My humble advice to A.N. for necromancer's SPvP

My humble advice to A.N. for necromancer's SPvP

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Posted by: Nemesis.8593

Nemesis.8593

Good day everyone,

It’s been almost two months since i first noticed this issue, and more then a month and a half since i kept wanting to bring forth this solution…
I am really excited to see what you guys think, any feedback is welcomed as long as it’s on topic.
Really interested to see if ArenaNet takes notice of this issue and takes some steps in fixing this, i have suggested something at the end, it doesn’t have to be exactly my idea, although it will fix a lot of things.

People kept asking for it, i kept saying “i will make it soon”, so here it is…
At long last, the necromancer’s greatest flaw in SPvP and a possible solution…

For everyone who doesn’t want to read through everything… here is a the conclusion i have reached based on the feedback i have received:

After seeing the initial feedback i have received it seems i am on the right path, you guys seem to agree with the balance issue and like the way i wanted it to get fixed. It’s not only me who will be playing this “possible” necromancer, it’s also you guys… so you all have a say in this from my point of view.

Also some of you have made some valid points, therefor i have adjusted my original suggested to accommodate the new input received.

Working with the community for a better SPvP necromancer

PS: much shorter video this time i promise

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(edited by Nemesis.8593)

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Posted by: gamefreak.5673

gamefreak.5673

Ok first off, good video and showing how easily we can countered in condition or power specs. I do approve that a better fear might give others a reason to fear us because right now a thief or warrior fear has a longer lasting duration then we do without traits and runes on armor. Now how you suggested to adjust fear, I do believe it would not over power a necro but at least give others a reason to be slightly a worried when they face us 1 vs 1.

I also still believe they need to fix alot of our traits like gluttony to work right and the soul reaping tree to give us the correct amount of life force it say it should give us. I would love for them to fix the minion AI as well since I would love to be a minion master like i was from GW1.

Some points of the video I would like to point out to you. During the 23 minutes of the video. When it was you vs the other necro with teh minion, it showed how bad the AI was, it often missed its uppercut it does, it stood around and did nothing to defend him or attack you. Your minion was the same but you commanded him to charge at a foe close range giving little time to dodge his charge unlike when it was used against you from afar. So it is easily countered as is our other minions. Also I do approve of how you showed how quickly a thief and a necro could drop a opponent being about the same time, it was a nice touch to the video showing we do good damage its just easily avoided or counted. Also the fear not happening sometimes from DS skill has happened to others and I am not sure why it does not work when it should.

(edited by gamefreak.5673)

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Posted by: Lukin.4061

Lukin.4061

I like the idea on which you explain how prolonging the fear would be balanced and main issues with necromancers on pvp. In my opinion they could add some other cc since most of the classes have more than 1. So overall a good video, maybe a bit too long.

But I do not agree with your statement that if buffing a class for spvp it might get overpowered in pve. Since gw2 was aimed towards becoming esport mmorpg, they should not focus on pve at all – who cares if a character does too good of a dmg in pve, mobs wont complain I think… But arena net is just releasing more and more pve content, like events or new maps, and other meaningless stuff, so either they gave up on pvp entirely, or they are waiting for people to loose interest in it completely, but that is another topic…

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Posted by: War Mourner.5168

War Mourner.5168

They’ve also already started the pvp/pve split with the guardian (they didn’t do it for anything but that one skill did they?), So I don’t think asking for a change that would be unbalanced in pve is completely out of the question.
Also I agree that we could do with all the CC we can get, currently we have the 2 one second fear’s, a daze from the war horn and a knock back from lichform. For a class that’s supposed to be difficult to get away from, we seem to be lacking the tools for the job.

Also with your tiers of fear, you mentioned it being based off the number of stack of bleed or (not and I assumed) vulnerability for tier 2, then number of conditions for for tier 3. For a power build, this would mean you would need at least 2 of 3 from the following – axe MH for the steady stacking, focus OH and well of suffering, in order to ‘max out’ tier 2, correct? (sort of edit: spectral wall I remembered also places 10 stacks if they pass through it, but I consider that a little bit more unreliable). Do you think this would be limiting your options a little if people were to try and get the most out of their fear?

