Flesh Wurm made less anoying

Flesh Wurm made less anoying

in Suggestions

Posted by: JefTheReaper.1075

JefTheReaper.1075

I understand the fact that the flesh wurm for the necromancer was not given the ability to move around, however this makes the flesh wurm mostly annoying as the only way to get it at a new enemy location is to kill it by using its skill, forcing you to teleport to its location, and then wait for it to get past its cooldown and THEN be able to call it again

In a lot of PvE area’s this is mostly annoying as if you have a full minion build you can really use the flesh wurm’s ability too in your team of undead monsters

thats why I would like to suggest the flesh wurm to become mobile IF you and the flesh wurm are out of combat,

meaning that when you are in combat, the flesh wurm will pop up out of the ground and starts using its projectiles,

from the moment combat ends for the player and the flesh wurm, the wurm should go underground and start following you like that,
unlike the enemy mob worms, moving around and popping up from the ground should not damage the enemy’s, however it should have the ability to move around when out of combat none the less

this will make sure you don’t have to kill/re-summon it every time when you go true the large groups of enemy mobs and make the flesh wurm less annoying to call out, knowing in only 5 to 10 seconds you will have to kill it again course it won’t follow you up to the next group of enemy’s.

Flesh Wurm made less anoying

in Suggestions

Posted by: Druss.6917

Druss.6917

I honestly never really have an issue with having to re-summon it and it being immobile. Since it is immobile it’s immune to CC, can be placed up out of reach of enemies, and stays put on the backline where you would want your ranged to properly be as opposed to bone fiend that likes to run to 150 range and then shoot projectiles -_-

No out of all the changes necro needs, I really hope they don’t change flesh wurm.

“Come to me and die you stinking whoresons. For I am Druss, and This is Death!”

Flesh Wurm made less anoying

in Suggestions

Posted by: JefTheReaper.1075

JefTheReaper.1075

I honestly never really have an issue with having to re-summon it and it being immobile. Since it is immobile it’s immune to CC, can be placed up out of reach of enemies, and stays put on the backline where you would want your ranged to properly be as opposed to bone fiend that likes to run to 150 range and then shoot projectiles -_-

No out of all the changes necro needs, I really hope they don’t change flesh wurm.

you don’t seem to get how the game system works, the flesh wurm has a inmovable effect on it that is hidden, it prevents it form being knocked down or basicly being effected from any crowd controle effects,

this hidden effect however has no connection whatsoever with its inability to move around,

I do get why Arenanet did not let it move around freely in combat,
but it remains a mystery to me why the heck they did not give it the ability to follow the player when out of combat to prevent annoying situations, its not a hard situation or horrible, but it is plain annoying, you also don’t eat soup with a fork to make it more annoying.

the largest reason why it bugs me is becourse the necromancer is basically the master of minions in pretty much any game, would they give a immobile golem for azura race skills? I would not care,
if they gave a immobile elemental for the Elementalist? sure, why not?

But a necromancer minion that is unable to move? please, thats like giving a mage staff to a warrior class, it does not fit.

Necromnacer should be specialized in creating a small sized army, It already does right now, but the flesh worm could easily be called the slacker of the troop right now.

aside of that I am also aware of the other flaws the necromancer has right now, but those only extend to those who play Pvp,
in Pve I don’t notice a lot of things wrong exept that every class is horribly underpowered to my taste, I don’t care about pvp so I don’t see why most people are complaining right now about all classes being too powerfull while they can only do 2 second buffs and debuffs in the first place, pvp and pve skills should simply be seperated so that pve players would not always feel horribly underpowered and pvp players whould never feel overpowered,

that way people in pvp could enjoy there 2 second stealth ability’s while in pve we can actually enjoy 8 second stealth ability’s so that they will actually feel useful for a change.

Flesh Wurm made less anoying

in Suggestions

Posted by: Druss.6917

Druss.6917

I think we’ll just agree to disagree on this. I’ve used the ol flesh sock since betas and never had an issue with how it functions other than it having a useless blast finisher and poison effect (it honestly should be at the start and end teleport spots, not just at the wurm, where it rarely sees any benefits)

“Come to me and die you stinking whoresons. For I am Druss, and This is Death!”

Flesh Wurm made less anoying

in Suggestions

Posted by: JefTheReaper.1075

JefTheReaper.1075

I think we’ll just agree to disagree on this. I’ve used the ol flesh sock since betas and never had an issue with how it functions other than it having a useless blast finisher and poison effect (it honestly should be at the start and end teleport spots, not just at the wurm, where it rarely sees any benefits)

well You kind of hit the nail on the head right there,
you have been playing this from the very start, meaning right now your used to everything in the game,
if you get a construction tool that works in a different way from the others, it gets anoying at first but then after a long time you say to yourself “its how it is” and you get used to it,

however try to ignore your experience of the game,
if you were given the choice what would you prefer?

a flesh wurm you don’t have to kill all the time when you move to a new area or a group of enemy’s further ahead?

or a flesh wurm with ALL current ability’s + that he will follow you around when you are not in combat so that you don’t need to kill/summon him again and instead can focus on all the other things you are doing at that moment.

Its pretty obvious the moving wurm would be preferable in ANY situation over the wurm that will be exactly the same, but instead wont follow you around.

in my personal vieuw this is one of the only things that ruins my experiance as a necromancer in the game (that and the fact that lich form’s auto attack is broken and needs to be re activated EVERY freaking time you go into lich form, and that lich form has only 5 attacks instead of 10 (by also using the right skill slots)
Its a elite skill but to me most elite skills feel more like “Adept” level if you ask me, everything is so horribly weak and limited.