about new [Plaguelands]
No fields pls. We’ve already enough competition from other combo fields messing up our single ice field.
Aura would be awesome but very overpowered.
Range would probably best the best option but I’m happy with the way it is.
Well… I would have been happier with an aura that poison and weaken foes around me, granted that it add a sliver of stability instead of the nobrainer condition damage skill that we ended up with.
Well… I would have been happier with an aura that poison and weaken foes around me, granted that it add a sliver of stability instead of the nobrainer condition damage skill that we ended up with.
See if we had a few more nobrainer skills, we might actually be a top tier damage source.
I’m honestly fine with how it is. The only thing I would like is for it to grant 1second of Stability or Blind upon beginning the cast because it’s a pretty long cast time for a small AOE that doesn’t move.
I get that it’s powerful if you get caught in it and that that’s the reason for it’s cast time, but either of my suggestions would be easy enough for most things to negate that it would still be a risk to use.
I just feel that as it stands, it can be very difficult to pop in a fight. I find I get the most use out of it in small scale battles of 5 v 5ish where I can drop it on a downed ally or enemy which usually forces one or more players to take heavy damage. It also works nicely for dropping on myself if I can manage to do so before I reach downed state.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Plaguelands sucks.I tried it on pof demo and it has a 2 min cd, and thats waaaay too long to be useful.
Plaguelands sucks.I tried it on pof demo and it has a 2 min cd, and thats waaaay too long to be useful.
80s if traited and you should be traiting really.
Plaguelands added something no one wanted, and took away a pretty valuable elite. Especially with Scourge coming out, having old plague form as a defensive CD would be extremely competitive in WvW. Now I get this puddle that someone would need to take a picnic in before it does anything.
It’s like they changed plague because “well CTTB is what everyone takes so let’s spice other things up” and forgot that they were making an expansion where people would not be able to take reaper if they were scourge. whoops!
If plaguelands could follow the necro it would be too OP if paired with Summon Flesh Wurm or the Scourges Portal..
why ppl always thinging change a little will let necro too op
when other class has more big power?
meh 80 seconds seems too long even when traited.30 sec would be awesome.
why ppl always thinging change a little will let necro too op
when other class has more big power?
Same here. Most of the time, it’s like people are comparing buffed necro vs old necro and not buffed necro vs other classes.
why ppl always thinging change a little will let necro too op
when other class has more big power?
The suggestion isn’t a little change, it’s a change that get rid of counterplay (AKA exiting from the red circle) of a condi overloaded skill.
No area denial skill should move with the player.
I’m not a fan of Plaguelands, I have to say.
The concept of a condition AoE that grows in power every second is cool, but;
- The skill has barely any visual effects. Rework is a rework, so I won’t be harsh here but eventually I’d like some thematic, not over-the-top animation.
- Plaguelands and Ghastly Breach feel too similar mechanically. Both are AoE condition zones you drop at your feet, the only difference is that Plaguelands deals more flat damage while Breach corrupts. Even changed targeting for one of them would’ve been a welcome characteristic. Currently it feels like one elite, but with a different glyph/rune effect.
- Plaguelands is yet another tool in Necromancer’s toolkit of area denial, on top of core tools for that (Wells, CPC, Marks, Epidemic…) and Scourge brings even more of it. Perhaps we could see slight diversification in here.
What I always wanted from Plaguelands is to work like a plague, allowing enemies to spread it around. Basically, the existing Plaguelands, but ground targeted. Enemies walking through it or being struck by the initial cast would expand Plaguelands effect as as trail behind them when moving for a few seconds – and there is no better class that forces movement than Necromancer.
This alone would make the skill different enough from Ghastly Breach.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
What I always wanted from Plaguelands is to work like a plague, allowing enemies to spread it around. Basically, the existing Plaguelands, but ground targeted. Enemies walking through it or being struck by the initial cast would expand Plaguelands effect as as trail behind them when moving for a few seconds
I hear people QQing in the WvW forum of an alternative reality where the skill works like this. This could be absolutely devastating for zergs in this mode and an instant target for the nerfbat.
But I like the idea of something that spread like a plague. Some sort of effect that could be strong on the first target and weaker on every subsidiary target. Something like this :
- Initial target : weakness, blind, bleed, poison, burning
- Secondary target : weakness, blind, bleed, poison
- Tertiary target : weakness, blind, bleed
…
Until there is no more condi or target. Can’t affect the same target more than once per cast.
meh 80 seconds seems too long even when traited.30 sec would be awesome.
I’m going to assume you’ve never actively, or skillfully, run around with this ability, because what you’re proposing is legitimately absurd.
~Bhawb.7409
why ppl always thinging change a little will let necro too op
when other class has more big power?The suggestion isn’t a little change, it’s a change that get rid of counterplay (AKA exiting from the red circle) of a condi overloaded skill.
No area denial skill should move with the player.
You mean like Mallyx #5, Jallis #4, Berzerker Torch #5, Tempest F1-F4, Rending Shroud etc do right now?
meh 80 seconds seems too long even when traited.30 sec would be awesome.
