Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sat Nov 23, 2024 5:55 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 286 posts ]  Go to page Previous  1 ... 13, 14, 15, 16, 17, 18, 19 ... 29  Next
Author Message
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 11:32 am 
Offline
Mortal

Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
Terrus wrote:
Edoras, paladins are supposed to be the bane of necros, so I would really like it if you would stop using paladins as an example of why necros suck now. How about you give an example using a more common class like barbs, mercs, priests, or sorcs and tell us all why necros suck compared to those classes. I'm talking about in a 1v1 scenario here, I don't want to hear why necros suck because they can't steamroll 2 tribunal characters grouped up who have holy word and bolt of glory.

The only class that can't singlehandedly demolish a necromancer now is the priest, and probably the swashie (poor swashies).

Mercs and Barbs can effectively stand toe-to-toe with undead controls -- in three rounds the necromancers controls are dead - hilariously, they'll kill themselves on SA alone if you've got it.
Sorcs have dispel to turn controls, or they can just petrify / sleep the necro himself while their charm holds the front line. Petrification is no longer than FoD, and petrification is instant death, while FoD can only outright kill elves with no damage reduction.
This might be the only applicable use of b augment ever, but it's hilarious to see.
Shamans have call lightning to straight up murder the low-HP undead, as well as dispel / sleep just like sorcerers.
Lighty priests can try the holy word / flee tactic, although priests can't kill anything solo anyway.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 11:53 am 
Offline
Mortal

Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
Nightwing wrote:
First, you can't legitimately carry three controls and a full undead army. Even if you had the concentration, the mana drain would obliterate that plan in about 10 minutes.

With appropriate measures, you could extend this to a good 20 or 30 minutes of three controls + multiple animates. It's not really that hard.

Quote:
Second, I'm pretty sure that if you spam BoG you can pull 5 in 2 rounds -- maybe only four, but I'm pretty sure that the casting time is right at or just under half a round -- but it's been a long time since I've played a pally, so like most of you I am now speaking out of inexperience.

Third, your pet can (and should) have GM sanctuary and armor -- and realistically, haste and perhaps magical vestments as well, which means that it is only taking damage from three controls for one round (because all three will fall before the second combat round with good timing). At that point, the necromancer's damage has dropped by 85% -- and most likely his animates aren't hitting you anyway: since even if he did bother to order them they'll all bounce off of sanc, having literally zero willpower; and the only thing with which he could possibly use to disable at that point is his storebought pet.

Did you miss the part where I said it was a buffed pet? An unbuffed pet lasts less than a round. A buffed pet will last about 1.5 rounds, maybe 2 rounds for the absolute toughest store pets. The rest is an exercise in probability. BoGs don't automatically one-shot controls, and unbuffed animates don't automatically bounce off of sanc. It's these kinds of nonsense statements that destroy the credibility of these hyperbolic arguments people are making. And, like I said, the necromancer doesn't have to come in with an "order all" right out the gate. He has options. So many options.

And this is how it's supposed to be! A paladin should be an even match against a necromancer. This type of scenario could go either way, but in all likelihood neither party will actually die if the players don't make any grievous errors. And both parties will have to expend a lot of resources during the fight. The only real losers are the NPCs, many of which will be sacrificed in the battle.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 12:08 pm 
Offline
Mortal

Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
Nightwing wrote:
The only class that can't singlehandedly demolish a necromancer now is the priest, and probably the swashie (poor swashies).

Mercs and Barbs can effectively stand toe-to-toe with undead controls -- in three rounds the necromancers controls are dead - hilariously, they'll kill themselves on SA alone if you've got it.
Sorcs have dispel to turn controls, or they can just petrify / sleep the necro himself while their charm holds the front line. Petrification is no longer than FoD, and petrification is instant death, while FoD can only outright kill elves with no damage reduction.
This might be the only applicable use of b augment ever, but it's hilarious to see.
Shamans have call lightning to straight up murder the low-HP undead, as well as dispel / sleep just like sorcerers.
Lighty priests can try the holy word / flee tactic, although priests can't kill anything solo anyway.

In your examples above, are the necromancers themselves just sitting around twiddling their thumbs? Also, have we reached a tacit understanding that scouts are so subpar in this confrontation that they don't even deserve consideration? Are we assuming that necromancers keep their undead grouped so that call lightning will hit them all? There are just so many holes in these examples.

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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 12:14 pm 
Offline
Mortal

Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
Yeah, they bounce off of sanctuary. Then, the paladin initiates the attack. Sanctuary is gone. O all kill that bastard.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 12:16 pm 
Offline
Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Nightwing wrote:
ladyjennbo wrote:
evena wrote:
I honestly can't believe you're still whining, Edoras.


I believe Edoras should be arrested for animal abuse and corpse violation for the amount of abuse he keeps putting these dead zombie horses through.

The appropriate response is to wait, try using new tactics for a month or so, and e-mail/PM respectful thoughts to Dulrik with insightful logs to back it up. Not cry for pages upon pages on the forums. You're making yourself look WORSE, Edoras, not more intelligent or correct.


