MincMincMinc wrote: »Grim focus and morphs still scale drastically higher than most ultimates other than takeflight. This delayed burst skill should be at least equivalent to deep fissure or blastbones or curse. Even with the incap damage boost, I am fairly certain incap still doesn't hit harder than merciless. An ultimate......that takes 10x as long to build up and use.
- Merciless = 2.1476 dmg/wd
- Relentless = 1.9524
- Dawnbreaker = 1.627
- ice comet = 2.0880
- incap = 1.7354
- takeflight = 2.2764
- haunting curse = 1.3558
- Blastbones = 1.627
- deep fissure = 1.627
Not to mention how obscenely strong the rest of the toolkit is with the skill giving prophecy while also giving access to the slotted passives and crit. That is an entirely other discussion to be had.
MincMincMinc wrote: »Grim focus and morphs still scale drastically higher than most ultimates other than takeflight. This delayed burst skill should be at least equivalent to deep fissure or blastbones or curse. Even with the incap damage boost, I am fairly certain incap still doesn't hit harder than merciless. An ultimate......that takes 10x as long to build up and use.
- Merciless = 2.1476 dmg/wd
- Relentless = 1.9524
- Dawnbreaker = 1.627
- ice comet = 2.0880
- incap = 1.7354
- takeflight = 2.2764
- haunting curse = 1.3558
- Blastbones = 1.627
- deep fissure = 1.627
Not to mention how obscenely strong the rest of the toolkit is with the skill giving prophecy while also giving access to the slotted passives and crit. That is an entirely other discussion to be had.
Some of your comparisons are very misleading here.
MincMincMinc wrote: »I mean we can write out a novel comparing all of these at once if you want, discussions of that nature on the forums tend to just bounce around because there are hundreds of "what about this" gotcha points.
In pvp what matters most right now in this crit burst turtle meta is singular instant ticks. We are very very far from a sustained damage meta, so the curse multiple hits and even the deep fissure multiple hits is not even a factor.
Bone Tyrant
- Bone Armor: This ability and its morphs no longer summon a corpse when they end or their abilities are refreshed after 10 seconds. Instead, these abilities now grant you Living Corpse if cast while in combat, which allows you to cast a (singular) corpse consuming ability on yourself. This effect is applied instantly but has a 10 second cooldown to ensure the same corpse consuming ability cadence is met.
YandereGirlfriend wrote: »I wanted to give credit where it is due (assuming that its reported bugs get fixed, of course!) for the Living Corpse mechanical change! This is definitely the sort of change that moves the needle in terms of class quality of life and usability.
So I would like to officially petition that Grave Lord's Sacrifice get the same treatment as another self-targeted ability.
If we are to truly dream big, however, let us also apply this to targets of damage abilities such as Blighted Blastbones and Skulls. Necros currently do not have a true "sticky" DOT and that would allow them to append Siphon to a target even in mobile conditions or PvP (assuming that you remain close enough for the tether to continue), which would, again, be a significant quality-of-life win that helps to flesh-out the Necromancer toolkit.
It would be marvelous to be able to apply Living Corpse to a friendly target for the purposes of the healing tether but I am not really sure how that would work mechanically since the only remaining corpse-generating skills (Mender, principally) do not behave that way. Perhaps Mender could gain a target (reticle icon if on another player, otherwise defaults to self) and then to have Living Corpse applied that way?
TLDR; The Living Corpse change is huge and is a step in the right direction toward solving the issue of clunky corpse targeting system and increasing the quality-of-life for Necros. But it should be extended farther and applied to additional skills and skill types!
YandereGirlfriend wrote: »I wanted to give credit where it is due (assuming that its reported bugs get fixed, of course!) for the Living Corpse mechanical change! This is definitely the sort of change that moves the needle in terms of class quality of life and usability.
So I would like to officially petition that Grave Lord's Sacrifice get the same treatment as another self-targeted ability.
If we are to truly dream big, however, let us also apply this to targets of damage abilities such as Blighted Blastbones and Skulls. Necros currently do not have a true "sticky" DOT and that would allow them to append Siphon to a target even in mobile conditions or PvP (assuming that you remain close enough for the tether to continue), which would, again, be a significant quality-of-life win that helps to flesh-out the Necromancer toolkit.
It would be marvelous to be able to apply Living Corpse to a friendly target for the purposes of the healing tether but I am not really sure how that would work mechanically since the only remaining corpse-generating skills (Mender, principally) do not behave that way. Perhaps Mender could gain a target (reticle icon if on another player, otherwise defaults to self) and then to have Living Corpse applied that way?
TLDR; The Living Corpse change is huge and is a step in the right direction toward solving the issue of clunky corpse targeting system and increasing the quality-of-life for Necros. But it should be extended farther and applied to additional skills and skill types!
YandereGirlfriend wrote: »I wanted to give credit where it is due (assuming that its reported bugs get fixed, of course!) for the Living Corpse mechanical change! This is definitely the sort of change that moves the needle in terms of class quality of life and usability.
So I would like to officially petition that Grave Lord's Sacrifice get the same treatment as another self-targeted ability.
If we are to truly dream big, however, let us also apply this to targets of damage abilities such as Blighted Blastbones and Skulls. Necros currently do not have a true "sticky" DOT and that would allow them to append Siphon to a target even in mobile conditions or PvP (assuming that you remain close enough for the tether to continue), which would, again, be a significant quality-of-life win that helps to flesh-out the Necromancer toolkit.
It would be marvelous to be able to apply Living Corpse to a friendly target for the purposes of the healing tether but I am not really sure how that would work mechanically since the only remaining corpse-generating skills (Mender, principally) do not behave that way. Perhaps Mender could gain a target (reticle icon if on another player, otherwise defaults to self) and then to have Living Corpse applied that way?
TLDR; The Living Corpse change is huge and is a step in the right direction toward solving the issue of clunky corpse targeting system and increasing the quality-of-life for Necros. But it should be extended farther and applied to additional skills and skill types!