And now Plague signet is bugged...
You now have to have someone targeted in order for it to work. Not sure if this is intended, but Plague signet use to be a great escape mechanism. Now, if you turn to run and they bind, limp, or freeze you (not sure about stun and fear though), and you are not facing anything, it won’t cast away your conditions. Extreme nurf if intended. Breaking it even more if not.
My question is why did they fix something about it that I didn’t even know was broken, and not fix the passive that is quite clearly broken???? Because it was too hard? Too bad ANet has a problem with telling us what is going on.
(edited by DoctorWhy.3847)
It went from our best skill, to unreliable and pretty much a waste of a utility now.
Gj Anet, really impressive how you do this. If it’s intended, why did you not fix the passive as well?…
so one of our most important utilities is now broken? unfriggenbelievable…
any word if the devs are aware of this bug? it is pretty game breaking for me and my build in wvw.
Assuming the devs care about us at all. I would greatly appreciate a “Hey, we didn’t mean to do that” or “Ya, that was intentional, so deal with it”. Either one will at least let us know the devs care.
Considering consistent nerfs we got in a “fix” wrapper… get used to it. Now you can’t generate lf as condition spec and can’t even break thief stuns :P Loving Anets necro love… What will they fix next! Mayhaps reduce bleed cap to 15? Or… reduce range on staff :P Im just dying to see whats going to happen next.
Seems like a major pain to use now. There is NEVER a reason to target friendlies in this game since there is no support system at all. They would need to implement a dual targeting system like WAR had, for this to be used effectively. Otherwise, having to lose your enemy target in order manually target a friendly is a major PITA.
I predict next patch they’ll make it so you cannot death shroud while stunned or use doom while stunned/facing away from target!
i am still hoping to hear from a dev to see if this is a known bug or now working as intended.
We’re all hoping for the elusive red post. I doubt it’s coming though, Anet is busy thinking of other ways to screw necro over in future patches.
Aga.8641 – well they are fixing bugs, annoying eles by screwing over their combos into being twice as complicated as they should be while still doing less dps than their auto attack spam, making guardians thinkg from what side they need to faceroll on they keyboard to be immortal and plain trying to hide the power of mesmers~ Oh yeah and killing apple lovers. Love A-net ~<3
I would also like to have a response from Anet. Is this a bug or is this intended ?
I mostly play sPvP and this skill used to be the best utility skill necro had, now I’m even considering not using it because it became so unreliable.
I don’t know about you, but I don’t think nerfing necro is the way to go =)
plague signet before was useless to support team (since didnt remove any conditions from allies just copy) but was good as offensive/defensive skill, now is just a BS that give you conditions over time and is a nightmare to trigger.
basically now work as corrupt boon (need to be on front, need select target, corrupt boon even need see if someone have aegis, is a boon but for some reason dont turn on conditions, go figure…), most of time dont work you need to do lot of stuff just to make a simple skill work….amazing.
just forget Plague signet, is pretty useless now, just take spectral walk to tournaments
amazing how arenanet didnt mencioned nothing about change plague signet on previous patch, we just need discovered this things. this is start to be ridiculous, start change skills before even correct bugs on already UP class?
soon we will not be able enter DS when stun, just wait a bit…..
(edited by possante.8310)
u guys are crying cuz u cant kitten transfer conditions to someone behind u? lol are u guys real? it was a bugged skill like alot others which got fixed,figure out how to use it or change utility,dont count on buggy skills next time.
b4 flamez0r on me will start,imagine someone is running away from u,and is hitting u with lets say #1 skill,thats fair right?
So you are complaining that:
A) you need to target something to use it?
B) Can’t cast it if you aren’t facing them?
C) It was fixed so now it’s broken?
Sounds like some people here made builds entirely based of a signet which even with cool down reduction still has a long cooldown.
God forbid yo have to target something now to use a skill that should of been that way to begin with.
Anet doesn’t buff people, re gw1. Its fix/makeworse/or nerf
yes i complain about how plague signet work now. a bugged utility that dont do nothing to support your team but instead give you free conditions over time at least should be easy to transfer. why would want use a crap utility skill that basically copy conditions of allies to me over time? is a BS yes, but for that i will go pick up spectral walk, is a BS give lot of swiftness and go figure…..give you LF too.
need ask again, plague signet exist for what? as it is now, is completly useless…
would love see how many guys will now still use plague signet on tournaments. i already skip it, will use spectral walk until arenanet start serious correct bugs before start change skills .
at least should mencioned on patch plague signet was partial fixed (broken completly a utility skill that was already broken…)
(edited by possante.8310)
they nerfed and already broken skill. way to help us necromancers out anet!
So I see that some people are saying:
“Lol! You complain that you need fixez, they fix, you cry? KITTENZ!”
Ok, so I think the main issue here isn’t that, “is this working as intended or what? Wtf?” (this is definitely a part of the issue, but not entirely) but the main issue here goes to the team responsible for fixing it in the first place. Here is my question to that team:
If you saw that it needed to be fixed, why did you half-kitten it? You saw that, ok, it’s not working as intended and here’s why, but yet you only fix PART of the BIGGER issue?
