MashmalloMan wrote: »Too loaded imo, but you can convert it to match standards a bit better. You kinda need to pick which parts are going above and beyond the standard because you have about 4 things going past it, and they all do it in a big way.
20s duration, 10s dot, 12m radius, and generating corpses.
Standard based on the evidence we find from multiple classes and universal skills:
6m radius, 10s duration, 4s duration effect when hit, possible synergy, and insert x additional effect or bonus here.
With that in mind, a new version could be:
8m radius, 15s duration, 4s single target dot to enemies hit, synergy, corpse increases damage dealt by 20%.
Morph 1: Self Synergy
Morph 2: Major Breach for 4s
Even this would probably be too much. Something like the 4s dot, +5s duration, and +2m radius are enough to be their own morph effects, but they would theoretically be on the base ability here.
Could do something more balanced like:
Morph 1: Self Synergy +2m radius
Morph 2: Major Breach + dot for 4s
This way, the morphs have better differences. Morph 1 focuses on the Self Synergy, adding increased radius to help make it a stronger and easier to use AOE burst skill for the user. Morph 2 adds a 4s dot/breach, the smaller size makes more sense to provide it better counterplay, but also more forgiving in that enemies who enter/exit still continue to take damage.
Araneae6537 wrote: »I would like boneyard to be skeletal hands coming up like the skill many NPCs use instead of these silly gravestones. I’m a bit confused on what mechanics change you are proposing as it’s been a while since I used and so I don’t recall what all it does cutrently.
MashmalloMan wrote: »Too loaded imo, but you can convert it to match standards a bit better. You kinda need to pick which parts are going above and beyond the standard because you have about 4 things going past it, and they all do it in a big way.
20s duration, 10s dot, 12m radius, and generating corpses.
Standard based on the evidence we find from multiple classes and universal skills:
6m radius, 10s duration, 4s duration effect when hit, possible synergy, and insert x additional effect or bonus here.
With that in mind, a new version could be:
8m radius, 15s duration, 4s single target dot to enemies hit, synergy, corpse increases damage dealt by 20%.
Morph 1: Self Synergy
Morph 2: Major Breach for 4s
Even this would probably be too much. Something like the 4s dot, +5s duration, and +2m radius are enough to be their own morph effects, but they would theoretically be on the base ability here.
Could do something more balanced like:
Morph 1: Self Synergy +2m radius
Morph 2: Major Breach + dot for 4s
This way, the morphs have better differences. Morph 1 focuses on the Self Synergy, adding increased radius to help make it a stronger and easier to use AOE burst skill for the user. Morph 2 adds a 4s dot/breach, the smaller size makes more sense to provide it better counterplay, but also more forgiving in that enemies who enter/exit still continue to take damage.
Araneae6537 wrote: »I would like boneyard to be skeletal hands coming up like the skill many NPCs use instead of these silly gravestones. I’m a bit confused on what mechanics change you are proposing as it’s been a while since I used and so I don’t recall what all it does cutrently.
brandsnipe wrote: »MashmalloMan wrote: »Too loaded imo, but you can convert it to match standards a bit better. You kinda need to pick which parts are going above and beyond the standard because you have about 4 things going past it, and they all do it in a big way.
20s duration, 10s dot, 12m radius, and generating corpses.
Standard based on the evidence we find from multiple classes and universal skills:
6m radius, 10s duration, 4s duration effect when hit, possible synergy, and insert x additional effect or bonus here.
With that in mind, a new version could be:
8m radius, 15s duration, 4s single target dot to enemies hit, synergy, corpse increases damage dealt by 20%.
Morph 1: Self Synergy
Morph 2: Major Breach for 4s
Even this would probably be too much. Something like the 4s dot, +5s duration, and +2m radius are enough to be their own morph effects, but they would theoretically be on the base ability here.
Could do something more balanced like:
Morph 1: Self Synergy +2m radius
Morph 2: Major Breach + dot for 4s
This way, the morphs have better differences. Morph 1 focuses on the Self Synergy, adding increased radius to help make it a stronger and easier to use AOE burst skill for the user. Morph 2 adds a 4s dot/breach, the smaller size makes more sense to provide it better counterplay, but also more forgiving in that enemies who enter/exit still continue to take damage.
