ArenaNet:Skill feedback/Necromancer/Virulence

From Guild Wars Wiki
Jump to navigationJump to search
Info-Logo.png Note: As of September 2, 2009 this page is no longer active. If you have suggestions for Guild Wars skills please go to Feedback:Main to learn how to submit suggestions that ArenaNet can use.

Virulence Virulence

Evil Penguin Issue -- 17:53, 19 August 2008 (UTC)

Discussion

Issue
The skill is more effective at lower attributes than higher to synergy with Fragility or Signet of Deadly Corruption. Disease spreads to allies in pvp. Recharge is too long to spread the poison and weakness around.
Suggestion
Reduce the recharge time to 5 seconds and/or poison and weakness affects adjacent foes.

Much better elites out there

Issue
Hasn't been changed in years. Slowly become underpowered like Life Transfer, except Life Transfer isn't RC food. One use of antidote signet will wipe away the effects of this skill entirely.
Suggestion
Reduce recharge to 5 seconds and make the weakness unconditional. Add adjacent AoE. Needs an aggressive buff.

PLEASE DO NOT REMOVE THIS SUGGESTION IN FUTURE.

Chaos Messenger Issue

Issue
Works better on low attribute levels with Fragility. Works better for other professions. Can not be reapplied.
Suggestion
Encourage Necromancers to use it. Add damage for suffered conditions such as with Fragility, reduce recharge to 12 (13 second duration and 12 second recharge does not allow reapplying). Also consider raising the energy cost.
"Target foe takes 0...16...20 damage for each condition on that foe. If target foe was already suffering from a condition, that foe suffers from Disease, Poison, and Weakness for 3...13...15 seconds." This is a balanced solution that doesn't allow other professions to reapply Virulence and encourages a higher attribute level. Neither does it cause immediate damage from the conditions applied, postponing it to reapplying creating a Rising Bile like effect that can be removed quite effortlessly.
You can also do:
"If target foe was already suffering from a condition, that foe suffers from Disease, Poison, and Weakness for 3...13...15 seconds. Target foe takes 0...16...20 damage for each condition on that foe." This encourages a higher attribute level which makes Fragility spikes less good. Consider not making it reappliable like this.

Arenanet-ish solution

issue
Unuseful, weak compared to other elites.
suggestion
Make it the elite version of another popular skill: Death Nova, but make it affect allies in nearby range.

10 Energy1 Activation time20 Recharge time Elite Enchantment Spell. For 20 seconds, target ally and all nearby allies are enchanted with Virulence. Whenever allies enchanted with Virulence die, All adjacent foes take 20...68...80 damage and suffer from poison and weakness for 20 seconds.

That would be a worse skill than Death Nova.

10 Energy1 Activation time0 Recharge time 0...96...120 damage and disease. But hey, In that case.. Death Nova + Virulence would be 200dmg++ and would be unbalanced, for which the recharge on Virulence would be a balancing factor that would count as a "nerf" but might still find use. It could be solved in the same way that Soul Bind was solved (end on Smiting Hex).. Some elite version of Epidemic that can target anything in the same way as Strike As One could be alright.. Somewhere. --Chaos Messenger 12:20, 27 December 2008 (UTC)

maybe:

10 Energy1 Activation time5 Recharge timeBoro 10px‎ 10:16, 1 January 2009 (UTC)

Would still make a big bang, and any higher recharge would suck. --Chaos Messenger 14:15, 1 January 2009 (UTC)


Virulence is fine as is.

moved to http://wiki.guildwars.com/wiki/ArenaNet_talk:Skill_feedback/Necromancer/Virulence