Reaper Changes for Next BWE

Reaper Changes for Next BWE

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Posted by: Robert Gee

Robert Gee

Game Designer

Next

Thanks to everyone who posted feedback on the reaper from this last BWE. I spent a lot of time during the weekend reading over as many posts as I could both here and on reddit and taking notes. I noticed a few trends show up that I’d like to try and address before the next BWE and I wanted to let you know about some of the changes that I’m working on.

Greatsword cost/payoff ratio was undertuned
The original intent here was to make GS feel like more of an AoE weapon while dagger felt like more of a single target weapon. We tuned the damage ratios accordingly so that greatsword would have higher dps vs 3 or more targets as we didn’t want to devalue dagger as a melee weapon. However this didn’t account for the difficulty of actually hitting with greatsword skills, and when we took that into account it made sense to increase the damage multipliers on the core damage skills. There are some other QoL changes made for Greatsword as well which I hope will improve your experience with it in the next beta test.

  • Greatsword Auto Attacks – Fixed incorrect range facts. These attacks have the same range as normal Greatsword Attacks. Added lifeforce gain to all hits 1/1/3. Increased damage of all attacks by approximately 20%.
  • Fading Twilight – Adjusted animation speed to smooth out attack sequence for non-human rigs.
  • Chilling Scythe – Increased chill duration from 1.5s to 2s.
  • Gravedigger: This attack now has 100% recharge when it hits a foe below 50% health. Increased damage by 50%. Increased recharge from 5s to 8s.
  • Death Spiral: Increased range from 170 to 220. Increased width of cone by 33%.
  • Nightfall: Changed animation. This skill no longer roots you to cast. Removed camera shake.
  • Grasping Darkness: No longer poisons and instead inflicts chill for 4 seconds on hit. This skill now fires at your target instead of using your facing direction. This skill will no longer fire if your target is behind you.
    • Grasping Darkness is a very complex skill under the hood and integrates programming and art in a very specific way to work the way it does. As a result, changes that would be simple for another skill (like giving it increased range) are very difficult and require coordination from multiple disciplines. I’ve made a few changes that I believe are safe for this BWE that changes the skill to be enemy targeted instead of using your facing direction. We’ll be keeping an eye on this one to see if it needs further tuning in subsequent beta events.

Shouts are weak and feel clunky to use in combat
We were concerned about the possibility of instant damage spikes and trying to emphasize the slow thematics of the specialization when we made these skills. After seeing how things worked out on Tempest we think it’s safe to lower the cast time of these skills as the “slow” theme can be expressed through other methods like greatsword and reaper’s shroud. As a result, many shouts have had their cast times significantly reduced. Additionally I’ve moved some of the reward for hitting multiple targets with these shouts to be baseline, so they should feel a little better when there are less foes around. Also, new minion type for “Rise!”

  • “Chilled to the bone!”: Reduced cast time from 2s to 1.25s.
  • “Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.
  • “Suffer!”: This skill is now instant cast. Lowered damage. Increased chill from 2s to 3s
  • “You are all weaklings!”: Now grants 5 stacks of might baseline plus 3 per target hit.
  • “Your soul is mine!” Increased healing power attribute multiplier to 0.5. Now grants 5% lifeforce baseline plus 3% per target hit

Reaper Shroud 2 has targeting/control issues
Sounds like a lot of you guys accidentally ran off of cliffs with Death’s Charge :P so we’re changing this to be more like the Warrior Sword skill Savage Leap. It will no longer go through targets you have selected, but will go its full distance if you have no target. Because it does very little damage while dashing I’ve allowed it to continue hitting even when you hit walls, we’ll be watching this next BWE to make sure it doesn’t turn into another Fiery Greatsword Rush though. Reaper Shroud has also has a few other general usability and bug fixes.

  • Reaper’s Shroud Auto Attack – Fixed skill facts interaction with Unyielding Blast and Reaper’s Might traits.
  • Life Reap (Shroud 1c) – Increased lifeforce gain to 1.5%. Fixed bug with number of targets not being listed.
  • Death’s Charge – Now dashes to a target, rather than in a direction. No longer passes through your target. No longer stops hitting if the player hits a wall.
  • Infusing Terror – Fixed a bug which caused this skill to begin recharging while it was still giving stability.
  • Soul Spiral: Reduced recharge from 40s to 30s. Fixed number hits skill fact to show 12 hits. Fixed duration skill fact to list 3s duration.
  • Executioner’s Scythe – Made adjustments to hitbox to make the initial attack more reliable. The hitbox for the primary attack is now the entire area of the ice field (still only hits 1 target).
  • Reaper’s Onslaught: Fixed a bug which prevented the attack speed modifier on this trait from working properly. This trait no longer recharges Death’s Charge on kill, but instead recharges all shroud skills by 5s on kill.

Chill uptime is difficult to maintain
It seems like we went overboard with how much we limited chill in the last update and you guys are having a hard time applying this reliably. We’re going to tune this up for the next BWE primarily through traits as well as some small increases to baseline chill on skills.

  • Chilling Nova – Reduced ICD from 15s to 10s.
  • Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 2s to 3s.
  • Cold Shoulder – Fixed a bug which caused this trait not function while downed. Increased chill duration modifier from 10% to 20%.
  • Deathly Chill: Doubled damage values.

Finally here are some things that won’t be changing and why:

  • Augury of Death – I heard a few good suggestions to make some of the recharge bonus on this trait baseline, however due to the way this trait is set up it’s a little complicated to do this and have the skill facts match up. Along with the other changes made to shouts I’d like to leave this alone for now and see how the other changes affect its value.
  • Soul Eater – Similarly to Augury, this trait is heavily influenced by the current power of greatsword. It sounds like it’s a little weak right now, but I’d like to see how the other changes to greatsword affect the weapon before modifying this one.

These changes are all in iterative development so it’s possible that there will be more changes, less changes, or different changes from the ones listed here when the next BWE rolls around. This is just a snapshot of the changes I’m working on now.

(edited by Robert Gee.9246)

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Posted by: Knaifhogg.5964

Knaifhogg.5964

Any thoughts on Condi side of things? Chill dmg scaling, poison dmg overall (could it be stronger?) and on RS4, Dhuumfire being totally better in RS compared to DS, and Lingering Curse telling you to “only use scepter” to maximize bleeds?

(edited by Knaifhogg.5964)

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Posted by: Silverkey.2078

Silverkey.2078

Any thoughts on Condi side of things? Chill dmg scaling, poison dmg overall (could it be stronger?) and on RS4, Dhuumfire being totally better in RS compared to DS, and Lingering Curse telling you to “only use scepter” to maximize bleeds?

Chill damage has been doubled.

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Posted by: Kraav.8136

Kraav.8136

Robert thanks for the changes!

I like the route you are taking with this and would offer only one suggestion until we can test these changes next BWE (2): Make “You are all Weaklings” instant cast but with the original might stacking. As a stun break I want it reliable, x1 stack of stab just does not work for pvp. See Warrior’s Stomp.

Cheers!

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Posted by: Silverkey.2078

Silverkey.2078

Overall, thanks a lot Robert Gee, this seems to address most if not all of the problems I felt with the reaper. I still think that the reaper shroud could have gotten some increased damage or resilient to make up for the fact it is melee, but I’m already looking forward to the next BWE

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Posted by: Tommyknocker.6089

Tommyknocker.6089

I have but one word for these changes:

SPLERT

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Posted by: Khade.9650

Khade.9650

Literally everything in here looks amazing. It looks to address all the issues I saw during testing. Thanks so much for listening and posting!

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Posted by: Dark FQ.1038

Dark FQ.1038

  • Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 5s to 3s.

