Dreggon.6598 Posted September 19, 2020 Share Posted September 19, 2020 This signet leeches life off stuff that's near you, which sucks if I'm running away from something but pass by a neutral mob. If it could just leech life when I hit something that would be nice. Link to comment Share on other sites More sharing options...
KrHome.1920 Posted September 20, 2020 Share Posted September 20, 2020 That won't be fixed because it can't be fixed. It's part of the mechanic. The leeching has a poor 180 radius to keep this undesired side effect under control.But I am with you. Instead of being passive, it should leech when you land a hit and the leeching should be increased as the needed effort for the leeching would be higher. Nevertheless anet won't change that, because the active and the passive effect would mechanically be the same, which would make no sense. Link to comment Share on other sites More sharing options...
Deifact.3095 Posted September 20, 2020 Share Posted September 20, 2020 Why not have the passive leech a small amount from enemies in an aoe around the target you hit, and the active applies the leech debuff on the enemy that heals players that hit it? Link to comment Share on other sites More sharing options...
Anchoku.8142 Posted September 20, 2020 Share Posted September 20, 2020 Don't use it?There are plenty of skills that trap players in combat due to AoE in all professions. In Open World SoV is not necessary. If you are in an instance, swap it on the fly when trying to avoid combat. Also, maybe carry some Harpy Feathers to instantly stealth. Link to comment Share on other sites More sharing options...
Zero.3871 Posted September 20, 2020 Share Posted September 20, 2020 signet of vamprisim change was bad anyway, in wvw you never have an enem in 180 range so its completely useless. old effect was 1s00 times better, but anet doesnt care anyway. Link to comment Share on other sites More sharing options...
Dreggon.6598 Posted September 21, 2020 Author Share Posted September 21, 2020 @Deifact.3095 said:Why not have the passive leech a small amount from enemies in an aoe around the target you hit, and the active applies the leech debuff on the enemy that heals players that hit it?That would be pretty amazing, though it might be broken if I'm hitting more than one thing at a time. I'm sure there'd be an ICD though.@Anchoku.8142 said:Don't use it?Unhelpful. Link to comment Share on other sites More sharing options...
Redpawa.4108 Posted September 21, 2020 Share Posted September 21, 2020 They are unlikely to change it to leech from foes on hit, as the thief signet already does that.Personally I think they should change it to heal on condition application, given it is supposed to be Necromancer's "thing" Link to comment Share on other sites More sharing options...
Taril.8619 Posted September 21, 2020 Share Posted September 21, 2020 Just have it so that in OW PvE, it only affects targets you're in combat with.So neutral mobs and critters are unaffected unless you've aggro'd them.No need to remake the thing entirely.That said, I wouldn't be opposed to a rework to it given how awkward the current version is with its limited radius (Due to the inherent design being busted if it were to get a larger radius to allow for more AoE siphons)@"Redpawa.4108" said:They are unlikely to change it to leech from foes on hit, as the thief signet already does that.Thief's signet doesn't leech. It only heals on hit.Also, if that was a strong argument, there wouldn't be the Elementalist signet that does the same thing. Link to comment Share on other sites More sharing options...
Lahmia.2193 Posted September 21, 2020 Share Posted September 21, 2020 @Dreggon.6598 said:This signet leeches life off stuff that's near you, which sucks if I'm running away from something but pass by a neutral mob. If it could just leech life when I hit something that would be nice.Just avoid getting close to neutral mobs whilst you flee and you will have no problem. It's only 180 radius after all. Link to comment Share on other sites More sharing options...
Dreggon.6598 Posted September 21, 2020 Author Share Posted September 21, 2020 @"Redpawa.4108" said:Personally I think they should change it to heal on condition application, given it is supposed to be Necromancer's "thing"That... is actually a really good idea, I'd like that a lot. Link to comment Share on other sites More sharing options...
Bezerker.2379 Posted September 21, 2020 Share Posted September 21, 2020 I have an idea.. have the signet operate as it used to, and .. proc when you are hit by something. Double the value in shroud. Done.I still don't know why they had issues with this passive. It was incredibly good in roaming and fights. Link to comment Share on other sites More sharing options...
DaVid Darksoul.4985 Posted September 26, 2020 Share Posted September 26, 2020 @Bezerker.2379 said:I have an idea.. have the signet operate as it used to, and .. proc when you are hit by something. Double the value in shroud. Done.I still don't know why they had issues with this passive. It was incredibly good in roaming and fights.Agreed, the change was a nerf. I think the intention was so it could be used in melee zerg fights for sustain, doesn't help any. They tried giving necro melee ability with Reaper, and wound up nerfing it before release and every so often after to the point that I don't see it used much in large fights. Reaper has some usefulness as a fringe cleaver, scrounge as a ranged assault. Core necro seems to work best in melee with shroud and dagger (vamp sig does help here), but still works best ranged. Just my experience and opinion tho. Link to comment Share on other sites More sharing options...
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