Reaper's Onslaught

Reaper's Onslaught

in Necromancer

Posted by: ZombieLeach.5862

ZombieLeach.5862

The issue with Reaper’s Onslaught is that the cooldown reduction doesn’t proc on every kill only the normal spawned enemies that give exp and those few during events that do as well. This is a problem for any Reaper who wants to use it because during events where it would be most helpful over half the enemies you tag don’t count for the trait. Not only does this make the trait nearly useless, but also effects half a dozen other traits and skills.

Skills and Traits this effects:
Reaper Shroud Skills 2-5
Transfusion (Blood Magic Trait Line)
Path of Corruption (Curses Trait Line)

To change this they could just have event spawned enemies give zero exp, but not show it on screen. That way any other skill that triggers on enemy death also gets the proc. I’m no programmer, but I don’t see how that would be too big a change.

To close this I have a couple questions. Why is this trait tied to experience in the first place? Why wasn’t it designed with event spawned enemies in mind? Would this be a difficult thing to change? Is this even worth changing? Did I miss something this effects?

(edited by ZombieLeach.5862)

Reaper's Onslaught

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Skills and Traits this effects:
Base Shroud Skills 2-5

?????????

Reaper's Onslaught

in Necromancer

Posted by: ZombieLeach.5862

ZombieLeach.5862

Skills and Traits this effects:
Base Shroud Skills 2-5

?????????

Yeah. My bad. I’ll edit.

Reaper's Onslaught

in Necromancer

Posted by: DeceiverX.8361

DeceiverX.8361

Anything which provides no experience means it’s not considered an actual leveled enemy by the game, such as destructible objects or weak adds. The same applies to all on-kill effects like Bloodlust sigils, etc. In most cases, this is done intentionally for combat balance purposes and encounter design.

I think a bigger issue with Onslaught is that it doesn’t reset abilities’ cooldowns which are currently in-use, including during their after-cast times.

So for example, cleaving a target using Soul Spiral or Death’s Charge while on RS3’s stability will not reset either skills’ cooldowns. This makes the resets in many regards counter-productive since typically those skills are used to get kills to begin with.

If they fixed that, I think the trait would be perfect.