Addressing Necro Issues [Merged]

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Posted by: dancingmonkey.4902

dancingmonkey.4902

I find it offending that they tried to hide its useless active healing in the demo by using dagger #2 while it was on.

I find it offensive that you would suggest they “intentionally” try to hide anything.

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Posted by: Flumek.9043

Flumek.9043

I find it offending that they tried to hide its useless active healing in the demo by using dagger #2 while it was on.

I did notice it, but yeah clever

Did they also use a prec/healing amulet with all siphon traits?

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Posted by: Flumek.9043

Flumek.9043

@Blackbeard,

me flashing a 06206 condi build, waiting for the stars to allign- if i have LF at all in that build , while a hambots fire field + HealingSignet alone makes +500hp/-500hp difference….

Not to mention the loss of Soul marks/fear duration , if youre flashing you still need to cast ds#2 , and the build has MASSIVE counterplay by just doing damage to nero while hes cant use DS.

Theres basicaly nothing beside the DS-stomp to badies in WvW. the cast/chanel reductions were also underwhelming, wheres axe#2, dagger#2,3, focus #4,5 ?

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Posted by: Flumek.9043

Flumek.9043

bhawb you made my day.

will you be making a podcast? or maybe after actual patch?

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

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Posted by: Flumek.9043

Flumek.9043

My biggest dissapointment is no cast/channel time reduction on axe#2 and dagger#2

Was realy hoping for non sluggish combat

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Posted by: Tommyknocker.6089

Tommyknocker.6089

Not me…

I feel we have been getting the “stinky” end of the stick for so long we need nose plugs.

Hence why I started leveling a mesmer when I heard of their buffs. Even the change to PU don’t negate the fact that stealth, blocks, vigor etc far outweigh the additional health.

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Posted by: nearlight.3064

nearlight.3064

I’ll admit it, I got my hopes up and I’m disapointed.

I’m actually jealous of mesmers, who got probably the best patch of all the classes. Every build they have will have gotten a buff and it seems like for the must part with mantras, ileap change, and triupmhant distortion, the devs appear to be listening to them and making steps to change the things that needed to be changed to make them more viable in many areas.

For necromancers, nothing really changed. The meta will still be carrion terrormancer and hope to overload the enemy with conditions before they can do anything. There won’t be a viable sustain option like we hoped for and we’ll still die just as fast to focus fire even with our bugging wurmport and spectral skills. The spectral armor cooldown was a step in the right direction, but its too little, too late. We’ll be able to use the skill more often sure, but what will that matter? Its not stability, its not aegis, its not vigor, like almost every other profession can get in some form.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Poplolita.2638

Poplolita.2638

I’ll admit it, I got my hopes up and I’m disapointed.

I’m actually jealous of mesmers, who got probably the best patch of all the classes. Every build they have will have gotten a buff and it seems like for the must part with mantras, ileap change, and triupmhant distortion, the devs appear to be listening to them and making steps to change the things that needed to be changed to make them more viable in many areas.

For necromancers, nothing really changed. The meta will still be carrion terrormancer and hope to overload the enemy with conditions before they can do anything. There won’t be a viable sustain option like we hoped for and we’ll still die just as fast to focus fire even with our bugging wurmport and spectral skills. The spectral armor cooldown was a step in the right direction, but its too little, too late. We’ll be able to use the skill more often sure, but what will that matter? Its not stability, its not aegis, its not vigor, like almost every other profession can get in some form.

I want to cry =( I literaly bought this game simply because I loved necromancer design philosophy in this game. I abandoned my affliciton warlock in wow… for what? to talk with a wall during 2 years?

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Posted by: Cynz.9437

Cynz.9437

Could be worse, you could have gotten thief threatment lol

On serious note, i really hope torment on AA doesn’t go live. Necros are supposed to be condi masters and with that change mesmers somehow have way better uptime and 0 costs on torment than necros. What a joke.

All is Vain~
[Teef] guild :>

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Posted by: Mia Crazymike.1780

Mia Crazymike.1780

They needed to nerf Reaper’s Protection/Nightmare Runes

Why do you feel that this passive ability and the passive Bonus 6 from a rune should receive a nerf?

Even though Rune of the Nightmare is accessible to anyone.

