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Deathly Chill


Xuazinegueri.3592

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What do you think about Deathly Chill in reaper's traitline? It used to be the choice before the buffs for power reaper but since they nerfed the condi side of the spec, it's kinda useless... Any gamemode will ever run this because the DPS, even playing condi, will probably be higher on Reaper's Onslaught and Blighter's Boon is the best for survability.

So I was thinking in changing the condi from bleeding to something else, since bleeding takes years to do damage and isn't that much too, or increasing the number of stacks again. Actually, maybe a rework to something power oriented since they stated that they want reaper to be the power oriented spec in necromancer profession but it kinda bugs me losing the really only condi oriented stuff in all traitline to get another power orientation since we already have an amazing one, Reaper Onslaught.

What are your thougths?

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@Lahmia.2193 said:Make it something that isn't sustain or dps. Preferably something that you would take in a pvp/wvw situation that enhances or is triggered by chilled.

Striking a Chilled foe increases the duration of Chill on that foe ( 1s ). The fifth strike causes an explosion granting Frost Aura and dealing damage at your location.

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Personally I find the trait "OK", but I mainly play hybrid so...

The only downside of the trait is the fact that there is to few sources of chill. The trait could be made into a good trait in PvE just by unnerfing a few traits like chilling nova (ICD down to 5 seconds instead of 8 seconds) and chilling darkness (ICD down to 1 second instead of 3 seconds). (something that would benefit both power and condi builds in fact)

Not everything need to be good for PvP/WvW, afterall, it's already where the necromancer work the best, there is no need to make it work even better in these gamemodes.

@"SpellOfIniquity.1780" said:Striking a Chilled foe increases the duration of Chill on that foe ( 1s ). The fifth strike causes an explosion granting Frost Aura and dealing damage at your location.

That's objectively overpowered. As soon as you start to gain the frost aura the effects would be sustained undefinitely.

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@Stand The Wall.6987 said:reaper really doesn't need any more damage. I would prefer something utility based.hmm what about 1 sec of slow when applying chill? lol prob not.

Maybe Immobilize? Plays into the whole original theme of movie monster chasing down its prey.

@"Dadnir.5038" said:Personally I find the trait "OK", but I mainly play hybrid so...

The only downside of the trait is the fact that there is to few sources of chill. The trait could be made into a good trait in PvE just by unnerfing a few traits like chilling nova (ICD down to 5 seconds instead of 8 seconds) and chilling darkness (ICD down to 1 second instead of 3 seconds). (something that would benefit both power and condi builds in fact)

Not everything need to be good for PvP/WvW, afterall, it's already where the necromancer work the best, there is no need to make it work even better in these gamemodes.

Reaper's Onslaught has pve covered pretty heavily though even on a condi reaper build. And Reaper doesn't need much help when it comes to pve. So really, if they were to change the trait, unless they were to make it some kind of support trait (which I doubt they ever would for reaper), it would likely be one suited for pvp or wvw.

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@Lahmia.2193 said:Reaper's Onslaught has pve covered pretty heavily though even on a condi reaper build. And Reaper doesn't need much help when it comes to pve. So really, if they were to change the trait, unless they were to make it some kind of support trait (which I doubt they ever would for reaper), it would likely be one suited for pvp or wvw.

RO just cover every gamemode right now. There is no reason that reaper con't have an OKish condi option in PvE. PvP (especially) and WvW are taking to much of the balance team time for always more complaints coming back. At least what I suggest don't throw another bomb in gamemodes that generate thousand complaints a day from players in deny frustrated from their own inability.

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Deathly Chill would be on par with Reaper's Onslaught if ANet would buff the PvE bleeds to 3 and the competitive bleeds to 2.

And of course it should remain a condi trait. Condi damage should stay as an option for reaper like every spec has options for each damage type. Just because the current state is poor this does not mean that they should erase the option completely.

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This has been discussed.

While the damage will just be slightly increased, poison would be too strong in the competitive modes because reaper has tons of aoe chills that could perma poison the whole opposite team. And the problem is not the damage but the -33% healing debuff.

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What if it applied Burning? That could up its damage.

Alternatively, they could swap the positions of some traits and then change their power levels accordingly.

For example, Chilling Victory on T1, Deathly Chill on T2, Chilling Nova on T3 with reduced CD.

Also could add on an additional effect of "Conditions applied to chilled enemies have 10%/20% increased duration"

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@"Taril.8619" said:What if it applied Burning? That could up its damage.

Alternatively, they could swap the positions of some traits and then change their power levels accordingly.

For example, Chilling Victory on T1, Deathly Chill on T2, Chilling Nova on T3 with reduced CD.

