How were these OP in beta?

How were these OP in beta?

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Posted by: Ruufio.1496

Ruufio.1496

In beta:

  • Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.
  • Jagged Horror from Reanimator degen’d so slowly it was pretty much permanent.
  • Reanimator could summon multiple Jagged Horrors.

How were these overpowered?

How could someone actually look at Jagged Horrors and go, “You know, these don’t die fast enough for no reason. Let’s make them die in 5 seconds. Also, let’s nerf it even more by making it so only 1 can spawn. Fixed!”

You couldn’t have just made it limited to 1 Jagged Horror? Why do such a giant nerf?

And an AOE chill. That was overpowered? I can’t even count how much AOE classes like the Elementalist have.

(edited by Ruufio.1496)

How were these OP in beta?

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Posted by: Andele.1306

Andele.1306

It wansnt as much the AoE chill that was op as 2 things that could be
A) permafrost via epidemic
B) sometimes getting stuck in the map if someone got infront of your target during your shadowstep but afterp projectile hit (as in during chill and bleed impact).

Also no human ever liked the look nor ai of undead vermin.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Softspoken.2410

Softspoken.2410

In beta:

  • Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.

Dark Path still does this.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: Andele.1306

Andele.1306

In beta:

  • Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.

Dark Path still does this.

120 radius, nothing compared to 360 (or was it 240? cant remember).

When life gives you lemon, ask if its from a anime or manga.

(edited by Andele.1306)

How were these OP in beta?

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Posted by: Softspoken.2410

Softspoken.2410

In beta:

  • Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.

Dark Path still does this.

120 radius, nothing compared to 360 (or was it 240? cant remember).

It’s a 240 radius from point of impact right now. It just doesn’t get the kind of graphic indicator that sigil of hydromancy does.

If it got reduced in size, that’s something, I suppose.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: Bhawb.7408

Bhawb.7408

Dark path, for a while, was a targetted blink ability as well.

I can’t say why they made Jagged Horrors die so quickly, however the limit makes more sense in PvE, where you could have more easily summoned multiple of them (or if another kill killed the old one and made a new one), which means lots and lots of poison fields. Not necessarily OP, but those poison fields are still fairly strong. That is the only thing I can imagine was their reasoning on it.

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Posted by: Bas.7406

Bas.7406

Dark path, for a while, was a targetted blink ability as well.

I can’t say why they made Jagged Horrors die so quickly, however the limit makes more sense in PvE, where you could have more easily summoned multiple of them (or if another kill killed the old one and made a new one), which means lots and lots of poison fields. Not necessarily OP, but those poison fields are still fairly strong. That is the only thing I can imagine was their reasoning on it.

I remember in one PVP match in Beta, there was a necro running around with Bone Minions, shadow fiend, Flesh Golem, Bone Fiend, and 7 jagged horrors. With 20 toughness per minion plus the poison fields and the fact that they could all attack you at once. It was a mess unless you had great aoe to take them down.

How were these OP in beta?

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Posted by: Andele.1306

Andele.1306

In beta:

  • Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.

Dark Path still does this.

120 radius, nothing compared to 360 (or was it 240? cant remember).

It’s a 240 radius from point of impact right now. It just doesn’t get the kind of graphic indicator that sigil of hydromancy does.

If it got reduced in size, that’s something, I suppose.

Im pretty sure its less than 240 (or at least is buggy with terrain) since i often dont get to chill enemies that are in the same location as when they oproced a mark that i placed between them.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Softspoken.2410

Softspoken.2410

In beta:

  • Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.

Dark Path still does this.

120 radius, nothing compared to 360 (or was it 240? cant remember).

It’s a 240 radius from point of impact right now. It just doesn’t get the kind of graphic indicator that sigil of hydromancy does.

If it got reduced in size, that’s something, I suppose.

Im pretty sure its less than 240 (or at least is buggy with terrain) since i often dont get to chill enemies that are in the same location as when they oproced a mark that i placed between them.

There’s a couple things that I can think of that might be causing the discrepancy:

  • The 240 range isn’t centered around the target, it’s centered around where dark path hits the target.
  • All marks other than chillblains apply their effects in a much larger zone than where they are originally triggered. Chillblains is pretty strict.

That said, 240 is an estimate, and I don’t exactly have a meter stick in this game. Mostly I’m testing in the Heart of the Mists in the small field of Heavy Golems.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Jagged horror should for sure die alot slower.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
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Posted by: Lukin.4061

Lukin.4061

Jagged horror should for sure die alot slower.

Jagged horror should not be a minor trait, that has to be picked up…

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Posted by: Bas.7406

Bas.7406

Jagged horror should for sure die alot slower.

Jagged horror should not be a minor trait, that has to be picked up…

I could care less either way, but those poison fields are amazingly nice