Showing Posts Upvoted By Alri.9615:
enough with living story theme parks.
make dungeons more interesting and not places for just one trick pony zerkers.
balance classes and give them unique and cool abilities that make the difference.
attract more people to pvp and make it fun for everyone.
stop giving all your resources to living story, its cool now and then but the game should be the focus.
tower of nightmares was cool but i feel its moving too fast from there and on .
pls start making the game awesome, its a great game but it still has crazy potential to be even better.
If we have gone through an Asura Gate, when we open the map and hover over it please say what portal it is rather than the Generic “Gate to far away places” or whatever it is.
This would not be a game breaking change in any way since you would now just have more information on the gates you have been through when looking at your map.
Send Gold to: Chrispytoast
I completely agree.
The game is grindy because people choose to make it that way.
Doing that would basically defeat the purpose of playing the game further.
A 30 minute timed refund feature would be nice. Buy something like that from the laurel vendor, find out something that makes you go “wait, I dont want this” and be able to immediately return it. That would fix problems like this.
Anyone else think that it’s kind of lame that you can spy on your opponents’ movements when you’re lying on the ground dead? It feels like cheating.
On the other hand, it’s nice to be able to watch the remainder of a battle after you’ve been finished.
Maybe your screen should black out if there are no friendlies nearby your corpse?
Hi,
how about this: There is some fighting going on in WvW and you are entirely outnumbered, happens often enough. So, what if the commander had the possibility to talk to a NPC, similar to Siegerazer, and trigger a message to all players on the server. Something like a bright coloured message in chat saying: “Commander XY asks for your help in the Eternal Battlegrounds!”. Of course it should be limited in use, by cooldown and/or by currency (badges?).
While this is nothing spectacular, I find it would be somewhat helpful and add some sense of community.
Y/N?
Gunnar’s Hold
Guild Wars 2 is a great game with a lot going for it- fluid combat, interesting classes with solid design paradigms, an engaging world, and beautiful aesthetics. Frankly, I think it is a system much more primed for long-term appeal than most MMOs, mostly due to the ingenious mechanics that help prevent the trivialization and obsoleting of content.
The game also has some flaws and shortcomings. I could go on and list them out and talk about them in detail (which I will sort of do), but first I want to say that I believe 90% of the ‘problems’ directly stem from one thing – lack of content. I firmly believe that GW2 will come into its greatness over time as more and more content is released.
Now, don’t get me wrong- GW2 had a fair amount of content for its launch, however, very popular games like WoW and even GW1 have grown so large over the years that in comparison, through no fault if its own, it feels a bit light, which I feel will probably be addressed over time.
Now, the question is – what is lacking in the current content? Where does development need to be focused? While everyone will have differing opinions to some extent of course, I’ll state a few things I feel would probably represent a huge pay-off and should be prioritized for development-
1. More Skills & Weapons- The combat system, at its heart, is great. The biggest problem with it, by far, is that there simply aren’t really enough skills or build options within any particular profession to prevent the game-play from becoming a little stale. For starters, each class should really have a larger range of weapons available to them. This means both expanding the availability of existing weapons to new professions (such as Sword for Elementalist and Axe for Thief) and adding many new weapon types to the game.
Here are just a few suggestions:
2-handed – Polearm, Greataxe, Tome, Crossbow, Scythe
Main-hand/off-hand – Whip, Claw, Boomerang/Chakram, Sickle
Off-hand – Glove, Orb, Buckler (as distinct from larger shields)
While adding new weapons probably isn’t too controversial (I’m sure most players would like to see it), I’m also going to suggest something that probably is a little moreso- work on adding a lot of new skills and (eventually) expand the skillbar to 16 skills. There should be 8 weapons skills (5/3), 6 Utility skills, and a Healing and Elite skill. Obviously, there would need to be some rebalancing work done to accommodate this, but I feel it’s a worthy endeavor. One of the big issues in the game currently is that you stop developing your skills at a relatively low level, and the combat gets kind of stale as you just don’t get enough cool new stuff later on. The pacing of skill acquisition should be staggered better so that you’re getting new stuff (including weapon skills) up to a higher level.
2.) Greater Diversity of Zones – The zones in the game are beautiful. However, in many ways they also feel kind of samey and a bit mundane. There just isn’t quite enough diversity or magical feeling/immersion in the zones in general. I would like to see more fantastical, surreal landscapes and greater variety of climates.
3.) Greater Diversity of Creatures – Much as above, the existing creatures and races are great, there just isn’t quite enough of them yet. Too much undead stuff, too many woodland critters, etc. I’m not necessarily suggesting more fantasy staples like Elves and Orcs, there just needs to be more creative types of mobs and races to interact with.
