Dulrik wrote:
I happen to think Styles does have some good points. This argument is clearly between two classes of people: one side who likes things just the way they are and another who thinks an alteration would be good for the game.
I personally don't think you should need three players to kill a necromancer. Any three players of equivalent level should put fear in a necromancer. Two players of equivalent level should stand a good chance. A solo paladin should have an even chance.
A solo scout should almost certainly lose, but ought to at least be able to put up a fight. It is bad gameplay if the only obvious course of action against a solo necromancer is to immediately attempt to escape.
I don't know D, us scouts only get pets that are No match how about some GM pets
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But anyways, styles brings up good points, pat brings up some good points when he trys. But I would like to point to the topic of this forum post, and to the first post again. I don't care about how much damage the undead can put out, don't care the necro can solo PvE like they are taking an enthusiastic stroll through the woods (for my abridged homies out there). What I care about is that when the necro goes ethereal, their undead still tear through people, that's wrong, ethereal should be an escape method like recall or to get ahold of an ethereal person, not a my dead are going to get you physical attackers and there's not anything you can do muhahaha! And to satisfy pat hopefully, yes you can still get to the necro if they do this, but a well prepared necro will show up to the battle fly, get their heart pumping to avoid backstab, go ethereal and anyone else that goes ethereal will now face a necro with wands, some FoD scrolls and if the necro can concentrate enough (don't know the restrictions) they can dispel ethereal form all while the undead continue to wreck. If you ask my honest opinion, if it's not a class skill, you should not be able to control your controls while ethereal.