[Death Shroud] Nerf it just like adrenaline
Enough said,
Death Shroud = adrenalineIf warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.
Warriors also build adrenaline in a couple attacks while necromancers take half a fight to build it up IF they are dedicated to it. Also, the core of the warrior’s defenses are not completely dependent on Adrenaline.
Yeah the two are only comparable by the fact they are both secondary resources. I suppose Thief Initiative should degen as well by this logic…
I see a mad warrior.
The changes to adrenaline were all based on the fact that it was more beneficial to NOT spend it, but rather leave it at max. That isn’t true for DS, so the suggestion makes no sense.
I agree.
We should also buff signet of the vampire to give the same healing as healing signet. And give necros tons of stability and invulns, and heavy armor, and tons of weapon choices. Actually then we could just call them warromancers, and make life force have a different effect for every weapon!
This is fun. Maybe next time we could make engineers and elementalists into the same class on next week’s episode of coffee at the QQ cafe.
Enough said,
Death Shroud = adrenalineIf warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.
Warriors also build adrenaline in a couple attacks while necromancers take half a fight to build it up IF they are dedicated to it. Also, the core of the warrior’s defenses are not completely dependent on Adrenaline.
Necros gain life force with most skills used, plus they also have traits that enhance life force while in combat. Their Death Shroud should not carry to the next battle PERIOD!
Enough said,
Death Shroud = adrenalineIf warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.
Warriors also build adrenaline in a couple attacks while necromancers take half a fight to build it up IF they are dedicated to it. Also, the core of the warrior’s defenses are not completely dependent on Adrenaline.
Necros gain life force with most skills used, plus they also have traits that enhance life force while in combat. Their Death Shroud should not carry to the next battle PERIOD!
Haha. No they don’t unless they spec for it.
Enough said,
Death Shroud = adrenalineIf warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.
Warriors also build adrenaline in a couple attacks while necromancers take half a fight to build it up IF they are dedicated to it. Also, the core of the warrior’s defenses are not completely dependent on Adrenaline.
Necros gain life force with most skills used, plus they also have traits that enhance life force while in combat. Their Death Shroud should not carry to the next battle PERIOD!
Do yourself a favor and stop talking, you very clearly don’t know what your talking about and your embarrassing yourself.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Hitman… stop embarrassing yourself… For the record, I main a warrior, so let’s dig in:
DS and Adrenaline are two bars, that is correct, both also fill when in combat, also correct… However, the functionality and benefits from it differ greatly…
Warrior’s Adrenaline is not your main source of survivability, whereas Deathshroud for a Necromancer is… You, as a warrior, merely get damage bonusses and maybe some extra healing per second out of it, while you use your utilities, weapons, health and armour to survive…
Warriors have acces to condition immunity, damage immunity, and CC immunity when taking stances, and depending on the build, can sacrifice one of these to get other boons in combat (such as AoE regen, passive strength/defense buffs, or condi removal on shouts w/e)… They have the tools to survive via traits, utilites and weapons…
A Necromancer has to manage his resource way differently however, since they lack everything to survive… They are in essence a huge sponge that has to absorb all the damage hit, since the mitigation comes, and here is the clue, from having lifeforce and being able to go into DS…
Unlike Adrenaline, most Necromancer weapons do not build up Lifeforce quickly, this is a design choice that is more than fitting, since having 100% uptime of Lifeforce all the time would be both stupid and broken… This, combined with the fact that Necromancers’ lifeforce does decay when using it, is the reason it does not decay out of combat, as it is their defensive utility…
If you truly want to make them equal, give Necromancer’s as much acces to Lifeforce as Warriors have to Adrenaline… Trust me, you do not want that, and will likely end up crying so hard that you might wanna refill some water to your body when it happens…
In short, play both, and learn to play…
Lost? Confused? [TCS] – A guild for every state of body and mind
All I see is a kitten warrior who can’t handle the fact that he can’t smash his face on the keyboard anymore.
How about this, when we get vigor, blocks, invulns, a skill that completely fills our DS bar while also making us half-immune to damage, healing signet, massive damage, tankiness, and CC all in one weapon loadout, amazing team support, great might stacking, amazing mobility, and every other mechanic that warrior gets, then we can talk about LF degenerating.
Since you posted this in the Necro forum instead of the balanced or spvp forums, I’m willing to overlook your OP.
