Soul Eater Rant — Guild Wars 2 Forums

Soul Eater Rant

So this is what we doing now ? How long has it been since reaper had some decent sustain in pvp/wvw and just like that its gone. and what is this dark path change I almost got excited when I was reading it. Make Necro great again pls lol

<1

Comments

  • Vlad.4513Vlad.4513 Member ✭✭

    They don't care about pvp/wvw, this change is to reduce Reaper sustain in pve.

  • Etterwyn.5263Etterwyn.5263 Member ✭✭✭

    Since when has sustain in pve been much of an issue?

    WvW™ - where you find more Red Rings of Death than an Xbox repair facility.

  • Anchoku.8142Anchoku.8142 Member ✭✭✭✭

    This change is going to shave a hunk off of Reaper dps but it will realign Reaper as being a glassier, cleaving version of core Necro.

  • Ravezaar.4951Ravezaar.4951 Member ✭✭✭

    This can only be a PvE thing, cause outside PvE there has never bin a high sustain Reaper

  • dceptaconroy.7928dceptaconroy.7928 Member ✭✭✭

    @Psycoprophet.8107 said:
    It would be more thematic if it only healed while in shroud.

    Bingo!

  • Josiah.2967Josiah.2967 Member ✭✭✭

    If it only healed in Shroud I would be OK with the changes. Why... End game content.
    Fractals & Raids. Biggest issue is I can't get healed while doing my rotation in Reaper mode. This was a band aid that allowed me to play it without frustrating a non hardcore group.

    This also hurts PVP and WVW. This is the worst option they could of provided.

  • Morde.3158Morde.3158 Member ✭✭

    @Vancho.8750 said:
    You know they nerfed GS by adding that trait and now this elite doesn't have weapon trait, and they didn't rebalance the weapon after. But it was okish cause of the heal in shroud, even though the old gs trait had more value ,for me at least, while kiting in pvp. Now i don't get the % life force and the 200 hp a second and the heal from soul reaper is worse then that. Reaper is supposed to be the dark knight melee speck but with every change they make they move away from that to something no one knows. Are the balance guys playing only open world or something.

    Facts the old gs trait was fine the way it was or the second rework is also great and the cooldown reduction was very usefull.

  • Morde.3158Morde.3158 Member ✭✭

    @Eltiana.9420 said:
    Am I the only one that's annoyed by the fact that the name "Soul Eater" doesn't make sense now that they took away the heal? Flavor fail. It's just a boring damage modifier trait now.

    Nope I'm annoyed by it as well

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭

    @Morde.3158 said:

    @Eltiana.9420 said:
    Am I the only one that's annoyed by the fact that the name "Soul Eater" doesn't make sense now that they took away the heal? Flavor fail. It's just a boring damage modifier trait now.

    Nope I'm annoyed by it as well

    Agreed as well

  • Vancho.8750Vancho.8750 Member ✭✭✭

    @otto.5684 said:
    When I read the Anet explanation I laughed so hard. Too much survivablity?! Seriously, devs have to stop making changes based on golems in PvE.

    Yep, like the devs are playing different game, do you think its fair to see engi, ele, rev, guardian or whatever top their hp when they drop their healing. "But you have second life bar" my kitten, the best necro speck doesn't use "the second life bar" and works better, it would have been nice if the cd to enter your "active" resource defense wasn't kitten 10 seconds and the abilities didn't bug up all the time the kitten Death's Charge(charge stay in one place or overshoot), Infusing Terror(at least make it a stun break), Grasping Darkness (that lands once a moon on a 25 second cd with slow moving projectile that can't pull people from elevations ) and all the sub par shouts.

  • @otto.5684 said:
    When I read the Anet explanation I laughed so hard. Too much survivablity?! Seriously, devs have to stop making changes based on golems in PvE.

    I think they do casual changes, without neither do some test.. They don't know how to play classes in competitive modes, so they know nothing about what a class need to be more balanced and how to make the game more fun and competitive..
    Look at daredevil: a DPS mobile class without DPS..
    Look at Reaper, a more melee oriented class respect necro core that has zero sustain but tons of damage: and what they do? Reduce sustain (Last Gasp removed, Soul Eater healing nerfed)..

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited July 12, 2019

    @SehferViega.8725 said:

    @otto.5684 said:
    When I read the Anet explanation I laughed so hard. Too much survivablity?! Seriously, devs have to stop making changes based on golems in PvE.

