Showing Posts For Nyorai.1630:
Pretty wary of the progression thing. Very fine line to walk for Anet to not turn this into a aoe zergfest and nothing else, not to discourage new players and so on.
It’s been our policy not to mention exploit fixes/farm kills in patch notes. I’ll discuss more visibility with the people in charge of our patch notes in regard to those actions with dungeons.
Interesting quote in the dungeon patch discussion. Maybe I’m misunderstanding “farm kills” but seems like the policy is nerf farming spots and don’t talk about it. Might explain the silence on the matter.
Nope, not coming back I guess. I loved my necro but it’s just sad in how many situations you’re best off just autoattacking with a power necro.
I like that Death Shroud has no UI. It gives the skill a sense of blind urgency. There is really no valid reason other than the serenade of tiny violins to remove the DS UI.
Aesthetically I really like Death Shroud as well but I think gameplay should be priority. Seeing that you’ve got confusion, tons of bleeds or some other conditions really might change if I want to stay in DS or maybe jump out and deal with the conditions. Same goes for not displaying % life force number. 50% is an important threshold and a number would be much clearer to me.
600 range also feels weird in pvp. The gap is small enough that melee can close the distance easily and you’re still outranged by most who fight at range. I liked the suggestion of adding cripple to #1 skill. It would make it possible to keep melee at bay a bit and maybe avoid others just constantly outranging you.
On the other hand it can be good. If you have another character with much weaker equipment, lower level you don’t have to start with a difficult dungeon you might not be able to complete.
I would ask to explain Death Shroud mechanics. Why it’s kept hidden?It How it’s tied to vitality/HP? Does condition really do double damage to it like some people found? Is the is only rounder for displaying % or no? It’s the least clear profession mechanic of all and that’s sad.
Lol after all that response from Jon Peters about reanimator, did we see a change? Nope.
Well my useless whatever that minion is called at least does not keep me in combat for some time now. I think it use to do that before.
Glad about the dungeon but still very disappointed in Sorrows Embrace. I like the loot changes but skipping trash mobs still seems like the way to go because fighting them does not really give you anything.
(edited by Nyorai.1630)
Soul reaping fix is pretty huge, I like that it’s fix. Because Death Shroud mechanics are so shrouded in mystery it’s no surprise it was caught so late. What I would love even more is for someone to dedicate a couple of hours to properly explain DS mechanics because it’s the most obscure profession mechanic. Dev’s hinting that some of the bug’s in the bug thread is working as intended is just teasing.
I would say good patch even though most changes are not that relevant to my build. Considering how it was hyped as a “huge patch” I understand people not being impressed. It is pretty huge on the content side at least. And I feel for Jon Peters – rangers will be going mental considering his earlier post about upcoming changes.
I think the biggest problem now is the lack of communication. Even though we got the blog posts they don’t go into details. Even the post in here does not really explain anything beyond “no it’s not gear progression” statement. Players have a lot of concers and nothing is really answered. Their need to keep everything a surprise baffles me – even the Jon Peters post in ranger section didn’t give any specific information on fixes because “it might be a spoiler”. Seriously? Bug fixes shouldn’t come as a surprise thing to us.
Since this appears the thread to vent so I’m here to express my disappointment in what have we heard about ascended gear so far. Not that I’m going to quit playing because of this but I still feel like this goes against what has been promised in manifesto and all the “only cosmetic rewards” philosophy they had going on. Anet made such a big deal about not letting us know what’s in the works a lot of the times because they didn’t want to go back on anything they say. So much for that.
Thanks for sharing, That’s one nice looking item to look forward to. Fits necro way more that the legendary staff.
Good (kind of) news! Nice to hear confirmation.
I think some clarity on Life Force mechanics would go a long way as well. Some people seem to have come to a conclusion that condition damage does double damage to Life Force and that’s a bit confusing. We also only know that it’s tied in some way to your HP. Knowing if % number is only displayed or actually rounded up at some point would also be very useful. Clarity always helps people who actually want to plan their builds.
And here I was ready to post on this topic until I got banned for useless posts to keep it on the front page as long as possible
Thanks Andele, that’s good to know.