4.) Allies – Ok, so I don’t quite know what to suggest specifically here, but allies added a lot of depth and immersion to both GW1 and TOR. One of the big issues in GW2 is that you don’t really get attached to many NPCs, and part of the reason is the lack of presence they have. Additionally, as the game gets older it will be more painstaking to find people doing dynamic events, etc, and being able to have allies (probably just one at a time) would be a great way to add immersion to the setting and depth to the gameplay as well. The allies could be great fighters or weak fighters that provide a service (such as a mobile bank, etc.).
5.) Dungeons – Fractals was a great addition. This one speaks for itself. There should also be dungeons designed for fewer than 5 players, as well as dungeons designed for more.
6.) Revert to the beta attriute names. The original names of the various attributes were far more flavorful. Many people argue the current ones are more functional, but given the recently simplified hero pane along with the concise tooltips, it would be my preference to see the flavor names return.
7.) Greater variety in armor models. Especially medium armor. Enough said.
8.) Full-blown expansion content. The game needs more than just a steady trickle of new content, it needs entire continents, etc. I’ll be quite disappointed if I never see Cantha or Elona, I’m just saying.
(edited by Einlanzer.1627)
My guild has a use case where we’d like to allow members to recruit new players for our default permissions but not have the ability to remove others in their same rank. I think it’d be nice if we had to ability to selectively set which ranks are capable of either adding, demoting, or kicking players of lower ranks rather than bundling them all into a single permissions group.
It seems this change would be pretty seamless. All existing functionality would still be present.
It appears someone else had also suggested this in a thread with a lot of other awesome features! Check it out here https://forum-en.gw2archive.eu/forum/game/suggestions/Guild-System-Improvements
(edited by DeathByMonkies.7543)
Many times, we as a smaller group in WvW are forced to leave a few out of the main group (we get 6-8 sometimes). That being the case, we have to split into 2 parties, and it’s harder to manage them this way.
The idea of the commander tag isn’t really something any of us want to entertain, as we don’t want to spend the money to be followed by others expecting us to lead our WvW server to victory. We still want to remain a little more private, but with a slightly larger party.
My suggestion is offer multiple levels of the commander tag, such as military titles (Sergeant, Lieutenant, General, etc.) and each level would provide something along the lines of the following:
Level 1) <insert title here> can lead a party of 10 people, costs 20g, and does not display icon publicly, only displays to those in the party.
Level 2) <insert title here> can lead a party of 25 people, costs 40g, and gives a choice of displaying the icon publicly or not.
Level 3) <insert title here> can lead a party of 40 people, costs 60g, and gives a choice of displaying the icon publicly or not.
Level 4) Commander Title as it is now. 100g and when turned on, displays publicly.
I’m sure there are many others that would like to see this implemented. Even if the costs were more than I listed, I would most likely still like to see it implemented. The key part being able to publicly NOT display the icon, but have a larger party, and all in the party see the icon.
hmm what id also like to see is that you can actualy edit the current message of the day, and not retype it all over again.
I would love to see each weapon receive two more weapon skills. They would take much longer than the current 5 take. I believe that learning the 4th to 5th skill takes 25 kills? Correct me if I am wrong, I have not leveled a new char in a while. I would want the new skills to take much longer like 100 kills or maybe require special conditions for you to unlock them like 50 kills while poisoned or 50 kills with 10 or more stacks of bleeding on the target.
The skills could then replace other skills on your bar. This would encourage different playstyles and for players to try out different weapon skills together.
My main example is the Warriors GS which has 2 melee attacks, 1 ranged attack and 2 gap closer attacks. You can chain these skills together in interesting ways but what if you are fighting a boss? All you want to do is hit the boss, that leaves you 2 main skills. You can use they other skills but they are not as effective. If you had 1 more melee skill to choose from you could replace your ranged skill with this and have an extra skill to use in this scenario.
This also works in PvP, say you are still running a GS warrior but your main concern is catching up to an enemy, staying alive and keeping them occupied until your team arrives. If there was a skill that was blocking with the GS that could add more survivability to your build. This blocking could return damage to the opponent for hitting your sword and also cause you damage but less than what you would have taken from a direct hit.
I think adding 2 more skills per weapon is not unreasonable to ask for. I understand it would take work to test and balance so many more skills but I think it would help the game get back to its roots of GW1 while still maintaining all the greatness of GW2
Send Gold to: Chrispytoast
can we pelase have the option to customize what is shown on our allies’ and enemies’ nameplates?
i find it extremelly annoying how those giant nameplates cover everything in WvW.
if u target someone they would show everything.
but some customization options would be great.
for example, i would just have guild [tags] showing and keep everything clean.
while titles and names would be hidden, unless targeted.