    I think they do casual changes, without neither do some test.. They don't know how to play classes in competitive modes, so they know nothing about what a class need to be more balanced and how to make the game more fun and competitive..
    Look at daredevil: a DPS mobile class without DPS..
    Look at Reaper, a more melee oriented class respect necro core that has zero sustain but tons of damage: and what they do? Reduce sustain (Last Gasp removed, Soul Eater healing nerfed)..

    DD has does if u pop assassin sig and spam vault and the opponent stands there and eats it lol but in general I agree with what u said but we have come to expect nothing different really right, it's not like the balance passes have been great in the past so...lol

  • Methuselah.4376Methuselah.4376 Member ✭✭✭

    Ye this is a stupid change.

  • Vancho.8750Vancho.8750 Member ✭✭✭

    They should have made GS leach life at something like 20% of the damage so you can be able to put a fight out of shroud.

  • Lahmia.2193Lahmia.2193 Member ✭✭✭✭

    @Vancho.8750 said:
    They should have made GS leach life at something like 20% of the damage so you can be able to put a fight out of shroud.

    Ahh almost like its Beta form. Oh how I remember the life stealing days.

    "Surrender and serve me in life, or die and slave for me in death."

  • Vancho.8750Vancho.8750 Member ✭✭✭

    @Lahmia.2193 said:

    @Vancho.8750 said:
    They should have made GS leach life at something like 20% of the damage so you can be able to put a fight out of shroud.

    Ahh almost like its Beta form. Oh how I remember the life stealing days.

    To tell you the truth i don't think anyone will notice with all the cc and damage flying around.

  • "While Reapers were designed to be durable frontline fighters, the Soul Eater trait is providing a little too much survivability, so we're removing the ability for this trait to heal while in a shroud."

    Why not just reduce the healing we receive? Or, I don't know: make it so we can be healed in Shroud!? OR, like some are saying: heal us ONLY in Shroud!? It's super difficult to be a durable, frontline fighter when you can't be healed while in the form where most of your damage comes from.

    And as someone else stated, it wasn't a ton of healing anyway. You had to cleave a ton of mobs to get a lot of healing; it only really served as a method of topping your health off while in Shroud. (To maintain the 5% bonus damage from runes!)

    Necromancer has been an underdog since the launch of the game. It only took nearly 7 years, 2 expansions, many reworks/tweaks, and 2 elite specializations for the class to get to a respectable space. Why take away such a great improvement?

  • hash.8462hash.8462 Member ✭✭

    I will never understand why ANET never uses half measures, if something is too strong then reduce it, why remove it completely?
    I'm pretty sure that 5% out of shroud and 1% in shroud wont give "too much survivability", and it would be better than nothing at all.
    I would be happy to have at least the life steal effect from food in shroud... or this also give too much survivability?

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭

    The change will hurt Reapers, alot :/.

  • James.1065James.1065 Member ✭✭✭

    I recon soul eater should be:

    Only heals in shroud.
    Increase heal to 10% and only receive healing from damage to current target.
    Keep damage modifier the same.

    That would keep sustain but tone it down a bit

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭

    @""James.1065"
    Unlikely. Placing a internal cooldown or a numbered limitation instead of % for the healing is more likely, or replace the % damage dealt to heal with a new function than plain removal.

    With boons, Gravedigger crits for 35-40k every 1s aoe(on target below <50% hp) and Soul Spiral aoe hits up to 90k, 200k+ on stunned. Very unlikely to balance skills for a trait.

  • Morde.3158Morde.3158 Member ✭✭

    The agility in shroud should be removed from onslaught and base reaper shroud just made faster so other traits can be used the agility can be moved to relentless pursuit or something like that so if we want healing in shroud blighters boon should be that option. Sould eater should then be reverted back to a life steal trait or health regen and then cold shoulder should chill duration be reverted back to 30% so its easier for power reapers to get chill uptime without using runes like ice. after removing the agility from onslaught it reduce the duration of reapers shroud itself by 20% since it will be harder to actually hit other players in pvp and pvers will get more time in shroud for dps.

  • Vancho.8750Vancho.8750 Member ✭✭✭

    Listen to this idea what if you get set amount of healing 200 hp per hit with icd of 1 second in melee range when wielding GS you get double the effect.

  • wickedkae.4980wickedkae.4980 Member ✭✭✭

    Why is Reaper even in the game? At this point it is obvious that the devs have no clue what a REAL necromancer is supposed to be. This is just pathetic. Remove the reaper, it literally is useless.

