this is why on gw 1 they have random arenas team arena etc
Is getting worst every day.
Happens inside match only.
At HotM was ok.
Tested in 2 matches.
Totally unplayable..
same and for some reason I was at 40 ping when I check and was with a massive lag, I even open the browser to check if it was my internet but no something is wrong with the game
I just feel that the class designers for Anet has never played a necromancer in GW1. At the very least, they have no idea what makes necromancers in GW1 so fun. That’s why they have no idea how to transfer that fun in GW1 over to GW2 for necromancers.
It should be obvious to all that the GW2 necromancer has NOTHING to do with the GW1 necromancer. It is a 100% new class. The GW1 necromancer are built around 4 very strong themes: Blood Magic, Death Magic, Curses and Soul Reaping. And each traits are very thematic and fits the class. The GW2 necromancer has these IN NAME ONLY. The essences of these traits weren’t carried over from GW1 into GW2 at all. Instead GW2 necromancer is built around ONE SINGLE WORD: Attrition.
What does attrition even mean? Because every OTHER class in GW2 does attrition better than necromancer.
Hence this is the core of the problem for the GW2 necromancer. That’s why it still isn’t fixed after the game’s 5th birthday and might never be fixed. That the GW2 necromancer is build around attrition INSTEAD of the GW1 necromancer.
Yes that’s right. It should have been a REQUIREMENT for the GW2 necromancer to be designed around what made the GW1 necromancer FUN TO PLAY. But nope. It is all about attrition. That is why the class is in ruins and is still in ruins after 5 years.
A lot of people only played GW2 and never GW1. They have no idea why the GW2 necromancer is such a disappointment for us veteran GW1 players that has been there since GW1 beta. You have to understand that I took my GW1 necromancer from beta all the way to finishing Winds of Change in Hard Mode.
If Anet wants to fix the GW2 necromancer, they have to first play the necromancer in GW1. They have to FIRST understand what Blood Magic is about, Death Magic is about, Curses is about and Soul Reaping is about in GW1. And then maybe there is hope.
There are certainly very clear problems, like Death Shroud. Yes it is totally useless except for some extra HP. The problem is because Anet choose PASSIVE FACETANKING instead of ACTIVE DAMAGE CONTROL. Death Shroud is all passive facetanking. You just turn on death shroud and face tank damage. Where is the player skill in that? Instead a successful attrition class should have used active damage control. That is we can block when we want, stun enemies when we want, “Backfire” enemies when we want, etc. This is true attrition. Facetanking is not attrition. It is just an excuse to make a very-underpowered class. Death Shroud is the bane of the necromancer and should be removed completely until Anet figure out what to do with it.
But even these obvious problems aren’t even the core problem. The core problem is that the GW1 necromancer is missing. Instead this idea of attrition is ruining the class.
I will give a clear example.
Let’s say a GW2 necromancer has 200HP, 60 healing rating and 80 damage rating.
And then we have a standard class that is standard at 100 HP, 70 healing rating and 90 damage rating.Necro has double the HP and only a bit less damage. So it looks good right? Nope!
After the first time period of fighting the necromancer will have 200-90=110 health. It is healed by 60 back up to 170. The other class will have 100-80=20 health. It heals by 70 to back to 90.
After the 2nd period the necromancer will have 170-90+60=140. Other have 90-80+70=80.
3rd Period: Necro 140-90+60=110. Other 80-80+70=70
4th Period: Necro=110-90+60=80. Other 70-80=>Dead.
Yay necro wins right? On paper yes. And that is the struggle that Anet has. On paper necro looks good. The mathematics looks good. So if necros keep lossing, it is the player’s fault.
Of course what wasn’t said was stuff like the necros keep on getting pinballed around. etc. And it is NOT due to bad player skills that the necro gets pinballed around. This is VERY IMPORTANT. It is due to necro’s total lack of actual counter to things like this.
Also keep in mind that if the match keeps on going to the 5th around, the necro would have died. So the match is actually very close. Also we have to keep in mind that I am talking about a double of health at start, 200 vs 100. Meanwhile the healing power is different by a much smaller amount, 60 vs 70. And damage is also different by a much smaller amount, 80 vs 90. But look at how close the match actually ends up being. Point here is that just doubling the health doesn’t mean all that much. At the very least, not nearly as much difference as Anet seems to think.
