Calling for self "Nerf" on Necro Marks

Calling for self "Nerf" on Necro Marks

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Posted by: eleshazar.6902

eleshazar.6902

So to preface I mainly play necro in sPvP (53% last time I checked).

One thing that I did notice that I think is unfair that my class has is the lack of difference between marks visuals.

As an objective person, I think it is kind of unfair that an enemy cannot make decisions regarding my marks. Currently someone sees a mark and either chooses to walk through it, or not, but it isn’t based on any real knowledge of which mark it is. True they do have slightly different looks, but it is really hard to tell in the heat of battle which image you are looking at. I think if people could tell which mark I was putting down, they would not step into my putrid mark and take the 3 conditions they just put on me back.

I also think that this is an acceptable change since in PvE (the place that necros actually need help) it won’t make a difference. The AI monster doesn’t choose not to step in a mark based on image looks, but a human might.

Just a thought that I have had and I thought I would share. Not trying to “nerf” necro marks, just make the gameplay fair since I almost feel cheap when I throw putrid mark and watch someone collapse because they thought it just might be a mark of blood instead.

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(edited by eleshazar.6902)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Who are you playing that walks into marks? I’ve never had someone walk into mine without dodging through and getting away scot-free.

Putrid Mark also only transfers 3 conditions per target, so you can’t have them “take the 10 conditions they just put on me back”.

Dragonbrand |Drarnor Kunoram: Charr Necro
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Posted by: Tim.6450

Tim.6450

I do not aggree with this, since if they decide to walk into a mark then they have to be prepared for the consequences. If they take the gamble hoping it was the blood mark but got the putrid mark then they guessed wrong. They chose to take that risk, it’s their problem from that moment.

Another thing that needs to be considered is that marks are visible unlike traps of rangers/thief.

EverythingOP

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Posted by: Samhayn.2385

Samhayn.2385

I’m not in to test atm but I thought the symbol in the center of the mark was diffrwnt for eash mark.


It was 2 vs 20 but its ok we got’em both!

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’m not in to test atm but I thought the symbol in the center of the mark was diffrwnt for eash mark.

The marks do all have different symbols in the center.

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Posted by: Muchacho.2390

Muchacho.2390

I’m not in to test atm but I thought the symbol in the center of the mark was diffrwnt for eash mark.

The marks do all have different symbols in the center.

Well not all of them but most^^

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Posted by: Dalanor.5387

Dalanor.5387

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Posted by: magic fly.2041

magic fly.2041

Chillblains and reaper’s mark have the same symbol according to the wiki.

The symbols are too glowy to make out any fine details in a hurry. Changing the color of the inner part of the symbol would make it possible to tell what symbol is what during combat and still keep the glowy style.

However, the bigger problem with symbols is the casting time.
Having that color change suggestion along with a 0.5 to a 1 second delay before the symbols trigger (possibly with a brighter glow to indicate it’s started activating) would let a person figure out what is getting cast on them and react properly, and would still not interfere with how fast marks can get laid down.

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Posted by: oZii.2864

oZii.2864

I can get behind this a different color though in the end all marks are bad tbh so you it’s not like you would chose to hit the red mark instead of the blue mark if they where different colors.

What could work as a middle ground is marks stay the same and the necromancer gets a glow depending on mark cast like a aura. Green is the kind of a thematic color for necros’s though but I could see like the necro going red, bright orange, yellow, green could possibly not take to much away from the theme.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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{Thief}

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Posted by: Avigrus.2871

Avigrus.2871

1 second delay on trigger would ruin the weapon. It does poor enough damage as it is and has been nerfed already.

Also, it has the worst auto attack in the game.

I can’t believe people complain about this weapon.

80 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

1 second delay on trigger would ruin the weapon. It does poor enough damage as it is and has been nerfed already.

Also, it has the worst auto attack in the game.

I can’t believe people complain about this weapon.

Nobody mentioned a delay until you did…

What they’re asking for is to make it more obvious which mark is which once they’re placed on the ground. I can understand it, but I honestly don’t think it would change anything.

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Posted by: magic fly.2041

magic fly.2041

1 second delay on trigger would ruin the weapon. It does poor enough damage as it is and has been nerfed already.

