Tell Us Your Dev Priorities!

Tell Us Your Dev Priorities!

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Posted by: Anchoku.8142

Anchoku.8142

Areas of desired attention are in alphabetical order.

Arrange the numbers in the order you think they belong.

1. Condition damage
2. Counters (hard and soft CC, evades, and anti-CC like stab, transfers, reflects, etc.)
3. Field use (fields, combos, auras)
4. Group support (buffs, debuffs, etc.)
5. Healing (self, group, siphons)
6. Minion AI
7. Scaling 1vX defenses
——- new choices (not alphabetical)
8. Tool Tips corrected
9. Death Shroud improve mechanics/utilities
10. Cast Time (reduction)

If there are other suggestions that do not fit within these categories, make them and I will tack them on at the end. Feel free to change your answers at any time.

There is some overlap between categories. Don’t worry about it too much. Prioritize how you feel.
=====

There were 13 responses counted. Three new responses added.
Results were calculated as (number of responses) x (1/average order number)

Weighted results (Higher is most desired by the forum)
2.33 Condition damage
2.19 Counters (hard and soft CC, evades, and anti-CC like stab, transfers, reflects, etc.)
3.46 Field use (fields, combos, auras)
4.23 Group support (buffs, debuffs, etc.)
3.18 Healing (self, group, siphons)
2.17 Minion AI
6.05 Scaling 1vX defenses
0.17 Tool Tips
0.57 Death Shroud
1.13 Cast Times

(edited by Anchoku.8142)

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Posted by: spoj.9672

spoj.9672

1. Scaling 1vX defenses
2. Field use (fields, combos, auras)
3. Group support (buffs, debuffs, etc.)
4. Healing (self, group, siphons)
5. Condition damage
6. Minion AI
7. Counters

Not 100% sure what you mean by counters though. Do you mean mechanics that allow us to counter other classes? Or counterplay in our own traits/skills?

Reason i put scaling defence at 1. is because currently we look like were going to be in an awful position when new challenging PvE encounters come into the game. Since lupi got changed/bugged recently necro is the only class that is is now impossible to solo outside of stacking nomads or abusing the reflect crystal environmental weapons. For those that dont know lupis auto attack now hits in melee so you need damage avoidance every 2 seconds. Which is impossible to achieve on necro. And lifeforce generation and health sustain necro has isnt enough to sustain those hits.

(edited by spoj.9672)

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Posted by: Tim.6450

Tim.6450

1.Field use (fields, combos, auras)
2.Healing (self, group, siphons)
3.Scaling 1vX defenses
4.Group support (buffs, debuffs, etc.)
5.Condition damage
6. Minion AI
7. Counters (???)

The reason I put combo on 1 is because so much good can come from it, we do have a nice amount of fields so if we got new finishers we could see some interesting strategies/tricks.

EverythingOP

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Posted by: tboneking.2531

tboneking.2531

1. Field use
2. Scaling 1vX defenses
3. Group Support
4. Minion AI
5. Healing (particularly life siphons)
6. Condition Damage
7. Counters

Like spoj said I’m not really sure what “counters” refers to. But I put field use first because, as an imaginary karate master once said “in order to combo with your party you must first combo with yourself”. Besides if we could actually participate in out own and other’s fields we will actually start working on group support anyway. Getting a cc focused melee range weapon means we need improved 1vX defenses, and the rest of my choices I just ordered because I want more viable build options.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

1. The community
2. Their own staff
10. Statistics

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: Skoigoth.9238

Skoigoth.9238

1. Scaling 1vX defenses
2. Counters (reflects, blocks, invulns)
3. Group support/Field use (those two kinda belong together I think)
4. Condition damage
5. Minion AI
6. Healing (self, group, siphons)

I don´t understand what you meant with counters either (countering other classes in PvP? block-into-counter attacks?? bananas???), so I put it at the bottom.
Edit: Thanks for clarification on that. We need more access to forms of active defense, which goes hand in hand with scaling 1vX defenses, so I moved counters up to place 2.

(edited by Skoigoth.9238)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

1. Scaling 1vX defenses
2. Group Support/Field use (go hand in hand)
3. Healing
4. Condition damage
5. Minion AI
6. Getting our tooltips to update for Terror damage

Since nobody has a clue what is meant by “counters” I’m leaving it off my list.

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Posted by: Anchoku.8142

Anchoku.8142

Added a description of counters.

Thank you for the great input thus far!

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Posted by: ronpierce.2760

ronpierce.2760

1.) Minion AI (Some of that is design related, AI is just broken…)
2.) Healing (Especially in relation to Death shroud)
3.) Support. (Unique support > Finishers)
4.) Counters
5.) Scaling 1vX Defenses.
6.) Fields/Finishers.
7.) Condition Damage. (Conditions need more work than no cap, and all the while, I’m afraid of their outcome, honestly…)

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Posted by: RashanDale.3609

RashanDale.3609

1. Scaling 1vX defenses: some mechanics for that already existed: lifesteal scales with targets hit and spectral armor/walk used to scale with the numbers of enemies until anet ruined it. revert that kitten-up, buff lifesteal, let it go through DS and that might already be a big step in the right direction.
2. Group support (buffs, debuffs, etc.): biggest issue for dungeons. in pvp, we could also use some more in the form of boonhate.
3. Field use (fields, combos, auras): shouldnt take that much work. some finishers here and there, a few more interesting fields and thats it.
4. Counters (hard and soft CC, evades, and anti-CC like stab, transfers, reflects, etc.): if they dont want necros to jump and dodge around all the time then thats fine. but we should get some of the other stuff.
5. Healing (self, group, siphons)
6. Minion AI: ive pretty much given up on anet when it comes to being capable of making a proper AI
7. Condition damage: just revert the nerfs to mark of blood, terror, stop kittening up weakening shroud and see how that goes

