Necromancers - development thread (closed)

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Re: Necromancers - NOW TESTING on ALPHA server

Postby Keighn » Mon Aug 19, 2013 5:35 am

Yeah, I considered that but I rather like the in-game demi lich. Just out of curiosity, how did you make 3 positions? The skull would have had to been shrunk down another pixel as it was maxed on it height.

I did consider about some sort of skull monster but just wanted something more dramatic than the combination of in game skull/am/vam version on trial atm.

Note: Did not test to see If I got xp from freshly arisen corpses killing mobs.
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Re: Necromancers - NOW TESTING on ALPHA server

Postby EmoMage » Mon Aug 19, 2013 6:03 am

yes, your skull itself was exactly 16x16. I re-modded it to be 12x12, touched up to make it look like the original one and then added the blue "glow" from the in-game demi lich.

....just made a new tile in a sense.
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Necromancers - NOW TESTING on ALPHA server

Postby Keighn » Mon Aug 19, 2013 8:46 am

Yeah, either are pretty nice. If used as a spell the color in the eyes shows which spell it is.. either like AM or VAM for blue red... whether or not we have fiery orange or green or purple for fire venom or w/e I don't know.

I :heart: :heart: LOVE :heart: :heart: the original Demi-lich btw. I'd be :cry: :cry: SAD :cry: :cry: if it was removed/replaced.
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Re: Necromancers - NOW TESTING on ALPHA server

Postby EmoMage » Mon Aug 19, 2013 8:51 am

why
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Necromancers - NOW TESTING on ALPHA server

Postby Keighn » Mon Aug 19, 2013 10:25 am

Well, either Extell, Dolus, Sharingan, Morthyl, Aristarch or Navarre made it is why. Maybe it was Kybare I don't know. One of the originals made the graphic and it tints quite well.

I'm still trying to find out who the original artist is by going through the search engine.
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Re: Necromancers - NOW TESTING on ALPHA server

Postby EmoMage » Mon Aug 19, 2013 11:04 am

I remember those names! xD

been fo' eva
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Necromancers - NOW TESTING on ALPHA server

Postby archlinux » Tue Aug 20, 2013 8:13 am

Soul transfer drains creatures of hitpoints they don't have as many times as you want after they've been drained to one or some low amount of hitpoints.
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Re: Necromancers - NOW TESTING on ALPHA server

Postby eggmceye » Tue Aug 20, 2013 8:22 am

Keighn wrote:Well, either Extell, Dolus, Sharingan, Morthyl, Aristarch or Navarre made it is why. Maybe it was Kybare I don't know. One of the originals made the graphic and it tints quite well.

I'm still trying to find out who the original artist is by going through the search engine.


extell made it and it's one of my fav avs too
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Re: Necromancers - NOW TESTING on ALPHA server

Postby EmoMage » Tue Aug 20, 2013 11:50 am

well then I apologize.

/sorry
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Necromancers - NOW TESTING on ALPHA server

Postby Keighn » Tue Aug 20, 2013 11:39 pm

Nothing to be sorry about. Everyone has their preferences and the game is completely customizable for personal use. Sure I wish it had like x100 tiles all organized into categories but I'm a friggin crazy hobo weirdo so (shrugs).
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Re: Necromancers - NOW TESTING on ALPHA server

Postby Eclips » Sat Aug 31, 2013 2:40 pm

What about having Necromancer "Stances"

Sadism- Striking the killing blow to a mob restores a % of their max hp to you.
Masochism- Offensive Spells cost 1% of your max health, but deal additional damage.
Wielding Death- Either convert Giblet golems or Corpse explosion to a "upon striking the killing blow" stance.

1. Necros have good combos, but utilizing them can be clunky. Making Giblet or Corpse Explosion a stance will eliminate some of that.
2. Choosing between the stances adds a level of strategy that current mages are lacking.
3. This will make Necromancers feel more unique and less like undead AOE mages.
4. I mean Sadism/Masochism, I'd play necro just to have abilities by those names! :twisted:


Also:

Soul Shackle- Cast on friendly target. The next time that target or you dies, the dead player instantly resurrects with 50% of the living players current hp. Living player also loses that amount.

Fester- When cast on a bleeding target, in addition to taking damage, the mobs Max HP is lowered by the same amount. (Effectively creating a wound that cannot be healed)
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Re: Necromancers - NOW TESTING on ALPHA server

Postby CinisterD » Mon Sep 09, 2013 1:12 am

Eclips wrote:What about having Necromancer "Stances"

Sadism- Striking the killing blow to a mob restores a % of their max hp to you.
Masochism- Offensive Spells cost 1% of your max health, but deal additional damage.
Wielding Death- Either convert Giblet golems or Corpse explosion to a "upon striking the killing blow" stance.

