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NecroSummonsMors.7816

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  1. I might agree that Foot in The Grave was strong at that time, but now with the even more insane amount of CC around, you could easily keep it split among necro specs and keep the breakstun and stab just on core and just gives the stab and another boon to reaper,scourge and harbinger. Also locking a class on the same 2 utilies for years just because you design it with no mobility on core doesn't strike me as a nice design. This is effectively reducing options on all builds, because outside of sword for mobility now, you would have to pick wurm and spectral walk at all cost if you want to have a decent chance to survive vs an enemy player with a brain xD I'm not complaining about necro mobility, we have it now, but clearly we lost an awesome GM trait, which I remind y'all warrior berserker gets on a minor trait, for a gm trait that is useless outside pve
  2. For me it didn't completely destroyed it, but it has made it very hard to use vs CC spammers. Also kinda funny that excuse for removing break stun on Foot in The Grave on shroud enter was that apparently "necro has to be light on stability" ( funny how somehow necro is the only class in game that has keep this "theme" while over the years other classes got to reduce their innate weakness better than necro example. engi tools rework for condi removal). Meanwhile berseker can have the same trait for breakstun but on a minor trait "Savage Instinct" (it costed necro a GM trait) and trade stability for a 2s 100% reduction damage(1s in pvp), not to mention if you take GM Eternal Champion you get stab too(btw 2stacks instead 1 like necro) and much more. Kinda makes you think about how balance works in this game
  3. They actually failed two times, the first try was when they halved necro corrupts on axe and scepter in 2020, then again with this changes from boon corrupt to removal. Now boon removal is useless, you remove boons just to see them coming up 1s later, at least with boon corruption enemies had at least to spend resources to clean condis. Now there's no drawback to spamming boons, and picking corrupt boon utility is not the answer because the spam of boons is so insane that it does nothing. And if boon corrupt was so effective to cause it to be nerfed, then it was a clear big tell that boon spamming was at insane levels. They basically killed boon corrupt proc condi reaper and other necro builds because it exposed the insanity of boon spam. I'll just add this, people started to realizing the insanity of boon spam when revenant was revealed with HoT, a passive boon farting machine with no effort to cast them. It was seen by many players from miles away that this was going to get bad balance at the end, and we're talking about 2015... And add this too, they tried to transform necro into another boon farting machine with harbinger instead of actually developing active defences for what by the shroud design was clearly a high risk high reward burst spec, given that shroud wasn't shielding the hp pool. This created the obscene build of cele harb which is disgusting to say the least.
  4. This is false, the leaps are under the shroud 2 leap range(600) and slightly over 450. Do not spread misinformation, they are not a 1000 range leaps at all
  5. The projectile change helped the sword massively, no more hovering ground projectiles but real ones free aimable projectiles. Auto attacks on discountinuous terrain work properly, heck you can even shoot projectile at the sky if you want. Sword's 3 leaps feels now very fluid to use, sword 5 projectile type is good and you can now shoot it on uneven/discontinuos ground. The instant fear on the 5 is also very usefull, to keep enemies at bay. I tested in wvw, where you can attack enemies on walls with staff you can generally do same with sword, unless you are in an unlucky spot where you would get "obstructed" (or out of range) with staff too. Same goes for attacking people from below Khylo tower ledges in pvp, and other clearly ranged attacks for example on jp spots or various spot at different height work well like attacking with real projectile. I can't comment on the coefficients yet, it needs more testing. I'm impressed, the fixes on sword functionality are actually good
  6. My guess is either because they haven't changed at all the type of projectile auto or because they haven't properly implemented it yet. I truly hope it's the latter. Because if it's the former, it is truly way too exploitable if you know how to do it. Classic examples are discountinuos terrain with a vertical component in pvp map and close to a bridge or wall fighting in wvw, not to mention episodes shown online by other people where players just jump the autos. In my feedback post about sword I pointed out that out of all the problems sword had the biggest resources should have been put on the change of autoattack projectile, simply because the rest was "easily" fixable with aftercast reduction, speeding up animation and number tweaking. Lets hope for the best, at worst we will have a cool axe 2.0 reflectable but with mobility lol
  7. Still probably dead, unless the life steal is very significant and i'm talking about 2-3k heal, with good healing power scaling. Signet of locust will heal a lot more which is not bad considering the 5 targets. The change to plague signet is good for pvp and wvw, so you can finally use it without getting killed by your allies conditions, but apparently this change also kills a pve strategy for raids, we can't have it all unless they split the change.
