ArenaNet:Skill feedback/Necromancer/Dark Pact

TimeToGetIntense's Issue -- 11:26, 2 March 2008 (UTC)
Discussion
 * Issue
 * Health sacrificed is more than damage dealt if you have a reasonable amount of health.


 * Suggestion
 * Lower casting time to 3/4 second, Lower sacrifice cost to 8% and change functionality to "This spell deals damage equal to the amount of health sacrificed (maximum 1...49...61 damage)
 * With the new sac cost, it would deal 48 damage at 600 health, so you'd have to have 12+ Blood Magic to get the damage cap that high. The spell would now have synergy with Demonic Flesh and Awaken the Blood.
 * Note: The numbers I picked are not random. The damage cap scales so that you can have a fair amount at normal attribute levels but have a high risk version when using Awaken the Blood, which would let you hit the higher damage cap it creates but at a much higher sac cost. Though starting at 1 damage at 0 attribute seems strange, I think the scale I figured out would work best to make it so you need to spec high to get fair damage and still allow you to go for the suicidal high damage version if you want.

Better for damaging yourself than doing damage

 * Issue
 * Too much health sacrifice, overshadowed by Overload


 * Suggestion 1
 * Increase damage


 * Suggestion 2
 * Add "You cannot sacrifice more than 75% of the damage."

Dark Morphon's Issue

 * Issue
 * You sacrifice more health than you deal damage. Also the damage dealt is so little it's just not worth it.


 * Suggestion
 * Rework to: 1e 1c 3r "You and target foe lose (current stats). Target foe also suffers from bleeding."
 * Or, to be really awesome, 15e 1/4c 10r "Sacrifice 15% health. Hex spell. For 1...4...5 seconds, whenever you take damage, the hexed foe takes that damage as well. Whenever your foe takes damage, you take that damage as well."

SniperFox's Issue -- 11:22, 24 August 2008 (UTC)

 * Issue
 * Health sacrifice is too high to make this skill viable, in comparison to the damage.


 * Suggestion
 * Rework this skill so that it deals damage on basis of the health sacrificed.
 * 8%[[Image:Tango-sacrifice.png]] 1[[Image:Tango-energy.png]] 1[[Image:Tango-activation-darker.png]] 12[[Image:Tango-recharge-darker.png]]
 * Spell. Deal % of the sacrificed health back to the enemy as shadow damage. ( Maximum damage. )

Suggested rework

 * Issue
 * Lack of power, usefulness or interest.


 * Suggestion
 * Rather than just buffing it up (which I am in favour of), I would suggest re-working this to make it a bit more interesting, like this:
 * 10% 5 1  1.
 * Hex Spell. Deal shadow damage to target foe. For 10 seconds, whenever that foe uses a skill, they take  shadow damage and you sacrifice % max. health. If you are below 50% health when this happens, Dark Pact ends.
 * This would just basically make it a bit cooler, and fit the whole "dark pact" theme a bit more.