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Posted by: Levian.6742

Levian.6742

You say that we do good damage and don’t need it upped, and while yes we can do high damage that’s only if the enemy just sits there, doesn’t dodge our channels and stands in our wells.

Note that I haven’t watched the whole thing yet, just what I could before work

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Posted by: PinCushion.7390

PinCushion.7390

I like it because it’s subtle. Upping damage or a flat fear duration increase is, as you say, blunt.

And it doesn’t turn necro into a super burst class. Our burst is currently very cumbersome, and that’s probably by design. We’re turf-claimers. We’re supposed to entangle enemies to rob them of their mobility, and at the moment we do a mediocre job.

Great video. I love the meticulous testing you did. If you haven’t already, be sure to cross-post it in the “Suggestions” forum.

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Posted by: Stormy O.7025

Stormy O.7025

- Okay, it gives the necro something for opponents to worry about. (I’m not sure if it’d be something to fear, but at least worried about).

- I don’t see how it solves the problem against burst builds (e.g., thief burst, then run)
- I don’t see how it really solve the problem against bunker builds that have plenty of condition removal
- It looks like it punishes certain classes/builds like the Warrior more. Because the warrior has a lot of hp, but usually doesn’t have a ton of ways to remove conditions. So, the builds that rely on lasting long but don’t have many ways to remove conditions will suffer from the higher grade fears.

P.S. – the video does illustrate some good points, but it could have been much, much shorter. (The parts where you’re not playing seriously doesn’t really add anything.) And, I’d much prefer (at least as an addition to the video) concise text that just got to the point, which in this case could’ve been done.

(edited by Stormy O.7025)

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Posted by: jalmari.3906

jalmari.3906

I too agree that at least fear abilities should be boosted, among other “side” traits. Not to mention fixing all the abilities that don’t work at all. You can’t notice it from start but when you get into playing necro you start wondering how wonderful it would be if your condition build could actually get max gear or everything wasn’t bugged or conditions would actually kill something else than occassional newbie with no condition removal.

Guardian 80 Necromancer 80 Ranger 80 Mesmer 80 Elementalist 80 Warrior 80

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Posted by: hackks.3687

hackks.3687

I like the idea of adding some secondary effects to our Fears. I don’t, however, like the idea of it being condition based. It just so happens that Necros have a lot of lack luster traits though and traiting for Fear to do different things for different builds could be a lot fun.

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

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Posted by: manveruppd.7601

manveruppd.7601

You are absolutely right that more CCs would make a world of difference for the necromancer, but I don’t see why you’d need to change the way Fear works in order to fix this. Not that I don’t like your solution, I think it’d be pretty cool, but I think you really hit the nail on the head when you pointed out that you need to fix things using the smallest and simplest change possible. And the simplest change here is to just give the necromancer 1-2 more Fear skills: maybe replace scepter 3 with a fear, for instance, or focus 4. Also, you can vary the duration between skills, I don’t see why all fears have to be 1". Staff 5 for instance could be 2 or 3" since it has such a long recharge. And maybe DS 3 could be dropped to 0.5" duration but have a slightly shorter recharge, to act like a simple interrupt, like you said. Maybe even drop the internal cooldown on Reaper’s Protection (the Death VIII trait, the one that causes Fear on enemies when you get hit by CC) to 60" or even 45". My point is no need to overhaul a whole game mechanic, it’s simpler to just give us an extra fear to carry around (if we choose to).

However, I agree with others that priority should be given to fixing broken traits and mechanics before buffing us.

A bad necromancer always blames the corpse.

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Posted by: xEtherx.6127

xEtherx.6127

I like your suggestion However it only addresses part of the problem. While true that if you buff power or condition dmg it will make necro unbalanced our cool downs for wells and many other skills is way to long for the 5-6 sec that the skills are active for.
As stated necro is a sustained dmg class and thus needs to stack the dmg ticks for a long period of time. I would venture to say we need to see more then just an extended fear before we can call necro balanced.

