This is a topic I’ve been thinking about for a few days and I’d like to get the community’s perspective on it. All are welcome in this conversation since this is going to be a discussion about expectations of the profession when starting the game and of opinions based on how the game teaches you to play the game. So if you do make a response I’d ask you to both explain why you wanted to play the necromancer when you first picked it up, when you started and express any surprises, good or bad, that you experienced when learning this profession.
For the majority of the necromancer’s life in GW2 it seems that the theme of the profession was in direct conflict with the way players are conditioned to play the game. The necromancer was advertised as a attrition profession that uses DoT tactics in order to slowly eat at your opponents life and capabilities to give them an up hill battle as the fight progressed. The profession was also supposed to fill the Pet play style that we see with Warlocks, Witch doctors or summoners in other games. At face value this is an attractive perspective for players. However the issues of this style at the game’s launch ended up in direct conflict with the design of the game and how it was telling its players to play.
This is were we get into the play conditioning of this Discussion. Very quickly in the game’s life people realized that the necromancer couldn’t achieve anything that it was advertised to be able to do. And the balance team seemed intent on suggesting that it was by design that way. However that design lead the necromancer to be one of the most hated and weak professions through its entire life. Much of the community early on abandoned the idea that the necromancer was supposed to be the DoT profession since DoT was neither a viable strategy but the necromancer actively didn’t even compare to warriors in that regard who would push their bleed stacks off just by fighting normally. A fundamental element of the necromancer’s design was lost in the minds of the community except for the most hard core of GW1 vets who still desired to play the DoT style they enjoyed from GW1.
In this laps of memory of the community in one of the necromancer’s pillars of design we ended up asking for extremely off color requests that ran directly contradictory to the necromancer’s design. We as a community started to ask for high DPS options outside of Condition or the swarm element of our minions or even attrition. The three pillars that the profession was built on. People were asking to be more like a warrior with the necromancer. Now I’m not going to say that the community was in the wrong in that regard. It honestly isn’t our fault this happened. It is the fault of Arena net in the way they conditioned their player base to think about content. DPS as quickly as possible and be as glassy as possible. Necromancer wasn’t the only profession to fall victim to this philosophy that the devs accidentally set up in their game but it is one of the most obvious professions that has lasting consequences because of it.