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Posted by: Sarrs.4831

Sarrs.4831

Well, we didn’t need to have much time to tell them that any of their changes were blatantly horrible, because there are very few changes at all.

More seriously, it’s a pretty lean set of changes.
Last Gasp and Spectral Armor- CD reductions are interesting. I’m not sure what to think of them. On the one hand, lower CD stunbreaks are always nice, but I think I would have preferred it if more unused traits and abilities got some love too, like most of the other classes.
Unholy Sanctuary- Oh cool! This trait actually does something now.
Death Shroud revives/stomps- This seems like the meatiest change that’s being made. It could be fallout from the Unholy Sanctuary change, but I don’t care, it looks good.
Corrupt Boon- fine
Sig of Vamp- this is actually somewhat interesting because you can squeeze a spot more healing out of it. The ICD’s the limiting factor, not the duration.
Axe changes- cool. this thing might actually deal some damage now
dagger changes- fine
Locust Swarm- fine
Lich Form- expected.

Nalhadia – Kaineng

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Posted by: Lightsbane.9012

Lightsbane.9012

bhawb you made my day.

will you be making a podcast? or maybe after actual patch?

somebody on the necro forums actually does this, it might actually be bhawb.
you and me would hilarious together bhawby.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Zenith.7301

Zenith.7301

The dagger change is a joke. In PvE most mob pulls are 4-5+ mobs. In WvW most groups are 10+ players.

To give you an idea, warrior mainhand axe hits more targets AND outdamages necro dagger by a good bit, as does guardian greatsword auto chain.

Moreover, while the thief dagger change is also kind of a joke, the thief has the option in pve of running pistol whip in their swap option to cleave and use mainhand dagger for boss single target.

The necromancer’s power options are literally all single target (2 targets is nothing either), and the necromancer has no ranged attack options outside life blast since the axe mainhand is the one ranged weapon in game with a miserable 600 range for no reason whatsoever and a weak autoattack still.

Power necro’s only aoe comes from a single well and DS drain life. It’s pathetic in a game where AoE damage rules everything.

And what does the class get in exchange for lacking AoE power spec options? Nothing, because their single target is no better than a thief or warrior or elementalist.

After this feature pack, nothing will have changed. It will still be Warrior, Thief, and Guardian land with the occasional Ele mixed in as well. Necro and Ranger will still be in a bad spot, and for the Engineer nobody wants them still in PvE.

(edited by Zenith.7301)

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Posted by: aDemoNnDisguisE.8576

aDemoNnDisguisE.8576

It was another half heated attempt at the necro from Anet.
Nothing more nothing less.

One day I am going to read the news and see that Arenanet is having layoffs…
I am going to think back to this moment and smile.

How does one Char assert his power over another?

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Posted by: spoj.9672

spoj.9672

Could be worse, you could have gotten thief threatment lol

Ive never understood this statement. If my class was popular in all 3 gametypes then I could live with the occasional nerfs or neglect. They happen for a reason. Its better to have a popular class which occasionally suffers. Rather than a class that sits way down at the bottom and never gets improved on.

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Posted by: Street Peddler.2638

Street Peddler.2638

Anet’s complete ignorance on necro on full display in this update. They literally have no idea what to do with this class.

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Posted by: nearlight.3064

nearlight.3064

I know most of the necros are feeling similarly, so I’m just making a nice, convenient thread summing up why the necromancer changer will not be enough, and ways you could tweak things to make the profession more viable in all game modes.

Lets start with the weapons:

Axe 1: Okay, Removing the aftercast, is a good start, but the weapon still does pitiful damage with the autoattack, and its almost never worth using unless you’re just targetting something downed.

Axe 2: The 10% damage buff for this skill is certainly appreciated. However, as it stands, the channel did not get reduced like you guys did with the thief’s unload or the ranger’s rapid fire. It will still be a horribly telegraphed skill.

Axe 3: You did nothing. This is a good skill already. I would have LOVED to see this (or enfeebling blood or a warhorn skill) get a blast finisher, or revealed, as we were tricked into thinking with the engi/ranger changes that revealed would be more common. The necro only has one blast, that is clunky to use, and this would have been a great skill to add it two.