Also, it has the worst auto attack in the game.

I can’t believe people complain about this weapon.

You appear to be concerned about the power of the weapon.
I am concerned about the ability and chance to react to the weapon’s attacks.

Of course if it had a 0.5 to a 1 second delay for the mark to activate, there would have to be a large buff to compensate. I just figured that would be common sense, and didn’t suggest it.

I will complain about even the weakest, trashiest, most unused weapon for so long as there is no way to properly react to said weapon’s attacks.

The attacks necromancer staff has are fast casting, indistinguishable, unblockable, aoes that add long lasting conditions, and one cc. Without any sort of delay or casting time longer than 3/4 second, this weapon will not give enough chance for counterplay. I don’t care how weak or strong it is, I care that it doesn’t give a good chance to counter or avoid it’s attacks.
Ever notice that most of the builds that are complained about use things that give “immune” to attacks or conditions, use stealth, or they use attacks that cannot be reasonably reacted to, or countered against? There is a real reason for that.

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Posted by: ArtemisEntreri.4138

ArtemisEntreri.4138

Maybe adjust color for each mark? Red for Mark of Blood, blue for Chillbains, yellow for Putrid, and purple for Mark of Horror?

Also... this is my own opinion but Marks should not be able to be dodged through. If you enter a mark it should hit you regardless of any blocks, shields, aegis, or divine freakin intervention. It should hit you. With that said, the size of the mark would be up for debate seeing you make marks unblockable and possibly would be balanced at their current size if not just a little smaller.

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(edited by ArtemisEntreri.4138)

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Who are you playing that walks into marks? I’ve never had someone walk into mine without dodging through and getting away scot-free..

His alt with 47% ^^

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Posted by: Aberrant.6749

Aberrant.6749

Maybe adjust color for each mark? Red for Mark of Blood, blue for Chillbains, yellow for Putrid, and purple for Mark of Horror?

Also… this is my own opinion but Marks should not be able to be dodged through. If you enter a mark it should hit you regardless of any blocks, shields, aegis, or divine freakin intervention. It should hit you. With that said, the size of the mark would be up for debate seeing you make marks unblockable and possibly would be balanced at their current size if not just a little smaller.

Agreed with color changes for each mark…

Heck no @ can’t dodge marks… no travel time ranged attacks + unblockable isn’t enough already?

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Posted by: Avigrus.2871

Avigrus.2871

1 second delay on trigger would ruin the weapon. It does poor enough damage as it is and has been nerfed already.

Also, it has the worst auto attack in the game.

I can’t believe people complain about this weapon.

Nobody mentioned a delay until you did…

What they’re asking for is to make it more obvious which mark is which once they’re placed on the ground. I can understand it, but I honestly don’t think it would change anything.

Actually mate, Magic Fly mentioned the delay.

Read a couple of posts above me.

80 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

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Posted by: BlackBeard.2873

BlackBeard.2873

Making the marks visible would be a good step, so that I know which ones I have to dodge into/break, and which ones I can tank if its worth it.

However, the more serious issue is that every mark’s animation is just a slight wave of the hand, then poof you got whatever condi it drops. People complain about ele meteor shower, which is foretold by a whirling ele with his/her hand up in the air, followed by a rain of flaming rock b/c there isn’t a red circle that they can dodge/counter. When a necro places a mark right under you, there is nothing you can do to know if its critical to dodge (chillblains, for instance) or just gonna hurt some.

Perhaps there is a way to add an animation so that it is possible to react without ruining the weapon…I don’t have ideas myself, but I think this would be a good avenue to suggest changes.

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Posted by: zapv.8051

zapv.8051

I’m gonna make a suggestion. First, make a half second delay after cast for marks. Second, add better identifiers to each individual mark. Third, make the marks player triggered. Fourth, either reduce the cooldowns or buff the active effects. This would give marks a lot more skilled play from both ends. The necromancer could use them as spacing while the other person would know which ones to seriously avoid.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Luke.4562

Luke.4562

4 months player complaining omfg.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

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Posted by: Usagi.4835

Usagi.4835

1 second delay on trigger would ruin the weapon. It does poor enough damage as it is and has been nerfed already.

