Shattered Kingdoms

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 Post subject: Re: Shadowy wights
PostPosted: Sun Jul 14, 2013 4:00 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
archaicsmurf wrote:
I do play one actually.

Then why would you say that adding the concentration for one control brings you from being able to cast FoD to only being able to cast cause light?


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 Post subject: Re: Shadowy wights
PostPosted: Sun Jul 14, 2013 4:52 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
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Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Smurf unlocked the Giant necromancer option.


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 Post subject: Re: Shadowy wights
PostPosted: Sun Jul 14, 2013 8:40 pm 
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Location: The Dreamscape.
SK Character: Ivan, Mythros
Baldric wrote:
Smurf unlocked the Giant necromancer option.


hahaha


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 Post subject: Re: Shadowy wights
PostPosted: Sun Jul 14, 2013 9:34 pm 
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Joined: Fri Jan 11, 2013 1:42 pm
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They actually award you tokens for playing a giant necro.


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 Post subject: Re: Shadowy wights
PostPosted: Mon Jul 15, 2013 7:36 am 
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Tragonis wrote:
I can easily hold three controls and still cast FoD btw. It is just not worth it since the lag can kill you. I want to see people friendly when I roll around with 5 controls and a tribunal NPC, because you can easily do that.


This is what's broken IMO. I believe that an error was made when control was re-buffed. I believe very strongly that the necro class should be designed around ANIMATE instead of CONTROL. Sure, the animated dead "suck" in PvP compared to controlled undead, but that's by design, that's because a necro has the power to raise up a whole army of them. I am on a push to see them re-balanced in this direction. They should have one or sometimes maybe two controlled undead (for those deep-elvish concentration types), but the army should be animates, not controls. Necros are buff, as they should be. And they will still be buff even if I can get control wimped back to where it should be.


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 Post subject: Re: Shadowy wights
PostPosted: Mon Jul 15, 2013 8:41 am 
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Joined: Mon May 19, 2008 5:06 am
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SK Character: Theodoric
I think the biggest problem with necromancers is that they are not treated with the disdain they should be by 99% of the population. Yeah, they can NPC up on people, but I don't think it's a problem that there is a class out there that is ridiculously good at slaughtering newbs. Isn't that kind of their role, to add danger to the game environment? People just need to treat them like the pariahs they are.


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 Post subject: Re: Shadowy wights
PostPosted: Mon Jul 15, 2013 9:46 am 
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Location: Belgium
SK Character: Baduin
well I guess that means back to the sessies Varloch team.

If you are going to rebuff animates Im cool with it, just we have been there before, people complaining about a necro with 167843635676512311231.80 animates skeletons/zombies/wights/wraiths all geared to the teeth with iron hunting spears


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 Post subject: Re: Shadowy wights
PostPosted: Mon Jul 15, 2013 10:20 am 
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Joined: Wed Nov 28, 2012 1:05 am
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Location: Newbtown
People miss the point of a nerf to establish class balance. If a class is too powerful and you nerf something it has, you don't need to then counterbalance that with a buff somewhere else. You just nerf it. If the necromancer is deemed too powerful and if control undead should have its concentration cost increased, you don't then need to improve animate dead. By way of its lower concentration it will be improved relative to control undead and you will probably see necromancers going around with both controls and animates.


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 Post subject: Re: Shadowy wights
PostPosted: Mon Jul 15, 2013 11:55 am 
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Styles wrote:
People miss the point of a nerf to establish class balance. If a class is too powerful and you nerf something it has, you don't need to then counterbalance that with a buff somewhere else. You just nerf it. If the necromancer is deemed too powerful and if control undead should have its concentration cost increased, you don't then need to improve animate dead. By way of its lower concentration it will be improved relative to control undead and you will probably see necromancers going around with both controls and animates.



Sure, if that is what happened. From what I've read.. it seems that multiple nerfs occurred that weren't necessary. If concentration were the only thing affected I would have to agree with you. It seems size was affected as well (Though accidentally...) and auto-haste was also removed.

Before all of that, animate dead was nerfed.


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 Post subject: Re: Shadowy wights
PostPosted: Mon Jul 15, 2013 12:44 pm 
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Joined: Tue Aug 12, 2008 10:23 am
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Tragonis wrote:
I can easily hold three controls and still cast FoD btw.


You mean only holding three controls and sitting while casting, right?


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