(edited by Gutbuster.8745)
Showing Posts For Gutbuster.8745:
The only thing I can think of is that they are developing a way to make it possible to switch stats on Ascended gear. If they did this, it would prevent Ascended gear meta-lock in (where you are limited to one build).
The only other explanation is incompetence.
As much as I would love for this to be true I really doubt it.
Since there’s been no other reply I can only assume that this has somehow dropped off their to-do list. I mean it’s gone from “I’ll be sure to get Valkyrie and Carrion into the next batch.” to 8 months of silence and no news about it.
So first of I did try to search for a similar thread but the forum search function is garbage. If there is one with more info please do point me in that direction.
I just went to buy me a Valkyrie ascended ring but to my surprise that particular stat combo doesn’t exist.
Search around the internets I found this thread
Where Lyndsey Murdock posted “I’ll be sure to get Valkyrie and Carrion into the next batch.”. That was at the end of February, shockingly almost 8 months later nothing seems to have happened.
Has anything else been posted since or what gives?
Just mentioned this earlier .
I was mulling over what I’d like to see for Necro Pistol/Pistol. The idea is the main hand is a conditionmancer theme. The off-hand has some possibilities for bunkers by creating minons. Paired up they should just smoothly mesh .
- Withering Shot (normal shot with necromantic colors/FX) – 60% chance to randomly apply a condition: crippled (4 seconds), torment (4 seconds), vulnerability (4 seconds), or Weakness (4 seconds).
- Hateful Ammo – Extra lifeforce gain based on number of conditions on necromancer. On crit transfers 1 condition from necromancer to target.
- Black Penny (inducted shot) – +3% critical chance and critical damage per unique condition on target.
- Bloodshot – inflicts 3 stack of bleeding (5 seconds). On critical summons a jagged horror at target’s location.
- Final warning (shoots fired into the air) – PBAoE fear
The related trait would be something like~
Boneslinger (Spite Master): Your pistol skill cooldowns are reduced by 20% and your pistol critical chance is increased by 3%
I think this is a very thought out and awesome suggestions, well done to you good sir. +1
Personally I would like to see Sword main hand and off hand for Necro, but in addition to that I have over the past few days been thinking about Rifle and how that bar would look like for a necro.
Mainly because I think a skill like this would look cool…
- Jagged Shot
600 Range
Fire a jagged horror from your rifle which explodes upon impact, causing bleeding to foes within 120 range.
Or something similar, just the idea of firing a jagged horror that explodes and the spikes from it hits the enemies around thus causing the bleeding. The range is shorter then scepter because it causes AoE bleeding and who says a rifle needs 1200 range anyway. Its the necro version of a blunderbuss.
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They are on reddit I didn’t leak them I won’t post the link just check the GW2 subreddit.
Is it against the rules to link leaked patch notes? PM the link if you don’t mind. I can never find anything on reddit.
People link them all over the forum so I doubt it’s against ToS, guess I’ll take my chances. A mod will delete them if I’m really breaking some rules.
Necromancer:
- Life Force meter improvements:
- Meter has been resized in order to properly display the entire bar. Previously about 10% of the bar was hidden.
- The current Life Force value is now displayed on the bar.
- The current and max Life Force is now displayed on the tooltip.
- Spectral Armor: Increased the duration from 8 seconds to 9 seconds when traited with Spectral Attunement to match the intended duration increase.
- Lingering Curses: This trait will no longer increase the duration of blind on the Deathly Swarm skill.
- Target The Weak: This trait will now properly increase damage when the target has the torment condition.
- Mark of Revival: Increased the base radius of the Reaper’s Mark created by this trait to 180 to be consistent with other marks.
- Mark of Evasion: Increased the base radius of the Mark of Blood created by this trait to 180 to be consistent with other marks.
- Spectral Armor: Added a duration fact.
- Spinal Shivers: Added a damage fact for each damage value based on the boons the target current has on them.
- Locust Swarm: Increased base cripple to 2 seconds.
- Bashee’s Wail: Normalized this trait to increase the effectiveness of warhorn skills by 50%.
- Vampiric Precision: The life siphon correctly scale with the bloodthirst trait. The damage portion of the life siphon from this trait now scales slightly based on power.The healing portion of the life siphon from this trait now scales slightly based on healing power.
- Vampiric Rituals: The damage portion of the life siphon from this trait now scales slightly based on power.The healing portion of the life siphon from this trait now scales slightly based on healing power.
- Vampiric Master: This trait will now cause minions to properly deal damage when siphoning life. The damage portion of the life siphon from this trait now scales slightly based on power.
- Unyielding Blast: Fixed a bug so this trait will now properly apply vulnerability when using life blast underwater.
