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.