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Everything posted by Baphometh

  1. I see, but just like Nightmares and Armistice have their good and bad situations these first two skills also have and the problem isn't it being different, the problem is that in most situations the Priest's comes out on top.
  2. I'm not talking about Nightmare/Armistice here, what I meant with this is that when both Necro/Priest go for a build where they leave the first two skills 1/5, the priest is gonna have a 6 seconds recharge damage skill that deals more damage than the necro's which has 9 seconds.
  3. That's exactly why I think it's not worth spending points on it, however I think you're missing my point which is when priest/necro go for a full supportive build, like Heal and Shield 5/5 and 3/5 Nightmares/Armistice the priest main damage skill has a 6 seconds cd and deals more damage than the necro's which has 9 seconds cd, so basically necro get punished for not spending points on Deathly Eye. True, but as I said above, it's not about this skill exactly, It's about Poison Spittle having a 9 seconds cd and dealing less dmg because this combo exists, so this change would be just to remove the combo and for necros to not get punished for not putting points on this skill specifically. I think this is more for when you need to use other skills and try to keep 2 stacks on a boss fight for example.
  4. The "Deathly Eye" + "Poison Spittle" combo needs to be changed, because it's both weak in the situation it's supposed to be strong and it is not something pleasant to use for some reasons; "Deathly Eye" has a very low cooldown, but the chance of affecting bosses is too low at all levels, so you're supposed to be spamming the skill at all times and it's just too much casting animation for a rare 15% max health decrease that most of the time doesn't matter, it's just an indicator that your party has low DPS. The biggest problem is "Poison Spittle" is balanced around the possibility of the combo, so it has a cooldown of 9 seconds and deal less damage than the Priest's "Harad's Tear" which has a 6 seconds cooldown and has the possibility of dealing damage to multiple targets. This is bad, because even if you aren't spending points on "Deathly Eye" - as you shouldn't - you still have to use it to get the full value of "Poison Spittle" this is why I think a quality of life change needs to be made. I suggest something like this: Poison Spittle Range: 5 yards Recharge: 6 seconds Effect: Deals increased magic damage to the target, if the enemy is affected by the skill "Deathly Eye" there's a chance of the enemy suffering poison damage based on their maximum amount of health Deathly Eye Range: 5 yards Recharge: 14 seconds Effect: reduce the enemies magical defense and critical chance for a duration, the effect and duration increases with skill level. Idk, something like this, I don't want it to be overpowered, I just think this combo needs to go. However if the devs dislike changing things too much as I know they do, I think that at least "Deathly Eye" should have increased chance of affecting bosses when you spend points on it, cause it really doesn't make sense.
  5. First off let me make it clear that I understand this skill isn't comparable to other skills that summon servants in the game, it's a bunch of skeletons spawning off corpses and attacking enemies randomly apparently and that's why I think this is a bad skill and not very well thought-out. I don't know if other necromancers like this skill, but I dislike it for some reasons that I'm gonna list next. It's a totem Requires corpses In duration of the servants it stay in the middle of a swarm and a long lasting one The skeletons don't focus on the necromancer's targets being hit by or hitting him So to fix this problem I think it would be necessary a complete revamp of the skill, but this would never happen so what I think would be close to good is Make the first skeleton spawn without need of a corpse At least one skeleton at a time should focus the necromancer's target (I understand that making every skeleton attack one target would be too strong, even thought it can happen already) And that's it. I think the skill deals good damage at least in PvE, don't get me wrong, but the way it works ruins it, like when there's no possibility of a corpse, the skill is absolutely useless and the Necromancer already has too many extremely situational skills compared to other classes in my honest opinion.
  6. Even if you put it on a 6 hours cooldown or something, having a expert skill that is absolutely USELESS outside of one very specfic situation just feels really bad.
  7. Yeah, maybe an unique class, like a magical rogue, that's able to convert physical damage into magical damage since it's a Forsaken class, but I think that'd be maybe to complicated for the game
  8. I see the Chieftain as a Area-of-effect Seeker, I think this class will be able to deal insane never before seen AoE Damage, but I don't think that's really what the Legion needs. You are right about Sentinels having way more DPS and don't forget that the Priest has a Attack speed buff as well Thank you
  9. I know the Blade Dancer is a strange class, because it's like a mixture of the Rogue and Barbarian, it has a little bit of both, not only in basic skills, but expert skills as well. Maybe it's a failed concept from the past, like when the Elves didn't have a real tank - Wardens - they were there to fulfill this role and now It's just a messed up class But I just love the idea of a tank that can use weapons in both hands - not 2h weapons - .