And I too believe that it’s multiplicative for gluttony. Additive would be incredibly strong for a adept minor trait.
It might be gluttony. I really can imagine this trait being not bugged and working as intended. The 0,05% of Life force from every % you gain which might even be rounded down sounds just about right for necromancer.
Very interesting Panhauramix.
I actually just tested this myself and did not get the same effect. I was using Soldiers amulet in mists and no other points but soul reaping. With 30 in soul reaping damage increased by about 50 per attack which can be attributed to 25 point minot trait which increases you damage by 5% if you got over 50% life force. Are you sure nothing else changed? Maybe your opponents had more toughness?
It’s sad to see an issue like this buried and forgotten.
Well we can’t do anything about it and Anet seems not to care. Not sure what else there is to do.
We can talk about it, we can do more testing, we can have a look through others peoples tests to find any flaws or good points. Just imagine if any other professions attribute would do nothing. There would be an uproar with people creating dozens of threads to complain about the same thing. In here even people don’t seem to care. I do however have a hope that keeping this at least on the front page would mean to ANet that this issue does need attention. At least an explanation because most people come to the conclusion that the 30% increase is not there.
It’s sad to see an issue like this buried and forgotten.
Yes it’s much much better. In every single aspect. Duration, distance, availability. Considering that they are countered by the same thing – stability – I just don’t see a reason why fear even exists. Pretty much the same effect as knockdown just weaker. Flavor maybe…
Just to note that not all monster attack rely on LoS. In CoE story mode Kudu(or whatever) the asura boss that one shots one can still hit you perfectly fine behind a pillar.
I saw he was targeting me, got behind a pillar thinking – what a great idea. If I can’t attack him maybe he can’t attack me too. And then I was dead.
I played some spvp and it seems like Jagged Horrors last a lot longer now and do not keep you in combat. Anyone could confirm this stealth fix?
And don’t forget that it spends around 1/3 of that time in ‘summoning animation’
So, if you are thinking of quitting, what would have to be in the next patch to change your mind?
in Necromancer
Posted by: Nyorai.1630
Well I am logging in a lot less often already. What I would like to see is at least a clarification of death shroud hp pool, a look at the axe, more reliability on spectral grasp and obviously just some bug fixes. And unrelated to necromancer but Sorrows Embrace is the dungeon I’m very keen on doing but it’s messed up right now.
Very interesting stuff. I did almost the same test as XXVI Red but with condition damage so that total damage from self bleed is 2120 just so it might be more visible(and wanted to see this for myself). Instead of using a stopwatch I just counted the “ticks”. You can get more consistent results like that I think. Only the first tick is almost invisible but the rest moves the bar enough to notice it. Results are the same – I exit the DS with the same 46% life force with or without on multiple tries.
I am in the same boat – I would love to get some points in Death magic but it’s just too annoying. The voice lines alone is enough. If people think having no trait instead of this is better that speaks volumes for how bad it is.
Death’s Embrace: reworked this trait to summon nearest necromancer so they can give you a hug.
This is the second best thread in the necro forums after the bug list
Wells:
We have reworked wells so now they correctly place an actual well at your feet. You can get water bucket environmental weapon from them.
Tried to do path 2 today. After a couple of tries the group decided quit because of how severely every missed dodges is punished. It’s pretty long fight and with all the lightning circles and golem’s lightning bolts if you get downed that’s pretty much it. If someone tries to get you back up – bam lightning circle or something and youre both done. Even trying out different tactics is very time consuming because youhave to run through the whole dungeon again.
And let’s not forget how many combo options we have. I am trying to run a power build and that means I have exactly 1 combo finisher – underwater whirl.
(edited by Nyorai.1630)
Soul reaping trait Unyielding Blast does not affect underwater Life Blast.
On the other hand Reaper’s Might does have an effect on the underwater version. Underwater skill’s name appears to be changed from Plague Blast because wiki skill refers to underwater Life Blast if you search for Plague Blast.
Hello people, I am just wondering if anyone else finds underwater DS skills very underwhelming?
