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dagger changes


Eddie.9143

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Dagger itself is not a bad weapon. The problem is that it's design is dated; skills fill functions that are not high value in today's game.

Dagger 1 was awesome. Nothing gives you more LF over time than this. The problem is that the course of the game, Anet has reduced LF regain as a barrier to playing Necro effectively and features that maximize LF regain are not as attractive in build considerations. Another bygone advantage is the 2x hit on the first auto ... a remnant of when it was hard to get high levels of self-precision. These 2x kinds of attacks were great for procing crit sigils. No longer the case. 

Dagger 2 is effective and highly applicable. It's issue is that it has synergy with bleeding ... a sensible choice from a THEMATIC perspective but not a practical gameplay one. 

Dagger 3 is more inline with current game state ... I'm always using this to corrupt boons. What I hate about it is the self-bleed; it's an annoyance that maintains in-combat state, even when the mob is dead. 

I would suggest that if Anet wanted to modernize dagger to current gamestate:

  1. A reduction of LF regain on AA in exchange for some sustain (e.g. life siphon) or effective DPS increase 
  2. Make Dagger 2 synergy with some more general to any necro build like CC application or even more radical like adding a defiance break value per hit
  3. I consider the self-bleed double dipping on the skill and the fact that it's damaging you is worse. I would prefer the bleed be changed to a non-damaging condition or increase the stacks but decrease the duration (e.g., 4 stacks for 5 seconds)

As for Quickening Thirst ... I can see why it's conditional on a health threshold as a minor trait. Personally, when I use dagger, the goal is NOT to fall below 75%, so I don't have much of an issue with it's current design. The big problem is that the trait does NOTHING when you are below the 75% threshold. 

  1. Make the 25% movement speed unconditional
  2. Make the movement speed bonus 30% when above the health threshold. 
Edited by Obtena.7952
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47 minutes ago, Dadnir.5038 said:

Past experience proved that the devs not touching a weapon on necromancer (as well as many other professions... I think only guardian ever got something better out of a "weapon rework") yield better results than the devs "reworking" a weapon.

Hum ... if that's the scenario we talking about, then it's not unreasonable to make some traits in core that work better with what Dagger does well. Though again, I doubt Anet is going to make trait-specific changes just to enable Dagger to be more modern. 

On the bad side, let's anticipate Anet applying their standard approach to weapon changes. I would be willing to see 2x AA hit, LF regain and immobilize sacrificed for something else. Themaitcally, the dagger itself is a bit of a mess ... the corruption doesn't really fit if the dagger is a sustain focused theme ... or maybe Anet wants the Dagger to have a versatile fit with all the offhands with heavy overlaping skills? hard to tell. What I am certain, we can't ignore theme here in the suggestions. Anet just DOESN'T seem to be primarily focused on practical gameplay in their concepts. 

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1 hour ago, Dadnir.5038 said:

Past experience proved that the devs not touching a weapon on necromancer (as well as many other professions... I think only guardian ever got something better out of a "weapon rework") yield better results than the devs "reworking" a weapon.

Hey, the changes to axe weren't bad. 😅

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17 minutes ago, Kaladel.1670 said:

Hey, the changes to axe weren't bad. 😅

The auto attack animation is broken on female PCs and its still not a great weapon. Of course that's not say say Dadnir is 100% correct. Engineer rifle changes are a net positive regardless if mech is over tuned, its base damage is actually okay and ranger sword changes are just 100% better.

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4 minutes ago, Lily.1935 said:

The auto attack animation is broken on female PCs and its still not a great weapon. Of course that's not say say Dadnir is 100% correct. Engineer rifle changes are a net positive regardless if mech is over tuned, its base damage is actually okay and ranger sword changes are just 100% better.

Axe history is almost all buffs in PvE. Even if I agree it's still lacking. Weren't the animation problem something present since launch?

Giving 'the ranger treatment' to most necro weapons wouldn't hurt, clearly. Power damages are clearly not good enough.

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5 minutes ago, Kaladel.1670 said:

Axe history is almost all buffs in PvE. Even if I agree it's still lacking. Weren't the animation problem something present since launch?

Giving 'the ranger treatment' to most necro weapons wouldn't hurt, clearly. Power damages are clearly not good enough.

No, the animation problem occurred because of one of their changes to the auto attack. it used to look really nice.

Also, yeah, Axe needs some love. I think its okay as a filler weapon, but none of the necromancer core weapons are all that great baring Scepter. And even scepter is mediocre without lingering curse.

Edited by Lily.1935
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