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Showing results for tags 'quality of life'.
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.
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.