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Posted by: Glenn.3417

Glenn.3417

Following the abundant cries about us/dumbfire, being op anet nerfed it.

Now that all those crybabies got that accomplished, they have set their targets on our fear (which btw already took a 17% dmg nerf).

Atleast several anti fear posts and topics have emerged in the spvp forum.

These ppl really ought to find a more constructive hobby lol.

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Posted by: kishter.9578

kishter.9578

But a gazilion of people complaint about the stealth broken mechanic and the constant legally exploit of thief around, for like how much? 10 month?
And what is the anet response? Infractions.

We just don’t want players to grind in Guild Wars 2. No one enjoys that.

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Posted by: Glenn.3417

Glenn.3417

Guess they broke one of the anet commandments; Thou shalt not complain about our golden child.

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Posted by: Bweaty.9187

Bweaty.9187

After the final fix with DFire.

Im happy with them to keep the 20% fear nurf, and the nurf to terror… IF, they fix the PermaStealth! ;-)

If not, seems a bit unfair that something that wasn’t OP, is suddenly OP after DFire got thrown in.

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Posted by: Hakkology.3189

Hakkology.3189

They have to fix the fear chain, like a player has to gain a buff that prevents him from being feared in 2 seconds. After the second fear, 3 seconds. After third, 4 seconds, 5 seconds etc. resetting every 15 seconds from the first fear.

That’s whats bugging people, to be fear locked and killed.

Though warriors and thieves are also capable of doing this already, there is no defence against conditions, thats what makes necro so unique and his opponents helpless while in stun lock.

Or, they could give vitality a reduction to condition damage, that would be interesting. %30 condition damage reduction on a mainly vitality armor might solve some of the problems, also making vitality an important part of spvp. You’d expect someone with more vitality to be more resistant to bleeds.

But i too had enough of all the complaints and nerfs, i really don’t like the path our class is going. I hope this PAX is soon over and Anet can really take necro with some real fixes and thinking, giving us more “stable” properties.

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Posted by: Dredlord.8076

Dredlord.8076

They have to fix the fear chain, like a player has to gain a buff that prevents him from being feared in 2 seconds. After the second fear, 3 seconds. After third, 4 seconds, 5 seconds etc. resetting every 15 seconds from the first fear.

That’s whats bugging people, to be fear locked and killed.

Though warriors and thieves are also capable of doing this already, there is no defence against conditions, thats what makes necro so unique and his opponents helpless while in stun lock.

Or, they could give vitality a reduction to condition damage, that would be interesting. %30 condition damage reduction on a mainly vitality armor might solve some of the problems, also making vitality an important part of spvp. You’d expect someone with more vitality to be more resistant to bleeds.

But i too had enough of all the complaints and nerfs, i really don’t like the path our class is going. I hope this PAX is soon over and Anet can really take necro with some real fixes and thinking, giving us more “stable” properties.

cmon man, don’t claim you are a necro after a post riddled with misinformation about fear and conditions…

and if by chance you do play a necro, you really need to learn more about what you are talking about so the opinions you bring here have a factual basis.

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Posted by: Hakkology.3189

Hakkology.3189

They have to fix the fear chain, like a player has to gain a buff that prevents him from being feared in 2 seconds. After the second fear, 3 seconds. After third, 4 seconds, 5 seconds etc. resetting every 15 seconds from the first fear.

That’s whats bugging people, to be fear locked and killed.

Though warriors and thieves are also capable of doing this already, there is no defence against conditions, thats what makes necro so unique and his opponents helpless while in stun lock.

Or, they could give vitality a reduction to condition damage, that would be interesting. %30 condition damage reduction on a mainly vitality armor might solve some of the problems, also making vitality an important part of spvp. You’d expect someone with more vitality to be more resistant to bleeds.

But i too had enough of all the complaints and nerfs, i really don’t like the path our class is going. I hope this PAX is soon over and Anet can really take necro with some real fixes and thinking, giving us more “stable” properties.

cmon man, don’t claim you are a necro after a post riddled with misinformation about fear and conditions…

and if by chance you do play a necro, you really need to learn more about what you are talking about so the opinions you bring here have a factual basis.

Yea i really don’t like the terrormancer anyway, played it only a couple times ;P. Mostly watched videos of op necros owning with fear spam.

But i’ve been playing a conditionmancer for 6 months now, I was under the impression that condition damage was not mitigated by toughness, am i wrong on this ?