Also, it has the worst auto attack in the game.

I can’t believe people complain about this weapon.

You appear to be concerned about the power of the weapon.
I am concerned about the ability and chance to react to the weapon’s attacks.

Of course if it had a 0.5 to a 1 second delay for the mark to activate, there would have to be a large buff to compensate. I just figured that would be common sense, and didn’t suggest it.

I will complain about even the weakest, trashiest, most unused weapon for so long as there is no way to properly react to said weapon’s attacks.

The attacks necromancer staff has are fast casting, indistinguishable, unblockable, aoes that add long lasting conditions, and one cc. Without any sort of delay or casting time longer than 3/4 second, this weapon will not give enough chance for counterplay. I don’t care how weak or strong it is, I care that it doesn’t give a good chance to counter or avoid it’s attacks.
Ever notice that most of the builds that are complained about use things that give “immune” to attacks or conditions, use stealth, or they use attacks that cannot be reasonably reacted to, or countered against? There is a real reason for that.

Please then also make engineer’s Magnet pull be a giant glowing tether so I can spot it instantly. The complaints about necro marks are few and far between. I last saw a thread that was similar to this at least 1-2 months ago. It’s by no means GAME BREAKING.

Maybe adjust color for each mark? Red for Mark of Blood, blue for Chillbains, yellow for Putrid, and purple for Mark of Horror?

Also… this is my own opinion but Marks should not be able to be dodged through. If you enter a mark it should hit you regardless of any blocks, shields, aegis, or divine freakin intervention. It should hit you. With that said, the size of the mark would be up for debate seeing you make marks unblockable and possibly would be balanced at their current size if not just a little smaller.

Agreed with color changes for each mark…

Heck no @ can’t dodge marks… no travel time ranged attacks + unblockable isn’t enough already?

The marks are only unblockable if you spec 20 points deep into Death Magic.

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(edited by Usagi.4835)

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Posted by: magic fly.2041

magic fly.2041

Please then also make engineer’s Magnet pull be a giant glowing tether so I can spot it instantly. The complaints about necro marks are few and far between. I last saw a thread that was similar to this at least 1-2 months ago. It’s by no means GAME BREAKING.

Your exaggerated example is about a skill that already gives proper warning. Marks don’t give that.

Marks themselves are not “game breaking”.
Marks, alongside all the other skills across the different classes that don’t have proper telegraph, are. It is only one problem of many, but is still a problem.

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Posted by: Kincaidia.3192

Kincaidia.3192

The issue seems to me to be the angle of viewing.

We’re all looking at them at a very steep angle if you are on similar height terrain. Basically, you’re looking at a circle almost on edge, and anything inside that circle is a complete munge.

Different colors would be helpful.

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Posted by: Rising Dusk.2408

Rising Dusk.2408

I have always been a huge proponent of skill visibility and visual distinction in this game, and have always agreed that Necromancer marks should be more easily distinguished. I wouldn’t even call this a nerf; this is a visual distinction that should have been there from the start.

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Posted by: eleshazar.6902

eleshazar.6902

Ok for all of those saying “Quit calling for necro nerfs”. I AM A NECRO (54% necro played in pvp ~300 tourney games on one)! And this isn’t calling for a nerf, it is just saying that skills that can’t be predicted are an unfair advantage. If you want to rely on gimmicks to win, then go play warrior. As a necro I think people should be able to react to me just as well as I can react to them. In high level pvp this just doesn’t seem fair to me that I get this advantage.

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Posted by: Tim.6450

Tim.6450

can’t be predicted? I take it that the mark symbol is invisible to the eye. It is also shown that they are different(except for chillblains and reapers mark) but just hard to differentiate.

It’s also not that they are without counters. You can easy counter them like don’t walk into them or dodge through them (I even think that a minion/pet can trigger them, but I’m not sure about teleports like blink). So I don’t think that it is an unfair advantage. If they decide to walk into a mark while they don’t know what type of mark it is then it is their problem.

EverythingOP

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Chillblains and Reaper’s Mark look the same, but the cast animation is very different. If you didn’t see it getting cast, then expect the worst and either avoid or nullify the mark.

