Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Can’t stack life force pre game anymore.
GG necro. Huge nerf.
team fight starts necro dead, first fight lost gg.
better watch yourself. ANets solution to this will be to make life force decay overtime when out of combat so a necro always starts at 0 life force.
better watch yourself. ANets solution to this will be to make life force decay overtime when out of combat so a necro always starts at 0 life force.
At the speed that adrenaline currently drains.
GG nuff said.
So i guess our suggestions, to even things out and start necro with a set amount of lifeforce, has been taken up.
I guess we better not make any more suggestions.
here, for your sorrow.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necrotic-Rhapsody/first#post4574321
(edited by Merlin Dyfed Avalon.5046)
While it’s a nerf and will make Necros a big liability at the start of the match, this pre-match ritual was just a band-aid on the bigger issue.
The delta in survivability for a necro with zero LF versus full LF is far too great for any developer to reasonably balance.
No class in the history of MMOs is more kitten than a Necro without LF because almost 100% of their defenses depend on it. Plus there is an entire trait line and numerous other traits in other lines based on LF (including 30pt traits). If you start the match with zero, then all of those traits/skills/etc. are worthless.
Anet has been super stubborn about not admitting a mistake designing things this way, but I can’t see how they can do any viable internal testing and not notice the obvious problem they created.
Necros have to be OP with full LF because they are so kitten with no LF.
This type of design doesn’t make sense to me. However, with this pre-match change, maybe they’ll finally see the same problem.
Yay more nerfs for the most useless class
Yay more nerfs for the most useless class
Bigger nerf for power necro though.
While it’s a nerf and will make Necros a big liability at the start of the match, this pre-match ritual was just a band-aid on the bigger issue.
The delta in survivability for a necro with zero LF versus full LF is far too great for any developer to reasonably balance.
No class in the history of MMOs is more kitten than a Necro without LF because almost 100% of their defenses depend on it. Plus there is an entire trait line and numerous other traits in other lines based on LF (including 30pt traits). If you start the match with zero, then all of those traits/skills/etc. are worthless.
Anet has been super stubborn about not admitting a mistake designing things this way, but I can’t see how they can do any viable internal testing and not notice the obvious problem they created.
Necros have to be OP with full LF because they are so kitten with no LF.
This type of design doesn’t make sense to me. However, with this pre-match change, maybe they’ll finally see the same problem.
I agree. I like the change because its tedious doing the whole swapping thing. And I would rather be nerfed and have this tediousness removed. It is a chore to do every time. However it is a big nerf imo
So it’s confirmed ‘not a bug’?
No?
Just wait till they clarify/fix it.
It really seems weird, as this “pre-buffing” phase was deemed important and fairplay enough – that if rubberbanding hapened they would restart pvp tournaments.
I know this was how ESL handeld it but they never showed to against it.
on the other hand i really hope that now the ZERO LIFEFORCE issue will get adressed on necro
- out of combat regen to 20%
Are you serious?……..
updates like this really makes me wonder if any developer actually plays the game
updates like this really makes me wonder if any developer actually plays the game
oh they do, just not how we do.
I hope it takes them as long to fix as it does with blatant thief bugs and glitches.
Honestly? I hate the pre-match ritual as a Necromancer player. It takes time, and it seemed weird. I don’t necessarily like their solution, and this nerf definitely hurts a lot, but I do think getting rid of that ritual for all classes is good for PvP on the whole.
better watch yourself. ANets solution to this will be to make life force decay overtime when out of combat so a necro always starts at 0 life force.
At the speed that adrenaline currently drains.
GG nuff said.
Your point is? Hope you don’t compare adrenaline to LF.
While it’s a nerf and will make Necros a big liability at the start of the match, this pre-match ritual was just a band-aid on the bigger issue.
The delta in survivability for a necro with zero LF versus full LF is far too great for any developer to reasonably balance.
I completely agree. I’ve been saying that life force should be reworked since this game launched. Giving necros up to 120% more HP and then trying to make them “balanced” is an impossible task – whatever you do, necros will just be a liability at the start of fights when they have 0% LF, and an absolute megatank once they’ve managed to build a full bar.
I realise that, in a sense, this sort of mechanic IS “balanced”: the enemy just has to pressure the necro before they’ve had time to build up LF. If they fail to do so they will get punished. But oscillating between extremes of imbalance isn’t really good game design, and it’s extremely frustrating both for the necromancer and their opponents.
I rarely post on these forums, but i feel that i should for this particular change. The opener is one of the most important parts of a tpvp match and these changes remove two vital parts to a necromancers opener. The first of course being the DS which has obvious negative implications behind it and the second being that is that they will no longer have access to “free speed” supplied by weapon swapping.
Yes, you can use spectral walk, but that will waste a needed stun break for the opener. Yes, you can run warhorn, but warhorn does not fit in most viable necro builds. I’m not going to stop playing necromancer, but it truly has been downhill for us ever since the August “dhuumfire” patch and hopefully arenanet finds a way to amend this random nerf.
I rarely post on these forums, but i feel that i should for this particular change. The opener is one of the most important parts of a tpvp match and these changes remove two vital parts to a necromancers opener. The first of course being the DS which has obvious negative implications behind it and the second being that is that they will no longer have access to “free speed” supplied by weapon swapping.
Yes, you can use spectral walk, but that will waste a needed stun break for the opener. Yes, you can run warhorn, but warhorn does not fit in most viable necro builds. I’m not going to stop playing necromancer, but it truly has been downhill for us ever since the August “dhuumfire” patch and hopefully arenanet finds a way to amend this random nerf.
Well said. Considering the fact that they gave us no information about the pregame buffing/DS stacking prior to the patch, I’m hoping that it is an oversight and it will be reverted. Maybe that is too optimistic though.
I support the decision to disallow countdown build changes. Fiddling with the build UI feels weird and unfitting for the claim of making spvp an esport. It might make balancing a little bit harder as well. Moreover you can easily write a probably hard to detect macro that makes the changes for you, and im sure some people are doing exact this.
However the nerf for necros is serious, and they were already on the first inc in a bad shape anyway. I therefore would like to see an initially LF of 40% or even 50% on spawn before the match starts. Later spawns should not grant this because it is a kind of skill to decide wisely whether you save your LF or waste it in a hopeless situation.
I support the decision to disallow countdown build changes. Fiddling with the build UI feels weird and unfitting for the claim of making spvp an esport. It might make balancing a little bit harder as well. Moreover you can easily write a probably hard to detect macro that makes the changes for you, and im sure some people are doing exact this.
However the nerf for necros is serious, and they were already on the first inc in a bad shape anyway. I therefore would like to see an initially LF of 40% or even 50% on spawn before the match starts. Later spawns should not grant this because it is a kind of skill to decide wisely whether you save your LF or waste it in a hopeless situation.
I agree with everything you said
But I find no life force is worse for offensive reasons. Hard to spike anyone down at the start now.
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