December 14 patch notes - Feedback

December 14 patch notes - Feedback

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Posted by: Avigrus.2871

Avigrus.2871

After this “big balance patch” it is clear that not only do the devs not play necro to know what is wrong, they honestly don’t give a kitten about this class. How about some changes to make more than the LOL condition spam viable. How hard is it to take any of the forum posts over the last month into consideration. What about your broke kitten lifesteal mechanic? Blood magic is so useless atm how does this not even come onto the radar?

They don’t give a kitten – simple.

What I just read is pathetic… i’m reading it over and over again and i just don’t understand where the big balance patch is?

Meanwhile, they’ve buffed thief stealth – are you kittening kidding me? It takes me a minute to dish out the kind of damage a thief can do in about 1.5 seconds. I don’t understand what just happened.

Is it 1st April?

A-net obviously wants everyone to roll thieves so they don’t have to worry about balance – I’m going to roll a thief today.. I’m done with the Necro.

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: alanis.6094

alanis.6094

After testing, my fear build gained a fairly sizeable dmg increase from Terror.

I still don’t notice Gluttony, at all.

Re animator certainly lasts longer, but still doesn’t add much.

SotL is a nice buff that causes me to be able to swap to SW prior to the fights — therefore not starting most fights with this on cooldown.

CPC is confirmed to be awful, rather than speculation that the timers were just off. I love that I can weaken myself for twice as long as those I hit…

Drusilla Ina Alanis
<The Undead Lords>
Since 1994 – undeadlords.net

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Posted by: Kill.6973

Kill.6973

A-net obviously wants everyone to roll thieves so they don’t have to worry about balance – I’m going to roll a thief today.. I’m done with the Necro.

Haha +1

I’m rolling a ranger right now, perhaps the bows speed will make me think why i ever played a staff with the necro. I’m done with the necro as well.
Ever since BWE2, anet did not but kill this profession. If the ranger doesn’t entertain me then i’m done with the game.

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Posted by: Khalifahaze.6045

Khalifahaze.6045

This is the second balance patch where the focus was on underwater combat. I’m so confused, do the devs not play their own game? No one gives a kitten about underwater pvp.

QT Khalifa [Cute] – Necromancer

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Posted by: Rennoko.5731

Rennoko.5731

So here you go folks:

Damage from fear is in the picture. Its a pain in the kitten to get a screen shot of condition damage because I cannot take a shot of the combat log.

Damage per tick = 1520

Reapers protection full duration at +100% = over 6000 damage.

Attachments:

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Posted by: sweet reaper.3479

sweet reaper.3479

i play more to pve and wee need this changes of wather weapons is pretty cool

But im a pve MM, and I dont like this Little “buff” to reanimator, no is most important fix the “vampiric master” for heald to minions??

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Posted by: plasmacutter.2709

plasmacutter.2709

Wow.. necros get a hefty buff to damage and mobility, and their fear stops being a “get out of champion free card”, and they’re crying over this?

Wow.. necros get a hefty buff to damage and mobility, and their fear stops being a “get out of champion free card”, and they’re crying over this?Meanwhile, i’m re-examining my necro and deciding whether to pick it up again.

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Posted by: LezardValeth.9453

LezardValeth.9453

The right thing to do here is to continue expressing how we feel to arenanet, send the message anyway you can. In this case, all they can do is listen to our criticism, and the more criticism there is, the better the chances for a reaction.

Call me stubborn as a mule, but I refuse to give up. You don’t get to play a necromancer in every game you pick up and I’m willing to fight for this rare to play class.

And seriously? They have the nerve to keep reanimator? Reducing the de-regen is not the issue with the jagged horrors, its the fact that they are <b>Utterly Useless.</b>

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Posted by: Avigrus.2871

Avigrus.2871

The right thing to do here is to continue expressing how we feel to arenanet, send the message anyway you can. In this case, all they can do is listen to our criticism, and the more criticism there is, the better the chances for a reaction.

Call me stubborn as a mule, but I refuse to give up. You don’t get to play a necromancer in every game you pick up and I’m willing to fight for this rare to play class.