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Posted by: Swagg.9236

Swagg.9236

Here you go:

Staff skills
[Necrotic Grasp] (1)

  • Projectile Speed increased by 30%.

[Mark of Blood] (2)

  • FUNCTIONALITY CHANGED
  • Cast-time: 0
  • Recharge: 6 seconds
  • Inscribe a pulsing mark that bleeds foes and grants regeneration to allies.
  • Damage (3x): 612 (1.5)
  • Regeneration per pulse: 1 second
  • Bleeding per pulse (1): 5 seconds
  • Duration: 3 seconds
  • Pulse: 1 second
  • Radius: 150
  • Range: 1200
    • This skill shares its pulse schedule with that of Elementalist [Lava Font].
    • Now uses a ½-second after-cast animation delay (skill cannot be used while disabled or while activating another skill). This is similar to how [Lava Font] functions.
    • The [Mark of Blood]’s mark is now a neon-red and emits a red mist while active (same particle effect as the kind of black mist that comes off of wells).

[Chilblains] (3-1)

  • FUNCTIONALITY CHANGED
  • Cast-time: ¼ second
  • Recharge: 20 seconds
  • Inscribe a line at target location that poisons and chills foes that cross it.
  • Line damage: 101 (0.3)
  • Poison: 5 seconds
  • Chilled: 3 seconds
  • Line duration: 3 seconds
  • Combo Field: Ethereal
  • Range: 1200
    • This skill uses a light blue-colored Mesmer [Temporal Curtain] model.
    • This skill uses the same hit detection as Elementalist [Unsteady Ground].
    • This skill’s effects have an internal cool-down of 5 seconds per target.
    • This skill now chains into another skill upon cast completion: [Weaken Knees].

[Weaken Knees] (3-2)

  • Cast-time: 0
  • Recharge: 45 seconds
  • Evade backwards, and inscribe a mark where you land that knocks down and cripples foes when they trigger it.
  • Evasion: 1 second
  • Mark knock down: 2 seconds
  • Mark crippled: 4 seconds
  • Mark radius: 120
    • This chain skill remains active for up to 15 seconds.
    • The [Weaken Knees] mark is a neon-blue.
    • This chain skill’s recharge or usage does not affect the recharge of [Chilblains]. The two skills share separate recharges and each will immediately go to into recharge upon respective use.

[Putrid Mark] (4) – NAME CHANGED TO – [Mark of Pain] (4-1)

  • FUNCTIONALITY CHANGED
  • Cast-time: 1½ seconds
  • Recharge: 25 seconds
  • Hex your foe with a mark of pain. Whenever target foe takes damage, mark of pain deals damage to that foe and all adjacent foes.
  • Mark of Pain (5x) (25): 5 seconds
  • Mark of Pain damage: 85 (0.2)
  • Mark of Pain damage radius: 180
  • Range: 1200
    • This skill pulses 5 times total when striking a target. Each pulse applies 5 stacks of a unique debuff called Mark of Pain with each strike. This skill pulses once every 0.25 second.
    • Whenever a foe under the effects of Mark of Pain takes damage, the mark triggers its effect and decreases in stack by 1. This skill’s effect has a 1-second internal cool-down per attacker.
    • The damage from Mark of Pain hits up to 5 targets including the marked target.
    • A foe under the effects of Mark of Pain will have a large golden [Mark of Pain] skill icon above his/her head.
    • This skill now chains into another skill upon cast completion: [Putrid Explosion].

[Putrid Explosion] (4-2)

  • Cast-time: ½ second
  • Recharge: 25 seconds
  • Conjure a bubble of dark energy at target location. After 1 second the bubble explodes, damaging and transferring up to 3 conditions from you to the foes affected.
  • Delay: 1 second
  • Damage: 444 (1.2)
  • Damage radius: 180
  • Combo Finisher: Blast
  • Range: 1200
    • This chain skill remains active for up to 15 seconds.
    • This skill uses a brown-tinted Guardian [Sanctuary] for the bubble model.
    • This chain skill’s recharge or usage does not affect the recharge of [Mark of Pain]. The two skills share separate recharges and each will immediately go to into recharge upon respective use.