And of course Death Shroud isn’t actually double HP. That’s because the necro’s whole skill bar becomes DISABLED when they are in Death Shroud. So a necro actual hurts its own effciency by entering Death Shroud.
What I am getting at is that if Anet only look at the numbers and math, perhaps the necromancer looks good. But numbers and math means nothing on the actual battlefield. And certainly they mean nothing in making the class actually fun to play.
math is wrong necro’s starts with 0 life force so its starts on 100 so necros loses earlier =}
it is a bug and will be there until gw2 dies because we are necros
reduce auto attack chain last hit and skill 3 and 5 get increased in range and 25% damage increase in all skills ( also buff gs related traits, Nightfall need to be mobile)
I read all but just by playing you know it is not it’s in fact the worst defense in the game
there’s a bug that on the first 6 seconds let’s you dodge roll out of the stand
it would be nice but I can see some issues and for people that say dare devil with cantrips nope you will get the utilities from the elite specs you choose the only “free” thing you get is the weapon ( elite specs have a lot of flaws, synergies with trait’s lack of weapons list goes on and on) but we can only imagine what if.
elite specs should change your elite and utilities skills but weapons should be free to all that’s my point of view
i really want siphon buffs for necro x.x double the healing and damage and give us two traits for siphon one that condis the enemy and another that grants regen on the necro
you can make it 3 time the amount it its now and it would be decent
Because if they add damaging condi (a real one, not self bleed to feed life siphon’s force), then they will gut something else.
Will they? It was only a couple patches ago that they gave thief’s shortbow massive across the board buffs with nothing taken away from the weapon, and that weapon was already meta in both WvW and sPvP.
I don’t understand why the necro forum is so afraid of asking for buffs, when every other class forum is constantly demands buffs, and often gets them.
we are not afraid the problem is they don’t give us any and rarely we get a massive buff and 2 patch later or next patch is nerf to the ground.. that’s the problem
dagger need a massive buff on power and add cripple on the auto third hit to stay close is a power wep ( want tit hybrid add bleed or torment on the second) btw dagger off hand need life force gain somewhere
we need a dev to answer at least to say hi lol
nah they will just say something like.. we don’t want more power creep and at the same time buff all other classes
Some people wanted signet passive while in shroud and we got the latest signet of suffering trait..
Yes, but it shouldn’t be a trait in the first place… Passive signet effect should work in shroud BY DEFAULT!
Same with spectral mastery trait, it shouldn’t be a trait, the trait just makes what the skills would need to already be BY DEFAULT.
agree is an insult what they did by not make then work by default but oh well atleast we got them right? will never use them but we got them now
Who knows, maybe… just maybe… the devs will read and pay attention.
im just trying to not laugh here…
i swear to my necromancer char…. IF an ACTUAL DEV not a community manager or forum moderator or soemthing like that but an ACTUAL DEV comes in here and post something Positive about this…
i go and buy gems for irl money….. at that moment…while spinning on my back…
pfffff i know it this thread will be ignored…. who needs good sensible sugestions am i right ? definetly not the devs that have no clue what to do with necro and just driving it into dirt with every update thats for sure….
The duty of a dev is not to reply to unhinged people on forums. If devs had to talk to people on the forum for every perceived problem, PoF would release in 2022.
I can tell you by experience working for bigger companies than Anet that suggestions like this thread are heard, and are considered.
Among a mountain of other feedback, including tickets, player discussions, and marketing demands. An individual thread, as nice as it reads, is just one voice among many, all equally valid.
This goes way back 2012 we been neglectec of any comunication or explanation and when you read the patch notes make’s you think what the heck are the devs thinking that is the reason of the problem and why we ask balance and comunication( and is true sometimes forums get crowed with people just ranting) but the should atleast try to comunicate
Who knows, maybe… just maybe… the devs will read and pay attention.
im just trying to not laugh here…
i swear to my necromancer char…. IF an ACTUAL DEV not a community manager or forum moderator or soemthing like that but an ACTUAL DEV comes in here and post something Positive about this…
i go and buy gems for irl money….. at that moment…while spinning on my back…
pfffff i know it this thread will be ignored…. who needs good sensible sugestions am i right ? definetly not the devs that have no clue what to do with necro and just driving it into dirt with every update thats for sure….
sadly devs will ignore this post
Here is my proposal for signet of undeath:
2 second cast time.
