Mechanic discussion - Necro Death Shroud

Mechanic discussion - Necro Death Shroud

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Posted by: Jawbreaker.5968

Jawbreaker.5968

I hope this is the right place to ask this question.

I’m playing a necromancer competitively and am questioning one minor thing with the Death Shroud ability…

Think we can have a one second, or even a 0.5 second CD before it allows us to break out of Death Shroud? I’m not sure why I can’t find any posts about this but my issue is my keyboard is designed to detect double taps, and there is no CD between activating the shroud ability and breaking it, but there’s a ten second -penalty- (I say this because it sucks in PvP when this happens) when you break shroud and maybe there should be a slight buffer from double tapping out of shroud.

I can’t conceive any functional reason you shouldn’t have some sort of CD protection from double pressing a move, even skill one has a little radiating CD effect before you can attack again (if you don’t have the skill set to auto attack).

Like Death Shroud is sort of my necro-armor… I sometimes pop it in a panic to help save my butt from an unfortunate end. I don’t know if anyone else has considered this, but really, even having a 0.5 CD wouldn’t cut into the mechanics of playing a necro -that much-. It would just help players that are busy trying to survive, not have the grief of having a finger twitch and then suddenly that saving move is on a ten second CD, life force bar completely full still, taunting me as I wither and die.

Long winded, but let’s see if others agree or reasons they would disagree that you can break Death Shroud -immediately- with no CD buffer. What’s the thinking behind that? If this is an oversight, I’m sure lots of players would love something in there to keep them from double tapping their shrouds in the future.

Thanks for the intel anet and any knowledgeable players!

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Posted by: Captain Unusual.9163

Captain Unusual.9163

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.

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Posted by: Narrrz.7532

Narrrz.7532

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)

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Posted by: Warcry.1596

Warcry.1596

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.

“He shall make whole that which was torn asunder.
Restore that which was lost. And all shall be as one.”

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Posted by: Jawbreaker.5968

Jawbreaker.5968

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)

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Posted by: Abstract.4829

Abstract.4829

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)

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Posted by: Mikau.6920

Mikau.6920

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.

Sorry for my english.

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Posted by: Endless Soul.5178

Endless Soul.5178

I gotta say that the double tap into and out of Death Shroud has gotten me into trouble more than a few times.

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Posted by: BrokenGlass.9356

BrokenGlass.9356

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!

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Posted by: Jawbreaker.5968

Jawbreaker.5968

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.

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Posted by: Emma J.1940

Emma J.1940

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?

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Posted by: Bhawb.7408

Bhawb.7408

No CD is extremely important to a lot of uses of DS, just don’t double tap.

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Posted by: Zoso.8279

Zoso.8279

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.

Necromancer Main

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Posted by: Dakunaito.9602

Dakunaito.9602

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

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Posted by: TheLastNobody.8319

TheLastNobody.8319

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.

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Posted by: Jawbreaker.5968

Jawbreaker.5968

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.)

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Posted by: Krysard.1364

Krysard.1364

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

M I L K B O I S

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Posted by: Tim.6450

Tim.6450

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.

EverythingOP

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Posted by: meow one twenty.4376

meow one twenty.4376

I mentioned this in another thread but here it is:

-Keep flashing ability
-F1 enter Shroud
-F2 exit Shroud

Everyone wins.

Alright meow, where were we?

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Posted by: Jawbreaker.5968

Jawbreaker.5968

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?

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Posted by: Krysard.1364

Krysard.1364

I mentioned this in another thread but here it is:

-Keep flashing ability
-F1 enter Shroud
-F2 exit Shroud

Everyone wins.

I dunno why I have not thought about it, this is an awesome fix :p

M I L K B O I S

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Posted by: zapv.8051

zapv.8051

I mentioned this in another thread but here it is:

-Keep flashing ability
-F1 enter Shroud
-F2 exit Shroud

Everyone 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.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

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.

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