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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 4:02 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
There's 6 wraiths, but only five are attacking (Only five start after he orders them), so one must have been in the back rank.

Then again, animates nowadays don't have berserk or fury, so it's actually more accurate to now if they don't.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Tue Dec 11, 2012 4:48 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
I'm curious about something... wasn't half of the point of the update so that the necromancer can use something that isn't just wraiths? Where are the sword and board zombies and the polearm skeletons??? Edoras have you even tried to use other tactics or are you so butt-hurt that your wraiths aren't the shiznit, that you will continue to only fail with them?


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Tue Dec 11, 2012 5:10 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
You see, prior to this change, animated undead were good for a few things. Physical damage mostly, but also bashing, dirting, disarming.

Now, the only thing they can do is hit, so all they have is physical damage. In addition, none of the animated undead that do physical damage get berserk. So, in effect their utility was removed and their damage was lowered. No, I'm not using wraiths. I'm using skeletons, which is like using wraiths before, except with half as much HP and without berserk/fury and all I can do with them is o all hit.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Tue Dec 11, 2012 5:17 pm 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
I can't imagine that with a barghest, a control, a few skeletons, and one of the hand's rad guard NPCs you are hurting for ways to put down an enemy melee guy.

If you can't take out newb patrols of 5 guys any more maybe you should phone a friend, like everyone else does. Necros are still awesome groupmates for peekay adventures.

I came out early against nerfing them on general principle but the amount of crying you are doing is really just making me want to play a necro so I can laugh at you a few months down the road.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Tue Dec 11, 2012 5:29 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
Let me know when you do so I can roll a paladin plz.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Tue Dec 11, 2012 5:31 pm 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
I wouldn't try fighting you solo, I'd get a grey aura barb to come gank you.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Tue Dec 11, 2012 5:32 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Edoras wrote:
Let me know when you do so I can roll a paladin plz.


I'm a be playing Tolene for a while.


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 Post subject: Re: Code Update 12/10/2012 Q&A
PostPosted: Tue Dec 11, 2012 5:36 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
Dulrik wrote:
But it's true that what is happening in this thread is not helpful, because instead of encouraging people to try out necros and prove that he's right, Edoras is going out of his way to tell people not to play them. All that tells me is that he isn't currently in the right mindset to try creative new approaches.

Actually, Edoras's incessant whining is probably the single most effective method for getting other veterans to try out the necromancer class. If I were playing SK, and voodoo didn't exist, I would totally roll a necro, just to shut Edoras up. I think patrisaurus said something along these lines, also.

I think both sides of the whole necromancer debate have done themselves a disservice by using hyperbole and exaggeration, and ignoring nuances of pvp and details in the examples used. That goes for Edoras, and his main detractors.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Tue Dec 11, 2012 5:42 pm 
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Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
On the subject of necromancer nerfing, I do think those shadowy wights should get a nerf. The best controls should not come from the necromancer safehouse; they should come from the Necropolis, or other places that require a little more work to get. I also feel the same way about sorcerer charms. The best charms should be more challenging to get. It shouldn't just be a case of summoning and charming some GM NPC. That's junk. If you're going to steamroll people with NPCs, you should have to work A LITTLE to get those NPCs. Losquaty and Lathron, those wights, etc. could get nerfed down in level by about 10%. Nothing extreme, just enough to give people some incentive to do a little work to find better stuff. Some tough charms could be placed in more remote locations and, if need be, some new controls could be added to the Necropolis, or some of the existing options could be ever-so-slightly improved.


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 Post subject: Re: Code Update 12/10/2012 - Necromancer Debate
PostPosted: Tue Dec 11, 2012 5:46 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
Who do you play again? I am oh so curious why you are so intent on nerfing necros.


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