[Follow Up] Forum Specialist Feedback
Because thats what they did with Empowering Might right? No its been left as a trashy trait which is only good with AH. AH was the problem but Empowering Might got the restriction.
Empowering might is a 1 sec ICD, not per target. Huge difference. Also, how they balance is wildly different than whether one style is better or more practical than the other. A counter, as I said, is siphons which suck because they could “theoretically” get out of hand. This is a better WAY to handle it, but would need to be properly compensated as well.
And i said that it destroys the trait in 1v1’s. Because in 1v1’s it will essentially be the same as Empowering Might.
Because thats what they did with Empowering Might right? No its been left as a trashy trait which is only good with AH. AH was the problem but Empowering Might got the restriction.
Empowering might is a 1 sec ICD, not per target. Huge difference. Also, how they balance is wildly different than whether one style is better or more practical than the other. A counter, as I said, is siphons which suck because they could “theoretically” get out of hand. This is a better WAY to handle it, but would need to be properly compensated as well.
And i said that it destroys the trait in 1v1’s. Because in 1v1’s it will essentially be the same as Empowering Might.
And you ignored the balancing and scaling defenses/denefits part of what I said, so there’s not much more to say. It doesn’t have to stay how it is. Have some intuition.
Warlord Sikari (80 Scrapper)
I dont think you’ve understood anything ive said. An evade is completely different to a stack of might. The scaling sustain of Blighters Boon + Chilling force can be restricted in other ways without butchering our might generation.
I dont think you’ve understood anything ive said. An evade is completely different to a stack of might. The scaling sustain of Blighters Boon + Chilling force can be restricted in other ways without butchering our might generation.
What I’m saying is, similar to evades, they can be be made perfectly reasonable 1v1 with a ICD per target with benefit against a group. It all depends on your perspective. The only difference between my view and your view is you think if the number is reachable then it should be reachable 1v1 too, and that’s not the case. That’s be like saying if an AOE only hits 1 person it should do 5x the damage. It’s literally saying that. All practical uses, however would be best suited for an icd per target.
Warlord Sikari (80 Scrapper)
I’m with spoj on this one.
I think with some high(er) impact skills or trait procs an icd per target can make sense, but not with vampiric traits if they just steal a small amount of hp.
Also, the per-hit mechanic is actually really nice and unique here, so just for the sake of that I’d keep them without any restrictions.
And I believe the difference between Reaper’s Shroud and Death Shroud is probably not that much anyway.
Even in a best case scenario where Reaper can siphon from 5 targets and hit with auto attack all the time, with the current siphon values (31per hit, 39 for crits) and let’s say ~15 seconds in RS, you’d probably get about 50 hits more than with DS. And even if all of those hits are critical you’d just get an extra 4k hp, which is really not that much considering you’re in melee range of 5 opponents.
I dont think you’ve understood anything ive said. An evade is completely different to a stack of might. The scaling sustain of Blighters Boon + Chilling force can be restricted in other ways without butchering our might generation.
What I’m saying is, similar to evades, they can be be made perfectly reasonable 1v1 with a ICD per target with benefit against a group. It all depends on your perspective. The only difference between my view and your view is you think if the number is reachable then it should be reachable 1v1 too, and that’s not the case.
And the problem with this is we already have a trait ingame that doesnt have this 1v1 limition. Forceful greatsword works well solo but stacks up even faster when cleaving. Warrior is already a superior class and can even share this might when using another trait. Necro is selfish but currently not self sufficient. Chilling force will finally make us self sufficient buffwise. And you want to restrict it just because of a sustain trait.
Its not hard to see why im completely against this. PvE is necros biggest problem. And your suggestions effect one of our best PvE traits in a really negative way. Boss fights are a huge part of PvE. So 1v1 potential is important.
(edited by spoj.9672)
Looking at coefficients, we need a damage buff then.
>25% Executioner Strike 4.0 scale? You know, big numbers for pvp videos…
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
The problem, I think, with ICD proc’s is they need to be fast enough to proc’ reliably. A powerful proc’ on a long icd is just gambling for a chance at something big. In a fight that takes a limited amount of time, you want the trait to proc at a reliable rate, like every time you enter DS or every time the skill is used.
I would rather heals, skills, conditions, or boons be smaller than wonder if I will get lucky.