And seriously? They have the nerve to keep reanimator? Reducing the de-regen is not the issue with the jagged horrors, its the fact that they are <b>Utterly Useless.</b>

They don’t listen to anything – they tell people to post concerns or issues on this board then proceed to ignore every thing that is raised (even legitimate bug complaints).

At least when i played DAOC, there were staff on the boards responding to paying customers and acknowledging their existence.

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: Khalifahaze.6045

Khalifahaze.6045

The right thing to do here is to continue expressing how we feel to arenanet, send the message anyway you can. In this case, all they can do is listen to our criticism, and the more criticism there is, the better the chances for a reaction.

Call me stubborn as a mule, but I refuse to give up. You don’t get to play a necromancer in every game you pick up and I’m willing to fight for this rare to play class.

And seriously? They have the nerve to keep reanimator? Reducing the de-regen is not the issue with the jagged horrors, its the fact that they are <b>Utterly Useless.</b>

I agree with you here, I will also stick by the necro because it is my favorite class. It’s just a sad day for me when the clear flaws of our class go unnoticed in a “big balance patch”. Two of our trait lines are completely useless and there hasn’t been even a slight fix for them in the last few months. The forums have been filled with plenty of good ideas and feedback that just gets ignored. I am getting fed up with the ignorance of the devs. Now I am not saying that the necro is weak by any means at this point. It just seems to me that we have people “balancing” the game that have not a single clue how this class works.

QT Khalifa [Cute] – Necromancer

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Posted by: LameFox.6349

LameFox.6349

Hahahaha… jagged horrors…

My brother and I were playing yesterday and as a guardian he was trying to heal my minions, and at one point he was like ‘what the hell is wrong with those ones?’. Maybe now they’ll even live long enough for their AI to kick in and attack something, who knows.

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Posted by: Ozzio.8024

Ozzio.8024

I honestly can’t believe they didn’t get rid of Reanimator. Now it degens slower, yay so it gets in the way even longer! I agree with Avigrus they are just not listening at all.

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Posted by: station.6421

station.6421

underwater got a much needed buff, but the patch over all was very disappointing for necros…

priority should’ve been land combat, since a huge majority of content is land based combat…

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Posted by: LameFox.6349

LameFox.6349

I honestly can’t believe they didn’t get rid of Reanimator. Now it degens slower, yay so it gets in the way even longer! I agree with Avigrus they are just not listening at all.

Huh? Do they actually prevent something from working, or…?

TBH I just find those things amusing. They’re so utterly futile in their existence, appearing and kinda doing this loping sprint to an enemy only to die on the way there or be caught in an AoE and killed. It’s so hilarious and sad at the same time.

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Posted by: Manticore Five.9867

Manticore Five.9867

For all those complaining about the underwater changes or saying they prove Anet has it’s necro priorities wrong:

They added finishers and fields across the board to all classes. It has nothing to do with necros, it proves nothing about necros.

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Posted by: Khalifahaze.6045

Khalifahaze.6045

For all those complaining about the underwater changes or saying they prove Anet has it’s necro priorities wrong:

They added finishers and fields across the board to all classes. It has nothing to do with necros, it proves nothing about necros.

Oh yeah man, those underwater combo fields were a much needed fix!

QT Khalifa [Cute] – Necromancer

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Posted by: Kill.6973

Kill.6973

For all those complaining about the underwater changes or saying they prove Anet has it’s necro priorities wrong:

They added finishers and fields across the board to all classes. It has nothing to do with necros, it proves nothing about necros.

Oh yeah man, those underwater combo fields were a much needed fix!

/sarcasam off

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Posted by: VstArZerO.4296

VstArZerO.4296

After reading the patching notes,
I have an extreme anger in my heart, I don’t even know how to release it.
GJ ANet, u just beat me.

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Posted by: Nyorai.1630

Nyorai.1630

Nope, not coming back I guess. I loved my necro but it’s just sad in how many situations you’re best off just autoattacking with a power necro.

