(edited by Tadsoul.6951)
Fix deathshroud first
This is a really lame complaint and I wholeheartedly disagree with this.
Not only is death shroud already an incredible mechanic that increases the necromancer’s survivability to substantial levels especially considering the fact you ckittene it while disabled… but it’s also PERFECT thematically with the class — entering a different form at the brink of death… you would imagine someone in this state would not be able to interact too much with the environment.
You’re asking for a lame easy-access God mode.
I don’t think so.
This is a bug I didn’t want to bring up but Necro is the only class I’ve been able to be hit off of Skyhammer with and survive at the bottom because of Death Shroud… OP as hell.
Please take the time to sit down and put yourself into perspective before you hop on the forum to baselessly cry.
This is a bug I didn’t want to bring up but Necro is the only class I’ve been able to be hit off of Skyhammer with and survive at the bottom because of Death Shroud… OP as hell.
Please take the time to sit down and put yourself into perspective before you hop on the forum to baselessly cry.
That bug was fixed last year, and even then, it gave you no real benefit. Necros can still drop down there and survive if they want, but it’s irrelevant.
Regardless, while the OP was beyond unhelpful with his utter lack of elaboration, death shroud does need tweaking, namely in the party UI department and its interaction with the necro’s own traits.
Party UI needs a tweak so that your allies can tell when you are in death shroud more easily and not waste their ally-healing skills on you when you cannot benefit from them.
Trait interactions need work because it’s stupid to have your own mechanics (Death Shroud) countering your own mechanics (Parasitic Bond, parasitic Contagion, all siphon traits, arguably Regeneration boon).
“Necromancer was the only profession that can accidentally be forced into a situation where they have to kill themselves to help out their team” yep, definitely OP to be able to make yourself worthless on Skyhammer.
This is a really lame complaint and I wholeheartedly disagree with this.
Not only is death shroud already an incredible mechanic that increases the necromancer’s survivability to substantial levels especially considering the fact you ckittene it while disabled… but it’s also PERFECT thematically with the class — entering a different form at the brink of death… you would imagine someone in this state would not be able to interact too much with the environment.
You’re asking for a lame easy-access God mode.
I don’t think so.This is a bug I didn’t want to bring up but Necro is the only class I’ve been able to be hit off of Skyhammer with and survive at the bottom because of Death Shroud… OP as hell.
Please take the time to sit down and put yourself into perspective before you hop on the forum to baselessly cry.
i added in the portion i forgot to add this morning i hope that clear some thing up for you.
I’ve played since release and this is seriously the first time i’ve heard a complaint about deathshroud.
Yes it does screw with some team mechanics like stomping, healing, etc.
You know how this can be easily solved though?
Press F1…
The only reasonable claim I see so far is that you can’t tell whether your teammate is in Death Shroud or dying — and this is very reasonable and easily fixed: all you need to do is turn that bar in your party window greenish whitish or whatever the life force bar is when death shroud is activated.
The rest is completely unnecessary. Being able to receive heals and boons, stomping and rezzing while in Death Shroud (which are still possible anyway) are as I mentioned excessively OP and thematically clashing.
Falling off Skyhammer while in Death Shroud and surviving is not even remotely the point, Bhawb and Drawrnor, it’s embarrassing you can’t see beyond a given example — shows that you’re just sitting there at your computers itching to troll others and pick apart small fragments of what they’re saying just because.
Falling off Skyhammer while in Death Shroud is an example to illustrate how ridiculously overpowered Death Shroud can be in that it can help you survive in scenarios where other classes would not — for example, some bosses will instagib any other class but burn through a Necro’s life force bar instead of the Necro’s actual HP. Not to mention, life force is generated fairly easily on a 10 second cooldown…
By the way, not sure what resource you’re tapping into but I survived the Skyhammer fall in Death Shroud 3 days ago.
(edited by Domzz.1260)
I’ve played since release and this is seriously the first time i’ve heard a complaint about deathshroud.
It seems like you never visited the necro subforum. And i m sure there were also some complains topics in the balance forum ( i am sure i made one of them maybe a month or so ago).
The complains that things like siphoning and DS (two necromancer mechancis) dont work together are rather old…
If you’ve never heard a complaint about DS you’ve never been around a Necro community for more than 10 minutes. It is a very common complaint, even from non Necros, that DS cancels out so many other mechanics.
