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Ideas for Necromancer Skill Balance

skills underpowered balance

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#1 Falfyrel

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Posted 26 January 2013 - 09:38 PM

I had a bit of free time so I thought I might as well slap together a list of changes I thought up for some of the more underpowered Necromancer skills and traits.

SKILLS
Axe
General: Increase range of all axe skills except Unholy Feast to 900m.
Rending Claws: Increase damage by 1.4x.

Dagger
Necrotic Bite: Cripple target for 1 second upon attack hitting. (Mimics Flesh Golem)
Life Siphon: Decrease duration of skill to 3 seconds (down from 3 1/2) but do not decrease overall damage.

Death Shroud:
Doom: Increase duration of fear to 1.5 seconds.

Dagger (off-hand)
Deathly Swarm: Improve tracking to stop it from being obstructed too easily by terrain.

Staff:
Necrotic Grasp: Increase projectile speed.

Warhorn:
Locust Swarm: Decrease cooldown to 25 seconds.

Utilities:
Blood is Power: Increase duration of self-bleed to 15 seconds. Increase initial damage of skill by 1.5x.
Corrosive Poison Cloud: Decrease cooldown to 30 seconds. Decrease duration to 8 seconds (currently 12) but have the time interval between application pulses be 2 seconds instead of 3. If an opponent dies or is downed while standing in the Corrosive Poison Cloud a Jagged Horror will be spawned. (If an opponent dies and is downed they will spawn 2 jagged horrors.)
Plague Signet: Fix bugs on Plague Signet.
Signet of Spite: Reduce cooldown to 60 seconds. Improve condition damage instead of power. Spell no longer inflicts Cripple. Also applies fear upon activation for 2 seconds.
Signet of the Locust: Decrease cooldown to 50 seconds.
Spectral Armor: Reduce cooldown to 60 seconds. Reduce duration of Protection and Spectral Armor to 4 seconds, but also have skill grant Stability for 4 seconds.
Spectral Grasp: Fix tracking on skill.
Spectral Walk: Make shadowy "trail" invisible to all but the user. Current function of Spectral Walk is too flashy, allows for opponents to punish use of skill, and punishes enemy players playing on low graphics options due to it.
Well of Corruption: Have Well of Corruption inflict Poison for 1 second per pulse.
Well of Suffering: Reduce overall damage to 0.75x that of current but have it inflict Cripple for 1 second per pulse.
Well of Power: Reduce cooldown to 45 seconds.
Lich Form: The activation time of Mark of Horror is decreased to 1.5 seconds. Deathly Claws will now steal 150 HP upon hitting an opponent.

Minions:
General: Allow minions to move while attacking.
Improve AI by having minions focus on whoever you are attacking.
Minions will no longer stand idle in combat.
All minions will automatically focus on your target if you command a minion to use a skill on the target.
Cooldowns on minions (with the exception of Flesh Golems) will start the moment they are summoned instead of counting down upon death. Jagged Horrors will also not trigger the death-of-minion voice line.

Summon Blood Fiend: Blood Fiends, like Jagged Horrors, will now slowly lose HP via two unremovable Bleeds. The health-stealing of Blood Fiends will also heal the Blood Fiends. Increase health of Blood Fiends by 1.2x.
Taste of Death: Now has an inbuilt cooldown of 20 seconds.
Summon Bone Fiend: Increase cooldown to 35 seconds. Bone fiends now do 1.2x more damage. Upon a bone fiend's death it will spawn a jagged horror. Increase health of Bone Fiends by 1.2x.
Rigor Mortis: Decrease cooldown to 40 seconds. Also applies one Bleed to Bone Fiend for 10 seconds upon activation.
Summon Bone Minions: Increase damage by 1.1x.
Putrid Explosion: Applies poison for 2 seconds upon detonation.
Summon Flesh Wurm: Attacks now inflict 2 stacks of vulnerability for 3 seconds. When a Flesh Wurm dies it spawns a jagged horror.
Summon Shadow Fiend: Increase cooldown to 35 seconds.
Haunt: Also fears foes for 1 second. Increase cooldown to 30 seconds.
Summon Flesh Golem: Upon death, the Flesh Golem will spawn two special Bone Minions. These Bone Minions will behave like normal minions but cannot use Putrid Explosion. Upon their death the Bone Minions will spawn two Jagged Horrors each. Increase cooldown of Flesh Golem to 80 seconds. Cooldown on Flesh Golem will start as the Flesh Golem dies, when the Bone Minions are summoned.
Jagged Horrors (general): Upon attacking an opponent Jagged Horrors will inflict one stack of bleed for 3 seconds.

