Dark Path redesign. Is it good or imbalance?
Dark Path is good. Really good. With Path of Corruption, one of the best skills in the game.
The only thing it needs is improved tracking range.
Dark Path is good. Really good. With Path of Corruption, one of the best skills in the game.
The only thing it needs is improved tracking range.
This
Make it like the blue shell from Mario kart.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
Or just give me the blue shell from Mario kart anyway!
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
Well it was targeted aoe teleport like thief bow#5 , was insanely OP back then (altough nobody knew how to play or build back then….)
Just for not abusing instant shadowstep spots, id prefer it to be more of a “leap”.
Basicaly like mesmer sword#3:
-shoot the thing
-projectile start flying to enemy like now
-press button again to port where ball is
Dark Path is good. Really good. With Path of Corruption, one of the best skills in the game.
The only thing it needs is improved tracking range.
This and the teleport should be a lot more reliable, so that when your target is at 900-1200 range the teleport still works. Dodging/LoS should only prevent the chill/bleed/damage but not the teleport. With that we would get the gap closer we need.
Having done an arah run and fighting lupicus recently, it occurred to me. You know that shadow step attack thingy he does? That is how Dark path should work sort of.
- Retains a decent dodgeable animation
- Require a target
- Do the teleporting even if target goes out of range or dodges.
- Do NOT apply bleeds, chill and boon corrupt if dodged.
Suddenly necro is a class one does not simply run away from (unless stealthed).
Having done an arah run and fighting lupicus recently, it occurred to me. You know that shadow step attack thingy he does? That is how Dark path should work sort of.
- Retains a decent dodgeable animation
- Require a target
- Do the teleporting even if target goes out of rangeor dodges.
-Do NOT apply bleeds, chill and boon corrupt if dodged.Suddenly necro is a class one does not simply run away from (unless stealthed).
I like it.
Dark Path is good. Really good. With Path of Corruption, one of the best skills in the game.
The only thing it needs is improved tracking range.
It’s good but only in close range fights.
(edited by pierwola.9602)
My dream version of Dark Path is a revamp of the spell used by Risen Nobles in Orr. Same windup with a casting animation lasting roughly one second, after which the teleport happens. No projectile, and ideally no range check on completion (only on beginning of cast). The teleport would happen regardless, while other effects would be dodgeable.
That would tick all the boxes for me.
I’m also in favour of a redesign. Not that it’s not good, but the projectile is just so *#@%ing unreliable! With swiftness you can actually OUTRUN IT! It’s so slow it can miss if you sidestep. You basically NEED to fear people to make sure it lands, except if you’ve cast Dark Path from max range, if you fear your target while it’s in flight they’ll actually run beyond its maximum range!
Once you’re in combat and in close range it’s ok. But if you’re a dagger necro trying to use it from a distance as a gap closer you can just forget it.
Furthermore, if they turn it into a ground-targeted teleport like Blink it’ll solve a lot of our mobility problems in pvp!
If the projectile was faster I think it would be a really incredible skill.
It’s so slow it can miss if you sidestep.
Do you use the skill ever? It’s got very strong homing capabilities. Not Life Blast strong, but pretty close.
It’s so slow it can miss if you sidestep.
Do you use the skill ever? It’s got very strong homing capabilities. Not Life Blast strong, but pretty close.
The homing works only in the 1200 range. Normally if your target is at 900-1200 it misses due the slow projectile and running away is enough to get 1200 range before it even comes near.
I would even say that dark path is only reliable in a 600 range.
What dark path needs and to a lesser extent spectral grasp is that a gap can be closed reliable even in a 600-1200 range. And with reliablity on those to skills necros would finally the profession they are supposed to be, the hardest to get away from. Since sadly all the chills and cripples are rather ineffective for this (for kiting they are however really good).
Yeah it does home, but it’s so slow it’s easy to outrun it! Remember the 1200 range isn’t from where you are atm, but from where you cast it. (basically what Muchacho said)
TBH I’d be happy if they made it 900 range if they made it a targeted teleport, so we could have some more mobility!
Being outrun and being sidestepped are two very different things. Sidestepping is what happens with Staff and Lich Form 1.
As I said, it needs a longer tracking range (preferably indefinite tracking, but on hit, it checks to see if the necro is within 1200 range of the target and if not, the skill does nothing) and that’s pretty much it.
The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?
i don’t see that it needs much of a CD increase.
As true as Odin’s spear flies,
There is nowhere to hide.
It couldn’t be like blink because it would be too strong on too short a cooldown, even if you doubled the cooldown it would still be really amazing if it was an activated blink for an AOE chill + bleed.
Faster projectle would be nice, but ANET said previously they like the slow projectile because it allows you to start “pre” casting something while the projectile is in flight so that it hits right as you teleport (like dagger 3).
Thematically, it would be cool as hell to become a dark cloud/streak and coast towards people like Lupi, and evade attacks while that his happening, but it would be too good.
It is perhaps our best skill hands down, and with POC, it is just that much better.
Dark path is a well designed skill with path of Corruption.
Underwhelming, but really good with 30 point trait investment, and even then not Imba because of how easy the skill is to dodge.
Necromancers need some sort of teleport for mobility, and I’d love to have the scarecrow Halloween skill from lunatic inquisition, but that’s not coming.
Dark path is a well designed skill with path of Corruption.
Underwhelming, but really good with 30 point trait investment, and even then not Imba because of how easy the skill is to dodge.
Necromancers need some sort of teleport for mobility, and I’d love to have the scarecrow Halloween skill from lunatic inquisition, but that’s not coming.
I’d looooove a scarecrow
It would be nice if Dark Path could additionally target friendly targets. Grant regen+vigor in a 240 AoE instead of the bleeding and chill when you hit a friendly target. Traited with Path of corruption coverting 2 conditions into boons. Could be used as a nice escape mechanism.
(edited by kolcha.5027)
It couldn’t be like blink because it would be too strong on too short a cooldown, even if you doubled the cooldown it would still be really amazing if it was an activated blink for an AOE chill + bleed.
Are you saying that simply by making it ground-targeted it will be automatically as good as a skill that is INSTANT CAST and BREAKS STUN? Come on dude, there’s no comparison there! First of all, as I explained above, making it ground targeted would actually make it harder to land due to the need to lead the target, secondly nobody ever said anything about taking the cast time away. I just think that a. it would actually make it work as a gap closer, because as it is now someone running away from you can literally outrun the projectile, and b. it would also give it some limited use as a mobility or escape skill, which we badly need!
Faster projectle would be nice, but ANET said previously they like the slow projectile because it allows you to start “pre” casting something while the projectile is in flight so that it hits right as you teleport (like dagger 3).
Um, well, yeah except above 600 or so it very often misses due to how slow it is. It’s fine if you’re fighting on the point, but if they’re running away from you the projectile can’t catch up.
Also, not sure if anyone else has encountered this, but quite often if I queue up Tainted Shackles while the projectile is in flight, Tainted Shackles cancels right when Dark Path lands and teleports me. Not always, and I haven’t figured out how to repeat the problem.
I agree it’s a great skill even as it is now, but it only works in combat! I think with just a few minor changes that won’t necesarilly make it stronger, it can also gain some utility for use in other circumstances, such as getting you across the map a couple seconds faster, or hitting an opponent even if they’re running away from you.