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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:13 pm 
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Joined: Mon Apr 18, 2005 11:29 am
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As long as you are being completely constructive about your thoughts and suggestions on how to tweak these changes, and not doing something that seems sarcastic and makes you appear childish.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:17 pm 
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Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
I definitely concur with Travorn on this one. Every time you make a flailing rebuttal and post trolling threads in Gameplay you lose a little more credibility.

Having watched the necromancer's perspective over your shoulder, I consider myself a bit more sympathetic to your plight than the everyman, but you're really starting to wear even on me.

Instead of railing against the changes and trying to antagonize the coder you should be offering constructive criticism on rebuilding the class, or at least continuing to experiment to see if there are more feasible alternatives.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:19 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Edoras wrote:
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.

Oh, come on, Edoras. First of all, most players didn't ask for necros to be nerfed. I also don't think that Dulrik nerfed necros because he wants you to stop playing SK.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:24 pm 
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Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
I'd say we should probably up the damage on poison (a lot) to make it a legit DoT spell and, ironically, make it easier to land. You figure a simple thing like poison isn't necessarily entirely magical in nature, so it should have some weird magical excuse for not being as affected by resistances or something. I DON'T KNOW.

I'd probably SLIGHTLY nudge necromancer NPC stats upwards to see if they feel more "complete" even without active abilities. There's probably a little bit of number tweaking that can be done to make them not feel much weaker than before, if that's even the case.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:34 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
I can't help but feel a bit sarcastic when I notice that A) I'm the only person playing a succesful necro and B) the only animates previously worth using were turned to warlocks, and all animates had all their active skills removed. These changes were made at the behest of someone who provided zero examples of people being unable to beat necros as they currently were, and despite the plethora of examples that I supplied of myself soloing necromancers on multiple characters, and the examples that Baldric supplied of him absolutely trouncing necros.

Does this not sound like a joke to you?


Fine though, I'll give my constructive criticism. As things now stand, necros are totally shafted when going against anyone with access to holy word, or even against anyone who has built a melee character well. I've already said that if a necro were made comparable to a sorcerer in combat viability, the class would become useless, and that is what has happened. The RP of a necro is that he has forsaken his sanity and also instantly earned revilement and hatred from half the world, and distrust from everyone. The idea is that for these innate vulnerabilities and revilement he is getting some sort of unmatched power in return. However, now that necros can only use active skills with controls, anyone with access to sanctuary, dispel, cancellation, remove compulsion, holy word, or BoG can repel him or defeat him even in enemy territory with ease, and there's nothing the necro can do about it. In a group fight, the only thing that a necro contributes that any other class cannot contribute better is fear, and even other wand/scroll classes can access a lesser version of fear that still works quite well.

"Buffing" the secondary attacks of animates is useless, because unarmed animates do absolute crap for damage, and in the time that it takes to o all bash and o all hit someone, it's time to bash again and your control is probably dead, but it won't matter because all of your undead will have bounced off sanctuary anyway.

If you want my advice to make the class useful in PvP at all anymore, I'd say (besides just reversing this entire ridiculous change) that the saves of their undead should reflect the saves of a necromancer like how warlock elementals supposedly do. They'll still be lousy compared to sorcerers but at least animates won't just make the necro look like an idiot.




Really though, my question is "Why?" Why remove all active abilities from animate undead? Did you want the necro to be even more simplistic? Was there a need to completely remove every single active skill while giving absolutely nothing in return? What prompted this? Did someone sneak up and roll a necromancer that rolled the mud and that everyone complained about while I wasn't looking?


Last edited by Edoras on Mon Dec 10, 2012 12:35 pm, edited 1 time in total.

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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:35 pm 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
It's just a game, and no one forces you to play it. Even the naysayers are saying these changes are moderate and fine. I think the fact that you're the only one who's played a necro long-term makes you more biased, not less. What we really need is for someone to roll up a sweet necro (COUGH BALDRIC) and show off the changes in a positive way, and then offer constructive criticisms and changes up on the forums about how to make it better. Not some bitter vet who's mad because he can't grief people as easily any more. (even though, you still totally can.)


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:36 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
ladyjennbo wrote:
What we really need is for someone to roll up a sweet necro (COUGH BALDRIC) and show off the changes in a positive way, and then offer constructive criticisms and changes up on the forums about how to make it better.
It seems like I have a better shot of never playing a necro and then offering my opinions on what to do to fix them.

I actually rolled Surrit in order to try out the necro RP again, but partially to actually show people how it's done so that the next time I rolled a lighty I wouldn't have to deal with a bunch of necros who were still bad at playing them. Apparently my plan backfired.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:40 pm 
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Joined: Thu Dec 22, 2005 7:27 am
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You kids are funny.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 12:43 pm 
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Joined: Fri Jul 21, 2006 9:04 am
Posts: 782
Location: Not in the south anymore. Woohoo.
So, skeletons are the "tanks" now? Wow. That's funny.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Mon Dec 10, 2012 1:02 pm 
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Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
Edoras wrote:
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.

It's not like poison does anything else but pure damage. I always forget that.


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