ArenaNet:Skill feedback/Necromancer/Foul Feast

Squall the Fierce Issue -- 07:19, 8 May 2008 (UTC)
Discussion
 * Issue
 * Non-elite that fuctions as e-management, condition management and self-heal at the same time. This skill alone completely counters any form of condition pressure. It outshines draw conditions in every possible way. Other non-elite condition management skills eventually wear out their user, this skill can be used all game long and you actually gain energy for it. I am talking about a 4v4 format in particular, but it's getting popular in GvG as well.

1 - Remove/lower the energy gain so it cannot be spammed indefinitely. (Basically making it the necro version of draw)
 * Suggestion

2 - Cap the conditions drawn to a max of 1.

Dark Morphon's Issue
Discussion
 * Issue
 * Makes Necromancer Curses/SR whores strong


 * Suggestion
 * Force a change of attribute spreading by moving the skill to Blood Magic and changing functionality to: "All conditions on target ally are transferred to you. You gain (current) health and 1 energy for every 6 points spent in Soul Reaping for every condition transferred." It would require full spreading in both Blood and SR to get the same effect as you can get now. If this and the moving of Condition-to-foes transfer to Blood Magic would happen people might actually use the line.

Shard's Issue - 23:40, 4 November 2008 (UTC)

 * Issue
 * Gives necromancers - a purely offensive profession - one of the best and most necessary defensive utility skills in the game, and then gives them limitless energy. Nice joke.


 * Solution
 * Change functionality to anything else.

Better than Draw Conditions in every way

 * Issue
 * Simply better than Draw Conditions with no real disadvantage. Monks are supposed to be the main healing/support profession.


 * Suggestion
 * Increase recharge to 8 seconds. That way, people can actually use conditions without having them thrown back every 2 seconds.