by marchessa_the_red_witch » Sun Jun 18, 2006 4:58 am
While other people may not notice it, the changes to mob hatred have "nerfed" several of the runs that I have done for years. About this I have only one thing to say.
Good.
Mob hatred games, while loads of fun, were the product, for me, of having an ability - warrior hit points - that didn't have much use. For most warrior mages, as soon as you had finished blasting out, tanking something down was a game of negative expectations - warrior/casters don't, and should not, do enough damage to kill mobs without mana.
Mob hatred games - such as sash/kobolds, sash/traveller and roguing the hellwell (letting a rakasha loose during regen periods, coming back and scooping up coins and killing the wounded rakasha) - are a way of using mud knowledge to get an advantage. With the range of new warrior skills - finding out where toss, broadside, bash, flail and kick work best is the replacement for mob hatred opportunities, and spreads out over the mud.
I know the necrotars are screaming in pain about how they created the character for "solo power" and now don't have it. I remember getting lectured almost 10 years ago on basic diku philosophy - grouping is what the mud is about. Mobs get more xp for not being that much harder to kill, because that means groups have advantages over non-groups. Characters should want to kill lots of different mobs - hence eq, coin and xp mobs - rather than running a few areas over and over again. Autoquests, the changes to character classes and so on have, generally, advanced this basic philosophy that one solos for certain things, but that groups - whether two man or otherwise - were the road to success on the mud.
Since we don't have as many players on at one time as we used to - remember the 100 character peak times? - it is reasonable that there has been some ramping up of power of individual characters. But not what we have seen.
However the converse is also true - necromancers aren't individual enough in groups right now, and really need to have more in the way of abilities that make them very valuable to groups. One way, though by no means the only one, is allow them to get pets which don't do much damage, but which do combat debuffing. This would allow mages and clerics to go in and fight and blast earlier, allow groups with necromancers to not worry about reblinds in the middle of thick mobs, and so on. There are other choices, but given the quantity of necros on the mud now, something should be there that is "necromancer adds this to group" the way tanks bring hps and ac, clerics bring heal, bards bring force multiplying adds, druids, monks and thieves bring chop damage.
That necromancer abilities in groups aren't enticing is seen by the fact that most necros run in ac gear - often -9 and -8, which are warrior or near warrior levels. The simple measurement of when necro abilities are compelling, is when characters start sacrificing the always useful armor class to get them.