Necromancy and Undead; A much needed update
#22
(09-15-2023, 01:58 PM)Spiffspoff Wrote: I personally think a lot of the perceived restrictions come from when Morgwynn was around, since I don't think there's been a more iconic undead in the lifespan of E4 at least from my opinion.

As I recall, she was denied the ability to break away from her Necromancer, but I have no real context to this. Signature -wise we did have one of Wra'gul's undead (I forget the name) who managed to get Wildcard. But that's also the only undead I ever heard who had a unique to begin with.

I've been curious about playing undead for a while myself, but that's mostly because they are, no matter how much we want to tell ourselves otherwise, essentially designed to throw hands, and not really to create any deep story on their own.

I think the fatal flaw of them is exactly that-- they're given one obvious route to reach their destination, and the other routes tend to be hidden behind a lot of maybes, and potentiallys. So they default to throwing hands to reach their goals. That's not bad for someone that thrives in that environment, but it leaves much to be desired narratively.

So my suggestion is to give them a clearly defined alternative to pvp-- the undead. Not the Necromancer. Something like a certain amount of undeath per x amount of activity. So that by the time they reach rpl 220 they can become champions without fighting once, or something similar.

Or maybe the undead can infect coops, and cow pens for undeath. Tint the animals green, halve the production rate, and give medics the ability to cure them again.

Just my two cents.

I played an Undead with a Sig and Unique but unsure on what restrictions are on them entirely now tbh at least earlier in E4.
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RE: Necromancy and Undead; A much needed update - by VibeEntertainment - 09-17-2023, 05:55 AM



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