Kill
Moderator: Game Masters
Re: Kill
But nobody uses frost resist really, do they? there's the same amount of fire resist and electric resist (which are stronger I think).
Not a bad idea.
And thanks for the input on kill.
Not a bad idea.
And thanks for the input on kill.
- Cirius Do'Brim
- Posts: 738
- Joined: Mon Nov 11, 2013 9:22 pm
Re: Kill
Generally frost resistance charges are the most common ones. People rarely use them, so that's why everyone has piles of them. Otherwise I'm not a fan of frost strike mainly due to dragons. TF vs. TW vs. EB is pretty much in balance currently, so I wouldn't stick my nose there.
Kill is fine. Not a fan of the current version, but you guys need to test it more. There's feedback from 2 players. "This is shit" or "this is the shit" isn't really worth a dime.
Kill is fine. Not a fan of the current version, but you guys need to test it more. There's feedback from 2 players. "This is shit" or "this is the shit" isn't really worth a dime.
Re: Kill
Could do that. A good compensation for the kill change imo.Jon wrote:I don't understand those arguments about frost damage and dragons...I mean really, it takes 3 minutes even for an Archer to kill Great Dragon. How about making frost ring to work like it did before?
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Re: Kill
I'm strongly against the concept of every class being equal and just having different names for what they can do equally.Cirius Do'Brim wrote:Otherwise I'm not a fan of frost strike mainly due to dragons. TF vs. TW vs. EB is pretty much in balance currently
Both necromancer and druids are, or should be, more specific in their strengths than normal magery. It's what makes them unique in the first place, and what creates diversity in their favored targets.
Druid and bards are dungeon goers, granted most of what they do is supporting. With 40 evaluating intelligence, anything other than summons in arcane magic, both druids and necromancers are simply low level mages. It's their specificity that gives them an edge, and that should be boosted and not "balanced", like it happens to every single thing that ends up working better than an arcane spell.
Otherwise, mages are the overall basis and balanced characters good with both fire, energy and cold and poison. Druids and necromancers should excel at something to compensate the loss on the other ends.
With transfusion and frost ring, it's only natural that whatever way we go with this should be cold. That would be the main strength of a necromancer. If it makes necromancers better in Destard, it will still render them useless in Ice. Mages will preferably hunt in a place like Ice due to their strong flamestrike. There, diversity.
- Cirius Do'Brim
- Posts: 738
- Joined: Mon Nov 11, 2013 9:22 pm
Re: Kill
You can always hope for the best, but we all know it isn't happening. Shooting 100-200 dmg from the distance or placing 300-400 dmg on the ground. We have enough PvM casting classes, and that's why necromancers and their power in PvP is needed. That power mostly comes from Kill. Something to fear, something to run away from.
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- Joined: Mon Jun 06, 2011 11:13 am
Re: Kill
We're removing kill as kill, and at least giving it an elemental (resistable) damage. Forget necromancers in PvP, those days are through.Cirius Do'Brim wrote:You can always hope for the best, but we all know it isn't happening. Shooting 100-200 dmg from the distance or placing 300-400 dmg on the ground. We have enough PvM casting classes, and that's why necromancers and their power in PvP is needed. That power mostly comes from Kill. Something to fear, something to run away from.
- Cirius Do'Brim
- Posts: 738
- Joined: Mon Nov 11, 2013 9:22 pm
Re: Kill
If necromancers are no longer considered as a traditional PvP class, the Kill update has failed and a rollback is in place.
Before that should be considered, share your results. Athan gave some good data, everyone else should do the same.
Before that should be considered, share your results. Athan gave some good data, everyone else should do the same.
Re: Kill
Even if the update has failed going back is not an option. Of course you can always hope for the best but we all know it won't happen.
I'm not trying to be disrespectful here but how about instead of just claiming these Boris-like "facts", you train a necromancer or even participate on pvp sometimes. Things have changed a bit from 2005....
