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2/10 patch note


Stand The Wall.6987

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NecromancerLife Blast: Reduced the aftercast of this skill by 0.25 seconds.Dark Path: The bleeding this skill inflicts has been modified from 3 stacks for 5 seconds to 2 stacks for 8 seconds.Life Transfer: The damage of this skill has been increased by 70% per pulse.Tainted Shackles: The torment duration per pulse has been increased from 10 seconds to 12 seconds. The immobilize duration has been increased from 1.5 seconds to 2 seconds. The final impact's damage has been increased by 25% and will now inflict torment in addition to immobilize.Spinal Shivers: The base damage and bonus damage of this skill have been increased by 50%.Devouring Darkness: Fixed the line-of-sight check on this skill. Foes inside the area of effect can now block or evade the attack.Nefarious Favor: Fixed a bug that prevented this skill from respecting party and squad prioritization.Sand Cascade: Fixed a bug that prevented this skill from respecting party and squad prioritization.Chill of Death—Lesser Spinal Shivers: The damage of this trait has been reduced by 30% in PvP and WvW.Quickening Thirst: This trait no longer grants movement speed when the necromancer is using a dagger. It now grants increased movement speed when the necromancer's health is above 75%.

overall positive changes. anytime necro escapes the nerfbat is a good time.

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@Stand The Wall.6987 said:NecromancerLife Blast: Reduced the aftercast of this skill by 0.25 seconds.Dark Path: The bleeding this skill inflicts has been modified from 3 stacks for 5 seconds to 2 stacks for 8 seconds.Life Transfer: The damage of this skill has been increased by 70% per pulse.Tainted Shackles: The torment duration per pulse has been increased from 10 seconds to 12 seconds. The immobilize duration has been increased from 1.5 seconds to 2 seconds. The final impact's damage has been increased by 25% and will now inflict torment in addition to immobilize.Spinal Shivers: The base damage and bonus damage of this skill have been increased by 50%.Devouring Darkness: Fixed the line-of-sight check on this skill. Foes inside the area of effect can now block or evade the attack.Nefarious Favor: Fixed a bug that prevented this skill from respecting party and squad prioritization.Sand Cascade: Fixed a bug that prevented this skill from respecting party and squad prioritization.Chill of Death—Lesser Spinal Shivers: The damage of this trait has been reduced by 30% in PvP and WvW.Quickening Thirst: This trait no longer grants movement speed when the necromancer is using a dagger. It now grants increased movement speed when the necromancer's health is above 75%.

overall positive changes. anytime necro escapes the nerfbat is a good time.

RIP daggers

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@Kuulpb.5412 said:

@Stand The Wall.6987 said:NecromancerLife Blast: Reduced the aftercast of this skill by 0.25 seconds.Dark Path: The bleeding this skill inflicts has been modified from 3 stacks for 5 seconds to 2 stacks for 8 seconds.Life Transfer: The damage of this skill has been increased by 70% per pulse.Tainted Shackles: The torment duration per pulse has been increased from 10 seconds to 12 seconds. The immobilize duration has been increased from 1.5 seconds to 2 seconds. The final impact's damage has been increased by 25% and will now inflict torment in addition to immobilize.Spinal Shivers: The base damage and bonus damage of this skill have been increased by 50%.Devouring Darkness: Fixed the line-of-sight check on this skill. Foes inside the area of effect can now block or evade the attack.Nefarious Favor: Fixed a bug that prevented this skill from respecting party and squad prioritization.Sand Cascade: Fixed a bug that prevented this skill from respecting party and squad prioritization.Chill of Death—Lesser Spinal Shivers: The damage of this trait has been reduced by 30% in PvP and WvW.Quickening Thirst: This trait no longer grants movement speed when the necromancer is using a dagger. It now grants increased movement speed when the necromancer's health is above 75%.

overall positive changes. anytime necro escapes the nerfbat is a good time.

RIP daggers

Not at home... did the recharge reduction get removed from this trait?

