Fixing Deathly Chill: Aura Based Damage.
I like it! This would get my vote.
This is an interesting concept. My initial impression is quite positive. I will have to think about it some more and see if there are any potential problems. But it certainly sounds like a pretty good idea to me.
Reaper already has enough counterplay in that anyone with a brain can range them down and kite them around. I’m a fan of how chill works now, personally.
While the consept sounds intruguing, I see a major problem with it. Condition (especially chill based ) builds are ranged by the nature of their weapons staff/dagger offhand/focus/ scepter. So by making the range 600 you actually promote a playstyle which conflicts with all the condition weapons. The only melee condition playstyle at hand is the dhuumfire reaper and they have reaper’s onslaught already.
Its either something like this. Or instead of chill doing damage itself you have a unique condition that applies for the same duration as your chills and ticks damage. This way it can never be overwritten. Could also allow it to stack intensity allowing for chilling bolts from whirls to be extra useful.
Its either something like this. Or instead of chill doing damage itself you have a unique condition that applies for the same duration as your chills and ticks damage. This way it can never be overwritten. Could also allow it to stack intensity allowing for chilling bolts from whirls to be extra useful.
This. We could have a “workaround” like OP said, or like this.
This would be a good supplement to the melee style of reapers but it would take away ranged pressure options, which reapers are already very limited in.
Personally when i first seen this trait I thought it might use power instead of condition damage. It just felt like it was ment for power builds. As it is now it suffers from what terror suffers from, But far more. Honestly it is a really good idea and i hope it see it being improved.
At its current state other players are a hindrance to us. Considering the whole game is designed around the opposite, Its a badly designed trait. The amount of random chills being applied actually means that we rarely get much chill damage off.
Im all for a change to radiate damage to enemies with chill on them within 600 range. not only will that mean necros can stack the trait for extra damage but other allies can help by getting there chills on a target. However they will never really know if there helping.
As for losing ranged pressure with this change, you need to remember chill is still chill. they are slowed and worse have longer cool downs.
I’d rather the range be similar to that of Plague Signet’s passive. From a PvE standpoint, 600 range works fine; but from a PvP standpoint, 600 range is disgustingly short, especially since I have been netting many kills on people who teleport away after getting chilled and go down to the ticks while they are well over 3200 units away.
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
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