Necromancer. Dark Path. Redesing.

Necromancer. Dark Path. Redesing.

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Posted by: tuman.6593

tuman.6593

The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?

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Posted by: Sarrs.4831

Sarrs.4831

I don’t have a problem with Dark Path. Maybe make the projectile move faster, or ‘die’ at a greater distance, because it’s practically unusable at 900 range.

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Posted by: tuman.6593

tuman.6593

I don’t have a problem with Dark Path. Maybe make the projectile move faster, or ‘die’ at a greater distance, because it’s practically unusable at 900 range.

I am not talking about problem with using, but about making it nontarget to use it like escape ability.

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Posted by: Brujeria.7536

Brujeria.7536

It should not be a free target teleport. This wouldnt fit the necromancer theme.

It should work reliable. Tracking range should be increased to 2400 ( not cast range) or the projectile should fly and track the target for as long as you remain within 1200 range of your target. At the current state its not very usefull on long range when your target is running, which is one of the main situations you use this skill

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Posted by: tuman.6593

tuman.6593

This wouldnt fit the necromancer theme.

Why not?

It should work reliable. Tracking range should be increased to 2400 ( not cast range) or the projectile should fly and track the target for as long as you remain within 1200 range of your target. At the current state its not very usefull on long range when your target is running, which is one of the main situations you use this skill

And the second situation is conferting boons with Path of Corruption trait.

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Posted by: Bhawb.7408

Bhawb.7408

The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?

Too strong. A 15s 900 range targeted teleport with an unblockable few bleed stacks and chill is crazy (note that elementalists with an actual utility skill have double the CD on a skill that does nothing but teleport).

It just needs to be more reliable on running targets.

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Posted by: tuman.6593

tuman.6593

The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?

Too strong. A 15s 900 range targeted teleport with an unblockable few bleed stacks and chill is crazy (note that elementalists with an actual utility skill have double the CD on a skill that does nothing but teleport).

It just needs to be more reliable on running targets.

(edited by tuman.6593)

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Posted by: Brujeria.7536

Brujeria.7536

This wouldnt fit the necromancer theme.

Why not?

It should work reliable. Tracking range should be increased to 2400 ( not cast range) or the projectile should fly and track the target for as long as you remain within 1200 range of your target. At the current state its not very usefull on long range when your target is running, which is one of the main situations you use this skill

And the second situation is conferting boons with Path of Corruption trait.

Necromancers should not have such strong mobility according to the profession vision of anet.

The second situation could be a lot, converting key boons, applying pressure with the bleeds and the chill, getting to a different position during small scale stationary fights, using the chill to screw up rotations for eles..

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Posted by: tuman.6593

tuman.6593

Necromancers should not have such strong mobility according to the profession vision of anet.

Sad… btw whats the key points of their vision?

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Posted by: Carlos.7915

Carlos.7915

I think it should be something like ``teleport you to your target within 1200 range`` it would not make us able to escape from fights but would improve our chase abilities, our class philosophy is that we `` should be the dude you CANNOT get away from`` after all.

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Posted by: CratZ.6270

CratZ.6270

Having done an arah run and fighting lupicus recently, it occurred to me. You know that shadow step attack thingy he does? That is how Dark path should work sort of.

- Retains a decent dodgeable animation
- Require a target
- Do the teleporting even if target goes out of range or dodges.
- Do NOT apply bleeds, chill and boon corrupt if dodged.

Suddenly necro is a class one does not simply run away from (unless stealthed).

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Posted by: Terrahero.9358

Terrahero.9358

Necromancers should not have such strong mobility according to the profession vision of anet.

Sad… btw whats the key points of their vision?

Something about it being very difficult to run away from a necro.

I laughed too.

But seriously, Dark Path shouldnt be some instant teleport, that would be a massive buff. But making it more reliable then it is would be great.
Kind of a problem i find in a lot of Necro abilities, the long cast times, long animations, slow projectiles. It makes quite a few abilities and weapons very easy to evade.

Dark Path is simply one example of this, 3/4sec cast time makes it not exactly the fastest to activate. Toss in the rather slow projectile and it fizzles quite often. But, again, kind of a general necro problem if you ask me.

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Posted by: Roe.3679

Roe.3679

If you make it a blink they’ll have to increase the cooldown, and then we lose some valuable utility and damage.

I’d rather they upped the projectile speed a bit, it would be nice and not an OP change. But this isn’t a good idea to me.

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Posted by: Tim.6450

Tim.6450

I would prefer a higher projectile speed and instead of the necro teleporting to the target ,the target teleports to the necro.

