Shattered Kingdoms

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PostPosted: Tue Jul 15, 2008 9:54 am 
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Not hours and we know that very well. Remember Taslamar and the watchtower. ;)

But still a good paladin in decent EQ can continue this for hours if he knows what he is doing. All he needs is a certain uber scripted landie(not really that hard to get either if you know how to get it) and timing ticks a bit to sleep every now and then and don't waste more than 5 secs asleep.

As for leaving instantly whenever a threat arises, this requires a certain item that you possess. In a similar way, the defenders might get such items(if I give them any :P) and leave whenever a threat arises.

Cannibal is right, all it takes is some thinking and necromancers can easily be countered in CRS. Thinking and some preparation(meaning EQ). After all you have had your fair share of preparation Algon, both in setting up your army but also collecting items from before(for your necro or your undead).


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PostPosted: Tue Jul 15, 2008 10:12 am 
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Arrows do not matter


Not just arrows- Any scroll/wand wielding class gets etherealform and then can perform ranged attacks.


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PostPosted: Tue Jul 15, 2008 12:08 pm 
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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. :wink:

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


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PostPosted: Tue Jul 15, 2008 12:21 pm 
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For the record, I think that a competently played necromancer should be able to defeat the outer guardian. They really aren't that tough and are only designed to be a speed bump to give the defending cabal time to get its act together, not allow them to sit inside their HQ in safety.

As Cannibal said, the inner guardian is a completely different situation and if necromancers were still able to beat them, then you'd have a strong case for more nerfing.


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PostPosted: Tue Jul 15, 2008 12:30 pm 
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Dulrik wrote:
For the record, I think that a competently played necromancer should be able to defeat the outer guardian. They really aren't that tough and are only designed to be a speed bump to give the defending cabal time to get its act together, not allow them to sit inside their HQ in safety.

As Cannibal said, the inner guardian is a completely different situation and if necromancers were still able to beat them, then you'd have a strong case for more nerfing.


Do you think that necromancers right now are overpowered? I think the majority of the player base, both newer players and veterans, think so. I can provide logs if you like, but as it stands necromancers are too powerful and require (honestly) not that much more preparation than what a tribunal member puts in when they log on.


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PostPosted: Tue Jul 15, 2008 12:36 pm 
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What I think is that I just nerfed them yesterday. It's a little too soon to say if they are still overpowered. And if I nerfed them more, I'd rather do something to offset it by increasing their playability in other ways. Ideally I'd like to see necromancers play with 1-2 controls and 3-4 animates and who also cast spells at their opponents.


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PostPosted: Tue Jul 15, 2008 12:45 pm 
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Dulrik wrote:
What I think is that I just nerfed them yesterday. It's a little too soon to say if they are still overpowered. And if I nerfed them more, I'd rather do something to offset it by increasing their playability in other ways. Ideally I'd like to see necromancers play with 1-2 controls and 3-4 animates and who also cast spells at their opponents.


You barely nerfed them yesterday. You nerfed a wand that was badass for necromancers, sorcs, and warlocks. The only reason necros used them well was because they could cause light for heals and they can recharge that wand.

I recommended in a different thread that necromancers simply not be able to animate NPCs outside of their group - it would force most necros to play with controls and with tactics instead of o all kill. Necros would still, when in tribunals, be able to solo outer guardians. They would still be able to own most people solo, but they wouldn't be the anti-group that they currently are.


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PostPosted: Tue Jul 15, 2008 12:48 pm 
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Dulrik wrote:
What I think is that I just nerfed them yesterday. It's a little too soon to say if they are still overpowered. And if I nerfed them more, I'd rather do something to offset it by increasing their playability in other ways. Ideally I'd like to see necromancers play with 1-2 controls and 3-4 animates and who also cast spells at their opponents.


A few possibilities here, as Algon says, limit it to only animates in group perhaps. 8 is more then enough for most things.

Another few choices would be...

Lower to 5 or 6, and get rid of concentration on it, that way we can still cast spells while doing it.

Another choice is to lower mana drain on control making 2 controls viable rather then having animates (keep the animate concentration with this choice),


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PostPosted: Tue Jul 15, 2008 12:54 pm 
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Konrin wrote:
Another choice is to lower mana drain on control making 2 controls viable rather then having animates (keep the animate concentration with this choice),



Its been a while since I played my necro but holding 2 controls was extremely viable back then, has the mana drain increased?


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PostPosted: Tue Jul 15, 2008 1:04 pm 
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Lakir wrote:
Konrin wrote:
Another choice is to lower mana drain on control making 2 controls viable rather then having animates (keep the animate concentration with this choice),



Its been a while since I played my necro but holding 2 controls was extremely viable back then, has the mana drain increased?


I duno, but it drains something like 9-12% mana a tick standing and -2 to +4 mana resting.


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