Complaints about Diamond Skin’s current function have been around for a looooong time. It’s just seen a lot more often now that it doesn’t preclude you from maxing Arcana and getting at least Master tier traits in Water Magic.
It’s still a horridly designed trait: either garunteeing a win or being completely useless. Neither are good for a Grandmaster trait.
Now that the Resistance boon exists, there is a better mechanism to use for the general effect to make it both stronger (against Power builds) and weaker (against condition builds) at the same time. ANet just has to actually do it.
Condi builds need even more counters and the only thing that needs changing is the way condi damage is calculated/applied.
Toughness should affect condition damage and condi clear should be increased on ranger/warrior.
Too many happy trigger condi spammers in PvP atm to even suggest that condi builds need help
If Toughness affected Condition damage, everyone would be wearing Knight’s gear, since nothing counters it.
Ranger/Warrior both shrug off conditions like water as-is. They don’t need even more condi clear. Ranger does, however, have an argument for having condition clear options that exist outside of Wilderness Survival and don’t screw the pooch (literally!)
Also, did we not just have a massive patch changing how condition damage is calculated? Pretty sure every damaging condition got its damage changed.
And of course, even with the recent changes, it is still a heavily Power dominated meta.
Complaints about Diamond Skin’s current function have been around for a looooong time. It’s just seen a lot more often now that it doesn’t preclude you from maxing Arcana and getting at least Master tier traits in Water Magic.
It’s still a horridly designed trait: either garunteeing a win or being completely useless. Neither are good for a Grandmaster trait.
Now that the Resistance boon exists, there is a better mechanism to use for the general effect to make it both stronger (against Power builds) and weaker (against condition builds) at the same time. ANet just has to actually do it.
Also, the foods not being max level leads me to believe it was an uplevel you were facing. Their stats get inflated beyond full Ascended 80 if they’re geared correctly, and knowing he had a Guardian ally, I can see this happening.
Berserker for PvE.
Valkyrie’s is possible for PvE, since a Reaper can hit 100% crit chance with no precision without much difficulty. Sure, you don’t need the Vitality in current PvE content, but you don ’t know about HoT.
Honestly, the best change I could suggest would be making Diamond Skin grant 2-3 seconds of Resistance when swapping to Earth Attunement and removing the health threshold entirely. That would make it useful against Power builds (got hit with an immobilize? Flash into Earth instead of wasting a cleanse on it), but also give Condition builds opportunities to actually combat eles with the trait.
2 seconds would probably be sufficient, given the frequency of application and boon duration, plus an ele’s already fantastic cleansing ability.
Here’s a fun fact: before the specialization patch, a Carrion condition necro with 6 points in Spite (so, very high Power for a condition build) using Life Blast (hardest hitting Power skill a condition Necro has access to) would take ~10 seconds (actually 9.8) to break through Diamond Skin on an ele with Signet of Restoration and sitting in water attunement doing nothing but autoattacking. And this is assuming only 100 Healing Power on the ele.
The Ele could literally be AFK and the Necro took that long in a high Power build to break through and be able to apply conditions. This also used up nearly half of their life force, which is difficult to generate on condition Necros anyway and nigh impossible when you can’t get any conditions on your target (as Feast of Corruption doesn’t generate life force on clean targets).
What do you think happens when the Ele actually plays?
Obviously they’d wipe the floor with that necro, and the necro would deserve it for sitting in shroud spamming only Life Blast. In terms of DPS using their normal weapon skills would be far more effective for the necro; with 6 spite and a Carrion amulet (which is my necro’s build, btw), one volley from Ghastly Claws should take the ele under 90% hp. Lich Form could only fail to take an ele under 90% hp if it was the necro who was AFK.
I don’t know who you’re kidding with this line of reasoning, but I’m not falling for it.
…you’re running Axe on a condition build? Did I stutter and say this was Power? No, I said it was a condition build with a high amount of Power. Technically a hybrid build, really. It was also using it’s strongest direct damage option.
So, if a condition Necro build with a high Power stat using its highest DPS direct damage option can’t break through the Diamond Skin of an AFK ele, don’t you think something might be a bit off? Perhaps the counterplay to this trait doesn’t actually exist and it gives the ele an auto-win against multiple builds without those builds even having the ability to out-play?
Lich Form really shouldn’t even be brought up, since it can be fully countered by repeatedly pressing “A” and “D”.