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Posted by: Gryph.8237

Gryph.8237

Dear Anet,

Find a developer that plays a necro. Seriously, get off your warriors, mesmers, and thieves and PLAY A kitten NECROMANCER!

You are a joke.

Yeah, think im done with this game for awhile. It is getting harder and harder to log in. They have to have known that this community was not going to be happy. I don’t want buffs (perhaps a form of stability), I want fixes, and trait line adjustments, and the kittent UI fixed on DS. You have listened to nothing we have said.

Come on anet, admit it, you are stuck on the bugs we have. you can’t fix the ui on ds, you can’t fix the fact that we change forms, minions go away, you can’t fix our vampric traits, or don’t want to. Seriously, hire some more developers, preferably those who actually like to play this class and have a clue.

LOL at underwater combat buffs. HAHAHAHHA. I think I got to 80 in the 3 classes I have without even unlocking some underwater skills. I don’t even care. DO you guys play your game? Are you adding an entire underwater map or something? God, I am tired of wasting effort on even supporting you by playing.

(edited by Gryph.8237)

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Posted by: furyan.7895

furyan.7895

I just wanted to get bugs fixed, less kitten Minion AI and any kind of burst dmg (even if small).
Necro is fine (IMO), mesmers and thievers are very OP on PvP, and wait… they got more buffs on this patch…
Thats why this patch is ridiculous.
What ANet have in mind?

“AOE balance. We feel that in PvP some AOE builds are too strong for the opportunity cost, and we’ll be bringing those in line in the next few patches.”

I really hope they dont count Marks and Wells builds as “strong aoe builds”, if so… /quit

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Posted by: Manticore Five.9867

Manticore Five.9867

Actually, this patch can be viewed as simple neglect. The fear change probably wasn’t even aimed at us, and the conditionmancer-only bonus damage might have been meant as a sop to us specifically. The underwater crap was obviously a larger project, hence having nothing to do with us specifically. The speed boost was part of a larger suite of changes as well.

The only necromancer-specific change was making sure the widely-hated jagged horror survived long enough to cause trouble more consistently for non-minionmasters who dare use a staff. That’s it.

Apparently our forums have more invisibility than the class does.

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Posted by: Avigrus.2871

Avigrus.2871

Does anyone know how to get in contact with a developer so they can address these issues, or are they just going to ignore us and hope we go away?

I tried asking the customer service team to get the devs to pay attention to minion bugs in this game and this was the response;

“Hello again,

We’re sorry for any frustration caused, however any feedback you would like to leave regarding any bugs with the game or suggestions on certain classes, will have to be done so on the forums. We as support have no way of relaying that information to our development staff.

If you have any other questions or concerns, please be sure to let us know.

Regards,

name deleted – Guild Wars Support Team"

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: Swagger.1372

Swagger.1372

im very much pleased with the new patch… i was already doin well with my necro, but this patch made it even better.. or maybe its just me

Blackgate

Shadow Legion of the Dovahkiin [ SLD ]

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Posted by: Hanzo.9624

Hanzo.9624

This is one of those situations where I was just completely confused by the patch notes. After how many threads in this forum explained what player’s felt the most class breaking issues were, with barely any relevant feedback, they literally did NOTHING to help this class. Read the Mesmer notes. Mesmer is arguably the most OP class in the game and they have a huge list of BUFFS. They literally buffed mesmers with every single change they made. Necros should have seen a damage buff across the board. And why can we still not see our normal UI while in DS? If anything we were nerfed if you count the defiant change to Fear. I honestly can’t figure out why they would even do this. What’s the reasoning behind making the most powerful classes more powerful and the weakest class even weaker? This is such a Blizzard move.

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Posted by: Zoke.2147

Zoke.2147

done, arena net has finally proven themselves completely incompetent when it comes to balancing, I’ll play PVE and wait for them to figure it out, they’ve gone in the complete wrong direction in regards to stealth, haste, what makes fights competitive and interesting, completely wrong in almost every regard, had higher hopes from a studio who produced gw1 but they’ve proceeded to be nothing but slow and timid in their patches, and they go and buff Arrow velocities so all the professions that already utilized no skills can’t be dodged to give you a shot at beating them, gg anet, good kittening game….

