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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 10:31 am 
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Tribunal NPCs, evena.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 10:34 am 
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SK Character: RAWR!
I knew you could get trib casters to follow and precast, but I must have forgotten that every enemy of a necro was a tribunal member.


Last edited by evena on Mon Dec 10, 2012 10:52 am, edited 1 time in total.

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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 10:36 am 
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If you're not a tribunal member, then you shouldn't be engaging a necro on his terms.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 10:40 am 
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This discussion just went into comedy gold territory.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 11:29 am 
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is it just me, or is the animated zombie in that log almost as tough as the shadowy wight control? Who is saying animates die instantly from holy words? It looks like some die faster than others, but some are actually pretty tough.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 11:34 am 
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SK Character: Pilnor, Surrit, Berr, Rall
Evena, when you act as if you have no recourse when the recourses have been firmly stated at every possible opportunity, you paint the picture of being incredibly unreasonable. The only tribunal that, even prior to this heavy nerf, could not easily defend solo against a full necro army is the MC, and they still have midnight on their side. The only cabal that, even prior to this nerf, had very little chance solo against a necro is the Fist and Crucible. Nightwing was pointing out that just because every class couldn't solo seek out and kill a necro doesn't mean that necros were OP.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 11:37 am 
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You're the one being unreasonable, Edoras. Before the change necros were not OP because you could wipe them out with a couple of holy words.

Now, after the change, you can wipe them out with a couple of holy words.

Nothing about tribunal characters and their abilities to dispatch a necromancer actually changed with this update.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 11:47 am 
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Styles wrote:
is it just me, or is the animated zombie in that log almost as tough as the shadowy wight control? Who is saying animates die instantly from holy words? It looks like some die faster than others, but some are actually pretty tough.


Agreed. I'm open to a discussion about adjusting/balancing some of the animate classes, given things like empirical data. A single log of a holy word doing damage doesn't exactly say much of anything, especially when all arguments before this about necros being balanced were...because everything died in 2 holy words. So they are still balanced, if everything dies in 2 holy words, right?

More empirical data, more honest suggestions for tweaks other than LULZ TERRIBLE. I like this change, and like nearly all changes (with the except of recall costing exp), this one is probably here to stay. Productive suggestions are always heard upstairs.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 11:49 am 
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When you act as if there is no difference between the damage output and survivability of a necro animate army before this change and after this change, you come across as very unreasonable. Before, wraiths had fury, which meant they had extra willpower and fortitude, making it so that at least some of them wouldn't always bounce off sanctuary. It also meant that they had very high damage output for the 2-3 rounds they stayed alive in groupfights until holy words or just straight melee damage downed them. Now, the only animated undead which do damage do much less damage, have much less HP, and all will bounce off sanctuary, and none can bash, or disarm, or dirt kick.

For comparison, just today a hammer barbarian with a hammer of Light in what I would suppose to be mood defensive brought a shadowy wight down to 8% from 100% in two rounds, and he wasn't even berserked, nor did he have spirit aura. Shadowy wights have over twice as much HP as any animate which does damage now.



jerinx wrote:
I'm not sure if you realize tanks have more in their skillset than their HP to survive. This is what testing is for, not conjecture based on knee-jerk distaste for your class getting brought into balance with other classes in the game.
Yes, I do very much realize that tanks need more than their HP to survive. However, that is all that zombies have. They do not have weapon skills. They do not have shield block. They do not have parry. They do not do damage. They just get the crap beat out of them and die. They are high HP warlock NPCs that get destroyed by holy word and BoG.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:07 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Good thing I got poison buffed though. Now I can kill people who let me cast poison at them 6 times (That's how long it took to work on me) and then escape from me at 22% health and then sit in a corner for 3 minutes while they go afk.

Code:
[HP:100%] [ME: 50%] [PE:100%]
>
c pois self
You start to concentrate.

[HP:100%] [ME: 50%] [PE:100%]
>
You utter the words, 'sausabru'.
You feel very sick.

[HP:100%] [ME: 48%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

[HP:100%] [ME: 48%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

[HP:100%] [ME: 48%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

[HP:100%] [ME: 48%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

[HP: 99%] [ME: 41%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

[HP: 98%] [ME: 41%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

...

[HP: 91%] [ME: 41%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

[HP: 90%] [ME: 41%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

...

[HP: 77%] [ME: 28%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

[HP: 76%] [ME: 28%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.

[HP: 76%] [ME: 28%] [PE:100%]
>
You shiver and suffer.
Your poison scratches you.
You feel less sick.

[HP: 76%] [ME: 28%] [PE:100%]



You know, looking at this code update, and realizing that I am the only person who's played a necro for more than a couple months in the past year, I can't help but both laugh and also feel unwelcome. I sure am glad that someone who's never played a necro before offered his opinion on how they should be re-balanced. I wonder if he plays someone who is in opposition to necros?


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