Dulrik wrote:
'Ord all bash' comes up a lot. Is there something to be said for animated dead not having bash? They could still find controls that have it.
That is one possible solution. I originally proposed either making them unclassed and keeping them at the same level they are now, or making animate dead create NPCs that are 70% the level of the corpse used. Both solutions have their merits.
StylesP wrote:
Styles wrote:
The necromancer doesn't need 10 GM barbarians to be scary.
You should really stop saying this, as it is deliberately misleading. The 50+ attacks thing is also way off (nevermind horrible math, thanks Dulrik). Looking at logs, wraiths seem to chip in somewhere around 18-20~ attacks.
If you want to go look at a recent log for an example of an undead army getting 23 HITS in an opening round, go ahead. That's 23 hits, not 23 attacks. See the difference?
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A sorceror is still far scarier than a necromancer, with none of the weaknesses (which yes, believe it or not, is a factor in balance, imagine that), far more utility, and far more ability in PvE. Taunt + Lathron, backstab, Lathron + Losquaty, etc.
Sorcerers cannot steamroll big groups and PvE nearly as effectively as necromancers can. I also don't know why you keep bringing up the example of two charms. It is possible for some sorcerers to use two charms, but it is impractical for many reasons. A necromancer, on the other hand, can get two Lathron-level controls AND a hoard of GM barbarian wraiths on top of that.
ninja_ardith wrote:
An alternate route would probably be to not have the skills of animated dead set so close to mastered, which is what it seems to be.
Setting their level down to 70% of what it is now would either accomplish this or approximate it. I don't know for sure how NPC skills work, but I have to imagine a level 35 barbarian is worse at, say, 3rd attack than a level 50 barbarian. My experience from playing tells me that lower level NPCs just don't hit as hard or as frequently. Maybe this means they would miss bashes more too. I don't know.
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Although I seem to recall in the past that holy word and dispel magic used to drop the magic on animated dead a lot more than it does now.
Maybe this is because of the save bonus from fury.
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Let's talk about reality though, there's only really three things that threaten a necromancer, a paladin, a warlock from range and a white aura priest. Both of them are fodder for the necromancer solo though. The only way for them to even begin to threaten the necromancer is from behind a pet, which can only last 1 round against the volume of melee attacks that the undead can put out. After the pet goes down it is all too easy for the necromancer to secure the paladin/priest into prone where their spellcasting is now useless. The warlock has to attack from a range with fireball because the moment he enters the room, his pet the elemental while beefy is very susceptible to dispel magic. Necromancers *could* stand to lose that. I find it laughable that others assert that they can solo a necromancer. There are too many ways for a necromancer to dismantle an opposing character.
Real talk. I think removing dispel from their spell list would be too harsh, and it doesn't address the problem: melee damage overload. You have identified that the problem is the outrageous melee output, and the best solution to that is to reduce their melee output. Reducing the level of animates, or making them unclassed would accomplish that. The latter seems like too big of a nerf.
Revenger wrote:
If I wanted to be serious about the issue, then I would say that Wraiths are bugged if you look what they get as an entity;
-They are undead
-They can fly
-They have paralyze
-They are barbarian class
Strip the barbarian class and we got the solution I would say.
Why wraiths need to be of barbarian class ?
Make them hellions perhaps. With 0 intelligence.
Although a new class just for them might be even better.
Order all cleave seems pretty rough in that case. Also, getting past a ton of intimidates might also be problematic. I don't know if this would be addressed by setting their intelligence to 0. If so, it's not a bad idea.
Animated undead should really have their own class. They should get self defense, brawling, all weapon skills, second attack, third attack, endurance, and toughness, all at about the same level progression of a mercenary or barbarian. Certain subtypes of animated dead could even get special attacks like interdiction or the vampiric touch bite that many undead NPCs have. Maybe skeletons could be resistant to slashing and piercing damage, and so on. There's a lot of room for customizability off of the base animated undead template. They do not need things like wild fighting, berserk/fury, parry, fourth attack, dodge, counterstrike, head butt, bash, enhanced damage, rescue (lol, what kind of undead rescues anything), or any of the rest of the barbarian skills. it makes no sense for the animated legions of a necromancer to have those things. Canonical fantasy gaming undead don't work that way. This solution would, of course, take a lot more work than simply capping their level at 70% and leaving them otherwise unchanged. I like this solution better, but SK has one coder and he doesn't have an infinite amount of time.
I'm in favor of
something being done to address the issue of over-the-top undead army melee output. Any of the solutions would be better than the current situation.