75 second recharge.Passive: gain life force
Active: Rally one ally ‘vengeance’ style.
what if it were active send minions that revive your ally and explode when they die
Dagger
What condi spec need: damaging condition application and life force generation.
Suggestion: reduce AA aftercast (more attack = more crits = more bleeding) and empowering Life Siphon to torment foes at each pulse while the caster its afflicted by bleeding.^repost: more power and condition damage (from AA crits), faster life force generation and a reason to use both dark pact and life siphon.
Tematic reason: if someone its stealing your life you’ll be.. tormented?
actually weaken
Wouldn’t Signet of Undeath be the most unused? Of course I’m just guessing but its effects seem really unappealing.
yes is the most unused skill in the whole game I would say not even worth it with the trait ( that’s need’s to be baseline since the very beginning ) it’s active effect is outdated traits do better work really, it’s cast time is offensive but for some reason anet need all classes to have a skill like that( it should be reworked its active effect).
agree that dishonor on queue is bad at least give it of you miss 2 in a row
Necro with guns is an absolute must-have.
shoot them with minion’s oh yeah
dagger should have the buff thief got and if they add cripple on the second hit of the auto chain would be nice dagger, also the dagger trait is awful
I think having no stability is valid. I’m glad as a scourge it’s finally very deadly to be in melee against. If scourge had a lot of stability it could be too op. It’s very easy to put on conditions while running around. I think barrier is very strong when used properly.
I think once people start to learn what’s good in the new meta, scourge, in spite of how powerful it seems now, will begin to suffer greatly in the new meta without stability.
Which is REALLY odd, given that the class lacks mobility, speed, and teleport effects and counts on being able to tank damage and otherwise “be tough”.
and Immunes and Blocks and evades….
so bassicaly a necro lacks in everything….
I understand not having immunities, blocks, evades, and even vigor. The idea is to “tank” the damage.
But that would mean that Necro should have access to:
Weakness
Protection
Retribution
StabilityAnd talents that straight increase your toughness and vitality in ways that can’t be removed.
It’s worth noting that Guardian — the polar opposite of Necro in theme but not playstyle — work this way, but they can ALSO give those beneficial boons to their allies. I would understand if Necros were selfish with their buffs in return for parceling out debilitating conditions (Weakness, Chill, Blind), but they need ACCESS to the buffs to begin with.
What they could do is rework spectral walk in a way that this is our invul skill and spectral wall as our block. This immediately would make the spectral mastery a true contender in our traits with vital persistance.
Base spectral walk skill could be someything like:
Create a shadowy tether and become spectral, becomming invulnerable first grating life force after. You may return to your initial position by using Spectral Recall.
Spectral Invulenarbility (4s): Become invulnerable
Spectral Walk (6s): gain life force when struck
Swiftness (30s): 33% Movement Speed
Gain life force when taking damage after invulnerable 2%
Breaks StunReduce base cooldown to 40sec.
When traited only the spectral walk is affected because otherwise it would be to OP.
This would mean 100% swiftness uptime when traited which solves some mobility issue (we would still only have RS2 as gap closer).Base spectral wall no longer fears (only 1sec anyway) but now blocks. The wall would be cast in front of you and follows you much like it does with guardian or rev blocking skills.
Create a spectral wall that protects allies and blocks incomming attacks.
Protection (5s): -33% Incoming Damage
Number of Targets: 10
Duration: 3s
Combo field: Ethereal
UnblockableReduce base cooldown to 20secs
wall why not reflect projectiles and make the reflected projectiles apply fear on hit
you forgot spectral armor that should have stability there somewhere
Honestly, the thief is a prime example of a “Selfish” class design that works…
When people say that Necro is a selfish class – I think about all the boons it can apply to itself… being 90% might and maybe sometimes fury, ret, prot, swiftness or stab if you spec into it – but nothing to the degree other classes can buff themselves or others and sometimes both. No access to quickness… No access to block/invuln/evade/reflect… General lack of combo fields and finishers…
The design philosophy just falls short for Necro. It seems like an excuse more than a reason every time it’s brought up. What things Necro does bring to the table (Life Steal, Minions, Condition/Boon Control, Fears) No one wants or cares about.