Euuhm is this a decrease or just a mistake? :P

Anyway thanks alot Robbert, alot of things that were a bit weak about the Reaper are tweaked.

Soul Eater is still a bit bad, because lifestealing just deals too little damage and heals for too little though.

Dark Fq (Desolation and Gandara)all classes condi. http://www.youtube.com/user/FQDark

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Posted by: Knaifhogg.5964

Knaifhogg.5964

Any thoughts on Condi side of things? Chill dmg scaling, poison dmg overall (could it be stronger?) and on RS4, Dhuumfire being totally better in RS compared to DS, and Lingering Curse telling you to “only use scepter” to maximize bleeds?

Chill damage has been doubled.

Doesn’t say if it’s only base or also scaling that’s changed. Could be a Jay Wilson though.

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

These changes look great! thanks for looking into our feedback!

I’m still a little concerned about the chill damage, can it get increased scaling as well possibly? A grandmaster trait is supposed to be a build defining trait… even doubling the damage brings it to the same damage as ~4 stacks of bleed… that just isn’t very impressive. I find other grandmaster traits add 10-15% dps to a build. which would be essentially doubling it again for a full condition build.

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Posted by: Gray.9041

Gray.9041

another red post on current changes which is thorough, extremely helpful, and pretty much all what I was hoping to hear.

I don’t know what’s happening, but I love it.

thanks for all the hard work, reaper was in my top two elite specs, and these changes mean there’s no way I’ll be playing any necro but reaper for while after launch.

(edited by Gray.9041)

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Nice to see the majority of feedback and suggestions made it through. There are two issues you’re likely to have complaints about though…

1) The blast and end damage on Death’s Charge is too high for it’s cd and mechanic; at least from a PvP perspective

2) Chilled To The Bone is now almost as quick a cast as Jade Wind, has double the damage, and has in general more utility. I guess the long CD offsets some of that but I do feel the changes to this were in the wrong direction.

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Posted by: Robert Gee

Previous

Robert Gee

Game Designer

Next

  • Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 5s to 3s.

Euuhm is this a decrease or just a mistake? :P

Sorry, that’s a typo. It’s an INCREASE from 2s to 3s. Fixed now.

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Posted by: runeblade.7514

runeblade.7514

Still haven’t fix Chilled to the Bone.

It needs a 60 second cooldown. Nerf chill or stun, 120 seconds is too long. A 40 second cooldown stunbreak/Condi removal laughs at chilled to the bone. I would rather keep a 2 second cast time.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Kahrgan.7401

Kahrgan.7401

Praise Robert GEEsus, our lord and savior!

Don’t call anyone out on their BS, that’s an infraction and a deleted post. —Anet.

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Posted by: DomAltares.8651

DomAltares.8651

  • Death’s Charge – Now dashes to a target, rather than in a direction. No longer passes through your target. No longer stops hitting if the player hits a wall.

Any possibility that this skill could ever be directionally-targeted like FGS/Warrior GS whirls, if this iteration proves unsatisfactory? I would imagine that beyond the lack of distance control, many people were also having trouble with their character’s facing. I do realize that such a thing may introduce the exact issue that you’ve already indicated, ala the old FGS corner/stack behavior.

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Posted by: Brujeria.7536

Brujeria.7536

The Greatsword changes are very good to begin with, seems to remove the sluggish aspects while keeping the “slow but heavy hitting” theme, we will see how this plays out.

Shout buffs are nice, i can tell already that Suffer and Chilled to the bone are still too weak (especially with all the means of AOE stunbreak incoming and compared to Jade Winds.

Trait buffs are solid.

Augury of Death- I cant judge about the effectivness, but this trait is boring because its a simple CD reduction. Give it an additional effect like a potent lifesteal buff for you and your allies.

Soul Eater – Im a huge fan of siphons. But not on this weapon :/

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Posted by: Taneru.2736

Taneru.2736

Will the shambling horrors have the same minion model as the jagged horrors and bone minions, or a different one?

