[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
In slight cooperation with Sikari and Bhawb (who helped with Minions) I’m publishing these suggested changes to Necromancer in three segments:
1. General
2. Minions
3. Traits
Later I’ll also make a short, explainatory video about it. Keep in mind, these are by no means balanced numbers etc, but I just wanted to make it.
Posting it here, when I’m ready, I’ll also post on reddit (for some reason).
Just fyi, you forgot to include the baselined cd reduction on the mark skills.
Most of these suggestions seem reasonable on their own, but having all of them together might be too much.
And some of those are clearly overpowered, like 25% faster Shroud #1. Or healing allies for 30% of your lf regen, especially if you stack several necros with this trait.
Also, @Curses, why would you remove Barbed Precision?
Most of these suggestions seem reasonable on their own, but having all of them together might be too much.
If they suddenly put all these into the Necro without tuning, yes, we would be overpowered as hell. But they never will. So I can suggest everything I can think of.
Yes, I forgot to include baselined Staff CDR.
For the changes, numbers are there to be fill up the space. Can be 10% instead of 25% attack speed, 10% of Life Force Generation. What I suggest is an idea, not the number which changes hundreds of times anyway.
I removed Barbed Precision because I had better idea and I don’t really enjoy passive procs. They add nothing to the gameplay besides RNG and reducing you in optimal gear.
I also tried to keep good synergy within traitlines and provide more interesting gameplay, eliminate some bad shallowness we have here and there.
I removed Barbed Precision because I had better idea and I don’t really enjoy passive procs. They add nothing to the gameplay besides RNG and reducing you in optimal gear.
I would agree with most rng based procs that trigger weapon skills or have long icds of their own.
However, Barbed Precision being a short duration bleed with a 66% chance to proc and no icd, the damage it does is really more of a pretty accurate reflection of your crit chance rather than an unpredictable passive rng.
I quite like some of the suggestions (especially the QoL tweaks)! Some are definitely overpowered with the numbers given, but you’ve addressed that (though you may want to revisit them just for the sake of making them easier to swallow). I don’t see necros getting Resistance to deal with conditions. That’s more the revenant way of dealing with condis (and helping their allies deal with them). Ours is supposed to be transfer/consume. If anything, I’d like to see more ubiquitous methods to transfer/consume them off, such as the Plague Sending and Spiteful Renewal traits (Plague Blast for a couple of seconds on entering Shroud is a great idea!); though it would seem we need some form(s) of these to be baseline or readily accessible in every traitline and/or weapon set.
The presentation looks neat, but could use some sprucing up. The text washes out due to the background of some of the images. Perhaps a bordered font, different color, or different background image?
Things like Necrotic Traversal exploding where the necro casts, not the position of the wurm could use a thematic explanation (the wurm and the necro actually swap places because… dark magic reasons, the swap being too much for the wurm to handle makes it explode, etc.) as well as effect suggestions.
I’d love to see some more blasts and projectile hate, but I don’t know if that’s in our “theme” that the devs see : /
I’d like to see Rending Shroud have a slightly larger range, so we don’t have to be right on top of someone to see the effect.
I’d love to see Well of Blood and Vampiric Signet be stronger contenders.
If moving fast and bouncing around the field is not supposed to be our thing, I’d like to see us more resistant to movement-hampering abilities also. I’m not sure the Reaper trait is enough.
Seeing a Dark Path that pierces until it hits the intended target would be neat. That way you could select an enemy (or even ally?) on the edge of the fight, fire Path off through melee training you, and get out of the predicament. OR having Path pierce and be reactivateable to teleport you to the point it’s currently at would be a neat and more skillful form of teleport. The major issues with the above would be removing counterplay. I suppose enemies could daze/stun/cc you with the latter option, so you can’t reactivate.
I think some of those abilities get a bit bloated when adding some of these changes to them, and I like the idea of shroud being used in short bursts but with more power. I think a good tying together of some of the above points (and general distaste with some necro mechanics on our end and our enemies/allies) would be to give the shrouds utility skills. That way, things we rely on are ubiquitous and base-line, but require managment. Things like transfer/consume conditions, an evade-frame attack, etc., but remove the idea of sustainable shrouding. Soul Reaping would then become about amplifying these abilities (projectile destruction/reflect, life blast heals allies and puts bigger stacks of vulnerability on targets, etc.). That way shrouds go from feeling like a mobile downed state for us, potentially frustratingly inexhaustible for enemies, and become shorter more interesting choices. For instance, what if you can only go into shroud for a few seconds, and have to choose between tossing out a couple of defensive abilities OR doing some big damage / eating conditions off / whatever before you lose the shroud and have to wait for a recharge?
