Shattered Kingdoms

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PostPosted: Mon Jul 14, 2008 2:03 pm 
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See I strongly disagree with wimping a class because there are items in the game that people can go buy or whatever. I'd say remove those items from the game first rather than wimp the class.


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PostPosted: Sat Jul 19, 2008 6:38 am 
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Sypher said something about never seeing a maledict/FOD necro anymore. I play that as my playstyle actually and have found it to be less effective as opposed to the 12 wraith style. Mostly because real combat does not last long enough for one FOD. Which is the most rediculous casting time of any spell I've ever played with. It has like a 5 round lag. It also doesn't insta kill like people thing. Anyone with a couple of minor saves will take at most 60% dmg. Those without might take like 80. And if you're going against someone with actual good saves you're dead because you just wasted 5 rounds to get a yellow message that says your spell was ineffective and only did 5-20% damage.

Another reason not to take away eq from undead is they have already been nerfed in their abilities. Wraith no longer have the same paralyze function. WTF people get to check saves to still make actions. If that wasn't a nut chopper of a nerf I don't know what is.

Another problem is that controls throughout time have been slowly nerfed and weakened to the point that there are less than a handful of usable GM NPCs. Why use a subpar undead control when I can for no mana cost and the same concentration have 6 more undead?


Want to QQ more about something people, try BOG. Nerf that before you do anything else.


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PostPosted: Sat Jul 19, 2008 6:42 am 
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Once again, the simple fix that will not affect newbie necros but will weaken and change the class for veterans (as is necessary) is allow necromancers to only animate dead within their own group.

This will not affect the casual necro who wants to pk. It will affect the experienced necro who wants to solo groups of players.


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PostPosted: Sat Jul 19, 2008 6:50 am 
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Let necros animate bodyparts!

An undead hand strangles you!
An undead head headbutts you!
:o


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PostPosted: Sat Jul 19, 2008 7:03 am 
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Gilgon wrote:
Once again, the simple fix that will not affect newbie necros but will weaken and change the class for veterans (as is necessary) is allow necromancers to only animate dead within their own group.

This will not affect the casual necro who wants to pk. It will affect the experienced necro who wants to solo groups of players.


Which means you keep telling me that my damn near solo necromancer should have to find help to do what he has been able to already do? That I should no longer be able to fight what comes my way in equal force? As a noob player I would find such a nerf to be devastating without some sort of long overdue balancing buff.


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PostPosted: Sat Jul 19, 2008 7:27 am 
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Malhavoc wrote:
Gilgon wrote:
Once again, the simple fix that will not affect newbie necros but will weaken and change the class for veterans (as is necessary) is allow necromancers to only animate dead within their own group.

This will not affect the casual necro who wants to pk. It will affect the experienced necro who wants to solo groups of players.


Which means you keep telling me that my damn near solo necromancer should have to find help to do what he has been able to already do? That I should no longer be able to fight what comes my way in equal force? As a noob player I would find such a nerf to be devastating without some sort of long overdue balancing buff.


You would not find such a nerf devastating, man. I wouldn't even find such a nerf devastating. Necros would still be an extremely powerful class if this change were made. If you are taking 1 hour to make 20 wraiths then I don't think you need to worry about this.


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PostPosted: Sat Jul 19, 2008 7:57 am 
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Necros are balanced.


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PostPosted: Sat Jul 19, 2008 8:09 am 
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archaicsmurf wrote:
Necros are balanced.


If things go as planned wednesday, I will be able to show you a lot more logs of necros being ridic. I might just post a full 'how I prepare myself' log to show newer necros how overwhelmingly easy it is to play the class.


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PostPosted: Sat Jul 19, 2008 8:31 am 
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Alright, I haven't said anything in this thread so here goes.

First, Dulrik has already said that Necromancers -are- supposed to be able to solo outer guardians.

As for armies of undead...Yea I've done my fair share, never over 10 however, and I've still been forced to flee fairly easily. Either a well placed holy word, a b aug, anyone with a bow/crossbow...any of these things will make me retreat. Can I kill groups that don't do any of the following? Sure. But it doesn't mean they -can't- do any of them. Any group besides one of all necromancers/barbarians has the ability to do one of the above three.

Should animate/control/charm items be removed except those we scribe ourselves - probably, yes. Do necromancers need further nerfs...I don't think so at this point. Perhaps limit animates to 10 or so, but even that isn't truly needed.


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PostPosted: Sat Jul 19, 2008 8:41 am 
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Konrin, if you have never even tried to animate over 10 undead for pking then you have never put in 3 minutes extra effort into being able to ravage 3+ players together.

The only group capable of making a necro 'flee' is one that both has means to instakill ethereal players and means to kill players who are in the 3rd row.

Even with the change to only being able to animate NPCs within your own group, necros will _still_ be able to solo outer guardians. Until you start trying to pk with 15+ undead you won't understand the power of necros. 10 undead and 15 undead is a significant difference, as is 6 and 10.


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