The problem, I think, with ICD proc’s is they need to be fast enough to proc’ reliably. A powerful proc’ on a long icd is just gambling for a chance at something big. In a fight that takes a limited amount of time, you want the trait to proc at a reliable rate, like every time you enter DS or every time the skill is used.
I would rather heals, skills, conditions, or boons be smaller than wonder if I will get lucky.
That’s very true. No icd restrictions definitely put more control into the player’s hands and therefore promote skillful play rather than luck.
@spoj, regarding Chilling Force. Do you think this trait is enough for self buffing might in PvE or would you rather see a similar trait (like in gm Curses) in addition to that or for builds that don’t want to go with Reaper?
I think you’re all missing the point of what an ICD per target really does. It’s a form of streamlining and does not have to break anything. It essentially says that all attacks attack at x rate (in this case 1 second) which means no matter how fast you attack you gain it at a stable rate as long as you’re attacking. That is good because it allows for practical balance and doesn’t have to worry about channels that can proc it far too many times in a short time. The per target effect just means that it becomes strong in group use. There is no rule that says if it has a 1 sec ICD per target that it will have to or WILL be bad. That’s ALL on the balance team. A proc could have a 1 sec ICD and give you 25 stacks of might for 10 seconds, it’d be OP as hell even with a 1 sec ICD. The ICD doesn’t dictate it’s power, it just limits its ability to be exploited by extremely fast attacks so that it can be equally useful for all weapons and have practical balance rather than being weak to appease certain fast-striking builds. It WILL get nerfed if we leave Axe#2 (or GS #3) + Wells and RS 4 as their grounds for balance, because they will inevitably balance for best case scenarios. ICD per target reduces that risk substantially.
Warlord Sikari (80 Scrapper)
Looking at coefficients, we need a damage buff then.
>25% Executioner Strike 4.0 scale? You know, big numbers for pvp videos…
You do realise that skill can finish of a 24k Max HP target under 25% right?
Looking at coefficients, we need a damage buff then.
>25% Executioner Strike 4.0 scale? You know, big numbers for pvp videos…
You do realise that skill can finish of a 24k Max HP target under 25% right?
Sure I do. But bigger numbers look even nicer.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
snip
But the point of this type of skill is to gain extra benefits by hitting more times in a set duration. Chill uptime isnt going to be that easy. So if you get say a 3 second chill on a foe then with a 1sec ICD you can only get 3 procs.
The idea of this trait is to hit as much and as fast as possible to gain as much might and lifeforce as possible. ICD’s break that concept. If the trait didnt have a requirement such as target needs to be chilled. Then i could maybe side with your suggestions.
And calling the use of fast attacks to gain extra benefit an exploit is rather extreme. Im pretty sure thats an intentional functionality of the traits design.
I suggested in the other thread to give an ICD of 5 procs per 1 second with 5 second duration. This prevents over procs when dealing with groups of enemies. But still allows you to gain a good amount of extra procs on a single target if you use fast multi hits while the foe is chilled (and this requires some effort and investment to do so).
I understand this kind of solution is probably something you consider in the same line as yours. But i got the impression you were only thinking of compensating with the number of might stacks generated and the duration. Its important to suggest a working example when giving solutions. And dont just be vague. With all your previous suggestions i pointed out faults which would ruin the trait so I couldnt possibly side with you.
(edited by spoj.9672)
A couple other points to consider on hidden ICDs are…
… If there is an effect ICD not sync’d to skill CD and you use the skill a fraction of a second too early, you now are looking at 2x effect CD.
… Hidden cool downs require the player to count them separately from the skills.
Short CDs on sigils work because they are short and attached to every attack – no guessing as to when CD is up. It just proc’s a lot so it all averages out.
If the siphon is buffed significantly and has a an ICD of 1 sec per attacker it would work better than current version or big siphon big ICD. There is no way DS,condition necro can match SK,power,MM necro in procs, plz don’t say it’s melee so it needs it. Necro is slow at ranged,it’s mostly single target or small,fear is not that good and I can’t really call necro anti melee or ranged.
The Dhuumfire thread
The only siphon things in the game which currently work have an ICD, either explicit or effective due to their proccing mechanics. This is an undeniable fact, every single one that currently is useful has built-in limiters. Vampiric Master has effective ICDs, runes/sigils/food which we always complain are better than ours, have built in ICDs. Yet ICD will break Vampiric how?
