I'd rather have reanimator disabled until a fix is ready.
/signed and stuff for the char limit
Absolutely agreed with OP.
It’s probably the only trait in the game that works against you if you take it.
I’d rather have nothing in that trait slot.
Agreed. Stacking the death trait line with pet passives is just ridiculous.
Everytime I hear, “No! I hand raised that minion!” I want to slap my character and tell her to focus on whats important. No one gives a kitten about the stupid minions.
AKA: Darkshines, Schroedingers Mesmer
They should have given you some minor trait options, less than what exists for major but enough so that you don’t have things popping up that you don’t want around.
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: Elmentcius Koronel.6234
… and to make it worse, it’s the very first trait in death trait so you HAVE TO take it if you want the other things in death trait. Though, to be fair, I saw my jagged horror attacking and tanking a mob next to me… for 2 seconds… which gives me just enough time to notice it doing something.
Signed, totally agree.
+1
I silently wept after seeing my new minion rise and die in 2 seconds, the first time it activated.
+1
I silently wept after seeing my new minion rise and die in 2 seconds, the first time it activated.
I was so looking forward to this trait when leveling. Then I got it, found a mob to see it………………..
2 seconds later the disappointment was overwhelming.
Then it seemed to keep me in combat while it was doing the bleeding-even-though-it is-dead thing.
kitten.
/signed.
This was a good trait in beta’s but now its more of annoyance and in some instances they are a hindrance to have. They gave us a trait that actually makes pve instance’s harder because they run off and aggro more mobs we dont need to fight or not ready to fight yet on there own. This thing dies before it actually does any good now. Only time they are good is when using them from lich and tbh there are still better things todo.
/signed
Signed, an empty minor trait is simply a better choice at this point.
:(
Agreed, it’s utterly useless. Unfortunately I want Greater Marks, so I’m stuck with it and my toon’s annoying comments when it insta-dies.
Agree. Another thing that bugs the hell out of me is that the volume bug is still there. That jagged horror stomps like a freakin elephant sometimes.
I just don’t understand. It’s like they’re levying a penalty for speccing into death magic. Like, “Oh you want toughness, boon duration, and good traits for staves and wells? Well, okay, but first you have to take this trait that’s going to annoy the living daylights out of you at best and get your group killed at worst.”
For now just go with blood instead, better healing your allies with life transfer than rez enemies.
/signed also agreed. That trait is so fail, it deserves a funeral… just like the tiny fetus is summons needs a funeral
Minions are so pathetic in this ridiculous game I agree entirely.
100% World completion.
I remember thinking this was going to be such a great trait when I started playing (there was something similar in GW1)… then you see it, it’s a tiny little blah and then it’s dead… I really like my necro (completely in spite of all the bugginess), but I have to agree that this is one broke trait.
Agreed. Fix necros already.
I disagree. It should definitely be improved, but I do use it. It gives me a temporary toughness boost as well as death nova when it dies. Sorry that it interferes with everyone else’s builds :’(, but some people do use it.
Thanks guys, we will take a look at this. It shouldn’t be dying so quickly and it certainly shouldn’t be drawing aggro on its own.
Thanks guys, we will take a look at this. It shouldn’t be dying so quickly and it certainly shouldn’t be drawing aggro on its own.
Holy kitten….you’re only just realising this trait is pure trash? Are you yet aware that people in PvP who tag this little kitten get a free res? And you say Anet reads the forums….if anyone of you spent time in the necro section you would have seen the 100’s of threads complain about this.
But thanks for the acknowledgement.
It does not give a free res. These guys can’t rally you. Also they die in about 11 seconds, not 2 seconds. I would like them to have a bit more survivable, but the real problem is obviously them aggroing. Necro minions are supposed to aggro based on what you attack only, so if this particular minion is not following that rule that is the real problem. We are currently investigating it and will make any changes we think are necessary.
Jon, currently all minions aggro on their own, when the caster is not attacking anything. And frequently do they not attack what the necromancer is attacking but instead stand around idle.
There seems to be an issue in their detection radius at times, as if you drag the minions on top of the mobs, they seem to “wake up” so to speak.
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: ChairGraveyard.2967
I don’t know that that’s enough. Even if they weren’t attacking the wrong enemies, they’d still be utterly worthless and a complete waste of a minor trait.
