Reaper feedback and suggestions

Reaper feedback and suggestions

in Necromancer

Posted by: Brujeria.7536

Brujeria.7536

  • Animation, cast effects and the look of the new shroud is amazing.
  • Greatsword:

Feels way to slow and clumsy for what it does. The damage is subpar for its speed and the effects are to unrewarding for the risk involved. The weaponskills also dont feel like they combo with themself unlike other two handed weapons. Overall it feels like i can’t apply any meaningfull pressure with this weapon, i dont feel rewarded for staying in meele range, i dont get any “movie monster” feel of controlling the flow of the battle.

GS#1 deals way too low damage for its speed, both baseline and with scaling. The chill is nice but really unreliable, i can’t factor it into my build reliable and this feels bad.

GS#2 a executioner style slow hit that deals bad damage. It is like really slow, easy to block, dodge or blinded and even when successfully using it with the cd reduction part it feels very lackluster due to the 1 second gap between the next use. Most of the time i could do more and much more reliable damage with a dagger or an axe.

GS#3 its a nice opener but again hard to use. It’s damage is low which is okay, but the range shouldn’t be that small. The LF generation does not feel good or high enough given its reliability and CD. Maybe make this a pulsing / aoe aura kinda skill? It combos well with some vampiric traits.

GS#4 is kinda bad. It’s a defensive skill thats very unreliable which feels really bad. We dont have the tools to keep an enemy reliable inside it. Also the pulse damage is weird, it should deal its damage over multiple and more frequent hits to get synergy with some traits and to eat blinds, blocks and aegis for the bigger hits we need to land. Maybe attach it to the necro while he moves?

GS#5. a pull with a strange aiming. I needed to play a couple hours to get a feel for it. It’s rather unreliable compared to similar skills like guardian GS pull. The skill does not feel as dangerous as it should feel. Even if the skill connects its cd is way too long to justify the effects.

Reaper feedback and suggestions

in Necromancer

Posted by: Brujeria.7536

Brujeria.7536

  • Reapershroud

Feels overall great, some gameplay mechanics limit its potency greatly. The natural Lifeforce decay untraited feels way too high. Most of the skills have long channel or cast times, it feels like wasting a lot lifeforce while using any skill beside #1 and #3 because of the long animation or cast times.

RS#1 is very nice, combos well with a lot of traits and feels just right.

RS2#2 i like its “unique” way of gapclosing in general. It’s currently not useable though. The travel speed is way too slow for the distance, you can’t cover much ground compared to simply moving forward. It also should apply its damage effects while it travels, this skill could work good with a curses setup, corrupting 2 boons and causing chilling darkness as a reliable active defense on a short cd. Make every pulse do its full listed basedamage but add a 1 second icd per target hit to prevent cases of multi hits against walls etc.

RS#3 feels very nice. It has goodplay to it. Perfect.

RS#4 also very nice. the poison is nice as well for cele or condi builds. Whirlfinisher on Darkfields should work trough shroud. This would open up combo potential. The finisher is wasted when using wells or gs#4. leeching bolts without heal is facepalm.

RS#5 i love this skill. Very obvious call, very potent effect, this skill makes me feel dangerous.

Reaper feedback and suggestions

in Necromancer

Posted by: Brujeria.7536

Brujeria.7536

  • Shouts

All of them are rather weak. I like the idea with cast times compared to warriors and guards, but the effects dont justify the cooldown, the cast time or a slot in my utility bar.

Your soul is mine. A weak healingskill number wise, i like that it generates lifeforce though. It needs to have a bigger baseheal, and a medium base lifeforce generation. Additional it should add lifeforce and healing per enemy hit. Maybe it should cause a 4 sec debuff on foes which reduces the damage they do to the reaper by a small but meaningfull number, you steal souls after all, this should have a negative effect on enemys.

