Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Fri Nov 22, 2024 10:54 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 286 posts ]  Go to page Previous  1 ... 18, 19, 20, 21, 22, 23, 24 ... 29  Next
Author Message
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 8:36 am 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
jerinx wrote:
Edoras wrote:
jerinx wrote:
The most BOG one'll get in in 2 rounds is 3, if they're lucky, 3 will knock an undead out.
When you say things like I really wonder if you actually played a paladin or if that was someone else. This is the silliest statement I've read coming from the player of a paladin. Do you know why?


Yes, I know why. I'd wager it's because you are rather upset at the collective understanding of balance in these threads completely ruining every whine you have at every turn. You are continually stomping around instead of being productive with these changes and helping yourself/us/Dulrik get a more firm grasp on what they really mean.

You've proven your inability to grasp game balance/what should be fair many times over. The really productive thing you could do now, instead of posting old logs as if they're relevant, is get contemporary context and be constructive with these things. Who knows? You might end up actually coming to learn how to use some of these changes to your advantage in the process. Heck, you may find something you like.

Hell, man, I could level a necro to a relevant level and offer constructive cricitism in the time it takes you to write 2 of your posts. I'm not sure what alternative paths you see other than "Get in the mindet of working with these changes" or "delete." You're past the point of constructive additions here in the worst possible way.

The correct answer was "BoG one-shots all undead, therefore it is silly to say that it takes 3 BoGs to kill one undead." I am very embarrassed for you that you played a paladin yet did not understand this.


Last edited by Edoras on Wed Dec 12, 2012 8:49 am, edited 1 time in total.

Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 8:38 am 
Offline
Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
*embarrassed


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 8:49 am 
Offline
Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1082
Location: DC
Edoras wrote:
The correct answer was "BoG one-shots all undead, therefore it is silly to say that it takes 3 BoGs to kill one undead." I am very embarassed for you that you played a paladin yet did not understand this.


The correct answer is "lrn2abc." I'm sorry for you that reading comprehension is still a failed endeavor for you when reading anything I write. Next time I'll be sure to italicize and highlight and add extraneous words... so that next time, you'll understand that "they'll get 3 BoGs if they're lucky, and yes, that will definitely take at least 1 undead down" does not mean "it takes 3 BoGs to kill every undead in the game."

I'm embarrassed for you that you don't understand RNG, that you don't understand that you've been proven wrong, that you don't abc, and that you don't understand you're fighting a losing battle that will not take the SK code back to your face-rolling 2 button necro.

The answer to everything you'll post in the future in this thread is: adapt or delete, but whining proves nothing. The class has changed. The change isn't going anywhere anytime soon. I'm glad that balance proved victorious in the end.

You are in a key position to be constructive and helpful. So far, you have been the opposite. Take the changes for a spin and try finding something you'll like. If you're predisposed to hating the change no matter what - guess what? Shocker, you're going to hate it no matter what. That helps no one in this community, let alone yourself.


Last edited by jerinx on Wed Dec 12, 2012 9:03 am, edited 1 time in total.

Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 8:54 am 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
So let me sum up your stance: I should be testing things instead of whining. I agree. That is why I have been testing things.

On the other hand, -you- are whining, and posting no evidence to support what you say. You say that I am incorrect in saying that you can one-shot all of a necros controls before he can kill your pet. You are wrong. It is not difficult to do. It is, in fact, almost guaranteed. You wouldn't know this because you spent all of our fights trying to spam BoG me instead of one-shotting my controls and winning.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 9:02 am 
Offline
Mortal

Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
This reminds me of the movie 'Due Date' and Edoras is Robert Downey Jr...

Well, it doesn't really relate perfectly, but that's still a great movie. Basically, things happen to Robby DJ, and he just friendlies and moans instead of dealing with it properly. This is your opportunity to go and find out, truly, how the new changes affect necromancers in action. On paper, it looks good to us. When you take that paper and only imagine what it's going to look like in reality, it's still your imagination. And a couple of simple holy word tests aren't truly testing it. It's going to take you a couple of months at least before we feel you've tested it enough.

Go do what Surrit would normally do. Raise up some undead and go kill a bunch of things. If it doesn't work, DO NOT...I repeat, DO NOT come crying right away. This change is a heavy one. Try a different undead army formation. Raise a few more skeletons, throw in some zombies, and give it another go.

On this other MUD I've played, with changes like this, there is almost always a complete pwipe. That's right. A deletion of everyone's character. There was a change put in recently where everyone's level was dropped 20% for something relatively small. And honestly, if Dulrik takes this into consideration, I wouldn't mind. I wouldn't feel the least bit of remorse for bringing it up.

In short, go play. The playground is different. They took away your slide. You've cried. Now it's time to move on to the monkey bars. Have fun and enjoy yourself. If you feel you can't, then hop out of the necro playground and move on to the sorc playground. They have two slides!

EDIT: Really? The verb for [REDACTED] isn't filtered?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 9:04 am 
Offline
Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1082
Location: DC
Edoras wrote:
So let me sum up your stance: I should be testing things instead of whining. I agree. That is why I have been testing things.

On the other hand, -you- are whining, and posting no evidence to support what you say. You say that I am incorrect in saying that you can one-shot all of a necros controls before he can kill your pet. You are wrong. It is not difficult to do. It is, in fact, almost guaranteed. You wouldn't know this because you spent all of our fights trying to spam BoG me instead of one-shotting my controls and winning.


The infamous "no, YOU are" defense. Much along the lines of blaming Styles for playing a lightie/enemy just because he wanted necros balanced, too.

I would not play a lightie again, and I still want necros balanced. This isn't a game of biases, here. It's balance. Objective balance. Because you don't have a grasp of it doesn't mean the rest of us don't, either. Apparently, by the fact this change even exists, you're wrong.

We're done here. Please, play. The only logs you've posted are pre-change, so if you ARE playing, then you aren't doing a good job of representing it. We need information, not knee-jerk.


Last edited by jerinx on Wed Dec 12, 2012 9:08 am, edited 3 times in total.

Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 9:07 am 
Offline
Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Well said, Roddy. :)


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 9:17 am 
Offline
Mortal

Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
From what I have seen here (noting I haven't seen all of your testing) but it appears you are trying to be the exact same necro things you did before. You appear to want your necro to be exactly the same as before and you don't actually want to think outside your box.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 9:39 am 
Offline
Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
RABBLERABBLERABBLERABBLE.

Give swashies fear :(


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Wed Dec 12, 2012 9:45 am 
Offline
Mortal

Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
Ha ha. Fear + Taunt would be the most OP combo evar.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 286 posts ]  Go to page Previous  1 ... 18, 19, 20, 21, 22, 23, 24 ... 29  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 34 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group