If you don’t want an ICD, and you want it to only work for some builds that is totally fine, but don’t make it a minor trait. We had this issue with Reanimator, let’s not force it on ourselves again.
(edited by Bhawb.7408)
The only siphon things in the game which currently work have an ICD, either explicit or effective due to their proccing mechanics. This is an undeniable fact, every single one that currently is useful has built-in limiters. Vampiric Master has effective ICDs, runes/sigils/food which we always complain are better than ours, have built in ICDs. Yet ICD will break Vampiric how?
I dont think ICD for vampiric will break it but that doesnt mean it needs a ICD. Actually both ways would be fine if balanced correctly.
Just about always modifiers that are supposed to simulate a constant benefit (like Vampirism, Chilling Force, etc) are better off being a low ICD per target simply because it allows them to balance around a general pace of effect than best case scenarios which can be exploited. If leeches gained a 1 sec ICD per target they would likely also gain a slight boost. And instead of them balancing around the chance of a well + Axe 2 + WH 5 (best case scenario possibilities) they can just have them stream at a reliable and beneficial pace. Essentially, it’s saying you require fewer hits to gain maximum benefit and it runs less risk of exploiting. It’s good for play and more importantly, balance in practical use.
It’s hard to fully explain without getting into the math of it, and I’m just not motivated to go through all of that right now…
Warlord Sikari (80 Scrapper)
The only siphon things in the game which currently work have an ICD, either explicit or effective due to their proccing mechanics. This is an undeniable fact, every single one that currently is useful has built-in limiters. Vampiric Master has effective ICDs, runes/sigils/food which we always complain are better than ours, have built in ICDs. Yet ICD will break Vampiric how?
There’s Signet of Malice. I know, not a siphon skill per definition but this discussion here is about healing, not the damage part of vamp traits.
Also, the currently “working things” with a cooldown are all much stronger, like 1k on a leeching charge, 500 on sigil of blood, 300 on food.
Yeah you could make vamp traits have seperate icds per target, but seriously, why?
First of all, this just defeats all the beauty of those traits. Just like you wouldn’t want an icd on your whirl finishers when you spin through a dark field. Some skills just hit more often, so let them synnergize with those traits.
Secondly, if you raised the siphon value and then added a 1 sec icd per target you’d just create a new set of weird outlier scenarios. Like fighting several mesmers, MM necros, spirit rangers, turret engis, or zergs in WvW. Basically any kind of fight with a lot of targets, you could just run through with several aoe skills and basically score that higher vamp siphon for every single hit.
And instead of them balancing around the chance of a well + Axe 2 + WH 5 (best case scenario possibilities) they can just have them stream at a reliable and beneficial pace.
I like how you’ve listed those skills as best case scenario when the whole discussion about vamp trait balance started because you’ll be able to heal through Reaper’s Shroud.
Really, if well + axe2 + Locust Swarm were so good with Blood Magic then everyone would be using that already. The only thing that will change is that those siphons will work through Shroud, so that makes your best case wells + Shroud skills + Locust Swarm. It’s really not that different, especially when the siphon values stay as low as they are now.
And instead of them balancing around the chance of a well + Axe 2 + WH 5 (best case scenario possibilities) they can just have them stream at a reliable and beneficial pace.
I like how you’ve listed those skills as best case scenario when the whole discussion about vamp trait balance started because you’ll be able to heal through Reaper’s Shroud.
Really, if well + axe2 + Locust Swarm were so good with Blood Magic then everyone would be using that already. The only thing that will change is that those siphons will work through Shroud, so that makes your best case wells + Shroud skills + Locust Swarm. It’s really not that different, especially when the siphon values stay as low as they are now.
To be fair, I really dont know why all the power builds right now are 6/6/0/0/2 instead of 6/5/0/3/0 and i kind of need someone to explain that to me. It seems like the extra hits would be more than the slight extra crit damage. So in that sense if you didnt take reaper (or couldnt because you dont have the expansion), would blood magic not be a worth while trait line?
Because the extra crit damage is more when you have buffs.
Obviously this will change and we might see blood magic become a standard line for the meta after the specs update.
