Konrin wrote:
As for Sleeper's suggestions. I'm sorry, but that's not exactly a fair trade off. I can agree with no undead besides that which you can fit in your group. But the minimal buffs you suggest nowhere near offset the limiting to 2 animates.
Let me clarify something: These buffs are not minimal, they're just vague. I would love to be able to say something like, "buff animtes 50%", but I don't see the raw numbers and I don't know how much would be required to even out the score. The way I envision these buffs would make necros almost as uber as they are now. These are not changes were not designed to make the class worthless, nor is it designed to change the huge weakenesses they encounter. I'm just proposing changes that prevent them from running over people like they do now. The flipside of these nerfs is a nerf to one of their weaknesses. Just because it
sounds like these changes are massive, doesn't mean they're intended to be that way.
TheCannibal wrote:
I've made the statement in the past that necromancers are absolute garbage against anyone whose not a total noob. I then proceeded to pk 95% of the necromancers on the mud into deletion to prove it.
I'm not sure who you're directing this to, but I do recall saying at least twice in my original post and maybe once afterwards that I 100% agree with you. The changes I proposed are only to counter what Gilgon is arguing for. If the pbase doesn't care that it stays this way, I'm happy with it too.
Gilgon wrote:
Necromancers are able to single handedly kill 8+ bounty NPCs every minute. They can solo break into cabal HQs.
There shouldn't be any class in the mud capable of these two things, nor should there be a class able to solo get Karnak's loot, break into Radi Kenga's chamber, solo tangle, or other ridiculous stuff.
I once again recommend that necromancers only be able to animate NPCs within their own groups, or I suppose I will have to camp out cabal hqs for hours until this situation gets that needed dose of reason.
For the most part, I agree. The reason it's *for the most part*, is because the cyclic nature of the mud. If lighties always had roughly even numbers as the darkies, then we'd see a lot less complaints. Since it's not that way, we'll se this issue brought up again in 6 months. I'm merely proposing we take a look at them now, rather than tweaking them every six months. And I don't think animates are the only problem. I know of at least one way that makes them equally lethal. They need to be looked at more carefully than just animates.
sleeper