Also
- All player controlled minions. excluding Mesmer phantasm and clones because they were already increased in a previous patch, now have 71.43% more hit points in a PvE map.
Don’t get me wrong, I fully agree on the fact that there’s technical limitations and balance issues that causes some problems. We’re on the same page there.
What I do would like to see is a working rifle bar that does fit the thief. I mean shortbow is 900 range and (in essence) cleaves but no one is complaining that the shortbow is OP or doesn’t fit the thief style, in my opinion there’s nothing preventing thieves from getting a single target 1200 range weapon.
Our differences are those of flavor, you look at thief and see that shotgun wielding robber and attribute stealth and infiltration to getting closer to the mark. Honestly I agree, I can see that as well especially as you say with its current play style.
But looking forward and as Anet has already said they are looking into the possibility of all weapons for all professions, the game will develop and things will change and thus I also attribute stealth, infiltration etc to ‘snipers’ thus I hope the thief rifle bar would be sniper-esque.
(For the record I’d have preferred sins as well)
I used the word Shotgun loosely in regards to my engineer comment, blunderbuss is actually how I’ve described the engineer rifle bar to my mates since release.
There’s many turns this game can take and I would not be surprised if we do see a proper short range shotgun type of weapon added in the future. Distinctly different from rifle and pistols.
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Oh I know, the shotgun comment was aimed at thieves though, not snipers.
I like this thread, since Anet mentioned they were working on a way for all profs to use all weapons, got me thinking, so I was just brainstorming with a buddy of mine over the weekend about how I’d like a thief rifle bar to look like.
To the OP, you pretty much nailed it as mine is extremely similar. I would however change your #3 skill Shadow Retreat thieves already got that skill on sword #2.
My suggestion would be something more along the lines of:
Insert good name here
Targetted AoE
Shadowstep to target area call in a thief companion on spot of origin that mimics all your moves for 5 seconds.
That decoy if you will doesn’t do any damage and has the hp of a critter.
I also would just keep the weapon to 1200 range and not include the different range mechanics of #1.
I also prefer KeyLimPi’s suggestion to the stealth skill over your Ghillie Suit, Roll into Cover – .5 second cast time, 3/4 second evade into 3 second stealth. 5 initiative
I also have to disagree with most of Jamais’s post. As far as ‘sniper’ style goes there’s no prof more suitable then the thief, I find it falls perfect in line with a thief’s ability to re-position himself on the battlefield and various tactics employed.
Shotgun is the absolute opposite of what a thief should have IMO, in fact shotgun is an engineer weapon and I believe I read somewhere that engineers was supposed to have a shotgun (blatantly obvious if you look at their rifle bar as well) before Anet had a change of heart and didn’t include it, don’t quote me on that though.
That said and with our opinion on flavor aside, what you (Jamais) is in essence saying is that it would be hard to balance such a weapon for a thief both because of class mechanics and to a certain degree the lack of cool downs/initiative mechanics, which I do agree with.
Didn’t we just have this discussion the other week? I believe the middle ground was to add it as a tick box under the options somewhere.
If it comes down to one or the other then absolutely no thanks. As above posters mentioned you’d be ruining several builds just because you can’t stop yourself from spamming a button.
Minions doesn’t need more health, minion health is actually in a pretty decent place at the moment.
All more health would accomplish is that they’d die after 2 seconds of AoE instead of 1, but it would be devastating for 1v1 and similar scenarios where currently the opponent can choose to kill your minion or leave it. Making them unkillable juggernauts in such a situation would be bad.
What minions (and ranger pets and turrets and illusions/phantasms) do need is some kind of AoE damage reduction.
@Artemus
The self inflicted burn would be the normal burning condition and affected by condition duration, same as all other self inflicted conditions.
Whilst I’m still not really on board with torch being an offensive burn weapon I do kinda like your idea as it would involve my necro exploding in a fiery flash of green flames, potentially.
Mind you, both a condition cleanse, LF gain and offensive burn might be a lot for one skill, especially if the burn duration is several seconds. But then again it wouldn’t be “too different” then Smite Condition for guardians. Except with ours we would also inflict at least 2 ticks of burn on ourselves potentially costing us a fair bit of HP.
So really, might actually be fairly balanced. As I said above, I would like to see this type of necro-y play make a come back, you will damage yourself but for a large potential gain. Ie it is a strong skill yes, but it doesn’t come without a drawback/sacrifice.
Hmm, yes I do like it.
I would think that any Torch the necro gets actually shouldn’t have a ranged burn skill. It’s boring. Everyone burns with torches, so let the necro have their own twist on it and do necro-y things.
Agreed.
And just to add a bit to my previous suggestion. In GW1 necros had life sacrifice and self inflict conditions. My hope is to see more of this in GW2 as to why I would think a Cauterize skill is quite necro-y, self inflict damage/pain for a potential larger gain.