1: Fix our traits/Tree’s
2: Improve our sustainability
3: Add suggested fear changes
4: Decrease all well/signet cooldowns
5: Fix minion AI

Then I would consider necro balanced on condition, Power, Minion and support builds. ty for the video’s though.

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Posted by: Ice Furl.4982

Ice Furl.4982

I watched your whole video and I think the idea at the end is pretty neat and I would love to see it happen. But I think necros also need alot more tweaking though and I think necros have some of the worst traits avalible and the attributes that they picked for each traitline do not always go too well together.

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Posted by: Nijiura.1702

Nijiura.1702

I like the idea on which you explain how prolonging the fear would be balanced and main issues with necromancers on pvp. In my opinion they could add some other cc since most of the classes have more than 1…

Necros has more then one cc youre silly troll.

Got to the middle then i got bord watching you fail, ever tried to adapt to the situation? And who uses an axe in a power build?

1h movie prolly dident show anything usefull, what about real problems like “obscured” and pets despawn when me toes touch the water.

Hf

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Posted by: Nemesis.8593

Nemesis.8593

Ok first off, good video and showing how easily we can countered in condition or power specs. I do approve that a better fear might give others a reason to fear us because right now a thief or warrior fear has a longer lasting duration then we do without traits and runes on armor. Now how you suggested to adjust fear, I do believe it would not over power a necro but at least give others a reason to be slightly a worried when they face us 1 vs 1.

I also still believe they need to fix alot of our traits like gluttony to work right and the soul reaping tree to give us the correct amount of life force it say it should give us. I would love for them to fix the minion AI as well since I would love to be a minion master like i was from GW1.

Some points of the video I would like to point out to you. During the 23 minutes of the video. When it was you vs the other necro with teh minion, it showed how bad the AI was, it often missed its uppercut it does, it stood around and did nothing to defend him or attack you. Your minion was the same but you commanded him to charge at a foe close range giving little time to dodge his charge unlike when it was used against you from afar. So it is easily countered as is our other minions. Also I do approve of how you showed how quickly a thief and a necro could drop a opponent being about the same time, it was a nice touch to the video showing we do good damage its just easily avoided or counted. Also the fear not happening sometimes from DS skill has happened to others and I am not sure why it does not work when it should.

You have noticed and understood everything i have tried to accomplish in this video. I agree with everything you said, and the only reason i didn’t focus on bugs and problematic AI is because there are enough people out there that already pointed all of these aspects out. The one aspect that has never been pointed out correctly is the overall necromancer SPvP issue.
I have tried to do it, and judging by the feedback i am receiving it was a success.

Thank you for your positive feedback and additions

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Posted by: Nemesis.8593

Nemesis.8593

I like the idea on which you explain how prolonging the fear would be balanced and main issues with necromancers on pvp. In my opinion they could add some other cc since most of the classes have more than 1. So overall a good video, maybe a bit too long.

But I do not agree with your statement that if buffing a class for spvp it might get overpowered in pve. Since gw2 was aimed towards becoming esport mmorpg, they should not focus on pve at all – who cares if a character does too good of a dmg in pve, mobs wont complain I think… But arena net is just releasing more and more pve content, like events or new maps, and other meaningless stuff, so either they gave up on pvp entirely, or they are waiting for people to loose interest in it completely, but that is another topic…

I think ArenaNet is trying to accomplish both SPvP eSport level and enjoyable PvE for everyone who is not a PvP addict. I am trying to help them achieve that goal.
Thank you for your input.

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Posted by: Nemesis.8593

Nemesis.8593

They’ve also already started the pvp/pve split with the guardian (they didn’t do it for anything but that one skill did they?), So I don’t think asking for a change that would be unbalanced in pve is completely out of the question.
Also I agree that we could do with all the CC we can get, currently we have the 2 one second fear’s, a daze from the war horn and a knock back from lichform. For a class that’s supposed to be difficult to get away from, we seem to be lacking the tools for the job.

