(edited by UndeadPriest.8632)
Showing Posts For UndeadPriest.8632:
Personally, I like the idea of being able to customize stats on crafted gear.
I realize that 1 and 2 stat combos may be off the table due to balance issues,
but at least letting people choose 3+ stats on Gear and marking 1 as the “Primary” stat, and weighting them based on the number of stats added.
e.g. 3 stats for Ascended would be +47 [Major] +34 [Minor] + 34 [Minor]
(which it is now)
but if the user choose 4 or more stats it might break down like
+40 [Major] +25[Minor] + 25[Minor] + 25[Minor]
+35 [Major] +20[Minor] +20[Minor] +20[Minor] +20[Minor]
+30 [Major] +17[Minor] +17[Minor] +17[Minor] +17[Minor] +17[Minor]
.
.
That and I would really like Boon Duration, Condition Duration, and a “Profession Specific Bonus” among the stats available to choose.
(e.g. when equipped on Warrior it would increase “Burst Recharge Rate”
or when equipped on an Elementalist would increase Attunement Recharge Rate etc…)
During events
it has previously been possible for you and people you have partied with to be placed in different Overflows, and when trying the “Join on Server” option it would fail because All the servers/overflows people were on happened to be full.
I’m concerned that this occurrence may become a MUCH bigger problem with the MegaServer switch,
where Anet is stuffing as many people as possible from all regional servers onto the same map.
I think a simple solution would be if both servers are full, than Anet could provide the user that didn’t click “Join on Server” with a popup window asking if they would like to Join “Player X” on a server,
which the user can either click agree or reject, and everyone who clicks agree can be placed on a different server that will accommodate all of them.
Or you could go the other way and make it even more of a support skill.
e.g.
Passive:
Heal Allies in area when struck by a Foe.
Active: Heal yourself and Mark a foe. When Allied players strike that foe you siphon life from that enemy (10 Seconds, max 10 Stacks. 1 second icd.)
Infinite Gathering Tools: Some Info for you
in Account & Technical Support
Posted by: UndeadPriest.8632
Honestly I’ve been a huge supporter of Anet since GW1 betas,
and while this won’t stop me from playing.
I can understand why it’s got people all worked up.
- -20% Chance to Drop Watchwork Sprockets is a definite advantage to 0% chance
so this leans on the Pay-To-Win side as opposed to simple convenience.
those with other mining picks (Even Infinite) will not gain as much value out of
each gathering node (on average) as those with this pick
- -Previous releases (Molten Pick —> Bone Pick)
(Consortium Sickle --> Jack in the Box Scythe)
(Chop-it-All Axe —> Dreamcleaver Axe)
had established a “Cosmetic Change Only” precedent
- -Obsolescence, “Infinite” mining picks don’t run out of uses, so if you do spend
full price to buy the new pick when you already have an old infinite pick, you
“Waste” the old pick as it cannot be sold, so it just takes up room in your storage.
- -The More you supported Anet by purchasing previous items, the more you are
affected.
If this was planned, than treating Gathering Tools like Weapons
(with alterable skins & sigils) would have been a better plan
If not feasible than perhaps as proposed above simply adding a method to upgrade an existing pick to add %drop stats.
Analogy-wise I think this is more like having a car you can neither sell nor rent and having the dealer offer a new car that runs off wind and sunlight unlike your existing gas guzzler that gets 3 mpg.
Sure you don’t NEED a new solar car but it provides a distinct monetary advantage to it’s owners.
So an engine conversion package would be a nice offer :-)
I would definitely put down my hard earned money on a
Permanent Instant Trait Reset if that was added.
I would also appreciate a template saving feature (Saving Armor/Weapons/Utility Skills)
but I would expect that as a QoL feature added to the base game,
although perhaps the default would require the weapons & equipment
to be in your inventory to swap to that template,
while a gemstore item could allow you to swap to them
while they are in your bank for added convenience
(edited by UndeadPriest.8632)
LoL, nice catch pinkbunnies,
Wait a Ranger in all Purple?
I think (Anet Support Liaison)
Gaile Gray may have a case against them for stealing her look
Let the highlander-esque drama unfold
:-)
Fantastic list Myrkr,
I know you said specifically posts,
But, I was wondering if it would be beneficial to include the videos they posted on their twitch channel as “posts” as well because there was one or two several months ago where there was a lot focused on the Necromancer.
http://www.twitch.tv/guildwars2/c/2763537
http://www.twitch.tv/guildwars2/c/2458014
While I know this would likely require more work than Anet would ever be willing to do, even if they thought it was a good idea.
