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Hey vsauce necro here

Discussion in 'Capture the Flag' started by jacy4321, Mar 18, 2018.

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  1. jacy4321

    jacy4321 Member

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    I just wanna compile all the known issues with Necro in hopes to give the new dev and staff a better understanding of what we want when and if they decide to work on it as ell as what will benefit the class in the long run.

    I'd first like to make known a few bugs with the necro such as the skeleton speed buff, and the hit/aggro detection with the AI. In certain situations (mainly with skeletons) they dont aggro until an enemy has been standing for a considerable amount of time or if you cycle over your mob beacon to kind of refresh their aggro.
    AI have alot of trouble with water even to the point where they will not swim.
    The skeleton speed buff has been around for a long time, limiting the necro's full potential. I'd love to see this be fixed.
    Previously the necro relied mainly on his mobs as his primary source of dmg (the old drop your spawner and forget it tactic) however now as the only class that requires a killstreak to unlock its full features you need to be healed constantly. What I'm trying to get at is either to remove the killstreak mechanic and go based on your current killcount with the necro class, or give the necro a slow steak regen ability for eg:1 steak per 15-30 seconds. Tell me what you think about it below and feel free to propose your ideas as well.

    As I mentioned before please comment on what changes to the necro would benefit it in the long run and make for healthy, quality gameplay.
     
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  2. FlagRecovered

    FlagRecovered Active Member

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    I do agree that necro could use a significant buff because it could be a lot of fun. I like what the CTF committee suggested for elf which I think could work with necro too. Making necro extremely overpowered then nerfing it from there. Nice ideas you suggested and pointed out.

    I think this is @redslime worthy. :rolling_eyes:
     
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  3. Industrious

    Industrious Staff Manager
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    Wouldn't this end up making @Miskey unstoppable?:grinning:

    Should be interesting to see how Necro would turn out if it had a rework. Hopefully we'll be able to spawn ghasts at last.
     
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  4. fatmog

    fatmog Active Member

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    I'd like giant zombies.
     
  5. Industrious

    Industrious Staff Manager
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    :open_mouth:that too
     
  6. minecraftnoob999

    minecraftnoob999 Well-Known Member

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  7. Deppuccino

    Deppuccino Well-Known Member

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    It may be hard, but if we just fix the AI then necro will be an unstoppable force of Nature.
     
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  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Necro has always been broken, but current Necro is so weak its just boring :frowning:

    if it was less mob reliant and had better abilities it would probably be better tbh. Necro's been reworked 3 times and mobs have always been terrible lol
     
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  9. Spades_

    Spades_ Former CTF Mod

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    The problem with necro is that it's a class that's designed to be based around its mobs. The problem with that is: the mobs' AI is arguably worse than the vanilla version. The solution could simply be: 1. Improve the AI 2. Lower the kill streak count per mob upgrade.

    Those two changes are really all necro needs to function imo.
     
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  10. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    u say that now, but when one steps on ur little head....u physically wont be able to say that x ddDd

    but yes i agree, even if u cant fix mob AI atm...then still buff the heck of other aspects of the class
     
  11. fatmog

    fatmog Active Member

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    • Informative Informative x 1
  12. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    • Informative Informative x 2
  13. lnformative

    lnformative Well-Known Member

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    I'll come back to CTF if necro gets the abilities to summon god mode clones of @Gehenna_Beam
     
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  14. jacy4321

    jacy4321 Member

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    I also have another proposal focused on the necros mob beacon and its placement. Currently alot of the maps are not optimized around the placement of it. I understand that you can't place it near or around the flag however I would like to know about the setting of a ground rule when it comes to each map. For example x amount of blocks away from the enemy spawn/flag room. This goes for engineer entrance teleporters aswell to be allowed and specifically optimized for future map, and or current maps depending on how easy it is to edit the permissions. To recap let mob beacons ( not spawners ) to be allowed to be placed in all parts of the map except the places mentioned above. For a list of examples just pm me and I will mention problems specific to the map that I can make a valid argument on.

    Or just fix skeleton speed not working. Thats what i'd like to get fixed first.
     
  15. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    Tbh the mob spawning restriction anywhere near the flag should be removed. It's still such a bad "other" class, but being able to place down minions in the flagroom could actually make it (more) useful for defense or capping attempts.
     
  16. jacy4321

    jacy4321 Member

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    I quoted my entire post when i just wanted to add fix skeleton speed not working. Thats what i'd like to get fixed first. forum noob i am
     
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