[Reaper’s Mark] (5)

  • FUNCTIONALITY CHANGED
  • Cast-time: 1 second
  • Recharge: 45 seconds
  • Inscribe a mark that damages foes and grants you life force. On cast, you gain the reaper’s mark; the next time that you enter Death Shroud, you also fear adjacent foes.
  • Reaper’s Mark (10 seconds): The next time that you enter Death Shroud, you fear adjacent foes (180 radius; 1 second fear; ½-second delay)
  • Mark damage (3x): 477 (1.2)
  • Mark duration: 6 seconds
  • Mark pulse: 2 seconds
  • Life force per pulse: 3%
  • Combo Field: Poison
  • Radius: 240
  • Range: 1200
    • The first pulse comes 2 seconds after cast-completion and then pulses once every 2 seconds afterwards until the mark’s duration is over.
    • Each pulse will only grant life force to the Necromancer if the Necromancer is standing in the field when it pulses.
    • Upon entering Death Shroud, the Reaper’s Mark fear takes a ½ second to activate, thus providing some counter-play.

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Posted by: Sinzaku.2980

Sinzaku.2980

Ok for all of those saying “Quit calling for necro nerfs”. I AM A NECRO (54% necro played in pvp ~300 tourney games on one)! And this isn’t calling for a nerf, it is just saying that skills that can’t be predicted are an unfair advantage. If you want to rely on gimmicks to win, then go play warrior. As a necro I think people should be able to react to me just as well as I can react to them. In high level pvp this just doesn’t seem fair to me that I get this advantage.

Was looking for write alot about how idiot u are but u dont deserve i spend so much time on it.

Im just gonna say u that : Play an other class and leave necro.

If u want talk about fair stuff ask for a war hammer nerf + their heal signet a good 50% reduce instead the crap 7% they talk about …

Be logic next time u want speak about necro, u played the class fews days u think about change our gaming already … Dont u want change thiefs / rangers traps and sneak also for being visible would be fair i think !?

“Necromancer in Heart and Soul” ~ #8k Hours#Asura
-(EvE ~ EU)-

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Posted by: eleshazar.6902

eleshazar.6902

Ok for all of those saying “Quit calling for necro nerfs”. I AM A NECRO (54% necro played in pvp ~300 tourney games on one)! And this isn’t calling for a nerf, it is just saying that skills that can’t be predicted are an unfair advantage. If you want to rely on gimmicks to win, then go play warrior. As a necro I think people should be able to react to me just as well as I can react to them. In high level pvp this just doesn’t seem fair to me that I get this advantage.

Was looking for write alot about how idiot u are but u dont deserve i spend so much time on it.

Im just gonna say u that : Play an other class and leave necro.

If u want talk about fair stuff ask for a war hammer nerf + their heal signet a good 50% reduce instead the crap 7% they talk about …

Be logic next time u want speak about necro, u played the class fews days u think about change our gaming already … Dont u want change thiefs / rangers traps and sneak also for being visible would be fair i think !?

Not even sure why I’m bothering responding to you…. But if you read my post, in PvP I main necro. 54% of my pvp games have been on necro, and I’ve had mine at 80 for ~5-6 months now.

Of course warrior is OP and needs the most balance. But a) the devs don’t care and won’t listen so no use continuing on that rant. They are biased. End of story. b) Just because one class is broken doesn’t mean it is ok for other classes to have some broken things too.

Besides, why are you worried about marks symbols being larger/more different? Why are you so opposed to fair play? If your opponent is bad, they won’t react any differently than they do now. Seems to me you are just as bad as the warriors that enjoy playing simply because they can beat better players by relying on their broken class.

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Posted by: Muchacho.2390

Muchacho.2390

I disagree with changing how marks work. The only thing that should happen is give each mark a disinctive cast animation.

Giving marks different animations if they already on the ground is not really that important as any competent player will avoid/dodge roll a mark no matter what mark it is.

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Posted by: eleshazar.6902

eleshazar.6902

I disagree with changing how marks work. The only thing that should happen is give each mark a disinctive cast animation.

Giving marks different animations if they already on the ground is not really that important as any competent player will avoid/dodge roll a mark no matter what mark it is.

