Edoras wrote:
because staying alive against a necro is relatively easy for almost anyone, and lighties can usually win fights against necros handily now as long as at least 1 paladin or priest is on your team, counting tribunal NPCs.
This is the problem. I know you all say 'but you can run away easy!!' but that's not the problem. The problem is that anyone with holy word (as you put it, just 2 classes, when its obvious you are intentionally masking that one of those classes is arguably super-common, even with NPCs) can instantly shut down the average necromancer with no counter.
I'll liken this to the problem with rogues vs barbarians. A barb's counterstrike completely shuts down a backstab, however, it does not prevent the rogue from hamstringing or circlestabbing or using scrolls with a pet or guard in front of him. Sure, his effects are diminished, but he is not completely sent running home.
If holy word is not such a problem against an undead's animates, as you put it Tragonis, why did your necromancer be a do-nothing who got rocked by a gnome hammer mercenary?
I'm not trying to trash talk, I'm being dead serious and observant. It's hard to debate things as players because we lack numbers and hard data, relying mostly on hearsay and observation, but the fact that a single holy word from a level 41 NPC can completely and utterly shut down a necromancer is insane.
The counter-argument to this "But holy word can fail!!!" or "lul u just need 2 enchant armor 4 them". Well, that's great, FoD can fail too, so can o all bash, etc. Invalid argument to red herring the issue. Secondly, the armor thing...who precisely is going to be holding the armor when the undead are offline or not yet raised?
Is your proposal that every 45 minutes a necromancer must run and get more undead while having a priest/sorc enchant up 8 full suits of 11 slots between every two day reboot (on reboot, undead drop all, necromancer can't hold all the gear with crappy strength etc). So what you're really saying is that necromancers need to be ultimate horders who only fight when there's almost no opposition and when there's not a single priest of gray/light aura on line.
While I will agree warlocks and swashbucklers need a looking at, this is mostly due to the fact that melee is broken on this game when compared to spell damage and compared to bonus effects (fury, rally, 2-handers, etc). These classes need a ton more work of balancing then a simple "make dispel not affect animates" fix.
I'd hope that a 30 second coding fix would be easy to do and test it for a short while, it's not a massive change really. I find that necromancers are better off than some classes, but they should be better than -most- classes at PvP/PvE. After all, what's all this extra prep time and vulnerabilities if you don't have the benefits to go along with it to balance the class?