Lol wut
What I always wanted from Plaguelands is to work like a plague, allowing enemies to spread it around. Basically, the existing Plaguelands, but ground targeted. Enemies walking through it or being struck by the initial cast would expand Plaguelands effect as as trail behind them when moving for a few seconds
I hear people QQing in the WvW forum of an alternative reality where the skill works like this. This could be absolutely devastating for zergs in this mode and an instant target for the nerfbat.
But I like the idea of something that spread like a plague. Some sort of effect that could be strong on the first target and weaker on every subsidiary target. Something like this :
- Initial target : weakness, blind, bleed, poison, burning
- Secondary target : weakness, blind, bleed, poison
- Tertiary target : weakness, blind, bleed
…
Until there is no more condi or target. Can’t affect the same target more than once per cast.
This is just a brief descreption of the idea. My actual mechanical visualization was a delayed area explosion that creates the initial Plaguelands zone and players struck by that explosion would get the spreading debuff.
Not necessarily everyone that gets in contact with the AoE, since that would be really snowbally.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
What I always wanted from Plaguelands is to work like a plague, allowing enemies to spread it around. Basically, the existing Plaguelands, but ground targeted. Enemies walking through it or being struck by the initial cast would expand Plaguelands effect as as trail behind them when moving for a few seconds
I hear people QQing in the WvW forum of an alternative reality where the skill works like this. This could be absolutely devastating for zergs in this mode and an instant target for the nerfbat.
But I like the idea of something that spread like a plague. Some sort of effect that could be strong on the first target and weaker on every subsidiary target. Something like this :
- Initial target : weakness, blind, bleed, poison, burning
- Secondary target : weakness, blind, bleed, poison
- Tertiary target : weakness, blind, bleed
…
Until there is no more condi or target. Can’t affect the same target more than once per cast.This is just a brief descreption of the idea. My actual mechanical visualization was a delayed area explosion that creates the initial Plaguelands zone and players struck by that explosion would get the spreading debuff.
Not necessarily everyone that gets in contact with the AoE, since that would be really snowbally.
This is still potentialy OP in this kind of confrontation. The ability to affect so many players with one skill and the fact that it will probably change the way people are zerging (no character standing close, to reduce the potential of the skill to affect other targets, other consequences implied by a less packed zerg, etc.)
Epidemic 2.0
why ppl always thinging change a little will let necro too op
when other class has more big power?The suggestion isn’t a little change, it’s a change that get rid of counterplay (AKA exiting from the red circle) of a condi overloaded skill.
No area denial skill should move with the player.
You mean like Mallyx #5, Jallis #4, Berzerker Torch #5, Tempest F1-F4, Rending Shroud etc do right now?
The only area denial skill you listed is Overload Air.
What I always wanted from Plaguelands is to work like a plague, allowing enemies to spread it around. Basically, the existing Plaguelands, but ground targeted. Enemies walking through it or being struck by the initial cast would expand Plaguelands effect as as trail behind them when moving for a few seconds
I hear people QQing in the WvW forum of an alternative reality where the skill works like this. This could be absolutely devastating for zergs in this mode and an instant target for the nerfbat.
But I like the idea of something that spread like a plague. Some sort of effect that could be strong on the first target and weaker on every subsidiary target. Something like this :
- Initial target : weakness, blind, bleed, poison, burning
- Secondary target : weakness, blind, bleed, poison
- Tertiary target : weakness, blind, bleed
…
Until there is no more condi or target. Can’t affect the same target more than once per cast.This is just a brief descreption of the idea. My actual mechanical visualization was a delayed area explosion that creates the initial Plaguelands zone and players struck by that explosion would get the spreading debuff.
Not necessarily everyone that gets in contact with the AoE, since that would be really snowbally.This is still potentialy OP in this kind of confrontation. The ability to affect so many players with one skill and the fact that it will probably change the way people are zerging (no character standing close, to reduce the potential of the skill to affect other targets, other consequences implied by a less packed zerg, etc.)
Epidemic 2.0
The explosion would have a limit of 3-5 targets, be delayed and 60-80 trail width which is relatively thin. On top of that, even if hit, I doubt it would mean a sudden death to an entire zerg like Epidemic was – as long as the afflicted player noticed the debuff and had it in mind not to move through the entire zerg, possibly move away for a few seconds. If this was still proven not to be enough, I could see a WvW-specific “grace period” of 1 or 2 seconds before the spreading debuff starts working due to WvW lags.
Ultimately, we can’t test it, but I see it as a rather interactive, thematic Elite skill with a solid dose of counterplay. While I don’t deny the power of Necromancer in WvW, I’d hold on with judging it as an Epidemic 2.0. I’d argue that Ghastly Breach is better contender for this title in WvW than the suggested Plague.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
I would like to see that skill be a well not corruption.
I would like to see that skill be a well not corruption.
To have the ability of be casted from range or for other reasons?
Corruption its better trait wise.
I would like to see that skill be a well not corruption.
Nah, an actual well elite would be better. Some big dumb damage skill.