Normally I'd be inclined to pull out the old "if you're the only one complaining, then maybe it's you and not everyone else," but one thing makes this situation a little distinctive: Edoras is the only necromancer. As a result, he's the only one qualified to talk about it from that perspective. I think at this point the only thing we all agree on is that we wish more people would roll necromancers so that they could make an informed, honest opinion on the class... but until that happens, I'm of the opinion that the one man playing the class is entitled to singlehandledly rebut every response and posture every potential issue about this balance change that ultimately affects his character's capabilties. And if that bothers you... well, this is gameplay, so I'll stop there.


I'm sorry, but this is still a lot of QQ. Dulrik made the changes, and with Edoras' attitude, he's probably not going to get anything accomplished by continuing to spit out sarcastic replies and cry in every single post. I doubt he's making Dulrik convinced or succeeding in changing his mind. He's making thoughtful vets roll their eyes with his inability to LET IT GO, not convincing them to join his cause. If Edoras really cares about the supposed plight of the poor, fragile necromancer - he should start testing, posting, and PMing suggestions to Dulrik, and stop wasting his time arguing with people in threads like these. It's not productive for HIS cause, even if he is the lone wolf hero of the class that you're projecting him to be.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 12:31 pm 
Offline
Mortal

Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
Nightwing wrote:
Terrus wrote:
Edoras, paladins are supposed to be the bane of necros, so I would really like it if you would stop using paladins as an example of why necros suck now. How about you give an example using a more common class like barbs, mercs, priests, or sorcs and tell us all why necros suck compared to those classes. I'm talking about in a 1v1 scenario here, I don't want to hear why necros suck because they can't steamroll 2 tribunal characters grouped up who have holy word and bolt of glory.

The only class that can't singlehandedly demolish a necromancer now is the priest, and probably the swashie (poor swashies).

Mercs and Barbs can effectively stand toe-to-toe with undead controls -- in three rounds the necromancers controls are dead - hilariously, they'll kill themselves on SA alone if you've got it.
Sorcs have dispel to turn controls, or they can just petrify / sleep the necro himself while their charm holds the front line. Petrification is no longer than FoD, and petrification is instant death, while FoD can only outright kill elves with no damage reduction.
This might be the only applicable use of b augment ever, but it's hilarious to see.
Shamans have call lightning to straight up murder the low-HP undead, as well as dispel / sleep just like sorcerers.
Lighty priests can try the holy word / flee tactic, although priests can't kill anything solo anyway.


Some of your situations have holes in them to me, like if I were a necro going up against a sorc I might try to blind or sleep the sorc myself. Personally I think I would try to blind first causing them to have to eat an herb or quaff a vial if they were wise enough to keep one in their inventory which would then give you time to cast something like feeblemind. This is a situation where luck and tactics are heavily involved (like in most pvp situations). FoD can insta kill anyone by the way, not just elves. It is more effective the more health the victim has though so it's better to use FoD first if you want a chance at a one shot. Also, against a sorc feeblemind would be a very clutch spell to land, I can guarantee a GM feeblemind would prevent a sorc from casting anything, and would probably also break concentation on their charm.

I don't see how a merc or barb could ever kill a necro solo unless the necro is just careless. It might be difficult for the necro to land a kill on a skilled warrior class, but unless it's a swashie with taunt I can't even fathom how a necro would get in a position to be bash locked and lose.

Shamans have call lightning, yes but they also need to be outdoors and within line of sight of the necro. If a shaman is in the same room as the necro well I would expect blindness, sleep, deafen, something of that nature to prevent a shaman from spamming call lightning.

Quote:
Users browsing this forum: Edoras, ladyjennbo, Nightwing, Terrus and 0 guests


Uh oh here it comes! *runs for cover*


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 12:37 pm 
Offline
Mortal

Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
How about less theoretical and more applied? This isn't getting the recent changes any help.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 12:40 pm 
Offline
Mortal

Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
That's more or less the point I'm trying to make with my replies, it's all theory craft until we see some logs with sound tactics involved.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 12:43 pm 
Offline
Mortal

Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 12:46 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
No caster, barring extraordinary circumstances, -should- be killed by a melee character in a 1v1 situation. They can be beaten, most certainly, but not killed. This isn't worth even arguing and whenever someone brings the point up of "Well if I engage a necro 1v1 in Teron he can just recall and run away when he wants therefore necros are overpowered" I am tempted to ignore them completely, because this is true for every single class that doesn't fight from the front row.

It would be a good thing to eliminate the ability to perform walk-in holy words. I don't like proposing this because it eliminates one of the few ways to engage successfully when <XXXX> is in play, but if walk-in holy words aren't removed then necromancers will be a joke of a class. They still are, but at least you'll have to sit in the room with them and cast holy word to win instead of casting it out of the room and then walking in.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 286 posts ]  Go to page Previous  1 ... 13, 14, 15, 16, 17, 18, 19 ... 29  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 26 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group