If a target aggro’s, it is a target. I see no real reason turrets, spirits, or elementals should not be considered opponents just like minions. It is a player’s choice to brining AI pets to a PvP party so they should count, IMO.
The only siphon things in the game which currently work have an ICD, either explicit or effective due to their proccing mechanics. This is an undeniable fact, every single one that currently is useful has built-in limiters. Vampiric Master has effective ICDs, runes/sigils/food which we always complain are better than ours, have built in ICDs. Yet ICD will break Vampiric how?
If you don’t want an ICD, and you want it to only work for some builds that is totally fine, but don’t make it a minor trait. We had this issue with Reanimator, let’s not force it on ourselves again.
Fully agree: don’t make it a compulsory choice if you can’t use it fully with ANY weapon. How much better would those traits be if they procced for around 1000 health like the blood sigils, and had a 5-10" CD! You’d get just as many procs whether you were a spinning scythe reaper type or a slow lifeblast type. (although reapers would still get more lifesteal procs as a whole because GS has its own trait on top of hte two blood magic ones)
The only siphon things in the game which currently work have an ICD, either explicit or effective due to their proccing mechanics. This is an undeniable fact, every single one that currently is useful has built-in limiters. Vampiric Master has effective ICDs, runes/sigils/food which we always complain are better than ours, have built in ICDs. Yet ICD will break Vampiric how?
If you don’t want an ICD, and you want it to only work for some builds that is totally fine, but don’t make it a minor trait. We had this issue with Reanimator, let’s not force it on ourselves again.
Then just make it one of the grandmaster options for a high siphon no icd thing that doesnt scale of pumping everything into offense.
Another option tho would be do have a time cap of how much health can be siphoned in it with on hit value being based on time since last attack hit, but not have a actual cd, thus 3 hits every 5 seconds would have around the same lifesteal as 9 every 5 seconds (tho small flat value like 20 base siphon that ignores the cap should exist just so that it doesnt feel utterly worthless on mass hits count vs multiple opponents).
(edited by Anubis.7058)
I think Increase life blast attack speed , make pierce base line and decrease the damage to compensate (not only in raw dps but also counting dodges and blinds—> If it hits 2x faster you dodge one you’ll still get hit once more than with the regular speed.) Could be a great improvement overal not only for vampiric (but it would help vampiric in core builds.)
Hi folks ,
I think these things should be looked at :
Basic DS/RS
- Self healing goes through DS/RS
- Give acces to utilities in DS/RS
- Life force regen/degen to x% out of combat
Built in
- Make Soul marks Baseline. (Scales on hit. Give it a maximum % life force gained per mark. )
- Life blast pierce. (+ Increase life blast attack speed and decrease the damage to compensate)
- No ICD on entring death sroud skills.
Traits
CURSE :
- Terror and Master of terror don’t compete with Lingering curse and Vital persitence.
(Lingering curse >>> Terror) & ( Spectral mastery/Vital persistence >>> Terror master.) - Lingering Curse Condition duration (100%) will make necro verry challenging to balance in the future. Decreasing it to (35 – 50 % ?) and giving additional utility to scepter will be better. (Feast of corruption now corrupt (1-2) boons).
- Curse should have one Power based GM trait.
BLOOD MAGIC :
- They are changing it , should be focused on necro sustain and abbility to support a team.
DEATH MAGIC :
- Some Traits have to be reworked to give necro more active defences.
List of non effective traits with the specialisation changes.
(The ideas can be good but what the trait brings is weak compared to other alternatives.)
- Unyielding blast
- Terror master
- Deathly invigoration
- Bloodthirth
- Mark of evasion (ICD is the trouble.)
- Unholy martyr
- Deathly strengt
- Unholy sanctuary
- Having 2 minion Grand Master traits in DM
- Reaper’s préscision
So after a bit of discussion on the dungeon forums thread. I had a look at the spite traits. Basically the issue is in PvE we have a lack of damage mods and we cant take Spiteful Talisman + Bitter Chill. Which also has PvP synergy because of focus 5. Its a really nice option which i think is a shame we cant get at the moment. So i proposed a trait shuffle to fix this and maintain most of the other synergies.
