Spectral Wall??
Patch notes April 19, 2016:
Player Walls and Hit Caps
Wall-type control effects are currently too effective in areas where there are a ton of targets, causing stagnant gameplay in large combat scenarios like WvW. With this update, we’ll be reducing the number of targets that a wall can affect so that things like stability and player numbers matter a bit more. As such, you’ll see multiple notes through the professions that introduce target caps.
Necromancer
- Spectral Wall: The number of times this skill can attempt to inflict fear on an enemy has been capped at 10.
Yeah essentially spectral wall and all other skills hit caps where placed on are useless in WvW until they simply remove it. (the Stability stripping cooldown already did what they intended and this was simply a double overdone nerf to them). So right now it is stagnant because of this hit cap basically doing what they initially didn’t want.
The wall change nerfed PvE, too, and made me sad. I could place a wall right where mob trains lost invulnerability and terrorize many of them.
Bad change mainly made for WvW. It’s kinda stupid and pointless because I bet they’re thinking “a single spell isn’t supposed to deter a whole zerg”, but not only can zergs have perma-stab, they can also have perma-resistance so the net effect is just a plain nerf.
And it’s also a nerf in sPvP. Fighting Chronos that send 100 illusions towards you destroys the wall in a few secs because illusions bump into it 1-2 times and it’s gone. And that’s in a 1v1…
Or same thing when fighting a Necro/Reaper with minions (especially Rise). They bump into it 1-2 times and it’s gone. In team fights? Also gone pretty quickly.
So what’s supposed to last 7.5 secs lasts like 3-4 secs.
I’m still gonna use it, it’s just… a bad change. It wasn’t even OP xD None of the walls were OP.
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(edited by MethaneGas.8357)
Really? No one read first post? I said allies not foes. Protection shouldn’t be limited to 10 allies.
Walls are hard to use. Allies have to be disciplined enough to go through their narrow path and the caster has to time and position the wall really well or it will miss, which is hard when enemies can see and avoid it.
Its possible arena net forgot that spectral wall has two affects. Or felt it was necessary sacrifice to bring the other walls into balance.
Id rename the thread to point out a possible bug. And make an in game report or try to record this happening so you can post a video in Reddit of the occurance. I do feel that this is unintended. Its supposed to stop after ten ENEMIES run through it. It says literally nothing about allies. If the two portions of this skill share a limit. Then this is really REALLY bad for the skill.
It’s a necro skill, do you think arenanet cares about that?
Really? No one read first post? I said allies not foes. Protection shouldn’t be limited to 10 allies.
So… if the wall gets destroyed after 10 allies or 10 enemies pass through it, it makes the skill really, really weak….
This should actually be tested…
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