Dabi wrote:
I actually watched Edoras often. I liked him. He was well-RP'd, he was ballsy, and I saw him take some pretty good lumps without crying. I don't mean to malign him.
Then I'm not sure why you chose to say that my tactics only ever consisted of o all bash, when I had plenty of fights where I used fireball wands, o all dirt,o all disarm,double heals, double FoD scrolls, liberal use of the info command to scout my enemies and fear. You said "Necros should have more tactics than o all bash" to me, the person who used a whole lot more tactics than o all bash on Surrit.
Dabi wrote:
Your suggestions are reasonable, except that I disagree the best boost to necros are to make them more dependent on control undead.
I'd like to see them get something. But not a control buff. Nor reversing the previous debuff balancing.
I'm honestly confused. I've never suggested to make necros more control-dependent. I've only recently offered one suggestion for a necro buff, and in multiple threads, which was to give them a skill that lets them order animates without order lag, and on a failed check lags the necro and doesn't issue an order. This wouldn't come anywhere near close to making up for the fact that animate damage got completely destroyed with the animate nerf, but it would certainly make the class abundantly less frustrating to play in PvE and PvP and actually make animates and maledictions work together. As things are, animate-based necros are forced to spend the majority of any combat, especially PvE, in order lag. In PvE this is boring and dull, but it's still infinitely better than using maledictions, which is your only other option. In PvP getting stuck in order lag because you tried to o all hit someone who was sanc'ed, invis, or behind a pet is enough to let the person start and finish casting holy word or move multiple rooms away and/or start hitting you with ranged combat. It's very depressing to level up a GM necro to realize that the only thing your animates really do for you is force you to spam "o all hit" constantly for the benefit of being able to clear some 2-3 mannable areas in a few less combat rounds than it would normally take.
And yes, while it's possible to animate corpses once you arrive at a location... then you've kind of already proven that you didn't really need the animates in the first place, haven't you? That's not even bothering to mention that you'd have to bring high-level weapons for the animates to use, which is legitimately impossible with the 6 item hoarding limit, and that 2 of the 3 primary end-game areas have multiple null-magic rooms spread throughout them, or script dispel magic on all NPCs in the room, or gas blast which will instantly kill all undead due to their low HP pool and inability to be mass healed, or have corpses that are too high level to animate without a bard, or any of the other handful of reasons that prevent animates from being anything more than a nuisance in end-game PvE.
If you want a maledictor in PvE, you're infinitely better off having a shaman, because they have every worthwhile PvE malediction in addition to innate tankiness and heal. Even sorcerers are far and above more desirable for PvE too if only on account of the fact that they can enchant.
Either way, I already addressed the fact, as jreid has, that saves on supernatural creatures means that interdiction is totally useless, as are all the other maledictions that undead have the option of landing. They simply don't matter, and I'd be hard-pressed to believe that someone who legitimately played a necro since, even if only in PvE, could honestly believe that the touch attacks that undead provide are useful for anything other than flavor-text or getting a lucky paralyze on a PC with a will save in the dumpster.
And that's what necros are now: They're a flavor class which isn't to be feared. Their teeth were completely removed with the constant repeated nerfs, and it's blatantly obvious that whoever's in charge of balance is not a fan of necros and is a fan of warlocks. I don't see how that's even subjective, because anyone can look at the recent patchnotes and see the repeated buffs to warlocks and the repeated nerfs to necros. It sends a clear message: Necros have been relegated to an RP class, not a powerful one. Even then, it's a pretty terrible RP class, because the whole necromancer concept is that by dedicating yourself to the forbidden dark arts you'd be able to tap into power that is otherwise unobtainable, when it turns out you would have been more powerful if you'd decided to be a warlock, shaman or sorcerer instead.