(edited by Dead.5829)
death magic urber stronk lol dat auto res should be lowered to 15% u can argue that it can chain with some of the invuln sigils and keep necros too unkillable, also its hard to control damage in a team fight so if they wanna prevent a necro from auto ressing they have to kill it twice
25% faster death shroud 1 is too much 15% is fine
Oh boy. I’ll have to come back to this one. I don’t think we’re that far off from usability but some of these changes are way too complicated and wordy or just unreasonably powerful. Let me get some sleep and I’ll be back in the morning.
I won’t list all things I dislike in these suggestion because it would be over 90% of these.
some of these changes are way too complicated and wordy or just unreasonably powerful.
^
Exactly what I think.
Really appreciate the effort and the presentation, but the majority of these changes seem to be overboard (as in way too powerful), especially the quest for a reliable blast finisher.
Here’s my condensed list: Make Consume Conditions uncategorized. Give it a cooldown of 25 seconds. Remove the Vulnerability. Please.
I Realy enjoy :
1) The Qol Changes to minions
(I realy hate playing AI builds , but i understand people playing them).
3) CC Shelter treatment and the fact other heals have to be buffed.
4) Most of the weapons fixes.
5) Corruption and spectral changes are good.
6) I see Good ideas in trait changes , some are definately to strong , and some i dislike.
(I realy like active play —> if you do something after a fear you get a bonus for doing that etc.)
Nb : I realy ’d like to see terror and master of terror merge together.
(edited by Abimes.9726)
death magic urber stronk lol dat auto res should be lowered to 15% u can argue that it can chain with some of the invuln sigils and keep necros too unkillable, also its hard to control damage in a team fight so if they wanna prevent a necro from auto ressing they have to kill it twice
25% faster death shroud 1 is too much 15% is fine
I liked the name I came up with. So just created an idea out of it. I wouldn’t like another minion trait or another passive stat boost. I went with something preventing focusing the Necromancer in PvP once it pops on the horizon and gave the Necromancer sort of A.E.D. from Engi. I was thinking about this refilling Endurance (theme, back to life etc.) instead of Invulnerability though.
I’d like to hear opinions on Curses traitline and Atrophy from Spite, mostly, because I quite like them.
And possibly Signet of Spite. Essentialy a “Soul Swap” as icon suggests. Wasn’t sure how to word it, if anyone could make it more clear, I would be glad.
Tried to come up with something for Lich to reduce #1 spamming and make 2-5 more rewarding & important. Dunno if with any success, though.
As for Plague, apart from making it rather short cooldown with high risk to it, I can’t think of anything better if they want to keep the Bleeding. Limited Resistance is quite good I think, even though it’s coming close to the Revenant.
Thought about Transfer in Plague, but that would be either insignificant or way too powerful.
(edited by Rym.1469)
I honestly don’t see us becoming OP even if all of these changes were added at once. People seem to forget just how low we are compared to every other profession aside from ranger. If anything we need to look at making us broken instead of small tweaking.
If we break ourselves we’ll either a) catch up to most of the other power creep going on or b) Atleast have a chance at being viable in less than 3 years.
I still think our weapons need complete reworks adding a burst option/sustain option on every weapon. I think cds need reduced. I think we need finishers. We need heals now, all of them need buffed. Our utilities could use cd reductions if they don’t rework our weapons because right now most of our sustain and burst have to come from those 3 slots. All of our elites should be reworked into more interesting/useful without a moa ruining all of them.
Our support is still terrible. It’s all way too gimmicky and niche. How is siphoning ever going to be viable in PvP with those numbers? Considering our non existent fast attack rate besides dagger which is suicide in a lot of cases during a PvP match they need much bigger buffs.
I don’t see why we have to have so many gimmicky themed terrible things like the corruption skills that are nowhere near powerful enough to warrant conditions, or life transfer transferring a downed body. Anet acts like it would be a sin to give us basic group interaction by denying us any heal support which we almost always desperately need with our lack or active defense.
And this is all just from a PvP perspective, we’re still beyond useless in dungeons no one will want a necro, and WvW, mesmers are going to be taking potential necro spots in guilds/zergs.
I don’t see why the devs or a lot of players can’t see this. Have they not played other professions? Do players like living in certain bliss of their minion build killing a doe in open world? Or their condi build only taking 30 seconds to kill a npc?
Necro will always be mediocre with the way it is designed currently relative to the other professions. And the balance philosopy of small tweaks over long amounts of time will always make it so. It’s so frustrating having over 5k hours on a profession and you literally get asked by friends to swap because it’s not wanted anywhere besides WvW. Do people realize necros are actually gimping groups?