I had thought of a potential change to Deathshroud, and thought I would post it here.
.
.
New Death Shroud Concept-
- Entering/Exiting Death Shroud Mechanic removed.
- Death Shroud Skills would now show up as F1-F5
- All Death Shroud Skills Cost Life Force
- All Death Shroud Skills Grants Stack(s) of “Death Shroud” (up to X Max Stacks)
Death Shroud: Everytime Necromancer Suffers Damage while under the effects of Death Shroud,
That Damage is reduced by Y%, the necromancer receives +Z health, and loses 1 stack of Death Shroud.
All traits that currently Activate on Entering/Exiting/During Death Shroud, would now activate when the Necromancer uses a Death Shroud Skill.
(ICDs would likely need to be adjusted for balance purposes)
Vital Persistence – Trait would Reduce the Life Force Cost of all Death Shroud Skills.
Speed of Shadows – Trait would Grant Swiftness When Using Death Shroud Skills.
Near to Death Trait – Trait would Increase the Stacks of Death Shroud Granted by Death Shroud Skills
Deathly Perception – Trait would Increase Critical Hit Chance of all Death Shroud Skills.
My issue isn’t that players can mess up and fail the event, and I certainly wouldn’t advocate allowing people to kick them!
My issue is that so few can ruin the event for so many.
I’m perfectly fine with leaving the turrets in as long as there is a way those not on the turrets can still handle the event if those 6 people are not utilizing them effectively.
(even if it’s harder)
I would be fine with an idea like MrIllusion’s of adding boxes that players can get individual weapons from that cause the same effects as the skills on the turrets.
IMHO The most troubling part of the new Tequatl Event is not a balance issue,
but a Game Design issue.
Simply put, that the 6 people manning the Hylek Turrets appear to matter more than the 100+ people who are not.
If the people manning the turrets are AFK, trolling, inexperienced etc…
Then it doesn’t seem to matter what the other people do,
the event in all likelihood will fail.
However,
There is one simple change that would ensure that you wouldn’t have the vast majority of people participating in the Tequatl event subject to the whims of a mere 6.
Have NPC’s Man the Turrets, and add a UI that display’s the turrets Health underneath Tequatl’s
This would resolve the human issues of afk, trolling, inexperience as they would all be skilled “Vigil Gunners” :-)
and honestly what does this gameplay that only 6 people get to experience add to the event that couldn’t be added in another manner?
For a new condition I would like to see Anet take the Old Guild Wars 1 Skill “Blood Bond” and make a Condition based off of that.
So it would be something like…
Whenever a player Deals Damage (Loss of Health) to an Enemy with “Blood Bond” on them,
they gain (base amount of health) + (Modifier1 * Level) + (Modfier2 * healing power)
of Health
-It’s pretty straightforward (not complex)
-it comes with a built in counter method (avoid taking damage) which means it wouldn’t be overpowered.
-Would buff the number of Support options for the Necromancer,
which are currently limited.
-It has a Historical background for the Necromancers, coming from an old Guild Wars 1 Skill,
-Necromancers with DeathShroud, would have the easiest counter to it, as Life Force loss, would not proc the condition,
Meaning there wouldn’t be any concern of it becoming a condition where another class not only applies it faster, but also avoids its effects better,
even if it was eventually provided to other classes.
Staff is an extremely powerful weapon. It is not meant to be used solely by itself though. Swapping weapons is a requirement for playing any class to its fullest. If you want to spam AAs to kill things I suggest you look into ranger short bow.
When did I ever suggest Spamming AA’s was a good thing?,
You need to actually read my post,
I frankly feel too much emphasis is being placed on the Auto-Attack.
I would rather be able to spend more time using other skills,
rather than having nothing but AutoAttacks while waiting for the other skills to come off their cooldowns.
The cooldowns are fine, you’re acting as though necromancers don’t have a weapon swap. Your staff marks are on cooldown ? Swap to scepter and throw Grasping Dead / Enfeebling Blood – stack some bleeds/poison, then go back to staff.
Lower the cooldowns on any marks and tPVP team fights will get utterly dominated more than they already do by necros.
As far as Weapon Swapping,
Obviously, I do so all the time, I’m not sure if there is any other way to successfully play a Necromancer, especially if you use a staff as one of your weapons.
