TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea?
JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes?
SirChancelot wrote: » @JustVine Hence why I think the unit pool is the good way to go. A swarm of skellies would be bad against an aoe spamming fire mage, but would be great against single target rogues. Where as the the big single summons would be great against a mage and terrible against a high single target damage rogue. Giving them the option to adapt to the game play sounds right up their alley of being the true versatile class. Side note: we don't know that 10 skellies and 1 bone giant have the same total HP. They could easily be different and be offset by abilities or other effects...
SirChancelot wrote: » JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes? Why would they need to be one-shotable? The Necro could still cast through his minions. This would allow for me to summon a meat shield wall to hide behind while still being able to throw out damage... Yes a fighter would be terrible against a Necro with a wall of zombies, but a mage who could lob stronger spells back would be strong against him. It's just a different rock paper scissors effect.
JustVine wrote: » SirChancelot wrote: » JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes? Why would they need to be one-shotable? The Necro could still cast through his minions. This would allow for me to summon a meat shield wall to hide behind while still being able to throw out damage... Yes a fighter would be terrible against a Necro with a wall of zombies, but a mage who could lob stronger spells back would be strong against him. It's just a different rock paper scissors effect. Because body blocking means you take zero effective damage and prevent spacing from being optimized and getting a melee attack off entirely. Once you have enough summons to shut down attacks, the trade off needs to be fragility. Period. Melee attackers need a way to win or it isn't a fight. Fighting requires there is a way for either side to grasp victory. Otherwise its just slightly delayed slaughter. The way to give the melee attacker a win condition is by obviously ending part of the body block so they can hit even if they are tanking damage and forcing the necro to spend time and resources on resummon. Alternatively skeletons don't have 'real' hp and its all just the necros. This is harder to balance and Intrepid has already indirectly said they don't have a large amount of skill for balancing. So I just assume they won't go this route.
SirChancelot wrote: » JustVine wrote: » SirChancelot wrote: » JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes? Why would they need to be one-shotable? The Necro could still cast through his minions. This would allow for me to summon a meat shield wall to hide behind while still being able to throw out damage... Yes a fighter would be terrible against a Necro with a wall of zombies, but a mage who could lob stronger spells back would be strong against him. It's just a different rock paper scissors effect. Because body blocking means you take zero effective damage and prevent spacing from being optimized and getting a melee attack off entirely. Once you have enough summons to shut down attacks, the trade off needs to be fragility. Period. Melee attackers need a way to win or it isn't a fight. Fighting requires there is a way for either side to grasp victory. Otherwise its just slightly delayed slaughter. The way to give the melee attacker a win condition is by obviously ending part of the body block so they can hit even if they are tanking damage and forcing the necro to spend time and resources on resummon. Alternatively skeletons don't have 'real' hp and its all just the necros. This is harder to balance and Intrepid has already indirectly said they don't have a large amount of skill for balancing. So I just assume they won't go this route. Ok Let me roll back a second and ask a question to clarify, what do you mean by body blocking? We may be picturing two different things.
