Discussion of 11/15 Necromancer Changes
Please tell me someone else thinks this is funny. So before the patch we were all (most of us) moaning like the zombies we should be raising about how bad our class is. Now with the patch we are moaning at how good it used to be and how we had “good” bugs . So basically this patch came out just to tell us that we werent as bad as we thought we were……but we are now
I certainly didn’t feel badly about the class pre patch. Removing those blast finishers really hurt, but I’m starting to see the rationale now. Can no longer take on entire teams with ele+necro, which was admittedly pretty OP. Water fields would have been the more logical target, but whatever.
(edited by Mammoth.1975)
so the cake sent to anet didn’t work….
I’ve gotta agree with Hufflepuffer. For only having two people working on bug fixes and balance, they are doing a remarkable job.
We are still early into the games release and all professions have actually had a fair bit of bug fixes. This being said, more needs to happen and faster too. ANet really, really needs to either hire more people, or switch some people around who are actually able to help with the bug fixes. It just isn’t fair to those two people.
My message to the bug fixers – Good job guys. Keep up the good work, and thanks for the fixes. I hope ANet cuts you some slack and gives you a couple extra people to lighten the load
I noticed they have changed Spectral Walk slightly so that it will bring you back to the location you started from no matter what, so that’s good.
I noticed they have changed Spectral Walk slightly so that it will bring you back to the location you started from no matter what, so that’s good.
even across Y axis?
I’ve stayed at this party entirely too long
I noticed they have changed Spectral Walk slightly so that it will bring you back to the location you started from no matter what, so that’s good.
even across Y axis?
Correct. I’m currently using it on jumping puzzles and it ports me back to the top. I use it before a difficult jump.
<The Undead Lords>
Since 1994 – undeadlords.net
I noticed they have changed Spectral Walk slightly so that it will bring you back to the location you started from no matter what, so that’s good.
even across Y axis?
Correct. I’m currently using it on jumping puzzles and it ports me back to the top. I use it before a difficult jump.
nice!
I’ll have to have some fun with that tonight
I’ve stayed at this party entirely too long
Is it really April 1st already? Cause thats what necro patch notes looked like.
I honestly loved the patch notes, sure they didn’t include a big fix to lich form/plague form killing minions, addressed the flesh golem/AI issues, but the changes they did make (outside of negative bug fixes) were good!
I’m going to retract my statement a bit, a lot of the stuff would have been good if it weren’t for the fact that half of it as buggy on introduction, 2 examples:
-blood fiend has had the auto attack heal increased to 200% of it’s original value.
Great! If it were consistent, it only increases it in select zones and in 90% of the other zones it’s still the default value. The times it is increased it’s mostly only up to 150% of the original value.
-Bone fiend putrid explosion and blood fiend fetid consumption activate death nova
Awesome! except the putrid explosion has a 3 second delay when activating it’s own death nova combo field.
(I don’t really blame them if they have only 2 people churning all of this out, but Anet needs a bigger bug fix team imo, even if it’s only temporary).
S/I/F engineer Z/R/D guard
It makes me sad to see no real balance changes outside of Spectral Grasp and Plague Blast… I was hoping for power coefficients to go up on several skills, lifesteal, and general trait tweaking… no such luck. I understand they want to knock the bugs out first before fully analyzing balance, but giving some minor buffs to clearly inferior skills wouldn’t kill em :/
It makes me sad to see no real balance changes outside of Spectral Grasp and Plague Blast… I was hoping for power coefficients to go up on several skills, lifesteal, and general trait tweaking… no such luck. I understand they want to knock the bugs out first before fully analyzing balance, but giving some minor buffs to clearly inferior skills wouldn’t kill em :/
If they’d “knock out bugs first” they’d should have knocked the serious ones out first.
Like spectral grasp not being able to be used against moving targets. Or Gluttony not working, or Prasaitic Bond, or all the other bugged traits!
Instead, what did they fix? 2 Benfeicial bugs!