My point is that despite weapon swapping you are still using an Auto-Attack most of the time, and with the staff, switching back immediately doesn’t provide you much selection since the only thing that will have recharged in 10 seconds, or (even 16 seconds when traited) is Mark of Blood.
As far as “dominated by Necros more than they already do”
I’m not suggesting, there wouldn’t be a need for balancing the numbers for damage (condition and direct)
My suggestion was in reference to the long cooldowns making your skill options very limited during most of any fight, leaving you with only Auto-Attacks
Therefore, the Staff Auto-Attack feeling lackluster actually would matter,
if more than half of the time in a fight your left with a choice of spamming that or your other weapon’s Auto-Attack because you’re waiting for your other skills to come off cooldown.
I don’t want the Auto-Attack, to be the reason to use the weapon,
which is why I’m not advocating major changes to the autoattack.
I do however, want the other selection of skills on the bar,
to leave me with more than
(use autoattack or use different autoattack for the majority of the battle)
While a lot of skills have long cooldowns,
I currently find the Staff to be overly “burst-y”, even in excess of the other weapons,
and is basically just what I use at the beginning of a battle, and every 20 seconds or so,
since its way less fun/useful to use it’s auto-attack than whatever other weapon you have.
Everyone I know that mains Mesmer and Guardian scepter complains about the sluggish projectile speed of their scepters and wish they’d get buffed again. Of course necros are going to feel the same way. In an ideal world for people that main “X” class, they want “Y” weapon to shoot kittening lasers that hit 20 people with one projectile and destroys all their siege/gates.
Of course,
but I think you can find a middle ground that at least allows people to feel the skill is responsive, and fun to use, without making it utterly game-breaking-ly overpowered.
And FYI, I don’t think this problem is exclusive to the Staff wielding Necromancer, but this is the Necromancer forum, so talking about issues with Guardian & Mesmer scepter skills is a topic for elsewhere.
I still feel my argument is valid that Necromancer staff auto-attack is where it should be in comparison to the other light armor staff classes.
Elementalists’ Fireball edges Necrotic Grasp out in damage and velocity – this is expected from a class whose archetype being the master of ranged direct damage.
Mesmer’s Winds of Chaos isn’t that great if you’re not within 600 range for the bounceback and I’d rate it on par with Necrotic Grasp.
Well, I’m not really arguing that point with you,
merely that the suggestion that it couldn’t possibly need to be changed because it had features that were so superior to other skills,
but in reality was something you could find on other autoattacks was silly.
Frankly I agree, that none of these skills are statwise far and away better than the others.
I apologize for being a broken record, but once again I have to point out,
that I don’t think the Necromancer Staff Auto-Attack is altogether significantly worse than any other autoattack stat-wise,
but I think it does lack the “fun/utility” factor that many other autoattacks possess,
and I strongly feel that the rest of the staff line is too slow on it’s recharge, placing too much emphasis on the Autoattack, or as you pointed out just leaving the weapon swaped out altogether, and using your other weapon’s autoattack.
(edited by UndeadPriest.8632)
Test it yourself. Go into the mists with a friend on mesmer or guardian and spam 1’s on golems.
My request was for you to provide proof as you were the one making the statement,
as I haven’t seen any official numbers for velocity (time/range traveled)
but it’s a moot point,
since you are still comparing it to, in your own words
“the other 2 slowest auto-attack projectiles in the game”
therefore you yourself have provided a reason for why people
at least feel the projectile is too slow
So, your left with discussing the merits of it’s utility or damage versus other weapon/profession combos.
Which as I’ve already stated, that I feel it’s less an issue with the Auto-Attack itself,
then the Staff setup, which forces too much of a reliance on the Auto-Attack skill (Necrotic Grasp).
So even if it has the same projectile speed, it doesn’t counter the argument that the Staff in the hands of a Necromancer, is not perceived as fun or effective as it should be in comparison with other Profession/Weapon combos to many players.
Some have argued that this is due to the Flight Speed of it’s projectile
(An Argument, which while I’m not convinced is true,
I accept to be as valid as any other for what could be altered to make this skill feel more worthwhile)
You want necro staff to have direct damage parity with ele staff ? That would be poor design, in my opinion.
No, not necessarily, my point was simply your
argument for being able to hit multiple targets
making it better than other auto-attacks, wasn’t really valid
when you actually compared it with other Staff Auto-Attacks.
As I said before I’m more or less fine with the status quo on number of targets and damage values, as long as the fun and utility of wielding a Staff as a Necromancer
is on Par with other weapon/profession combos.
Which right now I would agree with others that it feels lacking,
I simply have a different idea for the solution.