  8. I disagree on point 4, to me it seems they just speed up auto attack and remove after casts, but showed nothing about pathing issues or the fact that you can't attack enemies on different height levels on discontinous terrain. Furthermore from this quote "Like the change to thief’s axe, the autoattack chain projectiles will have their logic updated so they can hit targets on terrain more consistently." to me this is an indication, unless they will clearly prove otherwise, that the type of projectile was not change to one like a rifle or a bow which would allow to attack on discountinous terrain. So you effectively won't be able to attack enemies from below a wall just like you would with staff autoattack or for example in battle of khylo if you are below the tower you won't be able to attack someone on the wood ledge/structure around the tower. This will be highly exploitable from player, who will use jumping puzzle or discontinuos terrain to make a projectile weapon useless in such fighting conditions. I really hope they will prove me wrong, but I highly doubt it by the wording use "on TERRAIN more consistenly"
  9. After further testing on the autoattack capabilities it is clear that the necessity of projectiles to hover above ground is a very BIG problem. This prevents a necromancer from attacking for example in wvw an enemy on a tower (even i case where for example with staff you could autoattack right from below near the wall) or attacking anything that is not connected on the same flat floor surface. This behavior happens with skill 2 and skill 5 too. This is truly dishearting because it is something that can be tested in a very short time and I cannot believe you weren't aware of this. If you have limited resources please fix this above anything else, because it makes the auto attack and skill 2 and 5 unsable in those conditions. Just rework the projectile to behave like a real projectile not a hovering wave, because if it can be tollerable on 2 and 5 on autoattack it is horrible. And any competent pvp/wvw player will use this against you making the entire weapon useless. Also please take a look at skill 3 leaps it kinda seems there some delay/after cast that doesn't make it smooth enough. And on this skill flip skill should be avalaible right away for douple tap to get more distance. As i said before 450 range imo is short, at least make it 600 on flip skill so there some reward
  10. This is my feedback (PVP prospective: berserker amu-dragon hunter rune-Soul Reaping with Death perception-harbinger with implacable foe or reaper power traits): 1) Auto attack chain: dmg is decent enough. Big problem is that if u try to attack from a ledge, for example Battle of Khylo to down below on the ground, you cannot hit anything unless it's it's distant from right below the edge. Attack will all miss. This is a big problem. Need fixing i should be able to attack right below the edge of a ledge. Big sad that the auto is reflectable/blockable by anti projectile domes. It makes weapon useless vs classes that already necro has a hard time against. At least a couple of life force gain % on each auto should be added, idk maybe 1%-1%-3%? Also idk why even with quickness auto doesn't seem to get that much faster...maybe increase baseline projectile velocity 2) Ravenous Wave: I think the dmg is meh (2.7-3k no might stacks), and Satiate (2.6-3k no might stacks) never really seems to be so impactful 3) Path of Gluttony: 450 range seems short too me, for the rest i guess kinda ok sustain? 4)Hungering Maelstrom: takes way too long to cast, the flip skill does too little dmg 5)Devouring Visage: low dmg considering the cooldown, seems that to get the orb back you have to press the skill right away or u get no orb. Also really only fear on way back? No dmg at all? This skill should really be unblockable it has no impact otherwise, since it's reflectable and it seems to kind of be a cc ? Generally I'm liking the sword, theme seems good the auto seems to be nice cleave and not too obstructed by terrain, I only wish sword off-hand was more impactful. And in flip skills are lacking in strenght. I have to admit it fits well with reaper kit, but it lacks dmg Almost forgot: pls adjust the scaling with healing power on siphoning heal effects, because if I invest in healing more to heal more I should get some sort of significant return.
