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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 7:09 am 
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Edoras wrote:
patrisaurus wrote:
Don't they autoassist if you put them in formation?
Yes, but I'm sure that you can figure out that since they can't use their attacks when armed or when reaching that means that you're sitting at most with 2 of them doing their "neat tricks" which are effectually useless.


I'm ok with that though. It seems like you have a choice to make now - go with easy dps without o all and lose some utility, or go with o all for massive (improved) poison, plague, etc. It also seems that prep choices like buffing your animates with shield/sanctuary like other classes have to is a real thing. You didn't lose cast fear, which casts faster than HW, and you still have those disgusting Shadowy Wins.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 7:57 am 
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I already promised myself that I wouldn't vest a lot of interest in threads like this, but I'm just going to mention that removing the berserking capabilities of all necromancer animates completely removes "o all hit" as an option, since a complete lack of will-save means that they'll totally bounce off of sanctuary.

Honestly, leading in with a single holy word was always one of the stupidest things you could do against a necromancer since you were guaranteed to engage the full force of his army, but now it's completely viable to do so due to the reduced HPs of the NPCs; and if you're smart enough to not do so, you can neutralize them even more effectively.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 8:13 am 
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So, don't use animates basically. Necros aren't going to be very useful anymore, but they're not unplayable or anything. Edoras just needs to do some releasing of aggro undead with weapons in inns.

What's with the people complaining about bard concentration in this thread? There weren't any changes made there. How are humans suddenly bad bards when they weren't before? And who cares even if they are, it's nice to not have human be the best racial choice for something somewhere in the game.

Galactus, do you even pay attention to what is going on. With the recent change to enchant, stats should never be a point of complaining, for any class anymore. Find a sorceror or priest to enchant a stat mod for you.

Can you take one change, one that is a buff to the class you play without complaining about that not being good enough?


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 8:49 am 
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Edoras wrote:
Group: Surrit's Party
Code:
(F1)  [       a wraith]    (F2)  [a shadowy wight]    (F3)  [     a skeleton]
(M1)  [        a ghoul]    (M2)  [     a barghest]    (M3)  [        a wight]
(B1)  [       a zombie]    (B2)  [         Surrit]    (B3)  [---------------]
Characters                 Rank    Pos  Here  Follow  Prone    HP    ME    PE 
Surrit                     Leader  B2   Yes   No      No     100%   93%   99%
A barghest                 Member  M2   Yes   Yes     No     100%  100%   97%
A shadowy wight            Member  F2   Yes   Yes     No     100%   76%   95%
A wraith                   Member  F1   Yes   Yes     No     100%  100%   99%
A skeleton                 Member  F3   Yes   Yes     No     100%  100%   98%
A ghoul                    Member  M1   Yes   Yes     No     100%  100%   99%
A wight                    Member  M3   Yes   Yes     No     100%  100%   99%
A zombie                   Member  B1   Yes   Yes     No     100%  100%   99%

Edoras, this log could be valid from today but it seems unlikely. The animated undead in your party should have more of a description now when in formation.

Code:
Group: Dulrik's Party
(F1)  [a ghoul of a le]    (F2)  [         Dulrik]    (F3)  [---------------]
(M1)  [---------------]    (M2)  [---------------]    (M3)  [---------------]
(B1)  [---------------]    (B2)  [---------------]    (B3)  [---------------]
Characters                 Rank    Pos  Here  Follow  Prone    HP    ME    PE 
Dulrik                     Leader  F2   Yes   No      No     100%   85%  100%
A ghoul of a legionnaire   Member  F1   Yes   Yes     No     100%  100%  100%

At any rate, I make no denial that necromancers have been nerfed, but I at least tried to make it interesting. There are definitely things that are better about them than before and it WILL require adjustments to strategy. If you keep trying to build the all wraith group and order all bash, you are not going to be successful.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 8:53 am 
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ninja_ardith wrote:
Why can't zombies be soldiers that can rescue too?