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Posted by: Manticore Five.9867

Manticore Five.9867

Mesmer is arguably the most OP class in the game and they have a huge list of BUFFS… If anything we were nerfed if you count the defiant change to Fear. I honestly can’t figure out why they would even do this.

For the first of those, please remember that mesmers were nerfed last patch. I guess anet thought it best to re-adjust after seeing the effects.

For the second, it’s actually pretty obvious. They want defiant-stripping to play a bigger role in battles, making them more strategic. Once defiant is down, then we can fear. Besides, our fear is so pathetically brief they were probably trying to nerf one of the OTHER fear-using classes and we just got hit by a stray bullet. If we WERE the target, that’d logically have to imply that someone was paying attention to us.

And zoke, you were never supposed to be able to dodge the arrows by merely walking slowly to one side.

(edited by Manticore Five.9867)

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Posted by: hackks.3687

hackks.3687

hmmm…

- still no stability
- no cast time reductions
- changes to water combat skills? my necro don’t swim…
- Reanimator still there even though there’s ample proof that’s it’s rallying people, on top of being plain worthless
- nerf to vampiric proc but no buff to heal value /sigh
- speed buff for dagger builds but on a trait in the most worthless tree we have
- 10% increase to LF gain with Gluttony. I’m going to withhold judgement till I test it but at first glance 10% is not what I wanted to see.
- …. actually I’ll stop there. this kitten is depressing

So Christmas came early and Necro’s got a lump of coal… awesome

I’ve been super patient with ANet and have even defended them to a good degree, but it’s been a really long day and I was excited to just get home and check out the patch, only to find this bullkitten. Think I’ll just turn on a movie and smoke a fatty instead of logging in…

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

(edited by hackks.3687)

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Posted by: Martacus.4085

Martacus.4085

To be fair, they’ve acknowledged the the problems with the DS UI, and so even though it wasn’t fixed in this patch, it’s probably in the pipeline. The Reanimator “fix” is kind of a pain and will be replaced eventually, I think. But this patch mostly focused on underwater stuff, skills-wise. We still got gluttony, still got movement speed buffed, and still at least got an attempt at fixing reanimator. Minion AI and DS UI are being worked on, I have no doubt.

Now, shouldn’t you all be sucking your thumbs and crying about the impending Mayan calendar thingy or something instead of kittening on the forums, you gloomy kittens? Priorities, people. The end is nigh!

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Posted by: digiowl.9620

digiowl.9620

For me the biggest huh is their necro philosophy.

The only thing that may have any interest is their poison claim. This in how they worded it. Best guess is that they focuses on poison not for its straight up damage (Burn and bleed have that beat easily) but for the 33% heal reduction. not that i think heals are potent enough in this game to matter much (and heals are unheard off in PVE, but i guess Anet’s focus is on sPVP).

Multiple disables? Nope. Only if fear counts as a disable can we get anywhere close to that claim. Blind perhaps? Nope, no better.

As for movement disables? Only one that comes to mind is dagger #3. The rest are movement reducers, not disables. 5 in total across chill and cripple. Tho i guess if we stack both on a single target we get as close to disable as we are going to get outside of straight immobilize.

As such, i see a massive disconnect between the supposed necro and the actual necro in play.

Btw, i never noticed that vampiric triggered on allies. Guess that shows how ineffective it is…

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Posted by: nerva.7940

nerva.7940

hah. it feels like getting punched in the stomach, right? i felt that last patch with rangers. necro is my alt. at least we got gluttony. i was hoping for some huge minion, power and lifesteal buffs to make weapons and builds other than scepter/dagger/staff and conditions more viable.

Ikiro – 80 Ranger
Umie – 80 Guardian
http://www.youtube.com/channel/UCgLbWtvtzdU0Ho0zto6VnTQ

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Posted by: Asmodean.5820

Asmodean.5820

I didn’t expect much. However, this patch surprised me. There seems to have been zero attempt to get some more build diversity into the class – which is much needed.