Dagger 1: Two target cleave is like putting a used rotting bandaid on the PvE open wound that has been a festering infected mess on this class since launch. MAKE IT A PROPER 3 TARGET CLEAVE SO WE’RE NOT THE WORST kittenING PROFESSION IN PVE.

Scepter: you did nothing. Thats fair, but a lot of us suggested that the scepter’s life force generation should be brought up, because right now condition builds struggle to have enough life force to do damage and survive. Why do I have to kill my flesh wurm at the start of each game on condition necro just to have enough life force to do a condi burst combo before I can try to survive to build it with the 3 skill? I’m also offended that you make mesmer the master of torment (thanks for the PU shave btw) but necromancers still have bad access to the trait, opened to them first, compared to other classes. The 3 skill would’ve been great if it applied 2 or 3 stacks of torment.

Staff: I still have issues with all of the mark related traits. I think greater marks or soul marks should be made baseline, which would also make room for new traits, which I will detail later.

OH Dagger: This weapon is fine, fix the immobolize bug on the transfer though. Best offhand for most of pvp.

Warhorn: As a proud owner of howler I really appreaciate this buff! A blast finisher on the 4 or 5 skill would have been nice though, because the WARRIOR AND RANGER WARHORN SKILLS HAVE BLASTS, WHY DON’T OURS DO THAT TOO????
It would give us better support options in WvW as well.

Focus. Cast times are too long, and a reduction would have been wonderful.

Now utilites:
We were promised more survivability over time through utilites, and all we got was the cooldown of spectral armor reduced by 10 seconds. This is utterly underwhelming in every possible way. I would suggest adding stability=to the length of protection on this skill to actually give us more survivability. Right now, my necro is a green ping pong ball. Thats not fun. Every other class has a way to get a decent amount of stability, through a utility (or elite as in the ranger’s RaO). Why must we be made to be so vulnerable to it, whereas every other class is not? I’m all for classes having strengths and weaknesses, but all the other classes have a way to cover their weaknesses to an extent, but we do NOT. IF Warriors are supposed to be weak to conditions, but can use a longbow with cleansing ire as well as zerker stance to essentially lessen the effect of that weakness, why must necromancers have only one much weaker way to “lessen” that weakness with foot in the grave?

Anyway for the last gasp change. see the above. Why didn’t you lower the cooldowns of spectral walk, flesh wurm, plague signet, or add a stunbreak to locust signet? Spectral armor will NOT be enough to sustain necromancers properly in longer fights.

Unholy Sanctuary: This change might have been decent if I were 90 years old, and blind, and wanted to use this trait so I don’t have to press the button like any able bodies, mentally acute person with good mechanical skill.

For the rest of the traits, blood magic is still VERY weak, and other useless bullkitten like siphoned power hasn’t been made into something useful.

Lich Form: This was honestly a well deserved nerf/rework. One skill should not have that much raw power from procs. However it concerns me becuase the duration decrease was a bit overkill imo, and this change will proabably push the few power necros left out of high end pvp all together, leading to an overall decrease in build diversity.

Signet of Vampirism: Still the most useless heal in the game, and the buff is too underwhelming to make a difference.

Death Shroud interacting. This is a good change, but its an embarassment that you guys took so long to implement it, especially when many people were using the exploit to do it already..

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: nearlight.3064

nearlight.3064

Other suggestions: I suggest making soul marks baseline and adding a new trait called reaper’s ferocity, which would be a +150 buff to the necromancer and his nearby allies’ ferocity stat, much in the way of spotter, or empowering allies. Make it only active in death shroud if you want. We DESPERATELY NEED SOMETHING LIKE THIS TO KEEP FROM BEING AS EXCLUDED FROM MERE PUG DUNGEON RUNS LET ALONE SPEED CLEARS. Tell me how many speed clear records used a necro? NONE. Its simply unfair to have necromancers so far below the other classes for having no 3 target cleave or offensive group support options.

Anyway, finally in regards to the meta of necromancers in all game modes, they will be running the exact same builds with little to no difference. PvP will still be the cheesy carrion terrorbomber we’ve come to hate fighting against, while power necromancers will be a bit rarer as they can’t sway teamfights as easily with lich. Necromancers will still be subpar roamers and decent team fight pressure in pvp, but will stil be LAUGHABLY weak to focus fire, and will still be unable to fulfill the sustain role that attrition suggests. The GvG scene meta may incorporate MH dagger a bit more, but thats hardly an actual difference as many people do already after being sick of the axe’s kitten iness. In PvE necromancers will still be the definite worst off.