So heres the reshuffled spite traits i propose:
Adept
- Spiteful Talisman
- Reaper’s Might
- Axe Training
Master
- Bitter Chill
- Death Shiver
- Signet Mastery
Grandmaster
- Chill of Death
- Close to Death
- Spiteful Spirit
This maintains most of the important synergies. And orders them in rows. Top row is your chill and boon strip row. Middle is your pure damage. Bottom is your axe and signet stuff.
Only problem with this is PvP players are going to complain about losing Chill of Death + Close to Death. Then again Chill of Death has always been very strong in PvP. This might be a good way to keep it in check slightly.
https://forum-en.gw2archive.eu/forum/game/dungeons/reaper-no-meta-for-necros/page/5#post5083351
(edited by spoj.9672)
I Personaly feel the changes above are all right i’m just curious if by moving chill of death (and thus remove the pvp synergy between chill of death + air/fire and close to death.) they could give chill of death somthing more (5 might stacks , move speed when enemy is below 50% HP, other ideas…) ?
Chill of Death really isn’t good enough alone to merit ever taking as a GM. The thing that makes it valid is that Chill of Death is guaranteed currently to gain the bonus from Close to Death. Without that it will lack the actual punch it has right now and never be taken.
Signet Mastery really should stay as a GM because it offers a lesser damage bonus compared to CtD, but picks up a lot of added sustain from the Signet of the Locust activation. In general it’s good to have a sustain/damage/utility approach to GMs, and I think they did that one fine.
Death Shiver competing with Bitter Chill is a non-starter as well. One will, on average, be completely superior than the other and thus only one will ever be used. They do basically the same thing just in marginally different ways. In reality, I kind of like how we have to make decisions between good traits now.
So after a bit of discussion on the dungeon forums thread. I had a look at the spite traits. Basically the issue is in PvE we have a lack of damage mods and we cant take Spiteful Talisman + Bitter Chill. Which also has PvP synergy because of focus 5. Its a really nice option which i think is a shame we cant get at the moment. So i proposed a trait shuffle to fix this and maintain most of the other synergies.
So heres the reshuffled spite traits i propose:
Adept
- Spiteful Talisman
- Reaper’s Might
- Axe TrainingMaster
- Bitter Chill
- Death Shiver
- Signet MasteryGrandmaster
- Chill of Death
- Close to Death
- Spiteful SpiritThis maintains most of the important synergies. And orders them in rows. Top row is your chill and boon strip row. Middle is your pure damage. Bottom is your axe and signet stuff.
Only problem with this is PvP players are going to complain about losing Chill of Death + Close to Death. Then again Chill of Death has always been very strong in PvP. This might be a good way to keep it in check slightly.
https://forum-en.gw2archive.eu/forum/game/dungeons/reaper-no-meta-for-necros/page/5#post5083351
Mhh i dont like it because i would like have the combo spiteful spirit+ chill of death and since i also like the combo signet mastery+ chill of death swaping spiteful spirit with signet mastery would also be no good…
Honestly i kinda like the version Anet gave us…
Remember there are no more GM traits once a player gets to end-game. The left, middle, and right sides become equal.
Yeah thats why i reshuffled. I was simply trying to maintain as many synergies as possible.
They could always buff chill of death base damage slightly to compensate not being able to take close to death. Spinal shivers on focus is not worth the cast time. So it wouldnt hurt to buff its damage slightly.
@Muchacho
I can sort of understand the complaint about chill of death and spiteful spirit. They are both boon removals. However signet mastery and chill of death have absolutely no synergy. So wouldnt swapping signet mastery and spiteful spirit be satisfactory? And spiteful spirit with its current no blast and 15 second cooldown isnt really justified as a grandmaster (even though tiers dont really matter so much).
My overall point is that its impossible to maintain every combo. But shouldnt we try to get all the really strong synergistic possibilities at the very least? I feel like spiteful talisman, bitter chill and chill of death is a really nice 3 trait synergy. Its a synergy I really think we should have the option to trait for.
Also with Bitter Chill and Death Shiver competing. I think thats fine. They are different ways to get vuln. So you take which ever one is more suitable for you.
(edited by spoj.9672)
Chill of Death is strong, but I don’t think it’s grandmaster strong.
Tiers only matter as far as alternative choices. So thats irrelevant. People will still take it over SS and close to death in some situations. Which means it can fit in that tier fine.
