Necromancy is useless, this is BS

Post » Thu Dec 15, 2011 5:39 pm

Considering that zombies disappear when one changes zones frequently in dungeons and buildings, I thought necromancy would at LEAST be cool during Defend Whiterun quest.

But no, it's useless here as well, corpses disappear before you can raise a single zombie.


FFS.



As much as I wanted to use Conjuring (Necromancy line), it's so stupidly implemented that it's not worth bothering. I say stupidly because I don't think developers play as necromancers at all. In todays games (especially MMO's) it is so easily seen what developers play and what they don't. In a previous game I played (quasi MMO), it was so evidently obvious that developers only played internal builds - because live version lacked basic functionality in many ways, and developers of course didn't know that since they didn't like their game enough to actually play it (aside of business-only internal version).
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no_excuse
 
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Post » Thu Dec 15, 2011 7:05 pm

Give it some times, hopefully they will fix it and if not, mods will be around someday.
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Mrs Pooh
 
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Post » Thu Dec 15, 2011 3:00 pm

Why do you have to ruin the good point you make with an MMO comparison? :spotted owl:
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Klaire
 
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Post » Thu Dec 15, 2011 8:30 pm

I want to play as a necromancer and i want a necromancer faction i could join.
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Sian Ennis
 
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Post » Thu Dec 15, 2011 11:41 pm

master level conjuration spell... 'nuff said.
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danni Marchant
 
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Post » Thu Dec 15, 2011 11:39 pm

You have yet to experience the glories of lvl 100 conjuration. Reserve your judgement mortal
D:<
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Abel Vazquez
 
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Post » Thu Dec 15, 2011 8:08 pm

Considering that zombies disappear when one changes zones frequently in dungeons and buildings, I thought necromancy would at LEAST be cool during Defend Whiterun quest.

But no, it's useless here as well, corpses disappear before you can raise a single zombie.


Yes... if you hadn't noticed in the other "mass combat" quests (there were some before this, right?), to keep the piles of bodies from 1) bogging down the game, and 2) giving lots of loot, most of them tend to fade quickly.
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jodie
 
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Post » Thu Dec 15, 2011 11:55 am

master level conjuration spell... 'nuff said.

Indeed. There's a permanent resurrection option. It stays until your zombie dies, not when you change an area.
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kelly thomson
 
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Post » Fri Dec 16, 2011 1:21 am

OP is correct. You should not need to get to level 100 for a skill to be useful.

Why can't we have perma versions of all the normal spells? Why can't Twin Souls be leveled so you can have two of a lower level zombie or one of a higher level one? Why is there only one perk that boosts your zombie strength?

That said, dual casting really makes them more viable. Even with conjuration 50, you can get some high leveled draugr, which help immensely with handling the normal spawn while you deal with the more powerful enemies yourself.
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Reven Lord
 
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Post » Thu Dec 15, 2011 4:53 pm

Yes... if you hadn't noticed in the other "mass combat" quests (there were some before this, right?) to keep the piles of bodies from 1) bogging down the game, and 2) giving lots of loot, most of them tend to fade quickly.


1. That's BS because I assumed the game might have been coded in such a way that there's a limit of corpses on the ground, and to avoid bogging down the oldest corpses disappear and are "overwritten". That's not the case here; I have not seen any other dead body, and when I saw the first one I jumped on it right away and it still dissappeared instantly. It's just bad programming, nothing to do with CPU/RAM bogging.

2. Lots of loot? What? I clicked on one of the stormcloaks super-fast before he disappeared. The loot was standard trash. Not even worth wasting time on it. That includes the general. Loot cannot be a reason because the entire economic system in the game is completely broken. As long as Merchant has money I can sell him home-made potions until his gold hits zero. Merchant gold-limit is the only thing preventing me from being a billionaire, 99,9% of loot isn't even worth picking, which makes this game rather unique.


You have yet to experience the glories of lvl 100 conjuration. Reserve your judgement mortal
D:<


1. I heard lvl100 zombies die fast in Masters, I don't think I'm missing much.

2. Not everyone wants a permanent zombie following him around everywhere and ruining RP. I don't even use a follower, it breaks immersion more often than not.
But I wanted to have a bit of fun raising the dead in an area where they won't disappear by the time I find the new enemy.
And even if I had permanent zombie and he died during the quest (and he would, fast, because he'd get in the crowd), I wouldn't be able to raise a new one. BS.

