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Nerf Necro Mobility


bethekey.8314

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@Teratus.2859 said:

@ollbirtan.2915 said:@Teratus.2859 But what about Signet of the Locust! It's a whopping 25% movement speed increase. Surely, this deserves to be nerfed, right? :oEdit: And I forgot that it can be buffed to 33% if traited! :o

Almost every class has access to a trait or signet (some have both) that grant's 25% movespeed increase, plus as other have mentioned the same effect can also be gained with runes and also consumables.Swiftness grants an increased 33% making it superior to the permanent 25% increase gained by traits, runes and signets and Necro has far less access to this boon than most classes do, combined with a lack of gap closer's.

All in all having a permanent 25% increase on a trait or sigil really isn't that much of a benefit for a Necromancer since pretty much every class can gain this same benefit really easily and surpass it with swiftness, superspeed and gap closer skills, all of which Necromancer lack access to.This puts the Necromancer at a major disadvantage in mobility compared to most other classes which is one reason why it's bulk is justified and it's access to hard CC like daze/stun and fear as well as soft movement CC's like cripple and chill.Also it's access to pulls to which is unfortunately not that useful at times since for experienced players it's pretty obvious to see coming most of the time.Necros are more designed to lock down opponents rather than chase them but with cleanse spam and some classes having too much access to stunbreaks and teleports/leap skills etc this locking down tactic is nowhere near as useful imo as both the offensive and defensive effectiveness of gap closer skills are.

Reaper darkness GS has a pull tech which can be useful with blind pull and spinal shivers are extremely powerful. I think some like you are seriously undermining how useful it can be.

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@Axl.8924 said:

@ollbirtan.2915 said:@Teratus.2859 But what about Signet of the Locust! It's a whopping 25% movement speed increase. Surely, this deserves to be nerfed, right? :oEdit: And I forgot that it can be buffed to 33% if traited! :o

Almost every class has access to a trait or signet (some have both) that grant's 25% movespeed increase, plus as other have mentioned the same effect can also be gained with runes and also consumables.Swiftness grants an increased 33% making it superior to the permanent 25% increase gained by traits, runes and signets and Necro has far less access to this boon than most classes do, combined with a lack of gap closer's.

All in all having a permanent 25% increase on a trait or sigil really isn't that much of a benefit for a Necromancer since pretty much every class can gain this same benefit really easily and surpass it with swiftness, superspeed and gap closer skills, all of which Necromancer lack access to.This puts the Necromancer at a major disadvantage in mobility compared to most other classes which is one reason why it's bulk is justified and it's access to hard CC like daze/stun and fear as well as soft movement CC's like cripple and chill.Also it's access to pulls to which is unfortunately not that useful at times since for experienced players it's pretty obvious to see coming most of the time.Necros are more designed to lock down opponents rather than chase them but with cleanse spam and some classes having too much access to stunbreaks and teleports/leap skills etc this locking down tactic is nowhere near as useful imo as both the offensive and defensive effectiveness of gap closer skills are.

Reaper darkness GS has a pull tech which can be useful with blind pull and spinal shivers are extremely powerful. I think some like you are seriously undermining how useful it can be.

I'm not, they're great if you can land them.However they are very predictable attacks and in many cases an experienced player will either see it coming and avoid it or will predict it's use in the situation and avoid it.If you cannot land those skills then they're effectively useless in the fight like many other skills.Gap closing abilities do not suffer this same problem when they're being used to create distance, the only thing that can upset them is an interrupt which is not that easy to land on a leaping/dash foe that is rapidly moving out of your attack range.That is one reason why leap's, dash's and teleports etc are such a superior form of offensive and defensive ability, it's why almost everyone uses them and why Necro's who lack access to those abilities has such a mobility disadvantage in most fights.

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Of course a gap closer is ten times better than a pull, because a pull is way easier to counter/avoid. You counter a pull with a dodge. To counter a gap closer you have to reposition yourself, wich is a much bigger effort (exception: dash teef).

Having to even mention this is ... weird. That's really trivial.

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