Until recently, Axe had no place on a condition build. Now it does, but it’s still bad.
I mean unless its that class they need to have for when they want to beat something.
No doubt the devs are just constantly looking for fun ways to buff other classes while they sortof in the back of their minds try not to forget about that necro class. lol.
I just don’t understand this development team whatsoever. It just boggles my mind. I don’t get it lol.
Mesmers can do INSANE damage while also have INSANE mobility and INSANE stealth and blah blah blah.
oh but necros cant have any of that because…. uh….. because! Cuz they do other stuff! Like uhhh…
Wait what do necros do? lol hahahaahaha Seriously. What the hell do necros do? Whats their job? It can’t be to keep enemies from escaping. We all know thats not what their job is. Anyone can get away from a necromancer.
What do they do? Please. Anet can you tell me. I’m done trying to figure it out. I have no clue what this class is supposed to do anymore. What is your idea of balance because it’s not what any of us think it is.
Mesmers have no risk and are high reward. They can escape anything, have no cap to mobility, can deal stupid amounts of damage even while stealth…. What?
Necros are STILL the ONLY class in this game that requires outside help to function.
QQ Tell me I can’t figure it out since I started playing this class a year and a half ago. I don’t understand what the point is. Why can’t necros have oodles of mobility? You can’t come up with a reason.
Necromancers are not really a class. You never see them in tournament play. You don’t see them high up on the ladder yet Anet does everything in their power to keep them terrible.
They actually nerfed necros BEFORE mesemers. I’m just idk.
Waiting for revenant. Tired of playing the most underwhelming class in the game since devs seem to have no inspiration involving it whatsoever.
Noscoc in the abjured team (NUMBER 1 TEAM IN NA AND HE CONTRIBUTES ALOT TO THE TEAM) comp, enough said. He wrecks with necro, why can’t you? The kittening by necro would be fine if there wasn’t Noscoc who has set an example for other necros and has shown time and time again that necro is viable with both power and condi builds, but all you do is whine and complain about your class and how it’s not viable. Get good , seriously.
Yes, he’s really good. He is also only one player and has a team with an extemely high level of coordination.
You also note that each time The Abjured loses in a tournament, it’s because Nosoc didn’t get constant peels. If a Necro isn’t babysat, they fold with nothing they can do about it. The same is not true with any other profession, where build choices can open up an avenue to survive.
Death Nova, yes. Jagged Horrors are still minions and do benefit from all related traits.
Fleshreavers from Demon Summoning sigils are not minions, however.
i guess 3/4 is considered long cast time now..
The tooltip is a bit misleading. Grim Specter is actually ~1 second cast, plus projectile travel speed.
It’s effect is great, and I always try to use it if applicable, but Lich Form cast times are stupidly long aside from the auto and have bad tooltips regarding them.
Chilling Wind, for example, is ~1/2 second cast, double the listed cast time. Plus a buggy hitbox that doesn’t always hit, even when the animation is clearly covering a foe.
every thing can be said for all rampage skills including auto, or worst…
Buggy hitboxes and misleading cast time tooltips apply to Rampage? Methinks not.
i guess 3/4 is considered long cast time now..
The tooltip is a bit misleading. Grim Specter is actually ~1 second cast, plus projectile travel speed.
It’s effect is great, and I always try to use it if applicable, but Lich Form cast times are stupidly long aside from the auto and have bad tooltips regarding them.
Chilling Wind, for example, is ~1/2 second cast, double the listed cast time. Plus a buggy hitbox that doesn’t always hit, even when the animation is clearly covering a foe.
Here’s a fun fact: before the specialization patch, a Carrion condition necro with 6 points in Spite (so, very high Power for a condition build) using Life Blast (hardest hitting Power skill a condition Necro has access to) would take ~10 seconds (actually 9.8) to break through Diamond Skin on an ele with Signet of Restoration and sitting in water attunement doing nothing but autoattacking. And this is assuming only 100 Healing Power on the ele.
The Ele could literally be AFK and the Necro took that long in a high Power build to break through and be able to apply conditions. This also used up nearly half of their life force, which is difficult to generate on condition Necros anyway and nigh impossible when you can’t get any conditions on your target (as Feast of Corruption doesn’t generate life force on clean targets).
What do you think happens when the Ele actually plays?
