JayIzBeast Posted March 18, 2014 Share Posted March 18, 2014 Do you guys believe he would be more fun to play if we changed his aoe fear into a aoe dot similar to sayrns ult but not near as strong, just something to apply in the start of fights? Link to comment Share on other sites More sharing options...
Omega224 Posted March 18, 2014 Share Posted March 18, 2014 it would be nice if it added DoT on top of the fear effect it already has and being able to recast without the last one finishing but terrify is nice as is Link to comment Share on other sites More sharing options...
Zhoyzu Posted March 18, 2014 Share Posted March 18, 2014 i like terrify. i originally thought they should make it totem of terror and have some totem in nekros likeness that would last for a certain amount of time that would deter enemies. it would be stationary Link to comment Share on other sites More sharing options...
Pure Posted March 18, 2014 Share Posted March 18, 2014 Is this funframe? Link to comment Share on other sites More sharing options...
Seasonsofclarity Posted March 18, 2014 Share Posted March 18, 2014 Remove the enemy limit and Terrify is fine. Otherwise, Nekros is fun enough without Terrify anyway. Link to comment Share on other sites More sharing options...
Varzy Posted March 18, 2014 Share Posted March 18, 2014 Just remove the enemy limit, so it's like Chaos but makes enemies flee instead of fight. Either that, or allow it to be recast even if enemies are still alive, terrifying new enemies each time. It's an expensive skill so thats not asking much. Link to comment Share on other sites More sharing options...
JayIzBeast Posted March 19, 2014 Author Share Posted March 19, 2014 I want to quote a post that i saw earlier that were really good suggestions to Neckros imo. The persons forum name is Momaw so credit goes out to you " 1.) Soul Punch. The problem: Single target non-scaling damage. Fix: Does 10% of the enemy's max health in damage, plus {strength} as a flat integer value, to a single target. If the target dies from this hit, then does AOE damage equal to the enemy's max hit points. This allows the ability to scale to enemy level, and becomes more tactically interesting and rewarding. 2.) Terror. The problem: Clumsy crowd control that will be generally be useless when you really need it, and irritates your team. Fix: For the next {duration} seconds, any enemy who is within a short distance of Nekros is struck by his sheer menace, and cowers in fear. Enemies who hit him with ranged weapons have a chance of being similarly affected for a shorter time. By immobilizing enemies instead of forcing them to run away, you avoid irritating your team. And by making it an aura that moves with Nekros, it is a far more useful defensive measure since it will update to affect any enemies he comes in contact with. 3.) Desecrate. The problem: Great team support, but not really thematic. Also really easy to min-max for this. Fix: Enemy corpses within {range} explode, afflicting enemies with diseases that slow and weaken them. Corpses exploded roll on the loot table, however the chance to get anything except a health orb scales based on {duration}. Gives more thematic functionality and reduces min-max potential. 4.) Shadows of the Dead. The problem: A very slow ability to cast, on a frame that has no ability to protect itself from damage. The shadows created are dumb as a box of rocks and generally useless outside of Survival or Mobile Defense where enemies will rush in great numbers. Fix: Nekros becomes invulnerable while casting this. For the next {duration} seconds, enemies killed by Nekros will rise and fight for him. Risen shadows only last a short time but have {strength}% of their original stats (can greatly exceed 100%!). Allows the ability to function in a useful way for more mission types by moving with Nekros instead of being limited to fortifying a small area." Link to comment Share on other sites More sharing options...
JayIzBeast Posted March 19, 2014 Author Share Posted March 19, 2014 what you guys think about this Link to comment Share on other sites More sharing options...
Seasonsofclarity Posted March 19, 2014 Share Posted March 19, 2014 1) Makes it worthless against weaker enemies if not using a power-strength build. 2) Broken/abusable CC. By it's very nature, it's better as an "oh S#&$" CC instant than an aura. 3) Desecrate is not intended to be combative. 4) Use Natural Talent. There is no need to change this skill except to increase shadow AI/pathfinding. Link to comment Share on other sites More sharing options...
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