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Idea More Necro Tweaks

Discussion in 'Capture the Flag' started by EmperorTrump45, Mar 19, 2017.

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  1. EmperorTrump45

    EmperorTrump45 Dank Memer

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    1) Necro mobs spawn with resistance I and speed I. Why resistance I and speed I? Because right now mobs die very, very fast and have a hard time getting in range to hit enemies.

    2) Buff speed boost from speed II to speed III (at least). It's possible to walk/run around in circles (depending on what class you are) and not get hit once by mobs because they're too slow. This makes the new on-hit weakness debuff that was recently added useless; that should not happen.

    3) When a buffed mob dies, half the XP cost is refunded.

    Thanks,

    -Admiral
     
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  2. featherpaw

    featherpaw Your friendly neighborhood kitten! :3

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    Not a bad idea, but I feel like refunding the XP for when a mob dies would be a little extreme. People would be able to spam mobs now
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Extreme? It can be difficult enough to level up your mobs to make them useful since you have to engage in constant combat (mobs won't do that themselves without a ton of buffs) which wears down your health-pool and makes it more likely you'll die since Necro doesn't do much damage (unless it has buffed mobs). Why shouldn't you get some XP back after getting beat up on the field? It would make it easier to level mobs, thereby making them more useful so they can do more damage, and allowing Necro to last longer without a medic since it wouldn't have to constantly farm XP with a low damage output (mentioned above). Necro isn't a Necro without its mobs and, with the way the class is currently oriented, nowhere near as useful with weak mobs or none at all.

    As for spamming mobs, Necro already does that. You have to spam mobs because they die all the time. These changes would fix that problem by making Necro mobs a bit tankier and more mobile.

    There is nothing extreme about this.
     
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    #3 EmperorTrump45, Mar 19, 2017
    Last edited: Mar 19, 2017
  4. featherpaw

    featherpaw Your friendly neighborhood kitten! :3

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    But you were already talking about giving them speed and resistance buffs, which would help them be tankier and survive longer. No need to change things drastically all at once.
     
  5. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Yes, and it would be great if you didn't have to constantly fight with very weak mobs to get those buffs back.

    What I'm suggesting is far from a drastic change (which there is a need for).
     
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  6. featherpaw

    featherpaw Your friendly neighborhood kitten! :3

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    Compared to what ctf is used to seeing, this is a drastic change. And drastic changes, if done badly, make it very difficult to find the source of the problem. fine tuning is a much more efficient way of tweaking a class, which is what your thread is about.
     
  7. EmperorTrump45

    EmperorTrump45 Dank Memer

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    What CTF is "used to seeing" is no change, so yes under that logic any changes are drastic.

    I have already told you what the problem is: current Necro does no damage and has a difficult time doing more damage with its zombies because they are weak and die all the time. The source of this problem is the 2013 Necro rework, which the most recent rework is (largely) a carbon copy of.

    This isn't fine tuning?
     
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  8. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    I think this is an interesting idea. You're definitely right that Necro's mobs need more buffs. Personally, I think blazes should be at the same ks as skeletons, but buffing zombies is also a good idea.
     
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