Feedback:User/Phoenix Tears/Improve the Necromancer
Improve the Necromancer | |
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User | Phoenix Tears |
Categories | Mechanics Player vs. Environment |
Even if I don't know yet, what for other classes we will see in futue to be reveiled, I'll still suggest this here, because I find this thing very important to the Necromancer Class, which by far now has not anymore the "style" it had in GW1 once, because I think Anet changed too much on the concept of the class.
With too much I mean here, that Necromancers lost one gameplay feature completely, which was:
1: unique to the class
2: absolutely belonged to the class to let the class feel, look and act like true necromancers and las but not least
3: made Guild Wars as game more uique, because I know no other game, which has this gameplay feature in such a good way.
What I'm talking about is >>>> CURSES!!!
Curses belong to the Necromancer, like salt in a good soup and now we have to see, that Anet has dumbed down the class concept only to boring wells, minion summoning, marks and a new condition that only necros can deal 8which is also imo a very lame and boring condition, fear could be much better, especially in regard of for example Energy Denial or other effects around Energy of enemies, that suffer on fear. It could also have affects on the adrenaline system, that Warriors don't collect adrenaline anymore, or slower, when they suffer on fear ect. There is so much about the Necromance,r which can still be improved in regard of gameplay mechanics, namings of mechanics and various effects ect.
About naming for example... Necromancers are a class, which is all bout DEATH... they should not collect "Life Force". This is total contradictory to what Necromancers stand for. Necromancers collect souls from the dead to receive power through them, with that they are able to perfrom their mighty death magic, because death magic is so mighty, that using it without an other external ressource of power/energy would die the caster of the magic also too a bit faster, as death magic would drain out then the life force out of your body. Life Force should get renamed to "Soul Force", so that the connection to the GW1 Necromancer's Soul Reapening isn't lost!!!
However, back to CURSES. Its imo a very vital gameplay feature to Necromancers, without Necromancers are no Necromancers, if they don't use curses. For GW2 has also now ANet the big opportunity to improve the curse gameplay and make it a class unique feature this time, instead of changing it to a kind of "Hex System" like in GW1, which is usable there for most basically every class, except Warriors and Rangers.
Curses in GW2 should work like Hexes of GW1, just only with the difference, that a curse in GW2 should be a "permanent hex", so its effect should be so long active, as the caster of the curse:
1. lives
2. or manually removes it from the victim, because casting a curse would have also to the caster a negative side effect. This negative side effect should be a permanent reducement in the maximum energy of the Necromancer, as long as you keep up the curse.
Say for example you have 1000 Energy and cast now a curse ontoan enemy, which has an energy cost of say 200 Energy. Then would be after casting the curse your maximum energy reduced down to 800 as long as you keep up the curse or you get defeated/downed. Add to this also a limit of say maximum 2 or 3 curses, that you can keep up simultanously, and the system would be well balanced out. Curse Skills should count as utility skills, which you can coose out of the list of skills. Mightier ones would be naturalyl again elite-skills.
{{Phoenix Tears 16:39, 14 December 2010 (UTC)}}