11-03-2011, 09:47 AM
...I should reeeally be writing my midterm essay right now, but...blargh.
If I recall correctly, there is/was an Unholy talent that removes that requirement. I take it mean that (as this is Warcraft) there's a corpse/remains of one buried deep enough or something that your Knight, specialized in this sort of thing, can drag it up to the surface instead of providing the corpse dust (which is all you need, not an actual corpse! The energy animates it into a ghoul). Don't have time to check on that talent, though.
We'll have to see. Perhaps we should (take zenethen's idea cough) make the ones raised by non-Unholy Knights have only 1/2 HP, as those ones are...bad, frankly. People sometimes forget that Unholy ghouls are pretty damn tough, way beyond the temporary ones Frost/Blood guys summon.
The thing with custom rules like that...it'll get to the point where we might as well be trust-fighting, which is a whole can of worms I don't want to deal with, heh. And I'm very very wary of making that kind of crit change, even justified by light vs. DKs. 30% buff is not a slight advantage, IMO. But anyway, once we get into that territory, someone'll be tossing the card of "well all my plagues add DoTs, so shouldn't you be taking extra damage every turn?" And it becomes quite a mess. We'll have to see, though. That's mainly why I've avoided using plagues up to this point, even though Zalth makes extensive use of them.
And my reasoning for keeping the ghouls was that their 'high' HP made the fight even. Zalth had 6 and two ghouls with 3 each, against two other players with 6 HP each. 12=12.
Again, my issue is with (potentially, granted, but still) restoring 60% of your HP with just a roll. That is a game-winning bonus right there. It still seems unfair to me, particularly since I was thinking one heal, not two or three.
I view DKs as more powerful as well, which is why I feel adding roll bonuses will get silly very quickly. And 'OP' as they are, that's not reflected by rolls. Particularly when Zalth (who I consider particularly strong) is beaten by a paladin (who was rather stingy on offensive light spells) and a, by her own admission, very novice shaman. Nothing is 'certain doom' in rollfights. If these were trust fights (which I absolutely refuse to do with so many people) I'd say portraying DKs as stronger would be more appropriate.
And stuff. I'm certain half of that is unintelligible or really terrible arguments, but I churned it out in about two minutes, because this 15 page essay isn't going to write itself!
Again, though, thanks for your thoughts.
If I recall correctly, there is/was an Unholy talent that removes that requirement. I take it mean that (as this is Warcraft) there's a corpse/remains of one buried deep enough or something that your Knight, specialized in this sort of thing, can drag it up to the surface instead of providing the corpse dust (which is all you need, not an actual corpse! The energy animates it into a ghoul). Don't have time to check on that talent, though.
We'll have to see. Perhaps we should (take zenethen's idea cough) make the ones raised by non-Unholy Knights have only 1/2 HP, as those ones are...bad, frankly. People sometimes forget that Unholy ghouls are pretty damn tough, way beyond the temporary ones Frost/Blood guys summon.
The thing with custom rules like that...it'll get to the point where we might as well be trust-fighting, which is a whole can of worms I don't want to deal with, heh. And I'm very very wary of making that kind of crit change, even justified by light vs. DKs. 30% buff is not a slight advantage, IMO. But anyway, once we get into that territory, someone'll be tossing the card of "well all my plagues add DoTs, so shouldn't you be taking extra damage every turn?" And it becomes quite a mess. We'll have to see, though. That's mainly why I've avoided using plagues up to this point, even though Zalth makes extensive use of them.
And my reasoning for keeping the ghouls was that their 'high' HP made the fight even. Zalth had 6 and two ghouls with 3 each, against two other players with 6 HP each. 12=12.
Again, my issue is with (potentially, granted, but still) restoring 60% of your HP with just a roll. That is a game-winning bonus right there. It still seems unfair to me, particularly since I was thinking one heal, not two or three.
I view DKs as more powerful as well, which is why I feel adding roll bonuses will get silly very quickly. And 'OP' as they are, that's not reflected by rolls. Particularly when Zalth (who I consider particularly strong) is beaten by a paladin (who was rather stingy on offensive light spells) and a, by her own admission, very novice shaman. Nothing is 'certain doom' in rollfights. If these were trust fights (which I absolutely refuse to do with so many people) I'd say portraying DKs as stronger would be more appropriate.
And stuff. I'm certain half of that is unintelligible or really terrible arguments, but I churned it out in about two minutes, because this 15 page essay isn't going to write itself!
Again, though, thanks for your thoughts.