Reaper Changes for Next BWE
With all the feedback on reaper it’s possible necromancer could really turn a new leaf with HoT. It’s widely regarded as the “worst” class in game, and even “useless in dungeons.” Between the flack necro gets for “cheesy” PvP or lack of utility in organized groups, it can almost be a bit discouraging to play. I think because of this ANet is going to be taking all the necro feedback a bit more seriously this time around. The way Robert talks about necromancer makes it seem he genuinely cares about making this class well rounded
Consume Conditions and Plague suggest otherwise. Change for the sake of change without any thought whatsover to outcome, is not encouraging. Let’s not forget that Robert is the master behind;
“hey, slow powerful hits and not being able to catch up to people are what make monsters scary right, how about we tweak it slightly and make it even better! It can have slow weak hits with long cast times that are easily interrupted in a game where active defences are key to survival! Oh and lets still not any form of active defence, because what class would need active defence in a game where active defence is key to survival?”
Makes me think you didn’t try Reaper yourself. It actually works well, even with those slow cast times. Heck of a menace in teamfights .
With all the feedback on reaper it’s possible necromancer could really turn a new leaf with HoT. It’s widely regarded as the “worst” class in game, and even “useless in dungeons.” Between the flack necro gets for “cheesy” PvP or lack of utility in organized groups, it can almost be a bit discouraging to play. I think because of this ANet is going to be taking all the necro feedback a bit more seriously this time around. The way Robert talks about necromancer makes it seem he genuinely cares about making this class well rounded
Consume Conditions and Plague suggest otherwise. Change for the sake of change without any thought whatsover to outcome, is not encouraging. Let’s not forget that Robert is the master behind;
“hey, slow powerful hits and not being able to catch up to people are what make monsters scary right, how about we tweak it slightly and make it even better! It can have slow weak hits with long cast times that are easily interrupted in a game where active defences are key to survival! Oh and lets still not any form of active defence, because what class would need active defence in a game where active defence is key to survival?”
Makes me think you didn’t try Reaper yourself. It actually works well, even with those slow cast times. Heck of a menace in teamfights .
Seriously, though. Reaper tears people apart in team fights. On the one side, your enemy has one of your teammates. On the other, the whirling vortex of terror (that’d be you, the Reaper)
Robert, the best solution to fixing the pathing issues with GS5 is to do away with the pull.
Change it to a root plus swiftness.
This would negate the programming difficulty of trying to fix pulls over terrain and the unintended functionality/failure of the skill so often. Right now, the failure % is so bad that the skill is worth very little on any budget for balance.
By making it a root/swiftness, it also allows the necro to use it defensively as well as offensively…which is a common hallmark of slot 4/5 of a weapon. It would also give Reaper ONE way to get some small level of mobility on a reasonably long cooldown that also requires tradeoffs (i.e. use GS5 for swiftness only and you put it on cooldown for it’s other uses).
With this change, you basically save yourself a lot of programming to fix pathing issues with the current version while also providing a more reliable option to balance for necros.
Robert, the best solution to fixing the pathing issues with GS5 is to do away with the pull.
Change it to a root plus swiftness.
This would negate the programming difficulty of trying to fix pulls over terrain and the unintended functionality/failure of the skill so often. Right now, the failure % is so bad that the skill is worth very little on any budget for balance.
By making it a root/swiftness, it also allows the necro to use it defensively as well as offensively…which is a common hallmark of slot 4/5 of a weapon. It would also give Reaper ONE way to get some small level of mobility on a reasonably long cooldown that also requires tradeoffs (i.e. use GS5 for swiftness only and you put it on cooldown for it’s other uses).
With this change, you basically save yourself a lot of programming to fix pathing issues with the current version while also providing a more reliable option to balance for necros.
What if it just lifted the targets up and to you? Turning it into a root would be turning it into a condition, which would be immobilize and that Condi can be cleansed, plus it wouldn’t let us set up for gravedigger nearly as well, or reposition the enemy into a well they just dodged out of.
(edited by TheLastNobody.8319)