Pushing40 wrote:
Nec is a very polar class to play. If someone has weak-to-moderate understanding, the nec will die all the time. If someone has strong understanding, the nec will be very hard to defeat. At least that's my view of the class. I honestly don't know how to align it with other classes.
I 100% agree. Every class in SK has varying degrees of polarity. A swash, for instance, is a very newb friendly PK class, whereas a merc requires you to know more about mechanics. Because the merc requires more skill, it's no wonder a skilled player will do better as a merc than as a swash. Necros are certainly no different.
There's nothing in here that says it won't have that polarity. Admittedly, they'd be more newb friendly since they wouldn't require as much mechanics knowledge, but, if it was implemented the way I would see it done, it still would be the "advanced" class you want. In fact, it might be even more advanced, since it's not as simple as "o all kill <person>; get all corpse; sneer; quaff recall". (Granted, I can't guarantee this, since I'm not the one implementing these changes.
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Pushing40 wrote:
Aligning it with the new or average player would make it far too buff for the top-flight player. Aligning it with the top-flight player would make it unplayable for the new or average player. Therein lies the conundrum in my opinion.
All classes are this way... We just need to figure out where in the spectrum we want the necro to be. I don't mind leaving it roughly where it is, even though it will have a new appearance.
Konrin wrote:
D's new change is fine, I approve, it stops people from abusing animate. The number of animates that necros can have otherwise is really quite limited.
Not entirely. Forget the part where one player mentioned his 21 int necro can hold 19 animates while sleeping? IMO, that's not *limited* and we still have the same problem... If people are content at leaving it at that, by all means, cool. I guarantee you, however, the bloody cries for the nerf bat won't end there.
sleeper