corpse dragging

Can you make the range just a bit more? You have to literally stand on top of a corpse in order to drag it :(
 
Friggin sploiters :mad: On the other hand, If Necro's Summon Corpse works, that would rule and make Necro's a more sought after and friendly to group and raid with class. ;)
 
I think the entire idea of the change was to force people to deal with the content in between the safe areas and the bit where the phat lewtz drop. Any spells that allow the same mechanic are sure to be scrutinized along the same principles.
 
I think the entire idea of the change was to force people to deal with the content in between the safe areas and the bit where the phat lewtz drop. Any spells that allow the same mechanic are sure to be scrutinized along the same principles

Ya, there will still be some sploiters with that too, everyone cannot always be legit when playing a game, just the way people are. I think most folks though, will use the Necro for this in their group after having wiped tackling the content on the way to the phat lewtz or wherever they are headed. Plus, Necros are often the only ones left alive after having tackled difficult content, should be nothing wrong with their being able to summon the Cleric's corpse to a safe spot for the Necro rez so the Cleric can rez everyone else after. Unfortunately, there always has to be those rare few that have to rain on everyone's parade. EDIT:[I was exhausted when I wrote this, looking back at it now, the Necro doesn't even need summon corpse, he/she can just rez the Cleric at the death site(if they have their rez and a ruby, that is) and then just have the Cleric rez all the others, I guess it depends on the situation folks die in and if the Necro is in a spot where rezzing the Cleric would be safe to do.]
None the less, Necro Summon Corpse spell was intended to summon corpses and if the Nec earned and payed for that spell, they should be able to use it, or it should be changed to something else, or maybe have a component that is necessary in order to use the spell, either one. I never played a Necro on Live, so I'm not sure if they needed components in order to summon corpses or not. I was always the Cleric standing around waiting to rez while the Necro got the corpse. But I do recall our Necro in my Live guild coming in very handy when folks fell in the lava in Sol, haha.
 
chelkey said:
I never played a Necro on Live, so I'm not sure if they needed components in order to summon corpses or not. I was always the Cleric standing around waiting to rez while the Necro got the corpse. But I do recall our Necro in my Live guild coming in very handy when folks fell in the lava in Sol, haha.

Necros on live needed coffins to summon corpses. The coffins were consumed in the casting.

If I remember correctly (and it's been a very long time), the lower level summons which they got in the 40s took a large coffin, which was a non-stackable container, and cost ~110pp each. The higher level summons which they got in the 50s or 60s took a small coffin, which was a stackable non-container and cost ~80pp each.

It wasn't something you really wanted to use on a regular basis unless it was really necessary (before the PP explosion anyway).
 
(I am not high enough yet on my necro here, but have a L65 on live)

Necro summon corpse at least on live required the live body to be targetable and in range by the necro, so would be hard to bypass content using that one. Combo CotH and Summon Corpse works though, but then might as well CotH directly.
 
on live, if the necro is in group he can target out the other player even if he is'nt around by clicking on the name in group windows as long as that other player is in the same zone, since CoH is disabled in the zone, this is how we used to bridge up peoples in plane of sky that did'nt had the key for next island, kill the person in duel, have mage in nexus port the person back in PoSky the necro summon corpse+rez from cleric. Cost a bit of PP but what is 80-100 PP when the economy run into tens of thousands of PPs.
 
Just as a thought what about extending corpse summoning range in outdoor zones? A prime example of where this really hurts people is in WW. It's a dangerouns zone for the mid levels, and the port in spot is often camped by various mobs. There is no safe spot there to rez, and it wouldn't be skipping content to rez in elsewhere in cases like that. It would just save a long trip for a cleric in DN or prepping for a WW dragon every time a squishy wiz wasn't on his toes when he zoned in, or someone was AFK for a moment.
 
Hasrett said:
Just as a thought what about extending corpse summoning range in outdoor zones? A prime example of where this really hurts people is in WW. It's a dangerouns zone for the mid levels, and the port in spot is often camped by various mobs. There is no safe spot there to rez, and it wouldn't be skipping content to rez in elsewhere in cases like that. It would just save a long trip for a cleric in DN or prepping for a WW dragon every time a squishy wiz wasn't on his toes when he zoned in, or someone was AFK for a moment.

That happend to me once! Damn rhinos....

I can't agree more on the fact that this new range thing is bad for the legit/majority guys. It's already affected me twice - once it was a real pain and made rezzing not an option (that's bad!). The other time it just slowed us down more.
 
Would it be possible to allow corpses to be dragged to safe spot (evac spot) in zone, regardless of distance? this at least would allow folks to be rezzed safely after a wipe wihtout being able to exploit it.

The other day our necro died in darkwoods in the middle of the zone and we couldnt rez her because there were a dozen mobs roaming around her corpse.
 
Should be able to chain corpse to char (Drag in reality) , with a increase aggro modifier to the person who its chained to.


Ill agree 100% the range is WAY to low in most occasions.
 
Yeah, it really is a huge inconvenience in a lot of ways. If you're pulling to a convenient LOS-blocking corner, your puller can easily die way out of dragging range, meaning you have to run a cleric all over the place to rez. If you lose a group member in some far out of the way zone and you evac, you can't pull the body to the zonein to rez; you have to get that group member way the hell back out to the zone (Misery, for instance, is a pain in the ass to run to when you're entire group including a rezzer are there).

Would it be possible to disable it in just certain zones? (Prison)
 
I think high-end zones were the reason to do this. I don't think they get mad at people bypassing content in Centaur Hills -_-.

What I think wouldn't be a problem is dragging to zone in as Aarielly said. Giving Necros a infinite range summon corpse won't stop the exploit, even if it needs a Diamond as a reagent.
 
I'm not too familiar with raiding here but was on live. Almost all of SoD is better then live except these recent changes. These coh and corpse dragging changes are lame. Really all these changes amount to is more grinding of boring content. You always have to fight through the same boring entrance mobs, if you wipe you can't drag corpses to a safe spot so back to the same old boring entrance mobs. If someone comes late to the raid they are SOL. So what if you fight through an area and leave a mage camped in a safe spot and come back and kill the named without killing 50 massive hp time sink mobs? More fun for the players. If there are particular spots you don't want to be bypassed arrange the zone in such a manner that they can't be bypassed instead of making changes that adversly affect the othe 90% of the players.
 
I wouldn't mind at all if it worked as intended. There are areas in the geography where the server thinks you're too far from the corpse, even though you're right on top of it. Bridges are the main culprit.
 
aarielly said:
Would it be possible to allow corpses to be dragged to safe spot (evac spot) in zone, regardless of distance? this at least would allow folks to be rezzed safely after a wipe wihtout being able to exploit it.

This is a cool idea. Another alternative: different drag limits in different zones, so that raid zones might have a short drag distance but most other zones could have a very large or unlimited one.
 
outdoor zones

I agree that outdoor zones with wandering mobs would be better off without this. I had an interesting night the other night attempting to Rez members of my Huntfang raid. . . we dropped the mob, but because of all the wandering mobs some members' corpses were in an awkward spot to rez - I couldn't drag them far at alll, which meant mutliple deaths all around :(

(Granted. . .had those group members BOUND in N Badlands to start with we would have been fine :p)
 
Back
Top Bottom