Anyway, I’m honestly baffled devs. Look at mesmer, they’ve been giving feedback on the problems with ileap, Phantasms dying before they can attack in large groups, and a general lack of AoE pressure in large group fights in WvW (now fixed by mantras and phant invuln trait), as well a subpar condition damage option with the scepter, and the kitten iness of mindstab. All of those things were listened to, and they were pretty much all fixed, with appropriate changes that will make the profession in a much better place in all game modes. The scepter may have been too much, but I appreciate the changes to clone death traits and PU.

With the necromancer changes, its like we were almost listened to on many of these changes, but the solutions the balance team has picked are simply too underwhelming and too ineffective to make necromancers undeniably better off in every game mode, especially compared to classes like the mesmer, that got almost everything they really needed in one patch, save for reverted nerfs to glamours or blurred frenzy.

At the end of the day, I don’t know if I want to keep maining necromancer or not. I was sincerely hoping that the things holding this class back could be addressed in a reasonable manner, like they did with rangers and mesmers and engis. I made howler for my necromancer as my only legendary as a huge labour of love for my necro, but I now I regret that since I might as well stop playing my necro and just play mesmer or medi guard instead. I shouldn’t have spent 2 and half months pugging every dungeon imaginable with awful people to make howler. I should of just made meteorlogicus instead, so I could enjoy playing a class that anet actually cares about improving like Condition mesmer or DPS guard. Or even the unchanged S/F ele I love so much. So in short to end this rant, I am woefully disapointed with the necromancer changes and all of the time I invested in playing my necromancer. I should have mained pretty much every other class, because I simply see no point in playing necromancer for pvp (or pve) anymore when I can just outdo it in every way on Ele, guard ,mesmer, or even kittening spirit ranger. Sure there will be WvW, but thats getting boring too as a content graveyard where nothing changes.

/End Rant.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: nearlight.3064

nearlight.3064

See the post I just posted in this subforum to see why I am starting to develop depression over this update.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Poplolita.2638

Poplolita.2638

Let’s not forget about Corrosive Poison Cloud horrible cast time. By reducing it’s cast time by half, it could have been an awesome way to increase necromancer attrition capability… It will at least go to a big 0 to 1/10.

And also, some of us proposed to buff other overwhelming utility such as blood is power by addind 6 sec reveal. The fact that they only give it to 2 classes who already have access to stealth, and not to the one who is all about " Attrition, and hard to escape from, debuffer" type of class is just ironic.

And many more…. I just pretty much lost hope to even add more… As I said in many other threads, I feel like talking with a wall. Literaly! And hell, how I hate this feeling.

The thing that really bothers me is not that aNet didn’t listen to us, it’s that we’re the ONLY class they did not take most of our feebacks into consideration compared to every other classes.

Anyway, thank you nearlight for voicing necromancer community concern for us.

(edited by Poplolita.2638)

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Posted by: nearlight.3064

nearlight.3064

Let’s not forget about Corrosive Poison Cloud horrible cast time. By reducing it’s cast time by half, it could have been an awesome way to increase necromancer attrition capability… It will at least go to a big 0 to 1/10.

And also, some of us proposed to buff other overwhelming utility such as blood is power by addind 6 sec reveal. The fact that they only give it to 2 classes who already have access to stealth, and not to the one who is all about " Attrition, and hard to escape from debuffer" type of class is just ironic.

And many more…. I just pretty much lost hope to even add more… As I said in many other threads, I feel like talking with a wall. Literaly! And hell, how I hate this feeling. Thank you nearlight for voicing necromancer community concern for us.

Yup. I just had to get it off of my chest. I don’t know if I really want to keep playing this game or not anymore.

Its so stale. So sour. I’ve been hyped for this patch for 2 months now, and it turns out to be utterly disapointing unless you main a mesmer, ranger, or guardian.

