Mechanic discussion - Necro Death Shroud
That’s actually something that us necromancers don’t want. The ability to flash into and out of shroud in an instant is a very useful tool. Whether it’s for proccing Furious Demise and not interrupting what you were doing, or quickly popping in just long enough to cast our instant-cast fear, or using it as a stunbreak with Foot in the Grave, there’s a lot of reasons why we want to hop into and out of shroud instantly, and adding a lockout period on reactivating it would mess up a lot of useful techniques. Honestly, I’m not trying to sound rude, but this is a case of you just not being careful. Accidentally ending shroud when I didn’t mean to is not a problem I have very often.
maybe a .1 second cooldown just so an accidental double tap/double register doesn’t break it unintentionally
or else make “shorud flashing” not trigger the cooldown to reenter shorud – but that might be too broken
(edited by Narrrz.7532)
That’s actually something that us necromancers don’t want.
Necromancer here, and I don’t appreciate you speaking on my behalf. This is something I want.
Restore that which was lost. And all shall be as one.”
Let’s continue with this discussion more on the grounds of what is the function of -not- having even a minor CD for this move. I’m not looking necessarily for preference in play, but if the action of of flashing the shroud in less than the blink of an eye is conceivably functional and worthwhile to double-tapping.
IMO, is there any skill out there, where even using it to trigger a trait, is it worth the ten second CD for accidentally turning it off unintentionally? Do the pros of a flash move like that outweight the cost of breaking the shroud unintentionally? From my perspective, it should count as a move and a move shouldn’t double trigger so fast.
Seems like a mechanic oversight and a disadvantage on something that isn’t necessarily a result of player skill.
Just the double-tap has probably limited advantages for flashing in and out. And it’s ten seconds of vulnerability for the players that count on using the shroud for protection.
Is that flash really worth the room for error? Seems unbalanced and punishing to a player that might bump that key on accident.
(edited by Jawbreaker.5968)
Considering that there’s a 1.5s CD switching between non-active elementalist attunements to prevent you from accidentally jumping from attunement to attunement, I agree that there should be at least a half second CD to prevent fat-fingers / jitter-fingers from accidentally dropping your shroud as you enable it.
(edited by Abstract.4829)
In my opinion it could have 1 second of cooldown on F1, but allow to exit immediately out on weapon swap button, something similar to Engi kits. This would fix the accidental double press and still allow to use as a flash for the traits. This would be the best way to solve the problem and would only be good to everyone.
I gotta say that the double tap into and out of Death Shroud has gotten me into trouble more than a few times.
| Claara
Your skin will wrinkle and your youth will fade, but your soul is endless.
I agree with the OP here.
Especially when stacking runes of vamparism, and the trait in death magic that pops shroud for you if you take lethal damage… I can’t tell you the number of times I’ve had rune of vamparism save me, have the mist form end and if my panic I go “oh kitten! Pop shroud!” And accidentally pop right back out with super low health, only to get dropped immediately.
Even the 1.5 sec cd as for elementalist attunement would be great, give you just enough time to hit the 5 key, or the 3 key, and pop back out.
Even the folks looking to shroud flash, likely would get used to it in a night of play time.
Please Anet! Help me die less from nucler facepalm!
Well, from initial polls here, I’d say it’s worth looking into while Anet is working on rebalancing classes anyhow.
In all fairness though, if a dev had any thoughts on this function of Death Shroud, let’s keep talking game theory until it’s noticed.
Also ^ to Mikau.6920 — sounds like a valid compromise to me.
Well I play Necro as my main and yes I’ve accidentaly popped into shroud, cant really remember popping out so much by mistake. I don’t think I’d want a cool down on it, it’s very useful to be able to leap in and out as I like.
If your having that many problems because your double tapping so much can I suggest you use a macro / keybinding to add a delay onto the end of the key press would that work?
No CD is extremely important to a lot of uses of DS, just don’t double tap.