TRAITS
Spite:

Spiteful Removal: Change effect to "Whenever you strip a boon from a foe you lose a condition." No internal cooldown.
Spiteful Spirit: Grants retaliation for 4 seconds instead of 3.
Signet Power: Now gives 5 stacks of might instead of 3. Also grants Fury for 10 seconds.
Axe Training: Increase axe damage to 1.25x instead of 1.15x.

Curses:
Terror: Fearing an opponent also Blinds them for 4 seconds. This blind will not trigger the extra damage from Terror.

Death Magic:
Reanimator: Reduce cooldown to 25 seconds.
Dark Armor: Change functionality to "Gain 400 toughness while channeling or while in Death Shroud."
Ritual of Protection: Change functionality to "Wells apply protection for 1 second for every pulse."
Staff Mastery: Also increases damage of Necrotic Grasp by 1.1x.
Shrouded Removal: Change functionality to "Lose a condition every 4 seconds while in Death Shroud."
Flesh of the Master: All minions except Blood Fiends and Jagged Horrors also regenerate health outside of combat.

Blood Magic:
Dagger Mastery: Dagger spells recharge 20% faster instead of 15%.
Deathly Invigoration: Also grants regen for 4 seconds.
Fetid Consumption: Change functionality to "Whenever you remove a condition from yourself you apply 5 seconds of poison to enemies within 250m. 5 second cooldown."
Vampiric Rituals: Increase life stealing by 1.2x and also apply 2 stacks of bleeding to enemies affected for 3 seconds.

Soul Reaping:
Fear of Death: Life Leech also cancels out downed state's HP degeneration while you use it.
Decaying Swarm: Activation of this trait also breaks stun.
Master of Terror: Trait also applies to blinds.

#2 Vashtirak

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Posted 27 January 2013 - 07:32 AM

I agree with this fully, only I think the Necromancer needs to be changed around rather more completely, to actually be a master of death. Increase his overall base toughness and HP. Necromancers are masters of attrition and should be more tanks than anything. They should be one of, if not the hardest class to kill in the game. Should also give them an elite skill that allows them to make a clone of a dead player to make as a pet at 50% effectiveness. So they can actually be Necromancers, rather than simple Nigromancers.


...Or... at the very least, instead of balancing, just make it so that they can have an after-death skill that allows them to come back after death as a fully-healed and buffed Lich for 30-60 seconds. Make it so that players fear bringing a Necromancer close to death. I mean it says in the bloody description "A Necromancer's closest companion is death" so... you'd think that the closer he gets to it, the stronger he gets, and once he's achieved it... better run boy.

Edited by Vashtirak, 27 January 2013 - 07:48 AM.


#3 Yski

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Posted 27 January 2013 - 04:43 PM

I don't think increasing the cooldowns on minions is a good idea. It's way too easy to lose them (ever been Moa Morphed by a mesmer?) and when you really build for minions you lose a good chunk of survivability as well as most of your damage when they're down. Longer cooldowns way outweight the improvements you've made IMO.

Just improving the AI would help a lot. I don't need super minions, I need ones that fight when I do and recharge quickly when they die. They're supposed to be expendable meatshields, not irreplaceable pieces of art :D

Edited by Yski, 27 January 2013 - 04:44 PM.


#4 Falfyrel

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Posted 27 January 2013 - 07:24 PM

View PostYski, on 27 January 2013 - 04:43 PM, said:

I don't think increasing the cooldowns on minions is a good idea. It's way too easy to lose them (ever been Moa Morphed by a mesmer?) and when you really build for minions you lose a good chunk of survivability as well as most of your damage when they're down. Longer cooldowns way outweight the improvements you've made IMO.

Just improving the AI would help a lot. I don't need super minions, I need ones that fight when I do and recharge quickly when they die. They're supposed to be expendable meatshields, not irreplaceable pieces of art :D

"Cooldowns on minions (with the exception of Flesh Golems) will start the moment they are summoned instead of counting down upon death. Jagged Horrors will also not trigger the death-of-minion voice line."