GTX 980M – SSD 512GB R/W:550/520MB/s
17.3" 1080p – 32GB 2400MHz DDR4
How about this, when we get vigor, blocks, invulns, a skill that completely fills our DS bar while also making us half-immune to damage, healing signet, massive damage, tankiness, and CC all in one weapon loadout, amazing team support, great might stacking, amazing mobility, and every other mechanic that warrior gets, then we can talk about LF degenerating.
OI! Don’t you go around plagiarizing my posts!
That’s almost word for word what I said to Anas Tarci!
At OP – That is an awful strawman and why would you post this HERE?
Do that on the War forums where some clueless people might actually agree with you.
Thank you Hitman, I haven’t laughed that hard since … well quite a while actualy.
You’ve done your job now you can go back playing minecraft and never talk about necro again since you obviously don’t know this profession.
A necro that gets jumped on without life force is dead most of the time.
delicious warrior tears
Was good for a smile and a brief chuckle
Xynobia – Asura – Necro
|Gnaw| |BB| |dO| |SOUL| – NSP
#RageAboutWarriorNerf? #MadWarrior? #YouDontKnowYourNecro
Yea, cereally, DS should go on 10times the cooldown when it doesn’t hit!!
Yea, cereally, DS should go on 10times the cooldown when it doesn’t hit!!
How can a transformation hit or dont hit?
I mean, the transformation is always successful so what the point of a fail state?
*ironie off
Go back to your cave.
Yea, cereally, DS should go on 10times the cooldown when it doesn’t hit!!
…and it should deal over 10k damage in an aoe to all zerker builds, than we are on par with warriors
Enough said,
Death Shroud = adrenalineIf warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.
Warriors also build adrenaline in a couple attacks while necromancers take half a fight to build it up IF they are dedicated to it. Also, the core of the warrior’s defenses are not completely dependent on Adrenaline.
Necros gain life force with most skills used, plus they also have traits that enhance life force while in combat. Their Death Shroud should not carry to the next battle PERIOD!
16 skills generate life force. Out of them, 2 are underwater skills and another 2 are part of one damage chain. And another one generates it while in death shroud. The necromancer has 60 skills in total. So no. Most of our skills DO NOT generate life force.
8 traits effect life force in some way. That’s 8 traits out of 80.
So no, you are incorrect. Warriors build adrenaline much faster then necromancers do with no investment. And this was never a problem because of the way those are designed. Necromancer’s DS builds very slowly in all places except when a large number of deaths are occurring. Such as events.
The two profession skills have little in common with each other and you can’t base your assumptions about if a profession’s mechanic is unbalanced when you have never even played the profession yourself.
snip
PERIOD.
I’ll agree to it as long as necros get a greatsword to fly out of every fight.
for there you have been and there you will long to return.
guys sorry for Hitman. i faced him in spvp and mauled him in DS so many times that he got deathshroudophopic..
and (jokes aside)
to answer OP: NO. as others already stated Adrenaline and DS are so different that asking for a counterbalance to lifeforce gain is just newbish and wrong.
Commander Gammaburst, Warr 80 – IoJ
Headhunter Jaeger, Thief 80 – IoJ
Well, feeding the troll couldn’t have been any easier.
After reading the rant/troll, here’s what I came up with.
(literal thought process: I’d let LF decay OoC if we could burn it all in a “burst” skill→ lol, lets make an OP “burst”/elite skill that is fueled by LF)
Tainted Flesh
Elite skill. 1/4s activation. 60s recharge. Lose all accumulated Life Force. For 5 seconds, whenever a foe strikes you in combat, that foe gains all conditions. Conditions are multiplied per 20% of life force lost.
Bleeding: (2x) 10 sec – 850 dmg
Blind: 5 sec
Burning: 1 sec – 328 dmg
Chilled: 2 sec
Confusion: (2x) 5 sec – 260/130 dmg on skill activate
Crippled: 10 sec
Fear: 2 sec
Immobilized: 0.5 sec
Poison: 3 sec – 252 dmg
Torment: (1x) 3 sec – 96/48 damage
Vulnerability: (2x) 10 sec
Weakness: 10 sec
Breaks stun
Therefore, burning a full Life Force bar would result the following (100% LF/ 20% LF per multiplier= 5x multiplier. 20% LF=1x, 40%=2x, and so on. LF % would be rounded down for balance purposes)
Bleeding: (10x) 50 sec – 21,250 dmg
Blind: 25 sec
Burning: 5 sec – 1,640 dmg
Chilled: 10 sec
Confusion: (10x) 25 sec – 1,300/650 dmg on skill use
Crippled: 50 sec
Fear: 10 sec
Immobilized: 2.5 sec
Poison: 15 sec – 1,260 dmg
Torment: (5x) 15 sec – 2,391/1,195 dmg
Vulnerability: (10x) 50 sec
Weakness: 10 sec
Give us something like this and then we’ll talk about letting LF decay OoC
aka Thalakos Dralnu, Voxt Umultus, and Jalis Haafingar.