What it can do – it doesn’t do well enough that people think to bring one over any other class.
I saw a trait on the scourge tree which allows you to steal a boon every time you rip or corrupt one. Why isn’t this a base Necro GM trait? It felt good to finally have access to boons and not get push-pulled/stunned into oblivion. It also falls under the “selfish” design philosophy, and it worked really well imo. It’s a shame that a trait like that has been relegated to an elite – severely limiting options for the class overall.
agree that trait should have been on base necro
disagree but why they cant give us a free wep .. we really need it we got staff scepter dagger and axe not including off hand we need a condi mele wep =[
L2F2. Barrier is pretty much n instant heal in combat, you see a spike, you barrier. Its not rocket science.
F2 doesn’t give barrier
Thats condi clear f3 is small barrier f5 barrier and our heal gives barrier
necs b pretty goo rn if your enemies keep standing in the sand shades or not evading out of them immediately anyway
This says it all kite the necro and hit from range l2p
Well while I agree with your assessment of some of the existing traits and skills, I think your prediction of scourge was completely wrong.
I’m reviewing the scourge now and I disagree that I’m completely wrong, but I am seeing some areas where I may be incorrect. So you’ll have to wait for my later post.
I’ll agree that the death magic tree is lacking synergy with scourge, but things like dhuumfire has only become an alternate approach, and much better in this case, much harder to evade, you don’t get kited or projectile blocked, instantaneous.
But with skills like F2, you don’t even need shrouded removal anymore. The problems is moreso on the death magic end rather than the scourge end.
Spiteful spirit takes a bit of a back seat now, I completely disagree that it was underpowered before though. And thanks to path of corruption, you don’t even need spiteful spirit anymore. Scourge is just so good, with the traits it does have synergy with, like path of corruption, it just bandaids over anything we might have lost on the ‘enter shroud’ department.
Lol…
Scourge, as it stands, is a burst condi build with little support that is NO FREAKING DIFFERENT than what necro has been in the past. Also, just because there’s two trait lines it synergizes with means necro will be put in a box like it always has been. Tell me… In a PvE instance, what is scourge bringing to the table different than what necro has in the past? Don’t say barrier…
idgaf about pve, ive been talking pvp in this forum the whole time. And if you’re talking about raids, theres no need to run optimal dps builds, its been made very clear you can clear everything with subpar builds.
You make no sense no offence explan better
I feel the main reason people are having success in Scourge is because opponents really don’t expect the amount of burst it can put out. More specifically, they don’t understand where it’s really coming from (hint: it’s the Shades, don’t stand close to them).
Once people figure that out, the rest of the spec really is lackluster at best. I also don’t think the sustained damage is going to be that high, which can cause serious problems for having a spot in raids. Works fine for anything shy of Champion status, though.
You sum up all we have grat condi damage because of shades but if you kite we are really defenceless barrier is a wannabe shroud it degens too fast we got practically 0 stab 0 evades 0 def once they reduce the condi damage we can do the spec a a whole will be dumped on the shelf and reapers will come out again
They did not make it right with the new spec 0stab practically barrier decay is horrible they atleat give us good condi but that’s it we need a babysitter now more than before
30k? you really are a troll.I got like 24k hp.
Run carrior and soul reaping
" It’s clear. This profession is going to suck ass in PvE."
Do us a favor and sit down, part time PvEers might not enjoy it but for the rest of us, it’s great.
Superb, competitive damage coupled with good support, exactly what necro needed.
Scourge is okay in PvP, where it shines is PvE.
What kittening support? A fast degenerating barrier? Jebus christ…
Barrier decay so fast is not even support
This elite spec is borderline broken in pvp. And if it has high condi damage alongside decent barrier support in PvE, it will outdamage condi reaper, which was supposed to be eventually given a power focused role according to Anet. Bad player is bad.
broken as you get killed in few secs or cc to death on the other hand the condi is op surv is horrible so devs give it op condi spam
tested barrier is worst defense for a necro than death shroud… new spec condi is really good so one trick pony
on spvp you will die even fasternot having this problem at all. been winning 1v2 all day. the condi burst is real.