EverythingOP

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Posted by: Sarrs.4831

Sarrs.4831

Necromancers should not have such strong mobility according to the profession vision of anet.

Sad… btw whats the key points of their vision?

- Attrition- You’re supposed to wear down your opponent, and they are supposed to get weaker as the fight progresses while you retain your strength and get stronger.
- “Impossible to get away from”- Starting a fight with a Necro is supposed to be a very difficult decision to unmake.

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Posted by: Muchacho.2390

Muchacho.2390

Having done an arah run and fighting lupicus recently, it occurred to me. You know that shadow step attack thingy he does? That is how Dark path should work sort of.

- Retains a decent dodgeable animation
- Require a target
- Do the teleporting even if target goes out of range or dodges.
- Do NOT apply bleeds, chill and boon corrupt if dodged.

Suddenly necro is a class one does not simply run away from (unless stealthed).

This should happen imo…

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Posted by: Malcastus.6240

Malcastus.6240

The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?

Too strong. A 15s 900 range targeted teleport with an unblockable few bleed stacks and chill is crazy (note that elementalists with an actual utility skill have double the CD on a skill that does nothing but teleport).

It just needs to be more reliable on running targets.

LIghtning Flash deals a decent chunk of damage on top, if used aggressively. As a berserker you can do around 3k damage against squishy targets in SPvP.

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Posted by: Bhawb.7408

Bhawb.7408

Oh ya, just noticed that. Wasn’t used to using it in combat.

Still, Dark Path is already very strong for a 15s CD skill, its unreliability is the only thing that bars it from arguably being a tiny bit too strong for its CD. Making it untargeted or directly buffing it in any way is going to smash its CD.

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Posted by: alamore.1974

alamore.1974

Necromancers should not have such strong mobility according to the profession vision of anet.

Sad… btw whats the key points of their vision?

I believe. There vision goes something like this

Necro ‘omg!! Im bouncing around like a ping pong ball.. and all i Can do is sit here and face tank everything’

Anet ’ working as intended. Hang in there little guy’

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Posted by: LastDay.3524

LastDay.3524

I don’t think it should be much stronger than it is now.

I’m one of the people who thinks Necro needs options for mobility, but buffing Dark Path would give more mobility to every single build out there.

Elementalists need an off-hand Dagger for Ride the Lightning, and they need to spend an Utility skill slot for Lightning Flash.

Likewise Mesmers need to spend an Utility skill slot for Blink.

I think that the best way to give more mobility to Necro would be to reduce to cast time of Flesh Wurm.
Alternatively rework Spectral Walk somehow.

Or even a trait that makes Dark Path change.

In my opinion there should be a sacrifice for mobility, as opposed to a straight up buff.

Just like Guardians can be pretty mobile if they are willing to make sacrifices.

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Posted by: runeblade.7514

runeblade.7514

Dark Path is an insanely strong useful skill. It does not need redesigning. Any more buffs will nerf on other parts of the skills.

Path of Corruption is a 15 second boon conversion to condition. Which is insanely powerful.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: pierwola.9602

pierwola.9602

I’m one of the people who thinks Necro needs options for mobility, but buffing Dark Path would give more mobility to every single build out there.

We need this “dude you CANNOT get away from”.

Having done an arah run and fighting lupicus recently, it occurred to me. You know that shadow step attack thingy he does? That is how Dark path should work sort of.

- Retains a decent dodgeable animation
- Require a target (range: 0-1200)
- Do the teleporting even if target goes out of range or dodges.
- Do NOT apply bleeds, chill and boon corrupt if dodged.

Suddenly necro is a class one does not simply run away from (unless stealthed).

I don’t see anything wrong in something like that.

(edited by pierwola.9602)

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Posted by: LastDay.3524

LastDay.3524

We need this “dude you CANNOT get away from”.

I get what you are saying, but what I think Anet meant by that was things like Cripple, Immob, Chill and Pulls… Not all Necros being fast to catch others.

They visioned Necro as a really slow guy who prevents others from running because they get so many movement reducing conditions and pulls on them.
Torment, too, was meant to make escaping harder.

Obviously it’s not working, but I’m not sure whether that’s an issue with Necro or with the other Professions.
Things like Shadowsteps ignore Cripple and Chill, and the pulls Necro has… well, off the top of my head only Spectral Grasp is there.
Also Dark Pact (an Immob, as you know!) has a long cast time.

I’ll say that if Tainted Shackles (DS5, for non-Necros) pulled enemies then that might quite something…!

Maybe, just maybe I’m wrong and you are right as far as it goes in practice, I mean certainly it’d be harder to run if all Necros were faster.
I’m not sure if it’s a good idea to have that without drawbacks.
Wouldn’t it be kinda like making all Guardians mobile, as opposed to them deciding to use less popular weapons and utility skills for mobility?

