(edited by Luke.4562)
Check this. About Build Balance Preview
eh, you know it’ll most likely scale horribly since they don’t want to give necro’s that much attrition play even though we’re considered a attrition class, that logic.
(edited by Brighteluden.2974)
I’m not complaining about anything, it was just to make people realize to go and quote our better flag carriers.
Anyway how do you see Vampiric Master scaling with Healing Power? We can’t see the percentage of scaling, so we can’t make a precise assumption, but what gear setup would this change push us to? What options does it allow to us?
Is that just an indirect nerf to force us into taking other stats in pvp?
(edited by Luke.4562)
Necromancer has way bigger problems than those listed… Adding Dhuumfire and thus burning on Life Blast when we start every tournament with 0 DS and the gain is so so so slow… its kinda meh. If only DS was like Thief’s initiatives, fast paste regain and fast draining… Now on typical condi spec you gotta spam #1 on staff on the first fight so you can get some DS and then start chaining your skills… As I said, necro’s problems are way deeper and bigger than nerfing Dhuumfire.
If that’s what Anet has come up for 6+ months of this meta,Im deeply disappointed. (I know more changes are bundled up in the patch but yet…)
Whew. your point is good, then go and make a constructive answer on that thread
I highly doubt the issues will be addressed. Some are experience all of us, necromancers, see every day. Some are typical “game-breaking” like… Necros dont have long-range phys dmg weapon,e.g: Mesmers have GS, we have only staff. And if staff #5 is CC, 4 is condi transfer – useless blast as it needs to be triggered to take effect… the main issue is with 2 and 3 where they are good when Condi specced but useless in power builds as they dont do direct dmg. To add here that main-hand dagger is prolly the worst idea that can be implemented on >mage< class in general. If ele’s main-hand dagger has some ground-based range and looks awesome…. necros have this idiotic swinging dagger… that 1) looks redicolous 2) is very easily kitable 3) does an “ok” dmg… So if we gotta spec properly, power necro will be with Axe as main-hand and some off-hand weapon and then… we can have main-hand dagger and some other off-hand weapon… which leaves us with 600 range and… easy target for everyone. Can you imagine fighting thieves with main-hand dagger with all those teleports,evasions and stealth? hah
Dunno why Im even saying this, I must be really bored to do so lol…
What about Erasing totally Dhuumfire and bringing back Spiteful Spirit from GW1?
“Your Life Blast apply stacks of Confusion” lol
Well, DS has 3 condi skills and 2 direct dmg ones. Adding confusion will make them 4. Life Blast does very good dmg as in this meta BUT as the staff #1 is direction based not target (like mesmers’ staff #1 which follows the target and always hits)… so ye, I’d say make them both as Mesmers’ staff #1 so they hit the target every time. And like that the “slow” cast time will be fixed that way
Anyway how do you see Vampiric Master scaling with Healing Power? We can’t see the percentage of scaling, so we can’t make a precise assumption, but what gear setup would this change push us to? What options does it allow to us?
Is that just an indirect nerf to force us into taking other stats in pvp?
We know exactly how it will scale, because it should have been scaling this entire time, but was bugged. IIRC it will go up to a max of 100ish (I believe it was low 100s with 20 in BM and clerics amulet/jewel in sPvP), whereas now it is stuck at 72.
So specifically, it will sit around 65 base, and with healing power can max out around 90-100. If you run soldier’s gear, this will probably lead to a nerf of about 2 HP/s per minion, aka not much. If you run Clerics or any other kind of decent healing power, this will actually be a buff.
The staff #3 is really usefull on all build for the good chill, #2 clear bleed and give regen so it nice.
Now for the dagger that you are complaining about it is a good weapon. The auto attack is quick so i stole alot of life with my trait while doing decent damage. With my permanent chill mod i swear this auto attack is REALLY GOOD.
When they reduced other siphons and added healing power scaling. The scaling was added at 0.004 per healing power, giving a 27%-32% on adv nerf on a ability that healed us for less than 0.01% our max life before.
I would feel much better if they fixed the skills that actually telegraphed too much. It seems as though more than half of our skills have too long of a cast time with slow as kitten projectile speeds.
Or am I the only one that feels this way?
I mean, it sometimes feels like we’re playing with Ranger longbow arrow speeds pre-buff.