1. Necros have good combos, but utilizing them can be clunky. Making Giblet or Corpse Explosion a stance will eliminate some of that.
2. Choosing between the stances adds a level of strategy that current mages are lacking.
3. This will make Necromancers feel more unique and less like undead AOE mages.
4. I mean Sadism/Masochism, I'd play necro just to have abilities by those names! :twisted:


Also:

Soul Shackle- Cast on friendly target. The next time that target or you dies, the dead player instantly resurrects with 50% of the living players current hp. Living player also loses that amount.

Fester- When cast on a bleeding target, in addition to taking damage, the mobs Max HP is lowered by the same amount. (Effectively creating a wound that cannot be healed)



I think these are all great ideas!

I would like to see a "death protection" spell happen. Necros use death magic all the time, it wouldnt be too much to imagine that they could prevent themselves from dying for a short time.

Maybe make it similar to phase shift (as far as coding) , once cast your HP cannot drop below 1hp (maybe 1% hp instead?) and of course, give it a long cooldown so it can't be abused.
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Re: Necromancers - NOW TESTING on ALPHA server

Postby eggmceye » Wed Sep 11, 2013 11:11 pm

good stuff
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Re: Necromancers - NOW TESTING on ALPHA server

Postby jakotsu » Sun Sep 29, 2013 2:50 am

Probably a dumb question but what about a spell that would cast out in a ring like when a pheonix dies and casts that fire ring and becomes an egg but dealing poison or desease to all surrounding enemies or maybe even blind them for a couple seconds so the necro could resummon and get back to the fight maybe put a 30 second cool down so people couldn't just spam it
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Re: Necromancers - NOW TESTING on ALPHA server

Postby TheOneGuy » Wed Oct 30, 2013 10:22 am

New circle 8 spell! for nero

Life's finale (XMC?)
Damage scales with HP of mod you are fighting
100%hp-50% mob hp: magic missile damage
49%hp-35% mob hp: magic missile damage +50% bonus damage
29%hp-20% mob hp:magic missile damage +150% bonus damage
19%hp-1% mob hp:magic missile damage +300% bonus damage

seems like it fits the class it would be a nice finishing touch to the class OR Maybe the hail of bones can debuff aoe to add a similar bonus damage effect on top of its current effect although that maybe way to strong

also love the stance idea
all i want is a test server for maped then ill be happy ...
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Re: Necromancers - NOW TESTING on ALPHA server

Postby Heikki » Wed Nov 06, 2013 9:42 pm

Some ideas (Maybe mentioned)

* "Near death" class ability = More necromancer get damage more he/she gives damage.
Example:
Necromancer have 50/200 hp left she gets 10% spell damage bonus.
10/200hp left she gets 20% spell damage bonus.

This might make make necromancers very unique with total new playing style

* "False death" spell = grants player auto resurrection for 1 min. Maybe have 10 min cooldown.

* "Diseased flesh" spell = makes necromancer reflect physical damage back to attacker

* "Word of Death" spell = if cast on monster with 50% or less hp:s left have chance to instant kill it (Success change based on creatures base HP and necromancers int)

* "Blood oath" spell = makes hostile casters spells to hurt caster also.

These ideas courages necromancers to get more damage more than avoid it = total new playing style class for EUO :)
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Re: Necromancers - NOW TESTING on ALPHA server

Postby Keighn » Mon Nov 18, 2013 12:11 pm

Maybe they could get a pet like this:

Bunnicula
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Re: Necromancers - NOW TESTING on ALPHA server

Postby treos » Tue Nov 19, 2013 11:50 pm

what the... Keighn, where the heck do you keep finding this weird/old stuff? i've heard of and seen a show called count duckula (pretty good for its time) but bunnicula? wth man? LAUGHING OUT LOUD LIKE A MORON and almost always its something i've never seen or heard of before or is something really strange indeed (the hippo man thing...ugh)
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Re: Necromancers - NOW TESTING on ALPHA server

Postby Keighn » Thu Nov 21, 2013 8:52 am

I blame the internet. Just be glad I can't post things in my mind.
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Re: Necromancers - NOW TESTING on ALPHA server

Postby Eclips » Sat Feb 08, 2014 3:01 am

Any progress on necromancers? Need any further testing as they stand now?
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