Yeah I agree with how limiting Death Shroud is. It’s definitely got a nice “direction,” but it needs some work. Not being able to heal at all (without a trait) diminishes its role as a “oh crap!” button. Also, disabling your utilities (including Signets!) is really annoying.
There’s been a lot of times where I have to decide whether to use Death Shroud to keep myself alive or use a utility that would really help at the time.
I’d really think we at least could have something like 50% healing in DS. Soooo many times I get regain from party members that goes wasted.
Falling off Skyhammer while in Death Shroud is an example to illustrate how ridiculously overpowered Death Shroud can be in that it can help you survive in scenarios where other classes would not
any skill or trait that gives you vigor
endure pain
shelter
distortion
mist form
any block
elixir s
signet of stone
sometimes even movement skills (not counting though)
and all classes except necromancer (which have none) get at least two of the option there from the list
also gaurdians can get down safely too with a well timed teleport
(edited by Tadsoul.6951)
Endure pain is the only thing that’s about equivalent to the death shroud — and that only lasts 8 seconds with a long cooldown. Condition damage doesn’t tick in DS — you can literally sit out a condi spike in death shroud, it’s pretty BS — unlike any of the other things you’ve mentioned.
i would like to see it , as the condis still tick while in deathshroud so they can’t do what you just said, then Purge at the last min for a huge heal.
and while they sit it out , they deal pretty heffty damage too.
if they want the best of both worlds , cc fears, condis and a powerful death shroud.
the condis should tick passively.
then they could add, a -33% condi duration (while inside death shroud) ether in additions a current trait or a tree line.
would be nice these Life force necros are very tough for such a squishy set up.
Endure pain is the only thing that’s about equivalent to the death shroud — and that only lasts 8 seconds with a long cooldown. Condition damage doesn’t tick in DS — you can literally sit out a condi spike in death shroud, it’s pretty BS — unlike any of the other things you’ve mentioned.
If you sit out a condi spike in death shroud, you are definitly doing something wrong. Also, you shouldn’t compare a class mechanic with a utility skill for 2 reasons
- Death shroud=necromancer=apple. Endure pain = orange.
- Endure pain has no disadvantages. Death shroud does. I’m not going to tell you why to avoid being redundant. Read Drarnor Kunoram.5180 last paragraph.
Nah, you’re all really just crying — death shroud is pretty overpowered. I think it’s perfect where it is just needs some minor adjustments.
Nah, you’re all really just crying — death shroud is pretty overpowered. I think it’s perfect where it is just needs some minor adjustments.
Necros trade Death Shroud for all forms of active defense in a game built around avoidance. It’s a very strong mechanic, but it’s not that strong. Not when it also turns off all healing (which other defenses still let you benefit from).
And really, how death shroud itself functions is fine. What we’re asking for is:
1. Better teamplay by letting allies know when to not waste heals on us via a n improved party UI.
2. Death Shroud not preventing core game mechanics (would also like to see a bug fix regarding Temple of Grenth and Death Shroud) like Stomp and Res (notable in that death shroud does not prevent interruption of the activities, just damage protection).
3. Profession mechanics not countering other mechanics of the same profession (necros have more self-heal traits than most other professions, a total of 7 traits which you gain no benefit from when using the profession mechanic, 8 if you include Regeneration).
On a personal note from me, I find it extremely stupid that having a boon (Regeneration) becomes a pure liability for necros in death shroud. You get no benefits (necros have no traits that give a benefit while under Regeneration, and there is no rune, food, or sigil that does either. And the healing is blocked.) But you still suffer from all of the drawbacks (it can be stolen, corrupted, or fuel Destruction of the Empowered).
(edited by Drarnor Kunoram.5180)
I’d like to see them cut the total amount of Death Shroud by say 30%, but fix most of the problems with the mechanics listed by Tadsoul. Then give necros better sustain overall, so it isn’t so focused on DS.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
You don’t remove strength from something that isn’t strong enough just to theoretically give it more strength. If DS was already sufficient as a defensive mechanic then you could talk about changing it, but as it is right now the primary mechanics involved are simply not good enough.
The proposed changes are either fixes to things that you can already do but not “officially” (and have very obviously not broken anything), things from team perspective that simply should work regardless of balance (balance afterwards if need be), and then a set of mechanics that are currently garbage-tier.
Honestly, DS works rather well already. Yeeees, it could be better, though you need to keep in mind the devs probably don’t want it to be all sunshine and rainbows (wouldn’t fit the class design, in any case).