I don’t think we need to remind you that the real fix that we needed was that this signet wasn’t contributing to the team you’re on what so ever.
You took an already broken utility, and made it useless. So now I can’t remove the stun if not I’m targeting the enemy? Ok, that’s fine, I need to have a target in order to pass off my condi’s from myself to my enemy, makes sense, but it STILL ISN’T WORKING when it comes to taking condi’s off of teammates, and that is the root of the issue which has yet to be addressed.
Anet doesn’t buff people, re gw1. Its fix/makeworse/or nerf
If this is true, time to delete my necro.
As for this skill, why do our break stun skills all have to have long cooldowns + suck. So if you have no one targeted will it still break stun? Pretty funny if it doesn’t do that either.
I’m contemplating on changing this out for another utility, any suggestions?.Stealthed thieves, stunning you and hitting you with heavy backstabs, with a stun breaker where you have to target and face the target, is a hard feat to accomplish. This is a bug Anet fixed which is good, but they made significantly harder for necros atm. Hope to see the full fix to this potentially very powerful, but very broken skill.
Requiring an ability have a “selected target” in this game is, by the mechanics of this game “breaking” that ability.
Want to make it forward only? fair enough —- make about-face command work while moving, or jumping. (e.g. make about-face work PERIOD)
But ANet has zero credibility with me when they say certain abilities are “less equal then others” and require a selected target.
Requiring an ability have a “selected target” in this game is, by the mechanics of this game “breaking” that ability.
Want to make it forward only? fair enough —- make about-face command work while moving, or jumping. (e.g. make about-face work PERIOD)
But ANet has zero credibility with me when they say certain abilities are “less equal then others” and require a selected target.
I fail to see how requiring an ability to have a target “breaks” it. That is possibly one of the most nonsensical things i’ve seen on these forums.
Exceptionally few, if any single target abilities in this game allow you to land a spell without line of sight. In fact, contrary to what you say above, the “mechanics” of this game, which are centered around being able to avoid and dodge all attacks with proper timing would be infringed upon by having abilities like this firing off while running away from your target.
You think Necros are the only ones to have their abilities “fixed” in this way? I remember the Mesmers crying when their number 3 (from memory) on GS got nerfed to be targetable instead of it auto hitting a target without needing LoS.
To anyone even remotely switched on, this was clearly a bug. Having a target selected and / or having to be facing said target to activate the signet makes PERFECT sense.
Are there issues with the ability? Yes, but they are only around the condition transfer, NOT the activation.
(edited by Warlord Jim.2870)
Warlord Jim.2870 – take any signet in GW, you will see it instantly turns you towards the target (just as all targeted skills), they need to return that since having a “stun break” that doesnt break stuns if you arent facing the target is stupid…
(or they could just rework it into pbaoe of 1200 radius that easts all conditions on allies for 5% LF each~)
Andele.
I’m not stating that signets don’t turn you towards the target, however I don’t believe you should recieve the effects of the signet or any ability unless it would otherwise deliver its effect (i.e you hit the target).
This signet (ideally) xfers conditions from allies, so is a powerful support tool, transfers to them to enemies on activation (very strong when used appropriately) and also has a built in stun removal for good measure. I do NOT think that it becomes underpowered to expect the necro to be at least facing his opponent. If you are running away from your target with your back to them, you have more problems than your signet not activating.
Plague signet works as intended pretty much right now, it transfers condis from allies and has a projectile based trajectory when casting, it can be dodged, LoSed, Blocked, Blinded etc. I really preferred how it was before, but it pretty much works now, it’s just trash because you won’t get the stunbreak if the ability isn’t cast(because it gets dodged, LoSed etc.). Needs fixing.
Group wide it’s not really that great, i’m sure it transfers one condition from your closest ally every X seconds (seems to be around 2-3).
oblivion, it does not transfer them, right now it more copies them to you.
I mean, add to this that Necro has 3 possible stun breaking options in addition to entering death shroud when stunned. The class does NOT want for cc removal options.
I understand that the condition removal part of the skill now follows all the mechanics of the game, but why does the stun break have to have someone targeted for it to work? The skill is able to transfer conditions to other enemies (with LoS and targeting of player), remove conditions from allies, and break stuns. Why do I have to be targeting someone to break out of a stun? Or is a stun considered a condition you are sending off to an enemy, if so, I don’t see enemies getting stunned or immobilized.
My question is, why don’t you have your enemy targeted in the first place? Also, if you find this difficult to manage, just enter DS…
Warlord Jim.2870
1) Would be true, just think that it should ignore LoS and be unable to get dodged unless you actually use the endurance dodge (just as all signets should do, just what greater marks traits does)
2) DS should have perma stability while in it, then i would agree that necros dont need more stun breaks.