  • Anchoku.8142Anchoku.8142 Member ✭✭✭✭
    edited July 17, 2019

    Just tried the new Dark Pursuit and it fails easily in PvE so Arenanet failed, too. I had expected they would also have gotten rid of the claw and changed Dark Path back to its original teleport or, even better, used an arcing path with a fast travel speed to avoid elevation and obstruction issues along with opponents able to walk away.

    I'm going to call this a bug. It is inconceivable they intended the skill to fail this much or they would have simply deleted it.

  • dceptaconroy.7928dceptaconroy.7928 Member ✭✭✭

    But they test these things out?!? I mean 3 months of rigorous testing..

  • CharJC.8365CharJC.8365 Member ✭✭

    Testing.. surely you jest.

  • dceptaconroy.7928dceptaconroy.7928 Member ✭✭✭
    edited July 17, 2019

    Yeah warhorn 5...I tells ya that badboys been bugging us for years..... :/.

  • Axl.8924Axl.8924 Member ✭✭✭✭

    How much do you want to bet they will nerf the sustain even more of reaper and scourge? how much do you want to bet they will implement something like:now scourge only hits 5 targets and increased cd to 30 seconds

    Here is my list of characters i got so far:

    Elementalist 80 with tempest:Talman nul
    Necromancer 80 with reaper:Zex vokar
    Mesmer level 80 no chrono yet:Klanga voosh.
    Level 80 Ranger with druid spec Jedkhan.

  • Kuulpb.5412Kuulpb.5412 Member ✭✭✭

    @Vancho.8750 said:
    Listen to this idea what if you get set amount of healing 200 hp per hit with icd of 1 second in melee range when wielding GS you get double the effect.

    400 a second. A heal is usually 20-30s cd. 30 x 400 = 12,000 i think? So the possibility is ok, however 400 is a lot more than 10% per hit (or 5% i think the trait is) as normal hits average 2-3k i think. And take longer than 1 second to hit, if we take the 3k dmg, = 150 healing a second per foe. If this assuming you hit 2 foes per strike (approx 150-200 a second factoring in attack speed idk the exact maths by heart) is what anet believes it “too much survivability” I sadly think double that is to them also too much, HOWEVER if we factored in gravediggers 30k or so thats 1500 maybe which is nice but again 2 or so seconds, blah blah , overall nice “idea” however current is actually weaker on average so if you buff it (and by proxy make it healing power effected) that would make anet even more likely to say necros live too long. (You’d tjink on the Vitality 2x health bar caster they would WANT you to survive, since you do lower damage than other casters)

  • trixantea.1230trixantea.1230 Member ✭✭✭

    I understand that necro shouldn't benefit from direct heal while in shroud but nerfing the life steal from soul eater to make it mismatch other lifesteal effects only adds a bad taste to gameplay and shows a flaw in the class design.

    I think that all traits/skills should follow the same logic so all lifesteal traits should either heal or not to heal during shroud. The nerf to Soul Eater was unneccesary but if Anet devs found that 5% lifesteal during shroud was too much, why didn't they just nerf it to 2%-3% inside and outside shroud or remove the healing altogether (because it's now so insignificant) instead of creating this confusion?

    Regeneration by the way also have a similar issue: Necro have traits/skills that grant regen (Mark of Blood/Mark of Evasion) but the benefit from this self inflicted boon becomes useless during shroud. In many times, necros do not get full benefit from these supposedly "buff" so either remove regen from these traits OR make regen heal the necro work during shroud just as it works on barriers for scourge.

  • Vancho.8750Vancho.8750 Member ✭✭✭

    @Kuulpb.5412 said:

    @Vancho.8750 said:
    Listen to this idea what if you get set amount of healing 200 hp per hit with icd of 1 second in melee range when wielding GS you get double the effect.

    400 a second. A heal is usually 20-30s cd. 30 x 400 = 12,000 i think? So the possibility is ok, however 400 is a lot more than 10% per hit (or 5% i think the trait is) as normal hits average 2-3k i think. And take longer than 1 second to hit, if we take the 3k dmg, = 150 healing a second per foe. If this assuming you hit 2 foes per strike (approx 150-200 a second factoring in attack speed idk the exact maths by heart) is what anet believes it “too much survivability” I sadly think double that is to them also too much, HOWEVER if we factored in gravediggers 30k or so thats 1500 maybe which is nice but again 2 or so seconds, blah blah , overall nice “idea” however current is actually weaker on average so if you buff it (and by proxy make it healing power effected) that would make anet even more likely to say necros live too long. (You’d tjink on the Vitality 2x health bar caster they would WANT you to survive, since you do lower damage than other casters)

