ArenaNet:Skill feedback/Necromancer/Order of Undeath/Archive 1

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My Opinion

Issue

Seems not to fill a role. for example in AB, the resulting pet, has low DPS but acts as a tank. this is of no use. You want to give flexibility to minion masters, so that all elites are competative with each other. Ive made a few diff suggestions here which I think are interesting:

Suggestion

Change functionality to,

10Tango-energy.png 1Tango-activation-darker.png 15Tango-recharge-darker.png
Elite Spell. For 9...19...22 seconds, all your minions move and attack 10...28...33% faster and steal 2...4...4 health, half of which is given to the caster.
or

5Tango-energy.png 33%Tango-sacrifice.png 1Tango-activation-darker.png 30Tango-recharge-darker.png

Elite Spell. for 1...8...10 seconds, the next 0...2...2attacks of all human allies within earshot have a 8...14...15% chance to cause a random condition on enemy ( Deep Wound (for 5 seconds), Weakness (for 10 seconds), Bleeding (for 20 seconds), or Crippled (for 10 seconds).

or

5Tango-energy.png 17%Tango-sacrifice.png 1Tango-activation-darker.png 20Tango-recharge-darker.png

Elite Spell. The next 1...3...3 minions summoned by the caster do not suffer from natural degeneration, and steal 0...2...2 health with each attack. This spell can only affect 1...3...3 minions at a time.

suggested by Conall 13:39, 11 August 2008 (UTC)

Or just revert the update. 69.196.146.107 19:54, 11 August 2008 (UTC)

I play competative missions often, and rarely see minion masters with this elite, therefore it makes more sense to update the skill rather then revert it. ANet seem to wish to increase the use of each elite so that a wider variety of builds based on differant elites are possible. I feel just reverting the update doesn't reach this aim, and a bit more constructive criticism would be better than just stating that. then again, maybe thats why you didnt bother to sign your comment. Conall 19:18, 12 August 2008 (UTC)

Plus, those suggestions hardly seem balanced at all. It basically turns one of your minions into something stronger than a pet...which is ok I guess. Does it kill the minions created by shambling horror as well? 145.94.74.23 09:02, 25 August 2008 (UTC)

No reward for killing minions

Issue
The bonuses given don't have any relationship to the number of minions being sacrificed. A minion master that gives up 6 minions is getting the same bonus as a minion master that only had 1 minion and didn't sacrifice any.
Suggestion
Make either the duration, damage or regeneration bonuses based on the number of minions that were sacrificed. eg: +5 second duration per minion.

Sadie2k 20:38, 24 August 2008 (UTC)

Next suggestion -> REVERT to old version w. a longer recharge or reduction in damage whatever, this version Sux all to hell !!! Klefer 15:46, 26 August 2008 (UTC)

Suggestion

Issue
I like the new functionality of this skill, but it's true that it just doesn't seem as useful as it was before. Also, I agree with the above poster that it seems unfair on people with lots of minions who use it (though it can be used with Death Nova quite well, but it still doesn't seem worth an elite).
Suggestion
Rather than just yelling REVERT I would suggest changing its functionality a bit to something which is similar to its current version but less drastically different to its old one. I had something like this in mind:
10 Energy 1 Activation time 15 Recharge time.
Elite Spell. Half of your minions die. Each remaining non-Elite minion deals +3...15...18 damage, has +3...11...13 Health regeneration, and attacks 25% faster for 20 seconds.
Of course, it may need some tweaking or something extra, but the idea is that you can have multiple more powerful minions, but not as many as you would normally be able to have (at most you could have 5 empowered minions this way). To balance that out, though, I decreased the bonuses a bit.