Also with your tiers of fear, you mentioned it being based off the number of stack of bleed or (not and I assumed) vulnerability for tier 2, then number of conditions for for tier 3. For a power build, this would mean you would need at least 2 of 3 from the following – axe MH for the steady stacking, focus OH and well of suffering, in order to ‘max out’ tier 2, correct? (sort of edit: spectral wall I remembered also places 10 stacks if they pass through it, but I consider that a little bit more unreliable). Do you think this would be limiting your options a little if people were to try and get the most out of their fear?

I agree with what you are saying, it is a bit problematic for the power builds, just a little… although power builds without corrupt boon spell is a no from the start from me… so that might give you everything you need to get to tier 3 fear right there.
But yes… it does seem to benefit conditions build a bit more since it’s harder to add a lot of vulnerability on a target unless you go for condition duration which you do not.

Then… 5/15 bleeds vs 3/9 vulnerability ?
Keep in mind this is only one suggestion. I think fear should be like this for the necromancer since it’s their distinctive class skill, like stealth is for thief. Mind as well modify fear to fix some of the issues… alongside this other changes can be implemented of course, i don’t think this is the only thing that needs to change and everything will be alright. It is however a very… complicated process, and i have tried by best to achieve balance within it.

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Posted by: Nemesis.8593

Nemesis.8593

You say that we do good damage and don’t need it upped, and while yes we can do high damage that’s only if the enemy just sits there, doesn’t dodge our channels and stands in our wells.

Note that I haven’t watched the whole thing yet, just what I could before work

After you watch it all… you’ll see i’ve covered that aspect as well
The entire video kind of leads to that aspect.

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Posted by: Nemesis.8593

Nemesis.8593

I like it because it’s subtle. Upping damage or a flat fear duration increase is, as you say, blunt.

And it doesn’t turn necro into a super burst class. Our burst is currently very cumbersome, and that’s probably by design. We’re turf-claimers. We’re supposed to entangle enemies to rob them of their mobility, and at the moment we do a mediocre job.

Great video. I love the meticulous testing you did. If you haven’t already, be sure to cross-post it in the “Suggestions” forum.

Thank you for your positive feedback
Took me a week to come up to the solution, waited one month to start making the video, and then took me 3 days from start to finish to actually release the video.

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Posted by: Nemesis.8593

Nemesis.8593

- Okay, it gives the necro something for opponents to worry about. (I’m not sure if it’d be something to fear, but at least worried about).

- I don’t see how it solves the problem against burst builds (e.g., thief burst, then run)
- I don’t see how it really solve the problem against bunker builds that have plenty of condition removal
- It looks like it punishes certain classes/builds like the Warrior more. Because the warrior has a lot of hp, but usually doesn’t have a ton of ways to remove conditions. So, the builds that rely on lasting long but don’t have many ways to remove conditions will suffer from the higher grade fears.

P.S. – the video does illustrate some good points, but it could have been much, much shorter. (The parts where you’re not playing seriously doesn’t really add anything.) And, I’d much prefer (at least as an addition to the video) concise text that just got to the point, which in this case could’ve been done.

As soon as they fix the part when fear doesn’t always work when a thief is bursting you, you can use the short fear to interrupt, also you saw i was able to add quite a few conditions on the thief from time to time, but then he left… not if you fear him for 1.5 seconds.
Thief might still just leave, because i don’t think they should take that away from the thief… however i want after the initial burst to not have the ability to remain in combat and damage some more, and then leave…
If they stay… they pay the price…

At the moment vs thieves it’s like burst + switch to bow/something else – damage + then leave if you really need to, i want to change that into burst + leave or damage + leave otherwise fail.

Bunker classes have a lot of condition removal but you can still get them down eventually… in about 2 minutes. With a longer fear + stun you shorten that 2 minutes to 1.5 minutes or even 1 minute… No more infinite loop… now if they get proper feared they need to spam everything they have to come back into the fight, they can no longer simply take their time… maybe hide a bit and use one skill every 3 seconds just because they can.

This is what i aimed for…

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Posted by: Nemesis.8593

Nemesis.8593

I too agree that at least fear abilities should be boosted, among other “side” traits. Not to mention fixing all the abilities that don’t work at all. You can’t notice it from start but when you get into playing necro you start wondering how wonderful it would be if your condition build could actually get max gear or everything wasn’t bugged or conditions would actually kill something else than occassional newbie with no condition removal.

