Its not like the ideas are bad its just the numbers for some of the skills are way off and some wildly overpowered. Also some when combined would be ridiculous. For example the change to reapers mark and fear of death would result in a potential 6s fear doing over 5k a tick.
“Enchanted daggers no longer goes through endure pain”
Anything that steals health ignores any effect that reduces damage to 0 eg endure pain and signet of stone. This includes sigils as well.
oh not this stupid post again. its been like this for years, isnt it about time you dealt with it yet?
No it’s not about time I dealth with it yet you Fatty. There is no logic in a ranger’s rapid fire being heatseeking. And it being said before doesn’t mean we should stop putting pressure about broken kitten in the game, not all of us are conformist sheep like you.
Just to bring some contribution.. Revenant’s Unrelenting Assault stops if you enter stealth, the other skills should do the same.
+1 to Op
If you look at unrelenting assult you will see the channel time is only 3/4s. Even if you stealth at this point the channel will finish and the first strike of the ability will still hit you if you are still within range. It behaves very differently, more like binding roots than a channrled skill.
Could it be changed, probably. Would it be to much effort realistically for them to do, probably. Would it mean stealth needs more counterplay, probably. Would anet break more things than it would fix…again probably.
I doubt this would ever happen because of the increase in mobility it would cause. It would somewhat give necro decent access so a z-axis teleport on a low cooldown much like guardians flashing blade.
Necro lacks mobility, disengage, active defenses, non-might boons generally…
Would trade chill damage for almost any of that. OK. GG. Chill damage is fine.
I don’t agree with the OP, but I would like to point out that ds/RS shouldn’t be overlooked as “active defense” skills. 70-80% of our health pool right there.
But it doesnt stop you from taking damage nor does it scale with the number of people fighting you. Compared to any other form of defence shroud pales. We have no form of invuln, block or high levels of mobility and evasion. Necro are still the number one focus target because of this reason. Unless you have good team mates to peel for yu.
Both are tied to the curses trait line and outside of it both dont really do much.
Also necro has an inherent lack of condition removal without the transfers. That is their condi removal by class design.
Wanderer is find since its a less tank, more damage focused rabid amulet.
Scepter corrupt needs to be on skill #2
Mercs is a problem since its to close to dire which they said wouldnt be introduced.
Corrupt boon could use a few more seconds of cooldown but the skill itself does a whole lot of damage to the necro if uncleansed and repeated use actually does more harm than good.
Necro are inherently resilient to physical damage because of all the flat % damage reduction they have. Also certain combos of skills result in a lot of time spent in shroud making it seem like they take forever to kill…which is one of the points of the class.
BTW guy for those who can’t math chill and alacrity were never equal in the first place. It’s all in the wording before the %.
Alacrity may make thing recharge 66% faster but it’s only 40% CDR but now it’s 33% which results in 25% CDR. Chill is 66% increase which means skills recharge 40% slower.
Chill also doesn’t stack with itself. skills that cause alacrity mean skills that cause it recharge faster. it compounds with itself!!
They are very different you can’t just be like 66% to 33% yay.
Chill is also an attrisive condition. It intentionally makes you hard to fight against the longer you are in a fight with someone because of the coolfown increase and because of the reduction in move speed it will more often force you to fight rather than retreat. For a class with relatively low mobility and low active mitigation / defence it fits. The damage from.the trait needs further toning though.
“Reaper: Nerf Reaper’s Corruption – 15 seconds is way too short for such a powerful ability, add 30 seconds to it, and make it a 45 second CD. Do the same for any other powerful corruption abilities, leave the class as a whole alone.”
The ability “corrupt boon” had a 40(30) cooldown before the buff and corrupted 5 boons not 3. The reason it was changed was because it was purply ineffective. The high rate of boon generation and condition cleansing completely made any sort of boon corruption moot.
The sceptar auto corruption can do with being on the #2 skill but that’s a buff/nerf depending on how you look at it.
It’s simple…Deathly Chill should have lost either the movement impairing or the ability recharge portion of the condition. It shouldn’t get to take an already ridiculously strong condition AND add damage to it. Even if they nerfed it by 15%. It’s still an over budget ability.
So nerfing a condition for everyone because one class and one elite spec has a trait that makes I cause damage?
You are the second guy who can’t read. He said Deathly Chill should have lost part of its condition meaning that a Necro who decided to pick up the trait would have its chill only deal damage in trade.
Chill in itself without the trait would do what it has always done.
Well it’s not like it was worded to be explicitly clear.
