about new [Plaguelands]

about new [Plaguelands]

in Necromancer

Posted by: DreamyLove.8947

DreamyLove.8947

i htink this skill should be range or like aura follow player

and maybe should add dark? field

about new [Plaguelands]

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Posted by: Lahmia.2193

Lahmia.2193

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.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: Dadnir.5038

Dadnir.5038

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.

No core profession should be balanced around an optional elite specialization.

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Posted by: Lahmia.2193

Lahmia.2193

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.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

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.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

about new [Plaguelands]

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Posted by: Axl.8924

Axl.8924

Plaguelands sucks.I tried it on pof demo and it has a 2 min cd, and thats waaaay too long to be useful.

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Posted by: Lahmia.2193

Lahmia.2193

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.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: Pinko.2076

Pinko.2076

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!

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Posted by: Vitali.5039

Vitali.5039

If plaguelands could follow the necro it would be too OP if paired with Summon Flesh Wurm or the Scourges Portal..

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Posted by: DreamyLove.8947

DreamyLove.8947

why ppl always thinging change a little will let necro too op
when other class has more big power?

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Posted by: Axl.8924

Axl.8924

meh 80 seconds seems too long even when traited.30 sec would be awesome.

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Posted by: Kaladel.1670

Kaladel.1670

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.

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Posted by: Vitali.5039

Vitali.5039

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.

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Posted by: Rym.1469

Rym.1469

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.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

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Posted by: Kaladel.1670

Kaladel.1670

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.

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Posted by: Zero Solstice.9754

Zero Solstice.9754

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.

“Reaper’s only big weakness will be that you have to play Necromancer to use it”
~Bhawb.7409

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

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?

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Posted by: Kuya.6495

Kuya.6495

meh 80 seconds seems too long even when traited.30 sec would be awesome.

Lol wut

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Posted by: Rym.1469

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.

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.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

about new [Plaguelands]

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Posted by: Kaladel.1670

Kaladel.1670

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

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Posted by: Vitali.5039

Vitali.5039

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.

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Posted by: Rym.1469

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.

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.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I would like to see that skill be a well not corruption.

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Posted by: Vitali.5039

Vitali.5039

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.

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Posted by: Lahmia.2193

Lahmia.2193

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.

Surrender and serve me in life, or die and slave for me in death.