It’s a kittening shame people whine about a bleed stack here or there or 1% extra lifeforce on a skill when it will have nowhere near the impact we need. At this rate we’ll never be wanted. Either Robert is the only dev who cares about balance, or he’s the dev that doesn’t know balance. We’re getting balanced on such a terrible curve relative to other professions.
I really don’t see why people don’t think we need an overhaul or how this is even acceptable.
Edit: I know this is more of a rant than actual feedback on your proposed changes, but I felt this was the best thread to put it in, and I do think a lot of these changes still won’t do anything for us.
the death magic’s auto res needs a bit nerf i think although it prevent people from focus firing necros so
Now that I’ve had a chance to rest lets reply to this. I’ll be replying to each picture separately so lets do this.
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Master of corruption: This honestly shouldn’t apply additional conditions to us. It should grant 3 seconds of resistance though when we activate a corruption skill. This is a master not a grand master so improving their function shouldn’t be what this does. Save those kind of abilities for the Grandmaster slot.
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Added note:
(edited by Lily.1935)
@lily
I thought the same thing. 3 pierce baseline on life blast and the trait increase the targets hit with Shroud 1 skills to 5. That would be an amazing niche for Necromancers.
Same with Dhuumfire. My thoughts were either bumping it to 4 or leave it 3 and make Shroud 4 pulse 2 (or even 3) burn and be like a more burst oriented skill.
Personally, I’d prefer leaving it 3 and allowing it to affect shroud 4 would be amazing.
I just want everyone to know that I got infracted for posting a completely reasonable comment about Necro’s in an Engineer thread. No harsh words or anything of the like… Just asking for some dev attention.
I’m actually laughing pretty hard about it.
If those changes went live as you have suggested I would kitten myself with joy. Those are great changes and we can only dream
That thread…
When all the hard work/contribution goes unnoticed by the devs or the necromancer developer.
That thread…
When all the hard work/contribution goes unnoticed by the devs or the necromancer developer.
I will say props to us. Necromancers go through so much work for presentations and idea displays, more than I see on any other class.
@lily
I thought the same thing. 3 pierce baseline on life blast and the trait increase the targets hit with Shroud 1 skills to 5. That would be an amazing niche for Necromancers.
Same with Dhuumfire. My thoughts were either bumping it to 4 or leave it 3 and make Shroud 4 pulse 2 (or even 3) burn and be like a more burst oriented skill.
Personally, I’d prefer leaving it 3 and allowing it to affect shroud 4 would be amazing.
I would agree with 3 if it effected all your shroud skills. The issue with dhuumfire and allot of the necromancer’s offensive design is that it encourages the necromancer to just auto attack. But if we had burning on all the shroud skills players could be encouraged to use their other skills as well without fear of their damage dropping. If burning turns out to be too strong, go with torment. Just make it so we don’t lose out on damage by being in Death shroud.
More minions!: Again I completely agree. Except for one thing. I personally think it would be hilarious if the bone minions flew screaming through the air and fell down at the target location in an explosion. But that’s just me.
This would be even better if they finally gave us fluffy bunny bone minion reskins.
@lily
I thought the same thing. 3 pierce baseline on life blast and the trait increase the targets hit with Shroud 1 skills to 5. That would be an amazing niche for Necromancers.
Same with Dhuumfire. My thoughts were either bumping it to 4 or leave it 3 and make Shroud 4 pulse 2 (or even 3) burn and be like a more burst oriented skill.
Personally, I’d prefer leaving it 3 and allowing it to affect shroud 4 would be amazing.
I would agree with 3 if it effected all your shroud skills. The issue with dhuumfire and allot of the necromancer’s offensive design is that it encourages the necromancer to just auto attack. But if we had burning on all the shroud skills players could be encouraged to use their other skills as well without fear of their damage dropping. If burning turns out to be too strong, go with torment. Just make it so we don’t lose out on damage by being in Death shroud.
For many reasons I’d prefer it day burning (Flame legion/Team play ideas/Dps).
Like I said, currently, a curses Scepter can do like 15% more damage than a reaper with Dhuumfire. The only part that makes it real powerful is that it cleaves, which isn’t even a huge concern as Bleeds built up are long and able to be epedimiced where burns are short and bursty but not as easily spread. A slight boost to Dhuumfire would actually make for a great alternative between the two, except epedimic will still be better because i believe many more people will run conditions in pve now too.
Overall, I just think it needs a minor nudge one way or the other but should remain burning. It’s so close to being perfect.
More minions!: Again I completely agree. Except for one thing. I personally think it would be hilarious if the bone minions flew screaming through the air and fell down at the target location in an explosion. But that’s just me.