Andele,
I’m ok with one of those options being actioned, however combined it would (imo) be verging on OP.
As bugged as Necro is right now, it’s not really underpowered. People who have put in the time and effort to really learn the class and find the right build can honestly handle any other class / combination out there.
My concern is that if we start recieving buffs such as the ones you suggest, on top of the bug fixes, we might end up on the other side of the spectrum as being too op / flavour of the month and will once again be targeted for rebalancing as the cycle repeats itself.
Necro (imo) is in a good spot as far as potential right now, we just need the bug fixes and really minor tweaks and quality of life improvements to make more builds viable without making any 1 specific build op
oblivion, it does not transfer them, right now it more copies them to you.
If you would properly test it, you’d realise it does transfer them.
I feel plague signet shouldn’t work in LoS/dodge etc(Condi tfr part) however it should always be a condi removal and stun breaker ability regardless of the condis being tfred.
Andele,
I’m ok with one of those options being actioned, however combined it would (imo) be verging on OP.
As bugged as Necro is right now, it’s not really underpowered. People who have put in the time and effort to really learn the class and find the right build can honestly handle any other class / combination out there.
My concern is that if we start recieving buffs such as the ones you suggest, on top of the bug fixes, we might end up on the other side of the spectrum as being too op / flavour of the month and will once again be targeted for rebalancing as the cycle repeats itself.
Necro (imo) is in a good spot as far as potential right now, we just need the bug fixes and really minor tweaks and quality of life improvements to make more builds viable without making any 1 specific build op
True that we do have strong potential (that is usable… well kinda) and its pretty fun to see glass cannon FotM ops cry why we dont die while they run for their life because they didnt watch at those bleed stacks, but DS itself is kinda a self cripple unless used as a one off burst meatwall and aside of disruption and nice drawn out fights, we cant do much, thus both (all sigils not just our) ignoring LoS and being able to only dodging it by actually watching the animation and the Stability DS trait actually being useful for stability not as a fake stun break (that still doesnt work on pulls, knockbacks and knockdowns since it doesnt put you on your feet nor remove the cd that they cause on skills) would instead of making a pure ace of all trades, a strong over time duelist.
Andele,
I would be happy to see DS become a proper stun break with control immediately restored to the player (back on feet, etc). I think that permanent stability might be a bit over the top, but I could accept maybe a 5 sec stability upon entering DS. This would give you enough time to use your key abilities, without being able to just soak up CC endlessly.
I think our pets need alot of love in the AI department, and i truly believe they either need an “attack my target” command, even if it has to be tied to a specific weapon or spec’d for. I.e perhaps a trait that states “All minions will now focus attacks on a target after being hit by any of the necromancers weapon skills”. Etc Obviously that needs work, but you get the point.
I’d love to just see more viability from different specs, rather that just buffing a specific number of key abilities for the conditionmancer.
Warlord Jim BS never need to have any target select….is a BS, is a “panic” button, dont exist any other BS need target, or anything just active skill and BS. a BS that need target and have be on front of him is pretty useless.
Necro never did low CD BS because in past Necro DS was a BS, they nerf it, they “nerf” plague signet and now only have spectral walk as the only good BS (spectral armour with is giant CD is ridiculous)
plague signet dont transfer any conditions, just copy conditions from allie, unless Arenanet change that on last patch (last update) and didt mentioned nothing about it.
but i will test it right now
Warlord Jim.2870 – well we did get a post a while ago that both hunter pets and necro summons are getting a update in ai on the hunter threads, just that right now the Mad king is kinda eating up the dev time so im not really worried about it. On the note of stability, we are the only caster class that doesnt have it in utility form (with the heavy armors guys having 2 stability utilites and medium armors having like us, on elite stability) what, when they get fixed, will make minions still weaker compared to other specs in PvP.
possante.8310 – they kinda fixed Plague signet, pre check trasfers 1 condition pre ally, just like Deathly Swarm 1 from us and Well of Power 1 pre pulse, they seem to use the same code for em, thus making the tooltips kinda unreliable.
Last time I used the plague signet, conditions on allies persisted and were not transfered.
I was able to send condition to enemies via active, but that isn’t nearly enough incentive to use it.
I haven’t tried selecting allies to transfer conditions, I will try that next time if that does anything…
“My question is, why don’t you have your enemy targeted in the first place? Also, if you find this difficult to manage, just enter DS…”
That question is irrelevant. It doesn’t matter why I don’t have an enemy targeted, because it could be for multiple reasons, but lets just say, I’m running away, and get stunned by a stealthed thief. It would be really nice if my stun-breaker worked as intended, and broke the dam stun without me having to put in so much effort to target the enemy, when other classes can do exactly that.
So you suggest I pop DS? Wasting DS for this purpose would be my last option. I just want PS to be a stun separately from it giving your condition to enemies when activated. It makes sense giving conditions to enemies requires you to target them, but a stun breaker that requires a target, limits the utility. This is all in terms of PvP and WvW. Sorry I didn’t mention earlier.