SoulDust Posted May 4, 2014 Share Posted May 4, 2014 Both things are about terrify, his second skill. Although I like the skill as a whole and the concept behind it, I think it needs a couple changes. 1. This skill, more often than not becomes an annoyance rather than helpful. When cast mobs literally just run for their lives and go hiding in some corner, and you're usually having to go find them. A lot of the time it's hard to kill them before they're across the tile set idling in some corner. I remember recommending this when nekros was underdevelopment : His second skill should strike fear into enemies so much that an x amount get frozen in fear, and the rest book it. As far as my experience goes , it's more "o shi- this guys scary, lets play hide n go seek" 2. Power-in-use. I'm not entirely sure why they made this skill so that you can't spam it. Considering it's like radial blind or something of that nature. Although it does make you have to use it wisely in missions, I had to throw fleeting expertise on it just to make it a reliable skill in defense missions. Which, wouldn't be a problem at all if it didn't affect S.O.D Just my thoughts, obviously there's more important things to take care of. But it may be something to keep in mind. Link to comment Share on other sites More sharing options...
residente Posted May 4, 2014 Share Posted May 4, 2014 I would like to have them paralysed in terror instead of running like chickens. As you said it's annoying as hell to find them later. Link to comment Share on other sites More sharing options...
Lady_Khaos Posted May 4, 2014 Share Posted May 4, 2014 That's all that bothers you about him? Even though he is a caster with low energy pool, and no other stats above average? Even his speed is nothing special, and he's built like a sprinter. Link to comment Share on other sites More sharing options...
SoulDust Posted May 4, 2014 Author Share Posted May 4, 2014 Those things don't bother me, I make due with his energy pool and his speed. Link to comment Share on other sites More sharing options...
CosmoKnight Posted May 4, 2014 Share Posted May 4, 2014 Have the enemies get on their knees, hold their heads like they've got a horrible headache, and scream like there's no tomorrow. Link to comment Share on other sites More sharing options...
Cleesus Posted May 4, 2014 Share Posted May 4, 2014 His second should summon chains from the underworld or whatever and lock mobs into place make them unable to move or attack. Link to comment Share on other sites More sharing options...
KingTaro Posted May 4, 2014 Share Posted May 4, 2014 Maybe have them run away from Nekros in a straight line, making them bumb into the first obstacle on their path and fall on the ground. And yes, this skill should have been spammable as well, just like the Radial Blind. Link to comment Share on other sites More sharing options...
shut Posted May 5, 2014 Share Posted May 5, 2014 - Soul Punch should automatically put the target in the queue for SotD whether they die or not, and prevent them from being overwriteable except by other Soul Punch targets (non-SP targets are overwritten first). - Terrify needs to have its cooldown removed and its maximum target count removed. - Desecrate... well, I hate it, and the devs were planning on replacing it entirely until the playerbase decided that it's great for Survival and is therefore perfectly fine for the rest of the game. If it's to stay, though, then enemies should have a 100% chance of producing a health orb and vanishing, then rolling for extra drops as normal. You should never have to Desecrate the same body twice. - SotD needs to have a priority system. For example, common fodder units such as Volatile Runners should never overwrite less-common, powerful units such as Healers and Toxics. Link to comment Share on other sites More sharing options...
StabbyTentacles Posted May 5, 2014 Share Posted May 5, 2014 Those things don't bother me, its really all about his lack of glutes Link to comment Share on other sites More sharing options...
kscott190 Posted May 5, 2014 Share Posted May 5, 2014 then enemies should have a 100% chance of producing a health orb and vanishing, then rolling for extra drops as normal. You should never have to Desecrate the same body twice. This^^^^^^ Link to comment Share on other sites More sharing options...
(PSN)friedricetheman Posted May 5, 2014 Share Posted May 5, 2014 Terrify is mainly used as a CC skill when reviving someone in the thick of things. Notably, I have successfully used Terrify to clear the room and revive another player in T3 survival. Nekros is very flimsy and not using terrify before reviving someone is usually fatal past the 30 minutes mark on survival. Link to comment Share on other sites More sharing options...
Sixty5 Posted May 5, 2014 Share Posted May 5, 2014 I like BoneDaddy. It is right that enemies flee the might of my pimp cane. Link to comment Share on other sites More sharing options...
Wahooo Posted May 5, 2014 Share Posted May 5, 2014 A desecrate build nekros with fleeting expertise has a short enough terrify duration to be useful. It will clear a room and give time for a revive, and if you have an f-up in survival can actually cast it a few times sprinting to the exit. SotD and Soul punch are neat but meh. And just like most frames that have a couple abilities that don't get equipped those two I guess could use some help but, c'mon the whole point of Nekros is because the game is about farming and if you are farming then you want a max desecrate nekros in any mission you will have a lot of kills pile up. MD, D and Survival. Link to comment Share on other sites More sharing options...
MiG21bisFishbedL Posted May 5, 2014 Share Posted May 5, 2014 I don't like him because he hangs out around at the local Pump-n-Munch trying to sell offbrand iPads. Link to comment Share on other sites More sharing options...
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