Sort of my point

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Posted by: Nemesis.8593

Nemesis.8593

I like the idea of adding some secondary effects to our Fears. I don’t, however, like the idea of it being condition based. It just so happens that Necros have a lot of lack luster traits though and traiting for Fear to do different things for different builds could be a lot fun.

I wanted fear to have different tiers from the start, so you are not force into a trait line just for one fear effect, that would limit build diversity instead of increasing it.
That’s also why i wanted all fear related traits to been removed, switched with other traits that would fix the remaining necromancer issues… such as power builds, a little bit…

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Posted by: Nemesis.8593

Nemesis.8593

You are absolutely right that more CCs would make a world of difference for the necromancer, but I don’t see why you’d need to change the way Fear works in order to fix this. Not that I don’t like your solution, I think it’d be pretty cool, but I think you really hit the nail on the head when you pointed out that you need to fix things using the smallest and simplest change possible. And the simplest change here is to just give the necromancer 1-2 more Fear skills: maybe replace scepter 3 with a fear, for instance, or focus 4. Also, you can vary the duration between skills, I don’t see why all fears have to be 1". Staff 5 for instance could be 2 or 3" since it has such a long recharge. And maybe DS 3 could be dropped to 0.5" duration but have a slightly shorter recharge, to act like a simple interrupt, like you said. Maybe even drop the internal cooldown on Reaper’s Protection (the Death VIII trait, the one that causes Fear on enemies when you get hit by CC) to 60" or even 45". My point is no need to overhaul a whole game mechanic, it’s simpler to just give us an extra fear to carry around (if we choose to).

However, I agree with others that priority should be given to fixing broken traits and mechanics before buffing us.

I agree with the fixing broken traits part, but i do think they can do both at the same time. Adding more fears, it does sound good… but the problem is we only have 10 skills available, that means you will have to remove something, that’s already a modification that has a lot of ramifications in the overall balance.
Also… we might get into this infinite fear loop, 8 sec CD fear that lasts 2 sec each… 3 × 2 = 6. So 6/8 seconds you can fear… while that may be fun to anger people, when do we get a chance to do the damage ?

Maybe i am missing something, but… that’s how i see it.

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Posted by: Nemesis.8593

Nemesis.8593

I like your suggestion However it only addresses part of the problem. While true that if you buff power or condition dmg it will make necro unbalanced our cool downs for wells and many other skills is way to long for the 5-6 sec that the skills are active for.
As stated necro is a sustained dmg class and thus needs to stack the dmg ticks for a long period of time. I would venture to say we need to see more then just an extended fear before we can call necro balanced.

1: Fix our traits/Tree’s
2: Improve our sustainability
3: Add suggested fear changes
4: Decrease all well/signet cooldowns
5: Fix minion AI

Then I would consider necro balanced on condition, Power, Minion and support builds. ty for the video’s though.

I agree with everything, like i said… if i were to focus on every necromancer bug and minor/almost major problem… i’ll be doing a lot less tutorials and suggestions.
I have tried to focus on a meaningful task, the one that no one undertook.
Everything you said has already been brought up plenty of times, and thank you for bringing it up again.

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Posted by: Nemesis.8593

Nemesis.8593

I like the idea on which you explain how prolonging the fear would be balanced and main issues with necromancers on pvp. In my opinion they could add some other cc since most of the classes have more than 1…

Necros has more then one cc youre silly troll.

Got to the middle then i got bord watching you fail, ever tried to adapt to the situation? And who uses an axe in a power build?

1h movie prolly dident show anything usefull, what about real problems like “obscured” and pets despawn when me toes touch the water.

Hf

Judging by all the positive feedback i have received on this idea, is it possible that you missed something ? We can’t all be the ones who “fail”. You should watch the entire video… or maybe read a few of the comments, it might change your opinion.

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Posted by: Anshard.3489

Anshard.3489

First off, great video. I love seeing people put time, thought and consideration into a class balance discussion, instead of the yelling and ‘noob’ calling which typically dominates these kinds of discussion.