While I think Necrotic Grasp does indeed Feel like it’s too slow, I don’t think it need anything more than a minor tweak at most
The devs read these forums for design suggestions, all ideas help.
LoL… I had a strange image of all the Dev’s at Anet huddled around their computers hitting refresh on their browsers waiting for me to tell them how to fix everything pop into my head when I read that, and it made me laugh. ;-)
On a more serious note, If I changed anything with the auto-attack, I would likely decrease it’s activation time to .5 to put it more in line with the scepter skills you mentioned,
but that’s assuming that the changes I suggested to the Mark skills were also implemented, otherwise I don’t think it addresses the main issues with utilizing a staff as a Necromancer
So as I stated before
I think the more import failure is with the Marks (staff skills 2-5) and their recharges (i.e. your spending most of your time auto-attacking unless you swap weapons)
If the recharges on all the marks was decreased
say by like 30-40% (a very rough estimate) than this would make it so Staff wielding Necromancers were not spending so much time relying on their auto-attack
(Except Mark of Blood, I think it’s recharge is at a pretty good point where it is.)
1. Minions
(I would humbly suggest 2 changes
A. All Summoned Creatures (Necromancer Minions, Ranger Pets, Etc…)
receive an increase to their stats in proportion to how many points their master allocates to a certain line
(e.g. death magic increases toughness, blood magic increase health pools etc…)
This could be customized for each line in each profession the same as Healing Power etc… is customized to each skill.
B. Give the Necromancer an F2 Function that allows them to sacrifice some of their Life Force to heal all their minions (Like a GW1 “Blood of the Master” or Verata’s Sacrifice)
2.Slow Attack/Long Recharge/Low Damage
In My mind these are all related to Anet (Specifically Jon Peters) being deathly afraid of Necromancers being even remotely close to any other class in terms of Damage, since if they ever got around to actually fixing the class, there is the remote possibility necromancers might have more survivability than other classes when using certain builds, and maybe even be… shudders …overpowered, until they ran an update to nerf the overpowered skills within those builds.
No Fancy Suggestions here, Fix the bugs, fix Minions, Fix Life-Steal etc… preferably with a 2 week turnaround on iterations instead of a 1-3 month turnaround.
3. Significantly Better Communication
(less Vagueness, and more Communication in General) Seriously add an Asterisk or something to the bottom of all your posts if you must…
(e.g. *Note any and all comments in this post are the current momentary crazy sleep deprived, rantings of this single solitary Arenanet Employee at this time,
They do not necessarily reflect the current direction Anet wishes to take or will take,
and are subject to change {or iteration} at any moment,
and do not necessarily reflect what Changes or Actions Anet as a whole will or won’t make ever.
Any and All Decisions, Judgements, Actions, and Thoughts you make, or do not make in relation to this post are taken at your own risk of disappointment, sorrow, anger, happiness, ecstasy, or spontaneous fits of dancing.
Anet will not be held responsible or liable for,
or even acknowledge anything including but not limited to…
a gained sense of Grief, Anger, Loss, Resentment, or Entitlement,
Loss of Hair, Sleep, Income, Employement, or Sexual Relations.
In relation to anything Anet Employees have Done, Not Done, Said, Not Said, Known About, or Did Not Know About.)
In conjunction with better communication,
Faster Turnaround from Anet in regards to Skill & Trait Balancing and Fixing, right now this is Abysmally slow!
If they need more Dev’s or Testers on this team to speed things up, then hire them!
3 notes
1) it seems to be failing because of a rounding error which we are working on fixing right now.
2) we are buffing it next patch on top of fixing it.
3) carry on.Jon, please tell me you are adjusting the speed for necrotic grasp (staff #1 skill for those that don’t know) so i can finally return to this game.
It is just slow and boring. Although i don’t like its animation and prefer something like life blast, i care more about its pathetic slow speed.
As of the October 22nd major update, Necrotic grasp projectile velocity is consistent with Mesmer Scepter projectile and Guardian Scepter projectile.
Reference Please!, I’ve noticed no perceptible change in projectile speed for Necrotic Grasp, nor is there any mention of this in the Official October 22nd Update Notes
- Necrotic Grasp also hits harder than all aforementioned attacks except for the 3rd chain in the Mesmer Scepter.
- Necrotic Grasp pierces (can hit up to 3 targets with 1 projectile), and has longer than 1200 range (undocumented due to the November 15th patch).
