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We all know nekros is getting reworked, i propose this to desecrate


Satinpuppies
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On ‎7‎/‎18‎/‎2016 at 11:35 PM, Razgris05 said:

Nekros Skills:

  1. Soul Punch - remains the same with this addition: enemies killed using this skill will leave a soul that fly towards an enemy in range and explode (AOE Radiation dmg) (Satinpuppies' idea - kinda like the idea)
     
  2. Terrify - remains unchange
     
  3. Resurrection (replace Desecrate) - combination of Desecrate & Shadow of the Dead (needs to tweak the mechanics, i guess, to make it more viable/balanced?)
     
  4. Death Shroud (new Ultimate) - release a Shroud surrounding him (visually) / effects as follows:
    1. Deals AOE Viral Dmg (400 / 600 / 800 / 1000 dmg) (10%/ 15% / 20% / 25% chance Proc)
    2. Stun enemies within range or make enemies misses their shots (5s / 8s / 12s / 15s)
    3. Any soul created from 1st & 3rd skills and within Death Shroud's range will explode and deal AOE Blast dmg (fixed 150 ~ 200 dmg?)

 

My opinions....

I like that too.

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People tend to forget (ignore or accepting a cheap illusion, whatever..) that a big problem is the lack of control over Shadows.

No matter what the damage multiplier they get, by their AI the damage is randomic and unfocused, resulting in no results in mid-to-high level missions.
In the end they just result being as moving Decoys that once and then are able to kill a low Hp target.

For Sinergy, it would be great if Shadows would focusfire a declared target, and Soul Punch should mark their target, driving their attention.

Edited by Burnthesteak87
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Nekros rework? Yeah, as usual they don't fix what's broken but in opposite they fix that isn't broken yet!

I seen on devstream what they do to Nekros - that's not good for us(increased health drain, slower dead bodies processing).

And they now will allow Nekros move/shoot  during 3rd skill that isn't good too, Nekros IS a lootframe, that is main reasons people take it to missions.

No actual need to let him move, let him just dig loot, it's his job! ;)

As result loot builds would lose part of loot power and only builds that benefit will be very rare battle builds.

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so based on the collective ideas seen here, it should be as follows

Nekros Skills:

  1. Soul Punch - remains the same with this addition:
    1. enemies killed using this skill will leave a soul that fly towards an enemy in range and explode (AOE Radiation dmg)
    2. Will be targeted by Shadow copies as high priority target (when sighted/ in range?)
       
  2. Terrify - remains unchange
     
  3. Resurrection (replace Desecrate) - combination of Desecrate & Shadow of the Dead
    1. toggle-able aura
    2. fixed activation energy cost (50 energy)+ 10 energy per desecrated enemy
    3. each desecrated enemy will produce a shadow copy of itself + a chance of a drop
       
  4. Death Shroud (new Ultimate) - release a Shroud surrounding him (visually) / effects as follows:
    1. Deals AOE Viral Dmg (400 / 600 / 800 / 1000 dmg) (10%/ 15% / 20% / 25% chance Proc)
    2. Stun enemies within range or make enemies misses their shots (5s / 8s / 12s / 15s)
    3. Any soul created from 1st & 3rd skills and within Death Shroud's range will explode and deal AOE Blast dmg based on amount of health left in Shadow copies
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Making Desecrate a toggle is a terrible idea, and here's why:

1. DE would likely make the channeling cost very high.

2: The amount of 'ticks' from the ability would likely be severely lessened, you'd have way less desecrates per corpse. With NT you can cast Desecrate on a corpse roughly 3-4 times per second if the corpse doesn't yield anything. With a toggle, it may only be cast once every 1-2 seconds, assuming it can even affect the same corpse more than once.

3: Nekros is already very hard to mod for, adding channeling to desecrate would be a massive crutch to player made builds.

4: Currently you are not "locked in place" while casting Desecrate like most players believe. You can totally aim glide and cast desecrate while moving very fast.

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