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1. At GM it lasts for 22 seconds (the longest and most damaging offensive spell if the player has low stamina, which is the case 95% of the time thanks to pain strike).
2. It increases the speed of the ticks as it goes on for longer, this makes it much harder to time through, almost as if it's random. This is why bleed is not as overpowered as strangle is, bleed is a consistent speed thus much easier to cast through.
3. The ticks can do between 10-19 damage if your low on stamina, at the last stages it will be doing that much damage per second. Resulting in upwards of 40 damage in a matter of moments, and at the same time the other player is still casting.
4. At 105 necromancy, you will never fail strangle. The same cannot be said for any other most damaging spell for a class.
5. It is roughly the same casting speed as a flamestrike, yet is 3x more damaging and will last 22x longer.
Despite what people think it's far easier to keep someone strangled than it is to keep yourself remove cursed. A talisman can only be used once every 1200 seconds, apples will not last forever and to maintain remove curse you need high karma, which is almost impossible for reds to maintain.
I'm sure I've missed some points or got some wrong but I think you get the picture. I played a necro for roughly 2 months after the scribe mage nerfs and I know how overpowered it is, as I was literally impossible to kill 1v1. I went to a wrestle scribe for something less overpowered.
Now the question is: What could the dev's do to fix strangle, while keeping it still useful in PvP? Some people have already made a few suggestions, some good, some bad. However I think most people (bar a few necro's) are in agreeance with the fact that it's overpowered. My suggestion is simple: It should be at a constant pace, much like bleed, however with less ticks than at the moment (so the total time would be increase by 1 second per 10 spirit speak, 120 spirit speak it would last for 12 seconds.).
2. It increases the speed of the ticks as it goes on for longer, this makes it much harder to time through, almost as if it's random. This is why bleed is not as overpowered as strangle is, bleed is a consistent speed thus much easier to cast through.
3. The ticks can do between 10-19 damage if your low on stamina, at the last stages it will be doing that much damage per second. Resulting in upwards of 40 damage in a matter of moments, and at the same time the other player is still casting.
4. At 105 necromancy, you will never fail strangle. The same cannot be said for any other most damaging spell for a class.
5. It is roughly the same casting speed as a flamestrike, yet is 3x more damaging and will last 22x longer.
Despite what people think it's far easier to keep someone strangled than it is to keep yourself remove cursed. A talisman can only be used once every 1200 seconds, apples will not last forever and to maintain remove curse you need high karma, which is almost impossible for reds to maintain.
I'm sure I've missed some points or got some wrong but I think you get the picture. I played a necro for roughly 2 months after the scribe mage nerfs and I know how overpowered it is, as I was literally impossible to kill 1v1. I went to a wrestle scribe for something less overpowered.
Now the question is: What could the dev's do to fix strangle, while keeping it still useful in PvP? Some people have already made a few suggestions, some good, some bad. However I think most people (bar a few necro's) are in agreeance with the fact that it's overpowered. My suggestion is simple: It should be at a constant pace, much like bleed, however with less ticks than at the moment (so the total time would be increase by 1 second per 10 spirit speak, 120 spirit speak it would last for 12 seconds.).