Honestly, DS works rather well already. Yeeees, it could be better, though you need to keep in mind the devs probably don’t want it to be all sunshine and rainbows (wouldn’t fit the class design, in any case).
However Bifrost affecting (if it doesn’t already) Life blast would be hilarious.
I fully agree with the UI complaints.
However, to be able to stomp or res in death shroud would allow you, if traited, to go every 7 seconds into death shroud with at least 3 seconds of stability (or more, depending on gear and other traits) and basicly do relatively safe stomps/resses in a super short interval. I think it is reasonable that this shouldn’t be possible.
The whole siphoning being not possible in death shroud seems rather counter intuitive. I did expect that DS would allow you to trigger life siphon traits, so you can heal up then. I have no idea of the balance impact. But given that life siphon builds are rather weak in a PvP setupt that might just give such a build the right push to be competitive and might allow for a whole new kind of bunker build.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
I fully agree with the UI complaints.
However, to be able to stomp or res in death shroud would allow you, if traited, to go every 7 seconds into death shroud with at least 3 seconds of stability (or more, depending on gear and other traits) and basicly do relatively safe stomps/resses in a super short interval. I think it is reasonable that this shouldn’t be possible.
The whole siphoning being not possible in death shroud seems rather counter intuitive. I did expect that DS would allow you to trigger life siphon traits, so you can heal up then. I have no idea of the balance impact. But given that life siphon builds are rather weak in a PvP setupt that might just give such a build the right push to be competitive and might allow for a whole new kind of bunker build.
necromancer already can stomp 7 seconds with at least 3 second of stabilty however these updates would make this combo easier to use
the reason why this doesn’t work however deathshroud is
one you give up amazing damaging trait to do this
two deathshroud is burst and defense for the necro meaning he is probably already in deathshroud for like 2 second or he just left and there is still 5 second of cd left
Note that interacting in DS is already possible through a lag exploit. The only thing this would do is make it not dependent on an exploit, and also allow you to do it while already in DS. This means the stability stomp/resses that are already possible haven’t changed, the only real addition is the ability to do it afterwards, with no coverage of the on-entry traits.
There is a difference. Atm, as you say, DS interactions are an exploit. Exploits are forbidden unless you want to get banned. They are, as far as I understand it, not wanted by Anet. Thus, I and several necros I know don’t use that exploit. Implementing it as a feature would drastically change the impact of DS interactions, because then everybody be able to do it just like that. It would change a big part of casual player experiences. Don’t know if necors use it in official torments. But it being an exploit would than get them banned, because it would have been recorded and official…
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
There is a difference. Atm, as you say, DS interactions are an exploit. Exploits are forbidden unless you want to get banned. They are, as far as I understand it, not wanted by Anet. Thus, I and several necros I know don’t use that exploit. Implementing it as a feature would drastically change the impact of DS interactions, because then everybody be able to do it just like that. It would change a big part of casual player experiences. Don’t know if necors use it in official torments. But it being an exploit would than get them banned, because it would have been recorded and official…
I agree. Lets make sure the class without notable team utility is prevented from having a strippable boon – that doesn’t last the full duration of the stomp – so that they could contribute to team fights and take advantage of their otherwise flashy but not fully useful grandmaster trait. Definitely.
Well to be fair the exploit is as old as the game you could already call it a feature like the immobilize bug…
But jokes aside things like the interaction between the bloodmagic tree (especially life siphons) and DS should have priority for fixing DS. The rest is not that frustrating. And this is not about balance but profession mechanics that should work together and not against eachother (meaning ajust the balance after this is fixed without breaking it again).
Ranger here. I’m willing to trade you class mechanics if you are interested?
LGN
Necro should be able to rez/stomp in DS. Not like they have invulns/blocks or high stability uptime. Life force goes fast when focused, and it’s a team game… interrupt them or launch the downed like anybody else. I also think foot in the grave should be lowered a tier, but that’s just me. Other classes can use their class mechanics to help rez/stomp (and prevent). Otherwise, Deathshroud is in a very good place since the last buff to it’s pool and traited slow drain. I still think DS #2 should be a skillshot to give Necro a small 600 range teleport option – unless the devs are planning to make all leaps/ports require a target.
If anything else they could actually look at the traited auto-crit 1 spam crap power necros can do (sorry that and Lich AA spam for damage is really boring to watch and counter LOS/reflect). I still don’t think you should be able to heal in it without traits, though transfusion should heal the necro as well as allies while in DS to give some incentive to go into Blood.
