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Postby slobe » Fri Jun 16, 2006 7:01 pm

Why do you keep changing things jujus where all ready underpowered once right?
I made a necro for the solo power and I am a liilt upset that you might be taking that away. I have not been in game long enough to solo some kick ass eq and if that option is gone then so am I. You are making this game go down hill with your changes and its not cool. Well thats my rant so yea enjoy a game where you have to depend on others to get good stuff.
Ps I am done voting for sloth
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Postby Weasel » Fri Jun 16, 2006 7:23 pm

"solo some kick ass eq" ..if you can do that with whatever your classo is, then you're almost certainly overpowered.. depending what you mean by 'kick ass eq' of course..

Most top of the line eq has almost always been group-level to get for however many years I have been here, in fact it would appear easier now to solo some big mobs than it ever was previously - depending on your classo of course (and I'm certainly not talking about the old classo's). heh. I sympathize with what you're saying though - just ask Splork - I'm perma-whine apparently. :twisted:
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Postby Medios » Fri Jun 16, 2006 8:43 pm

This posting cracks me up. Your done voting for sloth. LOL You think the imms are gonna jump in there and fix the nerf just because you wont vote. This post just shows how childish you are. Necros are still powerful as hell and you dont know wtf your talking about. Also if you think you can solo every piece of eq on the game your crazy, at some point your going to have to group unless you want to run around with eq that looks like Rawr.

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Postby 12345 » Fri Jun 16, 2006 8:57 pm

Depends how you look at it. Most players can solo some kick ass eq. Just not all of it :)
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Postby Akasha » Sat Jun 17, 2006 2:53 am

Normally I could care less, but I figured I'd chime in for a change.

I've been away for a year, so I've missed most of the growth of the new classes. In the short time that I've been back these past 2 weeks, Ive seen people do mobs that we would never have dreamed of doing before I left.

I've seen 2 people do mobs that before I left would have taken a group of several players. I have to agree that any small nerfs are needed at this point.

I've tried other games (those who know me know where I went when I left), and part of the fun of this game was the challenge and level of difficulty. As with any game, if things get too easy, it becomes extremely boring.

If you want an easy game to play, I hear Finding Nemo is easy enough ;)

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Postby Weasel » Sat Jun 17, 2006 2:58 am

welcome back :)
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Postby Rajil » Sat Jun 17, 2006 4:29 am

Finding Nemo is tough! My 10 year old niece kicks my ass.
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Postby Guinex » Sat Jun 17, 2006 5:08 am

Im just going to chime in with that i would rather have a pit fiend than a juju now.
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Postby Guinex » Sat Jun 17, 2006 5:16 am

Also, on a side note when is sloth 4 coming? I think ive asked this before.....hmmm
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Postby Gimlet » Sat Jun 17, 2006 6:26 am

it's hardly considered a "nerf" if it's not doing what the admin/coders intended it to do in the first place. skills have been going in that have not been thoroughly tested, and it's hard to get the expected outcome just by looking at/thinking up lines of code. it's also hard to anticipate how certain skills would turn out, when combined with other skills.
if the admin never intended for juju's to allow necro's to get 500mil xp per hr, then i really don't see why necro's should really be bitching about changes. It isn't really a change in the first place, since it's adjusting the skill to fit with the original concept, whereas a change would be to alter something to be different from what u had wanted.
the mud has never been more dynamic as it is right now, and it really irks me to hear the constant bitching about how things suck, classos are unbalanced, etc etc. do you really want a mud that's stagnant, and where imms log in once every 2-3 mths (like they used to in the past.)? I've never seen a more commited group of admin as we have right now, who put in countless hrs for our enjoyment (most of them don't even play a mortal!)
the mud isn't less fun just because your firewind does 50 less damage, or if your juju takes less hits. it becomes more challenging, yes, but less fun? i really doubt it. I guess alot of people have fallen into a comfort zone where they go through the same routine for every mob they kill, and when they have to figure out new stuff, they get a little anal about it.

just my 2 cents.
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Postby brady » Sat Jun 17, 2006 12:43 pm

[quote:1i3uu71w]Well thats my rant so yea enjoy a game where you have to depend on others to get good stuff.
Ps I am done voting for sloth[/quote:1i3uu71w]

STFU and go! I'm so tired of reading that bullshit.

