ArenaNet talk:Skill feedback/Necromancer/Vampiric Spirit

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Info-Logo.png Note: As of September 2, 2009 this page is no longer active.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.

Are you serious? That would be overpowered on a warrior/necromancer. Simply use the skill(your build is all adrenaline and signets) and tank a mob. Since it doesn't end on your energy reaching zero you will just keep stealing health from everything nearby(gaining 100 health a second), causing uber area damage that IGNORES any form of protection, on top of your melee attacks. Forget healing signet because you won't need it(Bring Plague Sending to remove crippled).

Next suggestion please. Even though it's elite I do NOT want it to become an overpowered Balthazar's Aura.

This skills is great the way it is. It's cheap, spamable, and you can use the regen to make up for hp sacrifices or conditions. Evil Penguin 19:20, 19 September 2008 (UTC)

Why not just decrease the regen. a bit and add something like "...and whenever you steal health, you steal 5...13...15 more." or whatever. It wouldn't be too OP for spikes since it can be removed and warns people a mile off. However, it would be more "interesting" and would also fit the theme a bit better to boot.
how this skill is right now its allowing bars that have Death's Charge Signet of Agony Vampiric Spirit Angorodon's Gaze Vampiric Gaze Heart of Shadow and a rez. that bar and build is oped because all you have to do is think about poisoning and then spam skills. its armor ignoring damage. along with a quick mindless spike which just keeps it going because of how sole reaping is set up right now.75.165.123.96 09:22, 9 October 2008 (UTC)
This skill is fine, nerf angorodon's gaze. --The preceding unsigned comment was added by User:96.233.8.248 (talk).

Readem's issue

I agree with this one the most. But I would like to add "Hire a replacement." ~Shard User Shard Sig Icon.png 21:56, 11 October 2008 (UTC)

Too strong

Yes it is too strong in HA. I won't talk about GvG, because I don't play it, but it has removed a lot of fun from HA. The problem is in the level of the users. The weak bloodspikes are easy to roll, keep up the pressure, give the monk DP, and you are set. However, the good versions are very hard to beat. I have a screenshot of Bloodspike rampaging through at least the Golden Gates, Courtyard and Antechamber before winning halls 3 times in a row. It just happened, by the #85 guild Rage Quit Life [asian tag]. This is simply no fun anymore.

In the Underworld you generally meet bloodspikes of the total crap level. An r3+ Heroway can roll it. This is not the problem. But if the maps get higher, the bloodspikes get harder and harder to beat. IF any bloodspike gets to halls, the blue team can just /resign, because, no matter what, they will be ganked by the bloodspike. I won halls today because of that (r5 player, r7/8+ team though). King of the Hill, 2-0-~11. It's simply no fun anymore.

Isaiah, please address this issue as soon as possible. Please change Vampiric Spirit. Unholy Feast and Signet of Agony are easily countered, so they are not the problem. You can also change the way life stealing is affected by Spirit Bond and such, although this would most likely be the harder and less good solution. Dragnmn talk cont 15:18, 13 October 2008 (UTC)

Shard's Issue

Shard's solution has to be the most creative one I've seen in the skill feedback page and possibly the most plausible for a solution. Why you think this is the problem and not the signet of agony with unholy feast spike?I know Vampiric Spirit enables the spike combo to be viable, but beside that, why?--Wealedout 16:46, 13 October 2008 (UTC)