The detrimental impact on European servers because of summer time changes became incredibly apparent last night for the WvW reset.
Would it not be possible to change the reset time for EU servers to a more reasonable time? Reset times in the early hours of the morning 1am-3am for the majority of EU players is a little unreasonable considering the time for US players.
Acid Bath Babies Go Plop Plop [FizZ]
…or at least have an option to toggle on/off guild members on map that you are on.
I vote that we have certain markers etc. that a commander should be able to use in order to move troops and teams into locations without having to spam map chat at them.
But also let Commanders manually appoint “Sub-commanders” or “Lieutenants” that can aid in the battle coordination.
1.) Lieutenants: These players would be manually assigned by commanders to be high-value individuals that can aid in leading teams, supplies and troops around in co-ordination with the commander.
The lieutenants would have their own sub-icon that would distinguish them as lieutenants. They also have some of the same abilities a commander would have for map markers and chat.
They are chosen and removed by the commander, so a gold requirement is unnecessary and they can be substituted when available. They are “temporary team leaders”
NOTE: Only 2-3 lieutenants can be chosen by a single commander at any given time. maximum.
2.) Commander markers: These would be simple icons place-able on the map to help players understand where they should and should-not be.
They include such markers as “Attack, Defend, Group, and an Arrow/Move marker”
This can better communicate the directions and locations that groups are heading, and moving to. Ex. A simple Move arrow to a camp, and group icon near the southern entrance of a keep can show that players should quickly take the camp then group at a specific area around the keep for an attack.
3.) Unique Commander markers: These are specialized markers given to commanders to guide their lieutenants, these would only appear to lieutenants and allow for a 10-20 character “text box” to describe situations.
Commanders will also be allowed to place Siege Icons to help choose locations and types for siege equipment to their respective troops.
4.) New UI Window that lists your Lieutenants and their group members (5 man squads)
5.) Chat color differentiate for Lieutenants and Commanders in chat window.
(edited by Zietlogik.6208)
Greetings,
First of all, I want to thank Arena Net for making wonderful, wonderful environment and scenery in this game, but what I came to notice…is that I am missing the ‘’changing weather’‘.
There are certain parts in game where it only rains or snows…but it does not ’’cover’’ the entire area.
What I would like to see is that sometimes…we get bad, cloudy, rainy, miserable weather in some areas. To be honest, I love hearing rain sounds.
And for example, in Shiverpeaks to get some blizzards, harsh wind, etc.
I like the fact about the Living Story, where in Wayfarer we get snow storm…but it just covers a certain part of the area.
Are there any plans about adding the weather system to the game?
Thoughts about this?
What’s New?
So besides the core changes/removals, what has been added, what new can the Necromancer do. Not a lot actually.
Marks are new, and are honestly the one of the few things I can say about the Necro that I genuinely like. Condition landmines, neato.
Besides all looking identical, the only issue I have with them is that they are all restricted to the staff. I would of preferred if they were spread out among other weapons and that there were a few more of them.
I look forward to see more done with them, but so far so good.
Signets aren’t new, but their new versions are. I can’t really give the Necro any credit here, since most professions have the exact same type of skill.
The specific skills thou, are useful, thou not the most exciting skills in the world.
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Wells too are back, but instead of popping out from corpses, you just make the AOE DOT instead, which again is watered down. Long recharge, limited to one copy of each, it’s pretty lack luster.
Thou, some of the specific wells aren’t that bad. Well of Darkness and Corruption are neat, and have their uses.
I like the trait that chills when you blind foes, stuff like makes these skills more appealing. But overall, it has a bit to be desired.
Boon <-> Condition is more or less back from the first game, at least in spirit. I like these, I really like these. But again, their just isn’t a whole lot of it. I’d like to see these being expanded in the future.
Corruptions are back, just with a name now. It’s fine, just not overly exiting.
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Other then Marks, Spectral skills are actually new, but unlike Marks they don’t really have anything unique onto themselves. They don’t have a theme or anything besides name alone, just a slight bent towards Life Force and a few conditions, both of which are a dime a dozen.
So their a big lot of bugger all. Specific ones might be useful from time to time, but as a genre they are lacking.
Idk why Arenanet bothered to name them.
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Weapons
I should probably touch on these.
I my opinion, half the weapon skills just don’t feel right, they don’t seem to have much of anything to do with Necromancy. It’s Necrotic in name only.