On the other hand, nobody likes a reduction in power. I just wonder if the your assessment of necros is based on the evaluation of a few very capable undead maniacs. Or is it the onslaught of necros lately that I see humping their own corpses? I think we need to take a look at these crazy ass clerics with their spirit watchers and pit fiends.

Oh, and I blame Akasha. Welcome back but please...pay less attention. Let the carnage continue...
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Postby Medios » Sat Jun 17, 2006 1:27 pm

[quote:3c7lw2fr] I think we need to take a look at these crazy ass clerics with their spirit watchers and pit fiends. [/quote:3c7lw2fr]

Yeh those damn spirit watchers!! Overpower monster killahs!

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Nerfs and such

Postby 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.
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Necro group spell ideas

Postby marchessa_the_red_witch » Sun Jun 18, 2006 3:03 pm

All of these spells are pet restricted - necromancer may not cast with any pet except Juju.

Wall of Fear
Necromancer 30
Mana Max: 50
Mana Min: 10
Duration: 1 tick/5 levels
Non-combat

Mobs that assist must save to assist, saving throw reduced for each PC member of the group that necromancer is part of.

Notes: I think the group use of this is obvious, but it also allows necros to take on assisting protected mobs - the way warriors use toss.

Revenant
Necromancer 25
Mana Max 25
Mana Min 5
Duration: 1 tick/10 levels
Combat

When cast will add time before a dead character corpses. Cannot be cast on someone who is not morted.

Notes: The group use of this is, I think, obvious.

Cloud of Confusion
Necromancer 35
Mana Max: 50
Mana Min: 50
Non-combat

Forces mob to save before using toss or engage procs. Save of mob is reduced by one for each PC in necro group. Adds to entrenched point

Sigil of Terror
Necromancer 30
Mana Max:50
Mana Min:10
Noncombat
Duration: 1 combat round

Mob must save to add characters to "hate" list from spells. Mob save is reduced by one for each PC in Necromancer's group.

Notes: allows characters to cast a round of debuff spells without having to enter fight. The more people debuffing, the more this is worth.

Extinguish
Necromancer 38
Max Mana:50
Min Mana:25
Combat
Duration: special
Usage Extinguish <target> <spell>

Removes one spell effect from target. Does not remove offensive spells such as web, demon bind etc. Mindbar will block, except when cast against mind bar specifically.

Notes: Can be useful for PCs, for example to remove a stone skin and replace it with iron without disturbing other spells.


Shroud of Gloom
Necromancer:40
Max Mana:50
Duration: 4 ticks, plus 1 tick per 10 levels

Makes room "nogate" for duration of spell. Broken by necromancer leaving room.

This helps protect against gate games. Would be better if there were mobs that detected PCs entering an area and did a through portal attack on them.

Drain Magic
Necromancer:20
Max Mana:25
Min Mana:10
Combat
Duration:Special

Drains 1d2/level of target's mana if save is failed. 1 pip if save is not failed. Blocked by mindbar.

Notes: another one of those "debuff the mob in combat" spells.

Pierce Gloom
Necromancer:35
Max Mana:25
Min Mana:25
Duration: 1 tick
Combat

Allows necromancer to use recall scrolls *on others* even when demon bound.

Notes: Again, the group use of this is obvious. The necro isn't going anywhere, but can use a recall to get a fellow PC out of trouble.
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Last suggestion

Postby marchessa_the_red_witch » Wed Jun 21, 2006 3:34 am

Make it possible for necros to cast wraithform on others while in combat. That would give a reason for every group to want a necro.

Balance could be attained by giving mobs a spell proc in place of one attack, or by lowering the chances of wraith form protecting against any single combat attack.
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