  11. "When Anet says one little old mobility skill will be given to necros...well then everybody loses their minds" Chill out, you don't know coefficients, you don't know life sacrifices for flip skills, you don't know leap range, you know nothing And to call reaper a super tank, it's kinda laughable considering there are specs like willbender, untamed and vindicator that can delete shroud in a couple of seconds
  12. No, it is not too much of an advantage considering the current meta and recent changes. If you try to use staff without that trait( Soul Marks) it sucks completely. Staff fear mark is already hard to use considering the amount of stability there's around and the massive nerf to corruptions, now add to that blocks on classes that can wreck a full shroud in matter of few seconds, you now see necessity of an unblockable interrupt like Reaper's mark(5). Also consider this: staff auto attack is horrible dmg and unreliable, mark of blood(2) is barely any dmg on condi builds, but it is true that chillblains(3) is a good skill and so is Putrid mark(4). If you removed unblockable trait you now would have only 2 out 5 useful skills on a weapon. Consider also that if you are on a power build, no mark (except 4) or autoattack is any good power dmg, so you use staff as utility weapon for 2 skills Putrid Mark 4 and fear mark 5, which if not unblockable would make staff useless. Staff needs a rework, it has been years and still is a utility weapon. Fixing staff is not that hard. First of all let me say this: aoe unblockable dmg skill is never a good idea, so I propose the following changes: - make fear mark unblockable baseline, all other marks lose unblockable, so staff keeps the crucial unblockable utility needed for necros to survive - each mark gets to keep the 3% life force gain - speed up autoattack projectile travel and adjust tracking - scale the dmg of the mark of blood better for power build and do the same for condi build only if u pick the new trait - delete Soul Marks trait, create a new one that completely shifts the auto attack from a power one to a condi one like scepter. 1 bleed stack per autoattack, with almost 0 power dmg so cele builds cannot get best of both worlds, and mark of blood gets no power component but a better condi version - adjust the animations to make it more visible which mark is being casted This changes if properly calibrated should make staff much better by forcing a choice between power or condi builds, while reducing unblockable aoe dmg and still maintain the utility of fear mark in this meta edit: errors and clarity
  13. Here are my thoughts on the necromancer changes, plus suggestions Well of Blood: Increased the base pulse healing from 280 to 496 in PvP and WvW. - Good change more healing on the well is a nice addition especially to pvp Life Transfer: This skill now also inflicts bleeding when striking an enemy. - Thank you, finally an addition to core skills. It will help making core shroud better for condition dmg. I really hope it will be 1 stack of bleed per pulse so that it actually makes sense Signet of Vampirism: Increased the base active healing from 4,950 to 5,750. Increased base active life-steal healing from 470 to 600. - The healing increase and active life steal heal are kinda good changes but the main problem is another, and it is that the range at which the passive life steal heal is way too small. Making the signet useless unless people are directly onto you. I'd propose instead of increasing active life steal, increase the active healing part and expand to at least 300 radius. And please improve the healing scaling on the passive heal if I invest healing power to get more heal I should see a result. Right now in pvp 500 healing power bumps up the healing from 195 to 211, seems ridicolously low. Plague Signet: Reduced the cooldown from 35 seconds to 25 seconds in PvP and WvW. Reduced the number of conditions transferred from 4 to 3 in PvP and WvW. - Trying to reduce the cooldown but nerfing the condition sent is not gonna make the signet more interesting. The reality is condition dmg packets can be so devastating that noone in their right mind would risk using the signet in pvp/wvw just to get tens of stack of bleed/torment or worse burning. It is just way too risky. And considering the amount of blocks, invuln and evades you wouldn't even be able to properly send em back before getting demolished by them. Wanna make it usefull? Keep cd at 35s, make it unblockable, nerf condi sent to 3 and it grants 1 stack of stab for 4s when you break stun. Well of Power: Reduced the cooldown from 40 seconds to 35 seconds in PvP and WvW. - Reducing cd is good, but still the main problem is that is a static condi clear that would make you stay stuck in one place, it ain't enough. If it kept the same cooldown but granted 1s 1 stack pulsing stab, it would be used. Terror: This trait has been moved to the grandmaster tier. Increased the base damage from 444 to 555, and increased the condition damage scaling from 0.4 to 0.55. - I guess we all take a leap of faith on this one change. The fear dmg increase is nice as the scaling too. Right now terror builds are bad because as a changes you decided to gut all meaningful corrupts and, as you failed the first time you nerfed corrupts (years ago) with the promise of reducing boon spam, this time too you did nothing about boon spam, so right now ppl are running with way too much stab and resistance to make fear build meaningful. I get fear build can be annoying but to make em work you need to corrupt stab, so the swap it's actually nice considering you can now take path of corruption. Please make fear do dmg is there's resistance that would be a great fix. Parasitic Contagion: This trait has been moved to the master tier. - I guess this in pve makes you decide if you want more dmg with master of corruption or sustain with this trait. It's meh as result, but it's the price of fixing terror builds Master of Corruption: This trait now applies vulnerability instead of blindness when using Consume Conditions.