I suppose so, but I don't powergame, I just plan everything ahead.
Think of my character as one who spends 99.9% of his time in thought or
exploring, and the rest fighting and still prefers to think out the fights
he's in, rather than going at it. If I could, I'd knock a creature off of a
cliff with a lightening bolt, instead of fighting it out. That's just an
example, of course, we know Necro's don't get anything of the sort.
As for the problems that somebody asked for me to list, most of them are
not Necromancer specific, but general spell-caster/other limitations and/or
annoyances that, after some time, just really started to rub me raw. =/
Take for instance, the MOBs apparently have no sense of UP, but apparently
just horizontal line of sight. Black Burrow is an excellent example. You
can stand up on top of the square block that the jaw is attached to, or even
climb up the wall further -- which would make you a good 30ft or more up --
and they can still hit you, from the ground, through the not-so solid rock,
from _inside_ of the cave. Ridicules. Not to mention their ability to run
through walls and doors.
Another annoying thing that peeved me off was not being able to attack
things in water. Sure, you can cast your spells at them, but it has no
effect at all. If you tell your pet to attack the thing, he says that it's
an illegal target. You actually have to get _into_ the water before you can
attack the thing. Unless your channeling is 70-something, you can't cast a
spell until you sink to the bottom and stop moving, and by then you're ate
up anyway. This is an iffy example, though, as I realize there's some
cases in which it could be 'taken advantage of', but it works for an
example. But then, why not kill the shark before you hop into the water?
What "mage" in their right mind would deliberately go feed the fishies?
Heh..
Something else is their apparent psychic connection with the planet. I
mean, seriously, you're completely across the zone from the thing and it
will still....
...know where you're at, even if you're far under ground and
it's top side _and_ all the way on the other side of the zone...
...make its way to you through maze or 'high water'...
...and begin pounding the snot out of you...
Blah! That seriously needs to be changed.
We're spell-casters, not fighters. It seems like varant is doing their
best to stop us from being so. It's not like we could make our selves
untouchable, as our spells have a certain range and if we can get "up
there", so possibly can they.
Just a bunch of the stupid little things like that which really, really
peeves me off 'bout the game.
There are Necro problems as well, though. Varant seems bent on
making Necromancers research their spells, to the distance of not giving the
player any choice. Sure, if you want to do that then the option's cool,
but incredibly annoying to us folks who don't. Most of our 20-ish or better
spells are not only on NPC's on ridiculously out of the way places (on an
island, from an island, which you have to swim out to), but on NPC's that
kill us on sight. Deliberately putting _our_ spells on incredibly
aggressive NPC's/magician vendors that are near impossible to find. That's
just plain stupid.
Then there's the Necro guild in Neriak. Why, oh why do the ghouls
attack us? Different deity? Big deal, they're both evil deities and I
don't remember reading anywhere where they hated each other.
Well it was asked, there's a few.
~Mysk
> Ahh, but here's the thing: this is exactly what they were trying to
> _avoid_. They don't want people out there crunching numbers and playing
> from a pure power-gaming aspect. Otherwise, why not just reveal to us
> every formula in the game? The lack of numbers is to promote a sense of
> mystery and to encourage roleplaying...not roll-playing. It doesn't always
> work (formulas are still found, 'optimal' race/class/spell combinations
> are still discovered), but it helps.
>
> Valdus