Showing Posts For Secrets.8042:

Realistic buffs for the necromancer?

in Necromancer

Posted by: Secrets.8042

Secrets.8042

I think you’re focusing on the wrong aspect of necromancer, our utility skills for the most part are fine in my opinion. It’s our weapon skills that don’t compare to other classes, our weapons do subpar damage, control or support if you compare them to their counter-parts on other classes.

What I would like see changed;
Axe -
1 skill – either bounces or becomes melee and cleaves
2 skill – works in a cone area, like the warhorn 4 skill(potential cooldown or dps nerf)

Dagger
1 skill – replace it with the life siphon that is currently the 2 skill on dagger(potential health stealing nerf)
2 skill – no idea, something single target and helpful, like a VERY short range blink or an instant cast slow.

Scythe/Greatsword -
a long range direct damage orientated weapon, no real suggestions, i just know it’s needed.

Game Improvement - Suggestions

in Suggestions

Posted by: Secrets.8042

Secrets.8042

Potentially said before but still;

-Better rendering – Perma-stealth thieves/invisible wvw armies make me sad

-Remove armor class restrictions – Armor class in most mmo’s is a way to balance ‘’the holy trinity’’ i.e. you would do more dps/healing as a medium/light armor wearer than as a heavy armor wearer but you would take more damage. With the philosophy that every class can perform every role, armor class restrictions cause imbalances e.g. every class has an assigned healing slot that they cant use for anything other than healing, this gives heavy armor wearers an advantage in that while they are healing for the same amount as other classes, they are taking less damage. My solution would be to make all armor classes available to every class and have different bonuses assigned to each one e.g. heavy armor gives the most defense but has no other bonus. Medium armour gives medium defense but gives X% crit chance. Light armor gives little defense but gives X% damage increase. Or something akin to that.

-Better minion ai – Every class has access to minions of some kind and it’s a shame they only work as intended 50% of the time.

-The ability to turn your character reliably with the mouse.

-The ability to move the camera with the mouse and maintain your target.

-The ability to kite effectively – The amount of gap-closers FAR out weigh gap-makers. Strafe speed is slower than running straight forwards.

-Same movement speed in combat as out of it – This one is iffy as I do like the idea that once you’re in a fight you have to finish it but the problem is some classes get idiot-proof get of combat free cards that other classes have trouble doing anything about e.g. thief/mesmer blink/stealth.

-Remove the tiered system in regards to traits – Instead introduce a system where every trait skill is available from the get go but each one costs a different amount of skill points depending on how powerful the ability is. This allows people to customize their character however they like without being forced to waste points on ’’filler’’ traits.

-Make stat distribution separate from trait choice – I would say only about half of the current stat allocations synergies well with the build the player is going for.