Smoozi
Suggestion: Make transfusion to heal yourself
Smoozi
No, it would be insanely imbalanced. You can get upwards of 7k healing, its already one of the strongest allied AoE heals in the game, and the only reason it is as strong as it is, is because it can’t heal you. Otherwise you are suggesting that a single trait allows you to proc a healing skill for your entire team, including you when you can’t be damaged, on the same CD as a normal healing skill.
The skill is just shy of being OP as is (I’d only argue its not too strong because it has good counterplay, and just healing a bunch isn’t that crazy anymore), this would make it near mandatory, not increase build variety.
No, it would be insanely imbalanced. You can get upwards of 7k healing, its already one of the strongest allied AoE heals in the game, and the only reason it is as strong as it is, is because it can’t heal you. Otherwise you are suggesting that a single trait allows you to proc a healing skill for your entire team, including you when you can’t be damaged, on the same CD as a normal healing skill.
The skill is just shy of being OP as is (I’d only argue its not too strong because it has good counterplay, and just healing a bunch isn’t that crazy anymore), this would make it near mandatory, not increase build variety.
Agree with this, as much as I’d love to see it. lmao
No, it would be insanely imbalanced. You can get upwards of 7k healing, its already one of the strongest allied AoE heals in the game, and the only reason it is as strong as it is, is because it can’t heal you. Otherwise you are suggesting that a single trait allows you to proc a healing skill for your entire team, including you when you can’t be damaged, on the same CD as a normal healing skill.
The skill is just shy of being OP as is (I’d only argue its not too strong because it has good counterplay, and just healing a bunch isn’t that crazy anymore), this would make it near mandatory, not increase build variety.
I understand your point, but what if you make transfusion to heal yourself as a lower healing than it heals allies for example
Self heal per pulse :250
Allies heal per pulse : 500
i guess this suggestion can be possible
Smoozi
With vampiric procs from BM, shroud 4 already heals for a decent bit.
With vampiric procs from BM, shroud 4 already heals for a decent bit.
We’re talking about a secure heal and not a situational heal.. beacuse vampiric from BM can heal you for 700-900hp if you hit 5 people with all of the hits.. so i dont call that a secure heal, but transfusion as a self heal is an option of a self sustainional trait that in my opinion may be balanced if they make it to heal yourself aswell but reduce the amount of healing.
Smoozi
I understand your point, but what if you make transfusion to heal yourself as a lower healing than it heals allies for example
Self heal per pulse :250
Allies heal per pulse : 500
i guess this suggestion can be possible
If it is balanced right now, or even arguably just shy of OP, then buffing it, by definition, makes it OP. So no, it wouldn’t be possible. The only way this trait can have its self healing buffed is by nerfing the allied healing, which makes no sense to do.
Everyone knows that necro’s main struggle is when they get outnumbered
Isn’t being outnumbered supposted to be a struggle for EVERY profession? Otherwise you are the very definition of overpowered.
Isn’t being outnumbered supposted to be a struggle for EVERY profession?
Otherwise you are the very definition of overpowered.
While true, every other profession can stall for pretty significant amounts of time regardless of how many opponents they face. Mesmer bunkers right now can stall for 15s+ against infinite enemies dealing infinite damage, whereas a Necromancer would be killed immediately.
As Bhawb has pointed out many times, Necromancer defense does not scale. There are no immunity skills.
Necromancer’s offense does scale fairly well compared to many professions. Thus, your team should draw multiple opponents to you so you can pre-condition them nicely for a large team advantage. (theoretically with perfect timing, and perfect positioning) Necromancer condition spam can put multiple opponents’ condition clears on cool down, leaving them exposed for your team mates.
Isn’t being outnumbered supposted to be a struggle for EVERY profession?
Otherwise you are the very definition of overpowered.
While true, every other profession can stall for pretty significant amounts of time regardless of how many opponents they face. Mesmer bunkers right now can stall for 15s+ against infinite enemies dealing infinite damage, whereas a Necromancer would be killed immediately.
I agree, necro die fast when outnumbered – but IMO that’s not an issue. I’d rather see that professions that can stand their ground vs too many should be nerfed. (Unless you run bunker with no damage, then obviously you should be able to stand your ground).
And tbh, beside mesmers and ele not many can stand their ground outnumbered (assuming the enemies are skilled). The difference is engineers, warriors, rangers and guardians got either block, invulnerability or both. Necro most likely didn’t get it because of their second life bar, but the more enemies you face the worse it gets compared to what others got.
And tbh, beside mesmers and ele not many can stand their ground outnumbered (assuming the enemies are skilled).
Thief can stealth, so while they can’t directly fight who cares if they stealth and are 2k units away nearly immediately. Everyone else (besides us) have a ton of blocks, invulns, immunities, etc, all of which easily add up to 10s of negation. They might not be able to last forever, but there is a reason every other profession in the game can successfully run full glass damage builds in PvP without being instakilled, and Necromancers haven’t (with the rare Lich cheese exception).
Thief can stealth, so while they can’t directly fight who cares if they stealth and are 2k units away nearly immediately.
Thieves dies way easier than a necro. Yes, they have shadow steps which makes it easier to run, but that’s not how you win anything. Both thieves and necro needs a better way to stay in the fight.
Everyone else (besides us) have a ton of blocks, invulns, immunities, etc, all of which easily add up to 10s of negation. They might not be able to last forever, but there is a reason every other profession in the game can successfully run full glass damage builds in PvP without being instakilled, and Necromancers haven’t (with the rare Lich cheese exception).
Now I’m puzzled, did you read my whole post, or just the first part? I did mention that most other professions got either blocks, invulnerability or both – and that’s what necro is missing. Don’t just jump on the “I’ll defend my profession no matter what” train. I did in my other post agree that necro needs some way to survive for a few seconds in order to get out of sticky situations, just like any other profession.
Yes, they have shadow steps which makes it easier to run, but that’s not how you win anything. Both thieves and necro needs a better way to stay in the fight.
Thieves can use their shadowstep to deaggro players and then gank them again when they aren’t looking.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant