Issues of the Blood Magic line

Onyx Ftw

Onyx Ftw

Ascalonian Squire

Join Date: Feb 2008

Mo/E

Alright, I'm ready for bashings on this idea, but I felt it should be brought up in hope to institute a better use of the Blood Magic attribute other than "Blood spikes."

Okay, so say my health and my opponents health is 600hp. I use my blood skill that steals up to 60 health. He loses health but I gain nothing (it's registered by my health is full so it's as if I didn't gain anything). Now, here is my idea for the functionality of stealing health: you only gain up to what you are missing in health. Example: I have 600hp and he has 600hp. I use my blood magic spell, but nothing is stolen. But say I have 550hp and my spell says I can steal up to 70hp. I can only steal up to 50hp because that's the peak where my health maxes out. Now, I have 500hp and I use the same skill. Now my health is back up to 570hp.

Now I know this seems like it makes the Blood line more useless, but.. this way I see it it'll now suggest life sacrificing, THEN using your spells to steal health. To balance this out, perhaps make the blood magic spells steal more (not a lot more but a nice amount).

This idea will remove blood spike, insitute a better and smarter way to use blood magic spells, and promote life sacrificing. And you can bring the energy cost of some expensive spells down too to balance it more.

yes? no? I personally think this is a neat idea =)

jonnieboi05

jonnieboi05

Forge Runner

Join Date: Mar 2006

Mableton, Georgia

Guild Ancestors Reunited [?????????]

personslly i'd say it's fine just as it is.

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

I think it'd butcher it.

Kawil

Kawil

Frost Gate Guardian

Join Date: Feb 2008

{Hawk}-->The Aerie Alliance

N/Me

Naw, don't think it'll work. You'd have to run around with half health all the time. Plus, spikes wouldn't work anymore. Again, you would have to be almost dead to take advantage of a spike.

Onyx Ftw

Onyx Ftw

Ascalonian Squire

Join Date: Feb 2008

Mo/E

Hmm, any suggestions to this idea that would make it work (please don't say "remove the idea then" cuz that's not helping). I just wanna see what would cause it to not work.

Make like Vampiric Gaze steal like 80+ so a good combo would be your "Dark Pack" shadow damage attacks that sacrifice your health, then follow it up with a punching Vampiric Gaze that'll steal some nice health because you've sacrificed quite a bit.

10% of 600hp is 60hp sacrificed so it's not difficult to pull of some nasty combos.

Onyx Ftw

Onyx Ftw

Ascalonian Squire

Join Date: Feb 2008

Mo/E

Quote:
Originally Posted by Kawil
Naw, don't think it'll work. You'd have to run around with half health all the time. Plus, spikes wouldn't work anymore. Again, you would have to be almost dead to take advantage of a spike.
BTW that's the point, spikes are unavoidable. In anyway whatsoever. Blood magic is known for only being spike-friendly. It's never been anything more than that. And no you wouldn't have to be at half health, 10% of 600hp (the least you should have) is 60hp so 20% is 120hp. Like in my above statement, increase the ability of stealing to around 80 and you can fully recover after just 10% sacrifice. I don't see how this can be difficult for people >.> it's almost like a sin combo but with spells.

RyXXed

RyXXed

Academy Page

Join Date: Dec 2007

W/

Yes, please, buff Necromancers some more, cause WoD, Foul Feast and godlke enchant removal just isn't enough!

Onyx Ftw

Onyx Ftw

Ascalonian Squire

Join Date: Feb 2008

Mo/E

Quote:
Originally Posted by RyXXed
Yes, please, buff Necromancers some more, cause WoD, Foul Feast and godlke enchant removal just isn't enough!
lol Necros have had more nerfs than buffs... I mean c'mon now, it's PRIMARY attribute was nerfed!! How friggin worse can you go?

This change allows Necros be SMARTER. It removes blood spike.. something that's so noobish I could spit. Not to mention this could allow necros to be a more viable midline character that's something other than hexes >.>

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

You are describing the conditioned effect of Grenth's Balance.

Conditions are better to remove spikes.

Boogz

Boogz

Lion's Arch Merchant

Join Date: Feb 2008

Variable Speed Farmers[VsF]

Mo/

so , you're killing bloodspike , and also killing the whole blood magic line , nice.
/notsigned

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

I like all the Pro-Blood-Spike advocates here.

Yes, it would eliminate blood spiking, which I think most can agree is overpowered and takes no skill; but this would effectively destroy blood magic. It's a good idea, just way too overkill.

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

Quote:
Originally Posted by Kanyatta
I like all the Pro-Blood-Spike advocates here.

Yes, it would eliminate blood spiking, which I think most can agree is overpowered and takes no skill; but this would effectively destroy blood magic. It's a good idea, just way too overkill.

Omg I actually agree with kanyatta again.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

/removebloodspikes

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

2 things

1)I don't see a change in what your suggesting for blood magic and what is already there
2)blood magic is fine as it is, want to nerf something? nerf ursan, thats the ONLY skill I see thats unbalanced.

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

Quote:
Originally Posted by Kanyatta
I like all the Pro-Blood-Spike advocates here.

Yes, it would eliminate blood spiking, which I think most can agree is overpowered and takes no skill; but this would effectively destroy blood magic. It's a good idea, just way too overkill.
Guild Wars itself takes no skill. But I guess you don't play very many games to really have a more open-minded comparison.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

I like this idea a lot. It eliminates Blood spike and opens the door for some powerful life-steals. It's the current lack of strong life-steals that makes Blood useless now.

The idea is great as-is, but here is another variation: If you are at full health, the life-steals simply deal 'damage' (which can be Prot'd)

Mod this up.

jiggles

Desert Nomad

Join Date: Sep 2007

N/

/cough signet of agony, chilbains(maybe not, cant think of a self condition inflicting spell atm. far to early)

blood spikers would just simply spam these skills as much as possible before a match

run out with about 200hp and spike, simply self heal as less as possible and keep on spiking

you wouldnt be doing to much apart from killing the whole bloodline

/notsignedever

Onyx Ftw

Onyx Ftw

Ascalonian Squire

Join Date: Feb 2008

Mo/E

Quote:
Originally Posted by jiggles
/cough signet of agony, chilbains(maybe not, cant think of a self condition inflicting spell atm. far to early)

blood spikers would just simply spam these skills as much as possible before a match

run out with about 200hp and spike, simply self heal as less as possible and keep on spiking

you wouldnt be doing to much apart from killing the whole bloodline

/notsignedever
This was a rather dumb arguement because it can be done right now anyways. But if players started saccing health prior to engaging, then that's enough for one perfect spike. After that, you've gotta wait to get low, and hope to spike. So this way, spiking with blood skills won't work anymore because all the damage would be off because everyone's hp is at different levels. On the contrary, as a midline character, while the wars are busy bashing on other characters he can secretly sac a little health here and there, then when there's a balanced spike he can assist with a buffed Vampiric Gaze that'll both aid the spike and heal himself. This way necros will FINALLY be seen as a midline character that's NOT a hexer.

Quote:
Originally Posted by Carinae Dragonblood
I like this idea a lot. It eliminates Blood spike and opens the door for some powerful life-steals. It's the current lack of strong life-steals that makes Blood useless now.

The idea is great as-is, but here is another variation: If you are at full health, the life-steals simply deal 'damage' (which can be Prot'd)

Mod this up.
I'm glad someone sees where I'm coming from. I like your idea too (it does damage that can be protted).

The blood line attribute has gotta change for the better. You can see anet's first stepping stones to this with the recent buffs of sacrificing skills (1 energy, etc). I hope the anomaly that is "bloodspike" is removed because it's so noob and completely unavoidable. All other spikes in this game are legit because there's a way to guard against these.