(edited by Drarnor Kunoram.5180)
i can only imagine if rampages gets a skill that cleanse 12 conditions and rip 9 boons aoe unblockable 1200 range
And yet, due to the horridly long cast time, Grim Specter almost never gets used. The limited time you have in Lich Form is more importantly used to churn out damage.
The other three skills might as well not exist.
Second and more important though, gw2score.com lists the OP as having played 21 ranked games in all. So I don’t believe he has enough knowledge and experience to comment on whether the necro is ok or not at all.
To be fair, that would only list myself as having played 2 ranked games. Yet you all seem to think my views on Necro have some weight :p
Mandatory refund, account lockout - GW2 core.
in Account & Technical Support
Posted by: Drarnor Kunoram.5180
O.o people like Chris is why I love Anet.
Say what you want about ANet, they are extremely good at making sure anyone who wants to play their game, can. Once, you know, they have a legit account.
ANet customer service is top notch for any industry.
If you think necro has no mobility you’re playing it wrong. They have 3 skills available to boost run speed plus traits. Use them.
Run speed =/= mobility necro just has little mobility.
It’s a large part of it. Mobile is being able to get around. What do you want to do? Teleport around like a thief? They have a few teleports too. I don’t know what you want.
Mobility in the context of PvP is not Swiftness, while Swiftness uptime is reasonably important it is not essential. When talking about mobility, assume everyone has permanent Swiftness and then count in skills that can make you go faster than a player just running with Swiftness. To do this you generally have to use blinks and leaps. We will get a somewhat spammable leap in the Reaper spec come HoT, if it is enough remains to be seen.
There’s little reason for gap closers as a necro. Used ranged spells. You have cripples and chills. Death shroud 2 teleports you to the target. Staff 3 chills. War horn 5 ( or is that considered 2?) cripples nearby targets as well as speed boost. Axe skills have a 600 range which is pretty far for melee. There’s others I can’t remember off the top of my head. If you’re having problems you’re playing it wrong.
Cripples and Chills don’t help you get between points to aid your ally.
Warbanner is still quite viable as an elite. A well-timed banner can easily swing a teamfight entirely in your favor. Even if you drop it too early, the pulsing boons give your entire team a strong edge.
But right now, it’s being put in direct competition with the strongest skill in the game and a good, low cooldown buff. Warbanner is still a great skill, but it doesn’t quite compare to its direct competition.
why wouldnt you use the moa on the tool belt skill on both? You just beat them both with your tool belt skill.
Also in a 1 vs1 rampage wins but in my teams experience Lich is better for team fights.
Lich insta-dies in a team fight partly due to the fact that CC spam works quite well vs its 1 pulsing stack of stability. It also doesn’t have the ability to res, stomp, CC spam people trying to res/stomp, nor does it have perma swiftness for kiting or chasing thigns that kite and it doesn’t have the reduced immob/cripple/chill durations.
Plus Lich can be countered entirely by just hitting “A” and “D” repeatedly.
I like curses as it a condition damage line, it’s great for condition damage specs and is quite good for cele too (as it also has +condition damage).
Trait lines don’t give stat points anymore, hence the increased numbers on amulets. More freedom. =]
Well, Curses always gives at least 130 condition damage due to Target the Weak. With Celestial, that gets boosted to 201
Will we see the return of Zealot's gear?
in Guild Wars 2: Heart of Thorns
Posted by: Drarnor Kunoram.5180
Are there any plans to add PVE methods to obtain Zealot’s gear as well as the other obscure stat combinations such as Forsaken, Captain’s, Apostate’s and Sentinels?
Unlikely as they were part of a limited time event
This is an unforgivable error design by Anet. I keep waiting for them to resolve such errors.
How is it an error? It was a drop from a limited time event, and that event is now over, so rightly so the recipe has been removed from drop tables.
Sentinal’s inscriptions, for example, can be purchased from guild commendation vendors. They aren’t really limited and the Azurite used in the jewelry is dropping once again from the Molten Facility fractal. Given the Watchwork sprockets are still dropping from aetherblades, nodes, and watchwork picks, there isn’t much reason for the recipes to not at least be obtainable via a merchant.
Captain’s, Forsaken, and Apostate were never tied to an event.
With the introduction of death’s charge—there is a bit of hope. Leaps on necro are needed desperately, and they gave us one. One.
Agreed. But – 600 range leap with casttime of 1s., if they would lower this to 1/2 or 3/4 it might actually work !
I already did a breakdown, but the net result is that Death’s Charge is actually one of the more mobile skills in the game. It alone lets us move faster than most builds across all professions in the game.