I agree with most everything that you said in the video. I don’t think the examples always did a great job of illustrating what you where trying to say, but you where spot on with your points. However, I don’t fully agree with your fear conclusion. THis is why:

Necros lack serious ability to lock down opponents and/or disengage from opponents. While I wouldn’t expect both, and arguably some classes do have both, if I can’t disengage from a class bursting me, then at the very least I should be able to lock them down if I survive. Or roll it the other way, make it easy to disengage, but hard to lock down targets.

That being said, the variable duration change for the fear, or the variable setup for fear doesn’t resolve this issue for both power builds and condition builds. Namely, power builds do not build enough conditions to affect fear. In fact, one of the major factors missing from the video is a power build has almost no ability to lock down an opponent. This is required for all close range power builds and is illustrated with the numerous methods other classes utilize. Please note that mobility is a very strong method of lockdown, not just cc. As for condition based builds, fear may add an additional few seconds to subject a target to our debuffs, but in the end, the proposed second or two will translate into roughly 1.2k dmg for bleeds, maybe a full 2k dmg, before they disengage. That doesn’t remove the ability to cleanse/disengage after that time and for a none burst build, that won’t change much.

I have a few ideas to add to the mix which may or may not be good ideas, but they are some ideas :P

- Provide a debuff that prevents stealth and/or needs to be cleansed before other debuffs. Call it Will O’ Wisp. It might be something that is attached to our fear, a lock if you will on the debuffs. The reason for this is that we ‘build’ our dmg over time and the ability to remove ALL of it is a major issue. Other MMOs used multiple DoTs to manage this concept and thus removing all was not easy. Building just one stack, be it Poison or Bleed, makes it incredibly easy to at any point in the fight ‘reset’ the condition building by removing just one debuff. In fact, another easy solution is make cleanse only remove one application of Bleed or one time interval of Poison.

- Provide ability or skill drains, similar to what was present in GW1. This allows Necros to shut down skills that easily allow other classes to disengage or burst. Two variants could be implemented (not at the same time, just two separate options). The first is a heal skill that drains an opponents heal skills if they are available. For each heal skill ‘drained’, set on cooldown, the necro heals a set amount. Another is draining the ability gauges of most classes, basically as a more powerful version of weakness.

- As the OP said, expanding or doing something with our poor fear would be nice in general. I’ve never been a big fan of the fear mechanic but the fact that we have the weakest fear in the game is embarrassing. It’s like giving Mesmers better stealth abilities than a thief, or giving thieves heavier armor than a warrior. I would actually prefer it have a longer duration an reduces dmg output from the opponent, but thats just me.

Anyway, my thoughts for the day. I appreciate the post and video Nemesis. There are a ton of other bugs Necro suffers from too, but I think those are well documented and at this point, ANet has a linear path to solving those, developer time.

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Posted by: Nemesis.8593

Nemesis.8593

After seeing the initial feedback i have received it seems i am on the right path, you guys seem to agree with the balance issue and like the way i wanted it to get fixed. It’s not only me who will be playing this “possible” necromancer, it’s also you guys… so you all have a say in this from my point of view.

Also some of you have made some valid points, therefor i have adjusted my original suggested to accommodate the new input received.

Working with the community for a better SPvP necromancer

PS: much shorter video this time i promise

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Posted by: Xom.9264

Xom.9264

You put alot of effort and time into making the vid… but man need to work on short and too the point no more then 10 min vids one topic at a time.

The issues are more other classes then necros…. some classes have massive numbers of avoiding damage leaving the fight or insane burst.

Xomox ~Human Necro/Engineer ET

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Posted by: barti.7685

barti.7685

i dont mind watching the hour video you got a good way of explaining things altho with some things i don’t agree. personally think that a staff is a much better weapon for a power necro even the 10% in axe 2 isnt gonna change anything in that. about the burst and necros not lacking dps i do agree tho but there are some ways for necros to close the gap its not always running around a building altho combat does get quite claustrophobic in this game.. maybe thats why rangers are strugling too.. theres just not that many use for 1200 range in this game mode the maps are mostly to small for it.

i do think you highly contribute to the necromancer community tho and you should continue making more movies oh yea i like the intro song.