It'll be nice to have blood necros (for once) be a nice midline character that's not hexing >.>

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Onyx Ftw
lol Necros have had more nerfs than buffs... I mean c'mon now, it's PRIMARY attribute was nerfed!! How friggin worse can you go?
A very minor nerf which capped energy regen to trigger no more often than three times per 15 seconds. Basically a cap to energy regen, capping it to 36 energy per fifteen seconds (at 12 soul reaping), or the equivalent of 6 extra pips of energy regen. That's how "nerfed" the necros were.

Other than that Necros get buffed almost as often as Mesmers get nerfed. Way more buffs than nerfs.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

I still like my idea (though I'm sure others have thought of it at some point) of changing the entire mechanic of life steal to be simply: "You deal x damage to foe, and gain x health" where x is the same number. This way the health gain remains the same no matter what, and the damage dealt can be protted.

mystical nessAL

Wilds Pathfinder

Join Date: Nov 2006

DDrk

W/Mo

It's fine as it is, but your point is really good. Personally I wouldnt mind changing it the way you suggested, so I'll sign for this.
/signed

Artorius.Maximus

Lion's Arch Merchant

Join Date: Jan 2008

Rising Rebellion

E/

So the way I see it, I can use 1 or 2 Blood is Power, and spike away. A team of 8 with 4 blood spike necros doing this would be at about 10 energy regen for casters and would be doing a pretty good spike.

Why do I need a change again?

Trylo

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

like people would really run BiP in high end pvp?

"HI! i spike myself to death, please dont target me!"

anyways the change seems interesting especially with the new 1 energy sac skills. personally i would say you could even buff some blood magic spells by a few points if this were to happen. Blood pact would actually see some play :O

Artorius.Maximus

Lion's Arch Merchant

Join Date: Jan 2008

Rising Rebellion

E/

Quote:
Originally Posted by Trylo
like people would really run BiP in high end pvp?
Used to, but then they decided to nerf the minion factory.

the kurzick eater

the kurzick eater

Krytan Explorer

Join Date: Sep 2007

1323 lancelot dr. greenwood PA

wat

Mo/

Quote:
Originally Posted by Boogz
so , you're killing bloodspike , and also killing the whole blood magic line , nice.
/notsigned
thats it in a nutshell

/notsigned

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Trylo
personally i would say you could even buff some blood magic spells by a few points if this were to happen. Blood pact would actually see some play :O
By a LOT. 80+ VG, 120+ Ravenous Gaze without reqs, etc...

We'd see the lifesteal skills become useful and versatile, without creating bloodspike problems.

To the people saying this would ruin blood (please) would you articulate why you think that, beyond "we fear change"

NamelessBeauty

Krytan Explorer

Join Date: Jan 2008

Michigan State University, East Lansing, MI

Mo/

Urg, no? Beacause...Grenth balance OWN? MAYBE?

Beside, Blood isn't used sololy for Bspike purpose, it can be used as hex pressure/dmg in hex team as well. Though not as effective as death/curse but it can be used!

BiP is awesome too, blood rit is fine as well!

Well of blood is even better!

Onyx Ftw

Onyx Ftw

Ascalonian Squire

Join Date: Feb 2008

Mo/E

This would give the blood attribute more of a honorable use than spike. It's not just nerfing the mechanics that I'm proposing, it's also giving other skills that it would affect if not looked into a better look.

And I swear people are coming up with the lamest reasons why this wouldn't work.

"Let's BiP ourselves then spike! LAWL!" Then everyone is wasting an elite slot. Buff more of the saccing skills so it'll make the build more complementary.

SilentVex

Lion's Arch Merchant

Join Date: Nov 2005

Maguuma Stade

The only places necros see play are hex-way, bspike, or a gimmick-way that exploits soul reaping. These changes nerf out bspike, but I don't see them making the class more playable in anything more (even with buffed lifesteal amounts). Really the only effect it'll have is make all the pve necros whine some more. As much as I hate the broken gimmick that is the necromancer, I don't see this as progress in the right direction.