Necromancers spell list - Its not good enough
Posted: Sun Nov 02, 2003 9:05 am
Like the title says, this post is a longshot. It is by no means something I expect, as I know the Imms are very busy with both the rest of the game and real life. (Please read the board rules on making proper titles for your posts.)
What I'm asking here is if the necromancer spell list can be revised and edited as proper. I'm not complaining that necros have bad spells, as a matter if fact, some of them are excellent spells! Despite being good ones, some of the spells on the list don't fit there. As for now, they're more like warp-minded transmuters or invokers with a death hobby.
The ones that make sense for MUD necros are good. However, the spells of the Illusion school should go buh-bye (e.g. wraithform, nondetection...). Similarly, the Enchantment spells shouldn't be there, either.
Now, since my fellow necros may be tempted to flame me for asking spells to be taken away from an already weak class, I don't think things should just be removed. There's also several spells that should actually be added to the class repertoire (offensive necromantic spells), and a couple that need revising before they work as they should (Vampiric touch, Energy drain).
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My time here is extremely limited, so I'm going to make a counter-arguement to something that may come up as an arguement.
"Necromancers have some of the most feared spells ever made, like Energy Drain and Animate Dead, so I see no reason they should ever get anything else."
First, energy drain doesn't work as it is supposed to, and it cannot even be learned until level 44, which is essentially past the point it could actually be used for its intended effect - by that time, most necros have developed too much in other areas for energy drain to make any difference.
Second, animate dead is not everything it is cracked up to be. Yes, it raises the dead to fight/work for you. But, that does little good if you are attacked, rather than your pawn, as the necro has very few hit points. Also, the component for it is expensive, and corpses are not always available for use. Further, the IC stigma placed on someone who raises the dead for their own ends kills off a lot of chances for actual allies, especially since most necros are semi-loners already.
Also on the note, like I said earlier, necros are a weak class. I know that the coders try to mainting the balance in all classes, but in the case of the necromancer, there was a pothole in the plan.
To begin with, there is a general knowledge of their technical weakness, thus putting a spin on RP with them, they just don't have the aura of dread mystery that usually surrounds the idea of their magic. Next, down in code, they aren't the sort of wizzies they're supposed to be. It was stated in a handbook once that necromancers have the spells with the most sheer power of all wizards - not because of damage, but because of the simple effects of their spells (like temporary loss of levels, introduction of disease, death, hold undead, et cetera)... however, those spells of power that they should simply don't exist on FK. Third is the long list of enemies one develops compared to the amazingly short list of allies one gains simply by choosing the class, regardless of any other merits... I mean, shoot... wizards need a team to work with so they can gain levels most of the time, and after 15 hours of play, I managed to gain 18% Xp to my next level, and I'm only a mid-level necro.
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In summary, while necro spells are currently powerful, the spell list needs tweaking before necros will be better suited for good roleplay. So, I request that their spell list is considered for revision.
Well, that's what I've got to say. Erm, like I said before this is just a strong of ideas, not anything I actually expect, nor a flame or whine or whatever.
Fair journeys,
Echet Shadofan
What I'm asking here is if the necromancer spell list can be revised and edited as proper. I'm not complaining that necros have bad spells, as a matter if fact, some of them are excellent spells! Despite being good ones, some of the spells on the list don't fit there. As for now, they're more like warp-minded transmuters or invokers with a death hobby.
The ones that make sense for MUD necros are good. However, the spells of the Illusion school should go buh-bye (e.g. wraithform, nondetection...). Similarly, the Enchantment spells shouldn't be there, either.
Now, since my fellow necros may be tempted to flame me for asking spells to be taken away from an already weak class, I don't think things should just be removed. There's also several spells that should actually be added to the class repertoire (offensive necromantic spells), and a couple that need revising before they work as they should (Vampiric touch, Energy drain).
---
My time here is extremely limited, so I'm going to make a counter-arguement to something that may come up as an arguement.
"Necromancers have some of the most feared spells ever made, like Energy Drain and Animate Dead, so I see no reason they should ever get anything else."
First, energy drain doesn't work as it is supposed to, and it cannot even be learned until level 44, which is essentially past the point it could actually be used for its intended effect - by that time, most necros have developed too much in other areas for energy drain to make any difference.
Second, animate dead is not everything it is cracked up to be. Yes, it raises the dead to fight/work for you. But, that does little good if you are attacked, rather than your pawn, as the necro has very few hit points. Also, the component for it is expensive, and corpses are not always available for use. Further, the IC stigma placed on someone who raises the dead for their own ends kills off a lot of chances for actual allies, especially since most necros are semi-loners already.
Also on the note, like I said earlier, necros are a weak class. I know that the coders try to mainting the balance in all classes, but in the case of the necromancer, there was a pothole in the plan.
To begin with, there is a general knowledge of their technical weakness, thus putting a spin on RP with them, they just don't have the aura of dread mystery that usually surrounds the idea of their magic. Next, down in code, they aren't the sort of wizzies they're supposed to be. It was stated in a handbook once that necromancers have the spells with the most sheer power of all wizards - not because of damage, but because of the simple effects of their spells (like temporary loss of levels, introduction of disease, death, hold undead, et cetera)... however, those spells of power that they should simply don't exist on FK. Third is the long list of enemies one develops compared to the amazingly short list of allies one gains simply by choosing the class, regardless of any other merits... I mean, shoot... wizards need a team to work with so they can gain levels most of the time, and after 15 hours of play, I managed to gain 18% Xp to my next level, and I'm only a mid-level necro.
---
In summary, while necro spells are currently powerful, the spell list needs tweaking before necros will be better suited for good roleplay. So, I request that their spell list is considered for revision.
Well, that's what I've got to say. Erm, like I said before this is just a strong of ideas, not anything I actually expect, nor a flame or whine or whatever.
Fair journeys,
Echet Shadofan