As for how to fix Necro mobility?
Spectral Grasp now homes. Projectile velocity increased by 20%.
Dark Path projectile velocity increased by 50%.
Ta-daaa! I don’t have an issue at all with Necros being immobile, but our tools to prevent people from getting out of range really need to be great.
I will state that Carrion Necros still cannot get past Diamond Skin in actual gameplay. Pre-specializations patch, an Ele needed only 2 points in Water Magic and no other healing power to nearly out-heal a Carrion Necro’s hardest hitting attack (Life Blast within 600 range) by doing nothing but auto-attacking in water attunement.
Not moving, not casting anything but autos, just standing there pressing “1.”
In that situation, it would take a Carrion Necro 7 Life Blasts to get an ele below 90% health and be able to apply any conditions at all. That is 10 seconds of time where the Ele is literally afk. If the ele actually touches his keyboard at all? You’re never breaking it.
The Well of Power change was in all likelihood intentional. A nerf, yes, but that really is the way it should have worked since the start.
Minions with Sacrifice abilities do not give life force on death. This has been true for a long time, likely to prevent Necros from running Bone Minions for 20% life force easy, plus good damage, plus two blasts. Sacrifice skills also do not proc the direct damage component of Death Nova (poison cloud remains).
Banshee’s Wail never did increase Life Force gain from Locust Swarm (other than giving more hits to proc it).
A few possibilities:
1. You’re running a Superior Sigil of Stamina. It’s pretty good in WvW.
2. You have 8 (or more) ranks in the Guard Killer WvW mastery line.
3. an actual bug.
It’s minimize. Not Minimilize.
Also, person declaring something nobody outside of ArenaNet has played and is subject to change is “done”.
This thread hurts my brain.
im not sure why a ranger and engineer is concerned about the reaper— that hurts my brain.
Even the guild sighs when I want to bring my necro to pve/pvp its insane that this class has taken on the red headed step child of anet.
Actually, I’ve been having a ton of fun with a Bloodmagic Necromancer. It’s an alt. You’ve heard of those, right?
yes— but for whatever reason necroes still are frowned upon in the pve/spvp community.
@the other guy—
the purpose of deathly chill is a poorly designed gm trait if this is correct on your assumption.necro never had chills that snared and damaged others before. IF chills can can be traited into for damage, there is no reason why they do not intesify as well.
And if you go back and read the posts about th Reaper— tons of people were asking about chill being handled as a cond or not and
IF +COND ITEMS WOULD INCREASE its damage.
the devs actually resposnded and confirmed that chill as damage would be affected my +cond items.
In any event why are you arguing AGAINST someone who is trying to make the REAPER adhere to what the devs said it was going to do?
Boggles my mind how necros are shunned, then the very same necros come here and like their solidarity as a 2nd rate class per the general population of players.
I hope Reaper is available in the upcoming betas so I can prove myself wrong.
You are horridly misinformed. Deathly Chill will work the exact same way with Chill as Terror does with Fear. Numbers will be different, but how it works will be the same.
Is Terror a badly designed trait? You may have a differing opinion, but I would say “no.”
Seriously, all of this confusion could be done away with if people actually paid attention to what was directly stated on the various streams.
To recap:
- Chill has always been, and will always be, a condition. Since it does not stack intensity, it stacks duration instead. To make it stack intensity would make the condition awful for everyone but Deathly Chill Reapers.
- The 5 stack limit just limits the impact of burst application of Chill. It will do virtually nothing at all to spread out applications.
- Deathly Chill will scale off of Condition Damage, not Power. It will add a DoT component to Chills you apply. It will not deal damage at the time you apply Chill.
(edited by Drarnor Kunoram.5180)
Chill stack in duration it won’t stack in intensity even for the sake of the Reaper. The trait Deathly chill will basically do the same thing than Terror. And I’m pretty sure that fear also have this 5 “stacks” limitation and that nobody actually care about this fact.
ONCE AGAIN INCORRECT
devs stated that chill is now a condition, and as a result, dealthly chill becomes condition based damage and stacks of conditions is where current cond builds get their burst.
if we are limited to 5 stacks thats terrible. If we had unlimted amount of chill stacks— because almost everythig a reaper does ends or results in a chill, then we would have a competative cond build to guardians, mesmers, engineers, and elementalists.
…you’re apparently completely ignorant as to how the game has been functioning since beta.