If I continue to log in, now every time I see my howler, I’ll get a a feeling of frustration and anger. I’ll just see 1400 wasted gold. I have a legendary I can’t use in PvP, since I might as well not play power necromancer in pvp ever again. I should just play a DPS guard, mesmer, or go back to Ele. Why didn’t I make meteorlogicus 0_o

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

(edited by nearlight.3064)

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Posted by: TheLastNobody.8319

TheLastNobody.8319

Yup. I just had to get it off of my chest. I don’t know if I really want to keep playing this game or not anymore.

Its so stale. So sour. I’ve been hyped for this patch for 2 months now, and it turns out to be utterly disapointing unless you main a mesmer, ranger, or guardian.

If I continue to log in, now every time I see my howler, I’ll get a a feeling of frustration and anger. I have a legendary I can’t use in PvP, since I might as well not play power necromancer in pvp ever again. I should just play a DPS guard, mesmer, or go back to Ele. Why didn’t I make meteorlogicus 0_o

Pat Pat Pat it’s ok man. Maybe one day we’ll be lucky enough, and they’ll buff our siphons by a point, or maybe fix minion AI…one day.

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Necro is an afterthought.

Every patch i feel like the team is celebrating their balance patch and the intern is yelling “guys you forgot necromancer” and the team tells him he can get some extra hours in the weekend to fix it.

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Because Corrupt boon is the one utility in the entire game that needs counterplay.
The one almost instant skill that has some puropose in this boonspam heavy meta.

So tell me ..someone..
How many skills are out there that, because of profession mechanics, or straight up have no counterplay?

Just wondering.

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Posted by: Bhawb.7408

Bhawb.7408

There’s quite a few. However that’s their problem, CB needed the counterplay, and 1/2s is hardly a large amount of time, especially considering the skill can easily set up 100-0s of many builds.

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My PvP Minion Build

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Posted by: Bhawb.7408

Bhawb.7408

They were small changes. Necromancer needs big sweeping changes to really fix the big core issues, don’t expect them to come in a balance patch. For what this was (just a balance patch, and one that had some nice changes) it was just fine.

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Posted by: Bhawb.7408

Bhawb.7408

Why do you feel that this passive ability and the passive Bonus 6 from a rune should receive a nerf?

Even though Rune of the Nightmare is accessible to anyone.

Because it is a 3 second fear with basically no counterplay. This means a very significant amount of damage being caused directly via terror, a lot of time for the Necromancer to follow up with condi-loading, all of it based off a completely passive proc. Right now the build that abuses this + reaper’s protection is absolutely ridiculous, basically the only choice you have is to be feared for ages, or simply not attack.

And sadly for Rune of the Nightmare, if one profession can abuse it it needs changing. Not everyone could abuse Runes of Strength either, but they had to be nerfed.

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Posted by: Bhawb.7408

Bhawb.7408

Yeah, I might do podcasts, considering moa and I just did episode 47 of But of Corpse :P

But yes, probably this Sunday we’ll go over it. If not then, then we’ll go over it the next weekend.

But of Corpse – Watch us on YouTube
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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

There’s quite a few. However that’s their problem, CB needed the counterplay, and 1/2s is hardly a large amount of time, especially considering the skill can easily set up 100-0s of many builds.

I agree with your point, CB can use counterplay.
but here i go comparing other professions.
Considering necromancer is the "slowest"profession in both mobility and casttimes, including covering your casting of skills. how will we handle 1200 range 2k AA, channelled skills hitting 5-6k in 2 seconds, immobilize and stun supported by stealth making sure the “attack to defend” way of playing on a necromancer is totally negated.
I can see ranger root spamming necro to death from 1200 range easy. mesmer loading up necro with conditions, ileap , flurry and stealth away while automaticly interrupting
a transfer and heal without even thinking about it. thief immobilize lock stealth cleave trough our so called protection while passively removing one boon from necromancer (Boon removal priority on other professions?) necro has acces to 4 boons in the meta. retaliation, protection, fury and regeneration.

In other words the focus will be massive next patch.. massive.. and necro will be pushed out of competitive play trough simply not getting skills off and instant kitten that hits like a truck without any proper thought from the player using them.

Necromancer is the one profession that needs to get the tools to counterplay instant kitten.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

i thought corrupt boon counter play is to simply remove the conditions and reapply the converted boons?

i feel that this activation time increase is unnecessary.

the “anti boons” professions need to have better boon removal options.
all i see is anet nerfing their boon removal capabilities.

then people continue to whine about might stacking issues etc.