I was afraid of making Minion Masters overpowered if I didn't increase cooldowns slightly - also important to note is that the cooldowns were mostly changed by 5-10 seconds, not anything more significant. In all, I thought it was a decent price to pay for the ability to precast most of your minions before combat and then be able to immediately resummon them after they died. In fact, with these changes I'd expect Minion Masters to have higher uptime on their minions, not lower.

That's a good point about transformations killing off your minions, though. Ideally, that should also be removed, but I'm not sure how possible that is in terms of game coding.

#5 Naskapi

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Posted 28 January 2013 - 12:19 AM

Quote

Dagger
Necrotic Bite: Cripple target for 1 second upon attack hitting. (Mimics Flesh Golem)


I wouldn't mind it being added to Necrotic Stab instead and upping it to 1.5 or 1.75. Would kinda bring it in line with Ranger sword #1 chain.

Quote

Signet of Spite: Reduce cooldown to 60 seconds. Improve condition damage instead of power. Spell no longer inflicts Cripple. Also applies fear upon activation for 2 seconds.

Don't take away my power... maybe have both a bonus to power and condition.

#6 Yski

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Posted 28 January 2013 - 02:48 PM

View PostFalfyrel, on 27 January 2013 - 07:24 PM, said:

"Cooldowns on minions (with the exception of Flesh Golems) will start the moment they are summoned instead of counting down upon death. Jagged Horrors will also not trigger the death-of-minion voice line."
My bad, somehow managed to miss that part. Nothing wrong with the changes then :D

#7 Draegan

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Posted 29 January 2013 - 09:13 PM

Summoning Minions should be instant cast.

#8 Vashtirak

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Posted 30 January 2013 - 01:54 AM

View PostDraegan, on 29 January 2013 - 09:13 PM, said:

Summoning Minions should be instant cast.

I would settle for the cooldown starting on cast, rather than minion death. Although the reason they did that is so that the Minions could have specials.

#9 Hika

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Posted 04 February 2013 - 05:18 AM

I like your suggestions, here are some of my own to add to the discussion..
Add any of these to the OP if you feel they are reasonable or a potential fix to an area in need of balance.
Otherwise disregard :)


FINISHERS (Necros need more finishers)
Death Shroud: "Life Blast"  Adjust to be a projectile finisher
Death Shroud: "Dark Parth" Adjust to be a leap finisher
Scepter: [Chain 1,2, 3] "Blood/Rending/Putrid Curse" Adjust to be a projectile finishers

Off-hand Axe: (currently not an available Necromancer weapon)
Skill 4: Offensive leap finisher 10-20second refresh
Skill 5:  Offensive whirl finisher 20-30second refresh

HEAL
Summon Blood Fiend:
- Greatly Increase health of Blood Fiend & it's ability to take damage
- Increase attack range of Blood Fiend
- Decrease outgoing damage of Blood Fiend to compensate it's new survivability


UTILITY
Signet of Undeath: In addition to life force, slowly generate health
Spectral Walk: Additionaly gain STABILITY for the duration of Spectral Walk (stability could be removed if the tether is severed early)
Spectral Armor: Slightly decrease refresh timer
Signet of the Locust: Increase the Healing portion of the Signet Active.

SCEPTRE
Sceptre: "Feast of Corruption" In addition to life force, gain health

WARHORN
Warhorn: "Wail of Doom"  Adjust to invoke FEAR instead of daze towards opponents
(brings off-hand damage up to par when traited for fear bonuses)

DAGGER
Dagger: "Necrotic Slash" Adjust to siphon a small amount of health
Dagger: "Life Siphon" Adjust to siphon a little more health at a slightly faster rate

AXE
Axe: "Rending Claws" Increase attack speed (Adjust to attack in a frontal cone)
Axe: "Ghastly Claws" Increase attack damage (Adjust to attack in a frontal cone)
Axe "Unholy Feast" Adjust to siphon a small amount health or life force

#10 Naskapi

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Posted 04 February 2013 - 04:35 PM

The one change I would really like to see is to make "Enfeebling Blood" a Blast Finisher.





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