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Staff
Probably the only weapon I like, again because of the Marks. Auto-attack is dull and lifeless thou.
Axe
Eh, I just can’t get into this weapon. I think Unholy Feast is cool, but the first two skills just don’t scream Necromancer to me. I don’t know what it is.
Scepter
This one feels a like more Necro, even if conditions are underwhelming, it has the right spirit. I just find it’s bloody hard to kill anything with this weapon.
Dagger MH
Um, besides Life Siphon, what on earth does this weapon have anything at all to do with Necromancy? I mean if there was more Life Stealing, ok, alright, now we’re having a conversation, but as is, bah, worthless.
Dagger OH
Actually pretty cool, I’m perfectly happy with this one.
Focus
Also good, quite Necromancary, Spinal Shivers is esp good.
Warhorn
It’s meh, the daze is incredibly bland and just isn’t very useful. (at least not in general PvE)
The locusts are ok, but nothing spectacular and don’t make up for the lackluster daze.
Long recharges too, it just doesn’t compare to the other offhands.
Underwater Weapons
No one cares.
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In Closing
Overall, I despise the Necromancer. It could have been so great, it this is not what I wanted, not even close. It doesn’t improve on ANYTHING, but regresses instead.
While in the case of Minions, weapon skills and Death Shroud, these are issues that can be dealt with, improved and altered without having to add all the much to the game.
Blood Magic and esp Curses on the other hand, just don’t exist in any tangible way that you can do much of anything with, you’d basically have to add a bunch of new skills and mechanics in order to realize them, which I don’t see Arenanet doing any time soon, if at all.
For shame Arenanet.
All in all, everyone is dumber for having played it, I award you no points, and may Grenth have mercy on your soul.
~Yoh
Soul Reaping vs Death Shroud
Soul Reaping was the Necromancers old unique ability, allowing them to generate energy from the death of foes or allies, giving them an almost inexhaustible supply of energy. While it didn’t have a lot of skills to it’s name, they were mainly based around energy management and death.
In other words, it was always useful. Not exciting, but useful.
Death Shroud on the other hand is anything but.
This ability is god awful, not so much in conception, but in implementation.
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While the idea of Life Force is fine and dandy as an idea and it’s implementation into the game, the fact that the ONLY thing you can do with it is use bloody Death Shroud is a complete waste of an opportunity.
With the Warriors adrenaline you can at least get differing effects based on what weapon your using with greater potency the more you have.
But Death Shroud is a one trick pony. It’s a meat shield, that it, period.
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The 4 skills you get suck hard, only Life Transfer is even worth bothering with.
But it’s not just that they suck, oh no. It’s that it’s takes away all your other skills.
Death Shroud is the only ability the specifically give you less options, not more.
What kind of mental ability makes you weaker instead of stronger? That takes all your options away from you instead of giving you more? I’m sorry, but that is grade A mental mc-spacky pants right there.
I hate using this ability and actively go out of my way to avoid using it, so that I can actually fight and kill the dam enemy. I’d rather risk dying then use it.
Only when I need to run away with my tail between my legs does this horrible ability come in useful. But as I am somewhat decent at the game, that doesn’t happen often.
It’s dead weight as far as I am concerned.
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Pretty much every other ability you can take it or leave it, focus on it or not, and it’s still somewhat useful and class defining. It’s pretty dam pathetic that the Necromancers ability takes away it’s already fairly lousy skills, and gives them even worse ones.
Weapons grade facepalm.
And I can conceive of how it could be much more diverse, like if you could use Life Force on skills or abilities besides Death Shroud, or if the Death Shroud only changed your first 5 skills to, idk, something based on the weapon you had at the time.
Even the original idea, of how Death Shroud was some sort of astral projection, where you left your body behind and could wander off, scout, etc, would be miles for fun and interesting.
Anything, and I mean anything, would be better then this trash.
The core idea is bunk, try again.
Death Magic
And then there were many.
Minion Mastery, that was the name of the game, and boy o boy, could you make minions back in GW1.
Not just a handful, but a small army.
From every corpse of your enemy came 1-2 minions, and even when eventually capped, you still had an army at your command to crush your enemies under shear volume. Provided that you could support them long enough to get from fight to fight.
In addition to requiring fresh corpses, minions deteriorated over time, so you had to constantly support and manage your army, which you often did in addition to supporting your allies. Summoning wasn’t just side gig, it was your job.
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As it it really only real returning main feature of the Necromancer, you have no idea how disappointed I was in it’s implementation.
Instead of an army, you get a handful.
No support, no management, no nothing.