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Posted by: Teckos.1305

Teckos.1305

We have a useless traitlin called blood magic. But it does contain a mechanic that could easily be a valid form of survivability. life siphon! why cant you buff it? 33-40 healing per hit is a joke in a game where autoattacks hit for 3 to 4 digit amounts.
.

craft zealot gears, profit.

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Posted by: BlackBeard.2873

BlackBeard.2873

Don’t well-o-mancers go into blood magic.

Also, they have to be VERY careful with life-siphoning, as it both does more damage AND more sustain at the same time. If it was very powerful at both, it would be OP. As it is, life-siphon should be at a level that boosts damage and adds to sustain, but doesn’t carry the load in either category.

Also, I think there are a lot of non-meta builds that people need to experiment more with next patch. You can make some very tanky/controllish specs that might be very good.

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Posted by: Liewec.2896

Liewec.2896

i was almost certain axe 2 would have had its channel cut after seeing them do it with ranger and thieves long duration channels, but alas, no.

i was almost certain staff auto would become condition based after seeing them do it with warrior rifle and mesmer scepter, but alas, no.

i was almost certain Parasitic Contagion would heal for 8% of condition damage after seeing them do it with thieves Invigorating Precision, but alas, no.

also agree with OP, axe auto deals stupidly low damage and its a power weapon,
so it is useless for anything other than hitting #2.

the huge lich nerf was also a kick in the teeth.

well atleast we get deathshroud stomping now,
if we can last that long against the classes that actually got buffs.

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Posted by: KrisHQ.4719

KrisHQ.4719

I literally laughed when they showed this change.
They increased the casting duration, and yet the skill is still impossible to see.
The necromancer lifts his hand slightly and then it’s already cast, I don’t see how the increased casting should help. The skill will now be dodged randomly more often, but that’s a change nobody wants.
Changing the cast-time is a good idea (since the skill is incredibly strong for an instant cast), but without changing the ridiculous telegraph as well, they should’ve left the skill untouched.

Lysis Kawahara – D/D Elementalist
Zaphiel Faires – DPS Guardian

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Posted by: KrisHQ.4719

KrisHQ.4719

None of these changes were game-changing, luckily.
Condition specs didn’t get the buff I feared, but yet power-specs didnt receive any either.
I don’t play Necromancer, but I can acknowledge when specs are out of balance. Power-necro is still only viable because of Lich Form, which is a horribly designed elite skill. The most powerful skill should NEVER be an auto-attack. They should’ve nerfed the auto-attack dmg while distributing the damage (or usefulness) of the other skills. Additionally to that, they should’ve increased the sustain for power specs only (dagger, axe).
On the bright side, these changes won’t break the game for another lame meta.

Lysis Kawahara – D/D Elementalist
Zaphiel Faires – DPS Guardian

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Posted by: Seiishizo.7162

Seiishizo.7162

2bad that a grandmaster trait heals less than a master small trait of warrior. makes absolutely no sense

Owner and creator of http://www.gw2score.com
Btw: It’s Sey-Shi-zo ^.^

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Posted by: Seiishizo.7162

Seiishizo.7162

I expected way more of the necro changes.

I expected changes to:
dagger 2 (shorter cast time like almost all channel skills had this patch)
axe 3 (blast finisher?)
warhorn (blast finishers?)
changes to more serviceability traits not just 1….
changes to one of the so many useless traits

and a nerf on passive fears. I really don’t get why they are okay with 3.5seconds aoe fear that is passive

Owner and creator of http://www.gw2score.com
Btw: It’s Sey-Shi-zo ^.^

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Posted by: Seiishizo.7162

Seiishizo.7162

I expected way more of the necro changes.

I expected changes to:
dagger 2 (shorter cast time like almost all channel skills had this patch)
axe 3 (blast finisher?)
warhorn (blast finishers?)
changes to more serviceability traits not just 1….
changes to one of the so many useless traits

and a nerf on passive fears. I really don’t get why they are okay with 3.5seconds aoe fear that is passive

Owner and creator of http://www.gw2score.com
Btw: It’s Sey-Shi-zo ^.^

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Posted by: Seiishizo.7162

Seiishizo.7162

so many things addressed.
so few things looked into.

Owner and creator of http://www.gw2score.com
Btw: It’s Sey-Shi-zo ^.^

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

At this point I’m seriously considering just rerolling my necro into something else. I had a thread with a rather large list of grievances from necro traits alone, and it seems like these issues are never going to be addressed. Let alone the lack of potency with our utilities and the lack of team support.

But who knows. Maybe when I bother to start playing the game again some time down the line, the necro will be in a better place.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: Sublimatio.6981

Sublimatio.6981

I would also like Minions in Dungeons to have much much more HP and scale stats from the master.

Minions only inherit the necromancer’s Condition Damage, Condition Duration, and Boon Duration attributes. <——- they should inherit everything

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Posted by: Loyo.8526

Loyo.8526

None of these changes were game-changing, luckily.
Condition specs didn’t get the buff I feared, but yet power-specs didnt receive any either.
I don’t play Necromancer, but I can acknowledge when specs are out of balance. Power-necro is still only viable because of Lich Form, which is a horribly designed elite skill. The most powerful skill should NEVER be an auto-attack. They should’ve nerfed the auto-attack dmg while distributing the damage (or usefulness) of the other skills. Additionally to that, they should’ve increased the sustain for power specs only (dagger, axe).
On the bright side, these changes won’t break the game for another lame meta.

Yeah, instead you might not see many necromancers in the meta outside maybe zombify.

They ended up pushing a build that was just getting way into the meta instead of redistributing the power of it so its not all lopped in lich. Lich needed nerfs, like you said, but considering powermancer was only in because of that means that Terrormancer is back to being the standard. This patch basically reduced variety of specs for a class that desperately needed more viable specs so that was could run stuff that wasnt Terrormancer 24/7.

Khloe Deschanel – Human Necromancer/ Ami Ginju – Human Ranger [DOLO] -SBI
I stream sometimes: http://www.twitch.tv/kidtofu/
“Revenant is actual proof that devs read the necromancer forum”

(edited by Loyo.8526)

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Posted by: Jelzouki.4128

Jelzouki.4128

Arenanet skipped out on the Necromancer for this feature patch just like they did in the first one. When are we going to see some REAL changes?!!?!?!? Can they just kittening make our siphoning builds effective in PvP already?!?!

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

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Posted by: Loyo.8526

Loyo.8526

Its hard to really want to leave feedback for the devs to go off of lately because it just feels as if all patches are constantly trying to reinforce the theme of necromancer as being a No mobility or boon oriented class that can dish out many conditions while removing boons themselves… But right now, there is less and less reason to play said class because the ‘theme’ they are going for is a bad idea. It feels like that even though they learned from warrior how bad making an extremely telegraphed class with very little condition fighting mechanics are, they constantly get it wrong with Necromancer.

The class is not looking for damage. Yes, axe needed damage but outside that, damage across the class WAS solid (hard to say as damage on condi is slowly getting reduced every patch). the problem is its utility, durability and ability to recover. Cleave was a big problem for necromancer, but while it was added to the dagger, it feels as if it was just given because the same was done to thief dagger as no other utility was given. Necromancer may be ‘offensive’, but not giving them ways to help the team in forms of usable non-utility blast finishers, Fields or buff auras makes the approach hard to understand as this did not benefit PvE like Predator’s Onslaught did for ranger.

Not only this, but the skill that was keeping powermancer in the meta has now had its duration gutted by 33% without a redistribution of power across the actual build itself. This means that variety will probably be seen less amongst the class in TPvP. With no buffs to blood magic, Its pretty much just MM and Terrormancer staying relevant IF there was no changes to other classes. (hard to say where they stand with newly buffed guards and mesmers)

That only leaves WvW as pretty much the last bastion for Necromancer at this point it terms of variety of play. The only reason this is relevant is how Death shroud scales with deaths giving them literally sustain as they snowball. . . Because thats what death shroud is. A snowball mechanic of sorts. Its not like Elementalist heals where you can play from behind.

