Why include Flesh Wurm in the blink changes?

Why include Flesh Wurm in the blink changes?

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Posted by: quBit.6437

quBit.6437

I don’t really get the point in the recent change to flesh wurm.

I get why all other blinks got that change. Because it was frustrating to use a blink on a spot which you can’t blink at, resulting in loosing the cooldown. But this rarely applies to flesh wurm since it has more uses than only blinking.

You now can not place the worm on some spots anymore like on top of walls in WvW for example. You could not blink (necrotic traversal) there anyways, so why not allow us to still place the wurm on those spots? It is not only a blink skill but also functions as turret, and that function has been nerfed. While other ground targeted spells or things like engineer turrets can still hit on those spots.

I loved the alternative uses for wurm like negating fall damage or trickjumping (video) but all that isn’t possible anymore now which takes away from the unique kind of mobility necro had.

The few exploits in which flesh wurm could be used to get into enemy WvW towers could’ve been easily fixed by fixing the map itself, but seeing the use of this unique spell limited is very sad.

EDIT:
A big difference between flesh wurm and other blinks is also the aspect of preparation. You would put the wurm in a spot where maybe you couldn’t blink at right away but you place it in preparation to have an escape route.
e.g. you’re hiding in a WvW tower thats being captured by the enemy team. you find yourself in a 1v2 on top of the wall. You would place your wurm outside, about 1000 range away from the walls so you could just jump down, and blink to your wurm should you not be able to take the 2 foes on your own. Maybe you would pop your spectral walk first, jump down, blink, heal up, and spectral walk back. It might be an bad example but there are situations like this in which necro had a unique way of dealing with it.

(edited by quBit.6437)

Why include Flesh Wurm in the blink changes?

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Posted by: Bhawb.7408

Bhawb.7408

The reason it was changed is because it is a blink. I’m not saying I 100% agree with it due to the fact that it is pre-placed unlike every other blink, but it also opens up the opportunity for it to no longer be treated as a blink, but instead as a portal-like skill, now that it can’t be abused.

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Why include Flesh Wurm in the blink changes?

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Posted by: eYe.7483

eYe.7483

I’ve played a lot of Necro but typically don’t use Flesh Wurm; I think this tends to be used more by MM and perhaps situational by some condition builds. On the times I did use it it seemed more useful as a health regeneration tool with moderate damage potential or as an escape tool for the “blink” potential. I find these are easily downed by high DPS builds and if I happened to run across one that wasn’t in the immediate vicinity of the action I’d kill it just because I know what the owner could use it for. Sort of like knocking out a turret engineer’s healing turret from a distance before engaging the engineer or placing all your marks and wells on an opponent Mesmer’s portal just to see him spaz when he ports back I suppose. You don’t have to do any of these things but it puts psychological pressure on the owner when you do. I personally didn’t consider the Flesh Wurm to be OP nor in need of any changes. But we just have to adapt to changes and do the best we can after each update.

(edited by eYe.7483)

Why include Flesh Wurm in the blink changes?

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Posted by: Tadsoul.6951

Tadsoul.6951

i agree I would place the wurm purely for the purpose as a turret and sometime it would be place in a position that i need to move to before activating the port (tower example is good)
not sure if anet would consider trick jumping as unintended use but as far as i know anet didn’t fix anything with the change to the wurm