It’s because everyone else stopped playing. Seems like American players are just less prone to wasting time.
I know it was the reason why I lost all desire to play after most of my friends stopped competing/playing. Now I have no friends in the game and cri everytim when I log in to see only one or two people from my inner circle playing ;(
I also played necro and that’s one of the reasons I always felt left out, despite being so clever, sexy and fun. Always tried to make my character look best so that people would take me for visual reasons. Instead, they would laugh at me because I play male characters, but I can’t RP as female in PvP, because I’m a man.
My post… it’s pretty random amd troll, and it’s supposed to be, because GW2 PvP is in such a poor state that nothing else seems appropriate. If I wanted to make a valid post about the reasons for why the Abjured is so dominant, I would just end up bashing the game trying to prove that what the people running the game development did over the past 3 years indicates they don’t care about it at all. I actually tried that many times in the past and got infracted for it by the moderation team.
@ topic: Abjured wins cos no one else cares. Coming from an economist, I know stuff. Trust me.
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Bug – Hilt Bash, has the range of 300 but only lands the attack within 150 range.
I’ve tested vs the Auto-Attack and Maul, Maul has 220 range and Hilt Bash 300, Hilt Bash can’t hit from 220 range it seems to have same range as auto attack.
Please fix.
Additionally, Hilt Bash should have the same functionality of slowed-down movement as Staggering Blow.
I’ve literally seen Henry pull two consecutive all-nighters at the British Library researching these suggestions. For that only, he deserves eternal respect.
Also, it’s OK if you don’t like Necro. You don’t have to try to convince us that we don’t like it either in some crusade to show ANet that no one likes Necro and it should be changed to what you like.
Ohh, I love necro. I have thousands of hours played on my character and I play thousands of matches with it, but not for the barely existent engaging gameplay but for the challenge it has presented since the game started.
It would be nice if you got the point right, I’m not on a crusade to show that I and others should dislike the necro, but on a mission to let necro players realise that things could be better if they had a little more respect for themselves and kept pushing Anet for meaningful changes that improve the profession in general and not just by introducing one or two viable specs in balance patches that aren’t even optimal in the high-level play (Forsaker, Henry and a few others understand what I mean).
Simply being effective should never be the goal. Being effective, difficult and fun should be and right now necro is only sometimes effective and rarely difficult. Opinions may vary of course, and my point of view is by no means universal, but I think that at the high-level it is pretty valid.
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I pay 10g to the first person that gives me a viable necro build that isn’t based on dealing most of the damage with auto-attacks.
Unless you’re playing PvE, every build does most of its damage with non-aa skills.
Also, I use staff + axe and I don’t rely on Life Blasts for damage. I’ve been using this build before the patch and I still do now.On topic, imo it’s still too early to complain about the meta.
Keyword: viable. Hint: Having to generate life-force to be able to survive to do damage also counts.
Just to clarify: I don’t know if you play other professions but it is rare to see other professions play using autoattacks. On my ranger, ele, engie, thief, warrior, thief and I presume mesmer (although I don’t play mes) I spend most time executing combos and thinking on how to outplay the opponent with timed blocks, evades, skillshots. On necro, it’s always the same: generate life force, do some damage with autos, cleanse conditions, do some cc. There is no ingenuity in it and when you have used your available skills, you always end up doing autos, because all other skills are either on cooldown or some of them are not worth using (either because of the opportunity cost – Fears/Chillblains or their non-viability – Life Siphon, wink wink).
Thanks for trying though!
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Generally speaking, its our weapon skills that are holding us back, though in some cases our utility skills also aren’t filling the roles they need to, and Death Shroud still has issues.
What Bhawb wrote. I’ve been saying it since the game launched on the forums that necro weapons have boring design with no inner and outside synergies that you can play around. Not only does it lower the skillcap, it also makes the profession less fun than others in the long run, because there’s only that much you can do with your stuff.
What is the other profession that is so heavily based on autoattacking? I pay 10g to the first person that gives me a viable necro build that isn’t based on dealing most of the damage with auto-attacks.
Anet’s initial design borks the profession and they are too stubborn to change it. Whether it’s a matter of the amount of work required to change it, blind belief that they can hit the right note with balance one day, sheer ignorance or just them being bad designers remains to be seen. I believe, looking at the evidence, that it’s a combination of all of the above.
That’s why I switched to ranger, which also has problems, but at least offers a skillcap and fun gameplay, something that necro doesn’t really have.
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In PvP, the change hurts necromancers whose only way to keep up with their enemies is based on mild CC, i.e. chill and cripple, which after the change no longer affect movement skills.
This change wasn’t even justified in an intelligent defensible manner which in itself fits into Anet’s failure of communication track record.
It needs to be either rolled back or explained by someone in a manner that is informative and justifies the change beyond a childish, naive ‘normalization’ argument.
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Signed. Mesmers and thieves are absurdly op right now. Nerf please. Balance please.
Game is just broken right now. It’s based on stealth one-shots, more passive effects and procs and hard-counters.
Meta necro counters my ranger without longbow. My ranger counters off guardians. Mesmer counters everything. Etc.
Add the over 9000 bugs that were introduced with the patch and we have esports.
Stalling with Plague doesn’t let you recover, so I’m not sure what your problem is there. You really should know this. You can also just stay at 300 range from the Necro and not give two craps about Plague. This is easy to do as a Ranger, so you really have no excuse.
Stalling with Death Shroud? That is literally the main point of the mechanic!
I told you I’m playing a melee ranger and necro is super difficult to play against 1v1 because of Locust Swarm, procs, Spectral Armour, Plague Form, and so on.
Maybe it’s the matter of the level of gameplay. I mean I play with and against good players and know what your experience is so it may be different. There’s also the question of viability of ranger and the build itself but the points stands.
Tfw all the guys in this topic speak about pvp but give no examples from their experience to back it up with.
Anyways, I’m closing this discussion from my side, because of the amount of baseless salt that’s being thrown by people. I’m gonna continue testing and maybe come back when I have gathered more experience of the new meta. I encourage everyone else to do the same thing.
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Taunt is a condition, its function is really close to fear and so the chance that this is not intended is really big. And it can’t be wrong to call it here, if this is working as intended, Anet won’t fix it, if it isn’t, they will.
About the bug fixing: Anet is trying their best for sure, but there are bugs which can be fixed really quick (like Clarion Bond) and some which can’t for example if Anet isn’t finding the failure in the code which causes the bug.
Taunt isn’t a condition. It’s a status effect like daze and stun. You cannot cleanse it with condi removal but you can stunbreak it.
Honestly, it doesn’t matter how many matches or how long you’ve played to make a claim that you know what you’re talking about. What matters is how much you’ve paid attention during that time. You mention the baseline Mark traits and passives rework, but do you not recall how many useless traits the Necro had? Have you forgotten how Blood Magic was absolutely worthless, and conflicted with the profession’s own mechanic (Death Shroud)? Pre-Patch Necro was anything but streamlined, they had no diversity outside of two builds (Arguably one), and its trait lines worked against eachother.
I’m honestly a little shocked you would come to such a conclusion. If anything, the current Necros don’t have to sacrifice as much in their builds and no longer carry as much dead weight (Pun intended?) in their traits.
All nice and pretty, but how does your response answer my doubts? I want to hear what your experience has been just like I stated mine instead of complaints about the past build diversity and viability (arguably necro has always been one of the most diverse professions, viability aside).
That’s the difference between me and you – I give you a ‘real life’ example of how things are in ranked matches and you give me some blahblah about necro being deadweight in the past (I know how it was because I was one of maybe 2 or 3 players playing necro actively during hambow and shoutbows/cele metas when necro was rended semi-useless, and still saw some success despite the hardship).
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There are instances where placing them simply point blank is optimal and others where ground-targetting is a necessity.
A QoL solution would be to allow for additional hotkeys that place ground-targetted skills centered on the caster, e.g. skill hotkey combined with some functional key (shift/ctr) casts the centered aoe spell.
Hell, rolling it into Axe Mastery would actually make the trait good enough to warrant it being a GM.
… and restrict the choice of Beastmastery grandmaster to Honed Axes. Baseline is the only option that guarantees the general viability of these weapons.
Of course it isn’t a condition necro. It’s a signet dagger/wh necro.
It’s not the matter of ‘focusing’ anyone, but one of the effectiveness of the profession in 1v1s, which currently is too high at least against my build, although I’ve seen other players complain about it as well.
