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[✗] Necromancy Nerf.

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lemonke

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I bolded the changes!

 

Tier Progression

Corpsecrafting, the staple of all of necromancy, is defined only by the limitations of a necromancer's macabre imagination.  As a necromancer progresses in their studies, they will find themselves capable of gruesome reanimations and blurring the threshold of death.

 

Tier 1: Capable of preparing lesser corpses.  Can only reanimate a creature of animal size.

Tier 2: Capable of embalming average corpses and treating skeletons.  Can only reanimate a animal or humanoid undead.

Tier 3: Capable of utilizing Molding and Boneforging.  Can have multiple reanimations, being a mixture of an animal or humanoid undead.

Tier 4: Capable of modifying necromancers and necromantic CAs. Capable of crafting a Flesh Golem. Capable of reanimating a single flesh golem and no other reanimations.
Tier 5: Capable of creating Gargantuan Amalgamations through MArts.  Capable of reanimating one flesh golem in tangent with a smaller reanimation.

 

 

 

To:

 

 

Tier Progression

Corpsecrafting, the staple of all of necromancy, is defined only by the limitations of a necromancer's macabre imagination.  As a necromancer progresses in their studies, they will find themselves capable of gruesome reanimations and blurring the threshold of death.

 

Tier 1: Capable of preparing lesser corpses.  Can only reanimate a creature of animal size.

Tier 2: Capable of embalming average corpses and treating skeletons.  Can only reanimate an animal or one humanoid undead.

Tier 3: Capable of utilizing Molding and Boneforging.  Can have multiple reanimations, either two of an animal or one humanoid reanimation.

Tier 4: Capable of modifying necromancers and necromantic CAs.  Capable of reanimating two humanoids, and no other animation.
Tier 5: Capable of creating Gargantuan Amalgamations through MArts.  Capable of reanimating and crafting only one flesh golem or two humanoid reanimations.

 

Spoiler

I love when people abuse the TA system to get as many people and animatons as possible. Hopefully, this balances stuff a bit to prevent to drop some at t3 and have two armored humanoid NPC. Animals are easier to deal with. Plus, it will also help dealing with necromaners less problematic as fighting 4-5 necros with a lot of animations is annoying.

 

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The point of modern Necromancy is that the group is meant to be a threat...

 

Keeping it spicy with variety at any level T3 and up is a good thing.

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8 minutes ago, Qaz_The_Great said:

The point of modern Necromancy is that the group is meant to be a threat...

They can be a threat without ganking 1-2 people with 10 summons! If they struggle with such. Then, they may have to review their own way of villainy. This is a nerf but not a huge one.

 

I have seen people playing Necromancers' summons recently, and honestly, it isn't a threat—it is just annoying.

 

Edit: T3 still has stuff. Either two animals, which is good. Or one humanoid! So, it isn't overwhelming :3

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7 minutes ago, Qaz_The_Great said:

The point of modern Necromancy is that the group is meant to be a threat...


AD_4nXeylqSNy2l6cPEjvazsZ7CgjuwrYO7atzIQzPjsRBNusY74k4LelQHNau7gLZ87sv2N9t81xBrs_V0G1dtFgJxyv3awoEJhRM1K2kBf0uWClsK54Kmh-2w95RssksSr1CdZJxJEvA?key=lfokd3U6RkrVYxDvhlPKJA

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Just now, Mestvin said:


AD_4nXeylqSNy2l6cPEjvazsZ7CgjuwrYO7atzIQzPjsRBNusY74k4LelQHNau7gLZ87sv2N9t81xBrs_V0G1dtFgJxyv3awoEJhRM1K2kBf0uWClsK54Kmh-2w95RssksSr1CdZJxJEvA?key=lfokd3U6RkrVYxDvhlPKJA

Really  this though. Necros should have several, like Glasscannon summons, that are fun to fight against, but not this. :( Hopefully the fellas will write something out.

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Necro needs to be rewritten instead of all these additions (not this/any one specifically) turning it into a slopfest that's slowly been diverging the lore from the original intention of it

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Imo if people are just teaching others a MA to get more NPC summons in a fight thats a Enforcement issue not a magic issue. Necro summons are the only real tangible humanoid-sized summons that pose a problem.  This just feels like amendment spam for its own sake

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People who misplay necromancer summons to be annoying rather than a threat shouldn’t be grounds to blanket nerf the magic. It feels like punishing the community for a few bad actors.

 

Having a T5 necro only have a single flesh abomination (with no other humanoid) that can be stunned for two emotes (maybe one emote im not opening it i wont open the lore you cant make me) with a golden sewing needle means Necromancers will continue to be the dark MA laughingstock. Mystics and their vaguelore stays winning.

 

that being said, the magic needs a rewrite, summons aren’t the future of CRP but necro needs supplemental flavor and abilities if summons get nerfed/removed.

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10 minutes ago, Security_ said:

People who misplay necromancer summons to be annoying rather than a threat shouldn’t be grounds to blanket nerf the magic. It feels like punishing the community for a few bad actors.

 

Having a T5 necro only have a single flesh abomination that can be stunned for two emotes (maybe one emote im not opening it i wont open the lore you cant make me) with a golden sewing needle means Necromancers will continue to be the dark MA laughingstock. Mystics and their vaguelore stays winning.