It’s simple…Deathly Chill should have lost either the movement impairing or the ability recharge portion of the condition. It shouldn’t get to take an already ridiculously strong condition AND add damage to it. Even if they nerfed it by 15%. It’s still an over budget ability.
So nerfing a condition for everyone because one class and one elite spec has a trait that makes I cause damage?
Not only this but because of the new season there will be a huge influx of players that have never played PvP before or have never set foot in ranked. I believe their MMR value is guesstimated around the populus average by means of standard deviation. So even though their skill level isn’t average because they have never played it’s assumed so.
To do damage…?
…matchmaking working as intended. Nothing to see here.
I’m fine with losing the first few matches to shift everybody out, but eventually I’m supposed to get paired with and against people of my skill, which has not happened yet. It was not this bad last season at all.
Afaik MM has been changed to place you more often than not against people in your own rank bracket before those of your same MMR. The sooner your get our of amber the better your matches should be and the more skilled play you will see.
It’s not that it’s broken but rather everyone is in amber.
You can’t transfer taunt or fear with signet since signet breaks stun and removes it all together. Any condi transfer that isn’t a stunbreak can transfer fear and taunt.
You can transfer taunt and fear with suffer, putrid mark, deathly swarm and I believe the sigil as well.
To be honest, it baffles me that they buffed necromancer as much as they did when reaper, particularly condi reaper, was already one of the most dangerous things around in PvP. Warriors and thieves did deserve some buffing (although I’m not sure the way thieves got their autoattacks buffed through the roof was the right call), but reapers were strong already, and now they’re even stronger.
Reaper actually only received one buff and a fairly pointless one at that. It was core necro abilities and skills that got all the other changes. Core necro wasnt too great and still isn’t but at least it’s not so bad anymore.
It was always a bad match up for rev though because of its innate lack of consistency clear and ease of generating bons. It just got worse.Buffing Necro directly buffs Reaper :L
And yes, it went from an almost unwinnable match-up (Condi Rev could sorta try to use Facet of Nature boons to cover up their Resistance and hopefully kill the Reaper before it got too bad) to an actually unwinnable match-up (your only hope is to find them weak enough to burst down in a few seconds).
Doesn’t stop the fact being that core necro lost its identity and was almost laughable weak. Not everyone has the expansion nor want to play reaper. The patch also improved build diversity to some degree.
But true enough the matchup is almost unwinable because of how many boons revs generate and their lack of removal. Vs core necro it’s easier since core is weak. Vs a reaper it’s almost impossible since resistance becomes chill for 3-4s and stability becomes fear which becomes chill for 3-5s which can cover itself with vulnerability as well as the potential for fury to become blind which becomes chill. When traited for damage, which better be nerfed soon to hownit was or something more reasonable, it becomes nie impossible.
Then again engi and warrior were supposed to be weak to conditions and over the years look how they turned out so I guess there is hope yet.
I am actually annoyed about how even if you use teleport spells you still get hit by guardian traps/walls etc. Bad design is bad.
Afaik there is a difference between skills that teleport and skills that shadow step.
To be honest, it baffles me that they buffed necromancer as much as they did when reaper, particularly condi reaper, was already one of the most dangerous things around in PvP. Warriors and thieves did deserve some buffing (although I’m not sure the way thieves got their autoattacks buffed through the roof was the right call), but reapers were strong already, and now they’re even stronger.
Reaper actually only received one buff and a fairly pointless one at that. It was core necro abilities and skills that got all the other changes. Core necro wasnt too great and still isn’t but at least it’s not so bad anymore.
It was always a bad match up for rev though because of its innate lack of consistency clear and ease of generating bons. It just got worse.
Grave digger needs to be returned to its original 2 strikes. Then you can do more things with it skill wise and make it less bland.
Same goes with reaper, it’s reapdicolous! Does everyone have to play reaper now or what?
1.Its mobility is lacking and has poor disengage potential making it sound unfun in open world PvE, WvW and PvP since you need to stick around and can’t just disengage if that’d be the optimal course of action.
2.Relies on conditions.
3.This means if someone else engages you then you need to commit to the fight and lots of your damage won’t be actively earned.
So no, I won’t play reaper although the male Asura, “Your soul is mine!” line is among the best in the entire game.
Mobility on reaper isnt actually that bad compared to base necro and a few other classes.
It doesnt really rely on conditions. Thats a build choice.
The first half of this point is true but the second half is wrong due to point two being incorrect.
id love an invulnerability and fits the spectral theme with walk and armor.
“All incoming damage is converted into lifeforce”.
Nothing new, just a copy of stance/glint heal but lifeforce to fit theme.