I am running a power build and on land I use DS quite a lot for both damage and utility. Underwater I am struggling to make any use of it apart from absorbing a few hits until my heal is up and occasional fear.
Life blast tooltip underwater states that is should be 1/4 of a second slower that the land version but it feels like the animation after casting it takes a long time making it even slower. It feels to me like its almost 2 times slower but I have no way to actually test this. Sending a condition seems like a great thing but the speed of it makes using it more than 1 time a pain. Damage is also very lackluster – same as land DS under 50% LF. It also seems to me like it was renamed from Plague Blast to Life Blast at the last minute – a trait that causes life blast to apply vulnerability and pierce does not work with it but the one that says life blast and plague blast gives you might works fine. Wiki also refers you to underwater life blast if you search for plague blast.
Dark water seems not that bad but I didn’t play around with it too much because how underwhelming everything else seemed.
Wave of fear is the skill I use the most, usually that’s the only reason I even remember DS underwater.
Gathering plague… Well this one is plain useless if you’re not with someone. More than useless actually – you get self weakness. Is it the only skill in that game that is of no use if you’re not playing with someone? I can’t seem to think of any.
So, anyone feel the same way? Or maybe you find it useful and I’m just missing something?
Traits missing vital informations in tooltips to make informed decisions.
in Suggestions
Posted by: Nyorai.1630
Yeah, redoing localization of a description because a number changes seems like a great use of people’s time….
I think community will probably test and post all these numbers anyway if the game is popular enough. But that is still no reason to leave out important information from tooltips. A hidden cooldown might make a difference between amazing trait and a useless one. Hopefully someday at least wiki or some fansite will have accurate information so we can plan our builds better.
I agree that necromancer is not that bad, but I feel like wells are too important right now. They seem mandatory in wvw as a huge aoe asset, mandatory in a bunker build you mentioned and even for a power build well of suffering is really needed if you want some aoe damage because life transfer is not really enough. Overall I’m quite happy with my necro – I’m having fun and just hoping to find a build that suits me.
I just can’t understand why can’t they remove jagged horror trait for the time being. Standing by their design? It just ranges from annoying to downright harmful.
I would love Spectral Grasp fix so it works not only on perfectly flat terrain or half the time downhill. Although I imagine it will stay like this for a long long time. I predict no more than 5 bug fixes anyway, but at least that would be something.
As much as I liked to show my gay pride on my necro, I don’t think I can subject the poor thing to such torture.
Rainbow Scythes… is glowing not enough!?
Next we’ll have Rainbow Shroud and Nyan Cat Spectral Walk!
Made my day, make it happen in the cash shop.
@ merch
Good, at least it’s not just happening to me then. Well if the mark triggers then it means that means at least for a moment target came into contact with it. Then “rubberbanding” might kick in because server decides that it wasn’t a valid path there afterall and correct the position of the target.
Spectral Grasp pulls you to the enemy instead of the other way around.
This happened to me 2 times I think in WvW trying to pull of somebody from a wall. I just got my face smashed into a wall quite high up from the ground. Anybody had this happen to them?
Also pull trajectory when you manage to pull someone off the wall is sometimes hilarious. It’s like they have been launched by a catapult.
Another interesting thing that seems to be happening is when it seems like you successfully grabbed someone, they move next to you and after about a second they are moved back some distance. Might be a lag issue? But I think when I set up a mark on the ground at my feet they seem to trigger it. Can’t test this at the moment to be sure but I’ll do it when I get back from work.
I think I looted 3 or 4 from story mode dungeons. Did only 3 of them by the way. I think 2 were from TA. Weird hearing people haven’t gotten one in so much playtime.
I think you aren’t supposed to find the detector if I remember it right. You are supposed to find whatever it is detecting in the cave nearby. I think it was tracking the necromancers amulets or something like that. Did you visit the cave full of undead?
Seems like LF is tied to your Hp for sure, I noticed that if you switch between weapons with different amount of vitality LF % number changes on the bar. At least I think that’s what was happening, can’t test at the moment. And here I though toughness is much more useful to a DS build.