On the topic of siphons, adding an ICD is a terrible idea. There is this concept called “return on investment” that people advocating an ICD like to ignore.
Using faster-hitting skills and weapons to proc siphoning traits more often is an investment in doing so. If you’re dedicating your build to do something, you had better be able to do it much, much better than someone who just happens to pick up a certain ability.
As such, those procs should be balanced closer to the low end or, at highest, the average hits/second. Higher investment in both build choices made and rotations used to maximize procs should be rewarded with being better than average.
On the topic of siphons, adding an ICD is a terrible idea. There is this concept called “return on investment” that people advocating an ICD like to ignore.
Using faster-hitting skills and weapons to proc siphoning traits more often is an investment in doing so. If you’re dedicating your build to do something, you had better be able to do it much, much better than someone who just happens to pick up a certain ability.
Yep and this is also true with chilling force and blighters boon. Its an important part of the intended design.
Its also balanced in that we mostly have slow hits on the new spec. All the fast hit stuff is on relatively high cooldowns with close range.
I can sort of understand the complaint about chill of death and spiteful spirit. They are both boon removals. However signet mastery and chill of death have absolutely no synergy. So wouldnt swapping signet mastery and spiteful spirit be satisfactory? And spiteful spirit with its current no blast and 15 second cooldown isnt really justified as a grandmaster (even though tiers dont really matter so much).
True, chill of death and signet mastery have no synergy but both traits are strong enough on their own, to justify taking them in pvp.
Mmhh maybe i should add that i am not really opposed to your ideas (and i actually would be fine with them since i understand you reasons), it is just that i like the ones Anet gave us more. Sorry for my poor choice of words…
Edit: Now that i think about it more, your version with spiteful spirit as master and signet mastery as grandmaster could actually better then i thought it would be, ahh there are so many trait combinations that could be reallly good and i just dont see them…
(edited by Muchacho.2390)
Thats fair enough. Thats the whole point of these discussions. To give suggestions and gather feedback.
I can certainly live without having both bitter chill and spiteful talisman on the same build. But i think its a real shame. Especially as it will help PvE necros a bit more aswell.
I think its really going to be difficult for anet to sort out all core specs in a way which retains synergy and meaningful choice like the elite specs have. They certainly wont be able to please everyone
Thats fair enough. Thats the whole point of these discussions. To give suggestions and gather feedback.
I can certainly live without having both bitter chill and spiteful talisman on the same build. But i think its a real shame. Especially as it will help PvE necros a bit more aswell.
I think its really going to be difficult for anet to sort out all core specs in a way which retains synergy and meaningful choice like the elite specs have. They certainly wont be able to please everyone
Maybe more for each line has synergy/competition setup:
1 – Anti-boon and damage multipliers
2 – DS/Reaper Synergy
3 – Cripple/Axe build
Adept
- Spiteful Talisman
- Reaper’s Might
- Axe Training
Master
- Chill of Death
- Bitter Chill
- Signet Mastery (reworked to be signets retain passive instead of activate SoL when low, so that it would have synergy with DS that keeps signet passives working in it and that activating a signet causes aoe cripple for every signet on CD)
Grandmaster
- Close to Death (offense)
- Death Shivers (chill + Poison aoe effect pulse to replace reaper of grenth in case that racials are removed/non-humans dont get screwed or aoe chill/frost nova each time DS takes a certain damage limit – defense/synergy)
- Spiteful Spirit (pulse in DS instead of CD, but deals less direct damage if you dont have retal on you already – utility/chase/kinda escape)
Then you lose chill of death + bitter chill synergy.
And death shiver is good as it is. I dont think its a good idea to give passive chills.
Yup, still playing Berserker Necro with a slight focus on condition duration for WvW. Only now it’ll be even better.
focus on Dungeons, Fractals and Raiding.
Then you lose chill of death + bitter chill synergy.
And death shiver is good as it is. I dont think its a good idea to give passive chills.
Thats the point, as for passive chills, they are better than passive vuln, also more interesting for gameplay AND at odds with a 20% under 50% hp bonus damage.
Signet Mastery (reworked to be signets retain passive instead of activate SoL when low, so that it would have synergy with DS that keeps signet passives working in it and that activating a signet causes aoe cripple for every signet on CD)
That would be so much worse.