Most of the changes also seem to have been done, as someone stated, within a larger project.

Gluttony sounds good…but as soons as you realize how the rounding is done and only spectral walk gives as a result of it a 1% life force more from it….ummm ok. (If the rounding has been changed I apologize but so far I haven’t realized any change to pre-patch)

At the end of the day not much has changed. And besides that…a necro who runs a flesh golem won’t be eager to jump into the water which more or less blows about 60% of the necro patch notes out of the water (oops pun, sorry). If that’s not a bad game design then I really don’t know.

Anyway, I cannot understand how developers can spend valuable resources in such a blatantly wrong way like a sidekick that underwater combat is – especially for a necro.

(edited by Asmodean.5820)

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Posted by: Tuccos.8592

Tuccos.8592

this patch is a colossal cheek for necromancers. ANet just laughs about us while buffing and improving other classes.

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Posted by: KirinDave.6451

KirinDave.6451

this patch is a colossal cheek for necromancers. ANet just laughs about us while buffing and improving other classes.

Just be happy you don’t have an engineer main. I’m thinking of trying to organize a mass delete in protest.

So I just did some mist tests too. I know non-condition-necros don’t have much to be happy about, but this terror change is really intense. You can see some really frightfully weirdly high condition damage. It’s like a “burst” condition damage.

In one test I did 5.8k in fear ticks, and that’s completely independent of anyone’s armor. There’s not many easy ways to mitigate fear.

I’m wondering if a hybrid condition damage build that itemizes to supplement toughness could work. It’s not an easy balance to hit in PvP, but it’s doable in WvW. Something like this could, if played correctly, actually live a long time.

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Posted by: Abigor.4952

Abigor.4952

At least it’s something, after looking at some previous patches where you see “fixed a,b,s,d for warriors, increased e,f,g,h damage for thieves, æ is now properly displays for necros…”. So….now we’ll see new feromancer builds?=)

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Posted by: sarmatiko.2843

sarmatiko.2843

After reading those notes I just glad that I have frozen my necro in previous update and switched to common meta (all-around-shout-warrior).
Instead of annoying my party members with stupid useless Jagged Horror (we all know those bugged loud sounds) and questionable damage/support abilities, now I just dps and heal and playing for pleasure.

It looks like balancing dude recalled about Necro in few days before patch “Oh I need to change something irrelevant slightly, just to fill up notes. No one uses stupid water combat anyway, so I’ll do that and throw them a bone. Next time they will think twice before making those embarrassing 300 class bugs compilations!”.

Meh.. How we should hope to get some real rebalancing on Necro if Anet simply ignored most popular theme about Reanimator change/removal and just spit that duration increase in your faces?

(edited by sarmatiko.2843)

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Posted by: Fynda Uthis.7694

Fynda Uthis.7694

That movement speed increasing signet is bugged. It should passively give us 25%, but when the passive activates, it only gives 10%. The tooltip on the signet is ok, it’s 25% there, but when I have my cursor on the passive buff, it only shows 10%.

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Posted by: XiL.4318

XiL.4318

this patch is a colossal cheek for necromancers. ANet just laughs about us while buffing and improving other classes.

Just be happy you don’t have an engineer main. I’m thinking of trying to organize a mass delete in protest.

So I just did some mist tests too. I know non-condition-necros don’t have much to be happy about, but this terror change is really intense. You can see some really frightfully weirdly high condition damage. It’s like a “burst” condition damage.

In one test I did 5.8k in fear ticks, and that’s completely independent of anyone’s armor. There’s not many easy ways to mitigate fear.

I’m wondering if a hybrid condition damage build that itemizes to supplement toughness could work. It’s not an easy balance to hit in PvP, but it’s doable in WvW. Something like this could, if played correctly, actually live a long time.

Engineer has never had an issue in competitive PvP. Players have been bad at playing it and used a popular (unintended) grenadier build to make easy work of a very complex class, but Engineer has always been a bauce tank, fantastic attrition, and powerful control. The changes to Engi may have made the tardmode grenadier spec obsolete but it also gave engi a better option for high end burst on top of it.