Chill has always been a condition! And, like all other boons or conditions, has always stacked in either intensity (Might, Vulnerability, Bleeding, Confusion, Torment, and more recently, Stability, Poison, and Burning), or duration (literally everything else).
How Chill behaves has not changed at all since launch. What has changed is that now you can’t stack it for as long of durations as you used to be able to. Burst application of Chill won’t have as strong of an effect now, but burst application of a duration stacking condition has always been a bad idea anyhow.
TLDR: Chill does not, and likely never will stack intensity, so the whole thing of “but 5 stacks” regarding Deathly Chill is 100% idiocy.
At the very least, Putrid Curse (3rd part of Scepter auto) should apply 2 stacks of Poison, rather than 1.
I’m almost sure they do because I’ve noticed getting procs when I haven’t done anything to proc the trait, but it is hard to test without help.
I also believe that you don’t have to apply all 4 yourself, you simply have to make the number of bleeds on your enemy go over 4. So if someone else applies 3 bleeds, you only have to apply 1 to proc that trait. Someone should test this out, it shouldn’t be hard you just need 2 people.
This is correct. It actually doesn’t matter how many bleeds you yourself applied, so long as you add a stack and that pushes the total stacks to 4 or higher.
Because it’s applied when you hit a foe. Why would it show up in your hero panel?
i will tell you why underwater combat was removed: rangers….
yes you heard me right, rangers…. you can down them but you can never kill them because
- you can’t stomp underwater
- pet heals them endlessly even if it has 0 HP (which basically makes them immune to anything lol)so you just down them, they pet heal back, you down them, they pet heal back untill you are dead~
My warrior always managed to kill ranger before they could call for bugged pet.
War is a king of underwater combat followed by ranger in fact.
Necro is higher than Warrior underwater.
Bitter Chill isn’t even that fantastic. It’s 3 vuln on a chill. It was good when they originally showed it kitten vuln, but it wasn’t good enough to justify a nerf.
Chilling Darkness got nerfed not Bitter chill but the chill stack limit will restrict future uses.
No it won’t. Each application of Chill, even if it exceeds the stack cap, will still apply the vuln.
Incidentally, Moa does not kill Jagged Horrors, since they aren’t tied to an equipped skill.
Condition duration can still hit +100% generic.
+40% Koi Cake, +20% Giver’s weapons, +10% Sigil of Malice, +10% Toxic nourishment, +20% runes (requires 2 Trapper, and 2 of each of two of the following: Mad King, Lyssa, Lich, Nightmare).
The most frequent Chill application we would have then is about 1 Chill/4 seconds, and chill applying abilities do have decently long casts (Spectral Grasp being the shortest, but the chill is delayed 1 second from the time the projectile lands). The Blinds still couldn’t be used to prevent a particular hit.
I don’t think an ICD is needed if it’s chill causes Blind.
(edited by Drarnor Kunoram.5180)
Honestly, all they would need is to swap the conditions and it could be decent again. If it were “cause Blind when you inflict Chill”, it could work even with a short ICD. Probably wouldn’t need one, then.
Chilling darkness got mentioned somewhere (one of the Pvp threads I think) as an OP trait.
And it would be OP on an elementalist or Theif or somebody with a lot of blind. The only reason it wasn’t OP on necromancer was bad access to blind.
But Necromancer has insignificant access to blind. This change only makes sense if better blind access is coming. A 100% finisher on staff 1 is long overdue.
A 100% Finisher on staff auto would only generate blinds with Smoke fields.
Which we have none of.
So piercing baseline or double the projectile speed of LB and Dpath? Which would you take
Tough call. Life Blast may be a slow projectile, but it homes better than a laser-guided missile. Velocity boost on the projectile really isn’t needed. Dark Path, on the other hand, is a chasing tool that can easily be outrun.
Yup.
“Profession Skills
General
Fixed a bug that caused skills that convert boons to conditions to not properly convert stability to fear.”
I do find it ironic that they put that under “general” when Necros are the only profession that can convert boons to conditions. Even Revenants don’t have that ability, and there is currently no piece of equipment that allows it either.
Did you ever play any other esport game? Because what you say doesn’t match reality.
Companies like blizzard or valve will patch way more often even though their games are more polished on release than gw2 3 years in.
They may do update lot but it doesn’t matter since the fact that at least they never showed me completely killing a build or hero or skill and etc.