Also could add on an additional effect of "Conditions applied to chilled enemies have 10%/20% increased duration"

That would be freakishly overpowered without any internal cooldowns though. And internal cooldowns make me sad. Putting it back to 3 stacks of bleed or 2 in wvw/pvp would probably be the best option.

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Half duration, double the stacks.

a 10s bleed is just sooo 2012, the games tempo is way too fast.

I also feel like necro has weak weapon skills and is carried by strong trait procs. So id like to see weapon improvements, casts and blast finishers, to then combo with the trait, rather than just make the trait do extra effects like frost aura...

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  • 2 weeks later...

@Hyper Cutter.9376 said:Just revert it to its original function of making chill do damage directly.

It was changed from that originally because any other application of chill to a target would override the Reaper's chill and stop you from dealing damage with it. The change to bleeding was a smart move as it made the trait viable in pve but also toned it down for pvp, where it was considered overtuned.

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@Hyper Cutter.9376 said:Just revert it to its original function of making chill do damage directly.

Another trait OP in PvP and UP in PvE, just what the necromancer need... No, seriously, the trait was changed because it was hurting the reaper in PvE group content where your own chill stacks are covered by your allies chill stacks easily. As for sPvP, the change to bleed is probably equivalent to the extent to which the damage on the trait would have ended up being nerfed.

While it's not very hard to keep up chill on a target with reaper, it's still challenging since ANet reduced the duration of most of the necromancer's chill sources to soothe the PvP complains about chill being OP. Bringing back the original fonction would bring either more condi burst (with damage numbers strong enough to cover the potential damage of the current form) or balance numbers and a sharp loss of potential damage. The first consequence lead to sPvP players complaints while the second put the trait in an even worse state than it's current state.

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Some more possible ideas:

Chill becomes a stacking effect up to 5 stacks, increases cooldowns by 2% per stack.

Chill destroys Boons ( x1 ) when applied.

Applying Chill creates a follow up attack ( similar to One Wolf Pack ).

Being struck by Chilled foes removes Burning and applies Retaliation.

Being Chilled increases movement speed by 66%, removing Chill grants Life Force ( 8%).

Disabling a foe ( hard CC ) below 50% health freezes them ( 2s ).

Being Chilled freezes Conditions effecting you ( x2 ) causing them to deal no damage ( same idea as Resistance, affects most recently applied ).

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They certainly could do a few things with itTo name a few

1 Play with Frost aura as reaper has a method to get this naturally which could make it a fun tempting trait specifically for utility.Deathly ChillGain frost Aura on entering shroud,Frost aura's effects are improved and last longer.Frost aura duration +25% 4 to 5 secondsDamage reduction increased from 10% to 12%Chill foes when struck from 2s to 3s

2 Make it enhance the reaper shroud skills.Deathly ChillInflicting chill causes bleeding 1 stack.Reaper skill 1 throws a short projectile slash increasing its range. (similar to the option for the holo auto that throws the disk on auto attacks) The projectile inflicts a 0.5s chillReaper skill 2 now emits an ice nova on impact instead of blind.Reaper skill 5 leaves a longer ice field

Other ideasDeathly chillInflicting chill causes bleeding 1 stack.Swapping weapons Grants the Cold Dirt effect. Entering shroud always grants the effect.Cold Dirt, Chill and slow nearby foesThe ground around the player becomes frozen for 3s and follows their movements pulsing once per second applying 1s of chill and 1s of slow per pulse it (this deals no strike damage)

Deathly ChillInflicting chill causes bleeding (1 stack) and removes a boon.Foes with no boons are slowed for 1s

Deathly ChillStriking a chilled foe causes them to take an additional strike after a delayStrike interval 1 hit every 1s after a 0.5s delay.

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Deathly Chill is fine I think, the problem is reaper's shroud. Attack rate is slow and life force is depleted too fast compared to death shroud, so that make Reaper's Onslaught mandotary to do something signifiant in reaper's shroud.

A solution could be to switch the pulsating quickness part of Reaper's Onslaught to the minor adept trait Shroud Knight, making all three grandmasters traits as good!

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@Sigmoid.7082 said:

@Yasai.3549 said:Make Deathly Chill similar to Terror instead of making it inflict Bleed.

Chill causes damage over time.

Fun.

Do people who keep bringing this up just completely not understand why it was change from this originally?

Yep I think so.

@Yasai.3549 It's not "fun", it's imbalanced. Bound to be to strong in sPvP and abysmal in PvE. It's a plain loss compared to the current design and considering the thread have been opened due to deathly chill feeling to "weak", it's bound to make the trait feel even weaker/useless.

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