I know it may, and probably is, a matter of relative weakness of ranger and the build I’m running, but the important thing is: if I can 100-0 a necro so that he’s left with 1hp and 30% life force, and then he gets all the nice things like might and vuln stacking from inside plague form including lucky SoV and Plague Signet procs so that I either have to disengage or die, I know that’s something wrong.
If I can land a full combo on a necro and avoid most if not all of his important skills / damage, then stalling at 15% hp with plague form and/or DS should not be as effective (and as successful) as it currently is.
If I am outplaying a necro mechanically so hard that all that is left for him is to get into plague form, then he should not be able to recover or turn it around just by going into plague form. This is what I’m talking about.
Team fights is another story (also very strong).
Have been playing in soloq for three days now on my remorseless power ranger (inb4 Bhawb calls me a moron for stacking conditions against necros) and necro definitely seems absurdly op in 1v1s. The baseline marks combined with all the passive traitworks are just putting it way over the top.
I can outplay the necro on many levels and even then they will just get into plague form and get out of it with DS cooldown gone and full life force.
The damage is too high for the amount of survi, condi manipulation and cc that the profession can make.
And before someone calls me out with ‘l2p’, I have 5000 ranked matches played on necro in a rather high MMR, so I know what I’m talking about.
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FALSE on elixir S, I just taunted an engie while under the effect of elixir S
Thanks for checking it. As I said, more testing is needed.
So far it looks like skills that prevent you from using other skills are ‘tauntable’, regardless of blocks or evades.
I will need to check Distortion and Obsidian Flesh once again to be sure.
The telegraph is the 3 conditions on the Necromancer, which you know will cause it to proc, don’t be a moron and blow your entire burst when you know its about to reflect at you.
This is a horribly inaccurate argument and a dire ad personam (‘moron’, really?)
Conditions are too plenty in fights and the proc is passive on a 24 Cd, so seeing over 2 conditions on a necro is by no means an indicator of an incoming transfer.
Once again, not arguing against necro’s viability, but rather for a horrendously bad design of passive condi transfers/boon corruption that is so lame that it made me switch to playing my ranger after 5000 ranked matches on my necro. At least I know that I’m not cheezing that much.
One thing to note is that taunt isn’t a condition. It’s a status effect just like daze or stun.
People eating their OWN 10 stack of Burning but anyway lets forget that and put the blame on Necro.
You mean that 10 stacks that were transferred back by an non-telegraphed Plague Signet passive proc?
Potentially game-breaking bug here.
Hey.
So, the Taunt from the Beastly Warden is being applied through blocks and some evades.
How it works:
When used against skills that are channels, i.e. reguire the player to maintain casting them to receive the full bonus, the taunt interrupts these actions. So, skills like Guardian’s Shelter, Shield Stance are interruptible, so is Blurred Frenzy and Renewed Focus (!). Skills like Elixir S, Distortion or Mist Form are not be affected (although some more testing should be done).
Do you think it’s intentional?
Hey, Kui!
Can you take a look here:
https://forum-en.gw2archive.eu/forum/professions/ranger/Anet-address-this-Off-hand-radius-range
A rather jarring matter, if you ask me.
It’s so nice to see that you’re enjoying the game again, Henry.
Oh-em-gee. Pun intended.
There is no argument that could explain this ‘oversight’.
Skills like Whirling Defense, Stalker’s Strike, Bonfire and others lose a lot of viability without that trait and I see no reason for not making the increased range/radius baseline.
+1
On the other hand, warriors have some sick CC specs coming and the usual stances/shouts/healing signet flavour so it can be just as it used to be.
Don’t forget the Rampage war. I think the skill actually got buffed and can’t wait to get rampaged.
Robert Gee said on the last week’s stream that they’re trying to find the necro flavour and so far it’s the condi transfers (through skills and passive procs) and the vampirism they’re pushing with this update. I’m truly not sure whether it’s the right way, although it’s still better than nothing.
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“Who won the balance changes?”
Apparently the class with the less QQs.Warriors are on the fence.
Rangers got excited about a Red post
Mesmers are still discussing their builds
Eles feel they got buffed but aren’t 100% sure.
Engi’s are having a backpack and motor kit party.