With the effect attached to their attacks, I feel like there should be some way to quickly distinguish them from the other minion types.

(edited by Taneru.2736)

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Posted by: Endlos.4852

Endlos.4852

All of this looks amazing. Seriously, it seems to cover and/or touch upon almost everything that was said about Reaper handling from the first BWE. I’m really looking forward to the next testing period.

I’d still like to see the incoming damage reduction from cold shoulder moved to something less “fickle” than a chill requirement, but I’ll reserve judgement until I can see how Reaper plays with the proposed improvements to chill uptime.

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Posted by: Bhawb.7408

Bhawb.7408

I love the changes, and I’m really glad to see that some of my feedback was listened to. I can’t imagine anyone isn’t a Geeliever after all this work you put in so quickly.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Ash.5274

Ash.5274

Lots of big steps in the right direction here, really appreciated. Now we just need the next BWE to test ’em.

Oh, look, if it isn’t the weekend! Hint, hint, hint ….

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Posted by: Steelxsoldier.6512

Steelxsoldier.6512

Thanks Robert! These changes look amazing. Thanks for all of the transparency! If you read this, I just want to say that the Chilling Darkness trait still doesnt apply the chill to every blinded target in an aoe blind like the July 28th update says.

FUNK
Tarnished Coast

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Posted by: Dstroya.6705

Dstroya.6705

I am liking the way these changes sound!

Players Killing Players [PVP] – Fort Aspenwood

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Posted by: OlliX.1705

OlliX.1705

Looks really good I think.

The new minions sound like something that can actually be useful.

I still feel that you should just remove stability from the elite shout, reduce it’s cooldown a lot and add the scaling stability effect to a stunbreak shout.

Greatsword changes look awesome and I can’t wait to try it. Looks like it fixes most of the issues I had with it.

I am a bit disappointed about the stability fix for shroud. I was kinda wishing that was a feature rather than a bug. ^^

During the beta I did feel that the shroud could use some higher damage values, but we’ll see how it turns out when Reaper’s Onslaught works I guess.

Looks quite good all in all. Looking forward to try it next beta weekend.

[qT] Necro main.

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Posted by: Knox.8462

Knox.8462

Thank you Robert! I’m glad you’ve taken our feedback and made some substantial improvements. Looking forward to trying them out in the next beta

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Posted by: Rising Dusk.2408

Rising Dusk.2408

These changes are great. Thanks, Robert! I still do think that Soul Eater will need some love, Chilled to the Bone will need some cooldown reduction, and that Augury won’t be competitive with other options in that slot despite the other changes to shouts, but these are overall incredible and fix countless of the major issues with Reaper.

I love the changes, and I’m really glad to see that some of my feedback was listened to. I can’t imagine anyone isn’t a Geeliever after all this work you put in so quickly.

I told you that your thread featured heavily in my report, although Robert did read it even without my report either way.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: EzJester.7653

EzJester.7653

Wow, super excited to try Reaper again in the next BWE. A lot of the lacking synergies seem to be addressed.

Really appreciate the “not changing” section; insight into the thought process helps a lot.

EDIT: Stoked to see the return of Blood Bond. Only used it for funzies in GW1, but it was a blast. Kudos!

(edited by EzJester.7653)

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Posted by: Vennyhedgie.5369

Vennyhedgie.5369

Really welcoming all these changes. Only thing I could ask for is to make “Nothing can save you” also an instant cast since, well, you kinda wanna secure those gravediggers midcast.
Having the unblockable be given to nearby allies would also make this shout amazing as it would give necros a unique way of supporting allies

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

This is wonderful to see… Nothing but buffs, very pleased.

After having tested out the Reaper, albeit very briefly, I wasn’t at all impressed. As others had pointed out when I made my dramatic comments in the Necromancer forum it was just a beta test so nothing was final. I realized that but I just didn’t see it getting the buffs it needed.

