Shattered Kingdoms

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PostPosted: Sun Mar 04, 2007 6:08 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Just to inject some facts into the discussion:

- Animate now requires concentration. It appears on the release list and you can use it to dismiss your animates prematurely if you wish. The current concentration is not even half of a detect magic spell.
- Most casters can animate 25-30 undead if they really want to go to the max. However, I hope and assume that people will want to keep concentration free for their other spells, so 12 would be a more reasonable amount for daily use under the current settings.
- Animate does not cause mana drain. It costs the same amount to animate an undead as before. Undead last the same amount of time as before.
- The concentration cost for control undead has been cut in half. If you are concerned your animate tank doesn't last long enough, you might want to try checking out using a controlled undead instead.

This is all part of tuning. We'll see if it needs changes or more adjustment as things go forward.


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PostPosted: Sun Mar 04, 2007 6:13 pm 
Dulrik wrote:
Just to inject some facts into the discussion:

- Animate now requires concentration. It appears on the release list and you can use it to dismiss your animates prematurely if you wish. The current concentration is not even half of a detect magic spell.
- Most casters can animate 25-30 undead if they really want to go to the max. However, I hope and assume that people will want to keep concentration free for their other spells, so 12 would be a more reasonable amount for daily use under the current settings.
- Animate does not cause mana drain. It costs the same amount to animate an undead as before. Undead last the same amount of time as before.
- The concentration cost for control undead has been cut in half. If you are concerned your animate tank doesn't last long enough, you might want to try checking out using a controlled undead instead.

This is all part of tuning. We'll see if it needs changes or more adjustment as things go forward.


Okay. This isn't so bad.


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PostPosted: Sun Mar 04, 2007 7:04 pm 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Let me ask you this big D. Why do undead when they run out of time and crumble; or get dispelled become a lower level. I think a level 50 corpse should stay a level 50 corpse.


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PostPosted: Sun Mar 04, 2007 7:37 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
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Location: *cough*
That's not that bad. I agree, that does give deep-elves something of an edge.


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PostPosted: Sun Mar 04, 2007 7:54 pm 
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Mortal

Joined: Wed Sep 08, 2004 12:28 pm
Posts: 709
Location: Nederland, CO
This is exactly the sort of arrangement I was imagining. I'm curious to see how it pans out (as my char faces all sorts of new and unpleasant controls).

Peace,
Bux


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PostPosted: Sun Mar 04, 2007 8:09 pm 
buxtehude_sorethumbe wrote:
This is exactly the sort of arrangement I was imagining. I'm curious to see how it pans out (as my char faces all sorts of new and unpleasant controls).

Peace,
Bux


shake, it's still a wimp, so you'll have easier time. It just means less spells will be thrown at you and/or undead.

It's just not as bad of a nerf as I thought. Still, the entire class is unplayable for me. And that's saying alot, considering I will play every class but necromancer.


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PostPosted: Sun Mar 04, 2007 9:49 pm 
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Mortal

Joined: Thu Jan 15, 2004 1:21 am
Posts: 688
SK Character: Delear - Maridosen
As far as PK:
No matter what, control undead is useless for as long as the cancellation spell remains broken(eg. Doesn't check for mirror images, doesn't count as an offensive spell, there is no opposed roll on the necromancer's behalf etc). If you want to make some use of it, then make undead immune to it since if it was changed to hurt them, there would be conflict with darkie HW's.

Controls are commonly used for exploring etc etc, and the only problem is mana drain. If that amount was changed along with concentration, then the class will become more exploring friendly or then again...Maybe not.

The class of the necromancer I've played throughout the years had a single beauty...It had potential. Those who were ready to spend time and efford in preparation had good chances at succeeding in any task. That required skill and as I've mentioned already, TRUE efford. Those changes seem to severely reduce this potential and wouldn't ever attract someone to play this class more than it did before.

A real compensation for adding concentration on animates would of been infinite or longer duration for them.

In general, I think it is wrong to level this class with every other. It has far too many weaknesses already, known mostly to those who played one.


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PostPosted: Sun Mar 04, 2007 10:30 pm 
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Joined: Mon May 02, 2005 3:49 pm
Posts: 535
Location: Florida Atlantic University, Jupiter
even though everyone thinks its not as bad as they thought it was, this was still a huge nerf... My necro is dead and gone but I still think this may have been unnecessary.


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PostPosted: Sun Mar 04, 2007 10:36 pm 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Effort =! victory. Just because you try really hard doesn't mean you should reap success. Necromancers are overpowered. And they still roam the top of the pk arena. Sure they got loads of weaknesses, but since they are self-sufficient its only fair. And most competant players can put those weaknesses to a limit.

Just use your nogger and you can dig deep in the negative-energy pool of leetness. Many other classes do not posses such potential, and their maximum capabilities are easily reached.


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PostPosted: Mon Mar 05, 2007 12:52 am 
I would never play a necromancer, mostly because, well, they just aren't fun. You know, you sit there for ages and ages and ages just to get ready to leave your little inn room. Thanks anyway, but I'll pass :-?

What's that? Go out with less preparation? I don't do things half-assed.

Oh, and Trag, I can think of some fair reasons why a corpses level would lower. For example, some of the 'essence' might flee the body or some [REDACTED] like that. Being that necromancer is basically the art of a defiler, I can very easily see it being justified. As for crumbling, I see that as well, it reflects the instability of necromancy - mortals can't create life (though some can return it), and every attempt they make is bound to be perverted by their own fallibility. It's perfect.


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