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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 1:30 pm 
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Ardith's argument is still valid though Rodwen. The only people that can take out the necro army is wtf owned by it.


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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 1:33 pm 
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Galactus wrote:
Ardith's argument is still valid though Rodwen. The only people that can take out the necro army is wtf owned by it.

Oh, yeah, I know. Treat me like the ref, or more simply, a fact checker. I only decided to now because, well, I got bored enough. More importantly, I don't really care one way or the other at the moment because of my apathetic nature. Necros have always been more powerful. I don't care enough to stand up and say it needs to be changed.


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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 2:42 pm 
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Location: Newbtown
Rodwen wrote:
Styles wrote:
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?

If you're talking about the one where Kirlin lingers, that's actually the combination of 2 rounds. It is apparent in the "Ok." between the two rounds. They get 14 attacks, 13 of which land, in the first round, and 13 attacks, 11 of which land, in the second round. Also, looking at the log where it displays necros who have an ethereal wand are greater than all, you'll see a round where 8 wraiths get 12 attacks, 9 of which land, and in the second round, they get 12 attacks, 10 of which land.

Much less than your counts. Being discredited doesn't bode well for getting things changed.


Your so-called "fact checking" is junk. Look at the log again. The wights + wraiths land 23 HITS before the "Ok." That doesn't even take into account all of the misses. The wraiths are not grouped with the necromancer, so the nospam settings are probably different than for the barghest, where we do see a miss. An undead army comprises animates AND controls. You can't just look at the wraiths and ignore the shadowy wights when you're talking about the total melee output of a necromancer army. Also in that log, they don't even make it through the entire second round. The bear (one of the toughest scout tames) dies in under two rounds. You will notice that the barghest actually missed whereas the wights do not. I imagine this is what would happen if we saw the level of animated dead reduced. They would miss more, like barghests do.

It's really quite simple. GM barbarians get fourth attack. With a fast enough weapon that translates to up to four attacks per round. GM barbarians with fury get five attacks. GM barbarians with haste and fury can get six attacks. This is not the case for 100% of weapons, obviously, but it is for fast enough weapons. When I say a necromancer's army can get 50 attacks/round, I am right.

We don't know how many misses there were. We just know that the army landed 23 HITS in the first round. We also don't know the weapon speed of the weapons being used by the wraiths. More to the point, the scout here had no chance of winning. All he could do is go run and hide. If he had tried to shoot the necromancer with arrows, all that would happen is that he would die faster. Should PK really be this way? You get rushed by a bajillion undead and, if you're quick enough, you manage to get away, but you never have a chance of actually winning? That seems unbalanced.


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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 3:53 pm 
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Joined: Fri Oct 20, 2006 2:13 am
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Location: Wichita, Kansas
SK Character: Norailo Verech
I saw a log where the necro got hit with a full affect BoG and still zapped ethereal, that kills another of the so called weaknesses. Still was able to order all destroy the group with no worries :drunk:


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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 3:55 pm 
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Joined: Fri Oct 20, 2006 2:13 am
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Location: Wichita, Kansas
SK Character: Norailo Verech
Disable order while ethereal or drop animated and keep controls would be a decent solution IMO...


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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 3:59 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I don't see a point to accepting solutions for problems that don't exist. Baldric has also already said everything that I think about necromancers, so I won't bore anyone with repeating it.


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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 4:00 pm 
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Joined: Mon May 19, 2008 5:06 am
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Location: Seattle
SK Character: Theodoric
This thread is just whining about being terrible at SK. If you stand in the front row, you are a newbie, and will get owned by every class until you stop being a newbie and stop standing around in the front row. If you do not stand in the front row, and you play SK with both hands on the keyboard, a necromancer cannot kill you faster than their order lag. Accordingly, you have no excuse for not escaping other than being a newbie who stood around like a deer in the headlights. Accept this and look inward before piling up 50,000 words on how the game should change to coddle you.


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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 4:17 pm 
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Joined: Tue Oct 30, 2012 11:18 am
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SK Character: me to know, you to find out IC
patrisaurus wrote:
If you stand in the front row, you are a newbie, and will get owned by every class until you stop being a newbie and stop standing around in the front row.

So you want to scare new folks away from the game? Gotcha! I'll make sure to tell folks that when they ask me about SK.

Not everyone is a PK God, not everyone will be a PK God but if the only people that this game decides to cater to are the PK Gods then you're going to loose parts of your already small player base. I thought this was supposed to be a role-playing game with PK elements to it, not a text version of Mortal Combat gone RPG.

I think a part of the problem is balance issues. It shouldn't take a PC army to deal with one necro, nor should a necro be able to sit back in a safe spot (ethereal) and just wipe folks with a few keystrokes. A challenge can be fun until it gets too frustrating and its obvious that this issue has become a frustration for several folks. If you want to get all game design talk about this it's called the Flow Channel and being in the Flow. You can read more about it here: http://indiedevstories.com/2011/08/10/g ... w-channel/



tl;dr: Scaring newbs is fun according to patrisaurus! PK God or not a PK God, that is the question. Necros need some tweaking. Deep game design stuff.


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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 4:22 pm 
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patrisaurus wrote:
This thread is just whining about being terrible at SK. If you stand in the front row, you are a newbie, and will get owned by every class until you stop being a newbie and stop standing around in the front row. If you do not stand in the front row, and you play SK with both hands on the keyboard, a necromancer cannot kill you faster than their order lag. Accordingly, you have no excuse for not escaping other than being a newbie who stood around like a deer in the headlights. Accept this and look inward before piling up 50,000 words on how the game should change to coddle you.

It's as though you haven't read any of the posts. Being able to escape a necromancer doesn't make them balanced. Having a chance of actually beating them one-on-one makes them balanced. What is it with you guys parroting the same straw man over and over? By the way, a necromancer can also get lucky and prevent you from fleeing or recalling right away, even if you're on the second row. I would like you or anyone to make an intelligent argument as to why, exactly, a necromancer should have such ridiculous melee output on top of their already potent repertoire of spells and abilities? What is the justification for this?


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 Post subject: Re: Ethereal and necros
PostPosted: Thu Nov 29, 2012 4:36 pm 
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patrisaurus wrote:
This thread is just whining about being terrible at SK. If you stand in the front row, you are a newbie, and will get owned by every class until you stop being a newbie and stop standing around in the front row. If you do not stand in the front row, and you play SK with both hands on the keyboard, a necromancer cannot kill you faster than their order lag. Accordingly, you have no excuse for not escaping other than being a newbie who stood around like a deer in the headlights. Accept this and look inward before piling up 50,000 words on how the game should change to coddle you.


I have currently died 0 times to necromancers on my current character.

I find it silly that the only arguments are, "stand behind a pet, and run". Yeah, there's definitely something wrong with the picture when the response to fighting a necromancer is to run away when they show up. I have the most experience here fighting necromancers, and I know what I'm talking about. There's absolutely no way for me to kill a necromancer that's played competently. I suppose I should be thankful that every player of a necromancer currently is an incompetent nitwit.


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