Also, signets should work in DS without having to trait for it, that’s just one of the core issues that should be fixed.
And fyi, they said they are going to rework our signets so maybe wait until we see what we actually get.
Then you lose chill of death + bitter chill synergy.
And death shiver is good as it is. I dont think its a good idea to give passive chills.
Thats the point, as for passive chills, they are better than passive vuln, also more interesting for gameplay AND at odds with a 20% under 50% hp bonus damage.
Or better yet, once per second you’re pusling aoe Corrupt Boon and aoe Signet of Spite!
Seriously though, chill would be too strong for this trait, and it’s not like the Reaper will have a shortage of chilled anyway.
Signet Mastery (reworked to be signets retain passive instead of activate SoL when low, so that it would have synergy with DS that keeps signet passives working in it and that activating a signet causes aoe cripple for every signet on CD)
That would be so much worse.
Also, signets should work in DS without having to trait for it, that’s just one of the core issues that should be fixed.
And fyi, they said they are going to rework our signets so maybe wait until we see what we actually get.Then you lose chill of death + bitter chill synergy.
And death shiver is good as it is. I dont think its a good idea to give passive chills.
Thats the point, as for passive chills, they are better than passive vuln, also more interesting for gameplay AND at odds with a 20% under 50% hp bonus damage.
Or better yet, once per second you’re pusling aoe Corrupt Boon and aoe Signet of Spite!
Seriously though, chill would be too strong for this trait, and it’s not like the Reaper will have a shortage of chilled anyway.
… did you actually read the comment?
In DS heal on hit, 180 power and 180 movement speed all with effects functional for hybrid builds that tend to use what weapons? Exactly, axe and scepter, thus even when popped those parts would remain AND axe would get its bonus damage with currently known version of the trait.
As for the second im not even going to bother giving it thought since you clearly dont get what grandmaster and competing with CtD means for a traits power requirement.
Then you lose chill of death + bitter chill synergy.
And death shiver is good as it is. I dont think its a good idea to give passive chills.
Thats the point, as for passive chills, they are better than passive vuln, also more interesting for gameplay AND at odds with a 20% under 50% hp bonus damage.
Passive chill is too strong and difficult to balance. Theres no counter play to a passive aoe pulsing chill. Also Death Shiver is a good PvE trait which doesnt require the reaper spec to be useful. So no i do not think its a good idea to change that trait to chill. It should remain as pulsing vuln.
… did you actually read the comment?
In DS heal on hit, 180 power and 180 movement speed all with effects functional for hybrid builds that tend to use what weapons? Exactly, axe and scepter, thus even when popped those parts would remain AND axe would get its bonus damage with currently known version of the trait.
Are we still talking about guild wars?
Any yes, I read your post, you want Signet Mastery to make signets’ passives work in DS – that should be a basic fix for the entire class, not something that is tied to a trait. And then you want more cripple instead of healing, that is just worse. We can perma cripple easily already, just take axe + warhorn + flesh golem. What we don’t have is enough healing, so just be glad that you can get an occasional Locust Signet auto proc.
As for the second im not even going to bother giving it thought since you clearly dont get what grandmaster and competing with CtD means for a traits power requirement.
k
Passive chill is too strong and difficult to balance. Theres no counter play to a passive aoe pulsing chill. Also Death Shiver is a good PvE trait which doesnt require the reaper spec to be useful. So no i do not think its a good idea to change that trait to chill. It should remain as pulsing vuln.
Possibly, tho its not that there is no counterplay, its that its anti melee, also is 1s aoe chill and poison every 5 seconds really stronger than immunity to crits, guaranteed 3 condi cleanse pre 10s or a flat 10% dps increase ontop of any multiplier you have which reduces reaction time? Remember its 1) DS only 2) close range 3) would have downtime guaranteed without heavy investment (and even then unless condition duration stacking changes) 4) fit with the proposed a-net necro theme of lethal if in death range 5) as mentioned, would compete against 2 other good traits.
…
This is rather awful for a number of reasons. Obviously it is a very significant nerf to PvP builds, it also kills the synergy that Death Shiver and Bitter Chill had, it removes the double-boon removal, kills Axe/DS builds, and there are multiple traits that just aren’t in the right tier. It is way worse than the current setup is.