The timer for animated undead should probably be visited again as well since it doesn't make sense for wraiths really to go collapsing right off the bat, and now that level shouldn't really matter why not let necromancers just make all of the undead right out of the gate.

I will consider all of this as further refinements for the future. With the exception of letting them make all undead out of the gate. Although the types are more balanced now, for thematic reasons, I like that necromancers "learn" to make other types of undead.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 8:56 am 
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StylesP wrote:
So, don't use animates basically. Necros aren't going to be very useful anymore, but they're not unplayable or anything. Edoras just needs to do some releasing of aggro undead with weapons in inns.

What's with the people complaining about bard concentration in this thread? There weren't any changes made there. How are humans suddenly bad bards when they weren't before? And who cares even if they are, it's nice to not have human be the best racial choice for something somewhere in the game.

Galactus, do you even pay attention to what is going on. With the recent change to enchant, stats should never be a point of complaining, for any class anymore. Find a sorceror or priest to enchant a stat mod for you.

Can you take one change, one that is a buff to the class you play without complaining about that not being good enough?


I do pay attention, StylesP, but you can't enchant for art. Something that was considered useful for bards buuuuut was literally last on the list of trains due to needing mana, move even more.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 8:58 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
The quote is from this morning, the NPCs I animated were from other undead corpses, which apparently lose their name. My sprite has 1 off of max CON, and a few HP trains. A master level holy word half killed all the undead that do any sort of physical damage.

patrisaurus wrote:
I'm ok with that though. It seems like you have a choice to make now - go with easy dps without o all and lose some utility, or go with o all for massive (improved) poison, plague, etc. It also seems that prep choices like buffing your animates with shield/sanctuary like other classes have to is a real thing.
The only buff that cuts the absolutely massive damage from holy word is sanctuary, putting shield on your undead to protect from holy word is like putting on a helmet and then jumping off a cliff. Think about that for a second. The only way that you can take advantage of these "utility features" is to have undead outside your group that you activate with o all hit... which means that you'll break sanctuary. Not to mention that in the span of the lag from one "o all hit" you can get hit with a holy word that over half kills/dispels all your undead except wraiths and zombies, which do no physical damage.

Animates really are just useless now unless you're talking PvE or fighting against people who have absolutely no access to either holy word or the flee command.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:07 am 
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Edoras wrote:
The quote is from this morning, the NPCs I animated were from other undead corpses, which apparently lose their name. My sprite has 1 off of max CON, and a few HP trains. A master level holy word half killed all the undead that do any sort of physical damage.

It's either a bug or you are using the corpses of the animated dead that you had from before the change. In which case, none of these are the best corpses you could be using. Every time you re-use a corpse, their level decreases and they will save less effectively. Which is ordinary actually, but if you are going to lead off against a paladin in combat, I assume you would start out with the best corpses you can get.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:08 am 
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SK Character: RAWR!
:lol:

Oh, Eddy.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 9:22 am 
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jerinx wrote:
Do zombies still have the ridiculous HP base per level they used to? If they can have that at level 50, #&*$ just got serious with animate dead.
GM Zombies have a little more HP than wraiths. It's definitely decent, but they don't do any damage at all and they're still vulnerable to BoG and holy word, so in PvP they're overall worse for tanks than storebought pets, and they're good for nothing besides tanking, and they still don't have rescue.


Dulrik, if an undead NPC dies in combat as opposed to being dispelled, released, or running out of their timer, their level doesn't drop. If this is bug abuse I'd like to know, as every necro in the past 2 years used the tactic of killing their undead and reanimating them before they collapse to prevent them from losing levels, and IMMs have snooped me while I've done this plenty of times.

That was a GM skeleton that got brought to 32% from a master-level holy word. Not very useful for rescuing, since it would likely just die during the order lag of whoever ordered the rescue.


Last edited by Edoras on Mon Dec 10, 2012 9:22 am, edited 1 time in total.

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