E.A.D.
(edited by Merlin Dyfed Avalon.5046)
As a necromancer i am wondering what way you see this class develop.
I would really like to see how you would apply the recent changes to the profession.
What builds do you invision the necromance to have , how do you combine the different utilities and attributes a necro has to create synergy.
And to follow that up how would the necro work as a short ranged class without the mobility needed?
i.o.w. give us the builds you see fit for each aspect of the game as i notice balance towards player created builds on:
power
minons
specral
condition
siphon
signet
DS
Healing
Support
It would help the community dealing with the current changes and might promise a glimpse of what lies ahead .
Cheers.
(edited by Merlin Dyfed Avalon.5046)
One of the 7 other professions, is my guess.
I play my necromancer power d/d in pve. Other then that just conditions with staff really. Class gets boring fast at level 80.
What I would really like to see if decisions about balancing the siphon abilities that Necros have access to. I would really like to see a damage dealing Siphon necro that counts on those crits to keep sustain ( especially now that the Assassins amulet is on the PvP table).
They are using FOTM system so its ranger now.
You realize that balance in MMOs is rarely done as you seem to expect it to be, OP?
Devs tend to identify action-requiring elements in two categories:
Once identified, the next step is to figure out whether this should be handled directly (buff/nerf the ability or abilities in question) or indirectly (the specific element is where you want it to be, rest of the game isn’t updated to the same level yet). If it’s the second, this goes on a sort-of backburner as while it’s important, it takes a very long time. This is often where interim solutions figure in.
For example, if condition necromancers are facing serious issues in WvW, or well, conditions in general, then this is a serious issue but one which should be alleviated by just reworking conditions vs cleansing entirely. However in the short-term this is acceptable because all classes affected have other specs they can (and, according to metrics, do) run in WvW. As such, the issue isn’t a high-priority one.
If a class had only specs of type X, and type X specs are completely useless in one of the three game formats, you’d see the devs reacting quickly. But since respeccing and regearing is pseudo-free for any established player, there’s no need to act quickly so long as metrics show that the playing population doesn’t dwindle over the issue.
This is probably what drives the lack of attention to Siphon effects and the signet. Yes, it’s a problem. But they had issues with too strong siphoning in the past, so now they’re putting it on the backburner because hey, in various modes power, DS or condi necromancers are doing quite ok, plus there’s the zoo ones, too. Plenty of stuff to play, more pressing issues to attend to.
(Source: Developer, though not for GW2)
You realize that balance in MMOs is rarely done as you seem to expect it to be, OP?
Devs tend to identify action-requiring elements in two categories:
- So strong it creates overall issues (say, the presence of a single such character automatically spells victory for an entire team, respectively the absence spells doom).
- So weak that the metrics show a substantial number of players are leaving the class or ability behind.
Once identified, the next step is to figure out whether this should be handled directly (buff/nerf the ability or abilities in question) or indirectly (the specific element is where you want it to be, rest of the game isn’t updated to the same level yet). If it’s the second, this goes on a sort-of backburner as while it’s important, it takes a very long time. This is often where interim solutions figure in.
For example, if condition necromancers are facing serious issues in WvW, or well, conditions in general, then this is a serious issue but one which should be alleviated by just reworking conditions vs cleansing entirely. However in the short-term this is acceptable because all classes affected have other specs they can (and, according to metrics, do) run in WvW. As such, the issue isn’t a high-priority one.If a class had only specs of type X, and type X specs are completely useless in one of the three game formats, you’d see the devs reacting quickly. But since respeccing and regearing is pseudo-free for any established player, there’s no need to act quickly so long as metrics show that the playing population doesn’t dwindle over the issue.
This is probably what drives the lack of attention to Siphon effects and the signet. Yes, it’s a problem. But they had issues with too strong siphoning in the past, so now they’re putting it on the backburner because hey, in various modes power, DS or condi necromancers are doing quite ok, plus there’s the zoo ones, too. Plenty of stuff to play, more pressing issues to attend to.
(Source: Developer, though not for GW2)
Thanks for the clear answer.
i’ll go cry in my subforum now
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