Get RID of fixed numbers
Poison – Health Stealing Abilities – Healing Power
These 3 things should all work in conjunction.
Health stealing abilities (traits, skills, runes, sigils, food) should all scale with healing power cough Necromancer abilities cough and the damage dealt by the actual stealing should also scale with Healing Power. Thus making healing power both a healing and damage stat.
In return, Poison should affect health stealing the same way it affects normal healing abilities. The only place this may come out of whack is in PvE because there aren’t many mobs that poison. Therefore, more mobs simply need to poison you. Would be a lot less annoying than being perma-CC’d for 15 seconds.
As a side note, there should be no fixed healing at all. Every healing ability in the entire game should scale with healing power. Eg. Necromancers Transfusion trait shouldn’t be a fixed healing number at 2628, it should scale.
And another thing.
Boons from sources such as Superior Sigil of Strength that grants Might for 10 seconds, should not be a fixed 10 second duration no matter what. If I have 30% boon duration because of my build, this Might granted should last 13 seconds, not 10. Stop limiting builds for no good reason. If I have 40% condition duration, Sigil of Superior Earths bleeding should last 7 seconds, not 5. Don’t like that it makes other sigils pale in comparison? Then buff some other sigils, because, quite frankly, most other sigils in this game are crap and need to be buffed as it is. You can see perfectly well what sigils people use by just looking at the trading post. There are maybe 10 total that the majority use, the rest are NPC garbage.
So Anet, do us all a favour and get rid of fixed numbers in this game. It completely ruins theory crafting and severely limits builds. Let us build the way we want.
This. I just want that good feel of variety I had in GW1. People keep saying “GW1 only had a few good skills and 90% were useless.” Untrue. I had well over 20 builds in prophecies and that number blew up with the expansions. I only have 4 in GW2 for my necro…..
Poison – Health Stealing Abilities – Healing Power
These 3 things should all work in conjunction.
Health stealing abilities (traits, skills, runes, sigils, food) should all scale with healing power cough Necromancer abilities cough and the damage dealt by the actual stealing should also scale with Healing Power. Thus making healing power both a healing and damage stat.
In return, Poison should affect health stealing the same way it affects normal healing abilities. The only place this may come out of whack is in PvE because there aren’t many mobs that poison. Therefore, more mobs simply need to poison you. Would be a lot less annoying than being perma-CC’d for 15 seconds.
As a side note, there should be no fixed healing at all. Every healing ability in the entire game should scale with healing power. Eg. Necromancers Transfusion trait shouldn’t be a fixed healing number at 2628, it should scale.
And another thing.
Boons from sources such as Superior Sigil of Strength that grants Might for 10 seconds, should not be a fixed 10 second duration no matter what. If I have 30% boon duration because of my build, this Might granted should last 13 seconds, not 10. Stop limiting builds for no good reason. If I have 40% condition duration, Sigil of Superior Earths bleeding should last 7 seconds, not 5. Don’t like that it makes other sigils pale in comparison? Then buff some other sigils, because, quite frankly, most other sigils in this game are crap and need to be buffed as it is. You can see perfectly well what sigils people use by just looking at the trading post. There are maybe 10 total that the majority use, the rest are NPC garbage.
So Anet, do us all a favour and get rid of fixed numbers in this game. It completely ruins theory crafting and severely limits builds. Let us build the way we want.
This. I just want that good feel of variety I had in GW1. People keep saying “GW1 only had a few good skills and 90% were useless.” Untrue. I had well over 20 builds in prophecies and that number blew up with the expansions. I only have 4 in GW2 for my necro…..
And i bet you could easily make 200+ more builds that would be completely useless in gw1. (which would be about 90% more builds)
Also while it sound nice on paper having life steal scale with healing power could very much end up in it either being OP and make it impossible to kill stuff with healing powered life leeching, or make it so you would NEED to stack it to get a even a half decent amount of healing out of it. IF anything i rather say the healing from life stealing should directly depend on the amount of damage you do
Poison – Health Stealing Abilities – Healing Power
These 3 things should all work in conjunction.
Health stealing abilities (traits, skills, runes, sigils, food) should all scale with healing power cough Necromancer abilities cough and the damage dealt by the actual stealing should also scale with Healing Power. Thus making healing power both a healing and damage stat.
In return, Poison should affect health stealing the same way it affects normal healing abilities. The only place this may come out of whack is in PvE because there aren’t many mobs that poison. Therefore, more mobs simply need to poison you. Would be a lot less annoying than being perma-CC’d for 15 seconds.
As a side note, there should be no fixed healing at all. Every healing ability in the entire game should scale with healing power. Eg. Necromancers Transfusion trait shouldn’t be a fixed healing number at 2628, it should scale.
And another thing.
Boons from sources such as Superior Sigil of Strength that grants Might for 10 seconds, should not be a fixed 10 second duration no matter what. If I have 30% boon duration because of my build, this Might granted should last 13 seconds, not 10. Stop limiting builds for no good reason. If I have 40% condition duration, Sigil of Superior Earths bleeding should last 7 seconds, not 5. Don’t like that it makes other sigils pale in comparison? Then buff some other sigils, because, quite frankly, most other sigils in this game are crap and need to be buffed as it is. You can see perfectly well what sigils people use by just looking at the trading post. There are maybe 10 total that the majority use, the rest are NPC garbage.
So Anet, do us all a favour and get rid of fixed numbers in this game. It completely ruins theory crafting and severely limits builds. Let us build the way we want.
This. I just want that good feel of variety I had in GW1. People keep saying “GW1 only had a few good skills and 90% were useless.” Untrue. I had well over 20 builds in prophecies and that number blew up with the expansions. I only have 4 in GW2 for my necro…..
And i bet you could easily make 200+ more builds that would be completely useless in gw1. (which would be about 90% more builds)
Also while it sound nice on paper having life steal scale with healing power could very much end up in it either being OP and make it impossible to kill stuff with healing powered life leeching, or make it so you would NEED to stack it to get a even a half decent amount of healing out of it. IF anything i rather say the healing from life stealing should directly depend on the amount of damage you do
Dude, everyone make bad build. It is part of the learning experience for your class. Learn from it and make a good build. If the change is tested, then it might not be OP.
If I have 30% boon duration because of my build, this Might granted should last 13 seconds, not 10. Stop limiting builds for no good reason.
Good god, this.