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PostPosted: Sat Jul 19, 2008 8:44 am 
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Well, 10 + a control anyway. As for ways to flee. B aug deafness on undead > us. etherealform + bow > us. 2 holy words > us.


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PostPosted: Sat Jul 19, 2008 8:51 am 
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Konrin wrote:
Well, 10 + a control anyway. As for ways to flee. B aug deafness on undead > us. etherealform + bow > us. 2 holy words > us.


o all kill > the rest of the entire mud. Necromancers are significantly more powerful than the average right now, and the change I propose to allow only animate undead within your own group would be a reasonable wimp to the class to balance it.


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PostPosted: Sat Jul 19, 2008 4:37 pm 
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Only allowing undead in your own group would give you a max of 8 animates since only 9 are allowed in the group. Furthermore, 2 of them would be useless because they'd be in 3rd row with no ability to hit. I could possibly see using Rescue to rescue other wraiths / wights if they have that, but even then, that limits you to 6 animates at most. That would force Necros to use control, which has an insane mana upkeep.

I pushed my necro to the limit. Just to see how much a Delf necro could hold. With max int before age tick Control undead was light concentration. I actually held up to 5, but hte mana loss per tick is insane. Literally 20% per tick. Two is the limit. I can rest / probably sleep with two, but even then at best I break even, which means using things like FoD which, even with max wisdom + 1 mana train takes a good 16% on a successful cast and roughly 2 combat rounds to pull off, is completely out of the question.

Seriously, what GROUP can't chew threw a single undead in 1-2 rounds? I mean hello, Holy word? BoG? Yeah, that's instant pwnage to any undead it hits, and finding someone to literally enchant armor for your undead, not to mention being able to carry it around since most necros don't have a ton of strength or put it somewhere it won't be plundered is another thing.

Put 1 wight or 1 wraith, an animate, not the control, up against any normal character with a weapon or shield / weapon. Hell, put 6 wraiths up against 1 white swan and let me know how it goes if you just stand there ethereal. I'd like to know how long it'd take to either take him down or for him to chew through em with their abilities.

As for those who are saying i'm singing the same sad song, yes well, I am. Necros are powerful. They are 100% preparation class and even then, your 20-30 mins of preparing can be taken out by one mistake or by someone doing a "walk-in / drive by holy word", a well placed backstab, anyone with ranged capabilities and a method to enter ethereal. They have enough weaknesses already as literally 85% of the mud will instapwn you into the ground mercilessly. People that say I use the same arguments, I play one currently so I believe I have a right to voice my opinion correctly. I'm not asking for buffs for them, but they sure as hell don't need anymore wimps.

If this proposed change however does go through, I suggest lowering the mana upkeep / drain on control undead by a bit.


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PostPosted: Sat Jul 19, 2008 4:54 pm 
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I can kill any PC with 6 gm barbarian NPCs that are hasted and wielding weapons. Yeah. That's what wraiths are, you know. Gm barbarians with autofly that can be hasted and can wield weapons.

I can even kill a "gasp" member of the Fist with them. And that's with me typing o all kill, o all bash, and sitting there. Even "gasp" ethereal. And it only takes about 15 minutes of preparation to do that.

With 20 wraiths, though, necros can kill about 5 of those fist members all up against them. I don't think this is a good thing. Controls mana upkeep is not that unreasonable - resting with two controls you generally break even. That means if you get 2 controls at 100% mana, you have a good 20+ ticks to do all the killing you want with them..and if you ever get low, all you have to do is release one. Yawn.

I hope this whole peace thing doesn't work out so I have a few more weeks to embarass people with my necro. It's flattering that folks think I am just a 'veteran' playing a necro which is why I am doing so well with it, whereas in reality much of my owning on this character just has to do with the fact that necros are overpowered.


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PostPosted: Sat Jul 19, 2008 5:18 pm 
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Gilgon wrote:
I can kill any PC with 6 gm barbarian NPCs that are hasted and wielding weapons. Yeah. That's what wraiths are, you know. Gm barbarians with autofly that can be hasted and can wield weapons.

I can even kill a "gasp" member of the Fist with them. And that's with me typing o all kill, o all bash, and sitting there. Even "gasp" ethereal. And it only takes about 15 minutes of preparation to do that.

With 20 wraiths, though, necros can kill about 5 of those fist members all up against them. I don't think this is a good thing. Controls mana upkeep is not that unreasonable - resting with two controls you generally break even. That means if you get 2 controls at 100% mana, you have a good 20+ ticks to do all the killing you want with them..and if you ever get low, all you have to do is release one. Yawn.

I hope this whole peace thing doesn't work out so I have a few more weeks to embarass people with my necro. It's flattering that folks think I am just a 'veteran' playing a necro which is why I am doing so well with it, whereas in reality much of my owning on this character just has to do with the fact that necros are overpowered.


Oh, wraiths have been wimped once before. It's just between the last very small nerf(removing a wraith farmable area) another wraith farming area has been added, making the last nerf useless. Not that it was a major one to begin with.


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PostPosted: Sat Jul 19, 2008 5:20 pm 
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Alright then Gilgon. Eat your words, bro. I challenge you for a WEEK to impose the change you're suggesting on yourself. Limit yourself to only using animates that are in your group + 1 wand / staff animate and post logs on every kill / encounter, FULL logs. I'm curious to see how it goes also when the balance of power shifts back to lighties.

Edit: If you're still wreaking havoc on groups, then i'll agree with the change.


Last edited by Kin on Sat Jul 19, 2008 5:26 pm, edited 1 time in total.

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PostPosted: Sat Jul 19, 2008 5:24 pm 
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Kin wrote:
Alright then Gilgon. Eat your words, bro. I challenge you for a WEEK to impose the change you're suggesting on yourself. Limit yourself to only using animates that are in your group + 1 wand / staff animate and post logs on every kill / encounter, FULL logs. I'm curious to see how it goes also when the balance of power shifts back to lighties.


God your an idiot.


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PostPosted: Sat Jul 19, 2008 5:26 pm 
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Kin wrote:
Alright then Gilgon. Eat your words, bro. I challenge you for a WEEK to impose the change you're suggesting on yourself. Limit yourself to only using animates that are in your group + 1 wand / staff animate and post logs on every kill / encounter, FULL logs. I'm curious to see how it goes also when the balance of power shifts back to lighties.


Why would I purposely use less power on my necromancer in order to prove that is it currently stands necros are overpowered...? Doesn't it make a lot more sense for me to be posting logs of kills on people with ease when I am using things as they are now?

I mean..I have already posted kills where I don't use any animates, but they clearly make necros beastly strong when you have so many of them.

To add an edit:

I think it makes a lot more sense for you to show that as a necro this is seriously affecting your ability to pk as an inexperienced pker. I contend that it will barely affect the pk of anyone other than vets playing the class. I know that my proposed changes will wimp veterans of the class - but for everyone else it will be barely any difference.


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PostPosted: Sat Jul 19, 2008 5:34 pm 
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1 word Lakir: Gameplay.

Gilgon., the reason I asked you to do that to yourself, is to see how you still act with that change. Changes don't have to be hard coded you know, you can still test them out by simulating them with the current code. Right now, you're speculating that 6 would be enough, so, why not test it with the current code? If it turns out you get your [REDACTED] handed to you over and over again, you can up the number, thus effectively testing and tweaking your change within the current code without having to QQ for another code change if it didn't work.

Showing that a class is overpowered and suggesting changes is one thing. It's often times better to test those suggestions instead of relying on theories, because there are too many variables that can and often times will go wrong. With the current code, you could test the change you're wanting, and see how it works. If it fails, then you still have the option of tweaking yourself and coming to a more desirable outcome should the original outcome not be sufficient. Make sense?


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PostPosted: Sat Jul 19, 2008 5:38 pm 
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Kin wrote:
1 word Lakir: Gameplay.

Gilgon., the reason I asked you to do that to yourself, is to see how you still act with that change. Changes don't have to be hard coded you know, you can still test them out by simulating them with the current code. Right now, you're speculating that 6 would be enough, so, why not test it with the current code? If it turns out you get your [REDACTED] handed to you over and over again, you can up the number, thus effectively testing and tweaking your change within the current code without having to QQ for another code change if it didn't work.


I don't think I would get my [REDACTED] handed to me with 6. But I also don't think that it would convince Dulrik to make any changes to see that a veteran is able to pk fine with _only_ 6 gm barbs in his group and access to high level scrolls.

I proudly admit that I would be less effective in pk with only 6 wraiths in my group. I also think that necromancers would be balanced through this change. My argument is that although veterans would be weaker in the necromancer class that newer players would not be greatly affected by this change.

Kin wrote:
Showing that a class is overpowered and suggesting changes is one thing. It's often times better to test those suggestions instead of relying on theories, because there are too many variables that can and often times will go wrong. With the current code, you could test the change you're wanting, and see how it works. If it fails, then you still have the option of tweaking yourself and coming to a more desirable outcome should the original outcome not be sufficient. Make sense?


The only person who is able to test my proposed changes are newer necromancer players, because as I have said, I think that they are the ones who won't be affected by it. Are there any necromancers who actively pkill besides me right now? No. So it's quite difficult to check.


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