(edited by Kuju.2153)
Ranger here. I’m willing to trade you class mechanics if you are interested?
Necro minions are as bad (or even worse) as ranger pets so Necromancer know the pain of ranger pets better then you may think. Well there also is that problem with, well you know, ranger pets are living beings and so…
Necros only want undead constructs…
I still don’t think you should be able to heal in it without traits, though transfusion should heal the necro as well as allies while in DS to give some incentive to go into Blood.
Transfusion is balanced because the necro doesn’t (normally) get healed by it. It’s a huge AoE heal and I’d much rather it didn’t get nerfed.
Transfusion is balanced because the necro doesn’t (normally) get healed by it. It’s a huge AoE heal and I’d much rather it didn’t get nerfed.
it’s a huge heal behind a huge cooldown, when you look at the numbers it’s not that great: it’s weaker then empower in every way.
Empower is a weapon skill, Transfusion is an adept trait. Also Transfusion is base 2628 heal with 1.8 scaling, while Empower is 1500 with 1.0 scaling (according to wiki), so the difference is 192 HP per 40s with 100 healing power, wih empower losing out pretty quickly, having less healing once you have at least 340 healing power (again according to the wiki scaling).
(edited by Bhawb.7408)
There is a difference. Atm, as you say, DS interactions are an exploit. Exploits are forbidden unless you want to get banned. They are, as far as I understand it, not wanted by Anet. Thus, I and several necros I know don’t use that exploit. Implementing it as a feature would drastically change the impact of DS interactions, because then everybody be able to do it just like that. It would change a big part of casual player experiences. Don’t know if necors use it in official torments. But it being an exploit would than get them banned, because it would have been recorded and official…
I agree. Lets make sure the class without notable team utility is prevented from having a strippable boon – that doesn’t last the full duration of the stomp – so that they could contribute to team fights and take advantage of their otherwise flashy but not fully useful grandmaster trait. Definitely.
Your sarcasm aside, I did not call for it not being possible. I just pointed out, that it is not a feature yet but a bug/exploit. Personally I’d find it too strong to be able to interact in death shroud with the surroundings (read — stomp/ress/commune/etc.). But that is just my opinion. Of course your are entitled to your own.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
There is a difference. Atm, as you say, DS interactions are an exploit. Exploits are forbidden unless you want to get banned. They are, as far as I understand it, not wanted by Anet. Thus, I and several necros I know don’t use that exploit. Implementing it as a feature would drastically change the impact of DS interactions, because then everybody be able to do it just like that. It would change a big part of casual player experiences. Don’t know if necors use it in official torments. But it being an exploit would than get them banned, because it would have been recorded and official…
I agree. Lets make sure the class without notable team utility is prevented from having a strippable boon – that doesn’t last the full duration of the stomp – so that they could contribute to team fights and take advantage of their otherwise flashy but not fully useful grandmaster trait. Definitely.
Your sarcasm aside, I did not call for it not being possible. I just pointed out, that it is not a feature yet but a bug/exploit. Personally I’d find it too strong to be able to interact in death shroud with the surroundings (read — stomp/ress/commune/etc.). But that is just my opinion. Of course your are entitled to your own.
What about it makes it too strong? The class is considered below average in most situations. I don’t see having some stability during a stomp being too strong at all, especially for a class with no notable niche besides boon stripping which isn’t all that strong with boon spam.
Transfusion is balanced because the necro doesn’t (normally) get healed by it. It’s a huge AoE heal and I’d much rather it didn’t get nerfed.
it’s a huge heal behind a huge cooldown, when you look at the numbers it’s not that great: it’s weaker then empower in every way.
It’s really not that strong at all when it’s only a 3-4k heal at best on a 40(34) second cooldown. I main an Engi, and I can easily top that twice in the same timespan with Healing Turret + water blast combo and using elixir gun #5. I don’t see any viable Necro builds taking much healing power anyway without proper sustain (blocks, evades, vigor/stab/aegis uptime, invulns, reflects). Then you start looking at other classes that can dish out heals through traits, weapon skills, and water blasting that effect allies.
Necros have zero water fields, and they have almost no blast finishers. Having this “strong” trait would actually maybe let a Necro go down Blood in PvP instead of being avoided like the plague (outside of MM, but who cares about a build worthless in an larger fights).
And if Necros would start to take transfusion… life transfer has an obvious long channeled animation…. interrupt it and you negate the whole heal, gg counterplay.
