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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 12:24 am 
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Joined: Thu Apr 14, 2011 4:51 am
Posts: 442
Im2old4u wrote:
If Dulrik wants the necromancer to become just another class, then too bad.
It's actually a great loss to SK and if that's the case, then some serious compensations in terms of convenience should be made, in order to make this difficult class, into something tempting, fun and worthy to play.

e.g.
-Remove the undead timer, it is now pointless.
-Give the undead some unique abilities to support the 'self-sufficient & lonely RP', like 'create spring', 'Butcher'


I really like these proposals

Quote:
-Make the ordering of undead easier by allowing to rename or assigning numbers to the undead that the necro is ABLE to see.


This is actually much easier now that the animates get a short desc based on what they were before turned to undead


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 8:06 am 
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Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
Im2old4u wrote:
The arrival of a -worthy- necromancer in a city was much like a GRP.
Wish you had been here a week ago.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 8:17 am 
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Joined: Wed Nov 28, 2012 1:05 pm
Posts: 152
The bottom line is that necromancer is now a worthless class and there's no reason to play a necro (which is automatically dark aura) instead of a deep-elf sorceror. And there are a million reasons to play a deep-elf sorceror over a necro.

But, that's apparently what Dulrik wants, and it's his game, so oh well. Deal with it.

Time to retire Surrit, Edoras.

I don't understand why the class which receives the least amount of play is the one getting nerfed into the ground. If necros were really so insanely overpowered, let's...take a look at the SK playerbase. There would be far more necros running around being assholes.

And after reading "Styles" comments in other threads like the mistletoe one and the comment about sneak/hide, I am dumbfounded by where Dulrik gets his advice, suggestions and comments regarding changes.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 9:32 am 
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Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
Something having a high skill cap and therefore being less attractive to play because of higher prep and tedium doesn't preclude it from being really strong.

The right thing would be to see how the changes really pan out after they're tried out and then give the class a buff again if it's determined that it's necessary.

I personally think that if most of the outright raw power of the undead was lowered so much by taking away its tankiness/dps, they could at least retain the ability to use active commands. I think both nerfs were too much where one or the other might've been enough.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 10:48 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I think there's room for a buff probably. That's cool. That means new code. Fun stuff. Not all bad really. What about a spell which buffs your animated undead, but doesn't allow you to have an army of 8 bashzerkingcrazybad wraiths. A dark aura of some kind. Lets you have the 1-2 controls, plus 1-2 buffed animates, plus a few more just normal animates. That's what I look forward too if the class is too weak.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 10:51 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
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These are the people that Dulrik listens to! :cry:

SWASHBUCKLERS ACHERNAR!

BUFF RIPOSTE!

Image


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 11:05 am 
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Joined: Wed Nov 28, 2012 1:05 pm
Posts: 152
The problem is that they aren't "weak", per se. There's just 0 reason for anyone except a newbie to pick Necromancer over Sorc now beyond wanting to rp zombies.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 11:25 am 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Superman wrote:
The problem is that they aren't "weak", per se. There's just 0 reason for anyone except a newbie to pick Necromancer over Sorc now beyond wanting to rp zombies.



I disagree.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 1:24 pm 
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Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
Superman wrote:
The problem is that they aren't "weak", per se. There's just 0 reason for anyone except a newbie to pick Necromancer over Sorc now beyond wanting to rp zombies.


If you type "yes" to being new to Shattered Kingdom you can't choose a necromancer as a class because it's an advanced class, so if someone is truly new chances are they won't be playing a necro.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Fri Dec 14, 2012 1:37 pm 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
I know jennbo hasn't chosen "Y" to that question probably since the first character she's played, but she's still a noob.


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