I don’t know that this is always true. I agree most of the time you will avoid or dodge them, but if it is in pvp and the mark is placed on a point you might choose to step in the mark of blood and take the penalty to prevent the cap, whereas if it is chillbains you might make a different decision.

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Posted by: Muchacho.2390

Muchacho.2390

I disagree with changing how marks work. The only thing that should happen is give each mark a disinctive cast animation.

Giving marks different animations if they already on the ground is not really that important as any competent player will avoid/dodge roll a mark no matter what mark it is.

I don’t know that this is always true. I agree most of the time you will avoid or dodge them, but if it is in pvp and the mark is placed on a point you might choose to step in the mark of blood and take the penalty to prevent the cap, whereas if it is chillbains you might make a different decision.

Well if you look at http://wiki.guildwars2.com/wiki/Marks, you can distinguish the “harmless” marks and the “dangerous” marks already (the second and third are more important to dodge).

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

And if it doesn’t look like any of those, then the necro stacked them one atop the other like a baddie, so dodging them becomes even more efficient.

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Posted by: Luke.4562

Luke.4562

Nerf Ranger Traps! They’re invisible, they have low cooldowns, they promote just spamming strategy, they don’t allow counterplay! Lol

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

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Posted by: Muchacho.2390

Muchacho.2390

And if it doesn’t look like any of those, then the necro stacked them one atop the other like a baddie, so dodging them becomes even more efficient.

Yes, but it feels really great if a idiot walks into them all…

Calling for self "Nerf" on Necro Marks

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Posted by: Soilder.3607

Soilder.3607

Nerf Ranger Traps! They’re invisible, they have low cooldowns, they promote just spamming strategy, they don’t allow counterplay! Lol

Invisibility is the whole point of traps lol.

Stormbluff Isle

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Posted by: Luke.4562

Luke.4562

Nerf Ranger Traps! They’re invisible, they have low cooldowns, they promote just spamming strategy, they don’t allow counterplay! Lol

Invisibility is the whole point of traps lol.

Can you read “Irony” and associate it with the OP thread?

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

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Posted by: Luke.4562

Luke.4562

I disagree with changing how marks work. The only thing that should happen is give each mark a disinctive cast animation.

Giving marks different animations if they already on the ground is not really that important as any competent player will avoid/dodge roll a mark no matter what mark it is.

I don’t know that this is always true. I agree most of the time you will avoid or dodge them, but if it is in pvp and the mark is placed on a point you might choose to step in the mark of blood and take the penalty to prevent the cap, whereas if it is chillbains you might make a different decision.

The only decision you have to do is to avoid the area, popping immunities or dodgeroll in.
Even working like this, IMHO it’s a weak trade for wasting a long cooldown (Mark of Blood 6 seconds, others over 15 seconds), because this way it gives the opponent too much freedom of choice*, and everyone knows that skills working like this in PVP are WEAK. So it’s a good tradeoff for this situation that a Necromancer can land marks directly on the opponent head without any chance of reaction.
One way it gives too much freedom of choice, the other doesn’t, it’s a good balance**.

*(opponents with Vigor and many evasions will have the easiest time with landed Marks, that makes the act of dodgerolling through marks even more cheap.)

**"Good balance" because all of this falls under the fact that Staff damage is ridicle, if it would be raised to a reasonable level then it could be an excellent control tool.

This explain and invalidates all the rants, the self mutilation requests made by individuals toward the mechanics of Marks.

It’s not hard to understand, it’s made to be a deterrent for opponents, if you can’t get it, you shouldn’t even create so much confusion by opening these useless threads.

PS: If you have problems dealing with other Necros in PVP… you know what I mean.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I don’t get it… most damaging AOE’s are either completely invisible or just simple red circles with no identifying marks on what they are at all… How can someone possibly complain that giant glowing marks with specific symbols telling you what they are is somehow OPed?

If anything they should be changed to match other classes AOE’s and traps. Just a simple red/white circle with no glow and no identification.