The extra description is nice but pretty much everything in ‘Counter’ can be seen as parts of either group support or 1vX defense

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

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Posted by: hennrick.4623

hennrick.4623

1: Team interaction ( finishers/fields/heals/boons/shields/reflection/uberdps wathever, it needs to bring something meaningful for the whole party )
2: Allow Lifesteal healing on DS
3: Changing traits and DS skills so it does not need to stay 3 hours spamming DS AA
4: Casting time reduction ( when needed)
5: minion AI
6: more flexible traits

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Posted by: Rym.1469

Rym.1469

1. No counters!
2.???
3. Profit

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Posted by: Silv.9207

Silv.9207

1) Defensive ability (block, immunity, projectile block/reflect)
2) Stability
3) Support skills
4) Combo finishers
5) Heal in DS state
6) Condition damage rework to be effective like other classes that can apply bleed, poison, burn faster with lesser risks (ranger) and even confusion (engi)

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Posted by: nekretaal.6485

nekretaal.6485

(1) Defensive Ability & scaling defenses (block/reflect, etc)
(2) Field use
(3) Condition removal or resistance (something to deal with immobilize spam)
(4) death shroud fixes (heals, fewer traits, quicker life force, faster degen)
(5) Other non field support.
(6). Real mobility options (swiftness is too slow)

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Posted by: Sagat.3285

Sagat.3285

-Identity
-Scaling active defense and recovery(+replacement of DS HP bar)
-Cast times…
-Field use/support
-Bugs(pull,AI etc.)
-Proper traits(that don’t do the same as utility because we can’t use them in DS…)
-Condition damage

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: spoj.9672

spoj.9672

See i consider reflects, evades, blocks and even CC as scaling defence.

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Posted by: Gryph.8237

Gryph.8237

My views, albeit more pvp/wvw centric, than pve.

1. Scaling 1vX defenses (this is an aspect that transcends all game types; It simply must be addressed. I am of the opinion that DS needs an Aegi/blocks on entry type skill to be added to Death Magic as a gm minor. It would give all DS builds a way to flash block which would be a skill based move. It might also give power builds a reason to not go Spite/Curses/SR as the only power build w/o minions. DM also needs a GM trait worthy of non minion users in my opinion.

2. Condition damage: When I refer to condition damage, I think we need the previous nerfs following dhuumfire to be addressed and reverted back to their original values (especially given the further decrease in burning damage that is slotted to occur. Condi builds suffer the most). In addition, I believe Terror, which is a significant condi damage and CC needs to be altered. Specifically, either it needs to be combined with Master of terror and have the 17% dmg nerf reverted, or it needs to be moved to a master tier skill. In my opinion, as suggested by others, it should be moved to SR and combined with Master of terror at the GM slot, and Dhuumfire should be placed in a master tier slot, as it is too weak to represent a grandmaster slot. I am peeved still that the devs maintain that terror represents its own unique build outside of condition damage. There is no condi build in sPVP right now that does NOT take terror, so its a ridiculous differentiation.

3. Healing (self, group, siphons) – If you want to make blood magic worth a crud, allow at least self healing/regen/syphons go through DS. As an experiment, and if it is not enough, then start adding percentages of friendly heals through. At least try something kitten . Otherwise, blood magic will always be junk, given our own mechanic renders this trait line useless.

4. Field use (fields, combos, auras) – I think this would make us more useful to groups. I don’t want to be a guardian, or an ele, spreading buffs like community STDs, but i would not mind being able to blast wells/fields in wvw and in groups.

5. Minion AI – This is just a terrible thing to have plagued a class for 3 years. I refuse to play minion builds because they are unreliable imo, and useless in WvW.

6. Group support (buffs, debuffs, etc.): I think 4 addresses this aspect of the game. Well/field blasting is all we really need, as well as some solid defense components, and a not so sucky condi damage output. In addition, I think if greatsword goes the way of the power weapon, then we will get our cleave, and it will add more group utility.

One of the things that has always bothered me about the necro is that we have to make extreme black/white choices between defense and offense, or between damage output or self-focused utility, wherease other classes don’t have to do that, at at least not on the same scale. Our builds are not defining, or do not really stand out, though the devs push this notion that we have various condi builds, etc. We have very few variations of builds that truly work, and perform. This is even further accentuated given that the traits that were combined or carried over into the new system are the same traits that we have always taken, and this has not changed our builds at all, aside from the addition of another grandmaster trait. Still feel like the devs could return all the nerfs they did to our damage and up all our weapon cast times and we would only then be approaching the power output of the other classes.

(edited by Gryph.8237)

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Posted by: Anchoku.8142

Anchoku.8142

See i consider reflects, evades, blocks and even CC as scaling defence.

Yes, 2 and 7 have overlap just as 3, 4, and 5 do. How people perceive them to be different and prioritize them relative to each other contains information to help resolve what type of solution is most desired.

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Posted by: Zoso.8279

Zoso.8279

Our ability to disengage is my only concern. Now with the necro buster coming out soon think we will really need it.

Necromancer Main

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Posted by: Malchior.1928

Malchior.1928

INTERNAL SYNERGY
1. Utility skills in DS (6-10).
2. Healing goes through DS.

3. EVERYTHING ELSE: Blood line, minion AI fix, piercing lifeblast baseline, group support, projectile defense, lower cast times etc.

[QQ] A Quaggan in Arah

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Posted by: Anchoku.8142

Anchoku.8142

Posted responses thus far. Keep voting or change your vote. I will check back later this week to make updates.