- Finally no blind, thank you! Soul Comprehension: This trait now also grants life force upon entering a shroud form based on the number of active Death's Carapace stacks. It seems a really nice change, but this all play on the numbers to be balanced and not goes into op. Seems 0.5% could be good for a 15% shroud. Idk about balancing it for harbinger and scourge, imo it will require a split from core and reaper Deadly Strength: This trait now also grants condition damage per stack of Death's Carapace.- Very good change for core and reaper, might need split for harbinger especially in wvw. We don't need stronger cele harbingers Reaper Augury of Death: Increased the base life-steal damage from 138 to 172. Increased the life-steal power coefficient from 0.01 to 0.0125. Increased the base life-steal healing from 125 to 156. Increased the life-steal healing coefficient from 0.02 to 0.025.- Still irrelevant in terms of healing, there's no way one would pick this trait over Chilling Nova or Relentless Pursuit and they're both "meh" traits. Blighter's Boon: This trait now always heals and grants life force regardless of whether the necromancer is in a shroud form. Reduced the base healing from 197 to 85.- It's a nice try but I honestly don't know how someone would justify taking this over Deathly Chill and Reaper Onslaught. Sure you can try a tanky build by boon spamming with spite and death magic but idk about the real power. I honestly can't predict it, it needs testing. Scourge Feed from Corruption: Reduced the base barrier from 1,000 to 750 and the healing coefficient from 0.5 to 0.25 in PvP only.- I dont like see barrier nerfed on scourge because on a spec with already 0 defences like block,evades and invuln it makes it a sitting duck, but truth to be told barrier spam was a bit overtuned. I wouldn't have gone for the double nerf in both base and scaling. I would have gone just for base. Demonic Lore: Reduced the torment damage bonus from 33% to 20% in PvP only. - Not a fan of scourge vominting aoe condis, it's a significant nerf, we'll see the effects. Harbinger Elixir of Bliss: Reduced the cooldown from 32 seconds to 25 seconds in PvP and WvW. - Nice cd reduction, makes it a bit better. There are things that you did not address at all, which truly need work 1) dagger off hand: Enfeebling Blood: since corruption removal it sucks, the dmg is way too low and it takes forever to land. I would had more dmg with torment or bleed stacks. 2) Greatsword: It was barely usable in pvp when the game was at HoT times and way slower, now it is useless in pvp. Auto attack way too slow, gravedigger too I wouldn't mind to trade a bit of dmg for a cast time reduction. Grasping darkness still fails if there's a little bump in the terrain or if the claws are too close to a wall. The pull is way to evadable, I've seen enemies walk out of it easily. Speed it up and fix terrain/walls interaction, this last 2 are broken since HoT(cmon). 3) Dagger main hand: A melee weapon without a pull, a leap or a teleport it's pointless in pvp. Great work on dagger 2 Life siphon, but 3 should have been reworked to a 600 units leap/teleport. Blood magic Overflowing Thrist should still grant the 1%lf but also should be the place to put the additional skill swap (just like Lingering Curse does with Devouring Darkness). Imo Overflowing Thrist should grant a new dagger 3 skill: "Vampiric Leap" 600 leap , 2/3 of the current dmg, 10% lf gain, inflicts immo and weak bleed to make Life Siphon do more dmg and heal just like before. 4) Focus: Soul Grasp: still sucks. It has a lazy design graphically, and considering the amount of projectile block around it ain't even that easy to leand when needed. And when it land it does nothing usefull except a bit of lf and vuln. It should do way more. When it had the old version at least you could get some dmg out of it. Right now it doesn't heal good or dmg. Put some serious dmg or heal onto it. It just should either life steal well or at dmg significatly(in this case make the animation more obvious, it still a recycled staff auto animation). Spinal Shivers: make the animation better, people cannot see it. It does devastating dmg when it gets u full boon, so it should have a fat nice tell graphically. Idk make the hand of necro glow bright green or a mesmer like gs laser from necro to enemy. 5) War Horn: Locust Swarm: you reworked this skill then removed the good effects from Banshee Wail trait which made it useful for healing allies. Since it's clear the old version with direct dmg that could crit was not good, and neither is the one that when traited heals allies good. I'd say the life steal heal is insignificant, with 500 healing power in pvp is roughly 1k heal, it will really not sustain a necro at all. I'd say change the skill into this: remove life steal dmg and heal, keep switfness and make the skill pulse 1s protection for 5s and grant a personal boon like Soulbeast Dolyak Stance (-33%dmg direct and condi). So it is finally a decent defensive skill. Increase cd to 35s and rework Banshee Wail into something usefull. 