You said it yourself. Vampiric enables the combo. Kill vampiric and kill bloodspike. Agony is Spirit Bondable and Unholy Feast: just spread. Dragnmn talk cont 16:47, 13 October 2008 (UTC)
Killing vampyric spirit won't kill bloodspike. They still have free lifestealing skills with low recharges. Bloodspike doesn't need to be killed, it just needs to be weakened. ~Shard User Shard Sig Icon.png 04:06, 14 October 2008 (UTC)
A +10 regen helps a lot though. I feel that's the main part of the near-invincibility. If you remove the regen, simply make it a lifesteal with a short recharge, you can still use it for IV-style bloodspikes, but not for this kind of gimmick. You can now pressure them out. Dragnmn talk cont 07:33, 14 October 2008 (UTC)
I got an idea. How about the damage happening 1 second AFTER the cast? Sort of like the ancestor's rage nerf.
Let's nerf bloodspike without nerfing this skill. How about allowing protection to affect it? "Target foe takes 5...41...53 damage and you gain 1 health for each point of damage".
So. Damage packets that go under all prots (except SoA and Shielding Hands, but nobody runs those anymore and they're on too long of a recharge to matter anyway), ignore armor, give the caster life equal to the damage they do, and are on a short enough recharge to spam. How exactly is that a nerf? --212.227.103.74 19:46, 20 October 2008 (UTC)
It's not a nerf. It's nerfing degenerate spike builds while leaving the skill's functionality alone.
And if you read my post, you'll see that my point is that it doesn't nerf degenerate spike builds at all since every key point of bspike would still exist. --212.227.103.74 03:33, 21 October 2008 (UTC)
This skill would still be overpowered if it was damage. Spammability needs to come waayyyyyyy down. ~Shard User Shard Sig Icon.png 03:50, 21 October 2008 (UTC)
I feel a better solution must be developed than Shard's, otherwise you get everyone running signet of pious light with blood spike (or pious restraint). Then you would have Vamp Spirit, Ango Gaze, a round of healing with pious light and your reloaded again. There doesn't need to be an 8 man team of blood spikers running team heals all around like that. Try reducing the regen and reducing the enchant duration.~>Sins WDBAssassin-tango-icon-20.png 02:00, 22 October 2008 (UTC)
That's a good point, but they can do that now anyway. The difference is that they'd still have to wait to use the other skills. ~Shard User Shard Sig Icon.png 02:26, 22 October 2008 (UTC)

Hai (about gvg ladder)

moved from User talk:Isaiah Cartwright

So I heard Necro/Assassins like to abuse 5energy Vamp Spirit and endless-energy-giving Angorodons Gaze for laddergrind (or might aswell say "for screwing up the ladderplay", in ATs you "can" spec against em), Izzy. 91.154.14.75 01:40, 19 October 2008 (UTC)

Nerf Angorodon's Gaze. Remember my old "General Balancing Guidelines"? Whenever a non-elite causes balancing problems with an elite, the non-elite gets nerfed. --The preceding unsigned comment was added by User:71.174.27.252 (talk).
Except the elite is what's causing the problem (or most of it). BSpike with Angorodon's Gaze wasn't so bad after it was re-balanced until this was buffed. Now Blood Spike has an easily re-applicable full +10 health regeneration (by which I mean it isn't countered by degen) which amounts to 20 health per second to stop them from dying while they spam their skills. This also allows them to take only one monk safely, increasing their damage output by an extra character (+16.7%). 82.3.255.222 17:07, 24 November 2008 (UTC)
No offense meant but that just goes to show how little you know about balancing. --The preceding unsigned comment was added by User:71.174.24.158 (talk).
Angorodon's is the main problem-it's the energy factory for bspike. Throw out the energy source = throw out the problem. --The preceding unsigned comment was added by User:72.71.229.129 (talk).

Anet is officially bad at balancing

O HAI. So I herd Anerf likes to flat out nerf skills instead of reworking them.

GG anet for nerfing a balanced ELITE into the ground instead of 25/90'ing Angorodon's Gaze which was the real problem. --The preceding unsigned comment was added by User:71.174.29.217 (talk).

Yes they are bad at balancing skills like this one. Wasn't the idea of Vampiric Spirit to:"steal 50",something,"steal 50",something,"steal 50",etc..? With the 8 sec recharge it looks like a Vital Boon with its end effect spread over the regeneration;10 regen for 10 secs = 200 hp gain but if it gets stripped before completion you don't completely get the 200 hp gain like Vital Boon(which triggers when the enchantment ends{redundancy,trying to make it clear as possible}).I think they should have reworked the regen at least instead of making an elite Vital Boon.--Wealedout 19:45, 1 December 2008 (UTC)

They should have left the **** skill alone in the first place. Angorodon's Gaze has always been a problem and Anerf refuses to admit it or rework the skill. Angorodons = free energy + damage with effectively no conditional. The best solution would be to 25/90 Angorodon's, banning it in PvP, and reverting Vampiric Gaze/Spirit. --The preceding unsigned comment was added by User:71.174.22.233 (talk).
Last I checked, bringing another skill to accommodate a skill is pretty conditional. And it's quite ironic that you're bitching about the 3 seconds here as A-Net's failure to rework skills but you're screaming for AGaze to be 25/90ed. 173.67.9.113 08:14, 15 February 2009 (UTC)

Wealedout's Issue

moved from ArenaNet:Skill feedback/Necromancer/Vampiric Spirit
why are you comparing this to vital boon? Also, ED was sooo overpowered, dude please get out of AB/CM and do some real pvp, and stop complaining about half-decent updates --The preceding unsigned comment was added by 78.20.153.111 (talk).
Wealedout: see bloodspike. --TalkRiddle 19:18, 14 February 2009 (UTC)