It was much much better in the BWEs when the Jagged Horrors didn’t just insta-die immediately after spawning (they did not have the automatic-DoT on them when they spawned, and would stick around until they died from damage).
@Jon Peters, thanks for the response, but if you don’t want to actually fix them, just get rid of it. I’d rather have nothing than how it currently works.
So you fixed them giving a free res? Because they absolutely used to, I’ve not been paying much attention recently to whether or not they do.
But now you’re here, can you say whether plague signet is now working 100% as it should? It was obviously massively nerfed a couple of weeks ago, turning it from the best skill we have, to one that is now replaceable.
I have a suggestion: maybe removing them from minor traits into major traits and people who like them can take them and other 95% will choose something else?
There are boss fights where if you use this trait (giganticus lupicus) you completely ruin your groups chances of success because he uses them to build stacks that increase his damage bucketloads.
WvW Captain – Horde of Miscreations, Borlis Pass Alliance
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: ChairGraveyard.2967
There are boss fights where if you use this trait (giganticus lupicus) you completely ruin your groups chances of success because he uses them to build stacks that increase his damage bucketloads.
LOL! As if it wasn’t completely useless already, it actually works against you. Typical Necromancer stuff for ya :P
INecro minions are supposed to aggro based on what you attack only, so if this particular minion is not following that rule that is the real problem. We are currently investigating it and will make any changes we think are necessary.
Thanks! I’ll be looking for this fix in the future patches cause my flesh golem is CRAZY. Can anyone confirm if jagged horrors still rez people or not?
SoS – The Industry[WORK]
They used to rally people. I’ve seen it done multiple times. They must have hotfixed it without being mentioned in patch notes.
Now most of the minions attack what you tell it to attack, the most consistent and best is the flesh wurm. The worst is the flesh golem. He wil continually stand around and not attack what you want.
Now I think all minions should be passive unless you attack something. This fits in with the dumb minions. Currently they attack whatever they want promoting inactive and afk play which is not engaging. This also isn’t viable when the amount of pets a necro can have out is limited to 6. This is only doable if the amount of pets we had was very high ala GW1.
A lot of pets sometimes stand around doing nothing, or attacking whatever they want.
Flesh golem needs a fix though. It may work in heart of the mist, but when it comes to actual pvp and pve it doesn’t hold up.
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: rivurivurivurivu.3041
yeah AI can be annoying but right now that minor trait force us to ignore the death magic trait line for Arah exp.
just change it or make it a major trait. I prefer to have 400 armor when chanelling and dont use it at all than having a lupicus with 3 stacks and a angry party if i dont respec.
please Jon
ALL of the minions aggro on their own. They do not follow the whim of Necromancers at all, they randomly attack and most of the time the things we do not want to. The AI isnt problematic only with Jaggeds but with ALL of them
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: stpetemermaid.5947
I only use Flesh Golem, and I don’t spec into Death Magic. I love minions, but didn’t feel the other minions were quite right.
My Flesh Golem does sometimes just stand there, even though it is clear I am attacking something. He wanders off on his own a LOT. Clearly noticable in Gendarren Fields in the centaur area. He will attack every weapon stand and cart in the area. The most recent area I was in was Lornar’s Pass, and he insisted on taking out every wolf along the road, even if it was just standing back among the trees minding it’s own business.
I wouldn’t give him up though! He is most helpful when he actually listens, and I do use him in PvP as well.
I love you Jon!
But yeah, minions have a couple of aggro issues with AI.
-If you command a minion to use an ability on a target, that one minion will focus the target. However, once a fight has started their focus wanes greatly.
-melee minions seem to have some mental blocks with attacking targets, they spend a lot of time idle.
-the flesh golem goes out and attacks targets of it’s own accord.
The ranged minions seem to be fine about attacking at least.
also minor gripe: I feel like rigor mortis should be instant cast due to the reliance on the bone minion hitting as well as the fact that the cast time doesn’t make it as worth while as casting other spells.
S/I/F engineer Z/R/D guard
(edited by striker.3704)
Necro minions are supposed to aggro based on what you attack only
Thanks for the reply (2 Jons in 1 day: CRAZY). Have you used Flesh Golem lately? It too aggros.