This skill would need to
a) have a medium to low healing amount
b) have a long cooldown
No, necro’s have been weak for too long it’s about time they finally get decent. No nerf is needed and you know if they did, they’d overdo it so much it wouldn’t even be worth using the damage on chill trait anymore
But all these changes did was buff Reaper and not base necro. Reaper, as is the case with most elite specs, is just a pure upgrade to the base profession. So Necros are weak, but Reaper isn’t.
technically because most of the changes were to core weapons and core skills, they did buff core necro. Its just that core necro isnt super awesome. still.
I got bored and made a hybrid build for the funs. Most of my condi pressure comes from removing boons from people. I am able to apply so many conditions because people keep giving themselves boons.
I feel its gotten to a point where people will apply boons without thinking about potentially shooting themselves in the foot. Been just over a week though so see how things shift.
Had some fun matches though. Up to 7 conditions on entering shroud and up to 5 deaths charge.
Actually, this isn’t the case and shows some ignorance about other professions.
Take the engineer as an example. If you have to deal with conditions, the best way to do so as an engineer is using the alchemy trait line paired with elixirs. Guess what these are doing? Alchemy focuses on boons and so do elixirs. So if I want to clean all the conditions a necromancer can pet on me, I have to give boons to myself to deal with it. And then they will get corrupted.And it goes on. It isn’t like some people don’t want to adjust, but many trait lines FORCE you to give yourself boons, like giving you boons with minor traits or if you want to use a certain skill type, slapping boons on it if you use the traits to improve them.
If anet don’t want the boon meta by increasing necromancer corruption, give other classes viable options without boons. It’s not fair to be forced to take boons and give 1 profession perfect hard counters against them.
I’ll give you this one.
While we are at it, look at the alacrity nerf… 66% decrease was too op, 66% increase in recharge isn’t? k anet, best logic, chill is fine as is…
It’s been in the game doing the same 66% for 3 years yet only when alacrity get introduced and then needed chills 66% is an issue? , its a condition no an effect, it doesn’t compound with itself…just let this argument die :/
(edited by Sigmoid.7082)
I got bored and made a hybrid build for the funs. Most of my condi pressure comes from removing boons from people. I am able to apply so many conditions because people keep giving themselves boons.
I feel its gotten to a point where people will apply boons without thinking about potentially shooting themselves in the foot. Been just over a week though so see how things shift.
Had some fun matches though. Up to 7 conditions on entering shroud and up to 5 deaths charge.
Chill is unbalance for necros because it’s a all-or-nothing. Since BWE1 people in the necro forum have suggested to rework the mechanics, with for example:
- Deathly chill: inflict torment whenever you chill a foe
This is perfectly thematic (chill is a soft CC, torment punished you from moving which is kind of the same), it stacks (so 2 necro won’t overwrite each other’s chill) and you need to stack a few chills before you reach 700 damage ticks. On the other hand, you can have torment bursts (RS 4 in ice field).
Right now, chill does so much damage that you should dodge every skill which chills… unrealistic. With this change, you can be chilled a few times without killing you, but you have to dodge chill-bursts.
And this is actually a buff to PvE condi reaper.
This would create more problems that it would solve.
Probably to avoid people getting crazy amounts if swiftness from the one skill. I’m sure if it worked it would work the same way as the scepter trait and work on the abse duration. If it did you would get 90s of swiftness out of it.
Only thing staff needs is a better display of which mark is which and it would be easier. The weapon has been the same for years now but this one thing has been a bother.
Agreed. The cast animations are too similar for all of them except Reaper’s Mark. That one is sufficiently different.
They are all a hand wave besides reapers mark which is a staff wave. The need to be more clear. For a game that’d based on visual and audio ques they are all to similar.
if I recall correctly, blind can’t be transfer by necro skills. You’ll simply miss and clear blind via missing, while the rest of the conditions linger on you.
Afaik The skills will not miss as long as blind is transferred. Having too many conditions and blind will fail usually but having very few and blind will work.
Only thing that needs adjusting is chill damage and only a minor change at that with its condi damage scaling component. By about 10-12%.
Only thing staff needs is a better display of which mark is which and it would be easier. The weapon has been the same for years now but this one thing has been a bother.
I also believe if the trait was changed to provide something else like bleed, torment, poison, confusion etc etc people would complain still because not only do you get more cover condi but they are, technically speaking, harder conditions to remove.
The only “spammy” mark is #2 and it does next to nothing. You will take more damage from pretty much every other necro weapon.
How about the fact Engi’s retal procs deals more damage than Guardians.
Unless engis have a trait that increases retaliation damage then this is an untrue statement. It should scale the same was its just engi can self stack might a lot easier.
