Can somebody explain this stupid decision?
Because then it would be OP, you should be glad you don’t lose lifeforce when you are out of combat similar to how a warrior loses adrenaline.
Why other classes starts pvp games at 100% of their power, but necromancer starts with 0 life force?
because other classes have to set up their combos during the fight (example mesmer)
not to mention war doesn’t even have adrenaline unless they are in combat
[Teef] guild :>
Why do they have more hp than most of the classes anyway?
Nerfentalist of Augury Rock
why can’t you start a fight at 50k hp?
you really want an answer? XD
i have 3 necros, my main is a necro
and i still think starting the fight with full lifeforce would be hilariously OP.
What are you talking about? Druid starts without celestial form, warrior starts without adrenaline.
The class mechanic that requires build up always starts without any built up.
To play “focus the necro”. And it’s working great: necro has never been meta in 3.5 years, bare 2 weeks of dhuumfire.
Bunker meta wasn’t too harmful for necro so they were able to secure a spot in 3-4 teams out of the 16 pro teams, to mostly enjoy downstate (apparently it’s cozy down there).
But now, the insta gib meta is coming, and players (do they actually play the game?) think necro will be top pick, some even talk about 2 necros in a team, entertaining forums for sure. To them I want to say: rest assured, ANet is watching, and has always nerfed them in less than 2 weeks.
If you wonder why, I think Colin Johanson and Jon Peters once tried PvP together, and got killed by a necromancer. That or the complete lack of active defense. No, wait, I’m lying, they have dodge; but energy sigil is getting trashed and they have 0 vigor.
Why other classes starts pvp games at 100% of their power, but necromancer starts with 0 life force?
Why do Rangers have pets and Ele’s 4 Attunements? Why do certain classes have more base-hp/toughness?….. Well, because they were designed like that. -.-°
Why other classes starts pvp games at 100% of their power, but necromancer starts with 0 life force?
Warriors starts with 0 adrenaline.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What are you talking about? Druid starts without celestial form, warrior starts without adrenaline.
The class mechanic that requires build up always starts without any built up.
druid starts with full celestial force
Rev starts at 50% of whatever it’s called.
Why other classes starts pvp games at 100% of their power, but necromancer starts with 0 life force?
Because ArenaNet wants necros to suffer heavily in glassy metas.
But really, it was a good idea in 2012, now we got power creep up the kitten .
Rev starts at 50% of whatever it’s called.
Mist Energy?
Rev starts at 50% of whatever it’s called.
Mist Energy?
Energy and nothing else just like in GW1.
Herald of Ventari
Why other classes starts pvp games at 100% of their power, but necromancer starts with 0 life force?
Just like warriors who start at full adrenaline, right?
Oh wait…
Originally Necromancers only entered death shroud when they hit 0 health, you weren’t able to toggle it on/off.
Necromancers needed a QoL update since release. I’d personally fix death shroud to have it share with the life bar instead a shield, turning the red orb into a dark green one and combining the total amount. The life force bar will change red to hold your actual remaining health amount. Being a 1/1 health trade, taking 2,000 damage means the you take 1,000 damage of health and 1,000 death shroud damage.
Next, give Necromancers the ability to use utilities through death shroud and even recover base health. The negative draw back is healing is also shared with your death shroud form, while it slightly lengths your shroud you’ll only receive the half healing to your main health bar.
For example, you got a 16k death shroud and 4k health left, if you take a total of 8k damage, you will go down, regardless of the extra 20k HP. That being said, if you use your heal and recover 8k health, your main health will recover 4k of the amount, life force is increased by 4k and now you need to take 16k total damage to be taken down.
To keep the recovery more of a constant flow, I would change losing 4% life force per second to 1% every 0.2 seconds, or 5% every second. The reason for the nerf is to make life force gaining more constant.
Make gaining life force more constant, every weapon skill contributes 1 or 2% per hit.
Finally, increase the recharge for death shroud to 15 seconds so when you leave it early you need to make it count.
I don’t think ArenaNet fully understands that a health shield is exactly that, a shield. Plus because it’s so big they must gut the necromancer in so many areas as it’s a giant “OH CRAP” button. I can understand what they were going for, but the issue with having a sustain class is their huge weakness to meta shifts. Because Guild Wars 2 doesn’t have a rock-paper-scissor balance one meta role will always be strongly dominate, necromancers doesn’t always get too strong or too weak, it’s the meta that favors life force or doesn’t favor life force.
Oh, and change the abilities of death shroud based on the weapon wielded but eh, that is for another topic.
tl;dr death shroud is a big 20k health shield, it will ALWAYS be a problem. It’s just a crunch, it helps them get around but the dude is still hurting.
(edited by Nova Stiker.8396)
OK
I want my mesmer to have 3 clones/phantasms out of combat !!!
OK
I want my mesmer to have 3 clones/phantasms out of combat !!!
You know you can use f1-4 without clones up,right?
Rev starts at 50% of whatever it’s called.
Mustard?
lose a pip,win 2 pips,lose a pip,lose a pip…………..-
-Go go Espartz.-
Why other classes starts pvp games at 100% of their power, but necromancer starts with 0 life force?
Warriors start with full adrenaline? Atleast unlike warrs, your DS doesn’t drain immediately after getting out of combat…
“Owner of the rarest items in Tyria” Legendary collector 8/5 – 300% base MF
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Comparing warr and necro class mechanism is narrow minded. Hence why it is also night and day figthing a necro starting with 0 life force vs one with 5k+.
I used to be a power ranger, now not sure anymore
Necros should start with ~30% LF and go up/down to 30% when out of combat. Theres a huge difference between fighting a 0% LF necro and a 100% LF necro, which is a bad design imo.
Oh, and stop comparing adrenaline to LF, it makes you to lose all the credibility…
Why other classes starts pvp games at 100% of their power, but necromancer starts with 0 life force?
Other classes do not start at 100%.
- Warriors start with 0 adrenaline.
- Tempests start without any overcharge.
- Mesmers start without any illusions (and nearly all skills to generate them require a target)
- Druids start without any Astral Force (and require the druid to heal to generate it).
I don’t know other classes, but thieves respawn with endurance not full ( 50% if i remember right ).
Dunno if they have fixed the steal bug ( which allow you to mantein the item stolen before the match start ).
https://www.youtube.com/watch?v=WKBKak4gU0g