Why do you have to ruin the good point you make with an MMO comparison? :spotted owl:


I don't see what makes Skyrim superior to every MMO. Guild Wars is quasi-MMO and far, far superior to Skyrim. MMO is a game like any other, can be good or bad. The quasi-MMO I was talking about was AoEO.

Give it some times, hopefully they will fix it and if not, mods will be around someday.


Like when? I am already stuck on one side quest which is glitched (Riften Sapphire), and I am stuck on a *main storyline* quest - which is also glitched. I cannot get Cornered Rat quest at all. Some used console to get past it and then later complained their game is permanently messed up. No thanks.

I am very tolerant when it comes to small bugs, I know it's difficult to erradicate all of them. But AoEO had non-functional chat, which is a disaster for a game that pretends to be a MMO, and Skyrim has non-functional main storyline (for start).



I don't know, I suppose I'm not the target audience for this game. I love balance before roleplaying, and I love functionality before pretty graphics. This game has horrible balance, with many perks being completely useless, and I am playing on masters, no points in smithing or enchanting, I spread out my perks as much as possible, including pickpocketing, including putting points in both light and heavy armor (!) just for diversity, etc etc, and the first time my character died was when I was spamming conjure spell during this Whiterun Battle, running next to groups of stormcloaks babysitting those who are about to die, and then among the frustration I wasn't focused enough and got hammered down because I accidentally pressed console hotkey instead of tab.

This game is supposed be "open world" RPG but go to bug compilation thread in this forum and you'll see what happens when you play as if it was open world - quests get bugged because you met some NPCs before you were supposed to.
Also, I don't have a feeling I influence anything here. I want to help/join Forsworn - I can't, they are "bandits". I want to erradicate Thieves Guild, I can't, they are essential. I don't want to participate in the dragonborn egomania charade.. tough luck, I have to.

And so on and so on.
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Nick Tyler
 
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Post » Thu Dec 15, 2011 11:38 pm

Oh yeah. Defend Whiterun. Tried that yesterday on a general andhe vanished.

<_<
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BRAD MONTGOMERY
 
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Post » Thu Dec 15, 2011 10:54 pm

It's because they don't want another Potema
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JERMAINE VIDAURRI
 
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Post » Thu Dec 15, 2011 10:41 am

Zombies are useful, even before 100 conjuration, with Dual Casting/Necromancy you can keep zombies around for 4 minutes.

Not to mention zombies keep all their skills. So zombie mages are still mages, warriors are still warriors, and yes, zombie necromancers/conjurers are still necromancers/conjurers and can summon up more zombies/atronachs for you.
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Claire Vaux
 
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Post » Thu Dec 15, 2011 4:20 pm

It would be fun to see if you could make a chaining necromancer summon. Like, spawn 50 dead necromancers, raise two of them, and then spawn an enemy...
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katie TWAVA
 
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Post » Thu Dec 15, 2011 8:58 pm

I'm finding plenty of use for necromancy personally.
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Chloe Mayo
 
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Post » Thu Dec 15, 2011 5:33 pm

I'm finding plenty of use for necromancy personally.


Well can you explain, what kind of character you play, is it Master difficulty (if not don't bother), how many of them did you summon in Battle for Whiterun and how useful are your zombies when you enter the keep or new area in a dungeon (at which point they disappear)? How useful they are when you're going through narrow corridors as they trail behind you, and how useful are they when you're going through new area and are carefully doing step by setp because you don't have immortal imbalanced character but can actually die.
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Sarah Edmunds
 
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Post » Thu Dec 15, 2011 5:47 pm

Skyrim is not an MMO so calm the f%^&* down
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Benjamin Holz
 
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Post » Thu Dec 15, 2011 6:45 pm

Regardless of whether it is an MMO or not, balance is still an important issue. Not with other players, but between different playstyles. You should not be forced to play a certain way to do something integral to the game; IE, the main quest should be finishable as a thief, a mage, or a warrior, or any combo of the three. Thieves guild should obviously require thief abilities, however, Companions require combat abilities, et-cet.
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Ridhwan Hemsome
 
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Post » Thu Dec 15, 2011 12:49 pm

Corpses disappearing instantly is a known bug on some systems and is looking to be fixed for those who experience it, which is certainly not everyone. Corpses in my game usually hang around for a day or so and dont disappear untill I leave the dungeon and stay away for a good day then come back, any sooner then that and the smell is just horrible.