JustVine wrote: » SirChancelot wrote: » JustVine wrote: » SirChancelot wrote: » JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes? Why would they need to be one-shotable? The Necro could still cast through his minions. This would allow for me to summon a meat shield wall to hide behind while still being able to throw out damage... Yes a fighter would be terrible against a Necro with a wall of zombies, but a mage who could lob stronger spells back would be strong against him. It's just a different rock paper scissors effect. Because body blocking means you take zero effective damage and prevent spacing from being optimized and getting a melee attack off entirely. Once you have enough summons to shut down attacks, the trade off needs to be fragility. Period. Melee attackers need a way to win or it isn't a fight. Fighting requires there is a way for either side to grasp victory. Otherwise its just slightly delayed slaughter. The way to give the melee attacker a win condition is by obviously ending part of the body block so they can hit even if they are tanking damage and forcing the necro to spend time and resources on resummon. Alternatively skeletons don't have 'real' hp and its all just the necros. This is harder to balance and Intrepid has already indirectly said they don't have a large amount of skill for balancing. So I just assume they won't go this route. Ok Let me roll back a second and ask a question to clarify, what do you mean by body blocking? We may be picturing two different things. Ashes currently has collision boxes. This prevents entity cramming. It also prevents you from walking through an entity. In most games this means you can't attack something behind said obstacle. Hence body: block. Some one swings a sword at you and you hide behind your tank and the tank takes a hit and you don't (or the hit wiffs due to a lack of visual connection on you)? That's a body block. Either way, body blocking limits engagement ranges. Ten is enough to garuntee a hard wall. 4 a 'soft' wall where you might get lucky and get an attack but if their spacing is good, much less likely. There are many ways you can imagine what is happening. You can hair split about summon size vs master size etc, but I'm not here to argue imaginary numbers, just concepts. Body blocking will work in most standard models of summoning in most combat models with collision at the number of entities we are talking about. You can argue 'well just let the attacks go through then' but that's closer to the 'skeleton hp pool isnt real' option. Feel free to discuss it but I am not interested in that half of the speculation as it would require a lot more skill at balance that I don't think IS thinks they have. Feel free to reread my posts with this new understanding.
SirChancelot wrote: » JustVine wrote: » SirChancelot wrote: » JustVine wrote: » SirChancelot wrote: » JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes? Why would they need to be one-shotable? The Necro could still cast through his minions. This would allow for me to summon a meat shield wall to hide behind while still being able to throw out damage... Yes a fighter would be terrible against a Necro with a wall of zombies, but a mage who could lob stronger spells back would be strong against him. It's just a different rock paper scissors effect. Because body blocking means you take zero effective damage and prevent spacing from being optimized and getting a melee attack off entirely. Once you have enough summons to shut down attacks, the trade off needs to be fragility. Period. Melee attackers need a way to win or it isn't a fight. Fighting requires there is a way for either side to grasp victory. Otherwise its just slightly delayed slaughter. The way to give the melee attacker a win condition is by obviously ending part of the body block so they can hit even if they are tanking damage and forcing the necro to spend time and resources on resummon. Alternatively skeletons don't have 'real' hp and its all just the necros. This is harder to balance and Intrepid has already indirectly said they don't have a large amount of skill for balancing. So I just assume they won't go this route. Ok Let me roll back a second and ask a question to clarify, what do you mean by body blocking? We may be picturing two different things. Ashes currently has collision boxes. This prevents entity cramming. It also prevents you from walking through an entity. In most games this means you can't attack something behind said obstacle. Hence body: block. Some one swings a sword at you and you hide behind your tank and the tank takes a hit and you don't (or the hit wiffs due to a lack of visual connection on you)? That's a body block. Either way, body blocking limits engagement ranges. Ten is enough to garuntee a hard wall. 4 a 'soft' wall where you might get lucky and get an attack but if their spacing is good, much less likely. There are many ways you can imagine what is happening. You can hair split about summon size vs master size etc, but I'm not here to argue imaginary numbers, just concepts. Body blocking will work in most standard models of summoning in most combat models with collision at the number of entities we are talking about. You can argue 'well just let the attacks go through then' but that's closer to the 'skeleton hp pool isnt real' option. Feel free to discuss it but I am not interested in that half of the speculation as it would require a lot more skill at balance that I don't think IS thinks they have. Feel free to reread my posts with this new understanding. I wanted to make sure we were on the same page before I theorycraft'ed into the rest of this. But this is where the variations of secondaries could also play a huge point. The fighter for example if he doubles down on being a fighter/fighter for a monk style punch everything to death, he SHOULD struggle against a swarm of undead. That makes sense logically. However if you have a fighter/mage and you augment the blink effect into your charge. The skeleton wall could be completely bypassed.
