Deathly Chill change makes me sad
I think the reason they changed it was to allow the trait to do reasonable damage after they nerfed the Chill duration, because, seriously, Chill is the most crippling condition in the game to be afflicted by.
I think the reason they changed it was to allow the trait to do reasonable damage after they nerfed the Chill duration, because, seriously, Chill is the most crippling condition in the game to be afflicted by.
This is exactly how I interpreted it. The problem with reaper seemed to be chill uptime not damage, and nerfing the duration would directly nerf Deathly Chill’s damage.
I think they chose a good solution: They maintained condi damage on chill application, removed any dependency on a longer duration and stopped the issue of competing for chill stacks at the same time.
The real question is whether 1 stack of bleed is enough, or if tweaks will be needed to get it in the right spot (More stacks + shorter duration, torment instead of bleed, etc.). The threads I’ve read in the Necromancer forum suggests it’s underpowered right now (and they may very well be right) but I’m hopeful that Anet will stick with it and adjust it as needed.
(edited by Glacial.9516)
I don’t Play PvP. I guess Deathly Chill was a problem in PvP, well then change it in PvP. From a PvE perspektive I feel punished for something I haven’t done.
“People complained about the painted window, so we replaced it with a wooden door.”
As a reaper main, that’s pretty much how I feel about it.
| Claara
Your skin will wrinkle and your youth will fade, but your soul is endless.
This has nothing to do with PvP. They changed it so that it worked in larger scale PvE content (if your chill gets overwritten, you don’t get damage anymore).
I do wonder whether or not the better solution would have been to simply make Chill not stack in duration from different sources (meaning players), only stack in Deathly Chill damage. 2 players applying 5sec of Chill would result in 5sec of Chill instead of 10sec. If they wanted 10sec, they’d need to coordinate themselves to chain skills which is difficult and potentially rewards good team play.
By doing that, Deathly Chill inherently would not lose damage by getting applied from different sources.
Plus, maybe the duration nerf would not have been necessary (or not as severe) since it can’t stack up in duration as quickly as before due to overriding itself in duration.
The trait was intensely overpowered, which is why 90% of league games had 2+ Necros.
I think the reason they changed it was to allow the trait to do reasonable damage after they nerfed the Chill duration, because, seriously, Chill is the most crippling condition in the game to be afflicted by.
Chill is bad, I find slow worse though, I’ve died more then enough times trying to heal while being slowed…..