I’m not sure if it’s a good idea to make such mobility a non-investment thing for every Necro build!

Well, balance is complicated either way and I’ve drank too much rum to think too hard. :P
Good night, I will be interested in reading what’s in this thread after I wake up!
Yarr!

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Posted by: Bhawb.7408

Bhawb.7408

We need this “dude you CANNOT get away from”.

Yes, by landing chill/cripple as conditions, not just by pressing one button and going “lul i so skilled”. There is nothing balanced about being guaranteed to always keep your opponent in combat, and it isn’t good gameplay.

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Posted by: pierwola.9602

pierwola.9602

We need this “dude you CANNOT get away from”.

Yes, by landing chill/cripple as conditions, not just by pressing one button and going “lul i so skilled”. There is nothing balanced about being guaranteed to always keep your opponent in combat, and it isn’t good gameplay.

Retains a decent dodgeable animation

We need this “dude you CANNOT get away from”.

I get what you are saying, but what I think Anet meant by that was things like Cripple, Immob, Chill and Pulls… Not all Necros being fast to catch others.

They visioned Necro as a really slow guy who prevents others from running because they get so many movement reducing conditions and pulls on them.
Torment, too, was meant to make escaping harder.

The problem is that we are the old scholl class in new generation MMO. We have something (chill,cripple,immob) that worked few years ago, in the decade where the only way to move was running from point to point.

Now we have this Gap closer

(edited by pierwola.9602)

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Posted by: lakdav.3694

lakdav.3694

If i would want to redesign dark path, i would make it similar to engineer slick shoes, instead of a knockdown, the trail left behind could inflict the chill and bleed along with the corrupt boon coming from the trait.

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Posted by: Fungalfoot.7213

Fungalfoot.7213

If i would want to redesign dark path, i would make it similar to engineer slick shoes, instead of a knockdown, the trail left behind could inflict the chill and bleed along with the corrupt boon coming from the trait.

Actually making it a dark path is a great idea. You’ve got my vote.

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Posted by: manveruppd.7601

manveruppd.7601

The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?

Too strong. A 15s 900 range targeted teleport with an unblockable few bleed stacks and chill is crazy (note that elementalists with an actual utility skill have double the CD on a skill that does nothing but teleport).

It just needs to be more reliable on running targets.

Bhawb, it presumably wouldn’t be insta-cast like Blink, so you would still need to lead your target when targetting where to cast. In fact, this would make it slightly harder to land than just pressing 2, though more likely to land IF you’ve led your target properly.
Secondly, since it’s currently 1,200 (although very unreliable at that range), 900 would actually be a range nerf, and the requirement to lead your target a further range nerf (ie you’d need to be closer than 900 to lay down the aoe in front of your target – this isn’t a problem, it’s the way all aoe skills in this game work, unless they’re instant cast like Blink).

The advantage to this idea isn’t that it would make Dark Path stronger, it’s that it would go some way towards solving our mobility problems. You could use it to get to a point faster, or even to escape close combat while immobilised, a condition we’re very vulnerable to. Think about it.

A bad necromancer always blames the corpse.

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Posted by: Roe.3679

Roe.3679

^ maybe if you added the ride the lightning rules in that it needs to hit something or suffer a higher cooldown, that could be appropriate. I wish that were on more skills in general, though.

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Posted by: Bhawb.7408

Bhawb.7408

If i would want to redesign dark path, i would make it similar to engineer slick shoes, instead of a knockdown, the trail left behind could inflict the chill and bleed along with the corrupt boon coming from the trait.

Still far too strong for 15s CD.

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Posted by: manveruppd.7601

manveruppd.7601

I’d settle for it being higher cooldown if it gave us that sort of mobility.

A bad necromancer always blames the corpse.

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Posted by: Lightsbane.9012

Lightsbane.9012

This wouldnt fit the necromancer theme.

Why not?

It should work reliable. Tracking range should be increased to 2400 ( not cast range) or the projectile should fly and track the target for as long as you remain within 1200 range of your target. At the current state its not very usefull on long range when your target is running, which is one of the main situations you use this skill

And the second situation is conferting boons with Path of Corruption trait.

Necromancers should not have such strong mobility according to the profession vision of anet.

The second situation could be a lot, converting key boons, applying pressure with the bleeds and the chill, getting to a different position during small scale stationary fights, using the chill to screw up rotations for eles..

…according to the profession vision of anet. the profession vision of anet is like socialism; great on paper, terrible in practice. necro has the attrition of a white moa. aka, insert hammer into slot b.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.