I’m winning 2 but not because my def the condi spam is op way off the charts
Scourge is broken strong when paired with a support tempest, without it however it’s total glass.
We spent the last year complaining about being chained to a support all the time, so what does ArenaNet do? Give us a spec that mandates being paired with a support.
yes basically our role is a backline damage condi spam that need to be babysitted to survive.. barrier is worst defence than shroud for a necro…..
tested barrier is worst defense for a necro than death shroud… new spec condi is really good so one trick pony
on spvp you will die even faster
So you can’t walk around with maximum shields all the time by spamming abilities
Make it degen out of combat. No degen in combat.
agree it should be a shield while in combat aka better shroud
So you can’t walk around with maximum shields all the time by spamming abilities
they degen in combat….
allow that decay if they degen into healing your normal bar … but that would be op I guess
the flaw with elite specs binding weapons necro have so few weapons it will always ed up using the same also goes for the rest of the prof they should unbind the weps form the elite specs and just give us the weps to use on all specs but give like a buff if you use that elite spec with his respective wep ( we need build diversity)
first they make clear they won’t comment on this forum even when they change the lead dev they say he’s not much talkative.
second they are scare of the necromancer they think that ‘second" life bar is op for some reason I would get it if it have 0 degeneration 0 cool down and utility skill but nope
third their excuse for power creep is ridiculous and simply is an insult for any player that play’s a necromancer… their idea of necro is to be debuf spec by removing boons and a pve casual class.
plain disrespectful to this community
Don’t turn dagger into condi!
ANet should remove the aftercast (like they did with thief dagger) and reduce the channel time of dagger2 to the same level as axe2. And please reduce the cast time of dagger5 from a 3/4 second to instant cast. The skill already has a 1 second delayed impact. That’s more than enough. In its current state you never land the skill outside of PvE!
You forget the damage buff thief daggers recive that ours didnt
As theother person say try posting this also on reddit and if you guys have any more suggestions or something lily miss post it here so the deva can see it hopefully…
you resume all that happened to the necro community and profession very well, I agree 100% on that its time for a mayor rework of the traits and make some stuff baseline like the signets. and thumbs up the editing was amazing hope they read this post
The condi removal is actually such a good buff, I’d take it over the old SoS.
Especially if you run plague signet and you get bombed with condi. You remove all the non damaging ones and only send the damaging ones back.
The condi remove is great solves alot of problems for the reaper the only bad this is we dont hace the 3 secs resuction thatn on power reaper was a must but its ok can be manageble
The base level of decay could be set to 2% per second, or 50% of the original baseline, and the cooldown of Shroud could be set to 7s — leaving all of the other recent changes in place — and Shroud builds would still dramatically underperform. It would be a small buff to Necromancers across-the-board, but I’d argue that the class could use it.
2% / 7s as baseline would result in broken/overpowered Procmancer builds – especially condition based Spite/Curses/Reaper builds would become insanely OP.
The patch-changes are okay now as Necro/Reaper got a lot more build diversity because of the 3% baseline degeneration without us having to fear big nerfs in future balance patches.
Finally I am really happy at the end of the day!
Agree even if i have to eait 3 more secs and have to modify my build im ok now we can hace more build diversity
Double tapping is actually something you want to do especially with new Speed of Shadows giving you 100% swiftness uptime. If you double tap you don’t lose any LF.
Just learn not to double tap when you don’t need it.
Yeah i like the rip condi inpair and perma swif now sad part is it can be ripped but on combat is ok
They make it base 25% its better now ^.^
Don’t double tap i have done it. Y mistake but it happend onky if i got lag so dont double tap and your fine
I don’t think the 25% baseline is even close to enough compensation. There needs to be a full revert of all the trash trait changes like speed of shadows and relentless pursuit. With all the power creep even the old 50% was pretty inadequate in pvp, especially with shroud being our access to mobility/stability that is still weaker than almost every other class. The core class and reaper do not have to be destroyed to make room for a new elite spec.
Trait synergy with any trait procced on entering shroud was also pretty severely weakened as well.
Agree they destroyed the shroud to force us to use the new spec that even when you read/ see it seem weaker.. and on pvp it was hard for necro now it will be a hide and pray game lol jokes aside its not going to be preatty