Garbage Balance Pass Anet
The balance patch was perfectly fine. Nothing got nerfed, while at the same time a number of skills got buffs or QoL changes. The change to Rise means that Reapers need to take more damage, but that also means that the minions stay alive longer. The change really only made it so that it becomes harder to sustain, but the amount of damage that Rise mitigates is still roughly the same.
~Bhawb.7409
The balance patch was perfectly fine. Nothing got nerfed, while at the same time a number of skills got buffs or QoL changes. The change to Rise means that Reapers need to take more damage, but that also means that the minions stay alive longer. The change really only made it so that it becomes harder to sustain, but the amount of damage that Rise mitigates is still roughly the same.
I think you are forgetting they nerfed the health and toughness of Rise! minions as well, so it’s not a change of the skill, it’s clearly a nerf.
The balance patch was perfectly fine. Nothing got nerfed, while at the same time a number of skills got buffs or QoL changes. The change to Rise means that Reapers need to take more damage, but that also means that the minions stay alive longer. The change really only made it so that it becomes harder to sustain, but the amount of damage that Rise mitigates is still roughly the same.
Rise was our only significant clutch defense skill. It’s a pretty meaty nerf
The shallow nerf to Rise! won’t change a lot for us. In fact, most of the time our critters didn’t died from the damage transfer. It was either from the duration or from opponent’s aoe.
I did in fact forget about the health and toughness reductions, so it’s fair to call it a nerf, but to be fair it’s also not a healthy type of skill to have in the game, hence why they nerfed the scrapper version Bulwark Gyro as well. Having free passive damage mitigation that requires no real input isn’t a rigorous or skill-intensive design. The fact that Necromancer as a class has so few defensive capabilities beyond Shroud is a major issue, so this nerf combined with the previous change to Infuse Terror hurts on the surface, but in total it just requires more active play on your part to have sufficient survivability.
~Bhawb.7409
I did in fact forget about the health and toughness reductions, so it’s fair to call it a nerf, but to be fair it’s also not a healthy type of skill to have in the game, hence why they nerfed the scrapper version Bulwark Gyro as well. Having free passive damage mitigation that requires no real input isn’t a rigorous or skill-intensive design. The fact that Necromancer as a class has so few defensive capabilities beyond Shroud is a major issue, so this nerf combined with the previous change to Infuse Terror hurts on the surface, but in total it just requires more active play on your part to have sufficient survivability.
You cant play active play when you have almost no defence a glorifly sponge that now is gonna melt even faster….
I’m pretty happy with these changes.
The “Rise!” nerf was coming eventually. I’m amazed it wasn’t sooner.
I did in fact forget about the health and toughness reductions, so it’s fair to call it a nerf, but to be fair it’s also not a healthy type of skill to have in the game, hence why they nerfed the scrapper version Bulwark Gyro as well. Having free passive damage mitigation that requires no real input isn’t a rigorous or skill-intensive design. The fact that Necromancer as a class has so few defensive capabilities beyond Shroud is a major issue, so this nerf combined with the previous change to Infuse Terror hurts on the surface, but in total it just requires more active play on your part to have sufficient survivability.
You mean like the generally higher necessary skill necros have needed to survive since day one that no other class needs? “Just requires more active play” indicates that that is an easy thing to do for a class that has less than a handful of defensive abilities, active or otherwise. It’s utterly inequitable that necros still have limited defensive options compared to all other classes.
Meanwhile, Adrenal health is untouched in WvW.
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate
I’m not sure what you guys are all on about. Necro can be so amazingly tanky, it’s just ridiculous. Blood magic + death magic + reaper top, bot, top and you are practically invulnerable. If you are running Rise! on top of that, the nerf from 50% to 33% or however much it was won’t make a huge difference, as people and mobs are gonna have a hell of a tough time taking you down anyway.
I’m not sure what you guys are all on about. Necro can be so amazingly tanky, it’s just ridiculous. Blood magic + death magic + reaper top, bot, top and you are practically invulnerable. If you are running Rise! on top of that, the nerf from 50% to 33% or however much it was won’t make a huge difference, as people and mobs are gonna have a hell of a tough time taking you down anyway.
Whats the point of it when you dont offer anything worth to your party/team
I’m not sure what you guys are all on about. Necro can be so amazingly tanky, it’s just ridiculous. Blood magic + death magic + reaper top, bot, top and you are practically invulnerable. If you are running Rise! on top of that, the nerf from 50% to 33% or however much it was won’t make a huge difference, as people and mobs are gonna have a hell of a tough time taking you down anyway.
Whats the point of it when you dont offer anything worth to your party/team
lol wow you run that you bring 0 team play + minimun damage near garbage damage
I’m not sure what you guys are all on about. Necro can be so amazingly tanky, it’s just ridiculous. Blood magic + death magic + reaper top, bot, top and you are practically invulnerable. If you are running Rise! on top of that, the nerf from 50% to 33% or however much it was won’t make a huge difference, as people and mobs are gonna have a hell of a tough time taking you down anyway.
Whats the point of it when you dont offer anything worth to your party/team
lol wow you run that you bring 0 team play + minimun damage near garbage damage
Not to mention blighter’s boon is pretty useless without spite.
Not to mention blighter’s boon is pretty useless without spite.
Chilling victory and Fried Golden Dumplings supply a steady stream of might for it to work without spite. Of course you miss out on the 1 might every shroud 1 though.
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.
Not to mention blighter’s boon is pretty useless without spite.
Chilling victory and Fried Golden Dumplings supply a steady stream of might for it to work without spite. Of course you miss out on the 1 might every shroud 1 though.
The man was talking about rise being clutch defense. The only time you’d really need clutch defense is spvp, where you can’t use food, because you sure as hell won’t be running around in his bunker build in wvw.
The man was talking about rise being clutch defense. The only time you’d really need clutch defense is spvp, where you can’t use food, because you sure as hell won’t be running around in his bunker build in wvw.
You’d be surprised what works in WvW away from the main zerker and condi builds. Even against the meta builds bunkers can shine.
33% is still better than nothing, they could have gone to 25% and dropped it below protection. Take curses if you want to keep an offensive build but want to keep the survivability. Weakness on crit, free plague signet and boon corrupt, cant go wrong.
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.
(edited by Sororita.3465)
The man was talking about rise being clutch defense. The only time you’d really need clutch defense is spvp, where you can’t use food, because you sure as hell won’t be running around in his bunker build in wvw.
You’d be surprised what works in WvW away from the main zerker and condi builds. Even against the meta builds bunkers can shine.
33% is still better than nothing, they could have gone to 25% and dropped it below protection. Take curses if you want to keep an offensive build but want to keep the survivability. Weakness on crit, free plague signet and boon corrupt, cant go wrong.
Its one thing to be tanky, but bunkering is useless in WvW.
Its one thing to be tanky, but bunkering is useless in WvW.
Each their own.
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.
Nerf to necro wasn’t that necro itself got nerfed particularly badly but now literally every other class has so much ability to clear or ignore or transfer condis that now many classes can faceroll the boon corruptor that used to be their hardcounter. kittensux.