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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:52 pm 
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Edoras, now you're just crying out of blind fear and ignorance.

First, let me instruct you in the fact that I am the reason that animate dead ever became useful in the first place. And still I vocally support Necromancers to be not just a powerful class, but arguably the most powerful class. I support necros leaning on a useful animate dead spell more than on the control undead spell. And I support a scenario that gives necros more reason to use their maledictions in combat than just relying on "O ALL BASH <NAME>".

Those are all good things. And there are a myriad of ways to explore how that can be done. Rarely is my proposed solution something as boring as just buffing or nerfing something. Contributing to the immstaff for over a decade, and being the Imm who got animate dead made useful in the first place, I've never pursued a policy of making Necromancers less fun to play, because frankly, that's a foolish journey.

Your arguments proclaiming there is nothing broken with necros just makes you lose credibility. Rather than cling to a fear of change, if you want to taken seriously, propose ideas that address the problems in a creative manner that also still keeps the class viable AND deadly. That would be useful.

Btw, I have argued for wimping those wights for a long, long time, and not for the reasons you seem to assume. And I watched plenty of Surrit's activity, and I've watched other necros, including the other active necros playing now. You're doing some talking out of your back side, and you're better than that. Be careful what assumptions you make. I've seen & been involved with far more in this game than you know.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 6:10 pm 
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I'm sorry for the rude sound of that last message. I do this on my phone, so it becomes very hard to go back and edit myself. I really enjoyed the character of Surrit And your opinions and contributions are most welcome of course. It just sounds like you're scared of this class being broken When the intent is just to make the entire game environment better for everybody.

Again, I apologize for the disrespectful sounds of my previous message.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 6:25 pm 
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Joined: Tue Jun 05, 2007 4:55 pm
Posts: 547
Location: WI
kora wrote:

exa matt
An ominous-looking greatsword has been left here.
This greatsword is a medium-sized sword made of adamantite.

[HP:100%] [ME: 81%] [PE:100%]
>
give matt shad
You give a matte black greatsword to a shadowy wight.

[HP:100%] [ME: 81%] [PE:100%]
>
o all wear all
A shadowy wight wields a matte black greatsword in its hand.
Ok.


Can you post a giant-size and large-size too? And with a "light" weapon like a dagger or sai? Possibly the giant-size is too heavy.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 6:31 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
dalamar wrote:
Your opinions and contributions are most welcome of course. It just sounds like you're scared of this class being broken When the intent is just to make the entire game environment better for everybody.
I'm not scared of the class "becoming" broken. It's already been maimed and crippled over the years and in it's current state is subpar to sorcerers, which is a shame given the extreme drawbacks for playing a necromancer. I'm already disinterested in necros in general because I don't like the concept nor the playstyle of running around with multiple controls since it's extremely mana hungry, volatile and has way too many countermeasures, but yet it's the best mechanical option since animates are fundamentally useless now. I also have no expectation that Dulrik will change necros again anytime soon, though I may be incorrect on that.

What I have heard is you say that you think that the current state of using multiple controls is way too powerful to the point of being unbalanced, and I completely disagree. A control-spamming necro has plenty of countermeasures that good players will easily take advantage of. I'm only here trying to give some accurate insight, because the majority of this thread has been "Man, those shadowy wights are so OP, there's zero drawbacks and absolutely no way to stop it, wah wah wah. Necros just have to o all bash to win and no one can stop them, waaaaaaaaaah." I'm just bothered because it seems to me like you, an IMM, have started to nerf the current control options and plan to continue, all because people started getting on the waaahmbulance instead of actually examining the game and observing what tactics are available for them, which is ironically how the last necro nerf happened. It does seem that my perception of your reasoning is wrong, but just judging from what you've said in this thread, it seems that you still give controls way too much credit as to what they can accomplish against someone who has any idea how to play their class.


Last edited by Edoras on Tue Jul 16, 2013 6:34 pm, edited 1 time in total.

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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 6:32 pm 
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In terms of nerfs, I don't think we are looking at other important issues of balance. In order for a melee class to even contend with a necro in the same room, they have to take the time to properly buff up. A necromancer can simply zap ethereal which isn't a real problem. The main issue is the fact that from the ethereal plane, he can strip warrior classes of all their defensive buffs with one spell and not have to worry about taking damage from ranged combat/spells. I feel that ethereal should affect ethereal only, vice versa.
Its certainly one sided when a Hammer Merc doesn't even stand a chance.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 6:36 pm 
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SK Character: Pilnor, Surrit, Berr, Rall
A hammer merc is totally fine against three shadowy wights if he buffs up. The point is that he has absolutely no reason to bother doing so aside from risking death for no reason, because the necro will just go ethereal eventually. Melee characters have no business fighting casters that can go ethereal without some way to prevent them from doing so or someone to follow them. This has been true forever and always will be.

I've advocated for a while now that dispel magic should not be able to dispel -from- the ethereal plane on account of how broken it is, although dispelling etherealform from someone while you are not ethereal should work just fine.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 6:46 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
dalamar wrote:
Your arguments proclaiming there is nothing broken with necros just makes you lose credibility. Rather than cling to a fear of change, if you want to taken seriously, propose ideas that address the problems in a creative manner that also still keeps the class viable AND deadly. That would be useful.
Why does there need to be a creative fix for a class that was fine as it was? Animates are useless now, they need to be made more useful again. The sub-classes generated by Dulrik for the different animate types are neat, but their HP makes them absolute trash, and the fact that they don't have a will save means that anyone with sanctuary is going to be completely safe from them. As things stand, I can make eight animates and they're going to waste my time trying to order them to kill someone while they bounce off of sanc until a holy word drops them from 100 to zero. They're totally worthless.

If you want creativity for necros, then on top of the fact that the animate HP needs to be raised and fixing the fact that they'll all just bounce off of sanc, you should give them some way of controlling their animated undead (not their controls) without order lag. That way they can actually raise an undead "army" but not spend their entire time in combat lagging themselves with "order all hit".


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 8:16 pm 
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Why are you so fixated on the one man army? Get over it already and actually suggest something that would help them be part of a GROUP.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 8:27 pm 
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SK Character: That one guy who pk'd you.
I would wish I could pk using more then order all bash, and use maledictions, but the fact is it works. Better then me sitting around lagging myself to death. If necromancers and not their dead become more survivable and their undead less rape machines, it can open a lot of interesting doors. Give necromancers a new defensive skill or spell in line with intimidation, sanctuary, or mirror image, and let that cost them by limiting the use of only one control. That way their enemy is forced to last longer in combat since one round of o all bash will not kill them, the necromancer lives long enough to use their entire spell set, and we can see a new angle in their use.

Or delete Irition and prevent vets from playing anything but giant bards and Halfling hellions.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 9:26 pm 
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Thanks dude, but I bypassed those last responses. I heard it already. We disagree, it is what it is.

Tragonis wrote:
I would wish I could pk using more then order all bash, and use maledictions, but the fact is it works. Better then me sitting around lagging myself to death.


Exactly.


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