(edited by Hakkology.3189)

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Posted by: RashanDale.3609

RashanDale.3609

cmon man, don’t claim you are a necro after a post riddled with misinformation about fear and conditions…

and if by chance you do play a necro, you really need to learn more about what you are talking about so the opinions you bring here have a factual basis.

Yea i really don’t like the terrormancer anyway, played it only a couple times ;P. Mostly watched videos of op necros owning with fear spam.

sigh

But i’ve been playing a conditionmancer for 6 months now, I was under the impression that condition damage was not mitigated by toughness, am i wrong on this ?

what does this have to do with ANYTHING?
and no, it doesnt.

i guess, dredlord is talking about this:

Though warriors and thieves are also capable of doing this already, there is no defence against conditions, thats what makes necro so unique and his opponents helpless while in stun lock.

“no defence against conditions”… what? it’s not like there’s a bazillion of cleanses in the game…
and you do know that stun breaks also remove fear, right??

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
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(edited by RashanDale.3609)

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Posted by: Lokyate.1387

Lokyate.1387

‘Fear chains’, it’s like WoW all over again. Except so much easier to avoid.
I don’t usually agree with AlTroll, but this is one build that was completely fine before the DF patch. If you don’t run stability and you fight a terrormancer, that’s like going into an Arena match without a trinket. What do you -think- will happen? You’ll get killed my a build meant to counter you.
And then the terrormancer will die because they’ve been focused by two people.

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Posted by: Imperatora.7654

Imperatora.7654

just wanted to give a little “inside” info.

I’m a game developer, I make MMOs for a living (no, I will not tell you where I work as discussing that could get me fired until the game is publicly announced).

“Whining” never gets things nerfed, math does. Now, a lot of people going off about something on the forums WILL get that thing looked at, but without math to back it up it will not be touched. I can’t speak to what aNet does, but at my company everything like a trait has a stat budget that we try to use to keep things level. Things like range, trigger conditions, effect, stackability etc all build up to give a “trait” a score.

If the score is too high, it gets adjusted.

that said, there ARE ways to improve your chances of having your balance requests heard and acted on:

1) Math. Saying “X is op/up!” is next to worthless feedback. Saying “X is op/up by this amount and here is the math proving it:” is far better

2) Include a test case. “X class did Y damage! NERF!” again, useless. Listing the exact conditions (buffs/debuffs, gear, full stats if possible, abilities) that the dev can use to recreate exactly what you saw is VASTLY more likely to get things addressed

3) Videos/screenshots are nice, but do not replace #1 or #2.

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Posted by: Keyce.8137

Keyce.8137

Yea i really don’t like the terrormancer anyway, played it only a couple times ;P. Mostly watched videos of op necros owning with fear spam.

But i’ve been playing a conditionmancer for 6 months now, I was under the impression that condition damage was not mitigated by toughness, am i wrong on this ?

The only thing that “mitigates” conditions is removal – whether destroying it or passing it onto an enemy (say, Consume Conditions or Staff 4.).

Toughness does not resist against conditions, because they are not physical attacks (example: thief Backstab).

Vitality only “protects” against condition damage because it gives you a larger health pool. But it treats those about the same way it treats a thief’s Backstab.

And finally, no. The boon Protection does not defend at all against conditions. Not that I’ve seen, anyways.

Hope that helps!

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Posted by: Dredlord.8076

Dredlord.8076

“Whining” never gets things nerfed, math does.

I am sure your company has a perfect track record with regard to this…

But I have been playing MMO’s longer than you have been making them (most likely )and there is a mountain of evidence that whining in fact does get things nerfed. without any math to back it up.

BTW I do admire your idealism. I hope your game does well.

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Posted by: mrmadhaze.8706

mrmadhaze.8706

Incompetence needs his scapegoat. Easier than adapt or learn to play. Just take a look at all the misinformation about necromancer people wrote in this forum this days.

TL;DR that is for necromancerubbaop/permaroflinvinciblethievs and other build/classes. Everyone pretends to play with a random build and be invincible in every part of the game and against everyone. We complain about stealth but we wanna keep playing a gc mesmer, we wanna complain about mesmers but we wanna keep eles etc etc etc etc etc etc etc etc etc….
What people want isnt the balance but a faceroll class becouse losing hurts their ego.
Less ego more chill guys.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

“Whining” never gets things nerfed, math does.