Thieves got their buckets ready for everyone’s tears.
Necros and Guardians are complaining for some reason.Engi’s are in the lead!
Pure gold. Won the topic. Waiter, please close the order, we’re leaving.
Blood Magic is actually the only hope we have and it is a fading hope.
Signets Blood necro? Looks okay, but requires you to land the slow skills which have tons of counters. I wouldn’t write off the passive might/vuln/signets application as a failure yet, they may as well be very good, but I am just tired with no changes to our gameplay that would enrich the interactions within and outside of the profession.
We’ll have to wait and see.
I’m sorry, I shouldn’t be saying that but I laughed hard watching your video.
> Killing Svanir in HotM
> ‘If that’s all I need to wreck someone, then necro is safe’
XDDDD
or…
> ‘Going into Death Shroud alone you just wrecked someone somewhere, just by pressing the DS button, someone pretty much has died somewhere.’
Kappa
How is anyone going to take you seriously after that?
I mean, please if you want to argue, present some serious arguments, not a troll video.
My argument: I can see some decent build possibilities with the trait changes (spite, corruption, blood magic signet necro) but when I compare the changes to engies, warriors, mesmers and pretty much everyone else, it looks much more dire. We’ll see, but if anything your arguments won’t be the reason necro is good, in the unlikely case it is.
I uninstalled already.
The treatment of necro by the devs is either cynical or shows a complete lack of understanding both of which make me question the professionalism of the people in charge of developing the game.
Bundle that with the ridiculous handling of the pre-purchase and I have no reason to care anymore. Just happy I never paid a dime for gems; would have a lot of regrets.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: leman.7682
I think the argument is that this ‘expansion’ is nowhere near worth 50 dollars and I will not be buying it.
Also, the ridiculous white-knighting by two users in this thread makes my day. Whole bullpen at the bank heard me laugh thanks to you, boys.
for 50 bucks, boys? Kappa
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: leman.7682
You forgot to include decency though…
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: leman.7682
This economist dev has been reading some principal micro it seems.
Good job on the bundling, sure you’re gonna capture some additional surplus with the strategy.
But not on me.
Anet gave us the rationale behind some changes instead of just showing them.
It not only creates a feeling that they don’t know a thing about their game, but also leads to many unnecessary negative reaction.
They really need to put more effort into explaining why some things are being changed the way they are instead of just presenting these changes without any context. Maybe it’s because we don’t know something, maybe we don’t see the full picture?
In Guild Wars 1 they would always give short dev notes to balance changes that usually put things into perspective. I believe that some info on every profession regarding what the aim of the changes was and how the devs think it is going to play out would come a long way in clarifying things.
What I’m saying is I want to hear a dev come and say: we tested it, we found it too strong/weak and decided to change that and we believe that the course of action we took will open this and that role/gameplay in PvE/PvP.
Is this too much to ask after having waited for months on end?
All is vain.
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Post will be deleted and you infracted for calling a dev, even if that’s justified.
Also, I don’t think he cares all that much. The work is done. The bills are paid.
Well, looking at the first stream it was quite evident that the dev running the necro changes has no clue of its problems. Words like ‘old classic’ about virtually all the traits which at that point were unchanged speak volumes. They actually tried to smuggle these original ‘changes’ as the final version and the only reason because of which it isn’t happening is the work and yes, the outcry of necro community.
In the end nothing changes, status quo is maintained. Engies get buffed to orbital levels, necro gets left out, as always.
It was nice interacting with the necro community during these 3 years. I may reconsider playing the profession again when it gets handed over to someone who actually plays it.
Thanks to all the devs engaged in this beautiful, thoughtful, talented work. You are the best guys.
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Nice troll build and thread! I almost thought you were serious.
+1
A lot of people I know refuse to play Ranked because of the attitude most players have. The whole “you play our way or gtfo” mentality. The gtfo part being a very very very mild version of what is actually said in Team Chat. Usually with a lot of death threats, sexual comments, and hate speech.
Granted they can turn team chat off, but still.
Just today, after more than 6000 games, I got randomly jumped on by an underage player (who is arguably very good) for ‘sucking’ and not rezzing him.
I then went on a TS to talk to him about that, I think I’m at least couple of years older than him, so I have a much greater perspective on things, other priorities in life and other approach to the game.