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Posted by: Nemesis.8593

Nemesis.8593

You put alot of effort and time into making the vid… but man need to work on short and too the point no more then 10 min vids one topic at a time.

The issues are more other classes then necros…. some classes have massive numbers of avoiding damage leaving the fight or insane burst.

I try to make the videos as short as possible, but i don’t want to sacrifice too much of a video’s quality for the sake of shortness.
Your input is noted.

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Posted by: Nemesis.8593

Nemesis.8593

i dont mind watching the hour video you got a good way of explaining things altho with some things i don’t agree. personally think that a staff is a much better weapon for a power necro even the 10% in axe 2 isnt gonna change anything in that. about the burst and necros not lacking dps i do agree tho but there are some ways for necros to close the gap its not always running around a building altho combat does get quite claustrophobic in this game.. maybe thats why rangers are strugling too.. theres just not that many use for 1200 range in this game mode the maps are mostly to small for it.

i do think you highly contribute to the necromancer community tho and you should continue making more movies oh yea i like the intro song.

I know there are many ways to close the gap, yet i was trying to explain a same skill level scenario, if i were to close the gap vs a low hp opponent, he should immediately knockback/knockdown or immobilize me. Then proceed to continue running to heal and recover CDs, while now i am without CDs and all the advantage i had starts to minimize.
The point is if you are wining in a 1v1 with the necromancer, your opponents have the option of retreating and come back when they are in the mood. Especially thieves or other glass cannon build classes, they burst you… and then run away. If they win that’s fine, if they don’t… they’ll just try again later.
Vs bunker classes, they can just kite you indefenetly if they play right.

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Posted by: Nemesis.8593

Nemesis.8593

After reading the new necromancer balance updates. I think it is time to revive this thread.

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Posted by: gamefreak.5673

gamefreak.5673

I was really hoping for this, i wont lie. Also for them to get rid of the JH or make it optional and not force us to use a minion but hey what can we do really but suggest these things over and over.

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Posted by: Visionary.5681

Visionary.5681

I would love to be able to force a Dev to play Necro in pvp

Let them spend hours fiddling around with traits, only to realise most of them make very little difference to how our class plays. The fact you cant really trait to counter anything.

I’d also like to get the Devs to spend some time in pvp whilst using an Axe. That part is pretty self explanatory though.

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Posted by: gamefreak.5673

gamefreak.5673

Bumping this tread because it needs to be.

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Posted by: manveruppd.7601

manveruppd.7601

Yeah I also thought of this thread after reading the patch notes! From the changes to Terror it sounds like someone in the balance team has read Nemesis’s suggestion!

A bad necromancer always blames the corpse.

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Posted by: XiL.4318

XiL.4318

Yeah I also thought of this thread after reading the patch notes! From the changes to Terror it sounds like someone in the balance team has read Nemesis’s suggestion!

Which is horrifying for the future of Necro as a class.

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Posted by: Hammerheart.1426

Hammerheart.1426

I love the Fear idea. I am also very glad at the changes made to the Thief Fear, since having the highest burst damage in the game, as well as the longest duration fear, was a little ridiculous.

Would it be too much to ask that Necromancer’s get unique benefits for running a condition build?

What if there was a trait that granted a 50% chance that the Necromancer’s conditions NOT be removed by enemy skills/traits?

Or perhaps removing certain conditions cause other conditions? Like, remove cripple/chill, it applies a small stack of bleeding or vulnerability.

The amount of condition removal in this game utterly negates running a condition build. Necromancers, across all MMO’s have always been fear, dot, and pet based classes, but in this incarnation it falls very short of achieving the viability mark.

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Posted by: Nemesis.8593

Nemesis.8593

Yeah I also thought of this thread after reading the patch notes! From the changes to Terror it sounds like someone in the balance team has read Nemesis’s suggestion!

Which is horrifying for the future of Necro as a class.

Yes i thought about it too, maybe someone did see my suggestion… although it’s a bit far from what i thought we need.
Xil… how did you come up with that premise ?

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