(edited by Kuju.2153)
Don’t get me wrong, I’d love to see Transfusion also work, but out of the traits we have that should heal the necro through death shroud, that one is at the bottom of the list, since its primary function is ally healing. Parasitic Bond, Parasitic Contagion, and all siphons are more important as well as (IMO) the Regeneration boon (because otherwise, it’s a boon that is a pure liability while in death shroud, which is stupid for a buff).
Empower is a weapon skill, Transfusion is an adept trait.
I know that but as heals they are quite similar , so I thought they are a good point of comparison. If I were too compare adept traits I would be comparing soothing mist but that one is so different from transfusion that you can barely compare them.
Also Transfusion is base 2628 heal with 1.8 scaling, while Empower is 1500 with 1.0 scaling (according to wiki), so the difference is 192 HP per 40s with 100 healing power, wih empower losing out pretty quickly, having less healing once you have at least 340 healing power (again according to the wiki scaling).
transfusion in 40s: 2628 + 612 = 3240,
empower in 40s : 2*(1500 + 340) = 3640
You do realize that the scaling is also doubled? Therefore becoming 2.0?
Oh, indeed my bad
There is a difference. Atm, as you say, DS interactions are an exploit. Exploits are forbidden unless you want to get banned. They are, as far as I understand it, not wanted by Anet. Thus, I and several necros I know don’t use that exploit. Implementing it as a feature would drastically change the impact of DS interactions, because then everybody be able to do it just like that. It would change a big part of casual player experiences. Don’t know if necors use it in official torments. But it being an exploit would than get them banned, because it would have been recorded and official…
I agree. Lets make sure the class without notable team utility is prevented from having a strippable boon – that doesn’t last the full duration of the stomp – so that they could contribute to team fights and take advantage of their otherwise flashy but not fully useful grandmaster trait. Definitely.
Your sarcasm aside, I did not call for it not being possible. I just pointed out, that it is not a feature yet but a bug/exploit. Personally I’d find it too strong to be able to interact in death shroud with the surroundings (read — stomp/ress/commune/etc.). But that is just my opinion. Of course your are entitled to your own.
What about it makes it too strong? The class is considered below average in most situations. I don’t see having some stability during a stomp being too strong at all, especially for a class with no notable niche besides boon stripping which isn’t all that strong with boon spam.
Some stability wouldn’t be a problem. I mean you have that already. You can switch in and out of DS and, if traited, you get some stability. With the right setup it’s enough for a stomp.
However, you are still vulnerable to damage this way. If you’d be able to ress in DS, then you could inna team fight setup your necro ress everywhone who is downed. He simply changes into DS, he could even fear an attacker away while he resurrects his ally. And he could do this ress around every 10 seconds. I have no real knowledge of the impact of such a mechanic, because it doesn’t exist atm. But to be able to ress allies relatively safe with such a short cool down seems a bit broken. Of course this is a total hypothetical discussion and, for the lack of data, I can only go with my gut here.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
There is a difference. Atm, as you say, DS interactions are an exploit. Exploits are forbidden unless you want to get banned. They are, as far as I understand it, not wanted by Anet. Thus, I and several necros I know don’t use that exploit. Implementing it as a feature would drastically change the impact of DS interactions, because then everybody be able to do it just like that. It would change a big part of casual player experiences. Don’t know if necors use it in official torments. But it being an exploit would than get them banned, because it would have been recorded and official…
I agree. Lets make sure the class without notable team utility is prevented from having a strippable boon – that doesn’t last the full duration of the stomp – so that they could contribute to team fights and take advantage of their otherwise flashy but not fully useful grandmaster trait. Definitely.
Your sarcasm aside, I did not call for it not being possible. I just pointed out, that it is not a feature yet but a bug/exploit. Personally I’d find it too strong to be able to interact in death shroud with the surroundings (read — stomp/ress/commune/etc.). But that is just my opinion. Of course your are entitled to your own.
What about it makes it too strong? The class is considered below average in most situations. I don’t see having some stability during a stomp being too strong at all, especially for a class with no notable niche besides boon stripping which isn’t all that strong with boon spam.
Some stability wouldn’t be a problem. I mean you have that already. You can switch in and out of DS and, if traited, you get some stability. With the right setup it’s enough for a stomp.