I tried to tell him, that first of all, he shouldn’t act like a kitten towards other soloq players. Then I pointed out that I play a non-meta build and I play for fun and that him taking a random soloq so seriously is just weird, especially outside of the PvP season.
I got countered by an argument that I should be playing unranked if I play for fun and when I tried to explain to him that I find unranked too easy he said something about me being matched with him is just because the MMR matchmaking sucks (implying that I’m the infamous low MMR addition to a high MMR 4-queue).
Long story short: long time experienced competitive casual player gets attacked by an underage newcommer competitive player for playing a non-meta build in Ranked queue, which obviously must mean that I’m bad (also because I never played ESL) and should go play unranked.
It was just so out of place because 1) we were winning, 2) there is no season running right now and 3) I did arguably nothing wrong considering it’s just a soloq.
What I think the problem really is, is the difference of approaches me and some hardcore players have, They obviously spend substantial chunks of their lives in the game so they may feel entitled, but I paid just as much for the game and have the every right to play how I want and what I want.
How to fix it? Outside of the usual ‘get a life’ and ‘grow up’ arguments I say maybe a separation with leagues of those extremelly serious players from the casual/working/studying playerbase?
I think it is connected to what you wrote.
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Also, why on earth would you want to increase the cooldown on Guard? Trying to get rid of the only thing it’s good for? Guard +Nature’s Voice + Shout Mastery
I’m not sure you’re seeing the whole picture. Also, why so offensive?
The aim was to make the skills more active, to allow for both offensive and defensive uses, to make them more fun to use and to balance them around these new effects.
I think that with the changes I proposed, Guard would be too strong on its 15/12s cooldown and so I’ acknowledge that by offering an upward adjustement of the recharge.
Guys, could you please present some valuable feedback on my ideas and your own ideas instead of derailing the thread? No wonder devs don’t want to read posts if they have to read through numerous complaints before getting to the real value…
Hey, guys.
I don’t usually play ranger (only around 700 matches in PvP), but I’ve been lately gravitating towards it out of boredom and couldn’t help but remind myself how poor the ranger shouts are.
Now, I come from a necromancer community and we’ve had a long history of providing feedback and holding discussions about the profession and it seems ArenaNet is finally coming along.
To my surprise, I couldn’t find any large discussions on shouts here, and I’d expect the community to be bursting with ideas and asking for changes. We know that traps are getting streamlined and spirits are getting changed/reworked. So what about shouts, by far the worst ranger utility-line.
Problems I see:
- lackluster, straightforward effects (you know something’s wrong when the best skill is a percentage-based damage / movement speed increase for the pet, that is still only viable in PvE)
- overshadowed by other utility lines (signets and survivals are both superior in all meta PvP builds)
- poor trait synergy (partially being fixed by the proposed trait reworks)
- purposelessness of these skills, i.e. they don’t open gameplay possibilities
All these problems are connected. The original design just doesn’t allow them to be good. I understand that they were supposed to be ‘the ranger twist on shouts’, allowing the ranger to utilise the pet in new ways, but I don’t believe they’re achieving that goal.
- Search and Rescue – high-tier PvP is now based on banners, rezz spirits and mercy runes. No one is ever going to use the shout with it’s horrendous recharge (even if traited in all possible ways), because the pet is just going to get CC’d and cleaved to death, so you’re wasting your pet and the cooldown.
- Sic ’Em – the addition of Revealed was supposed to increase its appeal, but there are much better options, not to mention the pet is either going to get kited around or get stuck in passive crowd-control.
- Guard – it gives some nice effects for the pet and has a pretty low CD, but I can’t understand what the purpose of this skill is. Haven’t seen anyone use it in PvP in over 6000 matches. Also that 1s cast time making its use unenjoyable.
- Protect Me – potentially good and different from SoS, but still feels just worse and bland.
Some ideas to make these shouts work better, more fun and give them their own niche:
Make them a ranger version of physical skills for warriors, gameplay-wise.
Basically – lower cooldowns, more active effects, accordingly adjusted traits.