Remember in arah we have one boss fight (giganticus lupicus) they actually make this many times harder because we cant turn them off and for the most part forced to not go down the line. Other times they like to pull trash we dont want pulled or not ready to pull in pve instances and sometimes even in open world pve since they attack mobs we are not even fighting. Giving them a ranged attack so they stay close to the necro would help them out alot and if they didnt degen so much as well. It is really hard to get more then one of them up and most times die before you fight more trash mobs.
Other minions have the issue of attacking trash you don’t have targeted as well like fleshie the flesh golem will aggro half of orr for you. Ok the half of orr is a bit extreme but every mob in you can see might be better choice to compare it to.
Also thanks for looking into this for us, all we really wanted to hear is we are looking into it.
(edited by gamefreak.5673)
I’d love if they lived longer and removed the c/d so I could have a dozen of them following be around as trophies for my kills. I dont care if they actually do anything.
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: Humanogrowth.8059
more jagged horrors would be awesome… i wished they were a little bit bigger… i put 30 pts into death magic and i don’t even notice the jagged horror especially during big events………what is a jagged horror? that little kittenroach?……
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: Regrets of Sini.6083
Please allow necros to opt out of this kittening pet.
It absolutely does give your opponents free res in PvP – it is convenient target to attack and rally.
So this is the first I’ve heard that reanimator does not allow rez from downed state. It is even in our bug list:
(NP0006) Jagged Horrors are being exploited by enemies in PVP to rally from downed state. Death magic trait Reanimator should be an option not a forced minor trait until this is fixed.
Can someone verify? Has anyone run tests?
What’s better:
1/ A dev doesn’t know the game and is completely unaware of one of the biggest and most exploitable bugs around.
2/ A dev is unaware of the bug fixes that are being made in his game.
…tough call.
Well, the pet is definitely keeping me in combat, regardless of it aggroing random enemies or not.
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
When I tested it, about a month ago, it definitely gave a rally to the enemies. Can’t say for now, didn’t do any PvP for a while, maybe they ninja fixed it.
But it still give a free sigil stack for sure, not a major issue but still.
And don’t forget that this little kitten keeps you in combat until his corpse stop bleeding.
I have to say I have not once seen anyone rally off of a Jagged Horror.
Does it keep me in combat till it dies? sometimes.
Does it die well before the next engagement? yes.
Does it aggro random mobs? of course. all pets do. they always have. this is not new.
Does it ever do anything useful? Only once and that was to eat a stomp interrupt from a downed player by sheer luck.
But provide a rally in PvP? I just haven’t seen it and I’ve got about 500 matches logged on my Necro alone.
anyone have a vid of this happening?
edit: I forgot to mention that I’d prefer this trait just plain removed and replaced as it’s 100% worthless even when it’s functioning properly
I’ve stayed at this party entirely too long
(edited by hackks.3687)
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: Julius Seizure.4985
I think this skill is very problematic and should just be replaced with something else. It feels like a PENALTY for delving into the toughness/boon duration trait line, or seeking increased mark radius at 10 points. No skill should feel like a weight around our character’s necks, but this one does.
Is there any way it could be replaced with a new passive, and an improved version be made available later in the trait line for those that miss it?
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: Rebus Sohal.4108
Hmm my forum quote ability is as missing as necro pet AI so
“Necro minions are supposed to aggro based on what you attack only”
HAHAHAHAHAHHAHAHA!
Thats all I want out of them but it is a rare occasion when any of them do that.
EDIT: and of course now that I posted this all the edit/quote/link buttons appear.
(edited by Rebus Sohal.4108)
Regardless of whether it rezzes for spvp it
1. keeps you in combat
2. is problematic for some dungeons such as the giant in arah where it would be actually better to have nothing
I tried testing with a friend a couple hours ago and he couldn’t rezz off it. However Im wondering whether it’s like pve where you have to do a certain amount of damage to a mob to rez off it and maybe he didn’t have time to damage it enough. I cant be bothered to test this properly tho.
(edited by Kisses.1054)
aaah stop complaining! sure that trait is not perfect, but that little pet is not in the way for you. Its not like it mess up your gameplay or something..
So much drama, its going to be fix’ed when it get fixed.
Anyway, its always nice when that jagged horror take a kill shot from a warrior for me
Draci – 80 Guardian ( on hold)
-Far Silverpeak-
Simple fix: Swap reanimator with shrouded removal.
The mob has spoken and the turrets shall be burnt at the stake.