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@Etterwyn.5263 said:

@Stand The Wall.6987 said:NecromancerLife Blast: Reduced the aftercast of this skill by 0.25 seconds.Dark Path: The bleeding this skill inflicts has been modified from 3 stacks for 5 seconds to 2 stacks for 8 seconds.Life Transfer: The damage of this skill has been increased by 70% per pulse.Tainted Shackles: The torment duration per pulse has been increased from 10 seconds to 12 seconds. The immobilize duration has been increased from 1.5 seconds to 2 seconds. The final impact's damage has been increased by 25% and will now inflict torment in addition to immobilize.Spinal Shivers: The base damage and bonus damage of this skill have been increased by 50%.Devouring Darkness: Fixed the line-of-sight check on this skill. Foes inside the area of effect can now block or evade the attack.Nefarious Favor: Fixed a bug that prevented this skill from respecting party and squad prioritization.Sand Cascade: Fixed a bug that prevented this skill from respecting party and squad prioritization.Chill of Death—Lesser Spinal Shivers: The damage of this trait has been reduced by 30% in PvP and WvW.Quickening Thirst: This trait no longer grants movement speed when the necromancer is using a dagger. It now grants increased movement speed when the necromancer's health is above 75%.

overall positive changes. anytime necro escapes the nerfbat is a good time.

RIP daggers

Not at home... did the recharge reduction get removed from this trait?

no, the trait is now = 25% movement speed while above 75% health, meaning you don't need daggers, but this is bad for daggers because 1 - they are less useful now and 2 - it now stops working under 75%

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@"Stand The Wall.6987" said:NecromancerLife Blast: Reduced the aftercast of this skill by 0.25 seconds.

A step in the right direction.

Dark Path: The bleeding this skill inflicts has been modified from 3 stacks for 5 seconds to 2 stacks for 8 seconds.

That's not what dark path needed. The skill isn't good per se yet it got a long CD and is dependant on a slow projectile for a subpar teleport effect.

Life Transfer: The damage of this skill has been increased by 70% per pulse.

Again life transfer only needed a cut on it's base cool down, the increased damage isn't welcome.

Tainted Shackles: The torment duration per pulse has been increased from 10 seconds to 12 seconds. The immobilize duration has been increased from 1.5 seconds to 2 seconds. The final impact's damage has been increased by 25% and will now inflict torment in addition to immobilize.

Not needed, this won't make the skill more popular than it already was.

Spinal Shivers: The base damage and bonus damage of this skill have been increased by 50%.

Again a poor lazy buff on a skill that desperatly needed a reduced cast time instead of a stupid damage increase.

Devouring Darkness: Fixed the line-of-sight check on this skill. Foes inside the area of effect can now block or evade the attack.Nefarious Favor: Fixed a bug that prevented this skill from respecting party and squad prioritization.Sand Cascade: Fixed a bug that prevented this skill from respecting party and squad prioritization.

Bug fix.

Chill of Death—Lesser Spinal Shivers: The damage of this trait has been reduced by 30% in PvP and WvW.

Well done.

Quickening Thirst: This trait no longer grants movement speed when the necromancer is using a dagger. It now grants increased movement speed when the necromancer's health is above 75%.

A killing move to the necromancer's already subpar in combat mobility...

A patch full of really poor buffs to the necromancer and an assinine nerf to the dagger trait. Seriously I'm starting to get sick of this kind of patch where we got buff in the wrong direction and stealthy crippling nerfs. Worse than that is that the only change that I feel is really good is a nerf... It make me sad.

Edit: looked at the whole patch... This balance patch earn the "golden worst" of the year.

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@Dadnir.5038 said:

Dark Path: The bleeding this skill inflicts has been modified from 3 stacks for 5 seconds to 2 stacks for 8 seconds.

That's not what dark path needed. The skill isn't good per se yet it got a long CD and is dependant on a slow projectile for a subpar teleport effect.Isn't this more consistent with other profession changes earlier in the year that changed fewer stacks for longer duration?

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@kharmin.7683 said:

@"Dadnir.5038" said:

Dark Path: The bleeding this skill inflicts has been modified from 3 stacks for 5 seconds to 2 stacks for 8 seconds.

That's not what dark path needed. The skill isn't good per se yet it got a long CD and is dependant on a slow projectile for a subpar teleport effect.Isn't this more consistent with other profession changes earlier in the year that changed fewer stacks for longer duration?