You are all weaklings: The stunbreak and the effects are nice, the might duration is too low given the casttimes of greatsword or any other meaningfull skill. Another boon instead of might would be better, maybe quickness to change the fight momentum and generate additional pressure with faster skill activations? The damage across the board should be higher as well, you could make it hit 3 times for traits like vampiric or to more reliable trigger on crit or hit sigils.

Suffer: The chillduration way to low, the condi transfer is bad. Its basicly useless against one target, even against multiple targets its bad as this would mean you also get more random condis. Also its cooldown is way too long even if you would use the CD Trait.

Rise: against one target its useless, hitting 5 people means the minions will get cleaved down instantly. I have no idea how this skill is supposed to be used.

Nothing can safe you: This one is a bit better, you get a decent base durationof unblockable and the corrupt effect isnt weaker against a single foe. Its feels kinda boring though. Iwould love this skill to also apply revealed to targets hit.
Would fit with the name and the whole moviemonster concept as well as giving us a meaningfull way to counter stealth.

Chilled to the bone: The cast and cooldown is way too long. Comparing this skill to Jadewinds makes me wanna cry. The stun, stability and damage all feel nice, but this skill hasnt a prolonged effect unlike most elite skills, which does make it currently feel like a mini elite at best. It’s also so easily counterable or interruptable. Any 6 second cd blind can completly nullify your entire 120 second cd elite, this should not be possible.

Reaper feedback and suggestions

in Necromancer

Posted by: Brujeria.7536

Brujeria.7536

  • Traits

Fear causes chill isnt really usefull, mainly because we have very limited reliable access to fear as reaper.

Adept

Augury of Death: Give it a higher base cd reduce and a smaller per target hit effect.

Chilling Nova: Nerfed too hard. Give it more damage, 10 s icd and 2 s chill and its okay.

Relentless Pursuit: It’s nice

Master

Soul Eater: It’s not a bad trait on paper but given the number of hits a greatsword can cause it is bad. Also the cd reduce component does not feel right, even if i would be able to cast skills lets say 30% earlier the skills currently cost too much time to cast. CD reduction feels a lot better on skills that are quick castable or more spamable.

Chilling Force: feels very good on paper. Nice synergy with the Grandmaster. Given the speed and possible hits per second on gs however…

Decimate Defenses: Its a nice build up mechanic, can be very potent. Opens up gear variations.

Grandmaster

Blighters Boon: It feels nice but rather unreliable on its own. Necros dont apply much boons by themselves. The skill gets a lot better under certain multiplayer situations, but in a vacuum the numbers are too low compared to similar sustain traits. Maybe change it to get the effects when causing conditions? Suddenly even Axe AA would make more sense.

Deathly Chill: It’s a great idea, but the damage is way too low given the fact that chill does not stack intensity and given the fact how long and unrealiable we can apply chill. Even if i could maintain a 100% chilluptime the damage i would get is far below other offensive Grandmaster traits

Reapers Onslaught: The attackspeed is nice. I would prefer a different secondary effect though. Either allow us to gain lifeforce trough deaths while in shroud or reduce the cd of rs#4 when killing a foe.

Reaper feedback and suggestions

in Necromancer

Posted by: heavyscythe.9780

heavyscythe.9780

Please increase the damage on Deathly Chill.
One of the build ideas I had going into the Reaper was a Chill build and I was quite disappointed to see that the chill damage is so low, especially as it does not stack.

In my opinion Deathly Chill should be at least half as strong as the damage from the Terror trait in order to be a viable trait.

Also for the reaper #2 skill, would it be possible to make it so that you pull enemies a bit as you move through them or hit them a few times as you move through them? I found that I kept missing or only getting 1 hit when I used this skill on 1-2 enemies. It might have been a positioning issue on my end, but if I’m going to move through an opponent spinning a scythe, I expect to get in a few hits.

Zaaik, Alrun Gunnarson, Relga Thorwalds, Gerosh Crankwolf,
Serenity Moon [MOON]
Tarnished Coast