In league of legends, the biggest esport game, there is a champion named Poppy who, for a long while (probably twoish years), has been kept intentionally underpowered by Riot because she is a balancing mess and they don’t want her to be played. They have stated that if she is played competitively it means she needs to be nerfed again.
There is something called “Olafing” after the character Olaf, which is when a champion is essentially gutted because Riot decided they were unbalanceable.
They have a balance patch that can majorly change the metagame every two weeks (introducing Cinderhulk converted the assassin meta into a tank meta overnight).
Their new jungle system made pretty much every AP jungler unviable and has also killed nearly every ranged jungler off.Tell me more about how Riot doesn’t make drastic changes.
I would say Riot is better suited for balancing because they are willing to make drastic changes. Sometimes, they like what they see from the upheaval. other times, they notice weak points or unintended consequences and try to alter them, or even roll it back.
The patch two weeks ago for GW2 was the most ambitious set of changes the game has seen since launch, which in and of itself is not a bad thing. But if this is their follow-up…I’m really not impressed. Bug fixes, fine, but the nerfs that came are all out of left field and make no sense.
They changed it two weeks ago. Can’t use it as a parachute anymore, just a bungee cord.
You use the dark fields to blast into,
Wat? Necros really can’t do this.
Necros are ready to feast on the Mallyx revenants.
Necros is the last thing i worry about when it comes to mallyx revenant. Howered revenant has in fact no stunbreaks/invul skills which turns him into easy prey.
Hence the OP stating to load up on CC for easy kills
First, stacks that did something are being replaced with stacks that do nothing. This is a nerf.
Second, I used path of corruption to remove a Resistence yesterday (there isn’t a lot of Resistence now but there will be soon). Today, I’ll get two stacks of chill (the extra stack does nothing) instead of an extra 2 seconds of chill. That’s a nerf.
No, you get the extra 2 seconds of Chill. I have no clue how people are reading that as “Chill stacks intensity now and only goes to 5” instead of “Chill caps at 5 stacks for duration.”
Seriously, why the hell does everyone forget how condition stacking actually works just because Burning and Poison changed?
Wait wait, I thought this was changing chill to stack intensity? Or are you saying the duration stacking is capped at 5?
Duration stacking is capped at 5 stacks.
Not much thought going into this nerf. Terrible change.
Did they put the elementalist dev in charge of necromancer balance? This nerf had to have been made by somebody who doesn’t understand that the necromancer has almost no blind access.
“but, but Necros have a lot of Dark fields, which blind when blasted!”
So yeah, you’re probably right.
Necros are ready to feast on the Mallyx revenants.
Oh, Chilling Darkness nerf was 100% uncalled for and is horrendous. Curses now has only one Adept level trait.
I also agree that the nerfs to Chill in general are not necessary, as really, nobody was complaining about it. All I disagree with is how big of a nerf the chill stacking change actually is. That one really isn’t a big deal at all.
CHILL HAS ALWAYS STACKED.
This patch changes nothing with the behavior of multiple applications of Chill, rather it reduces the number of applications that can be set to run in order. .
I can’t get in the game right now, but these notes seem like a huge nerf. They seem to read that chill is being changed from a duration stacking condition (like immobilize) to an intensity stacking condition (like bleed).
This is a huge nerf because the extra stacks don’t do anything and because targets will be chilled for less time (and reapers need to hit chilled targets in order for their traits to work).
It’s not a nerf to constant application, but it does nerf burst-stacking, then letting the Chill run its course. If you spread your chills out (which you should, given cleansing), you won’t notice a difference.
It was sometimes useful with Plague and made Well of Darkness half-good!
Also, we have more pulsing blind coming in with Nightall.
The tooltip on the wiki indicates that nightfall will blind once at the end of the skill (which is on a 20s cool down)
Plus if you’re using greatsword, your probably not using offhand dagger (mobility & range concerns), so nightfall doesn’t really increase blind access.
The tooltip was taken from the Reaper stream where the devs stated that the tooltip wasn’t accurate anymore as the skill now pulses Blind and Cripple.
CHILL HAS ALWAYS STACKED.
This patch changes nothing with the behavior of multiple applications of Chill, rather it reduces the number of applications that can be set to run in order. Before, it was an unknown number of applications that would stack duration. Now it is 5. A nerf? yes, but not a massive one that will have a big impact on the game.
Chilling Darkness, though… I am at a loss for words.