[rT] spoj's Reaper feedback

[rT] spoj's Reaper feedback

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Posted by: spoj.9672

spoj.9672

Overall Reaper is a big improvement over the BWE1 version. The damage is much better and quality of life stuff such as Death’s charge target lock are amazingly fun and useful. But there are still some pretty major issues. These mostly come in the form of bugs or unresponsive skill activations due to aftercasts etc.

Greatsword
———————————

Auto-attack
—-
This is much better this time around. The chill uptime is pretty decent and the damage is fair. I still think it needs some quality of life improvements. Maybe reduce the after cast so chaining skills is more responsive. I would do this for a lot of reaper skills as that is the biggest problem currently. The cast times are slow enough. We don’t need the aftercasts causing further problems and preventing skill activation.

Another suggestion that i thought was a nice idea. Move the chill to the first two hits of the chain and increase the backloaded damage. Currently all the bonus effects are on the final hit. It might be good to spread it out a bit more. You could also just put all the lifeforce on the first or second hit. Either way i think there’s a bit too much on the last hit and not enough in the middle of the chain.

Gravedigger
—-
Gravedigger is much better. The damage is really good now. However there is some awkward delay (probably caused by aftercast on gravedigger and other GS skills) which causes a lot of problems. I noticed in HotM against a test dummy i didn’t have many problems with skill responsiveness. But during my Bloomhunger solo it was very noticeable and frustrating. A very slight activation speed increase and removal of after cast would make this feel a lot more fluid and fun.

Death Spiral
—-
This skill still has too short range. It needs to be between 300-600 range and it needs an improvement to smoothness of activation. It also suffers from delay clunkiness (probably aftercast issues again). Also there seems to be issues when not facing your target or while moving it doesn’t activate properly.

Nightfall
—-
I still think the pulses are too slow. I feel it should be 8 pulses with 1 second intervals. Otherwise it doesn’t work very well as a defensive blind skill. Otherwise the new animation is a huge improvement. The initial radius should probably also be slightly larger.

Grasping Darkness
—-
This skill is still unreliable to hit and activate. I also feel this skill should be ground targeted like the new tempest focus skill Lightning Orb. It would improve its functionality dramatically if you could aim it. It would also prevent many of the bugs where it misses. The chill is infinitely more useful than the poison. So i am happy with that change. But aftercasts are again causing activation problems. It also suffers from the same issue as death spiral when not facing your target or moving. It won’t activate properly and is unresponsive.

Greatsword summary
———————————
Currently the greatsword is much better than the previous version. It still has issues. Its far too clunky and unresponsive still. It is also very hard to spam gravedigger even in organised PvE groups because of self interrupts from dodge’s, aftercasts and all the other greatsword skills being clunky. I fully believe the main issue now is the bugs with GS3 and GS5 and the aftercast and unresponsive activation times. Fix those and it will be a very fun weapon and hopefully work much more fluidly.


Reaper Shroud
———————————

Auto-attack
—-
This auto-attack still deals slightly too little damage. And does not provide enough life force on hit. The danger of being in melee means lifeforce drains a lot faster. So i think much better life force per final hit is required. 3% would be my recommendation. 2% minimum. There also seems to be a really annoying after cast issue with it. Using Death’s Charge straight after auto-attack causes a huge delay. However using Death’s Charge after any other shroud skill works instantly (as it should).

Death’s Charge
—-
New Death’s Charge is pretty much perfect. Only issue is there seems to be a bug when casting without a target that causes you to charge in random directions. Or turn around briefly at the end of the charge.

Infusing Terror > Terrify
—-
I think Infusing terror is mostly fine as it is. I would maybe allow the pulsing stab effect to carry over out of shroud. And it could maybe do with being a stunbreak.

Terrify needs a slightly faster cast. As it stands the cast time makes it bad for interrupting or using defensively. And if not then the fear duration should be buffed and it should apply chill as base to completely cover the extended fear duration.

Soul Spiral
—-
Soul Spiral is too weak for damage. Its channel time makes it do less dps than greatsword auto. It needs a direct damage buff to make it worth using. Other than the low damage its fine.

Executioner’s Scythe
—-
Now that gravedigger does better damage this skill is far too weak comparatively for damage. It needs a faster activation or a considerable damage buff (make it at least equal to gravedigger with the below 50% hit). The chill duration could be buffed a bit. Id also like to see the ice field last a bit longer. Because if you don’t cast a finisher immediately after casting it you will miss your chance.

Reaper Shroud summary
———————————
Overall Reaper Shroud is pretty decent. It needs some slight damage buffs and bug/aftercast fixes. But otherwise its really fun and useful.


Shouts
———————————

Your soul is mine
—-
The problem with this shout is that its healing is far too weak. Against large groups it’s still not great for sustain. Its not really much of an improvement since last beta. And its main use of granting life force isn’t amazing either. The base healing and lifeforce needs a big buff.

You are all weaklings
—-
The might on this skill is still far too short duration. It needs to be about 10 seconds and possibly the same for the weakness. The weakness and might might be useful in PvE if it was boosted in duration. As it stands it’s no good.

Suffer
—-
Suffer is basically our chill shout. But it also steps on the toes of transfers. However if we want to transfer conditions we are better off using plague signet. Which does more, is also instant cast and has the same cooldown. So I feel suffer needs to be buffed considerably through its chill potential or other functionality. The instant cast is a big improvement but the cooldown is still too high and the damage is too low. Basically make the cooldown 20 seconds and buff the chill duration to 5-7 seconds. Then it can at least be useful for chill. Even with these tweaks i don’t see it being used much, if at all. So i would add some extra functionality. My best suggestion for this would be a blast finisher.

Nothing can save you
—-
I think this skill is fine as it is. Its more of a PvP skill but its cast time and vuln duration are decent numbers wise. I would probably make it 30 second cooldown though. And maybe boost the damage up a bit.

Rise
—-
New rise is a really nice concept. However the new minions are far too squishy. They need to be very tanky but low damage minions for the skill to be useful. You could balance this by giving them a max duration or constant health degeneration so they don’t remain alive too long. Also this shout does not receive a base effect with no target like the other shouts do.

Chilled to the bone
—-
This elite is totally outclassed by Executioner’s Scythe. And is far weaker than Revenants Jade Winds. The cast time is too long still. The stun duration is too short. And the cooldown is far too long. To make this useful as a stun skill I would buff the damage, reduce the cooldown to 60 seconds. Reduce the cast time to 0.75 or 1 second. The stun duration also needs to be at least 3 seconds just like Jade Winds.

But I would still personally prefer it to be a CC on par with deep freeze but AoE. So make it 5 second duration. Then it actually has a real use as a CC skill. And gives Reaper something really worthwhile in PvE. I think the chill duration could also be a slight bit higher considering its elite status and cast time (even if changed to 1 second cast with 60 second cooldown). The stability per target is fine if the cast is shorter. But there’s not a whole lot of use for stab which isn’t instant cast in this game. Stability is more of a boon you want straight away.

Shouts summary
———————————
The main problem is still their poor effectiveness on a single foe and this a problem with all shouts. There’s not really an easy solution for this other than having inverse exponential scaling (which you did do partially with some shouts). I like that the base effect works without hitting a target now. Unfortunately Rise does not work this way so it needs to be fixed. Generally speaking i still think shouts in general need way more damage and more single target usability.


Traits
———————————

Augury of Death
—-
This trait doesn’t really have a lot of use in PvE because shouts are weak. In PvP it doesn’t make sense because you aren’t going to hit many enemies. Not sure what to do about this other than making shouts better.

Chilling Nova
—-
The lower cooldown coupled with better greatsword chill access has made this trait much better. I still think the chill is a bit too low currently. I would buff the chill to 3 seconds. Or allow 2 procs every 10 seconds.

Relentless Pursuit
—-
Not really a PvE trait but it’s perfectly fine. And good at what it does and will have niche uses in some PvE. No changes needed.

Soul Eater
—-
This trait still has no use. The cooldown reduction is rather pointless. Gravedigger cannot be spammed above 50% health which means you won’t get much cooldown reduction anyway. And below 50% you will only want to spam Gravedigger. So it doesn’t make sense as a trait. Also greatsword is far too slow so the lifesteal is totally pointless. I would change this to work like Zealous Blade. Just give it flat heals of a much higher amount per hit to work better with the slow hit speed of greatsword.

Chilling Victory
—-
The ICD per target totally destroys this traits use in a lot of PvE content. Boss fights are mostly one target. Which means the might gain is really poor for anything other than large groups of mobs. Our chill uptime is better so its not as bad as before. But it’s outclassed by decimate defences both when solo and when in a group. Only way to fix this is to remove the ICD per target. And it should be fixed. I want to have a meaningful choice such as Chilling Victory for solo or when i need might and Decimate for group stuff.

Decimate Defenses
—-
This trait is perfectly fine as it is. Really good trait. No changes needed.

Blighter’s Boon
—-
This trait is also fine as it is. If Chilling force gets improved and chill uptime gets restored it might become a bit strong in certain situations. So maybe a multi proc ICD would be needed. But care needs to taken to not completely destroy this traits solo sustain if you do this.

Deathly Chill
—-
This trait is still far too weak currently. Chill is a duration condition so the damage needs to be much much better. The same can be said for terror since conditions have changed.

Another solution would be to add additional effects. So maybe it should make Reaper’s deal 10% bonus damage and 10% bonus condition damage to chilled foes in addition to chill doing condition damage. You could also make the damage chill does, scale with power instead of condition damage. Or make it a direct damage tick which can critical hit. As it stands it’s weak and needs to be changed a lot to make it better.

Reaper’s Onslaught
—-
Really nice trait. However the 15% doesn’t feel very noticeably. It might need a slight increase up to 20%.

Overall Summary
———————————
In general the Reaper is much better this time around. The damage is much better. But it’s not practically possible to pull off reliably and consistently even in organised PvE. Simply because of how slow and easy it is to self interrupt. The shouts are the biggest problem with the Reaper. And the aftercasts and buggy greatsword skills are also pretty problematic. If those are fixed then the spec will be perfect.

You can see some of the clunky unresponsive skill activation in my Bloomhunger solo below.
https://youtu.be/AmkVfz9pvS8

Another really big issue which is not really Reaper specific. Breakbars being reduced by chill is a huge mistake. It totally destroys the use of a lot of Reaper traits. Including Deathly Chill. Also ive noticed breakbars get destroyed too fast anyway. So removing chill from the list of CC’s that reduces the bar would certainly help. While also still allowing us to use it to affect boss skill cooldowns and movement speed (the best thing about chill).

(edited by spoj.9672)

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Posted by: Morde.3158

Morde.3158

Nice feedback I realy want the first 2 hits of the gs to be a little bit faster not to much but enough actualy use it. The last hit is ok with me. Oh and if soul eater would work with reapers shroud so that other build options can open up besides blighters boon might stacking.

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Posted by: Vorgryn.9145

Vorgryn.9145

Good feedback, but one thing I’ve been chewing on a bit is the usefulness of the minor trait Shivers of Dread. While I can see this having PvP applications due to boon corrupting stability, in PvE our meager access to fear basically makes this trait useless even while running staff. What do you think about it?

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Posted by: Rym.1469

Rym.1469

Couple points, spoj.

1. You can’t give first AA in chain Chill application. I’d abuse hell out of it, cancelling other parts of AA just for the spammable chill.

2. About Reaper’s Shroud Life Force generation – I think that by this point we all can agree that RS is stronger in most aspects than DS and we’re balanced for running Reaper. I still don’t like giving RS-exclusice goodies out when DS bites the dust. If Shroud needs more LF generation, this should be solved in Core profession, not just the Reaper by giving it more LF gain on AA. It already generates much more LF than DS.

3. RS Fear – keep it this way. It gives Stability and Fears in AoE. Let DS single target fear-only ability be better at least in interrupting by being instant.

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Posted by: Sublimatio.6981

Sublimatio.6981

Very awesome feedback. Only thing I would add is to make Necrocopter travel a longer distance to make it feel more of a mobility/travel skill, maybe like a warrior sword leap.

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Posted by: L Step.8659

L Step.8659

Very nice feedback, Spoj. A good thread for devs to see.

ReRolled [Re] GvG Hero/Wannabe

Best NA rallybot on EU

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Do these things and reaper will be great!

We still have some desirability issues, but at least we’d be usable.

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Posted by: spoj.9672

spoj.9672

Couple points, spoj.

1. You can’t give first AA in chain Chill application. I’d abuse hell out of it, cancelling other parts of AA just for the spammable chill.

2. About Reaper’s Shroud Life Force generation – I think that by this point we all can agree that RS is stronger in most aspects than DS and we’re balanced for running Reaper. I still don’t like giving RS-exclusice goodies out when DS bites the dust. If Shroud needs more LF generation, this should be solved in Core profession, not just the Reaper by giving it more LF gain on AA. It already generates much more LF than DS.

3. RS Fear – keep it this way. It gives Stability and Fears in AoE. Let DS single target fear-only ability be better at least in interrupting by being instant.

1. Yeah i can agree with that. Thats why i suggest moving the lifeforce instead. But having chill on the middle and last hit could also work. My point was just to spread some of the stuff around.

2. DS doesnt really need more lifeforce. RS does. Its in melee and loses lifeforce a lot faster. Life transfer also seems to be better practically for maintaining life force than the RS auto attack is. Which is why i think the base numbers on RS auto need to be buffed slightly to compare with life transfer.

3. Yeah i can agree it shouldnt be as perfect for interrupting as Doom. But the cast is too long for the fear duration. One of them needs to be tweaked very slightly. 0.5 second cast or 1.5 second fear would be enough. It also only has a 360 radius so it would be fair to give it a slight cooldown/duration buff to make it that little bit more usable.

(edited by spoj.9672)

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Posted by: ronpierce.2760

ronpierce.2760

Few things I want to add.

1. You seemed to miss the minors? In regard to the minors, I really want Chilling Darkness merged into Shivers of Dread (Master minor). Reapers only have 1 baseline fear, which makes the trait hardly useful, where as chilling Darkness has perfect synergy with the reaper cobsidering the blind on Death’s Charge. This would give Reapers a much needed low cooldown baseline soft CC in RS, and make the trait less terrible in general.

2. I agree damage in RS (especially 4 and 5) needs to go up, and reaper is rigged with tons of weird after casts that really hurt the class.

3. Personally, I feel Death’s Charge needs its cast time reduced to 3/4 and needs to be more prompt about landing and executing its AoE blind burst (in addition to the other bugs).

4. Nightfall needs to tick faster for sure, it’s just too unreliable right now, and I think it’d be sweet as hell if, like Torch5Warrior, it followed the Reaper. God that’d just be the best.<3

5. Spiral needs more impact and use, in a raid or group with full Vuln coverage, the skill just didn’t mean much as far as I’m concerned. It could have been so much more, and I’d love to have another button worth using in a rotation for maximizing DPS.

6. You’re incredibly right about the GS trait… I didn’t think too much about it before but it makes very little sense at all, though it will probably never get used anyways.

7. Chilling Force NEEDS a longer duration.

That’s all the direct notes I wanted to add here. :P

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: spoj.9672

spoj.9672

Oh yeah for minors. I like the idea of merging the current master and grandmaster minors. And then having the grandmaster minor provide 5-10% damage to chilled foes as a bonus would be awesome.

However i dont agree with Death’s Charge. If you shorten the cast time of that skill it becomes much less useful as a projectile block. I would like it to stay exactly as it is (minus the bug where it charges in random directions).

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Posted by: ronpierce.2760

ronpierce.2760

Oh yeah for minors. I agree merging them would be good. Having the grandmaster minor provide 5-10% damage to chilled foes as a bonus would be awesome.

However i dont agree with Death’s Charge. If you shorten the cast time of that skill it becomes much less useful as a projectile block. I would like it to stay exactly as it is (minus the bug where it charges in random directions).

Problem with how it works now is that it sort of cripples it’s synergy with Curses (path of corruption for example), the delayed landing makes it easy to avoid or interrupt before it gets to finish, even if you reach your target. I also attribute a lot of he bugginess of it (in combat) to its delays. Not sure about the non-targeted bugs. I can’t figure out the inconsistencies.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Ok I Did It.2854

Ok I Did It.2854

I must be playing a different game, I personally found the Necro a let down compared to other classes, the GS attack is to slow, in high end PvE you would be massacred by an enemy before getting to the 3rd auto attack on skill 1, in PvP anyone who can dodge and you are missing, I think this is why they have put so much into chill,

The REAPER part of it I also found boring to use, so much so I actually dropped the elite spec and moved back over to DS, for me the expansion brings nothing to make me want to continue playing my Necro.

I know im not alone in these comments, ive spoken to a few people whom also don’t like it,

I love playing my necro but the new spec/weapon are a real let down for me.

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Posted by: spoj.9672

spoj.9672

Im of the opinion that if all the aftercasts and unresponsive activation bugs are fixed then it would feel a lot faster. Wouldnt you enjoy it more if thats the case?

I get that a really slow auto attack is annoying. But as long as it hits hard enough to compensate the self interruption and attack speed its perfectly acceptible. And it is pretty much in that place right now numbers wise at least. Maybe a little more damage would help cement that position. Its coeff per second is 1.2 compared to daggers 1.33. So thats pretty good if you dont interrupt yourself all the time.

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I’m kind of at odds about boosting RS auto attack Life Force regeneration and the removal of the ICD in Chilling Victory. At least the part of having both and 2% LF per hit on auto (correct me if I misread it)? Seems like a lot, but I could be over-thinking it.

I know Anet keeps balancing Necro in terms of perfect-case, so maybe an in-between like 0/1/2% LF on Reaper auto and keep the 1s ICD on Chilling Victory but boost the Might duration to 10s and LF per target struck that is chilled to 1.5-2%?

Agree with most of the feedback, though, especially “Chilled to the Bone!” I would like to see this be an AOE version of Deep Freeze on Ice Bow if they were to keep the 120s cooldown. If not, shorten it considerably as a 2s stun is too brief, even with chill duration considered.

PET PRECISION & DPS TESTS -OUTDATED-
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Posted by: spoj.9672

spoj.9672

Oh no i just meant the current life force should be boosted from 1.5% to 3%. Its only on the final hit after all.

Chilling Victory will never compete with decimate if it keeps the ICD. Even with 10 second duration its going to be lackluster on single targets. Increasing the might duration would definitely help. But to make it worth while on single targets it would have to be about 15 seconds which is getting into broken territory when dealing with multiple enemies. Honestly forceful greatsword on the warrior has perfect balance for this (no ICD but 5 second duration). Dont see why we cant have that. We might be able to proc it a bit more easily which could make it too strong. If thats the case just reduce it to 4 second duration.

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Posted by: Zenith.7301

Zenith.7301

I don’t want the buff to greatsword autoatatck damage.

What I want is 1 second of chill put on the first and second autoattack each, and increasing the life force gain.

I don’t want to camp greatsword all the time. It’s why I want reaper shroud damage UPPED. It’s really too low.

That way, we can start with Greatsword 3>Greatsword 2, go into Reaper Shroud, then come back out of it for another Greatsword 3>2. Until 50%, where we spam gravedigger and Greatsword 3.

I also think that if reaper shroud’s 4th skill reflected projectiles, we could afford to improve the leap cast time. It makes little sense to put projectile protectionon a short duration leap skill.

My big problems with reaper are:

- The amount of time we are vulnerable trying to use the greatsword’s autoattack and gravedigger. In Verdant Brink so many mobs have the potential to take off half your health in one hit in the amount of time your animations go through if you don’t dodge.

- Sustain/Recovery. Our healing options are all terrible, but in particular the shout. Once you get low in hp, you are staying low in HP, it’s no good especially with all the poison and cleave damage verdant brink mobs are spitting out. If minions stop being AoE fodder I’ll probably run the minion heal since it seems to be the only viable sustain heal.

- The selfish shouts with mediocre effects. Did we really need more selfish utility? Why not give group benefits to each shout when we strike a foe?

- The bad minors. Shivers of Dread is terrible for how little fear reaper has. Just slap a 10% damage modifier against chilled/vulnerable foes on it. Right now the 10% against foes with vulnerability would be ideal, since chill is useless on champs/bosses.

I don’t ever see myself using shouts over wells, which are our least bad utilities. Our elites still suck and I don’t understand why Lich Form was nerfed in PvE for the sake of PvP when warrior’s Rampage is an infinitely better version of Lich Form.

(edited by Zenith.7301)

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Posted by: Suzukou.4831

Suzukou.4831

Stab DOES carry over out of shroud!

tutturuu~

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Posted by: ronpierce.2760

ronpierce.2760

Stab DOES carry over out of shroud!

The pulsing part doesn’t, maybe that’s what he means. I’d agree with that.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Suzukou.4831

Suzukou.4831

Stab DOES carry over out of shroud!

The pulsing part doesn’t, maybe that’s what he means. I’d agree with that.

I don’t think it should carry over. It is there to make staying in RS worthwile while also having unique interactions. If you’re in shroud the whole time, you can blast it in the last second for extra CC. If you plan to leave shroud, you can use it before leaving. If you get knocked out of shroud before using it, you’ve kittened up. The whole Reaper is designed to be unstoppable in RS. And the counterplay is to knock him out of RS. That’s good and makes stuff kinda balanced!

tutturuu~

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Posted by: Charblaze.6958

Charblaze.6958

Agree, aftercasts are the only thing holding back the GS. You end up
cancelling your skills and missing far too often. However GS is much better than the previous BWE.

What I don’t agree with is:

Shouts summary
———————————
The main problem is still their poor effectiveness on a single foe and this a problem with all shouts. There’s not really an easy solution for this other than having inverse exponential scaling (which you did do partially with “you are all weaklings”). I like that the base effect works without hitting a target now. Unfortunately Rise does not work this way so it needs to be fixed. Generally speaking i still think shouts in general need way more damage and more single target usability.


Traits
———————————

Augury of Death
—-
This trait doesn’t really have a lot of use in PvE because shouts are weak. In PvP it doesn’t make sense because you aren’t going to hit many enemies. Not sure what to do about this other than making shouts better.

Ideally we should mix shouts with 1 or 2 utilities from the base class to cover for this weakness. The issue is that our base utilities are bad, or have long cooldowns, and many encounters both in PvE and PvP don’t involve many foes.

If you are fighting multiple enemies shouts are already in a good place,

I soloed Operative Belka in Arah path 2. All her attacks are ranged and do a lot of damage. Blinds are useless and any chill you apply vanishes in less than 0.5 sec. You pretty much have to eat all of her damage since you don’t have evades, blocks or projectile destruction (except RS2), and you have to save your dodges for the 1 shot Pulsing Orb when she teleports.

To beat her I used “Your soul is mine”, “You are all weaklings”, “Rise!”, “Chilled to the bone!” with Augury, Soul Eater and Vital Persistence. Since the barrels count as enemies I had crazy sustain, most of the fight my health was above 80%. When I got out of shroud my shouts were ready, after using them and GS skills the shroud was full and ready.

Yep, shouts and Augury definitely need some tweaks especially the damage, but they are already good in the right setting. I hope the new content makes use of this and we should accept that shouts necro is suited mostly for mid fight and stronghold in PvP and situational in current PvE. Note: I’m not saying that shouts should stay bad in 1vs1 but that we have to acknowledge that they are not meant for single targets so at best they’ll always be a bit under powered in those situations.

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Posted by: Zenith.7301

Zenith.7301

Agree, aftercasts are the only thing holding back the GS. You end up
cancelling your skills and missing far too often. However GS is much better than the previous BWE.

What I don’t agree with is:

Shouts summary
———————————
The main problem is still their poor effectiveness on a single foe and this a problem with all shouts. There’s not really an easy solution for this other than having inverse exponential scaling (which you did do partially with “you are all weaklings”). I like that the base effect works without hitting a target now. Unfortunately Rise does not work this way so it needs to be fixed. Generally speaking i still think shouts in general need way more damage and more single target usability.


Traits
———————————

Augury of Death
—-
This trait doesn’t really have a lot of use in PvE because shouts are weak. In PvP it doesn’t make sense because you aren’t going to hit many enemies. Not sure what to do about this other than making shouts better.

Ideally we should mix shouts with 1 or 2 utilities from the base class to cover for this weakness. The issue is that our base utilities are bad, or have long cooldowns, and many encounters both in PvE and PvP don’t involve many foes.

If you are fighting multiple enemies shouts are already in a good place,

I soloed Operative Belka in Arah path 2. All her attacks are ranged and do a lot of damage. Blinds are useless and any chill you apply vanishes in less than 0.5 sec. You pretty much have to eat all of her damage since you don’t have evades, blocks or projectile destruction (except RS2), and you have to save your dodges for the 1 shot Pulsing Orb when she teleports.

To beat her I used “Your soul is mine”, “You are all weaklings”, “Rise!”, “Chilled to the bone!” with Augury, Soul Eater and Vital Persistence. Since the barrels count as enemies I had crazy sustain, most of the fight my health was above 80%. When I got out of shroud my shouts were ready, after using them and GS skills the shroud was full and ready.

Yep, shouts and Augury definitely need some tweaks especially the damage, but they are already good in the right setting. I hope the new content makes use of this and we should accept that shouts necro is suited mostly for mid fight and stronghold in PvP and situational in current PvE. Note: I’m not saying that shouts should stay bad in 1vs1 but that we have to acknowledge that they are not meant for single targets so at best they’ll always be a bit under powered in those situations.

The problem is PvE reapers have no good adept trait alternative besides Augury, which involves shout.

Chilling Nova is useless on enemies with defiance bars, and it’s just plain weak in general. You gotta have chill an opponent for a chance to trigger an extra bit of chill. It’s weak.

I mean, bosses will generally be single target affairs, so you’ve kitten shouts from the getgo in PvE.

More importantly, most of the shouts provide benefits already covered by other classes’ boon sharing ability, without the target limitation downsides. Might, vulnerability, weakness, these already are provided in spades by other means.

Shouts like Rise should function like Illusionary Defender, sharing the mitigation across the team. And these shouts have the greatest potential because they aren’t based around yet more might/vulnerability, which other classes can stack fine without us in a group setting.

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Posted by: Fatalyz.7168

Fatalyz.7168

<snip>
Chilling Force
—-
The ICD per target totally destroys this traits use in a lot of PvE content. Boss fights are mostly one target. Which means the might gain is really poor for anything other than large groups of mobs. Our chill uptime is better so its not as bad as before. But it’s outclassed by decimate defences both when solo and when in a group. Only way to fix this is to remove the ICD per target.
<snip>

Interesting thought. I too am underwhelmed by this trait. However, I was thinking that it should allow might procced by this trait to give might to allies, making in the inverse of the Guardian Empowering Might trait. The might given could probably last a bit longer as well. It would also mean that Blighter’s Boon wouldn’t have to be changed.

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Posted by: Narenek.9085

Narenek.9085

Now that BWE weekend is over and the Devs are back to work bumping this thread.. because I think it’s pretty much the best feedback thread and seems to best represent what Necro players are feeding back.

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Posted by: OlliX.1705

OlliX.1705

Was planning to write a feedback myself, but Spoj covers pretty much everything I’d have suggested.