Overall, the class needed a good deal this patch. Not only to ensure balance but to give OUR class counterplay against the daze, stun, and knockdown filled game that we play in similar to how Warrior’s theme was changed to make them more viable across the game. Instead all we got was something that makes many of us question if our feedback is ever heard in something labeled a ‘feature patch’. Or not even bother to question and move on.

Khloe Deschanel – Human Necromancer/ Ami Ginju – Human Ranger [DOLO] -SBI
I stream sometimes: http://www.twitch.tv/kidtofu/
“Revenant is actual proof that devs read the necromancer forum”

(edited by Loyo.8526)

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Posted by: Avigrus.2871

Avigrus.2871

Its hard to really want to leave feedback for the devs to go off of lately because it just feels as if all patches are constantly trying to reinforce the theme of necromancer as being a No mobility or boon oriented class that can dish out many conditions while removing boons themselves… But right now, there is less and less reason to play said class because the ‘theme’ they are going for is a bad idea. It feels like that even though they learned from warrior how bad making an extremely telegraphed class with very little condition fighting mechanics are, they constantly get it wrong with Necromancer.

The class is not looking for damage. Yes, axe needed damage but outside that, damage across the class WAS solid (hard to say as damage on condi is slowly getting reduced every patch). the problem is its utility, durability and ability to recover. Cleave was a big problem for necromancer, but while it was added to the dagger, it feels as if it was just given because the same was done to thief dagger as no other utility was given. Necromancer may be ‘offensive’, but not giving them ways to help the team in forms of usable non-utility blast finishers, Fields or buff auras makes the approach hard to understand as this did not benefit PvE like Predator’s Onslaught did for ranger.

Not only this, but the skill that was keeping powermancer in the meta has now had its duration gutted by 33% without a redistribution of power across the actual build itself. This means that variety will probably be seen less amongst the class in TPvP. With no buffs to blood magic, Its pretty much just MM and Terrormancer staying relevant IF there was no changes to other classes. (hard to say where they stand with newly buffed guards and mesmers)

That only leaves WvW as pretty much the last bastion for Necromancer at this point it terms of variety of play. The only reason this is relevant is how Death shroud scales with deaths giving them literally sustain as they snowball. . . Because thats what death shroud is. A snowball mechanic of sorts. Its not like Elementalist heals where you can play from behind.

Overall, the class needed a good deal this patch. Not only to ensure balance but to give OUR class counterplay against the daze, stun, and knockdown filled game that we play in similar to how Warrior’s theme was changed to make them more viable across the game. Instead all we got was something that makes many of us question if our feedback is ever heard in something labeled a ‘feature patch’. Or not even bother to question and move on.

Excellent post – summed it up pretty well.

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: Bacon.1835

Bacon.1835

Checked out the upcoming necro skill and trait changes to come in the feature patch and I’ve got a few questions regarding the following changes:

  • Death Shroud – can now interact with things while in Death Shroud form. You can now rez allies or finish downed enemies.

Will Necromancers be able to use bundles such as fiery great sword, ice bow, lightning hammer or banners whilst in Death Shroud? If yes, will they benefit from traits such as Death Perception?

  • Unholy Sanctuary – In addition to healing, this trait will now activate Death Shroud if you have enough Life Force when you take a lethal blow (i.e. an attack that would kill you). This trait has 30s internal CD and even if your Death Shroud is on cooldown it will circumvent that cooldown.

Why?…. Seriously what is the though process here?….

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

My feedback was heared about interacting in DS, it made me happy.
But then i realized this change is QoL and won’t change much except making sure i can now stop exploiting a feature that should have been inplemented from day one.

I am still happy about it, but apparently people think this “change” is the end all change to necro’s survivability. But it is not.. at all.

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

(edited by Merlin Dyfed Avalon.5046)

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Posted by: Xaragon.3520

Xaragon.3520

There is a poll in the necromancer forum- please use it.

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Posted by: Roe.3679

Roe.3679

All invulnerability skills have absolutely 0 counterplay.

But Iwould have thought that condition removal was counterplay enough to corrupt boon. Since they made it 5 boons that does not prioritize stability in the least, I would have thought this skill didn’t need further changes.

But it doesn’t matter because it’ll happen so quickly that it doesn’t introduce actual counterplay.

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Posted by: Wyrden.4713

Wyrden.4713

necro was right after guard..

just my ytb channel

FeintFate~