TwoSleepy wrote: » JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes? My opinion mirrors @SirChancelot opinion quite closely, 9 skeletons are trash and should be (not one hits but maybe able to tank 3-4 ability hits before dying imo) but its more of the mixing and matching of the different summons that I find interesting. Thinking up new combos between your different summons, trying to stay alive when your opponent jumps right to you and tries to burst you down, seeing what summons are objectively better then others in different matchups, THATS the kind of thing id love to do. The body blocking is an issue that I didn't think about but wouldn't be a problem with movement abilities like blink and lunge to get over the wall of bodies and get right to the summoner or push abilities that can move mobs around. Honestly the system that @SirChancelot originally put forth of the unit cap would be my ideal system (Although having a cap of 10 is beyond broken lol so id say more like 6-7 at max) with the player being able to make their own little party of undead friends.
JustVine wrote: » SirChancelot wrote: » JustVine wrote: » SirChancelot wrote: » JustVine wrote: » SirChancelot wrote: » JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes? Why would they need to be one-shotable? The Necro could still cast through his minions. This would allow for me to summon a meat shield wall to hide behind while still being able to throw out damage... Yes a fighter would be terrible against a Necro with a wall of zombies, but a mage who could lob stronger spells back would be strong against him. It's just a different rock paper scissors effect. Because body blocking means you take zero effective damage and prevent spacing from being optimized and getting a melee attack off entirely. Once you have enough summons to shut down attacks, the trade off needs to be fragility. Period. Melee attackers need a way to win or it isn't a fight. Fighting requires there is a way for either side to grasp victory. Otherwise its just slightly delayed slaughter. The way to give the melee attacker a win condition is by obviously ending part of the body block so they can hit even if they are tanking damage and forcing the necro to spend time and resources on resummon. Alternatively skeletons don't have 'real' hp and its all just the necros. This is harder to balance and Intrepid has already indirectly said they don't have a large amount of skill for balancing. So I just assume they won't go this route. Ok Let me roll back a second and ask a question to clarify, what do you mean by body blocking? We may be picturing two different things. Ashes currently has collision boxes. This prevents entity cramming. It also prevents you from walking through an entity. In most games this means you can't attack something behind said obstacle. Hence body: block. Some one swings a sword at you and you hide behind your tank and the tank takes a hit and you don't (or the hit wiffs due to a lack of visual connection on you)? That's a body block. Either way, body blocking limits engagement ranges. Ten is enough to garuntee a hard wall. 4 a 'soft' wall where you might get lucky and get an attack but if their spacing is good, much less likely. There are many ways you can imagine what is happening. You can hair split about summon size vs master size etc, but I'm not here to argue imaginary numbers, just concepts. Body blocking will work in most standard models of summoning in most combat models with collision at the number of entities we are talking about. You can argue 'well just let the attacks go through then' but that's closer to the 'skeleton hp pool isnt real' option. Feel free to discuss it but I am not interested in that half of the speculation as it would require a lot more skill at balance that I don't think IS thinks they have. Feel free to reread my posts with this new understanding. I wanted to make sure we were on the same page before I theorycraft'ed into the rest of this. But this is where the variations of secondaries could also play a huge point. The fighter for example if he doubles down on being a fighter/fighter for a monk style punch everything to death, he SHOULD struggle against a swarm of undead. That makes sense logically. However if you have a fighter/mage and you augment the blink effect into your charge. The skeleton wall could be completely bypassed. Voluntarily becoming surrounded for one attack, maybe cc for big damage? Sure... Hope its the final blow. The 2 or 3 wins out of ten has to happen somehow right? 'I don't think you could ever garuntee a hard wall.' With enough entities you can. That's kind of my point. As is with max 4 entities I'd agree, but we were talking 9 or 10 here. Where that number is, no one has a definite answer without doing some basic geometry and pixel measurement. Im pretty confident in 9 being 'close enough'. But again it's all imaginary number hair splitting I want no part of if you really want to disagree there. We can agree to disagree in that case. Either way what this really comes down to is you don't want one shotable summons. I agree with you. And with 4 entities I don't expect that needs to be the case. But balance needs to happen and at a certain point the only reasonable trade off for a vast swarm is complete expendablity. A trait I know many necros agree for the trade off for and even relish in. That's why I asked op the question I asked. It sounds like you don't have an answer for what you would want to happen for the swarmers bad match up. So lets wait for the experts (swarm summoners) to answer and we can maybe take this theory crafting further from there hmm?