I'm not trying to be disrespectful here but how about instead of just claiming these Boris-like "facts", you train a necromancer or even participate on pvp sometimes. Things have changed a bit from 2005....
301232544
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- Joined: Mon Jun 06, 2011 11:13 am
Re: Kill
Necromancers would have been a dying class in PvP aeons ago if people knew what they were doing. Magic reflect potions, magic reflect wands, elemental resist charges, even magic resistance slows them down drastically.
I've seen argument after argument around PvP and necromancers, particularly those topics about kill being "OP", and matters to me not because I do not PvP, at least in religious battlefields, with my necromancer. Still, one thing I'd like to point out is that every other character is never "OP", but is always talked about in the singular. Necromancers have been "OP" but always in the plural. 1 necromancer can't do jackshit to you alone if you're well prepared with any of those things mentioned above, so we speak about necromancers in groups of 3 or 4, claiming that kill is lethal, when you can pretty much die only to the 2nd (if insta'd) or 3rd necro. If you don't know how to dodge kill + fs combo, you really should work on your macros instead of whining in the forum.
Necromancers jump into the battlefield with the lowest HP. At average, 155-168 is all a necro can muster.
Necromancers jump into the battlefield with the lowest AR. Even a giant bone suit and a decent AR necro bless won't get you to 60AR.
Necromancers jump into the battlefield with the crappiest weapon. A well trained necro will have anywhere between 10/40 dex (depends on the preference) and even the best lich staff can't be compared to a decent maul/scepter/halberd/sword.
That said, they relied on staying behind and shooting from a distance. Who else can do that? Archers! Archers then would suposedly be "OP" in PvP. They shoot from afar, don't have to deal with magic reflection, run away fashionably with a full plate suit and a chain tunic, and while necromancers have to stop for 10 seconds to cast anything, let alone test reflection, come back, cast chant, hit back, archers stop half a second and *boom* they are shooting. Why hardly any archer in PvP? Because everybody knows that if you're training a melee character, priests, barbarians, knights, warriors and assassins are a better pick than archers.
So one of the worst picks in the fighter section outmatches the best PvP caster out there. And necros are "OP", so they don't need any other boost...
I've seen argument after argument around PvP and necromancers, particularly those topics about kill being "OP", and matters to me not because I do not PvP, at least in religious battlefields, with my necromancer. Still, one thing I'd like to point out is that every other character is never "OP", but is always talked about in the singular. Necromancers have been "OP" but always in the plural. 1 necromancer can't do jackshit to you alone if you're well prepared with any of those things mentioned above, so we speak about necromancers in groups of 3 or 4, claiming that kill is lethal, when you can pretty much die only to the 2nd (if insta'd) or 3rd necro. If you don't know how to dodge kill + fs combo, you really should work on your macros instead of whining in the forum.
Necromancers jump into the battlefield with the lowest HP. At average, 155-168 is all a necro can muster.
Necromancers jump into the battlefield with the lowest AR. Even a giant bone suit and a decent AR necro bless won't get you to 60AR.
Necromancers jump into the battlefield with the crappiest weapon. A well trained necro will have anywhere between 10/40 dex (depends on the preference) and even the best lich staff can't be compared to a decent maul/scepter/halberd/sword.
That said, they relied on staying behind and shooting from a distance. Who else can do that? Archers! Archers then would suposedly be "OP" in PvP. They shoot from afar, don't have to deal with magic reflection, run away fashionably with a full plate suit and a chain tunic, and while necromancers have to stop for 10 seconds to cast anything, let alone test reflection, come back, cast chant, hit back, archers stop half a second and *boom* they are shooting. Why hardly any archer in PvP? Because everybody knows that if you're training a melee character, priests, barbarians, knights, warriors and assassins are a better pick than archers.
So one of the worst picks in the fighter section outmatches the best PvP caster out there. And necros are "OP", so they don't need any other boost...