    Well the old gs trait was healing 200 per second and gave 2% LF in combat, the rework felt worse and the only reason it was better was the heal in shroud since the 5% heal from out healed for around 50 to 140 hp and the necromancer doesn't have really that great weapons to use with this trait. GS is too slow for the trait in pvp and the trait is somewhat useless in pve since the time it can be optimal, when the boss is under 50% hp and gravedigger is spammed with all the boons you are healed by the support.
    I checked other leach and options on necro and they are horrible, dagger leach is worthless 400 per hit, signet the same, passive the same, they are just dps increase.
    They don't want the leach to be good, the only option to keep your hp up is the shroud but it is on 10s cd, so it has to be supported but it can't be supported that well cause the shroud, too many draw backs for little pay off. I enjoy it, when once in a while stars align and you get to the the play where you kill the whole opposing team, but outside of that i feel like i'm handicapping myself.
    I know that people left and were laid off and starting idea was probably forgotten, but can they have idea what the main goal of the elite specialization, what makes it special, not the gimmicks and the flashy stuff but the practical effects, what is it good at and why would anyone take you in a fractal, raid or pvp over someone else.

  • Warscythes.9307Warscythes.9307 Member ✭✭✭
    edited July 18, 2019

    @Vancho.8750 said:

    @Kuulpb.5412 said:

    @Vancho.8750 said:
    Listen to this idea what if you get set amount of healing 200 hp per hit with icd of 1 second in melee range when wielding GS you get double the effect.

    400 a second. A heal is usually 20-30s cd. 30 x 400 = 12,000 i think? So the possibility is ok, however 400 is a lot more than 10% per hit (or 5% i think the trait is) as normal hits average 2-3k i think. And take longer than 1 second to hit, if we take the 3k dmg, = 150 healing a second per foe. If this assuming you hit 2 foes per strike (approx 150-200 a second factoring in attack speed idk the exact maths by heart) is what anet believes it “too much survivability” I sadly think double that is to them also too much, HOWEVER if we factored in gravediggers 30k or so thats 1500 maybe which is nice but again 2 or so seconds, blah blah , overall nice “idea” however current is actually weaker on average so if you buff it (and by proxy make it healing power effected) that would make anet even more likely to say necros live too long. (You’d tjink on the Vitality 2x health bar caster they would WANT you to survive, since you do lower damage than other casters)

    Well the old gs trait was healing 200 per second and gave 2% LF in combat, the rework felt worse and the only reason it was better was the heal in shroud since the 5% heal from out healed for around 50 to 140 hp and the necromancer doesn't have really that great weapons to use with this trait. GS is too slow for the trait in pvp and the trait is somewhat useless in pve since the time it can be optimal, when the boss is under 50% hp and gravedigger is spammed with all the boons you are healed by the support.
    I checked other leach and options on necro and they are horrible, dagger leach is worthless 400 per hit, signet the same, passive the same, they are just dps increase.
    They don't want the leach to be good, the only option to keep your hp up is the shroud but it is on 10s cd, so it has to be supported but it can't be supported that well cause the shroud, too many draw backs for little pay off. I enjoy it, when once in a while stars align and you get to the the play where you kill the whole opposing team, but outside of that i feel like i'm handicapping myself.
    I know that people left and were laid off and starting idea was probably forgotten, but can they have idea what the main goal of the elite specialization, what makes it special, not the gimmicks and the flashy stuff but the practical effects, what is it good at and why would anyone take you in a fractal, raid or pvp over someone else.

    With optimal damage build even your normal AA hits should do more than 10k in PvE. You would have to run some low damage build to only heal 50-140 hp. It was stupidly strong in both organized and open world content. Are you really telling me you are only dealing 1k-2.8k dps out of shroud in raids for it to heal 50-140 hp? Have you ever seen a proper reaper rotation? Gravedigger is not spammed as all it does is replacing your autoattack. You still go through the rotation. I have a strong feeling a lot of people are just not understanding how strong it was due to the poor builds that are being played.

    Also old gs trait was 200 hp per second and 0.5% LF while you are wielding a GS. You never really camp GS in PvP and in PvE it means nothing. The 20% cd reduction was more the true factor and that only really matters in PvP.

    As for the niche, in pvp reaper is by far one of the most dangerous class to leave alive due to how much damage you do. That's your niche. In PvE it is an easy class to get on and do well with decent damage and strong cc utility. Most similar class would be power holosmith.

