that standing in a room with a necromancer is the only way he can hurt you, and aside from bashing you he has no way to keep you in the room. Therefore, necros hardly get the chance to cast FoD.


Really that hard to group with another player to pin someone down while you spam FoD him, while your Undead Bite and Slash away?


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 1:52 am 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
We'll have to do more testing later, Edoras. (Since my fatigue was horrible)

But from what I seen, Necro's will still be very op'd.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 2:08 am 
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Joined: Wed Aug 10, 2011 2:00 pm
Posts: 788
Location: 'Merica
SK Character: Adalwulf, Whinston, Eberhardt
Necros are far from OPed; they haven't been in a long time, despite what all the lightie-playing nerf-bot, sissies crying because one time, they lost fight, even though they used standard SK PK strategy of having four people to take on one may have written in the forums.
Of course, I think the heavy focus on PK has been more toxic to this game than any other factor.


Don


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 2:52 am 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Sorry, but you're wrong. Necro's have always been op'd, even with the changes to undead req concentration etc they were op'd.

Any class that can easily 1v1 any other class in the game with very little to no risk of dying is op'd, no matter which way you put it or try to argue against it.

Sure they have more work and effort into prep, but that doesn't make them any less OP'd. Once they're prep'd they can wreck just about anything solo. (Even with these changes, the only thing they really lost is all 9 of their risen undead being able to bash so they'll have to rely on their 2-3 controlled undead and pet for bashing. The damage is still there.)


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 5:54 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
The damage isn't still there. Your unbuffed aggressive barbarian with 18 fatigue is a very poor test case.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 6:57 am 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Quote:
And I'm still telling you, necros are bad. Real bad. I just tried to kill Rhakeesh for about 15 minutes and all he had to do was run away.

:-?
If necros are "real bad," why are you complaining about how people run away from you, instead of how they 1v1 you and make you run away? Most classes would have a lot of trouble securing a kill against someone who was just trying to run away from them.


As for the log you posted of me and syn running you and deamuce off, I stand by my earlier assessment of that fight. I said that if you two had stuck around after your undead were wiped, it would have been an even fight (partially due to the fact that syn was not well enchanted).


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 7:09 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I will agree to that: Yet, if I had been a sorc or shaman, we would have actually been better off. If I had been any other class besides necro in that log, we would have been better off if not for Syn being a harlie and messing the place up. It's also worthy of noting that there was nothing stopping you from doing the exact same thing with a couple walk-in holy words.

You said it yourself: It was extremely easy to dismantle a necro back then, and it's even easier now, on top of the fact that animates do jack for damage against prepped opponents. Necros were the epitome of glass cannon before this change, and now they're just glass.

To clarify, yes, part of me is very upset that I am literally the only person who is playing a necromancer right now, and my class got nerfed. What I'm really annoyed over, however, is that SK has permanently lost one of the biggest villains it used to possess, and it's because some guy who has never even played a necro gave his two cents and Dulrik buried the class.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 7:22 am 
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Joined: Thu Apr 14, 2011 10:26 am
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SK Character: Rolf
What about sticking around in the room long enough for someone to cast holy word. Does that ever happen, Eddy?

Please, stop trolling.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 7:34 am 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1086
Location: DC
Edoras wrote:
Sargas wrote:
There's probably a little bit of number tweaking that can be done to make them not feel much weaker than before, if that's even the case.
They are a lot, lot, lot, lot weaker than before.


Most structures become weaker when soaked in a river of salt-water.

Welcome to playing a balanced class. I can't believe you honestly complained your class was useless because you can't keep an IA'd warrior in the room, or kill him fast enough before he can flee. Really? That is the sense of balance in the room, now - a GM caster should be able to out-melee a GM warrior in 2 rounds? I think necromancers have fit much more in line with where the rest of the classes are, after this. Just because you are the only 'vet' person interested in playing a necromancer does not mean there is no one out there who can comprehend game balance or how your class works. You are not a unique snowflake in your understanding of balance - except maybe that you are the only one who thinks a caster should be able to melee a warrior in under 2 rounds.

Achernar said this a few pages ago, too. This change gives the game a whole new face. This and the enchant changes go a long way toward making SK something I will probably be coming back to when my finals are done. They were well worth the effort, even if some tweaking may need done.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 7:49 am 
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Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
I think that necros are still the most powerful class. They still have the upper hand vs any other class.

Even if in the end, it proves to be at least one class to dominate them (which I severely doubt) it would still be okay as most classes are like this. As a paladin for example, I lose to almost all grey/white things and I don't really complain.

And this leads my to the question, why Edoras, the owner of Surrit, who happens to have a 6-7 page crime list in Exile and he probably cannot remember when his character last died, really finds it appropriate to complain ?

I wouldn't.

The most powerful class does not need to be immortal.


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