Agreed. But I'm at work, and so I'm limited to theorycrafting.
Styles, to answer your objections in turn: all of the examples I gave above except petrification have less 1.5 rounds of combat, so it doesn't matter what the necromancer does because he's going to be dead after doing it. Wand lag, order lag, and the necromancer's casting times are at least as long as any of the above options that require you to be in the same room as the necromancer.
Scouts are the very definition of ranged damage (of which necromancers have 0), so of course the scout is going to win. I didn't think that needed pointing out.
Call lightning will devastate the necromancer himself, as well as his controls which are going to be grouped with him, and that's all that matters for this discussion.
If you see legitimate holes, point them out. So far I'm not really convinced.
Styles wrote:
If you were a necromancer and a fully buffed barbarian rolled up on you and your hoard and you were also ready for action, you honestly don't think you could come up with some winning tactics? Do you think you would be in any legitimate danger of dying? Because the barbarian almost certainly would. To me, this encounter actually seems interesting for both parties. Not an exercise of "order all bash" backed up with completely ridiculous melee output.
See Tarconus.
I suppose this is the biggest problem that I have with these most recent code updates -- despite everyone's protests, they really are an indictment on the player. Pre-update necromancers can look very powerful, but they have to be in the hands of a player who can take a freaking gnome mercenary to victory, and with at least as high a success rate. On the "other" site, someone posted a log today of a paladin doing virtually everything wrong that he possibly could (I don't mean that in a mean way, Nokuro... to be honest, not many players are going to fare all that much better), and yet the necromancer still can't manage a kill.
Alaric, Tarconus, and Rorey are all prime examples that could have beaten Surrit 1 on 1 in the previous code implementation, because they took the same amount of massive time to prepare that Edoras does, and because they have the capacity to think clearly in combat. I definitely agree that the necromancer is an incredibly advanced class, and the level of involvement to get to what everything seems to think is available 24/7 (e.g., fully buffed and equipped army) is pretty intensive -- that should come with reward that can only be canceled by the same amount of preparation. But instead of trying to rise to that level, the necromancer class has been dumbed down so far that even in the hands of the most capable players it's not going to be able to shine, and that's the shame of it.