[PvX] Dark Path - Make Ground Targetable

[PvX] Dark Path - Make Ground Targetable

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Posted by: KarlusDavius.1024

KarlusDavius.1024

Q:

Having really sunk my teeth into necromancer recently, the one skill I can honestly say I’ve had a dismal success rate is with Dark Path (Death Shroud #2).

The projectile is frustrating slow and easy to dodge, which got me thinking.

Would turning it into a medium range ground targetable teleport be something which would fit into the ideology of necromancer? Maybe via a trait or just as a base change?

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks

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Posted by: Iavra.8510

Iavra.8510

Well, it would give every necro build out there a 1200 (or 900, since you want it to be medium range) 15s cd (untraited) movement skill.

Personally, i think that would be too good.

Also, i don’t really perceive Dark Path as “easy to dodge”. It is a homing skill after all and in my experience, the teleport always happens, no matter if you dodge the claw or not.

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Posted by: Proven.2854

Proven.2854

It used to be ground targeted in beta. Now it’s not.

Call me Smith.

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Posted by: Muchacho.2390

Muchacho.2390

Well, it would give every necro build out there a 1200 (or 900, since you want it to be medium range) 15s cd (untraited) movement skill.

Personally, i think that would be too good.

Also, i don’t really perceive Dark Path as “easy to dodge”. It is a homing skill after all and in my experience, the teleport always happens, no matter if you dodge the claw or not.

You are wrong if the projectile is dodged or simply doesnt hit the teleport will not happen.
This is actually the biggest problem. I dont care if the chill/bleed is dodged or avoided, what i do care however is that it is a terrible gap closer because the teleport is to unreliable.

I think they should change the skill in such a way that it marks the enemy and after a short delay the teleport will happen no matter what and the chill/bleed effect is still dodgeable.
This would help the necro to become the chasing profession it is supposed to be (bad mobility but hard to run from).

(edited by Muchacho.2390)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Truthfully, just adding a drastic increase in projectile speed would be plenty for me.

And by “drastic” I mean “at least double”

Dragonbrand |Drarnor Kunoram: Charr Necro
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I’m a Geeleiver

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Posted by: Roe.3679

Roe.3679

If it simply connected when I try to use the skill I would be happy.

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Posted by: Monoman.2068

Monoman.2068

It’s pretty horrible, I often use DS3 to ensure it hits if I’m desperate enough to close distance with a kiting opponent but I don’t think making it a 900 range teleport is the right answer. If anything such abilities should be tacked onto dagger or utility skills imo.

I do think it needs to be changed though.

Laviere – Hybrid Wellomancer
Makonne – Hybrid Regen Ranger

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Posted by: KarlusDavius.1024

KarlusDavius.1024

Then reduce the range and increase the cool down. It needs to be reliable to help us keep that pressure when in close combat. Maybe the range of thief shortbow #5?

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks

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Posted by: Flumek.9043

Flumek.9043

It used to be ground targetable, thats why its still aoe chill around the target it hits (if..).
This was even brought up by the devs themselves before the june patch, and given that that was the biggest necro-buff patch they ever made (and it went horribly wrong just cz of 1 trait nobody wanted and is equaly OP on engies), i doubt theyll ever even consider such a thing now, with theyre slow&never balance philosophy.

The best thing we can realisticaly hope for, is to make it some sort of leap (thief water gun#5 , guard sword/gs ports ) or just a reduced cast time, 3/4 + travel time is sooo long -.-

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Posted by: KarlusDavius.1024

KarlusDavius.1024

I did like the suggestion if maybe marking a target and then being able to port to that target. However I do feel like the projectile isn’t working and isn’t reliable. Heck, maybe even turn it into a pull?

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks