Showing Posts For EzJester.7653:
Wow, super excited to try Reaper again in the next BWE. A lot of the lacking synergies seem to be addressed.
Really appreciate the “not changing” section; insight into the thought process helps a lot.
EDIT: Stoked to see the return of Blood Bond. Only used it for funzies in GW1, but it was a blast. Kudos!
(edited by EzJester.7653)
Oofta, no need for all caps. Feedback from the BWE was asked for, and I don’t think there’s been a louder community than necro. Reserve judgement. The GW2 Necro is closer to Dervish than GW1 Necro, which Robert also worked directly on. That got its day: http://wiki.guildwars.com/wiki/Feedback:Developer_updates/20110217
The greatest thing I can stress for the reaper is that any skill with a cast time carries an inherent risk of using it. Any interruption or miss makes you waste greater time than a quicker counterpart. There must be a balance for the risk, not just an increase in damage such that you have the same DPS in a perfect world of 100% hits. I agree with all of OPs points. For the sake of variety, I’ll try to add a few alternative fixes if OP’s weren’t to be followed.
- Lifeforce gen needs to be here, just like the dagger. DS is both the offensive and defensive mechanic for Necro. It should not be gambled in GS3. I would really like the GS sped up, with the exception of the third stroke since that’s the one that lands the snare. Beautiful animation though.
- When you fulfill gravedigger’s text, its CD goes down to like a 3/4 sec. While this was likely put in place to prevent spamming, all it has achieved is being awkward, while simultaneously being redundant since there’s simply no reason to want to use Gravedigger. I would really, really like to see resistance applied for the duration of the cast time for this skill. This skill would then lose its EXTREME susceptibility to blind and immob, grant a bit of utility, and reward smart use so that you can utilize it again sooner.
- Agree with OP. LF gain doesn’t need to be here; replace with a short lunge. 1 pull on the set does not exactly make Reaper “relentless”
- Because of the short root on this skill, I don’t think the wind up on its size is necessary. A melee enemy can still reach the reaper while outside the initial drop of Nightfall. If that risk is to remain in play, a fun twist may be to have the Reaper stealth for just a moment to set up a better pull into the cloud or a Gravedigger. Right now, it’s pretty easy to say “oh, don’t go in there. Also, he’s about to try to pull. 1..2..dodge”
- I really like this skill. If it were to be bugfixed a bit, the only thing I’d like to see is a skill shot UI so that it can be more consistently fired where you want it to go. No reason to be even more weak to immobilize (on that thought, why is the snare class so weak to snares?). I would sacrifice the poison for increased range.
I won’t touch RS since that area’s going in the right direction. Executioner’s strike is a great example of a high-risk high-payoff skill (with a little bug fixing. I encountered the floor slam plenty of times. )
Has there been any acknowledgement that the community is unhappy with the state of the class, or is it pretty quiet?
My simple wishlist:
- Future shouts are blast finishers. Shouts are a simple mechanic that ignore placement. Being a blast finisher would give incentive to placement, grant party support, and stay in-theme. Bonus points since they have a cast-time anyway.
- Pulsing stability for foot in the grave. Engineers have a comparable GM trait that pulses both might and stability while flamethrower is equipped. Matches theme.
- At least a 3 second ICD for chilling darkness rather than 5, so that Well of Darkness is a least triggers twice. After Darkness is dropped initially, right now you can stroll through it with little worry.
- Access to utility bar in Shroud. If DS is going to be considered the active defense rather than blocks and blinks, I think it makes sense to not remove the limited options already available.
There’s another 4 pages of this issue over here:
https://forum-en.gw2archive.eu/forum/support/bugs/Guild-Chat-bugged-2/first
Ever since the patch that introduced the initial Guild Chat bug (fixed by going invisible and online again), my Guild Chat for certain guilds is broken entirely. I cannot see their chat, and it says I’m not in a guild if I attempt to write (sometimes it appears on the guild chat I represented immediately before). Going invisible, visible does not work. Leaving and rejoining does not work. I have 4 other guild mates with the same issue but haven’t seen much traction; anyone else? Voodoo fixes?
(edited by Moderator)