I just want what every class gets.
Healing skills that work
An extra health bar is not a justification for the lack of any of these.
All our healing skills are badly designed. One is a minion that puts our skill on cooldown when someone farts AOE in it’s direction. The same goes for all minions.
We have a healing signet that that requires us to put ourselves in danger to help teammates and we get no reward for that risk. The passive basically doesn’t exist in the high burst of PVP.
Consume condition adds a condition to heal with a high cooldown and it’s only usable with the trait but that adds another condition. All conditions have this but they don’t offer anything better than other classes for the cost. The conditions don’t even synergize with how our class is supposed to be good at dealing with conditions. That isn’t a part of the class because every other class does it better.
So the non-existent condition control also doesn’t make up for the lack of other defenses.
We get no vigor. Really? Every class gets access to every boon. What did we get instead? We get to be a heavy training golem.
We get one trait that adds one stack of stability but we can’t use our utilities when we have it. We can’t use it to help heal. Bad design. In fact it doesn’t last long enough to use any skill, even our deathshroud skills. I’ve played enough games to watch every class have stability up at least have of the time.
We don’t get a block anywhere. Why? Classes burst out so much damage so quickly that I can barely cast shroud 1 before my shroud is gone. Face it, shroud doesn’t work.
I think the biggest rule of game design is that if it doesn’t work, you scrap it. But I see veteran designers make the same mistake all the time in these games. There’s always one class that the designers seem to act differently with. You know how to fix it.
You’ve had five years. Reaper isn’t a fix. It doesn’t fix the real problems of the class. Scourge is going to be worse.
Before Guild Wars 2 launch, all classes had energy costs and cooldowns for their skills but you removed it because you knew it was redundant. Now you are adding that cost back in for Necromancer. You are actually taking this class back in time.
You won’t fix lifeforce generation on a class that has no stability to allow it to generate lifeforce and you won’t even change deathshroud. You know there are ways to fix it but for some reason you feel the need to keep something that doesn’t work and for that weird reason you add another weird reason that keeps Necromancer from having actual defense. It’s also weird that for all the deliberate drawbacks it has, like self bleeding you didn’t really add anything in for it to have a reason for the drawbacks. It’s like you added the risk and forgot to add the reward.
How is this possible after 5 years? I have to ask this again because game companies seem to repeat it over and over and never learn from their mistakes. (nerf to Necro energy generation in Guild Wars 1)
How is this possible after 5 years!? 5 Years of countless feedback and players trying to help. How is it that game devs can look at one class and think, “it needs to work,” then look at another class and think, “we shouldn’t do that it would be to OP,” while the changes aren’t more OP than other classes?
It happens over and over again in these types of games. Is it some weird coincidence? Is there a purpose to it?