https://forum-en.gw2archive.eu/forum/professions/balance/Necromancer-I-lack-an-identity-1-8/first
This link takes you to a thread that is part of a series of planned threads with the goal of global profession balance. I’d like to open up the thread to the Necromancer Forum’s opinions.
By “global profession balance” I mean that my goals for balancing skills adhere to simple governing rules about how combat works in GW2:
BALANCE GOALS TO GOVERN ALL COMBAT IN GW2
- Excessive spam shouldn’t be a factor in combat because there are no defined healers to address it.
- No offensive skill aside from auto-attack skills should have short cool-downs or activation-times. By adding longer cast-times and supplemental charge-up mechanics to offensive skills, combat will be more legible. More legible combat will bring active dodging and keen positioning back into GW2’s forefront as a means of mitigating damage.
- Condispam should not be more effective than Power Builds because it undermines active damage mitigation by just spamming throwaway skills that never stop onto an opponent. This turns combat into a face-roll of who can press the most buttons the fastest and limits the effectiveness of keen positioning and clutch damage mitigation such as single blocks or dodges.
- Conditions can be as effective as Power just so long as the skills that inflict conditions are as well cued and have both adequate cool-downs and cast-times when compared to their power-based counterparts. This way, dodging, positioning and timing will be viable ways to counter conditions.
FACTORS THAT BALANCE RANGED COMBAT IN GW2:
Guild Wars 2 is a game that was designed to have players read their opponent’s skill cues. To this effect, ANet has designed several manners of reading an opponent’s skills such as:
- Post-cast delays
- Red circles
- Projectiles
- On-caster visual cues
- Long cast-times
- Projectiles that can be blocked, reflected or destroyed
- Gap-closer skills that requires the player to run or leap to a target/target area
However, despite these various cues, there are a many slew of skills in GW2 that forego 2 or more of the above balancing principles. These skills should be looked at critically and probably nerfed or functionally changed in order to bring them into line with how combat should appear in-game. Giving certain weapon sets or play-styles free hits for certain skill usage in a game where the “holy trinity” is absent is asking for trouble. Overpowered ranged skills in this game need to be wrangled back into obedience governed by the balancing principles listed above.
ATTRITION GAME-PLAY IN GW2
In the current meta-game, power is at a disadvantage because it has to actually hit a target while conditions just sort of float about thanks to spammy AoE skills, short cast-times, the ranged nature of most condition skills and passive procs. None of those have to constantly hit, the condition player just gets to use skills willy-nilly and all the while get in damage for free because of conditions. The system is flawed and should really be looked at critically.
Power-based damage should be king with conditions being a supplement. Conditions should only be a viable means of killing an opponent if the skills that apply those conditions are well telegraphed, have appropriately long activation times and long recharges. Attrition combat should be attained through movement control.
(edited by Swagg.9236)