6) Blood Magic Mark of Evasion: Remove mark of evasion from blood magic. It's like shooting yourself in a foot when you fight any competent spellbreaker. They will force you to dodge just to proc Full Counter against your will using your mark. I should not have to decide to dodge and shoot myself in the foot or stand still and take cc and dmg. Please at least change it to something like mark of blood grants increased regen or similar. Unholy Martyr: if it has to just consume 2 conditions in pvp for a miserable 6% from GM trait (which imo is ridicolously low) at least reduce the condition transferred to you down to 2. I should not pick a GM trait just to get punished on entering shroud. 7) Death Magic Unholy Sanctuary: this trait is toxic by design, everybody hated it in pvp and now after nerfs it just sucks. Please bring back the old Foot in The Grave trait from Soul Reaping and place it here. It would help core necros build immensely while providing a good alternative to Corrupter's Fervor. 8 )Staff Staff autoattack is horrible. It does no power dmg and it takes ages to land. Improve projectile speed and bump the dmg to at least axe auto dmg level. Marks when you invest heavily into power should do more power dmg, especially Mark of Blood. Mark of Blood does half of the dmg of an axe auto which on berseker amu is around 500 ish dmg. It is way too low for a skill on 4.75s cd. Edit: correction of errors and text format Edit2: addition of staff suggestions
  14. Hey Casual Pvp player here, I would like to have fun in pvp matches you know, the reason I play the game. But here is the thing, if I'm doing placements matches and I have to face a double duo, one of which has a top ten leaderboard player ( the one marked with the red dot) where is the fun in that? I know the rating oscillates a lot during placements but I'm barely a casual p1 why do I have to fight a guy which I know reading the leaderboard is rated 250 more than me? My skill is not even close to that level of play, nor do I care to reach it, and frankly I do not know why this match was even proposed to me during my placement matches (this was my sixth match). I'm out https://imgur.com/a/vkE8r4n
  15. When you changed torment you clearly didn't even consider this would completely destroy the synergy of necromancer and fear with it. Torment was the perfect condition for a class that need to keep its enemies far away or at least punish them for moving closer. If this change is a nice buff for pve, it completely destroys the synergy of the necromancer in pvp/wvw. What this change does is killing the best combo possible, which was stack torment on your foe then fear it for increased damage. This will now be stack torment on your foe, it won't get punished for moving toward you and not only that, if you fear it and the enemy was standing still, now you'll lose damage too. How many ways has a condition core necromancer to keep an enemy standing still? None Tainted shackles with this change is useless, since the enemies will now be even more encouraged to get out of the tether since torment does less damage if you move, negating even the small immobilize it had. Scourge has access to 1 knockdown each 25s, which is laughable considering the rest of the time enemy will be free to roam with torment on themselves without getting punished. This change will heavily nerf condition condi core necro in pvp/wvw, leaving it as a pathetic bleed/poison dmg dealer, not to mention now scourge, which basically is all about torment, gets its dmg nerfed too. Either find a way to restore the true competitive synergy beetween torment/fear and necromancer, or the scenario is the one I mention above, a butchered result in favor of pve buff, which could have been implented just by increasing stacks/duration just in pve. Comments on the changes proposed. Axe Ghastly Claws: This skill now requires a target to activate. (ok) Lich Form Deathly Claws: This skill is no longer fires projectiles at enemies located behind the player. (just rework transformations once and for all please) Curses Barbed Precision: Increased duration of bleeding inflicted from 2 seconds to 3 seconds in PvE only. (i guess pve wise, it's ok) Insidious Disruption: Increased duration of torment from 3 seconds to 5 seconds. (this trait was weak before 2 seconds more does nothing especially for pvp, plague sending is just better anyway) Blood Magic Mark of Evasion: This trait no longer has an internal cooldown. (please remove this trait, it's horrendous game design skill on dodge should exist. this skill is very problematic vs every profession with a counter, especially warrior, if they know how to exploit it. At some you'll have to dodge leaving a mark against your will and the spellbreaker will walk over it triggering full counter against your will. So this skill in the end will cause you harm instead of helping. Try fighting as blood necro against spellbreaker who know how to use this against you, it's obscene) Blood Bond: Reduced internal cooldown from 20 seconds to 16 seconds. (decent change) Blood Bank: In addition to its previous effects, this trait now grants barrier for health gained while below full health at a 15% rate. (this trait was problematic in pvp before, now you double down again. from a pve point of view it might be fine, but in competitve we'll see even more tanky scourges) Soul Reaping Soul Barbs: This trait now increases all damage dealt, not only strike damage. (very good change) Reaper Infusing Terror: This skill can now be used in midair so that it better functions with Death's Charge. (finally, it was about time. thank you)
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