Nightwing wrote:
Now before you break our your torch and pitchfork, let me clarify -- suppose the thread had started like this: "My character, a paladin, is having a very hard time besting a necromancer, his sworn enemy and the supposed bane of this particular class. Something seems wrong with this: paladins need to be able to better support their pet / buddy / tank so that they can withstand the overwhelming damage of a prepared necromancer long enough to generate an offensive and win." That's an idea that I might be able to get behind, because the player is talking about something from their own experience and perspective. I can offer suggestions (if not outright blatant hints) as to how to compensate for these perceived weaknesses -- which, I have tried to do, if the player has committed a glaring oversight in his own skillset. Or, since he is speaking from experience, the idea might have enough merit to mete out something reasonable that would allow his character to better stand up to his foes.
However, this thread starts out with "necros are overpowered and should lose access to etherealform or have their animates wimped or not be able to order all or spam bash or beat me," which is spoken from a position of ignorance: having never even touched the necromancer class, players are beginning to make suggestions that seem reasonable to them because it will favor their builds without really discovering the implications that it would have on the target class as a whole.
It's like the old song says (and I linked to it in my first post): you really need to walk a mile in the other guy's shoes before you criticize him. That's all I'm saying.
I think Finney recently made a point against the arms race mentality of boosting one class to bring it up to the level of other classes. That has consequences. It is true that you can balance classes by making them all overpowered, but then PvE gets wrecked in the process, and builders have to put in a ton of work to get the entire MUD up to speed to deal with a bunch of superman characters running roughshod over every area and every NPC in the game. Needless to say, I don't think continuing to improve classes to bring them in line with necromancers is the right method. I think that bringing necromancers down to the level of other classes is the right idea. The whole point of my aside about griffons being allowed to get 50 attacks/round is to show the foolhardiness of this method. While it's true that finally a PC (besides a necromancer) would be able to take down Dianambis solo if griffons could get 50 attacks, thereby balancing out the ability of a necromancer to solo two cabal guardians in under a minute, the point is that none of that should be possible for any one class. Do you think Finney was ignorant when he made that statement about putting a stop to buffing as a means of compensation against imbalance? I don't. He strikes me as a fairly knowledgeable player.
Your contention that these ideas arise from a position of ignorance is immaterial to the discussion. If they were borne of such ignorance, they would be easily discredited, their obvious weaknesses exposed. So far nobody has been able to do that. Is Tragonis ignorant when he claims, and I am paraphrasing here, that playing a necromancer is essentially playing SK on easymode? It is an undeniable truth that necromancers are out of balance with other classes both in PvP and PvE. As I said before, even the tough players agree that necromancers would not be made an inferior class if animate dead were given some sensible adjustments. Necromancers would still be very playable and very deadly in PK. So why not make the adjustment?
I think there is a subtle aspect of this that people are missing. It is true that a prepared, veteran player should have an edge over a newbie in a one on one situation. Generally speaking, they do. Necromancers especially, as they are able to 2-round a newbie into the dirt. I believe they would retain this ability even if their animates were toned down. Let's be honest: a necromancer with one shadowy wight and nothing else is going to own a newbie. The difference is that by toning down the animates, necromancers lose some of their tremendous edge against other veterans. Prepared veterans will be able to better hold up to and destroy an undead army, forcing the necromancer to use some tactics besides "order all bash" and "zap self" if they want to win. There are so many tactics necromancers could use that they don't, simply because they don't need to. Very little creativity is needed to get kills and avoid dying. They actually get applauded for casting a spell in PK because it seems so novel compared to just letting their inordinate melee output take care of itself. This change would alter that, to where the necromancer's opponents aren't the only ones who have to be creative to get the win.
If you go through the logs, you will see necromancers using the same tactics over and over. They try to overwhelm their enemy with melee damage. The only time you see necromancers lose is when they make some glaring mistakes or when their enemies make a creative move to beat them. The necromancers win just by sheer button mashing, and can generally escape when they get outplayed by a prepared enemy (almost always an enemy
group, at that).