You just summon them and they just sort of, stick around, mindless attacking things with their terrible AI (which is par for the course). You just can’t do much of anything at all with them.
Their secondary skills are just underwhelming, esp compared to turrets and other pets.
They lack utility and aren’t worth the slot compared to other skills. Their just mindless cannon fodder with no mind of their own.
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As a side rant, as a Summoner, someone who always gravitates towards summoning classes, you have no earthly idea how much this F’s me off.
At least with the Elementalist elemental, you have some nuance where the elemental you get depends on the attument your in at the time of summoning. Even clones have nuance, and they were designed to be cannon fodder.
But minions you get bugger all. You can’t do a kittenhing with them outside of traits.
Their functionality is nil, and your interaction with them is non-existent.
As a summoner, it should be you job to manage and support your minions, and minions should be your weapon, not just an augmentation. Weather it be a small army, or a single entity that has a mind of it’s own.
IE, like the Ritutalist of GW1.
(Personally I find the FF11 Summoner to be the best I’ve ever played)
And this is what vexes me so, is that Arenanet got this right the first time. How did you bugger it up so badly the second time? The design team for the Necromancer should be bloody fired for what they did. Gah!
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So, yeah, I hate the minions with a passion.
I don’t necessarily mind the idea of not using corpses to summon them and always having them around, but you have to be able to interact with the bloody things.
Their not turrets, stop treating them as if they were.
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Aside from that, you used to be able to blow up corpses and teleport around, which again it’s gone.
A Di-section of the Mechanics
This it going to be where I breakdown every part of the Necromancer, of what it once was, and what it is now, as to draw a stark contrast between the two.
Also, This is not about weather skills or abilities are effective or not, but about how fun they are compared to what they once were.
I readily admit that in many respects the Necromancer is quite effective, even borderline OP with the right build. I don’t give a dam. If it’s boring as a sack of hammers, I’m not going to play it now am I.
Also, don’t give a toss about traits by in large. Passives should conform to active abilities, it’s the active part that makes it fun, not the passives. Like icing on a cake.
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Blood Magic
Blood used to be all about life stealing, energy management, support and direct damage. You stole life, sacrificed life for powerful or cost effective attacks, or supported allies with your own blood.
It was an fun and interesting little dance you did with your health pool and it gave profession a lot of options.
If you wanted to be a bloody vampire, this was it.
Now, effectively gone. The active life stealing part, withered down to 2 skills….. 2!
That’s bloody criminal.
Instead it’s largely passive, and not even a terribly interesting passive at that, just hit or crit for HP…. yaaay!
The only trait that is generally interesting is Vampiric Rituals, where your wells siphon life. That gives you more options. Even thou technically they don’t ‘steal’ life, as they don’t do any additional damage, but simply generate health for you.
So in that sense you can’t really call it life stealing at all.
You can’t sacrifice life anymore, that’s entirely gone.
And support for the Necromancer is easily the most limited. It’s gone from one of the strongest support professions, to the least. Great job.
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Curses
Hexes in GW1 were awesome.
You could drain life, weaken and slow attacks, make attacking backfire, strip enchantments, and spread conditions back and forth like the plague.
It was deep and meaningful.
Now almost entirely gone.
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Hexes don’t exist, but instead have been “replaced” with an expanded condition/boon system. Which quite frankly is a pale imitation and replacement, it doesn’t have anywhere near the dept Hexes once did.
Partly because few classes had strong Hex lines, namely the Mesmer and Necro. As well as their were comparatively few hex removal skills relative to the shear number of hexes their were in the game. So you had to pick and choose which hexes to remove, as a last on first off sort of system.
So as a Hex user, you would cover your more potent hexes with more trivial and spammable hexes, or even ones that would help you if removed.
There was an art to it.
But now the condition system is more herpmcderp, spam conditions as often as possible and as wide as possible, with little to no regard as to what when.
And every profession aside from the Guardian (application), has a wide range of conditions and removal at their disposal, so it’s as if every profession of GW1 had their own Hex line and removal was a dime a dozen.
It trivializes it, and has made the entire system shallow and dull.
Thou while the Mesmers Confusion has some degree of nuance, Fear is dumb as a sack of hammers. I understand it from a boss mechanic standpoint, that makes sense, but from a player PvE or PvP standpoint, it’s a waste of space.
That, and again you only have 2 readily usable sources for Fear, which makes it basically useless. I honestly think the game would be better if it never existed.
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I will make one concession, boon <-> condition skills are pretty nifty, as are condition transfer, esp since they are one of the better preserved hold overs from the original.
Just wish their was a little more of it on the weapons skills, which are lacking.
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.