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Posted by: Dalanor.5387

Dalanor.5387

I don’t get it… most damaging AOE’s are either completely invisible or just simple red circles with no identifying marks on what they are at all… How can someone possibly complain that giant glowing marks with specific symbols telling you what they are is somehow OPed?

If anything they should be changed to match other classes AOE’s and traps. Just a simple red/white circle with no glow and no identification.

Most people complain about them, because if you drop a mark on someone it’s effect will trigger on the enemy, dealing their stuff 100%, meanwhile a let’s say meteor shower hits you with 1-2 projectile before you dodge out from it, thus wasting it’s damage potential.
Ad in the “poor tell” of the skills and here you go, complains everywhere.

If the mark is already on the ground, there isn’t any problem. Going around, dodge trough it, pop a immunity, whatever, it can be countered.
But honestly, if a necro holds a staff against you, wouldn’t you expect that he throws a mark under your feet?

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Posted by: Overkillengine.6084

Overkillengine.6084

And the complaints also ignore that 100% of a Mark effect is often less powerful than the first tick or two of other AE’s….which can make Marks completely ineffective as area denial because of that against competent players.

Basically what the whiners have to realize is that in order to make altering the current Marks to be something easier to see ahead of time; is that they are going to have to be far more devastating once they land in order to make it an even remotely balanced tradeoff to keep the weapon as a relevant choice at all.

Edit: actually no, lets definitely go along with this. I for one welcome our upcoming telegraphed instakill of up to 5 targets at 1200 range overlords. WTB new KillMark Necro spec!

(edited by Overkillengine.6084)

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Posted by: zapv.8051

zapv.8051

And the complaints also ignore that 100% of a Mark effect is often less powerful than the first tick or two of other AE’s….which can make Marks completely ineffective as area denial because of that against competent players.

Basically what the whiners have to realize is that in order to make altering the current Marks to be something easier to see ahead of time; is that they are going to have to be far more devastating once they land in order to make it an even remotely balanced tradeoff to keep the weapon as a relevant choice at all.

Edit: actually no, lets definitely go along with this. I for one welcome our upcoming telegraphed instakill of up to 5 targets at 1200 range overlords. WTB new KillMark Necro spec!

Your right!!! Nerf necro marks, so they can get buffed. Here’s to a 6k putrid mark.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Your right!!! Nerf necro marks, so they can get buffed. Here’s to a 6k putrid mark.

Strangely, I think Putrid Mark can already hit 6k in zerker builds. It’s the only one that can, but since Life Blast can hit that hard and it has a lower power coefficient than Putrid Mark, it should be possible.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: Overkillengine.6084

Overkillengine.6084

Your right!!! Nerf necro marks, so they can get buffed. Here’s to a 6k putrid mark.

Strangely, I think Putrid Mark can already hit 6k in zerker builds. It’s the only one that can, but since Life Blast can hit that hard and it has a lower power coefficient than Putrid Mark, it should be possible.

Thus why I decided endorsing a Marks change as a WONDERFUL idea since making them easier to tell apart/see coming means they’d also get a boost or no one would use them, since other AE options would be unquestionably superior.

The river of tears from dealing Killshot level damage at 1200 range to multiple targets would be effing delicious.

Calling for self "Nerf" on Necro Marks

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Posted by: Dalanor.5387

Dalanor.5387

Edit: actually no, lets definitely go along with this. I for one welcome our upcoming telegraphed instakill of up to 5 targets at 1200 range overlords. WTB new KillMark Necro spec!

Do you mean that you want to get compensated if Anet nerf marks? HAHAHA. Oh you were serious. HAHAHAHAHA

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Posted by: Overkillengine.6084

Overkillengine.6084

Edit: actually no, lets definitely go along with this. I for one welcome our upcoming telegraphed instakill of up to 5 targets at 1200 range overlords. WTB new KillMark Necro spec!

Do you mean that you want to get compensated if Anet nerf marks? HAHAHA. Oh you were serious. HAHAHAHAHA

I know I know…but seriously they hit like a wet noodle as is; the only thing saving them from not being on anyone with half a brain’s skillbar is the range and number of targets, and taking a crap on the already meh damage via even an indirect nerf is a good way to ensure no one equips a staff unless the base damage or coefficient were to be adjusted accordingly.