I’m still not sure what’s been done will be enough to make it a truly great specilization but I can’t judge until I’ve tried it post-fixes.

Just hoping that buffs continue to come our way because Necromancer(Reaper), above all else, needs the love.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: Hammerguard.9834

Hammerguard.9834

I’m not sure how I feel about the Death’s Charge change specifically since we can’t test it. We have no control over the area we want to hit and we can’t make predictions on where the enemy will be so it has a better chance of hitting. I think I would have preferred it just get a 3/4 cast time like Burning Speed instead of it’s current 1 second.

… I still want tengu.

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Posted by: jacim.5904

jacim.5904

Thank you soo much for all this changes, Im now sooo excited to try the reaper again.

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Posted by: Hammerguard.9834

Hammerguard.9834

Nice to see the majority of feedback and suggestions made it through. There are two issues you’re likely to have complaints about though…

1) The blast and end damage on Death’s Charge is too high for it’s cd and mechanic; at least from a PvP perspective

2) Chilled To The Bone is now almost as quick a cast as Jade Wind, has double the damage, and has in general more utility. I guess the long CD offsets some of that but I do feel the changes to this were in the wrong direction.

1) It’s literally their only movement skill.

2) Revenants can use two elites…

… I still want tengu.

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Posted by: Khristophoros.7194

Khristophoros.7194

“we’ll be watching this next BWE to make sure it doesn’t turn into another Fiery Greatsword Rush though”

You could figure this out with simple math, no? I can’t find the old numbers on Fiery GS so I dunno if the current numbers on Death’s Charge look balanced or not.

I’m leaning towards not balanced… It seems to have a 1.0 power coefficient per hit. If it has five hits that’s already like a full channeled hundred blades.

It would be ideal if hitting a single target in normal conditions (not against a wall) would deal respectable damage, like the current 1.0 coefficient. So would you consider having the skill deal less damage to enemies that it hits multiple times? Like say 0.2 coefficient for additional hits beyond the first?

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Posted by: Zero Solstice.9754

Zero Solstice.9754

This is absolutely incredible to see. It’s fantastic to see that Anet is actively taking in community feedback for these BWEs like they said they would. Keep up the splendid work Robert!

“Reaper’s only big weakness will be that you have to play Necromancer to use it”
~Bhawb.7409

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Posted by: Lyger.5429

Lyger.5429

As others have said great changes, glad to see our feedback mattered! My only bone to pick (pun intended) is the elite skill cooldown. This should be about 60 seconds if it wants to compete with lich or plague.

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Posted by: MethaneGas.8357

MethaneGas.8357

So basically…

Now if we use Path of Corruption… we can easiillyyy target someone and every 5 secs corrupt 2 boons off of them? Oh my…
No Terror, you say? Well… “Deathly Chill: Doubled damage values.” Say harro to the new terror :p Fear inflicts chill, after all

Very excited for the changes

Necro, Ele, Mesmer, Guardian and Warrior, DR[OHai]
YouTube Channel

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Posted by: Amiron.1067

Amiron.1067

Robert Gee, thank you so much for listening and balancing based on feedback. You’ve really changed my outlook on the specialization, and I’m super excited to play in the next Beta Weekend Event!

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Posted by: nekretaal.6485

nekretaal.6485

This is the best profession forum.

The number crunchers here will let everybody know right away whether the GS numbers are correct, tow low, or too high.

But it looks like most of the reaper only concerns were at least addressed.

Kudo’s for communication.

#24 leaderboard rank North America.

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Posted by: Atherakhia.4086

Atherakhia.4086

Any update you can give on the Necromancer changes? You mentioned you were reviewing Axe and Scepter?

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Posted by: Foefaller.1082

Foefaller.1082

Nice to see the majority of feedback and suggestions made it through. There are two issues you’re likely to have complaints about though…

1) The blast and end damage on Death’s Charge is too high for it’s cd and mechanic; at least from a PvP perspective

2) Chilled To The Bone is now almost as quick a cast as Jade Wind, has double the damage, and has in general more utility. I guess the long CD offsets some of that but I do feel the changes to this were in the wrong direction.