The worst thing that Anet "balance team" has is that they are consistent with their kitten aproach to balancing stuff
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@Dadnir.5038 said:

@"Stand The Wall.6987" said:NecromancerLife Blast: Reduced the aftercast of this skill by 0.25 seconds.

A step in the right direction.

Agree. But deathshroud needs complete overhaul, which we won't get for at least the next 5 patches. Because anet already did something to say.

Dark Path: The bleeding this skill inflicts has been modified from 3 stacks for 5 seconds to 2 stacks for 8 seconds.

That's not what dark path needed. The skill isn't good per se yet it got a long CD and is dependant on a slow projectile for a subpar teleport effect.

I think that's more a nerf. Ds didn't have that much pressure, and 3 bleeds do more "bomb"dmg than two.

Life transfer: The damage of this skill has been increased by 70% per pulse.

Again life transfer only needed a cut on it's base cool down, the increased damage isn't welcome.

It's funny to see people on walls going down very fast by this skill. But that's it. I agree, cd should have been reduced. 40 second for low impact skill is way too high

Tainted Shackles: The torment duration per pulse has been increased from 10 seconds to 12 seconds. The immobilize duration has been increased from 1.5 seconds to 2 seconds. The final impact's damage has been increased by 25% and will now inflict torment in addition to immobilize.

Not needed, this won't make the skill more popular than it already was.

This skill is a complete mess. First it wants enemies to move away, because else they get immobilizer, that's ok. But then it inflicts torment in addition to immobilize, which will lower the dmg of all torment stacks. Pretty damn stupid skill design. Just shows that Devs don't think much about some of the changes they implement.

Spinal Shivers: The base damage and bonus damage of this skill have been increased by 50%.

Again a poor lazy buff on a skill that desperatly needed a reduced cast time instead of a stupid damage increase.

Agree. Casttime is way too long and I think also it's pretty easy to read and then dodge.

Devouring Darkness: Fixed the line-of-sight check on this skill. Foes inside the area of effect can now block or evade the attack.Nefarious Favor: Fixed a bug that prevented this skill from respecting party and squad prioritization.Sand Cascade: Fixed a bug that prevented this skill from respecting party and squad prioritization.

Bug fix.

Chill of Death—Lesser Spinal Shivers: The damage of this trait has been reduced by 30% in PvP and WvW.

Well done.

Doesn't make sense at all. The trait never got changed for years.why do so now? Because some pvp Bois cried?

Quickening Thirst: This trait no longer grants movement speed when the necromancer is using a dagger. It now grants increased movement speed when the necromancer's health is above 75%.

A killing move to the necromancer's already subpar in combat mobility...

Which didn't affect necro too much. In wvw, bloodmagic is super bad. In PvP you will like always take the rezz trait over this trait.

A patch full of really poor buffs to the necromancer and an assinine nerf to the dagger trait. Seriously I'm starting to get sick of this kind of patch where we got buff in the wrong direction and stealthy crippling nerfs. Worse than that is that the only change that I feel is really good is a nerf... It make me sad.

Edit: looked at the whole patch... This balance patch earn the "golden worst" of the year.

Just look at mesmer. It seems to me, at least a little bit, that mesmer did almost get its second rework.From some testings of a friend of mine, it's even stronger in PvP modes right now, as it gets a huge dmg buff for attacking dazed people.I think it was 25%? Might even be worth trying to play that thing at KC. As it has pretty good burst and about 30k DPS. With 25% d.g boost from traits 37k, which is definetly one of the best you can get.

I don't know why they can't finally rework necro?!

All in all it seems like necro was the last class they worked on. They even completely forgot to change the warhorn trait, which definetly is a weapon trait, that doesn't really compete with the other two traits.

So they saw: oh time is running out, let's just randomly do stuff and hope it works out.Thats how balance team seems to work. If you have the last years in mind.

Can you maybe start with necro changes next balance patch? And take it serious.

And then afterwards to the other classes?

Would appreciate it.

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@Nimon.7840 said:All in all it seems like necro was the last class they worked on. They even completely forgot to change the warhorn trait, which definetly is a weapon trait, that doesn't really compete with the other two traits.

I wouldn't say that, for me, the issue of this trait is that he is in the wrong traitline, otherwise it's a pretty strong trait.

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