Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Jun 07, 2007 5:49 pm 
Tragonis wrote:
Aren't you the one to preach don't post of stuff you don't know about? I deleted and went back to guardians before the other guys joined the guardians. I deleted because for the first time ever, adepts where in a good state. And I only had a few months play time left on Heldorian before he aged died, and I wanted to play him as a main for his last days. I deleted so I would not be considered playing both sides, and hogging loot on Gussow.


#1) It was a typo. It was supposed with him not them.
#2) Nice being defensive. I played Thalis and Malias side by side and never had a problem hoarding loot. It's just you as a person, bub, not circumstance.
#3) Doesn't change the fact its a player-based, ooc originated choice.

Quote:
I still think the old necros where much more powerful, why? Because you had summon that did not lag you, heinous pets that would rip folks apart. You could easy march through cities, because bounty hunters did not exist, and when they did they where garbage. No ethereal spawning bounty hunter NPCs, no guardians to gank. You cannot just consider the necromancer, but also his environment. Considering everything, the old necro was grossly overpowered.

.<----


Well, sure, but so were warlocks, sorcs, scouts, and every other class that could brandish a staff and have pets. The bottom line is: necros NOW need to be returned to what they were. Back then they were overpowered as a product of the environment, not the class itself. Perhaps I should have made myself a bit more clear.


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PostPosted: Thu Jun 07, 2007 6:26 pm 
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Mortal

Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
Quote:
JVJ rolling with Konge as a pair of guardians with pre-defined religions and goals


Funny, of course, with the exceptance that my priest was created in Taslamar and originally I had intended him for Nashira and peacekeepers - because of things which happened ICly, I chose Ain instead and opted for Guardians. Ah, and not to mention that JVJ currently plays on the exact opposite side of the fence as me - cheers.

Do you always lash out when things don't go your way?

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In any case, taking xp is an IC move, not an ooc move. If you see it as an ooc move, then you consider junk looting an ooc move, as well as PK to begin with.


The point is that it is not a very big punishment ICly as opposed to, say, death should be. It is, however, extremely annoying on an ooc level.

That you believe you are the end-all, be-all of balance issues is just hilarious, necromancers are still immense power houses - especially in the right hands. And the "good" things about the necromancer class is that they can be potent in the hands of a new player. And nothing short of devastating in the hands of someone who knows what he's doing.


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PostPosted: Thu Jun 07, 2007 6:54 pm 
Wow, so you're all telling me you NEVER roll characters together or with the ooc intent of being together?

Rofl. It's not against the rules, dipsticks, I'm pointing out the difference between player-motivated choices and character motivated choices.

Calm down. Nothing hasn't gone my way. Necromancers being weaker currently would benefit me, not harm me.

As for the 'right' hands argument. I seriously scoff at you folks who use that.

The average player should be able to stand up to another average player of another class. That's not the case currently.

As for necromancers -- yes, I'm the end-all, be all of balance for them as the mud currently is. Why can I say that? I've been heavily involved with them at various points in time and have a full understanding of them. I can't say this with any other class, so I am confident I am fully capable of balancing the class without any exterior input.

Finally:

If necromancers are so powerful, then please, play one. Play one successfully. I implore you. :)


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PostPosted: Thu Jun 07, 2007 8:35 pm 
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Joined: Sat Aug 24, 2002 6:56 am
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This thread has gone over the alloted limit of stupidity.


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PostPosted: Thu Jun 07, 2007 9:54 pm 
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Joined: Sun Jul 18, 2004 3:09 am
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Yes I will not invoke the sacred Law to end this thread.

Hitler and/or Nazi's.


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PostPosted: Thu Jun 07, 2007 10:04 pm 
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That so-called law is irrelevant.


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PostPosted: Thu Jun 07, 2007 10:20 pm 
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Stop posting!

Thread been ended!


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PostPosted: Fri Jun 08, 2007 12:44 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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All I have to say to Grakus about the necromancers supposedly suck topic. Delear.


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PostPosted: Fri Jun 08, 2007 1:58 am 
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Joined: Sat Apr 19, 2003 11:19 pm
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Buff energy drain.

Add "restoration" that can undo the effects of energy drain if cast within a specified period of time.

Balance the two effects with such things as material components, NPC healers only with high costs to cast, PC only with high level req to cast, fatigue/spirit disorientation, shorten/lengthen time limit to dispel, increase/decrease XP/level(s) drained.


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PostPosted: Fri Jun 08, 2007 2:15 am 
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Joined: Sat Feb 28, 2004 5:14 pm
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A problem with a restoration spell is that most people who are complaining about E drain now will be dead and not be able to have the spell cast on them. If a wimp is needed for E drain have XP loss it negated if the PC dies with in X time of it being cast say before their pulse slows down and it turned into a spirit disorientation. That way it would only effect people who could kill the necromancer or fled from and not your average newbie.


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