1) It’s literally their only movement skill.

2) Revenants can use two elites…

Not only do Revs have two elites, a Rev in Shiro stance that AA’s and nothing else can fire off Jade Winds as frequently as once every 10 seconds. Even when I was using other skills during the BWE, as long as I didn’t touch Impossible Odds I was still able to use Jade Winds about every 15-20 seconds in a fight, which is insane for what it actually does.

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Posted by: Lyger.5429

Lyger.5429

Does anyone know if chill scales from condi or power?

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Posted by: Kain Francois.4328

Kain Francois.4328

-Part 1-

I’m strictly a PvE player, so my feedback will be towards that game mode.

>

The original intent here was to make GS feel like more of an AoE weapon while dagger felt like more of a single target weapon.

This sounds nice on paper, but Dagger doesn’t have much single-target DPS. Instead, I look at as a Defensive weapon focused on Death Shroud, which generates a massive amount of Life Force between dagger auto-attack, and our focus or warhorn off-hand. Furthermore, Life Siphon (Skill #2) on Dagger is a powerful RANGED ability that can restore a massive amount of health when combined with Blood Magic, further playing into the theme as a defensive weapon. Dark Pact (Skill #3) synergizes with Life Siphon perfectly for its 3 second channel, allowing you to safely restore health when fighting melee enemies. Dagger is a defensive weapon, and it is awesome at what it does.

It has high consistent damage, but it shouldn’t be balanced as the Necromancer’s highest single damage source, since other classes can deal higher higher consistent autoattack damage than us. (Thief Dagger auto, Guardian Sword auto, etc…)

However, I do emphasize that as a defensive weapon, our Daggers interact with our profession mechanic more than any other weapon, and the defensive nature of our weapon set plays majorly into the class identity. Daggers generate life force like no one’s kitten!
>

Greatsword Auto Attacks – Fixed incorrect range facts. These attacks have the same range as normal Greatsword Attacks. Added lifeforce gain to all hits 1/1/3. Increased damage of all attacks by approximately 20%.
Fading Twilight – Adjusted animation speed to smooth out attack sequence for non-human rigs.
Chilling Scythe – Increased chill duration from 1.5s to 2s.

Will have to test this out ingame before I could give any feedback. I don’t like how it gathers so much life force, because I feel that is walking on the domain of daggers and warhorn.

>

Gravedigger: This attack now has 100% recharge when it hits a foe below 50% health. Increased damage by 50%. Increased recharge from 5s to 8s.

This makes me feel icy. (Or whatever the Necromancer equivalant of being moist is…)
It will definitely feel much more comfortable to use with a 100% recharge rate. This is the defining skill of a Reaper, and it SHOULD be powerful. My icy hands applaud this!

>

Death Spiral: Increased range from 170 to 220. Increased width of cone by 33%.

The concern I had playing with this skill is more so the cast time rather than the range. But any buffs are welcome, since I didn’t find many useful opportunities to use this during the Beta.

>

Nightfall: Changed animation. This skill no longer roots you to cast. Removed camera shake.

A little sad that the animation is being changed. This was my favorite skill, and I didn’t mind the rooting whatsoever, since it felt similar to a Guardian Symbol, but more powerful.

>

Grasping Darkness: No longer poisons and instead inflicts chill for 4 seconds on hit. This skill now fires at your target instead of using your facing direction. This skill will no longer fire if your target is behind you.

Chill makes more sense than Poison. I like these changes. A little sad that it isn’t 900 range instead, but considering the short cast time and high damage of the skill, I’m happy with the skill.
One thing I can say so far, is I really appreciate the skill animation with my Eternity.

>

“Chilled to the bone!”: Reduced cast time from 2s to 1.25s.

