(edited by Ruufio.1496)
How were these OP in beta?
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.
In beta:
- Dark Path caused an AOE chill upon impact similar to sigil of hydromancy weapon swap.
Dark Path still does this.
It’s pretty obvious, and nobody’s impressed.
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).
(edited by 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.
It’s pretty obvious, and nobody’s impressed.
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.
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.
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.
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.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Jagged horror should for sure die alot slower.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Jagged horror should for sure die alot slower.
Jagged horror should not be a minor trait, that has to be picked up…
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