Yes it is a loaded skill. Thematically i like boneyard to produce corpses, but i understand how strong this could be. What about at half the duration and end of duration a corpse spawns. My biggest complaints with boneyard is the radius size is too small and the DoT/breach dont stick. I looked at templars ritual for a good comparison, 12m radius, 2/5 negative effects cleansed, synergy for allies to heal and cleanse all negatives, 30s/20s durations, damage with 12% increase per tick/HoT. Even with retibution having the healing part removed, its a strong skill.
MashmalloMan wrote: »brandsnipe wrote: »MashmalloMan wrote: »Too loaded imo, but you can convert it to match standards a bit better. You kinda need to pick which parts are going above and beyond the standard because you have about 4 things going past it, and they all do it in a big way.
20s duration, 10s dot, 12m radius, and generating corpses.
Standard based on the evidence we find from multiple classes and universal skills:
6m radius, 10s duration, 4s duration effect when hit, possible synergy, and insert x additional effect or bonus here.
With that in mind, a new version could be:
8m radius, 15s duration, 4s single target dot to enemies hit, synergy, corpse increases damage dealt by 20%.
Morph 1: Self Synergy
Morph 2: Major Breach for 4s
Even this would probably be too much. Something like the 4s dot, +5s duration, and +2m radius are enough to be their own morph effects, but they would theoretically be on the base ability here.
Could do something more balanced like:
Morph 1: Self Synergy +2m radius
Morph 2: Major Breach + dot for 4s
This way, the morphs have better differences. Morph 1 focuses on the Self Synergy, adding increased radius to help make it a stronger and easier to use AOE burst skill for the user. Morph 2 adds a 4s dot/breach, the smaller size makes more sense to provide it better counterplay, but also more forgiving in that enemies who enter/exit still continue to take damage.
Yes it is a loaded skill. Thematically i like boneyard to produce corpses, but i understand how strong this could be. What about at half the duration and end of duration a corpse spawns. My biggest complaints with boneyard is the radius size is too small and the DoT/breach dont stick. I looked at templars ritual for a good comparison, 12m radius, 2/5 negative effects cleansed, synergy for allies to heal and cleanse all negatives, 30s/20s durations, damage with 12% increase per tick/HoT. Even with retibution having the healing part removed, its a strong skill.
Yeah I figured thats where you were coming from, however, that skill kinda stands on its own as a class defining ability. There is nothing like it elsewhere in the game. The reason it exists at all is because the ticks are so low and it's primary function started as a hot/purge.
Boneyard on the other hand, is clearly within the same category as Sorc's Lightning Splash, DK's Ash Cloud, Templar's Shards, Warden's Winter's Revenge, and NB's Twisting Path. There is also Bow's Volley, 2H's Stampede, Destro's Wall of Elements, and Assaults Caltrops.
These are all very similar in size, cost, duration, and damage done once per second, most of them being at a 6m radius or slightly below/above that.
Also consider Ritual ticks every 2s and deals much less per second than the skill category Boneyard is from. As a point of reference, Boneyard should tick 11 times over the 10s, with the +30% that is 364/s and 2249 damage synergy you can use which also heals. Ritual ticks once every 2s or 218/s before the +12% modifier builds up, should also be 11 ticks over the 20s.
This isn't to say I'm happy with the state of this skill category. If you look at all of them, they're barely stronger than most spammables making them useless to waste the GCD on in most cases. It's the entire reason you will never see Sorc using Lightning Splash. In fact, the only ones worth slotting are Boneyard and Winter's Revenge with their 30% bonuses and Ash Cloud with the instant hit.
Everything else, sucks, weapon dots are only used because of their ability altering weapon and infused enchant procs from back bar.
brandsnipe wrote: »
I don't like any of those small radius skills. I mostly PvP on my warden and even when i build more into AoE, i use wall of elements. I understand the balancing issueseswith my idess, but with how bad of a state necro is in, i'd rather see too much added than not enough. Every class has supporting abilities, necro just does what it can.