This would be even better if they finally gave us fluffy bunny bone minion reskins.
You’re speaking my language! Undead bunnies from the underworld! Can Flesh Golem become a pony?
More minions!: Again I completely agree. Except for one thing. I personally think it would be hilarious if the bone minions flew screaming through the air and fell down at the target location in an explosion. But that’s just me.
This would be even better if they finally gave us fluffy bunny bone minion reskins.
You’re speaking my language! Undead bunnies from the underworld! Can Flesh Golem become a pony?
I still want Risen minions.
Don’t start with lore either, I’ll kill you all. I want my zombie horde….
If you want to check, I added it to Reddit.
A.k.a. better chances to be noticed by any Dev than within 1000 years on Necro forum
http://www.reddit.com/r/Guildwars2/comments/3aghyy/graphics_necromancer_changes/
The devs see the Necro forums too
The devs see the Necro forums too
But I don’t want my changes to be found in new Revenant build ;/.
The devs see the Necro forums too
But I don’t want my changes to be found in new Revenant build ;/.
I laughed. :P
The devs see the Necro forums too
oh you.
Based on this thread this is what i have comme with , i think it will be easyer to implement and is a bit more balanced if you combine them all.
I din’t revew Heals , minions but they need a buff also.
(I think spite , blood and death exept one minor, are fine.)
FEED BACK APPRECIATED
I apologize for my english
(edited by Abimes.9726)
Really appreciate the effort and the presentation, but the majority of these changes seem to be overboard (as in way too powerful), especially the quest for a reliable blast finisher.
Here’s my condensed list: Make Consume Conditions uncategorized. Give it a cooldown of 25 seconds. Remove the Vulnerability. Please.
Yeah. And as they mentioned, Consume Conditions is now the starting healing skill for Necromancers. Interesting that they would give new players a starting skill that applies 10 stacks of Vulnerability to themselves. “Oh oh. Need to heal. There we go…hey…what the..? I JUST consumed conditions – why do I have 10 stacks of a condition on me.”
Seems to be a poor design.
Yeah. And as they mentioned, Consume Conditions is now the starting healing skill for Necromancers. Interesting that they would give new players a starting skill that applies 10 stacks of Vulnerability to themselves. “Oh oh. Need to heal. There we go…hey…what the..? I JUST consumed conditions – why do I have 10 stacks of a condition on me.”
Seems to be a poor design.
I think It’s ok , if Coco is a corruption but i’d rather see it give a bit poison or tourment or whathever than 10 stack of vuln. If you can gime feed back on what i’have done above , that’s cool man.
It is a bad design, it’s a hurtful design and I’m so shocked they did it.
Not only are the changes to CC a bad, bad decision…especially as it’s now the starting heal, but removing the ability to pop Spectral Walk mid-fall is just petty to the point of being antagonistic.
Based on this thread this is what i have comme with , i think it will be easyer to implement and is a bit more balanced if you combine them all.
I din’t revew Heals , minions but they need a buff also.(I think spite , blood and death exept one minor, are fine.)
FEED BACK APPRECIATED
I apologize for my english
Hey,
Really cool stuff! That could’ve been implemented very easily!
Only thing I don’t really like is your change to Parasitic. Even now, with 5%, it really does barely any healing unless you have 5 targets and Epidemic. Then it’s around 200 hp/s, which, honestly, isn’t great. Especially since it doesn’t and won’t heal in Shroud.
I’d like to keep that 10% because that could at least be noticed in regular PvP combat. And because that would heal only outside of Shroud, Siphons would still have that unique value (healing through Shroud).
I’ll later include it in the reddit post, if you don’t mind.
Based on this thread this is what i have comme with , i think it will be easyer to implement and is a bit more balanced if you combine them all.
I din’t revew Heals , minions but they need a buff also.(I think spite , blood and death exept one minor, are fine.)
FEED BACK APPRECIATED
I apologize for my english
Hey,
Really cool stuff! That could’ve been implemented very easily!
Only thing I don’t really like is your change to Parasitic. Even now, with 5%, it really does barely any healing unless you have 5 targets and Epidemic. Then it’s around 200 hp/s, which, honestly, isn’t great. Especially since it doesn’t and won’t heal in Shroud.
I’d like to keep that 10% because that could at least be noticed in regular PvP combat. And because that would heal only outside of Shroud, Siphons would still have that unique value (healing through Shroud).
I’ll later include it in the reddit post, if you don’t mind.
Yeah i’m ok with that i’m just unsure of how much it healed so i put tiny numbers there , but like you said these are numbers and can be changed any time
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