I believe thief is the only class with their profession mechanic not being effected by chill.
Forum bug needs to go….
"The fact that chill is on an autoattack is just laughably funny"
On necro greatsword yeah but if you are constantly getting hit with that final auto attack hit then I’m unsure how seriously I can take your points.
The kittening part why reaper is so much OPest is that they spam a bunch of condition including perma chill, even tho i get closer then they just simply transform with full of perma stability then deals huge attack. You just can do nothing against them in both ranged and melee.
The kittening OPest point of reaper is that they have 1200 range condition perma chill spam and perma stability. These are what should be ripped off. At least one of those super 1200 ranged perma chill or perma stability need to be deleted. it is just brainlessly OP in both ranged with 1200 range and melee with perma stability.
Its really hard to take you seriously when you exaggerate things like this.
It makes offhand dagger and curses more attractive. Also signets are no longer mandatory which again is a good thing.
I don’t actually use scepter at all in any build and actually run spiteful spirit. Feels more useful now somehow.
Well before more often than not you would lose your might to signrts corrupting your boons anyways so its not a huge difference.
The real difference is now than for corruption necromancers don’t HAVE to go signets and it allows their builds to be a whole lot more diverse. Offhand dagger, mainland dagger and the curses line became fsr more attractive after this change since spite is no longer mandatory. And if you go spite you don’t have to take the signey trait because you don’t have to run signets just to stand a chance against all the boons rhatbare been able to spam in the game at the moment.
I believe Alacrity reduces ur CD at 40% before nerf, and Chill increases ur CD by 40%. If you have both of them on at the same time, they cancel each other.
@Duke idk if you ever have like 10s or 15s of Chill on you, but it’s really fun.
Alacrity will reduce your cooldowns by 40% if had for the duration of the cooldown and chill increases them by 66%. Alacrity makes your skills recharge 66% faster but chill makes them recharge 40% slower.
They were never opposites and even with both on you your skills will still be increased by 26%/make it recharge 21% slower. When using % the wording is VERY important.
@ron
i went with something like this:http://en.gw2skills.net/editor/?vRAQNAoYWnc0Al3gF3A22A0biF2hiKASgzMaej0HN+9r/9H-TpxFwAC3fAwDAYwJAoZZgDHBgEHCAA
because i lack critical for weakening shroud and it takes time to land. Spiteful spirit is instant and does almost the same thing but provides retaliation which is very interesting i find.Also we bleed and cripple and weaken enough so criple as a cover condi when not running sceptar is nice. Also generate more might and vulnerability this way too.
If this is a direct complaint at weakness uptime then:
FYI you can get 100% weakness up-time with a single trait, weakening shroud, on necro. This was before the changes and all.
Warrior and necro say hey.
“Boon corruption on scepter opens up scepter a bit more for hybrid builds.”
“What being said here isn’t reduce the amount of chill, just reduce how much it slows recharges.”
This is the point its been this way for 3 years yet now its a problem? There have been 100% chill builds before in the past 3 years yet now its an issue?
“Like Alacity, in a game of cooldowns, the longer your cooldowns the more vulnerable you are and the less damage you can overall deal.”
You just described one of the concepts of attrition. Which class is designed around this concept? Necro. Which class also lacks active defense and mobility? Necro.
If alacrity was never introduced into the game and subsequently changed to a lower % would people even care about chills recharge? They havent for the past 3 years so why now all of a sudden? Its also part of the group of conditions with the easiest ways to remove them, movement impairing conditions.
Half the reason alacrity got nerfed is because of pve. Why isnt even hard to figure out.
you have no idea mate how many boon curruption skill necro got
Focus 5 (Spinal Shivers)
Spinal shivers is removal not corruption.
@OP
Revenants have a trait that means CC skills remove 2 stacks of stability so with 1 you would have still gotten pushed back.
Can this trait really do this? I’ve never tested it so it would have to remove the stab stack first then apply the CC. Another explanation is that he delayed you enough for it or that someone else CC’ec you first.
Afaik …yes.
The funniest part is that OP thinks his math is correct.
Oh really? Then what is it? X*66%? X/66%? X*40%? X/40%? X + (X*66%)? X + (X / 66%)?
Go ahead, share with the class what the answer is. We’re waiting
Chilled:
Cooldown+(0.66*seconds chilled)
Alacrity:
Cooldown -(0.4* seconds of alacrity)
Are you happy now?
@OP
Stability doesn’t break stuns. If you have fear you can still gain stability from a pulsing-stability skill but still be feared.
Revenants have a trait that means CC skills remove 2 stacks of stability so with 1 you would have still gotten pushed back.