by marchessa_the_red_witch » Wed Jun 07, 2006 5:48 am
Yes, the new classes are overpowered, particularly necromancer, but this is as much because of the mud, and dikumud, as it is because of a design flaw.
The basic flaw that necrotars exploit is built into the game, which is suppose to encourage groups, not soloing. This means that larger mobs yield more experience than a similar difficulty of smaller mobs. In old old school - pre-avatar, soloing characters hit smaller or runs of smaller mobs, and go less experience and gold. Gearing a character class to kill larger mobs, by definition, doubles their rate of experience. Necrotars are unbalanced, because of the same flaw that made old old theives unbalanced, they can do damage without spending anything to do it. For old old thieves this was "stab/flee/repeat". Stab costs mvs because of this, to stop the thief from spending a few mvs, and getting a firewind worth of damage from it, while avoiding any in return.
What is wrong with current necros was seen before, old old school clerics could summon large numbers of undead, and soloing clerics would do that, rather than run healo. Which in old old school meant no group. Several prime clerics exploited this until it was closed. So the new necro is really the same problem as the original cleric, and the original thief combined.
Now how to fix this is more in the side of the mud than in the side of the class. Necros are range limited in moves because of their entourage, and dependent on corpses. Right now embalm is too powerful - and corpses are plentiful. If embalm were more limited, and mobs wer emore aggressive about removing corpses from circulation, one of the big flaws in necro blance would go away - suddenly necros would want to group, because one thing that warriors do well, and groups do well, is generate corpses. If pets had a much reduced chance of robbing xp - then necors would be more welcome in groups, and would have more incentive to join to get access to precious raw material.
This way the life of the solo necromancer would be to spend lots of runs hitting "easy to kill juicy corpsing mobs" and then blowing it on a big run. Right now, the big runs are more or less self perpetuating. Instead, like most classes, necros should have to shuttle between different kinds of run. For warriors, between blast mobs and tank mobs. For mages, between thin mobs that blast down well, and mobs that debuff easily. And so on.
The other problem is that the mud is not "necro-aware". Consider that clerical mobs should turn undead when facing a necro-mancer as a matter of course - even low level ones could blast away at undead with the cleric advantage in that area. We have nostab flags, we have untossable mobs, caster mobs know to debuff their targets, and blind procs come aplenty - caster mobs should make stripping the necro followers off a priority. Necromancers should live in fear of the eirok that slabs followers and disappears, the clerical wandering mob that turns one into dust, and the devout mob that sends bodies onward.
The changes required wouldn't be large, and would not even be noticed. Make more mobs that hate corpses, and hate pets, make more mobs turn undead, and add a few mvs to areas that otherwise are feeding grounds for the necrotars "army of one" effect.
Another simple problem with necrotars is eq - they don't need much. This again is from game balance considerations. In a group, the warrior 10% advantage from armor class over other character classes is huge - it means that two healers have, effectively, another restore or two between them, and the warrior can survive more rounds of "double lost conc" on the heals coming in. But solo, this advantage does not amount to much, because solo the warrior isn't doing much damage. The necrotar has, then 90% of the ac of a warrior, and 4 times the damage. Since the optimum solo balance is to run out of mana just before you run out of hps - the warrior having 300hps left over after blasing out means... he heals up and has to sleep mana. Mages have the reverse problem, they run out of hps long before they have blasted out.
The solution is to nerf pets, but give it back with eq - so that a tricked out necro will have the same pets as the current necro does, merely having to pop eq on nasty mobs - and thus have to group - to get there. Just the way warriors have to group to pop several key pieces of eq, or cycle small mobs endlessly.
With these changes - reducing the damage taking capacity of necros, changing mobs and areas to be more necro aware - and requiring necros to get eq that is as difficult and time consuming to pop as warrior or high level mage eq is - and the class will snap back into proportion. Fix the xp stealing by pets in groups, and people won't want necros to "self nerf" in a group to avoid the horror of xp loss.
The addition of classes was a brilliant thing to do - because it stopped the oversupply of warriors - now people often have to beg for enough tank to start a group, rather than always beggin healo. Now what ought to happen is that new classes have the same problems as old ones - have to pop eq, and have dependencies on grouping, and but also more to give groups. There also needs to be more "new school" awareness on the part of mobs and areas so that these areas don't restrict old classes, but allow new classes to work everywhere unencumbered.
The reason I write this is that necrotraas, as stand, violate the long standing philosophy of diku mud:
1. Characters should be more powerful in a group than solo.
2. Characters should want to kill lots of different mobs and not just be able to cycle a few areas.
3. The mud should prevent winning strategies from working everywhere.