  • Vancho.8750Vancho.8750 Member ✭✭✭

    @Warscythes.9307 said:

    @Vancho.8750 said:

    @Kuulpb.5412 said:

    @Vancho.8750 said:
    Listen to this idea what if you get set amount of healing 200 hp per hit with icd of 1 second in melee range when wielding GS you get double the effect.

    400 a second. A heal is usually 20-30s cd. 30 x 400 = 12,000 i think? So the possibility is ok, however 400 is a lot more than 10% per hit (or 5% i think the trait is) as normal hits average 2-3k i think. And take longer than 1 second to hit, if we take the 3k dmg, = 150 healing a second per foe. If this assuming you hit 2 foes per strike (approx 150-200 a second factoring in attack speed idk the exact maths by heart) is what anet believes it “too much survivability” I sadly think double that is to them also too much, HOWEVER if we factored in gravediggers 30k or so thats 1500 maybe which is nice but again 2 or so seconds, blah blah , overall nice “idea” however current is actually weaker on average so if you buff it (and by proxy make it healing power effected) that would make anet even more likely to say necros live too long. (You’d tjink on the Vitality 2x health bar caster they would WANT you to survive, since you do lower damage than other casters)

    Well the old gs trait was healing 200 per second and gave 2% LF in combat, the rework felt worse and the only reason it was better was the heal in shroud since the 5% heal from out healed for around 50 to 140 hp and the necromancer doesn't have really that great weapons to use with this trait. GS is too slow for the trait in pvp and the trait is somewhat useless in pve since the time it can be optimal, when the boss is under 50% hp and gravedigger is spammed with all the boons you are healed by the support.
    I checked other leach and options on necro and they are horrible, dagger leach is worthless 400 per hit, signet the same, passive the same, they are just dps increase.
    They don't want the leach to be good, the only option to keep your hp up is the shroud but it is on 10s cd, so it has to be supported but it can't be supported that well cause the shroud, too many draw backs for little pay off. I enjoy it, when once in a while stars align and you get to the the play where you kill the whole opposing team, but outside of that i feel like i'm handicapping myself.
    I know that people left and were laid off and starting idea was probably forgotten, but can they have idea what the main goal of the elite specialization, what makes it special, not the gimmicks and the flashy stuff but the practical effects, what is it good at and why would anyone take you in a fractal, raid or pvp over someone else.

    With optimal damage build even your normal AA hits should do more than 10k in PvE. You would have to run some low damage build to only heal 50-140 hp. It was stupidly strong in both organized and open world content. Are you really telling me you are only dealing 1k-2.8k dps out of shroud in raids for it to heal 50-140 hp? Have you ever seen a proper reaper rotation? Gravedigger is not spammed as all it does is replacing your autoattack. You still go through the rotation. I have a strong feeling a lot of people are just not understanding how strong it was due to the poor builds that are being played.

    Also old gs trait was 200 hp per second and 0.5% LF while you are wielding a GS. You never really camp GS in PvP and in PvE it means nothing. The 20% cd reduction was more the true factor and that only really matters in PvP.

    50 to 140 for pvp, who the hell cares how much you heal in PVE, no one can be bothered to heal your kitten popping in and out of shroud, get a berserker does the same and it is not being a princes about it. Old trait was better at that you had 2000 hp healed before entering shroud again and helped somewhat in kiting.
    Some people around here just want to argue for the sake of it and go for the tiniest of kitten. If you read up i care more about the pvp side of things in pve you can be healed way easier so having great self healing is not something that useful.

  • Warscythes.9307Warscythes.9307 Member ✭✭✭
    edited July 18, 2019

    @Vancho.8750 said:

    @Warscythes.9307 said:

    @Vancho.8750 said:

    @Kuulpb.5412 said:

    @Vancho.8750 said:
    Listen to this idea what if you get set amount of healing 200 hp per hit with icd of 1 second in melee range when wielding GS you get double the effect.