I’ve been in many situations where I accidentally take myself out of DS when using Unholy Sanctuary and get insta killed but at the same time jumping into DS using Doom and getting out quick to land another skill is huge for me. I’d be ok with maybe a 1/4 sec (maybe less if thats even possible?) cool down or maybe what Mikau said as a middle ground. Actually Mikau suggestion makes a lot more sense to me. Even though this imo leans more towards human error rather then anything else.
we want to improve shroud with different opinions, and you ask to nerf it? omg. Arenanet tries to find ways to add new drawbacks to Necro. delete your post before they see it and actually make it
I can see the pros and cons to this, butt….I’m also going to have to go against it. It would make DS feel too clunky to be used effectively, like with how Gravedigger was with it having a 1 second cool down eleven if it hit.
Well, true, Gravedigger’s mechanic has been switched to instantly return to zero on it’s CD if the move is used correctly. I just have personally never come across a situation where twitch-finger reaction was more important than strategic play of one’s moveset, until I tried out Necromancer recently. Maybe I’m not seeing the fairness of having one class’s most important mechanic also have a manual flash before, I’ll try incorporating that sometime, but Anet is trying to make this game a MOBA like where Dota and League are at. It’s getting there, but I see much more solid control of my moves in those other games than here in GW2. I’m not sure this game has quite found it’s niche because it constantly pulls, at least imo, on both the action side where kids with ADHD are better and can do 360 no scope from Halo 2, and then more a thinking game like League or Dota where you have much more consequence for over-committing and you have pretty balanced moves that allow someone to -out think- the other player.
(Yeah, segued a little, but I like games that don’t rely on reaction so much as choice of action, and I feel like gw2 wanted to draw in MMO players with familiarity but now they want to shift it into something different and so I might nit-pick at other classes and moves later, but here, a move that has such a wide room for error, doesn’t exactly create a ‘standard’ for the class so much as “Break my train of thought, lower my reaction time, because I have to tell myself that that one move? I can’t be going ‘tap-tap wasd’ and then expect muscles to not do the same when I press my shroud key.” — Like, not to ramble, but seriously… playing a Necro feels like someone telling me to pat my head and rub my tummy while dodging fireballs and spike dmg dealers, -and- sustaining that pressure to hold your post.)
I think a 0,5 cd when entering death shroud will not affect the “DS flash” and prevent this double f1 press, sometimes when you are really low in health you want to enter DS as soon as possible, but you have to take care of not getting out. Not only this, but sometimes Im lagged ingame, and this lag makes my to double press f1 cause the first one didnt work (in extreme situations where I need to instaDS and im pressed), and when double pressing I get in and out
I think remove flashing of deathshroud is bad idea. I have used in pve in the past to cast enfeebling blood. I also I have used it when I tried a cleric necro build, 2800 healing for allies on flashing death shroud was quite nice.
The only thing I would do is add a cooldown when you enter death shroud through unholy sanctuary but that’s it.
I mentioned this in another thread but here it is:
-Keep flashing ability
-F1 enter Shroud
-F2 exit Shroud
Everyone wins.
honestly, just having the exit shroud ability on another profession skill would work wonderful. Someone earlier mentioned just switch it to how an engineer does it where the remove shroud is treated like a kit.
This or Meow’s suggestion would both work well. Just remove the double function of the one key, people can still flash, but no accidental double pressing. Beautiful compromise, no?
I mentioned this in another thread but here it is:
-Keep flashing ability
-F1 enter Shroud
-F2 exit ShroudEveryone wins.
I dunno why I have not thought about it, this is an awesome fix :p
I mentioned this in another thread but here it is:
-Keep flashing ability
-F1 enter Shroud
-F2 exit ShroudEveryone wins.
I dunno why I have not thought about it, this is an awesome fix :p
This would be fine. I’m against making it on weapon swap as someone suggested because I think necros should be able to swap weapons in DS. Also, as a word of warning to the OP, never take the 20 responses in a single thread as a good view of what the community thinks, this topic has been brought up many many times. The general conclusion has pretty much always been, that it is a l2p issue, not a skill issue. If they want to fix it meows suggestion is probably the best for all parties.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Meow’s suggestion does limit what can be done with Elite Specializations a bit, though.
Really, there’s no reason it needs to change. I do think they might be able to add a .5 second cooldown if and only if Death Shroud is triggered by Unholy Sanctuary without causing issues.