What about the math that the whiners will cause a mass exodus if nothing is changed? O.o?

I believe that the “math in accounting” and the “math in marketing” trumps the “math in development.” Am I wrong?

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Posted by: Imperatora.7654

Imperatora.7654

“Whining” never gets things nerfed, math does.

What about the math that the whiners will cause a mass exodus if nothing is changed? O.o?

I believe that the “math in accounting” and the “math in marketing” trumps the “math in development.” Am I wrong?

yeah, pretty much wrong.

Even the most horrid whining campaign might make up a whole one percent of your playerbase (at most), and that is a posting spree that GW2 has yet to see in any of their class forums. Even if absolutely every one of them left the game, it would be a blip on the churn rates for that month and nothing more.

However, a systemic imbalance can cost you ten times that or more in the short term and kill your product long term. This is caused by a top-down churn, where your best players leave due to a broken meta… after the top players go you start losing the middle players as they find out all they have to look forward to is a progressively more and more broken game. Ultimately, without your twitch.tv casters, your machinima artists, and your PVP montage makers, you lose a lot more than just those whining.

I’ve never once seen, heard of, or known anyone who has experienced a “marketing induced nerf/buff”. This simply does not happen. Yes, we will RARELY see a manager come in and say something like “There is a lot of noise about X, can you take a look at it?” Which usually gets the reply “Already tested, balance is fine, here is the math.” This is because we usually spend hours reading the forums a week. Most companies (at least all the ones I’ve worked for) have a policy that only a select few have permission to post, but we all are required to read (my last contract had that as a clause).

Yes, whining can help get an issue looked at, but nothing more.

Now, that is assuming we are talking a sub/b2p business model. Many f2p games, especially MOBAs, will use a rolling inequality system to drive players to buy new content (ie: champions). This type of “marketing trumping systems” model is perhaps most blatantly seen in Tribes: Ascend, where newly introduced weapons were obscenely overpowered to the point of being a joke to drive players to buy them before they were adjusted back down to where they should have been.

(edited by Imperatora.7654)

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Posted by: Enundr.9305

Enundr.9305

just wanted to give a little “inside” info.

I’m a game developer, I make MMOs for a living (no, I will not tell you where I work as discussing that could get me fired until the game is publicly announced).

“Whining” never gets things nerfed, math does. Now, a lot of people going off about something on the forums WILL get that thing looked at, but without math to back it up it will not be touched. I can’t speak to what aNet does, but at my company everything like a trait has a stat budget that we try to use to keep things level. Things like range, trigger conditions, effect, stackability etc all build up to give a “trait” a score.

If the score is too high, it gets adjusted.

that said, there ARE ways to improve your chances of having your balance requests heard and acted on:

1) Math. Saying “X is op/up!” is next to worthless feedback. Saying “X is op/up by this amount and here is the math proving it:” is far better

2) Include a test case. “X class did Y damage! NERF!” again, useless. Listing the exact conditions (buffs/debuffs, gear, full stats if possible, abilities) that the dev can use to recreate exactly what you saw is VASTLY more likely to get things addressed

3) Videos/screenshots are nice, but do not replace #1 or #2.

cant tell what gear the enemy is using last time i checked? dont know all the enemies abilities beyond the weapons they wield , in this game , videos are generally the basic thing you can really do , can screenshot the amount of dmg they did i guess but then thats the same thing as #3 , alot of things your saying here are nice in theory if the game supports that type of interface , we do not here . all i can say is with 30 in spite tree for necro (bigger life pool) 21k health , 100% full life pool when activating Deathshroud and a thief ONE SHOTS it , is enough to gaurentee that needs to be looked at. as in ONE ATTACK did 100% LF dmg , roughyl a 2nd healthbar (if im not mistaken its pretty close to your health? so then were looking at a single attack doing close to 21k dmg) , ive seen plenty to warrant “adjustments” for these classes and no action has been taken for them , they have been in that state since beta / launch and ppl have complained about it since then , as well as stealth not breaking upon recieving dmg as youve left the target lit up with conditions (aka golden rule for rogue types in mmos that use full blown stealth , you take dmg you lose your stealth , this applies with dots as well) yet only other classes recieve these weird nonsense nerfs when you have these other classes that are running circles around the classes getting nerfed already , NOT GETTING TOUCHED.