Although a lot of people might disagree with me I ask you hear me once again. Death shroud is our biggest problem. Its what has been holding us back since beta. It has gone through several changes and although it seems to work mechanically, its an absolute mess when it comes to balancing the profession. Its too good when its good and its too bad when its bad. It functions very well in 1v1 provided they struggle with cc and getting away from you and some might even call it OP. While it becomes significantly worse the more people you are fighting against. Unlike other defensive abilities and mechanics which scale up, Death shroud scales down.
But this is were the problems start and not were they end. Because of DS’s very nature, any buff that it gets can seriously unbalance us in 1v1. Giving us access to being healed in death shroud could make us nearly unkillable. Allowing us to have the alpha trait Shade would make us impossible to control. Or just giving us access to some sort of damage evasion could easily push us over the edge.
This leaves us in a really bad state when it comes to balance decisions. If I was designing a game and had a mechanic like this, especially if I was building it into a class inspired by a class from a previous game, I’d save the mechanic and find a better use for it then the old profession. But I wouldn’t keep trying to shoehorn it into the game just because “its really really cool!”.
However, we are already in the second year of the game so removing the mechanic and starting from scratch isn’t an option. So what can be done to fix this? How can this mechanic be balanced to suit the needs of the necromancer without making it overwhelming?
Well, i have a few ideas. Many of which I’ve mentioned before.
#1. We should scale back the total pool of life force. I know a lot of people don’t want this, but in order for the mechanic to be able to function with something like life stealing, or healing the pool shouldn’t be as large as it is. With the other changes, we can easily make up for the overall health loss.
#2. Healing should be allowed in Death shroud, but perhaps at a reduced percentage. This can give people actual reasons to not go into death shroud and to weigh the options they have. It would give players some play and higher level players could see this the benefit of of choosing to stay in or leave. Other types of healing, such as life stealing or through special traits like Unholy sanctuary shouldn’t be effected by the percent loss in DS.
#3. Allow access to Utility and healing skills and perhaps the elite while in death shroud. Some people on the forums seem to assume that this would just make DS a glorified weapon swap rather then a form. I personally feel that forms are just glorified weapon swaps anyway so I don’t see the issue. I do think that if an elite is allowed to be used in DS, activating it should drop you out of it. Giving us access to our utility can provide for some interesting play. It would mean you could do things you might not be able to do otherwise when you just had DS skills to work with. This could also mean we could have unique skill and trait effects that function differently based on the form you take. Although a lot of people wont agree with me, I ask they consider the possibility. And actually consider it and not just dismiss it without a second though.
#4. The necromancer should have some of the best access to stability in the game.Even if no other change took place from my list, this one should be included. We as necromancer are expected to stay in battle for the entire fight. We live or die in the fight, escape isn’t an option. So having the necessary tools to last the long fight is important. Considering a majority of our defenses are generated by our offenses it becomes extremely important that we can keep doing that. Even with easy access to stability just as we are, the necromancer would still be rather poor at attrition.
As far as these changes go, they are not an end all fix all. They are a good starting point for future changes that could be drastically improved on as time progresses. Unlike the current DS which is in a very dangerous and static place right now, I’m confident with these changes they could progress the necromancer in the direction they originally intended without breaking the profession. Its very clear we need a serious rework of the profession. And arena net has redesigned core profession mechanics in the past. So a change like this honestly wouldn’t be a bad thing.