Dhuumfire change is the worst change ever. They only look at one build and change a Grandmaster trait for just that one build. Some choices the people at ArenaNet does, you may think they want us to use 1-2 builds for each profession. Engineer got a lot of good builds though and are mostly OP in PvP.
I know it’s tough to balance both PvP and PvE, but still, if they want us to play different and use all classes in both PvE and PvP they will have to stop nerfing too hard, and instead opening up new ways to customize your build.
The current Trait System is limiting enough. The best way to really make the Trait System worth gold is to add another Trait Panel with Weapon Traits only to let us customize how our weapon skills work.
- Class Traits
Customize your class. (Utilities, Elite,Healing skills, Passive effects etc)
- Weapon Traits
Customize your weapon. (Change effects of a skill to another effect etc)
An example would be the Necromancer staff skills. You want more CC, so you add Chill and Fear to most of your weapon skills, BUT, those skills that didn’t have any effect will get reduced damage, or if that skill had poison before it might do a bit more damage or get reduced/increased cd.
Play the way you want.
I will copy this here too.
3 months ago:
“JonPeters
Game Design Lead
Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act."
5 days ago:
“Karl McLain
Game Designer
Necromancer:
One of our goals with the past few balance updates has been to add counterplay to various skills that lacked telegraphs. With necromancer, we’re changing the way that Dhuumfire is activated – allowing players the opportunity to react. This will also allow the necromancer to carefully plan their burning application. We’ve also adjusted some values for Minion Master builds based on player feedback."
Sadly only the nerf went live and nothing improved noticably. If any necro wants to level and alt, im happy to help in eu.
Well.. we did get a red tag on our subforum this week..
So, I am happy
E.A.D.
Well.. we did get a red tag on our subforum this week..
So, I am happy
Thank you, Thank you…. No please… no applause
It’s a step in the right direction. At least minion necros are seeing some improvements in terms of attrition. It goes without saying that life siphoning as a whole should be dependent upon investments in healing power – other tanky classes make (or should make) this sacrifice as well to gain their survivability, so it’s entirely fair that necros do so as well. There should always be a tradeoff involved.
Now let’s hope for some scaling that’s actually meaningful this time. To be honest it wouldn’t surprise me one bit if they botched this one as well, as they did the other vampiric traits.
It’s a step in the right direction. At least minion necros are seeing some improvements in terms of attrition. It goes without saying that life siphoning as a whole should be dependent upon investments in healing power – other tanky classes make (or should make) this sacrifice as well to gain their survivability, so it’s entirely fair that necros do so as well. There should always be a tradeoff involved.
Now let’s hope for some scaling that’s actually meaningful this time. To be honest it wouldn’t surprise me one bit if they botched this one as well, as they did the other vampiric traits.
It is really plain and I don’t know why Anet doesn’t realize if they incentivized necro to take healing power for siphon sustain (note not damage, as the two elements are scaling off different stats), people would gladdy drop other stats for that.
When you go full healing power and see your siphons increase by 10-12 points per hit, all of us roll our eyes. Certainly it should be easy to see that no one is going to give up 3000+ hit points for a minor increase in siphoning healing, which doesn’t even work in DS.
I fully expect the scaling on minion siphoning to be as lack luster as the other siphons. The irrational fear of the unkillable siphon spectral full minion necro has them unable to make any reasonable changes.
What player feedback did they take for these changes? lol “We’ve also adjusted some values for Minion Master builds based on player feedback.” Yeah okay. Anyway, the scaling with healing is pretty nice.
What player feedback did they take for these changes? lol “We’ve also adjusted some values for Minion Master builds based on player feedback.” Yeah okay. Anyway, the scaling with healing is pretty nice.
Not necesarry they talk about necromancer feedback …
What player feedback did they take for these changes? lol “We’ve also adjusted some values for Minion Master builds based on player feedback.” Yeah okay. Anyway, the scaling with healing is pretty nice.
It will only be nice if they scale it properly, but I suspect it will follow the doomed path of the other siphons and be scaled in such a ridiculous manner that the trait will now be broken and worthless.
I fully expect the scaling on minion siphoning to be as lack luster as the other siphons. The irrational fear of the unkillable siphon spectral full minion necro has them unable to make any reasonable changes.
There is reason to hope for it to be the current scaling already in game, which is 0.03 (a far cry from the other siphon scalings). This would also lead it to being a general buff to anyone with decent healing power, and not a noticeable nerf to anyone not.