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Posted by: XiL.4318

XiL.4318

For me the biggest huh is their necro philosophy.

The only thing that may have any interest is their poison claim. This in how they worded it. Best guess is that they focuses on poison not for its straight up damage (Burn and bleed have that beat easily) but for the 33% heal reduction. not that i think heals are potent enough in this game to matter much (and heals are unheard off in PVE, but i guess Anet’s focus is on sPVP).

Multiple disables? Nope. Only if fear counts as a disable can we get anywhere close to that claim. Blind perhaps? Nope, no better.

As for movement disables? Only one that comes to mind is dagger #3. The rest are movement reducers, not disables. 5 in total across chill and cripple. Tho i guess if we stack both on a single target we get as close to disable as we are going to get outside of straight immobilize.

As such, i see a massive disconnect between the supposed necro and the actual necro in play.

Btw, i never noticed that vampiric triggered on allies. Guess that shows how ineffective it is…

It only proc’d on Minions any noticable amount but the people running Minion Master also run Minion Siphon so no one ever really noticed. They just assumed it was the Minion Siphon. I know I did and the reason I stopped trying to use a Minion Healing build was because the Siphons from attacks my Minions managed to connect with were so ridiculously small. Turns out those heals were coming from Staff 1, and not Minion Siphons. Which is neither positive or negative.

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Posted by: SpelignErrir.4263

SpelignErrir.4263

Spear of Light and Ink shot are underwater skills

How often are you fighting underwater?

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Posted by: Dariroch.6482

Dariroch.6482

To be honest if all they put in the patch was that shadow step can not be activated while immobilized i would have been happy.

Yay for a longer lasting useless jagged horror that does next to nothing. If anet maybe added a explosion at the death of the horror similar to bone minions that had a blast finisher on it maybe, but to a paltry damage then just die?

Fear doing more damage with a trait and condition applied? I admit i will try it but I’m not expecting much.

The water weapons are ok but still no one in PvP chooses to fight in the water…

The best part of this patch was the gluttony fix and the dagger run speed buff. which probably doesnt stack with the singet speed buff.

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Posted by: Ithir Darkleaf.7923

Ithir Darkleaf.7923

I spent this last week waiting for 12/14 to see their epic balance patch. I came to the forum, read the patch notes and all my renewed faith on ArenaNet just dissapiared. This is pathetic, there is no other word that can describe this situation better.
I know they balance a bit there and bit here instead of hitting everywhere with nerf and buff hammers, and it’s a perfect way to do this things. But seriously, underwater combat!? Really!?!? I mean, it isn’t better to fix your land combat in the first place than underwater one?
I just don’t understand why the hell don’t they have at LEAST 1 person to test and play everyday with every profession. This game will never be an e-sport if they continue to do things like this.
They just improved some traits from useless to worthless: Spiteful Removal from 1 condition removal to 3, wow! Now I have a question… why the hell is this trait in my freaking Direct Damage trait line? Nobody used that trait and nobody will use it after the buff, it’s just in the wrong place, like Reanimator or the Staff related ones.

~ The light of a new day

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Posted by: Ithir Darkleaf.7923

Ithir Darkleaf.7923

The best part of this patch was the gluttony fix and the dagger run speed buff. which probably doesnt stack with the singet speed buff.

It doesn’t stack, so you get Swiftness from yourself or an ally and that trait is useless. Same goes for Signet of the Locust.
Even more, why take Signet of the Locust instead of, for example, Spectral Walk? Signet gives you less movement speed and 800 lifesteal (ROFLMAO) while Walk gives you stun break, 33% movement speed, Life Force generation and a recall skill to kite some guys of you.

~ The light of a new day

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Posted by: Rennoko.5731

Rennoko.5731

Agreed 100 percent on futility of locust buff. Spectral is better in every way except for that 20 seconds the speed part is on cooldown. I have faith one day when they buff the vampiric traits it will be useful, but I won’t hold my breath.