Vulgarity is no substitution for wit.
Then nerf the combo of Healing Signet and Endure pain as well. Most necro’s pretty chanceless against this. Especially if you need to defend a cap point ofc.
OP sees warrior having a bar, OP sees necro having a bar, OP assumes everything with the bar must be the same.
Talk about how to publicly shame oneself lol
PERIODDDDDDDDDDDDD
I mostly agree. Just thing is you need to have acces to it as its basicaly only defense for necro, so the 10% to enter and start with 0% is also BS if u ask most ppl.
100% DS in 1v1 is OP. especicialy on power necro, who can generate another bar during the fight. Keep in mind, in teamfights, its still no use ok back to topic
Start with ZERO LF is unfair, and you mostly have this after you lost a fight. Snowball anyone? Or why do you lose 20% LF when you die? just adds to snowballing
1) Decrease total LifeForce to about 80% of what its now
2) Out of combat life force always goes to half 50% ( 40% of what its now )
3) Now necro more constantly easier to balance, smaller min/max scenarios
4) nerf/buff if needed
Comedy gold.
If you’re going to hate on a profession, at least have an inkling of what you’re talking about.
Attachments:
Enough said,
Death Shroud = adrenalineIf warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.
Warriors also build adrenaline in a couple attacks while necromancers take half a fight to build it up IF they are dedicated to it. Also, the core of the warrior’s defenses are not completely dependent on Adrenaline.
This. Also, I would literally never play my Necromancer again if changes like this went through. Very few things in this game get me steamed, but even the thought of this kittenes me off so much I’m restraining myself from spewing a paragraph long rant on how you should go die in a hole for even suggesting it.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
(edited by SpellOfIniquity.1780)
Enough said,
OP = noob warrior
I may have a sliver of sympathy if the yet-another-whine post came from an engie or guard.
BUT from a warrior!!!!
OMFG out of all classes. Suggesting the nerf of DS and comparing it to adrenaline!!!! Dude L2P warrior. It’s already easy as hell to play
Condi & DPS Ranger, Spirit Guard
@OP
As I main both a warrior AND a necro, I have to say that this change is massively overdue. The ability to build up a full bar of a adrenalin in a few attacks is fine give that’s the idea behind adrenalin. It comes and goes quickly. But for warriors to be able to miss a burst but still retain the adrenalin made for mindless play. There was no cost involved in screwing up.
Now, with death shroud, I’m sure other necro players will agree with me, if you punch it at the wrong moment or dismiss at the wrong moment you’re pretty screwed. One reason is there are 2 cool downs built in. A 10s one when you first activate it and a reactivated 10s cooldown if you cancel it manually. It also removed your ability to cleanse yourself unless you trait for it.
Depending on the build, the sum total of HP+DS for a necro would still be less than a warrior even with zerk gear.
Lifeforce also decays during use in addition to absorbing your damage. So although you gained effectively another health bar, it would deplete at twice the rate of your main health bar but took at least three times longer to fill compared to adrenalin.
Quite frankly, if you don’t understand another class’s abilities you would do well to keep your trap shut.
Enough said,
Death Shroud = adrenalineIf warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.
Warriors also build adrenaline in a couple attacks while necromancers take half a fight to build it up IF they are dedicated to it. Also, the core of the warrior’s defenses are not completely dependent on Adrenaline.
Necros gain life force with most skills used, plus they also have traits that enhance life force while in combat. Their Death Shroud should not carry to the next battle PERIOD!
Your forum posts are funny. Using CAPS for emphasis and saying PERIOD at the end of every sentence doesn’t make it so.
Hitman you are playing by far the most op class in game and actually saying a necromancer needs a nerf. Please try playing a class to 80 before complaining about it. A necromancer requires some skill not button mashing like warriors. You lost a fight because they strategically played better then you. Get over it.
Next move, remove rangers pet it knocked me down. Enough said.
Maybe when necros can reliably cycle through their entire life force bar several times in a single fight this will be a reasonable comparison.
This is fun. Maybe next time we could make engineers and elementalists into the same class on next week’s episode of coffee at the QQ cafe.