 

that being said, the magic needs a rewrite, summons aren’t the future of CRP but necro needs supplemental flavor and abilities if summons get nerfed/removed.

Unfortunately, I don't plan to rewrite the magic anytime soon, as it isn't my duty or job. However, tomorrow, when I have some time, I'll also try to tackle that debuff and make something viable without completely removing it.

 

It isn't just a few bad actors; it's an issue that has been going on for a while.

HOWEVER, a reminder that a flesh golem could use a shield and wear armor. Likewise, for the humanoid summons whose stun is only one turn.

 

 

10 minutes ago, PrimnyaQuorum said:

Imo if people are just teaching others a MA to get more NPC summons in a fight thats a Enforcement issue not a magic issue. Necro summons are the only real tangible humanoid-sized summons that pose a problem.  This just feels like amendment spam for its own sake

Missed the point completely as usual. It isn't about people spamming x and y. Teaching "magic" is legal, no matter if a bad actor gets taught. The problem is when you fight 6 necros, all with two summons(and most of them having the classic flesh golem + humanoid), and seek to gank 2 to 3 guys. They broke no rules, and I cannot enforce any mod change whatsoever if they mechanically broke nothing. This amendment was made to lessen the number of summons a necro can have to avoid having to fight 6 people or something more as it has been abused and in theory, no lore-break was made.

 

I can't believe Prima is telling me this amendment is spam LOL.

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10 minutes ago, lemonke said:

Missed the point completely as usual. It isn't about people spamming x and y. Teaching "magic" is legal, no matter if a bad actor gets taught. The problem is when you fight 6 necros, all with two summons(and most of them having the classic flesh golem + humanoid), and seek to gank 2 to 3 guys. They broke no rules, and I cannot enforce any mod change whatsoever if they mechanically broke nothing. This amendment was made to lessen the number of summons a necro can have to avoid having to fight 6 people or something more as it has been abused and in theory, no lore-break was made.

If 6 Naztherak, or 6 Mystics, or 6 Bloodmages, or 6 Haeseni Knights with carb roll up on 1-3 people the outfit isnt really going to change. Necromancy, far as I see it, makes the necromancer do the damage through summons instead of directly. Maybe the strength of the magic IS that they can have a flesh golem and a humanoid summon, since no other summoning magic has anything even close to that scale of strength. 

 

By your own words the amendment is retaliatory against some vaugeposted "bad actors" - if theyre bad make a report, amending it so everyone is worse off but your "bad actors" arent abusing it isnt addressing the actual issue you want it to.

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22 minutes ago, PrimnyaQuorum said:

If 6 Naztherak, or 6 Mystics, or 6 Bloodmages, or 6 Haeseni Knights with carb roll up on 1-3 people the outfit isnt really going to change. Necromancy, far as I see it, makes the necromancer do the damage through summons instead of directly. Maybe the strength of the magic IS that they can have a flesh golem and a humanoid summon, since no other summoning magic has anything even close to that scale of strength. 

 

By your own words the amendment is retaliatory against some vaugeposted "bad actors" - if theyre bad make a report, amending it so everyone is worse off but your "bad actors" arent abusing it isnt addressing the actual issue you want it to.

3-6 Naztherak requires still casting; they have a focus. 6 mystics are still people you can deal with, and their summons are not as worrisome(I'm not sure if mystics have firm summons). 6 blood mages, what are they going to do? Make people bleed? They are not like necromancers, who can also cast voidal magic before giving orders and letting their summons go ham; they can do stuff on a horse too. Which makes the necromancer impossible to get. It's a problem that once again has been happening for ages and only now has gotten worse. Wherein three necromancers equal six+ people with unlimited stamina, basically almost painless, three of whom have olog strength, can use ST materials, and more. Your example is a little, not counting necromancers have also a one-tap spell. They are way more versatile than a Haenseni Knight, and can easily block people from escaping and other stuff that can oneshot rather than standing still for 4 emotes to cast a malflame fireball or emote *chases. Remember, they have no big focus/concentration.

 

Now, you are telling me. Nerfing that people can have only one flesh golem, or still TWO humanoids, is an issue? Two humanoids are still a good deal, they have to choose whether to be versatile or opt for brute force with a single flesh golem, they are still better than your average magic with summons LOL. You can unblock me on Discord, if you wish to continue as I'm not gonna continue arguing with you here for you don't really matter in the review, no offense and you are here probably to just start a lore argument. Nor you have been in the necro community enough/or been interacting with them a lot other than Murkwater.

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if there was a plugin for necro/naz/whatever NPCs that DIDNT require VIP and are put down temporarily i think that'd be pretty sick, would fix alot of issues with invisible summons.

@Aesopian@Llirget on this

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2 minutes ago, wowj said:

if there was a plugin for necro/naz/whatever NPCs that DIDNT require VIP and are put down temporarily i think that'd be pretty sick, would fix alot of issues with invisible summons.

@Aesopian@Llirget on this

TRUTH NUKE!

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3 hours ago, Velkuzat said:

Necro needs to be rewritten instead of all these additions

I agree with this in general for like, all magic. Things get out-dated over time and really just need a rewrite to catch up instead of thousands of amendments try and bandage it.

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