    400 a second. A heal is usually 20-30s cd. 30 x 400 = 12,000 i think? So the possibility is ok, however 400 is a lot more than 10% per hit (or 5% i think the trait is) as normal hits average 2-3k i think. And take longer than 1 second to hit, if we take the 3k dmg, = 150 healing a second per foe. If this assuming you hit 2 foes per strike (approx 150-200 a second factoring in attack speed idk the exact maths by heart) is what anet believes it “too much survivability” I sadly think double that is to them also too much, HOWEVER if we factored in gravediggers 30k or so thats 1500 maybe which is nice but again 2 or so seconds, blah blah , overall nice “idea” however current is actually weaker on average so if you buff it (and by proxy make it healing power effected) that would make anet even more likely to say necros live too long. (You’d tjink on the Vitality 2x health bar caster they would WANT you to survive, since you do lower damage than other casters)

    Well the old gs trait was healing 200 per second and gave 2% LF in combat, the rework felt worse and the only reason it was better was the heal in shroud since the 5% heal from out healed for around 50 to 140 hp and the necromancer doesn't have really that great weapons to use with this trait. GS is too slow for the trait in pvp and the trait is somewhat useless in pve since the time it can be optimal, when the boss is under 50% hp and gravedigger is spammed with all the boons you are healed by the support.
    I checked other leach and options on necro and they are horrible, dagger leach is worthless 400 per hit, signet the same, passive the same, they are just dps increase.
    They don't want the leach to be good, the only option to keep your hp up is the shroud but it is on 10s cd, so it has to be supported but it can't be supported that well cause the shroud, too many draw backs for little pay off. I enjoy it, when once in a while stars align and you get to the the play where you kill the whole opposing team, but outside of that i feel like i'm handicapping myself.
    I know that people left and were laid off and starting idea was probably forgotten, but can they have idea what the main goal of the elite specialization, what makes it special, not the gimmicks and the flashy stuff but the practical effects, what is it good at and why would anyone take you in a fractal, raid or pvp over someone else.

    With optimal damage build even your normal AA hits should do more than 10k in PvE. You would have to run some low damage build to only heal 50-140 hp. It was stupidly strong in both organized and open world content. Are you really telling me you are only dealing 1k-2.8k dps out of shroud in raids for it to heal 50-140 hp? Have you ever seen a proper reaper rotation? Gravedigger is not spammed as all it does is replacing your autoattack. You still go through the rotation. I have a strong feeling a lot of people are just not understanding how strong it was due to the poor builds that are being played.

    Also old gs trait was 200 hp per second and 0.5% LF while you are wielding a GS. You never really camp GS in PvP and in PvE it means nothing. The 20% cd reduction was more the true factor and that only really matters in PvP.

    50 to 140 for pvp, who the hell cares how much you heal in PVE, no one can be bothered to heal your kitten popping in and out of shroud, get a berserker does the same and it is not being a princes about it. Old trait was better at that you had 2000 hp healed before entering shroud again and helped somewhat in kiting.
    Some people around here just want to argue for the sake of it and go for the tiniest of kitten. If you read up i care more about the pvp side of things in pve you can be healed way easier so having great self healing is not something that useful.

    Then you need to word it better, I was more referring to since it sounded like you had no idea what you were talking about in PvE.

    the trait is somewhat useless in pve since the time it can be optimal, when the boss is under 50% hp and gravedigger is spammed with all the boons you are healed by the support.

    You were never instantly healed up by the support, it also encouraged the laziness play style of "who cares if I get hit, I am just going to shroud at 20% and heal it back up". It was such a crutch that playing it makes the class feel invincible in PvE which is not good.

    In PvP, you would have to kite with a gs for 10 seconds for this to heal 2000 hp, 2000 hp is not even enough to heal you from 1 hit. Even when you are kiting I would never run around with a GS, the most I would do is drop a nightfall and run away with warhorn due to swiftness and the axe 3 so I can counter pressure while running. You used it for the 20% cd reduction and that's it. In fact the common build didn't use gs at all at the time, it was staff + axe/warhorn. Decimate Defense was better in most situations in PvP. It was just a mediocre trait at the very best and bad at the very worst.

    The new SE is in the same position, DD is just better. You want sustain? Do you know what you should suggest them buffing? Blighter's boon and death magic. Both are defense trait/line that has fallen out of place. There was some meme when 2 charge BIP was introduced so you can get 30LF with blighter's boon at the start so there's working room given more updates. Soul eater is one of those traits that offered both offense and defense which I think is bad overall for the game. You really don't want one trait to do it all for the most cases. When's the last time people run chilling victory in PvP? How about we try playing around with that instead of pooling everything into one place.

  • Vancho.8750Vancho.8750 Member ✭✭✭

    @Warscythes.9307 said:

    @Vancho.8750 said:

    @Warscythes.9307 said:

    @Vancho.8750 said:

    @Kuulpb.5412 said:

    @Vancho.8750 said:
    Listen to this idea what if you get set amount of healing 200 hp per hit with icd of 1 second in melee range when wielding GS you get double the effect.