  10. Just a suggestion, but I hope they'll add a class along those lines.
  11. Skill 2: Yes, combo with the Skill 5 when building tank. Skill 4: Yes, kinda Op, but it's all about numbers; the damage, slow, silence and skill cooldown. They'd have to balence it. Skill 5: The mana "returns" in form of a shield only. New skill 2: Yes, use this and Skill 3 he'll get a lot of Damage-per-second when building damage. New skill 3: In my mind it would stand still and attack only, untargetable, if the devs can code that (It's tilted to the pve damager side of the class) New skill 4: It's just like the Death Knight "Death call", but with move speed and constant agro. New skill 5: This one is supposed to be a pvp skill, but kinda like the Barbarian's "Last wish" but with a way shorter cooldown and active.
  12. Thank you In my mind he could be able to do both fairly well depending on the build, but more tilted to being a damager overall. Just like Bds are outshined by Wardens, this class would be outshined by the Barbarians in the Tank sector. I really just think whatever the hell BDs are, the Legion should have a class like that I'm glad you like the idea. Hope the devs do read and consider a class like that
  13. Shadow blade Weapons: Daggers, Swords and Axes Armor: Heavy or Light Armor Role: Assassin, tank and off-tank Abilities: 1: Melee attack that causes increased physical damage 2: Makes incoming heals and shields stronger (Equivalent to the BD parry buff) 3: Single target aggression skill 4: Free of target 4 yards teleport with a 3×3 radius that heavily slows and silences enemies (Equivalent to the BD hamstring) 5: Steals a portion of the enemy energy and transforms it into a shield (Equivalent to the BD Sap) First 5 Expert skills: 1: Attack that deals increased damage based on the enemies missing energy (Combo with the energy steal base skill) 2: Increase auto attack damage and speed 3: Creates a shadow of himself with 3 attack range that deals a percentage of the Shadow blade damage to nearby enemies and also has the same offensive attributes as the Shadow blade. 4: Strongly increase the shadow blade movement speed for a short time and while the speed buff is active nearby enemies will be forced to attack the shadow blade. (Equivalent to the BD Run skill, but without need to select an area) 5: For a short period the shadow blade ignores 100% of incoming damage and resist to all rebuffs (Really short period and moderate cooldown in order to be balanced. Putting points on this skill only increase the time of the effect like 2-3-4-5) I really just want the legion to have a class that is able to wear heavy armor and two 1h weapons like the Blade Dancer, it's what the Legion lacks. You guys take care of the thematic and lore wise aspects of it. I just think it needs to be more magical than the BD since we're talking about a Forsaken class.
  14. For the next two classes, please give the Forsaken a physical bruiser, like the Blade Dancer, who can use two 1h axes and heavy armor. Just throwing this out there, in case you guys haven't decided yet
  15. I hope people from other servers can participate as wll Khlorin Br-Tourmaline Started playing on the Engineer update - I've had a Dk lvl 29, Shaman lvl 28 and Lvl 32 Necro
  16. So when talking about the Mcs skills you mention the radius of it, but Sentinels skills just have range no radius? Kinda biased
  17. It is thought and I'm not even talking about 1v1s. The problem with this skill is that it completely shifts the unfairness. Let's say that it's unfair that a melee class is not able to do its job; get close and deal damage or stun the target, I agree, but the other way around is also unfair. As a class with the least amount of defense in the game your defense is your debuffs/stuns and with Resist stat, Rush (also has resist) and this skill they completely take away the form of defense of the most fragile class. Also, don't forget that the Sentinels have almost 80% of the AoE debuffs/stuns in the game. The mage resist is a way better and healthier way of giving a class resistance to debuffs.
  18. Still can't believe this is in the game and you guys made no changes to it. What's the logic? I get that it must be frustrating to be melee and die without even being able to get to the target, but this skill is just ridiculous on its conception. Way better and more fair to give them a skill like the Barbarian or an increased chance to evade stuns/debuffs than this completely BROKEN and UNFAIR skill. Love the update overall, even though I'm a necromancer and didn't get anything cool this update. I agree that necros are fine, so no problem. Keep listening to the community and changing skills often, so we can get into a more balanced game state soon. Good update. Good work !
  19. After testing out the buff to the Necromancer's "Deathly Eye" skill, my conclusion is that it's not enough. Even with a +10% increase in chance it still misses just like before. Why can't it be above 50%? Keep it below 50% just to be annoying? Even after putting points on the skill? :S
  20. Also, finally you guys are walking the right path; listening to pleyers and giving explanation to why you're changing the skills, that's nice. Keep it up
  21. I have Deathly Eye 5/5. The chance doesn't increase and that's what sucks the most about this skill. Sometimes I can't even stack 2 on a boss and I really try, I mean, I stand there using it every time it comes off cd - every 1.4 sec for me - and It just won't stack 2, so I lose the 15% max hp reduction. I think Nightmare 3/5 or more for the win, with this build - 5/5 heal 3/5 shield 5/5 Deathly eye - Your pvp potential just goes downhill. But there are people who dont care about pvp, so...
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