I agree with OP. I run a Warrior as a main, 666+ AP, full zerker, and last night on sPvP I was 1v1ing a Necro, and then he popped DS and BAM. WTH anet?!?! It took me at least 5 extra seconds to kill him, what were they thinking?? Please Nerf DS or at least make it so Necros have degeneration on their regular health bar instead of the DS, or maybe balance it so that using skills DEPLETES death shroud bar instead of filling. NECROS ARE TOO OP!!
Maybee make engineers need to load up their kits too while in combat before they can use them and bevor we forget thieves should generate initiative in combat and start with zero.
Lets let this thread die. I think we have made quite an example of what people get when they ask to nerf other professions out of spite, without understanding the current predicaments of the said profession and thinking about the consequences of the hypothetical nerf.
Viva la QQ thread!
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
DS is OP . Have a 2nd life bar is a broken mechanic . I play all others class and I’ll trade all my blocks / evade / invul / teleport / immunities for get 2x more HP on demand like necros have . They should remove DS from the game and necro will be totally balanced . And move Terror to grandmaster .
And what are you guys saying ? Pfft . You necros can fill DS soo fast . Just use staff 1 on clock tower kitten . And you have too much attrition . Plague just reset the fight easily , way better than thieves shadow refuge . All you have to do is L2P sorry
Please don’t respond to this troll and let this thread die.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
The OP has clearly never played a necro, but I do agree that LF needs a rework. Having ALL your durability come from a 2nd health bar is extremely difficult to balance, especially 1v1: when it’s empty you’re basically a sitting duck, and when it’s full you’re stupidly tanky!
I really think we should get more access to boons and other sustain mechanics, and have life force become just an energy bar that powers DS skills.
Really? If you want to make the tradeoff feel free to roll a Necro and tell us how fast you can get life force in combat, comparing tmthe class mechanic of your Warrior or any other profession. Tell us how DS is better than an evade, invulnurability or stances when you get focused. Tell us how an elite skill with 180 seconds of cooldown that can be pingponged, kited and hits like a noodle is better than a stealth that truly resets a fight with significantly lower cooldown. Tell us how you can get life force without a target aside from reslotting minions and being in areas where there are no clock towers (did you really think before saying this?) and ambient creatures. Tell us how good our attrition is without heal sustain and trying to outlive your foe till the end until they use the mechanics you traded to put distance and eventually leave you chasing.
Your statement sounds more like a spiteful outcry out of being defeated by a necro than a realistical analysis. There aren’t many necros in high tier in any game mode for valid reasons. My advice is the same as yours, L2P. Maybe then you can see there isn’t much to complain.
Edit: I am sorry that even when I proposed the thread to die I was carried away by the troll.
(edited by Pregnantman.8259)
DS is OP . Have a 2nd life bar is a broken mechanic . I play all others class and I’ll trade all my blocks / evade / invul / teleport / immunities for get 2x more HP on demand like necros have . They should remove DS from the game and necro will be totally balanced . And move Terror to grandmaster .
And what are you guys saying ? Pfft . You necros can fill DS soo fast . Just use staff 1 on clock tower kitten . And you have too much attrition . Plague just reset the fight easily , way better than thieves shadow refuge . All you have to do is L2P sorry
lvling my necro now, just so i can reply w ‘QQ’ when someone whispers me that 2nd lifebar is op, yes its one as (double s) move, but whatever, hate me warriors, here i come!
The OP has clearly never played a necro, but I do agree that LF needs a rework. Having ALL your durability come from a 2nd health bar is extremely difficult to balance, especially 1v1: when it’s empty you’re basically a sitting duck, and when it’s full you’re stupidly tanky!
I really think we should get more access to boons and other sustain mechanics, and have life force become just an energy bar that powers DS skills.
Necro is stupidly tanky because the lack of mobility and evasion mechanics.
The OP has clearly never played a necro, but I do agree that LF needs a rework. Having ALL your durability come from a 2nd health bar is extremely difficult to balance, especially 1v1: when it’s empty you’re basically a sitting duck, and when it’s full you’re stupidly tanky!
I really think we should get more access to boons and other sustain mechanics, and have life force become just an energy bar that powers DS skills.
Necro is stupidly tanky because the lack of mobility and evasion mechanics.
Necro isnt stupidly tanky, a bunker guardian is stupidly tanky, a shout warrior is stupidly tanky, a regen condi ranger is stupidly tanky. Compared to real tanky specs necro is squishy as hell.