    400 a second. A heal is usually 20-30s cd. 30 x 400 = 12,000 i think? So the possibility is ok, however 400 is a lot more than 10% per hit (or 5% i think the trait is) as normal hits average 2-3k i think. And take longer than 1 second to hit, if we take the 3k dmg, = 150 healing a second per foe. If this assuming you hit 2 foes per strike (approx 150-200 a second factoring in attack speed idk the exact maths by heart) is what anet believes it “too much survivability” I sadly think double that is to them also too much, HOWEVER if we factored in gravediggers 30k or so thats 1500 maybe which is nice but again 2 or so seconds, blah blah , overall nice “idea” however current is actually weaker on average so if you buff it (and by proxy make it healing power effected) that would make anet even more likely to say necros live too long. (You’d tjink on the Vitality 2x health bar caster they would WANT you to survive, since you do lower damage than other casters)

    Well the old gs trait was healing 200 per second and gave 2% LF in combat, the rework felt worse and the only reason it was better was the heal in shroud since the 5% heal from out healed for around 50 to 140 hp and the necromancer doesn't have really that great weapons to use with this trait. GS is too slow for the trait in pvp and the trait is somewhat useless in pve since the time it can be optimal, when the boss is under 50% hp and gravedigger is spammed with all the boons you are healed by the support.
    I checked other leach and options on necro and they are horrible, dagger leach is worthless 400 per hit, signet the same, passive the same, they are just dps increase.
    They don't want the leach to be good, the only option to keep your hp up is the shroud but it is on 10s cd, so it has to be supported but it can't be supported that well cause the shroud, too many draw backs for little pay off. I enjoy it, when once in a while stars align and you get to the the play where you kill the whole opposing team, but outside of that i feel like i'm handicapping myself.
    I know that people left and were laid off and starting idea was probably forgotten, but can they have idea what the main goal of the elite specialization, what makes it special, not the gimmicks and the flashy stuff but the practical effects, what is it good at and why would anyone take you in a fractal, raid or pvp over someone else.

    With optimal damage build even your normal AA hits should do more than 10k in PvE. You would have to run some low damage build to only heal 50-140 hp. It was stupidly strong in both organized and open world content. Are you really telling me you are only dealing 1k-2.8k dps out of shroud in raids for it to heal 50-140 hp? Have you ever seen a proper reaper rotation? Gravedigger is not spammed as all it does is replacing your autoattack. You still go through the rotation. I have a strong feeling a lot of people are just not understanding how strong it was due to the poor builds that are being played.

    Also old gs trait was 200 hp per second and 0.5% LF while you are wielding a GS. You never really camp GS in PvP and in PvE it means nothing. The 20% cd reduction was more the true factor and that only really matters in PvP.

    50 to 140 for pvp, who the hell cares how much you heal in PVE, no one can be bothered to heal your kitten popping in and out of shroud, get a berserker does the same and it is not being a princes about it. Old trait was better at that you had 2000 hp healed before entering shroud again and helped somewhat in kiting.
    Some people around here just want to argue for the sake of it and go for the tiniest of kitten. If you read up i care more about the pvp side of things in pve you can be healed way easier so having great self healing is not something that useful.

    Then you need to word it better, I was more referring to since it sounded like you had no idea what you were talking about in PvE.

    the trait is somewhat useless in pve since the time it can be optimal, when the boss is under 50% hp and gravedigger is spammed with all the boons you are healed by the support.

    You were never instantly healed up by the support, it also encouraged the laziness play style of "who cares if I get hit, I am just going to shroud at 20% and heal it back up". It was such a crutch that playing it makes the class feel invincible in PvE which is not good.

    In PvP, you would have to kite with a gs for 10 seconds for this to heal 2000 hp, 2000 hp is not even enough to heal you from 1 hit. Even when you are kiting I would never run around with a GS, the most I would do is drop a nightfall and run away with warhorn due to swiftness and the axe 3 so I can counter pressure while running. You used it for the 20% cd reduction and that's it. In fact the common buld didn't use gs at all at the time, it was staff + axe/warhorn. Decimate Defense was better in most situations in PvP. It was just a mediocre trait at the very best and bad at the very.

    The new SE is in the same position, DD is just better. You want sustain? Do you know what you should suggest them buffing? Blighter's boon and death magic. Both are defense trait/line that has fallen out of place. There was some meme when 2 charge BIP was introduced so you can get 30LF with blighter's boon at the start so there's working room given more updates. Soul eater is one of those traits that offered both offense and defense which I think is bad overall for the game. You really don't want one trait to do it all for the most cases. When's the last time people run chilling victory in PvP? How about we try playing around with that instead of pooling everything into one place.