- Search and Rescue – removes poison and heals allies for 15% HP both those standing and downed. Anet said that they are thinking about allowing one of necromancer traits that makes DS#4 skill heal allies to also heal downed players, rezzing the effictively, so why not use a similar mechanic with a more bursty heal/rezz on rangers? Lower cooldown, not too low.
- Sic ‘Em – just add some short duration stability (3 stacks, 3 seconds) to the pet and a launch effect with a little charge so that you basically bull’s charge the enemy with your pet and launch them, revealing them and dealing increased damage (pet) for a short period. Similar cooldown.
- Guard – remove the cast time! Pet gains stealth, protection, runs to the target location and taunts enemies. Slightly higher cooldown.
- Protect Me – pet teleports to you (just like with the pet swap), does a short range (600?) PBAoE knockdown and gives you protection and/or resistance. Lower cooldown.
Traits – shout traits across professions are similar – usually a 20% recharge reduction and some active effect (shoutbows heal). While I think that regen + swiftness aren’t necessarily bad, I prefere some active effects; 0.5s evade for the ranger and allies on activation? Wouldn’t like to make it too strong to create a perma evade ranger, just throwing in the idea.
What I think these changes achieve is that they make shouts more active, more fun to play. They can be used both defensively and offensively. Opponents can still mitigate the proposed Sic ’Em and Protect Me by evading/blocks. The proposed changes allow your pet to actively support you if used skillfully.
What do you guys think? Should shouts get reworked?
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5 am e-sports. Daamn, son.
Don’t worry, it’s just a test season.
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I also had another idea after giving a few more minutes to thinking about the idea of LF defaulting to a certain threshold.
My problem with the idea, and I think a dev would think similarly, is that it blends with the energy mechanic that the revenant seems to be getting. The LF mechanism proposed here is just another version of energy, with slightly different uses.
I think that a much better idea would be to make it possible for the necro to skillfully earn that LF using different mechanics they have and by ‘skillfully’ I don’t mean spamming staff and dagger autos. In such case, it is up to necro’s ability to pull off a ‘play’ on an opponent. The necro player should realise how important that play is to him succeeding and the opponent should be cautious as a counter-play not to feed the necro with, say, 30% LF.
An obvious idea that comes to mind is utlising those of necromancer mechanics that are quite unique to the profession, like boon corruption, condition pulling and condition transfers. ArenaNet tried to push the condi pull gameplay with the Plague Signet and the Unholy Martyr, but they haven’t succeeded with it yet (both are way too passive and random and consider them a viable gameplay – and it’s the revenant who’s getting the right, active implementation of that idea). If for example, I could target an ally and use the Plague Signet first to pull 5 conditions from that ally, and then as a second use in the skill sequence resend those conditions to an enemy, gaining 5% life force for every condition transferred if I succeed, then I’m all in and actually that’s exactly the way it worked in GW1.
Approaching it from another angle – if a warrior has a trait that let’s him reflect projectiles on block, then maybe necro should also get some life force generation on for example rezzing an ally, which is often connected to burning through your LF and tanking the damage. Isn’t that one of necro’s roles? If a thief is the class that most of the time shouldn’t rezz, then maybe the necro, as a tankier profession, could get something for actually utilizing this tankiness in a party-oriented way – in this case rezzing.
Removing the absolutely idiotic gameplay of attacking boxes on Kyhlo, spamming generation on downed players and balancing the game so that losing a teamfight or duel doesn’t hinder the necro by likely making him lose all life force, while making him incomparably stronger in case of winning, should be the goal of the balance team.
I’m just not convinced that converging LF to energy is the right approach.
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To be honest, all the current discussion is utterly pointless without knowing the elite specialization and how the traits are getting reworked.
Normalization is a good idea. Not only does it even fights for both necros and other professions, it also removes the information assymetry, because players can expect a necro to have a certain balanced threshold level of Life Force at the beginning of every fight provided they were out of combat and managed to regen it.
But the thing all the theorycrafters should understand is that we don’t know the elite spec and changing LF to the functionality proposed by many in this and other threads (the argument of a default 30% ooc LF level has circulated for at least a year on the necromancer forums) may be utterly broken and impossible to implement.
Just throwing it here so that people don’t get too fixated on the idea. It hasn’t happened so far, so there’s a chance there’s a reason for that and we just don’t know.
I’m wondering what’s Bhawb’s opinion on Bob.