December 14 patch notes - Feedback

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Posted by: alanis.6094

alanis.6094

The best part of this patch was the gluttony fix and the dagger run speed buff. which probably doesnt stack with the singet speed buff.

It doesn’t stack, so you get Swiftness from yourself or an ally and that trait is useless. Same goes for Signet of the Locust.
Even more, why take Signet of the Locust instead of, for example, Spectral Walk? Signet gives you less movement speed and 800 lifesteal (ROFLMAO) while Walk gives you stun break, 33% movement speed, Life Force generation and a recall skill to kite some guys of you.

SotL is great for traversing in WvW. When I want to engage in a fight, I just swap to SW or something else. I no longer have to worry about:

1) starting a fight with SW on cooldown
2) wanting to swap to a different utility but can’t because SW is on cooldown

Drusilla Ina Alanis
<The Undead Lords>
Since 1994 – undeadlords.net

December 14 patch notes - Feedback

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Posted by: Ithir Darkleaf.7923

Ithir Darkleaf.7923

SotL is great for traversing in WvW. When I want to engage in a fight, I just swap to SW or something else. I no longer have to worry about:

1) starting a fight with SW on cooldown
2) wanting to swap to a different utility but can’t because SW is on cooldown

So are you seriously defending Signet of the Locust because you can travel faster in WvW? LOL
Nice skill then, only one use and from its passive. Very useful.

~ The light of a new day

December 14 patch notes - Feedback

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Posted by: XiL.4318

XiL.4318

To be honest if all they put in the patch was that shadow step can not be activated while immobilized i would have been happy.

Yay for a longer lasting useless jagged horror that does next to nothing. If anet maybe added a explosion at the death of the horror similar to bone minions that had a blast finisher on it maybe, but to a paltry damage then just die?

Fear doing more damage with a trait and condition applied? I admit i will try it but I’m not expecting much.

The water weapons are ok but still no one in PvP chooses to fight in the water…

The best part of this patch was the gluttony fix and the dagger run speed buff. which probably doesnt stack with the singet speed buff.

You know what I find especially kitten I could already destroy 2 or 3 people at the same time with Necro under water. It has always been ridiculously powerful under water. So not only is water combat like 2% of all combat but they buffed something that was already way OP. ProStyle

December 14 patch notes - Feedback

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Posted by: sarmatiko.2843

sarmatiko.2843

Are you adding an entire underwater map or something? God, I am tired of wasting effort on even supporting you by playing.

They probably can do this, maybe this will be the Unending Ocean .
Anyway underwater combat is just awful, not only for Necro and skill fixes wont help to resolve major issues with underwater.
It’s just fascinating experience when WHOLE sunken ship in Straits of Devastation aggroes on you trough walls with one AoE from trident. But hey, now Feast recharges faster and you can choose between slow auto-atacking and fast death from aoe fullaggro..

had higher hopes from a studio who produced gw1

Let’s not just rush here with conclusions. I’m sure that we will see sometimes in the future good old-fashioned GW1 metagame changer: “We felt that we have buffed Warriors, Mesmers and Thieves way too much, and now it’s time to nerf them to the oblivion. Suck it up!”

(edited by sarmatiko.2843)

December 14 patch notes - Feedback

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Posted by: pierwola.9602

pierwola.9602

maybe i’m blind but i didnt see this in patch notes
Chilling Darkenss: This trait work with plague transform now (plague of darkness)
this is really good change, thx Anet

December 14 patch notes - Feedback

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Posted by: Nickczh.6341

Nickczh.6341

perhaps if AN paused with all these oh-so-happening monthly events bullkitten, they may actually have enough people to take a hard long look at class balances and bugs. the most disgusting thing I find about this update is that we have a long, comprehensive list of bugs compiled, with time dedicated from our very own Necro community into testing, and AN addressed none of it, except if you count extending the life of the jagged horrors a fix of any form. the rest of the update was across-the-board changes which means, yes you guessed it, nothing was updated for the Necromancers.

I know how you feel AN.. I know. It feels like you just finished writing your exam, and now you have to check your answers.

80 Necromancer, 80 Warrior
SoR