    Power on necro is all over the place, whole rework on death magic would be good, but i don't like the minions, for many people they are a crutch, for me they are liability. The damage modifiers make it barely just good enough for the drawbacks, passive defenses would not help much reaper in pvp. The traits in the same row are kinda bad for power reaper since it can't get much value out of them, everyone is prepared for mirage, and scourge and applying enough chill and vuln on everything that is supper charged is not easy and the task is not worth the effort, they have to be kept up and covered and that is just moving to hybrid or condition reaper. Your defense is the damage you pull to scare people off and you have make everything count and make it count now. If the game slows down and with little tweeks they will see play, but with everything that is now running around, it is kill or get killed and that little bit of hp that you got in shroud helped enough to not let you die from the random conditions flying around.

  • Methuselah.4376Methuselah.4376 Member ✭✭✭

    @wickedkae.4980 said:
    Why is Reaper even in the game? At this point it is obvious that the devs have no clue what a REAL necromancer is supposed to be. This is just pathetic. Remove the reaper, it literally is useless.

    Hyperbole much??? It's not useless, far from it. Just because it's not invulnerable and doesn't do 2103910451234123254764k dps doesn't mean it's useless.

    Reaper is actually tremendously fun to play. Great cleave, good CC, and good damage if you know how to play it and don't face tank everything under the sun, and IS viable in every game mode. And for the PvPers who are complaining....I personally never managed to land enough damage for any significant amount of healing in PvP because either shroud gets demolished, or your adversaries are dead by the time you're finished. If it's not your playstyle, fine, but don't come spouting nonsense like this.

    Look, I concur with everyone that this was a silly nerf that wasn't needed. It was a very nice thing to have and yes it did act practically as another heal with enemies about in PvE. But...IT DOES NOT BREAK THE CLASS. The biggest complaint the community has about necromancer players is how we're so used to our safety nets in PvE, so used to face tanking that when the time comes to doing mechanics we're bad because of it. Soul Eater simply engendered this passivity further in a lot of these face tanking Reapers...as clearly shown by some of these comments. But anyways that's neither here nor there. We had a cake (in the form of a dps boost) and a cherry on top (the healing) with Soul Eater. Now we just have the cake.

    In essence; does this nerf suck? Yes. Does it make Reaper useless/unsurvivable/impossible to play with? Hell no.

  • Josiah.2967Josiah.2967 Member ✭✭✭
    edited July 18, 2019

    @Vancho.8750 said:
    Power on necro is all over the place, whole rework on death magic would be good, but i don't like the minions, for many people they are a crutch, for me they are liability. The damage modifiers make it barely just good enough for the drawbacks, passive defenses would not help much reaper in pvp. The traits in the same row are kinda bad for power reaper since it can't get much value out of them, everyone is prepared for mirage, and scourge and applying enough chill and vuln on everything that is supper charged is not easy and the task is not worth the effort, they have to be kept up and covered and that is just moving to hybrid or condition reaper. Your defense is the damage you pull to scare people off and you have make everything count and make it count now. If the game slows down and with little tweeks they will see play, but with everything that is now running around, it is kill or get killed and that little bit of hp that you got in shroud helped enough to not let you die from the random conditions flying around.

    This is part of the problem. In PVE (casual play) I play a minion builds. I enjoy minion builds and always main them. This includes: D3, WOW, RIFT, and more. It is what I enjoy. That is the whole reason I rolled a Necro main, is I can have a near permanent minion build when I'm just doing PVE content. They need to be very careful what they do with Death. You get rid of the buffed minions, I now lost why I rolled a Necro in the first place. I am sure I'm not alone. I also don't find it a crutch, as I could easily switch to a power build and kill things faster in PVE...

    I just wouldn't enjoy it.

    It might be a stupid idea....

    Each minion gives you +.5% Damage. This will help death damage a bit without need for a complete rewrite. Now things like Rise can be a DPS cooldown, and could make some interesting minion based builds possibly viable in Fractals.

    .5% might be a little low. Still if you can keep 20 minions up, you have 10% increase in damage. So keeping minions up becomes part of the game-play. 1% might be a little to much, but it might be behind enough to justify it?

  • Gamble.4580Gamble.4580 Member ✭✭✭

    Reaper is fine in pvp. I don’t notice any difference. It will only effect the pld reapers

©2010–2018 ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars 2, Heart of Thorns, Guild Wars 2: Path of Fire, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.