However, you are still vulnerable to damage this way. If you’d be able to ress in DS, then you could inna team fight setup your necro ress everywhone who is downed. He simply changes into DS, he could even fear an attacker away while he resurrects his ally. And he could do this ress around every 10 seconds. I have no real knowledge of the impact of such a mechanic, because it doesn’t exist atm. But to be able to ress allies relatively safe with such a short cool down seems a bit broken. Of course this is a total hypothetical discussion and, for the lack of data, I can only go with my gut here.
It’s just as interruptable as any other res (very rare that someone gets killed when trying to res anyway) and it drains the necro’s death shroud. The necro is still taking damage which means he can’t keep it up forever (plus the natural degen).
Also, Warriors are capable of ressing and interrupting stomps as well via Fear Me. Thieves can do it even better with Blinding Powder (as it cancels all stomps).
But all of these have a longer cool down. And life force can be regained fairly quickly in my experience, even if you not specifically build for it. Especially in a team fight situation.
EDIT:
However, as I said, I am not really sure if it would have such a big impact. It would have to be tested…
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
You can ALREADY RES PEOPLE IN DS AND ITS NEVER USED BECAUSE ITS AWFUL. Whew. Seriously, you can already use a lag exploit to res/stomp in DS. How many times do you think its used? Almost never, because its awful and you have no business stomping/ressing as a Necro even with this trait (and why are you running this trait anyway).
As explained, I am not using this exploit (nor the trait). I just know that often I wished that I could res someone or stomp when I was in death shroud. Especially in chaotic fights on a cap point in PvP. If its that horrible though, why bother to change it anyway?…
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Shroud stomping is no more broken than jump dodging.
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My suggestion is to reduce total DS by 30% giving you 91% of the current DS with 6 in soul reaping. Then introduce a 1% life force gain on every hit, creating scaling on necros sustain in teamfights. Then allow stomping rezzing and other interactions in ds, and allow siphons to work in DS. That would be a good start to fixing the sustain of necros.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
My suggestion is to reduce total DS by 30% giving you 91% of the current DS with 6 in soul reaping. Then introduce a 1% life force gain on every hit, creating scaling on necros sustain in teamfights. Then allow stomping rezzing and other interactions in ds, and allow siphons to work in DS. That would be a good start to fixing the sustain of necros.
I’ve had this exact idea, although reducing DS a little more would probably be needed depending on what counts as a hit.
My suggestion is to reduce total DS by 30% giving you 91% of the current DS with 6 in soul reaping. Then introduce a 1% life force gain on every hit, creating scaling on necros sustain in teamfights. Then allow stomping rezzing and other interactions in ds, and allow siphons to work in DS. That would be a good start to fixing the sustain of necros.
I’ve had this exact idea, although reducing DS a little more would probably be needed depending on what counts as a hit.
I was thinking literally every time you hit something. If grasping dead hit 5 people you would get 5% life force. That way you would have much more deathshroud for team fights and much less for one on ones. The actual amount of DS compared to now would need to be figured out. I picked 30% because you wouldn’t get one shotted out of it in full zerkers still.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
My suggestion is to reduce total DS by 30% giving you 91% of the current DS with 6 in soul reaping. Then introduce a 1% life force gain on every hit, creating scaling on necros sustain in teamfights. Then allow stomping rezzing and other interactions in ds, and allow siphons to work in DS. That would be a good start to fixing the sustain of necros.
I’ve had this exact idea, although reducing DS a little more would probably be needed depending on what counts as a hit.
I was thinking literally every time you hit something. If grasping dead hit 5 people you would get 5% life force. That way you would have much more deathshroud for team fights and much less for one on ones. The actual amount of DS compared to now would need to be figured out. I picked 30% because you wouldn’t get one shotted out of it in full zerkers still.
I seriously agree with this. It would really go a long way in fixing necro issues and fixing the QQ that people have about necros simultaneously, if it came with a few other weapon reworks.
I just want life force and DS to be more possible to balance the two of them attrition style if I’m a skilled enough player, like an ele can keep themselves healed. I don’t want it to be “decide the fight before my life force is gone” because otherwise I’m a sitting duck.
There is supposed to be counterplay to LF gain, that way the enemy actually has a way to avoid your sustain. That is why sustain tends to be tied to skills that have counterplay, or AAs that can be avoided in some way. But simply putting it on every single ability base is too much.
There is supposed to be counterplay to LF gain, that way the enemy actually has a way to avoid your sustain. That is why sustain tends to be tied to skills that have counterplay, or AAs that can be avoided in some way. But simply putting it on every single ability base is too much.
Would still be weak to focus and CC.