Only thing I’d like to add is that I wish the stability on CttB was on one of our utility shouts instead.

[qT] Necro main.

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Posted by: Endless Soul.5178

Endless Soul.5178

Nice to see a positive post by spoj. keeping this bumped for developer viewing.

Asura characters: Zerina | Myndee | Rissa | Jaxxi | Feyyt | Bekka | Sixx | Akee | Tylee | Nuumy
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Your skin will wrinkle and your youth will fade, but your soul is endless.

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Posted by: Jerus.4350

Jerus.4350

Very much agree with everything you said spoj.

I will say that it already feels MUCH less clunky than BWE1, but it was a mess then, I ragelogged from my Reaper in a fractal (didn’t quit group just couldn’t put up with the feel of it). That said it still feels like it transitions slowly, it’s one thing to have a big windup but that slow transition is pretty annoying on top of it all. So I’d love to see the aftercasts looked at.

As for more Lifeforce drain on the RS attack, not a bad idea, I’d kinda like to see Soul Spiral get that role more though, take a hit then soul spiral to regain some LF, or just keep it rotating for that leaving the DPS on that alone in return for that ability.

I don’t know just an option I was thinking of, like how Life Transfer works, but maybe a tad more in that you’re much more likely to take that stray hit, esp if you run out of dodges.

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Posted by: Lorechill.7412

Lorechill.7412

Decimate Defenses is working ? never seen it yet, does not matter if dummies in PVP or Fort Panic

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Posted by: spoj.9672

spoj.9672

Decimate Defenses is working ? never seen it yet, does not matter if dummies in PVP or Fort Panic

It doesnt display on hero panel because its per enemy.

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Posted by: Truefrost.6815

Truefrost.6815

Couldn’t have said it better myself, right on the dot with this feedback.

Server: Yak’s Bend | Main: Aliah Raheim
Necro main since beta, MMO fanatic and avid beta tester.

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Posted by: xadine.7069

xadine.7069

I had +1 your post.
I agree on pretty much everything. You seem a bit “too greedy” with the changes you ask, but even with those changes we’ll just reach what can be found in other classes.
So yeah reaper need some “adjustments” and particularly shouts.

Anyway I really enjoyed my reaper and it felt so smooth in comparison to BW1.

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Posted by: Bunnytown.7801

Bunnytown.7801

I agree with all of the major points here. Although, having the chill on greatsword AA #1 would be exploitable. However, I do agree the AA effects need to be spread around.

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Posted by: Raziel.8072

Raziel.8072

I think with shouts, just giving them a single, unscalable effect would help with having no/low targets. The effects would be dependent on the individual skill (YaaW pretty much has this feature already, giving weakness and a stun break)- that’s the kind of things I am talking about but make them a watered down baseline version so shouts don’t become unusable for no or low targets.

  • Suffer could convert a single condi to a boon (unscalable) so you could use it between fights to knock off a pesky cripple or something.
  • Rise could provide either a small heal or protection to minions and master or maybe a weak cripple to help the minions reach their target
  • Chilled to the bone- works decent but for the things mentioned. The cd is waaaaay too long but I don’t think 60 second base is acceptable. 90 base would be fine so that when traited you could reduce it close to 60.
  • your soul is mine- really this suffers from poor scaling more than anything, and mostly on the healing end. It should scale up healing based on target hit. The LF scaling was better this time around but could prob use a little tweak too. The main issue with it is the heal scaling, and that should be priority. (note this is not talking about base coefficient, rather a scalable heal based upon targets hit)

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Posted by: Azzer.8137

Azzer.8137

And yet what we needed just as much, team support, is nowhere to be found unless the chill stuff is an oversight, it’s all well and good we can do damage, but when we can’t support our team properly then we’re still the same semi-useless profession, why take a reaper when you can just take something with same DPS and 100 more ways of team support that will save your team? (100 is an exaggeration ofcourse)

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Posted by: Oslaf Beinir.5842

Oslaf Beinir.5842

Good feedback, Spoj.

I hope our dev sees it.

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