As for necromancy, I think it works fine. I am disappointed that you cannot use Dead Thrall on Deathlords or ones just below them on the level list but admittedly it would be far too powerful.
Necromancy is certainly not about raising a zombie and having it obliterate everything in a dungeon you have to form strategies around your undead minions, use them as meat shields and distractions.
If you have to overtake a room that has 4 bad guys or good guys depending on your point of view and personal preference to being good or evil... I usually send their outside guard in first as a fresh zombie to cause some panic and while they are all rushing at the freshly risen corpse of their friend I will slip in and paralyze a warrior and ice spike another caster in the back, then if my zombie has died, raise that caster so they can cast spells at their friends. Necromancy is an art form of terror, not a one shot means of complete obliteration, even the Camorean Usurper understood that. a small zombie army kills bandit groups to make more zombies, a larger zombie army kills smaller armies to make a bigger zombie army before you attack a whole nation with a massive zombie army. If necromancy was easy, everyone would be a lich unliving for eternity surrounded by their dead thrall slaves, plotting ways to gain more power. Level 100 is like when you finally understand how to keep a zombie self sufficent so it doesn't fall apart shortly after, I only ever use it on heavly armored Orc berserkers that have a lot of hps, because they were born for war. heck you can even drop a nice ebony battle axe next to them and hope they pick it up... If you want some instant gratification from conjurating, summon two Dremora Lords, they will curd stop almost anything unless they are outnumbered like 5 to 1, and they still might win. So there isn't anything wrong with necromancy as you describe it, the lack of corpses is just a semi-common bug with the game some people are experiencing, dont need to bash the entire study of necromancy over it.
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Kit Marsden
 
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Post » Thu Dec 15, 2011 9:47 am

Skyrim is not an MMO so calm the f%^&* down


Skyrim is not an apple as well. It's also not a kitchen knife nor an ancient Greek city-state. What Skyrim is not you can discuss with someone who is interested in such mentally challenging discussion. This thread has nothing to do with Skyrim genre classification.


Corpses disappearing instantly is a known bug on some systems


No no, it's just Battle for Whiterun, and I assume it will be present in subsequent massive battles as well. In dungeons and on quests corpses stay around even longer than I'd want, but there it doesn't matter as I stopped bothering with necromancy in dungeons, since zombies disappear when entering door. In the open, zombies can't keep up with my lizard style and fall behind, so they're almost equally useless. As I don't use followers most of the time, raising zombies mid-battle is neither fun for me not that effective (raising atronachs is another matter as you don't have to aim precisely for the corpse).

So there isn't anything wrong with necromancy as you describe it


I would really like to see someone playing on Masters with necromancy, and not just lvl100 but all the way there. I can't be the only one having problems with AI, zombies dying before you reach the next enemies, zombies blocking you in corridors, zombies not passing through door/levels, zombies running around headless looking for a weapon in the middle of battle. And zombies actually doing something on Masters. Are your zombies on Masters? Everyone avoids the question. :)

I don't know how it is at lvl100, but before lvl100 I don't know how someone can say summoning and necromancy are balanced. Atronachs can be summoned at appropriate moments, don't require corpses, etc etc. Even that beginner wolf-summon spell, whatever the name is, is 10x more useful than raise zombie (both novice). I am not talking about raw numbers here. I am talking about usefulness per hour of gaming time, on average.
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Rebecca Clare Smith
 
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Post » Fri Dec 16, 2011 1:04 am


As much as I wanted to use Conjuring (Necromancy line), it's so stupidly implemented that it's not worth bothering. I say stupidly because I don't think developers play as necromancers at all. In todays games (especially MMO's) it is so easily seen what developers play and what they don't. In a previous game I played (quasi MMO),

Except..Skyrim isn't a got damn MMO.
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Jessica Stokes
 
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Post » Fri Dec 16, 2011 12:00 am

Dead thrall is really useful
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Project
 
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Post » Thu Dec 15, 2011 10:12 am

Except..Skyrim isn't a got damn MMO.


Doesn't matter, he was saying that the devs didn't play as necromancers enough, which has nothing to do with whether it's an MMO or not.


Balance between different players isn't important. Balance between different classes is important.
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jason worrell
 
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Post » Thu Dec 15, 2011 11:49 am

It's because they don't want another Potema

Potema wasn't a nechromancer.
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Sheila Esmailka
 
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Post » Thu Dec 15, 2011 12:42 pm

Yeah, she was. Read the whole story, it happens near the end :tongue:
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Racheal Robertson
 
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