Suggestion for dark path
they wont approve this, although i agree dark path need some improving since it is too kitten easy to dodge and not effective as a mobility skill at its intended range (you don’t need to dodge it just move left or right to evade them making this skill only effective at 0-600 range)
I have always wanted Dark Path to be a mobility cooldown… but since Necro’s apparently can’t have any mobility, it probably never will be.
I have always pictured DP as a surge forward type move similar to ride the lightning.
Dark Path needs to be more reliable, if that means a slight change in its mechanics, then I’m all for that. I’m not sure about this because there is no counterplay, but then again most leap/mobility skills have no real counterplay so…
I think you miss understand me. My suggesting is simple to make it a better chasing skill, not a mobility cooldown. It will still need a target for the teleport so you cannot use it for escape or simple fast movement. And i think Anet said that they want the necromancer to be a class without good mobility but great chasing and sticking power. And lets be honest, at the moment, if you able to widen the distance to the necromancer to lets say 900 range which most classes can do easely and dodge the dark path which is not hard, then you can outrun a necro with ease.
Dark Path needs to be more reliable, if that means a slight change in its mechanics, then I’m all for that. I’m not sure about this because there is no counterplay, but then again most leap/mobility skills have no real counterplay so…
Well you have a counter play for the chill and the bleeding but not the teleport. And i think thats fine if you look at other classes like guardians, their teleport are also without counterplay and dodging thier additional effects is nearly impossible. The reason i am using guardians as example is because, i think they have, while not the best mobility and sticking power (lack of slows), the best chasing potential (after thiefs and eles maybe), with thier main hand sword teleport and their mediation teleport the can instantly close a range of 1800 without worring about slows ( the leap of their greatsword is reduced by slows so i dont include it) or the distance to the target. And that is a reliable gap closer.
DP is already one of the best 2-3 spells we have. Its fine as is, and doesn’t need to be OP.
<The Undead Lords>
Since 1994 – undeadlords.net
DP is already one of the best 2-3 spells we have. Its fine as is, and doesn’t need to be OP.
How would that be op? It only makes the teleport more reliably, apart from that no changes. And it would be help us to solve the problem that running from a necro is too easy, which shouldnt be the case, as necro is supposed to be one of the classes which it is most difficult to run from, according to Anet.
DP is already one of the best 2-3 spells we have. Its fine as is, and doesn’t need to be OP.
The only gap closer that can be dodged and it needs a target …. and its projectile based. Even if it’s “one of the best 2-3 spells we have” it’s still one of the worst spells in the game.
Change it back to how it worked in beta ggkkthxbye.
DP is already one of the best 2-3 spells we have. Its fine as is, and doesn’t need to be OP.
I agree with Dalanor, Muchacho and Bhawb on this one. This just shows how bad our spells are compared to the ones of other classes.
Considering necro’s are supposed to have the best ways for chasing and keeping enemies near them, it’s just not right that other classes have similar skills that do way better.
besides better tracking and faster projectile, i think this skill should be split in two, just like they did with Flanking Strike.
First part inflicts chill, bleed and marks the target, second one instantly teleports (no range restriction) and chills again.
Would be better if you can decide when you want to port instead of being ported automatically after a delay.
Gunnar’s Hold
Even just reducing the cool down would do a lot to mitigate how unreliable the slow projectile makes it, since if random terrain glitches eat it or the enemy sidestepped, you still have a chance at catching them ready again. Something like 10-11 seconds so that even with 100% condition duration you aren’t completely able to perma chill…
..actually no. Make it even shorter if you want. An enemy allowing a Necro to stay in Death Shroud that long deserves nothing less than a humiliating death from being chased down and killed. If a Necro isn’t able to run away they should be at least be able to effectively stick to an enemy and ruin their day unless they actually kill the Necro.