I Don’t believe you should be using what is in all likelihood, “a bug” (Undocumented Range Change) as a reason for saying that the skill doesn’t need to be modified,
As far as "Hits 3 Targets, bear in mind that this is a staff auto-attack and should be really be compared with it’s peers
The Staff AutoAttacks “Fireball” & “WaterBlast” for the Elementalist
hits more than 3 targets,
as does “Wave of Wrath” for the guardians (albeit at a range of 600, not 1200)
So hitting multiple targets is not something unique to Necrotic Grasp, which has a maximum of 3 that must be in a line.If you still think its speed should be increased, please list here why you think so. Personally, I think Necrotic Grasp is in a good spot(balance-wise), not to mention it’s also a life force builder.
Huh? Don’t all Auto-Attacks build Life Force?
Personally, while I think Necrotic Grasp does indeed Feel like it’s too slow, I don’t think it need anything more than a minor tweak at mostImho I think the more import failure is with the Marks (staff skills 2-5) and their recharges (i.e. your spending most of your time auto-attacking unless you swap weapons)
If the recharges on all the marks was decreased
say by like 30-40% (a very rough estimate) than this would make it so Staff wielding Necromancers were not spending so much time relying on their auto-attack
(Oh, Except Mark of Blood, I think it’s recharge is at a pretty good point where it is.)
It’s nice that Jon Peters decided to grace the Necro forums with his presence again,
maybe he will do so again next month sigh
(My Sarcastic way of saying it would be nice if we got a little more input on what changes they are working on to resolve the current issues with the necromancer, and thus what things they Don’t consider issues) :-P
On a brighter note I’m glad they finally recognize there is a problem with this trait and are actually implementing a fix,
hopefully the fix for the reanimator trait will come along with it.
crosses fingers
I’ll echo the sentiment
about actually getting information on the status or lack there-of with the
“Extended Experience, Mobile App.”
I was really excited about this idea when it was first announced, and disappointed at the lack of any further discussion about it from Anet.
Of course right now I’m guessing Anet had bit off more than they could chew timewise,
and this was one of those absolutely brilliant ideas
that tragically got left by the wayside due to time constraints,
and has since been more or less forgotten and abandoned by the developers.
However, to those of us who did hope to see this become a reality,
it would be nice to have some official word one way or the other on the issue.
Hmmm, I would like more “Skill Balancing” with my “Skill Balancing” please…
The whole “Skill Balance” portion of this update seems to be primarily
“hey this skill description is off, let’s update that tooltip…”
rather than an actual Skill Balance update.
So, yeah maybe I expected more than they actually promised,
but it’s still extremely disappointing… :-(
(edited by UndeadPriest.8632)
I will agree that either ALL Penalties (Armor Repair/Waypoint Travel etc…) should be scaled to the zone,
or All Rewards (DE’s, & Drops etc…) should be scaled to Player Level.
Instead of the current mismatch.
But to remove the DownLeveling system?! Absolutely not!
imho,
The DownLeveling system is one of the best components of the game, allowing the entire map to still be fun and challenging.
To be completely Honest, with all the bonuses gained from leveling like traits, additional skills, and gear,
combat in starter zones as a level 80 right now, feels almost too easy as it is.
Josh,
First, I just want to say The Clocktower puzzle was awesome and
the Mad King Battle Map was incredibly fun,
My guildies and I played around in the Mad King Battle Map for quite awhile even after beating the Mad King.
Your Map designs are very Imaginative, Challenging, and most importantly Entertaining.
So, Keep Up the Good Work!!! :-)
Now that said, I would like to provide some hopefully useful feedback.
While it wasn’t necessarily your fault,
I would try and get a more solid answer about key things like
whether it will be solo-instanced or group instanced before you finalize your design
Because frankly having to run this as part of a group was one thing in particular that I found extremely frustrating.
Waiting the two minutes or so for others to reach the top before I could try again,
may not be much time in reality,
but with so many other fun things you could be doing in GW2,
it feels like an eternity in game, especially if you fail repeatedly like I did.
Now I realize that this one is more subjective,
but considering that “Holiday” puzzles are limited time offers
and the whole “I missed out” feeling is not exactly the goal during Holidays.
I would offer the suggestion that if time permits that instead of hiding the content you consider adding “tiered” levels to your jumping puzzles.
So you would create the first section that is well within the casual persons reach, and offer a really small reward at the end (e.g. 1 trick or treat bag)
If the person continues on through the next more difficult section and completes that, they can get a better reward (e.g. 3 trick or treat bags)
and so forth with harder sections until you get to the super hard sections that very few are expected to complete, that offer whatever the top reward is.