To be blunt, this skill is still not worth using at a 120 second recharge. The recharge is just too high for what is otherwise a 2s stun and some chill.
Cast time reduction is necessary, but it doesn’t address the core problem with the skill.
>

“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.

Very good idea! I can’t wait to test this out. May be a little OP in PvP combined with Death Magic, so I think you should watch it carefully.
>

“Suffer!”: This skill is now instant cast. Lowered damage. Increased chill from 2s to 3s

It’s an offensive condi cleanse that chills. I like it. It would be my condition cleanse of choice in builds without Consume Conditions, and it seems seriously useful in PvP!

-post 2 next-

(edited by Kain Francois.4328)

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Posted by: Kain Francois.4328

Kain Francois.4328

post 2

“You are all weaklings!”: Now grants 5 stacks of might baseline plus 3 per target hit.]/quote]

VERY good stun break. It wont replace the nice Might duration of Blood is Power, but I am very happy for this skill.
>

“Your soul is mine!” Increased healing power attribute multiplier to 0.5. Now grants 5% lifeforce baseline plus 3% per target hit

Traited, this is the best Necromancer heal, period.

>

Reaper Shroud 2 has targeting/control issues
It will no longer go through targets you have selected, but will go its full distance if you have no target. Because it does very little damage while dashing I’ve allowed it to continue hitting even when you hit walls, we’ll be watching this next BWE to make sure it doesn’t turn into another Fiery Greatsword Rush though

Is there anything wrong with a Fiery Greatsword Rush-type skill, as long as its damage is kept under control? If a Necromancer successfully fears something towards a wall, and keeps them there, they should be rewarded for making use of one of their most primary mechanics, fear.
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Life Reap (Shroud 1c) – Increased lifeforce gain to 1.5%. Fixed bug with number of targets not being listed.

Does Reaper Shroud even need a buff? The autoattack seems pretty fine already.

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Reaper’s Onslaught: Fixed a bug which prevented the attack speed modifier on this trait from working properly. This trait no longer recharges Death’s Charge on kill, but instead recharges all shroud skills by 5s on kill.

Sounds very good. A little worried it might be overpowered even.

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Chilling Nova – Reduced ICD from 15s to 10s.
Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 2s to 3s.
Cold Shoulder – Fixed a bug which caused this trait not function while downed. Increased chill duration modifier from 10% to 20%.
Deathly Chill: Doubled damage values.

My concern with Chilling Nova, besides its recharge, is that it doesn’t deal enough direct damage. It may be useful for its chill, and seems primarily for PvP. I canot comment much, but does PvE, I do wish it dealt more direct damage.
Shivers of Dread change is good. Not many sources of Fear on a power reaper though, since Reaper Shroud’s fear is harder to use, and less powerful than Death Shroud’s.
Cold Shoulder change is good. Not much to comment, though. 20% instead of 10% is not a big difference.
I didn’t play a Condi build during Beta, so I cannot comment on Deathly Chill.

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Soul Eater – Similarly to Augury, this trait is heavily influenced by the current power of greatsword. It sounds like it’s a little weak right now, but I’d like to see how the other changes to greatsword affect the weapon before modifying this one.

Soul Eater is fine. The recharge bonus combined with with spamming Nightfall, it’s a very good ability. When combined with Death Spiral against multiple targets, it allows you to recover 1650 hp. The problem is Decimate Defenses is too useful.

Overall, the changes are all very nice and useful.

I would also like to suggest that you remove the cooldown from Reaper f1 before being able to return. As it currently stands, there is a 1s CD, which prevents us from “Flashing” our Reaper Shroud. This is a BAD change, because it destroys build diversity with the Curses line (5s Fury on Shroud use), and many other traits that use to synergize with Shroud flashing. It also forces us to trait into Decimate Defenses, since we cannot gain practical Fury from Curses anymore.