Azherae wrote: » TwoSleepy wrote: » JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes? My opinion mirrors @SirChancelot opinion quite closely, 9 skeletons are trash and should be (not one hits but maybe able to tank 3-4 ability hits before dying imo) but its more of the mixing and matching of the different summons that I find interesting. Thinking up new combos between your different summons, trying to stay alive when your opponent jumps right to you and tries to burst you down, seeing what summons are objectively better then others in different matchups, THATS the kind of thing id love to do. The body blocking is an issue that I didn't think about but wouldn't be a problem with movement abilities like blink and lunge to get over the wall of bodies and get right to the summoner or push abilities that can move mobs around. Honestly the system that @SirChancelot originally put forth of the unit cap would be my ideal system (Although having a cap of 10 is beyond broken lol so id say more like 6-7 at max) with the player being able to make their own little party of undead friends. Added to personal data. I'll update the post's data if the conversation leads in that direction. If anything I suggest something simpler, namely, having a swarm all take up one summon slot and act together with a hivemind anyway. That way, the mix and match can still work. If you want 9 skeletons, then that, in ITSELF, is a specific ability that always summons 9 (or maybe 3 groups of 3, but at that point I'm just thinking about the specific design suggestion I had).
SirChancelot wrote: » Azherae wrote: » TwoSleepy wrote: » JustVine wrote: » TwoSleepy wrote: » I don't know about you but in my eyes necromancers have always been the big bad with a TON of weaker minions instead of 1-3 powerful minions. I'm really hoping that the evil side of necros will be the horde masters that they truly should be! Maybe making it as simple as "You can summon 3 weak skeletons to fight for 1 summon slot to a max of 9 total," this will make your summon comp be all the more important by picking and choosing when you want mass and when you want elite (with a mix of both if you want.) What do you peeps think about this idea? I think more than 3 makes body blocking stupid easy. Your skeletons would therefore need to be one shottable or not body block. I dont see a point to this style therefore. Three plus a fourth from battle pet is probably almost as bad but possibly easier to balance. So since I don't understand why one would want it I will ask you @Twosleepy what do you want to achieve with your 9 weak skeles? What mechanics would you need to make this a viable build in your eyes? My opinion mirrors @SirChancelot opinion quite closely, 9 skeletons are trash and should be (not one hits but maybe able to tank 3-4 ability hits before dying imo) but its more of the mixing and matching of the different summons that I find interesting. Thinking up new combos between your different summons, trying to stay alive when your opponent jumps right to you and tries to burst you down, seeing what summons are objectively better then others in different matchups, THATS the kind of thing id love to do. The body blocking is an issue that I didn't think about but wouldn't be a problem with movement abilities like blink and lunge to get over the wall of bodies and get right to the summoner or push abilities that can move mobs around. Honestly the system that @SirChancelot originally put forth of the unit cap would be my ideal system (Although having a cap of 10 is beyond broken lol so id say more like 6-7 at max) with the player being able to make their own little party of undead friends. Added to personal data. I'll update the post's data if the conversation leads in that direction. If anything I suggest something simpler, namely, having a swarm all take up one summon slot and act together with a hivemind anyway. That way, the mix and match can still work. If you want 9 skeletons, then that, in ITSELF, is a specific ability that always summons 9 (or maybe 3 groups of 3, but at that point I'm just thinking about the specific design suggestion I had). I could totally get behind the swarm acting as a single entity as long as it still keeps the feel of being a Necro with a bunch of minions. But that could be set up to where someone can't stand in the middle of the swarm. But if you get 8 summoners together they could probably still summon enough guys to get that body block wall @JustVine is talking about. If there is unit collision, I don't think you'll ever get rid of that potential problem.