This would allow everyone to “try” the puzzle and get a sense of accomplishment,
but still allow you to keep from having to “dumb it down”. (Yuck!)
Plus, an additional option is you could grant the reward automatically into their inventories, and thus not break up the flow of your jumping puzzle.
(Note I’m only suggesting this for Holiday Jumping puzzles, I don’t care one way or the other for Jumping Puzzles that are available all year round, as people can run this as much as they want, whenever they want.)
Finally, I know adding a First Person Camera view is not likely in your purview.
(You can add my vote to those requesting this, for whatever powers may be)
So until a First Person mode is added I guess shudder in the knowledge that there’s not much that ruins a extremely well designed map (ya know like the one’s you make)
more than issues with a players interface.
Just my $.02
I agree
It’s silly that we can’t have our Flesh Golem underwater
and even worse that we have to wait the entire sixty seconds to resummon
if we so much as splash through a puddle!
They need
1. To allow our Flesh Golem underwater (his Charge skill would be great for making enemies sink)
Or at the very least offer us an alternate underwater elite skill, one that is actually useful for a Minion Master
2. Make it so that there is no cooldown for ANY minion who is removed/killed
But was not killed either by an enemy attack or via Skill activation
(e.g. Bone Minion’s putrid Explosion/Blood Fiend’s Taste of Death)
My $.02
I definitely think splitting how skills function in PvE modes and how they function in the PvP modes is a very good idea,
and something Anet’s Balance team should seriously consider making a priority
As mentioned already,
Historically in GW1 this change gave the Devs the ability to vastly
improve balance making skills that were initially
(and by necessity) worthless in one mode actually worthwhile in both.
Simply put I feel it’s unreasonable to expect a skill to be balanced, worthwhile, and fun to use in all of the vastly different game modes
because of the fundamental differences in the nature of how they have been designed.
While this might be especially visible in relation to AI vs player behavior,
it’s also noticeable in differences in objectives and restrictions, party sizes and structure of the maps.
Any and all of which can dramatically affect the balance of a skill.
Even if Anet decided to expand it out to the degree of
Open World PvE, Instanced PvE, WvW, and sPvP.
keeping all the skills balanced for each of these
individual play type would still be challenging.
But, with all respect to the skilled Devs at Anet on the Balancing team,
balancing the skills so they are good in all play modes as they are trying to do now,
is IMHO an effort in futility that will only result in many
otherwise good skills being relegated to use under specific circumstances
within one game mode if ever,
and large amounts of stagnation in build variety.
Unfortunately this is more of a goldilocks problem,
What I mean is that
some people want more challenge;
some people want less challenge;
some people will find the current amount of challenge just right.
So as I see it the only way to properly “increase” or “decrease” difficulty
is to dynamically adjust difficulty based not only on the number of active players,
but also on how well they are doing.
In this respect I think GW2 could use some improvement
and Anet needs to take a page out of Valve’s book
(e.g. Left 4 Dead’s “Director” system)
Yup, I agree this option would be really nice.
Maybe it’s already been mentioned but the guild information I would like
is
For Each Member, the ability to Drill down on the characters they have that are representing the guild
That shows Character Level, All Crafting Levels, the last time the Character was logged in, and Total Influence earned toward guild.
I agree with Ronah,
It’s exactly what I would have suggested
each gathering tool should have different durability, based on it’s type
Copper = extremely low durability,
Orichalcum = extremely high durability.
and each node should remove a set amount of durability
Copper = low durability cost,
Orichalcum = extremely high durability cost.
I think It would be nice if you could still go into Death Shroud mode like you can now
(working off of life force not health like it is now),
but you would no longer be forced to use the Death Shroud specific skills you get now,
which in my opinion are really lackluster.
Instead you would be able to add a Combo field of your choice to all your existing skills,
so that while you are in Death Shroud each skill now has a life force cost,
but it will drop the combo field of your choice,
which you could change at anytime in or out of Death Shroud.
(e.g. if you choose Poison, going into Death Shroud would cause your attacks to drop a poison field,
at an appropriate life force cost each time.)
Actually I agree with forice,
the blood fiend should have stronger health siphons after you trait into Vampiric Master.
Does anyone have a good reason why the Blood Fiend be different?
My Only Question is, has someone tested this?
does Vampiric Master not proc on Blood Fiend attacks?
It’s Health, and yes the description is very confusing