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Posted by: Shadowmoon.7986

Shadowmoon.7986

“Soul Eater – Similarly to Augury, this trait is heavily influenced by the current power of greatsword. It sounds like it’s a little weak right now, but I’d like to see how the other changes to greatsword affect the weapon before modifying this one.”
With the increase in CD with gravedigger, the skill has gotten worse. The life steal is the same, attack speeds have not changed. But all of this is moot because decimate defenses will always outshine it.
Basically no one will take it because it is worse now, and there a smarter choice to take in the same slot.

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Posted by: Silverkey.2078

Silverkey.2078

This is the best profession forum.

The number crunchers here will let everybody know right away whether the GS numbers are correct, tow low, or too high.

But it looks like most of the reaper only concerns were at least addressed.

Kudo’s for communication.

The number crushers say that now reaper with GS will be better than base necro with dagger for PvE. Not much can be said about PvP since it is hard to take into account with numbers the possibility to avoid damage.

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Posted by: Silverkey.2078

Silverkey.2078

Does anyone know if chill scales from condi or power?

Condi

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Posted by: Tasao.4623

Tasao.4623

Looks good. Can’t wait to try it. On the Shout trait, my wish was for more spice to it, like vigor per target hit. The plain 7% recharge bonus is nice, and strong, but just seems boring.

As for Dagger vs GS, I just don’t like the idea of using a dagger on bosses and a GS the rest of the time. If GS is Reaper only, I say save the Dagger for the non-Reaper Necros and let the GS Necros compete. Imo the slow speed on the GS makes up for its damage.

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Posted by: Endlos.4852

Endlos.4852

“Soul Eater – Similarly to Augury, this trait is heavily influenced by the current power of greatsword. It sounds like it’s a little weak right now, but I’d like to see how the other changes to greatsword affect the weapon before modifying this one.”
With the increase in CD with gravedigger, the skill has gotten worse. The life steal is the same, attack speeds have not changed. But all of this is moot because decimate defenses will always outshine it.
Basically no one will take it because it is worse now, and there a smarter choice to take in the same slot.

The lifesteal portion isn’t great, but the cooldown reduction actually improved as an indirect result of the Gravedigger changes. GD being spammable on a <50% target means that you’re almost doubling the recharge bonus to other skills.

Now, whether that is “enough” (honestly, it probably isn’t) for the trait to be good or not remains to be seen. It’s definitely not “worse” — an extra 3 second cooldown on Gravedigger for using it when you aren’t supposed to be using it in exchange for it being straight-up mashable when your target is in the proper HP range is a massive net gain for Soul Eater. Blow 3-5 when the target is above 50%, then grind them down with GD spam while recharging your other attacks in preparation for the next fight.

Again, that alone may (probably?) won’t make Soul Eater earnestly compete with Decimate Defenses, but as Robert said in his post, it’s probably better to change a few things at a time and see how they play out before changing all the tangential things that interact with the first things you changed.

(edited by Endlos.4852)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Basically no one will take it because it is worse now, and there a smarter choice to take in the same slot.

Frankly, nobody will take Soul Eater because both of the other choices are good and Soul Eater just doesn’t have much impact except in best-case scenarios. The life steal synergizes nicely with GS3, but not much else. The recharge reduction really requires 5 foes to be strong.

That said, I agree perfectly with the reasoning behind leaving the trait alone. We first need to see how the Greatsword changes play out before the trait can properly be assessed.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: Robert Gee

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Robert Gee

Game Designer

Any update you can give on the Necromancer changes? You mentioned you were reviewing Axe and Scepter?

I really wanted to slip some of these changes in with the BWE feedback changes but there just wasn’t enough time. Sorry.

There was a fairly large number of general bugfixes for both existing skills and BWE bugs for the next patch that took priority. Additionally the patch ended up being bugfixes more so than balance adjustments so they would have felt a little out of place. I’m hoping to bring up axe and scepter changes again next time we have a balance patch.