Like I’ve stated several times already, necro was brought because of an unintended mechanic that allowed them to create tons on jagged horrors to tank while stacking bleeds. I’d hardly consider fixing something like that as a nerf otherwise why not just call fixing the glyph of elemental power as a nerf too. Or fixing scoring earth many months ago as a nerf. Or that fall damage thing that could kill other players as a nerf. This is the point that you’re missing which I have mentioned several times.
There will always be a meta which involves the most optimal builds and group composition. Those that are not the best are excluded no matter how close they may be. Let’s assume that Ele can now stack might up to 8 times without losing DPS and that sroppibg the warrior allows them to maintain full might stacks on everyone and group DPS is increased by 2K. Those that favor the meta would go with the 3 Ele per team comp and then consider the previous comp unviable. That’s pretty much sums them up.
You can buff other classes but they’ll still go with what team comp is the strongest no matter how close. Why not just nerf Ele’s damage down so that other classes are more equal. No reason to add even more power creep so they can be equitable to Ele. Not to mention the balancing implications that there would be in other game modes.
And as I had said, I was showing sympathy towards those that felt necro was undesirable and saying that Anet could always buff them. I was trying to come off as less harsh but my mistake. Next time I won’t make that mistake again. It was in no way part of my argument.
Of course players will always tend towards the strongest classes in a particular fight. The issue is that “the strongest classes” are the same for every fight in the only raid. I don’t think anyone would argue that the previous patch had a balanced and diverse raid meta, but it’s certainly true that the recent patch was a step backwards in that regard.
Unfortunately just nerfing ele would do little, because despite being the best personal DPS in most fights, its group DPS is still substantially worse than warrior, mesmer, and druid.
The recent patch only changed the optimal team composition. It had minimal impact on the viability of any of the classes including team compositions.
That is only true for experienced groups, where the lost DPS could be made up in 10-15 seconds resulting in only a slightly longer boss fight. If you are in a group that was less experienced and was maybe getting close to the enrage timer, you may not be able to make up for the lost DPS fast enough and necromancer may in fact not be viable. At the very least, 40-60 seconds of extra fight time could easily result in a substantial reduction of success rate for less experienced groups, which is about as close to non-viability as you can get considering the low difficulty level of this game’s raids.