ArenaNet:Skill feedback/Necromancer/Demonic Flesh
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SniperFox's Issue -- 13:38, 10 March 2008 (UTC)
- Issue
- Skill has too little use for a Necromancer.
- Skill provides too little advantages.
- Skill is easly removed.
- Suggestion
- Change functionality to,
- 10 1 30
- Enchantment Spell. For 10...21...24 seconds, you Sacrifice 10...26...30% less Health.
This skill is only good for increasing the amount of health you sacrifice
- Issue
- The extra health isn't good for a Necromancer as you end up with higher sacrifice costs.
- Suggestion
- Change it to "Whenever you sacrifice health, you sacrifice 25...35...38% less."
Dark Morphon's issue 09:15, 27 July 2008 (UTC)
- Issue
- Long recharge paired with long duration makes this an inactive skill that is easily removed.
- Suggestion
- Divide both recharge and duration by three, making it more active.
Akirai's issue
- Issue
- It never sees use. It won't ever see use. Making it target allies might make its way on some bars while the heavy sac still keeps the necro fueling the big +health an easy target.
- Suggestion
- Change values - 25% sacrifice, 1e//.25c//5r, duration fixed at 30, decrease health bonus to 5..150, can now target allies
Bathory's Issue 08:11, 10 April 2009 (UTC)
Comments & Suggestions Here, Please
- Issue
- This skill actually hurts a necromancer that brings skills with sacrifice, as they'll deal more damage making it harder to recover through life stealing and healing. Changing this skill to have a different beneficial function would make it less detrimental with other Blood magic skills. Having it cause less sacrifice (if at all possible) could imbalance skills that have large sacrifices to balance them out - and this is only a non-elite. Having an armor boost, while might not go with other Necromancer skills, introduces an effect that works in line with sacrifice by reducing incoming damage to that sacrifice itself is less of an issue.
- Suggestion
- Enchantment Spell. (3...7...8 seconds) You have +24...37...40 armor. Renewal: Whenever you sacrifice Health.
Rising_Dusk's Thoughts - 15:54, 6 June 2009 (UTC)
- Issue
- Demonic Flesh in its current form is a true detriment to Necromancers, despite it adding a substantial amount of maximum life. As a matter of fact, that is precisely the problem, since it increases the amount of life sacrificed with sacrificing skills such that most life stealing abilities cannot compensate.
- Changing this to be more like Blood Renewal with a different catch would be very beneficial to necromancers. This gives Blood Magic wielders a tool for helping to sustain themselves when sacrificing their life, something that would make many sacrificing skills that much more viable in actual use.
- After reading the above comment, my idea is similar in structure. I think it could go either way, in the direction of regeneration or armor. Armor would permit combination with Blood Renewal for some serious tanking, but regeneration would probably end up being more fair.
- Suggestion
17% 1 ¼ 30 - Enchantment Spell. (8 seconds.) You have +1...7...8 life regeneration. Renewal: Whenever you sacrifice life.
Goril's Thoughts - 5:40, 13 August 2009 (UTC)
- Issue
- As above :)
- Suggestion's
I Have two suggestions of improving this skill.
- 1:Making it an enchantment cast on minions instead of caster and making it a non elite version of Jagged Bones.Like this
- Demonic Flesh -
0% 5 1 15 - Enchantment Spell. (30 seconds.) The next time target undead servant dies,it is replaced by level 1...14...17 Bone Horror. Or Bone Minion if you want.
- 2:Making the caster mobile factory of minions,which don't need to exploit corpses.
- Demonic Flesh -
0% 15 2 30 - Enchantment Spell. (30...54...60 seconds.) Whenever you sacrifices Health,you animated a level 1...14...17 Bone Horror.Animate effect: You sacrifice 7% of Your maimum health.(Maximum limit of Bone Horror's that you can control 0...2...3 ). I use maximum limit of animated creatures to make this skill not too overpowered.
Sparky's Issue 07:25, 13 August 2009 (UTC)
- Issue
- Long recharge makes this skill ineffective against enchantment removal. Large sacrifice cost for little (if any) benefit. Bonus "Health gain" from maximum Health increase is mitigated by the sacrifice cost.
- Suggestion
- Remove the sacrifice cost and increase the energy cost to 5 (might see use). Completely change the functionality. Could resemble Tainted Flesh (as a similar skill name). Add Health regeneration or damage reduction of some kind.
- Examples:
10% 10 1 12 Enchantment Spell. (1...7...8 seconds.) Whenever you are hit by a melee attack, all your conditions are transferred to your attacker. Based off of Tainted Flesh.
5 ¼ 30 Enchantment Spell. (10 seconds.) You have +80...304...360 maximum Health and -8...5...4 Health degeneration. Gives you a quick save at the cost of degeneration. Might see use, but it still seems weak.
5 1 20 Enchantment Spell. (10...30...35 seconds.) Whenever you are hit by a melee attack, your attacker takes 10...30...35 damage and you lose 10...6...5% maximum Health. Also loosely based off Tainted Flesh.
20% 1 1 30 Enchantment Spell. (10...18...20 seconds.) You gain 3...15...18 damage reduction and lose 10...42...50% less Health from sacrifice costs.
- There's some ideas. I hope this helps come up with ideas to put this skill back into play.