ArenaNet:Skill feedback/Necromancer/Death Nova

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Death Nova Death Nova

Brit's Issue -- 09:32, 10 March 2008 (UTC)

Discussion

Issue
Hard for players to manage because of difficulties in minion targetting. Heroes on the other hand are great with this skill but lag behind while spamming it.
Suggestion
Reduce cast time to 1/4 in line with twitch/reaction based skills. Add a recharge time of 2 sec.

Done25's Issue -- 09:32, 10 March 2008 (UTC)

Discussion

Issue
Hard for players to target minions, also consumes large amounts of time.
Suggestion
Give a 3 second cast time and make it affect all Nearby Allies. Increase the energy cost to 15 and give it a recharge of at least 10-15 seconds to match the new effect. Also as a side note: It might noe be a bad idea to scale the poison.

This skill is borked in several ways

Issue
Annoying to cast on your allies, poison duration doesn't scale.
Suggestion
Scale the poison to 5...13...16 seconds. Make it affect all allies within earshot, increase recharge to 10 seconds, increase energy to 10.

Issue -- 62.194.247.7 23:14, 9 July 2008 (UTC)

Discussion

Issue
All of the above
Suggestion
Change it so it is easier to use for human players.

My suggestion would be:

Enchantment Spell (on self): For 30..120 seconds, whenever a minion you controll dies, that minion causes an explosion that deals 30..120 damage to all nearby opponents, it also poisons them for 5..20 seconds. When this enchantment ends all minions die. 15e 2c 30r (of course this may be overpowered or even underpowered, but keep in mind that all numbers and even seperate clauses are variable)

This way it is easy to use for humans, while also needing slightly more skill to use and opening up some additional ways of playing (bombing in a derv-like way). It might be overpowered as literally every minion will explode in a big explosion while not needing to pay additional mana (nor needing to put in additional effort) so perhaps there should be more punishment on this skill. Perhaps add something like "and you lose 5..3 energy", a lose all energy clause or just reduce overall effectiveness. Other things could be like "your maximum minion number is reduced" or "minions deal half damage". Many ways to punish using this skill recklessly, but it will make it easy for humans to bomb with minions in a non time consuming way while still needing some skill - enchantment removal may destroy all minions on a very inconvenient moment...


Cocytus' Issue -- 15:34, 16 September 2008

Issue
Difficult to make intended use of this spell due to extreme difficulty in targetting minions in the heat of battle.
Suggestion
Include a command in the controls to cycle through your minions/spirits, and/or your party's minions/spirits.

Marcdarc's Issue -- 9:32, 19 October, 2008

Issue
Difficult for human use
Suggestion
For 30 seconds, the next time a minion you control dies, ... (rest is the same).

Desocupado's Issue -- (17:28, 30 November 2008 (GMT-3))

Issue
High damage when used along lots of minions destinated to death
Annoying long casting time
Too passive
Suggestion
Effect: For 10 seconds, target and adjacent allies are enchanted with Death Nova. If a enchanted ally dies, all foes adjacent to that ally take 26...85...100 damage and are Poisoned for 5 seconds.
10 Energy 1 Activation time 10 Recharge time

Make it elite, 25 Energy Recharge 20

You enchant your party with Death Nova,for 30 seconds When you die you cause a Nova dealing 30..70..100 damage to all nearby/adjacent foes and hex all nearby foes with Necromancers Bile, (Necromancers Bile; For 20 seconds if you would die you deal 30..70..100 damage to your allies).

Something like that, exciting and more useful.