Disclaimer: The vast majority of my following argument is based on the old Guild Wars Necromancer. If you haven’t played it, thus don’t have it as a point of reference, a lot of what I am about to say may just not make sense to you.
Trust me when I say the Guild Wars Necromancer is vastly superior to the current day Necromancer.
Also, this won’t be short.
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Introduction
The Necromancer.
I hate it. I hate it with every fiber of my being. Not just for what it is, but for what it once was, and what it could have been, but isn’t.
I like to love every other profession in GW2, and I have played them all.
But the Necromancer stands alone as the one profession I hate to play, and actively makes me angry when I do. Which is why I avoid it like the plague, and have regulated mine to a mule and crafter, it has no other value.
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I am writing this to express my extreme disappointment with Arenanet in this regard, as personally I consider it their greatest failure to date. And I am a long time fan since the launch of the original Guild Wars, which is why I don’t enjoy doing this, but if I don’t say anything, then I am not helping.
Much of what I am about to say is an echo of what I said once back in beta, as I was hoping that the Necro would grow on me, or get tweaked and fixed over time, like the Guardian was.
But it wasn’t and hasn’t, as to me this isn’t a small problem, it’s a fundamental structural problem of how the Necromancer was designed from the ground up.
In my view, the Necro is fundamentally flawed.
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The Root of the Problem
A little history.
I’m an old GW1 vet, played it since launch, had many many years of fun with the game. It was easily the most life defining game I have ever played.
I loved the Elementalist, the Ritualist and Necromancer. I was also fond of the Mesmer, in concept anyway, in practice it had something to be desired as in PvE it was borderline useless for many years, where as it shined in PvP. (which I didn’t do a whole lot of) Thou eventually it got redesigned for PvE.
While I mained a Ritualist, the Necromancer was the profession that kept me playing back in the early days when GW1 was still very rough around the edges.
It was just so unique and different from anything I had played before, even thou I have played Necromancer characters before in other games, just not like this.
The mechanics of GW1 were just so different, that it made the Necro an entirely different beast altogether.
So I have nothing short of a lot of fond memories towards the old Necromancer.
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I draw a lot of parallels between the Mesmer and the Necromancer.
Both were unique, GW1 professions, which were heavily influenced by the unique mechanics of the game, and were brought over into GW2.
The Mesmer was so heavily reliant on those mechanics, that it had to be completely redesigned from the ground up in order to work in GW2, yet still retain it’s GW1 identity.
And it was tremendously successful. It feels new, plays interestingly in it’s own unique way, while being faithful to it’s roots. It is easily my favorite profession in GW2, bar none, specifically because of all the new things it can do.
However, where the Mesmer was about 90% based on the old GW1 engine, the Necromancer was at least 75% bases on that same engine.
But did the Necromancer get redesigned from the ground up, adding new and interesting mechanics? Hell no! We got slapped in the face with a wet salmon.
Instead the Necro had it’s guts ripped out, leaving it’s corpse bleeding all over the floor, and this was replaced by a whole lot of bugger all.
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So in the end it was nether redesigned from the ground up, nor a faithful adaptation like other professions, but rather had almost everything about it either removed, or watered down, with very little new to replace it.