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Idea Two Necro tweaks/fixes

Discussion in 'Capture the Flag' started by EmperorTrump45, Mar 15, 2017.

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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Recently I've been playing some Necro and there's two (particularly) irritating problems that make it more difficult to use than it should. They are:

    1) Mobs are useless once they get stuck in water. Yes, they can swim but very slowly (even with speed II buff). All an enemy has to do is lure them into the water and your mobs are taken out of the equation. It's even worse when fighting a class with knockback, like Archer or Mage.

    2) Mobs are impossible to control. I tried this out on multiple maps and unless I placed the beacon somewhere (sometimes in a very secluded area because of some - imo -ridiculous restrictions) mobs would wander off and end up in a water pool, stuck on a staircase, stuck on a fence, or dead. This is both due to the bad AI but also because mobs do not prioritize the Necro when holding the beacon but prioritize enemies. So what often happens, even on servers with 10-20 people online (as if the case when I play ctf, 7-11pm PST), is I can get my mobs to follow me around for a few blocks until they see an enemy and then they run off in a completely different direction and I have to go round them up. But sometimes I can't get the mobs back because, as previously mentioned, they're stuck on something. In that case I have to despawn all my mobs and start over.

    None of this is to say that new Necro is worse than old Necro. But it would be nice if both these problems could be dealt with so that controlling your mobs is much easier to do. I'm sure others are/have been aware of these problems anyway.

    Suggested fixes:

    - Mobs should avoid any and all water pools (unless they get knocked/pushed into them).
    - Mobs should always prioritize the Necro over enemies while Necro is holding the mob beacon.

    OR (similar idea):

    Thanks,

    -Calvin

    @Jul13n
    @Miskey
     
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    #1 EmperorTrump45, Mar 15, 2017
    Last edited: Mar 15, 2017
  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Some of these ridiculous restrictions are designed to stop engineer not necromancer. Perhaps there could be 2 restrictions, 1 for engineer, 1 for necro. This is better than having 1 for both.
     
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  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Agreed but I wouldn't have an issue with most the current (beacon) restrictions if Necro could reliably control its mobs. The downside to allowing beacons to be placed closer to the flagroom, which is what removing some of the current restrictions would imply, is that it would make Necro more of a camping class. I'd like to see certain restrictions removed so beacons can be placed in more useful areas but the camping factor is definitely something I want to see less of in Necro.

    /shrug
     
  4. TheZombieKat

    TheZombieKat CTFer since May 2012

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    What would you think of Necro's mobs following the Necro until he hits an enemy? The mobs wouldn't wander off and it would make Necro less of a camping class.
     
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  5. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Sure, that works too. It's similar to how old (really old) Necro worked where zombies would follow you across the map until you get into a battle. Once that's over they follow you around again.
     
  6. TheZombieKat

    TheZombieKat CTFer since May 2012

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    I think that would make Necro a more combat oriented class, which in turn would make it useful. With the buff to the mobs, plus this idea, it could actually do some damage/be somewhat of a threat.
     
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