I agree with Bhawb here, that’s way too many boons. I like the idea of that skill but you can easily remove the boon part and just add in a bit of damage instead.
Now as for another skill, I personally hope that if Necros do get torch, burning as an offensive condition will play no part in it.
I would mind seeing something like this:
-
-
Cauterize Wound
Set yourself on fire for 1 second and cure all conditions, gain 5% life force for each condition cured.
-
-
Or something to that effect, self burn is short enough so you can’t self cleanse nor would it be worth spreading it. In addition that would also work decently as a compliment to condi/scepter necros as they have barely any LF gain and self inflict bleed, weakness and vulnerability on themselves frequently. A certain signet of ours would also be in a slightly better position.
(edited by Gutbuster.8745)
Well, a lot of people are calling for nerfs ie reducing the difficulty of Liadri because for some reason some people in GW2 consider themselves entitled to everything that is released and if they can’t complete/beat something it has to be nerfed to the point where it is doable by a monkey.
That said, I for sure agree with things like camera angles (as you can see from my last point in my self quoted text) also bug fixes like circles not appearing and even the idea of a red circle on a rusty meshy background.
Right I posted this on the Queens Jubilee forums but I think it makes sense to add it here as well. Bear in mind it’s slightly out of context.
One of the things I’ve missed in GW2 is challenging PvE content, there’s just not been any, until Liadri.
When I finally beat her, for the first time since WoW I got that feeling you get when you finally down a raid boss after wiping on it for hours on end. It was amazing and exactly what I needed to re-spark my interest in GW2. I do hope they’ll include more challenging PvE content in the future.
I honestly don’t understand the people calling for nerfs, just because it’s there doesn’t mean you’re entitled to it. Drawing a parallel to WoW (and similar games) which was/is based on challenging PvE content, if your guild was unable to complete raid boss X you either had to adjust, change your strategy and keep at it or you accept that fact that you can’t do it. People didn’t go to the forums demanding nerfs because their particular guild was unable to complete it.
The enjoyment is in the challenge and the sense of accomplishment you felt when you finally did beat the boss.
I’ve many times compared GW2 PvE to The Sims, there’s no goal in it, no sense of achievement and it’s mindlessly boring (that’s my opinion of the sims).
If Anet want to attract and keep PvE players they need more content like this, but also on a much larger scale.
Another point I will bring up is that I have said since release of GW2 that when the camera angles is the hardest part of any content be it JPs, gauntlet whatever then that is a sign of failed design. The challenge should be in the encounter, boss moves planning your strategy NOT that your camera randomly gets zoomed up to your characters back.
I’ll also say this, beating Liadri on my Necro gave an extra sense of accomplishment because it was doable without access Vigor, Blocks, Invulns and Teleports (I’m not counting Flesh Wurm).
I heartily agree with the TC here.
One of the things I’ve missed in GW2 is challenging PvE content, there’s just not been any, until Liadri.
When I finally beat her, for the first time since WoW I got that feeling you get when you finally down a raid boss after wiping on it for hours on end. It was amazing and exactly what I needed to re-spark my interest in GW2. I do hope they’ll include more challenging PvE content in the future.
I honestly don’t understand the people calling for nerfs, just because it’s there doesn’t mean you’re entitled to it. Drawing a parallel to WoW (and similar games) which was/is based on challenging PvE content, if your guild was unable to complete raid boss X you either had to adjust, change your strategy and keep at it or you accept that fact that you can’t do it. People didn’t go to the forums demanding nerfs because their particular guild was unable to complete it.
The enjoyment is in the challenge and the sense of accomplishment you felt when you finally did beat the boss.
I’ve many times compared GW2 PvE to The Sims, there’s no goal in it, no sense of achievement and it’s mindlessly boring (that’s my opinion of the sims).
If Anet want to attract and keep PvE players they need more content like this, but also on a much larger scale.
Another point I will bring up is that I have said since release of GW2 that when the camera angles is the hardest part of any content be it JPs, gauntlet whatever then that is a sign of failed design. The challenge should be in the encounter, boss moves planning your strategy NOT that your camera randomly gets zoomed up to your characters back.
How are people doing the 5 gambit achieve with minions? I tried that and just get nuked everytime. Doesnt matter if I cc subject 7 away from the oozes, minions dont kill him fast enough and the oozes kitten necro DS and hp.
I also tried doing it with this condi rotation. Cant survive long enough. I guess it might be because the oozes dont seem to spawn in places where i can keep them off sub 7 easily and i dont have condi jewelry.
Whilst I’ve not actually completed the 5 gambit one yet I’ve had more luck with it on Deadeye Dunwell.
I went with a 30/0/20/20/0 build, full zerker gear. Staff and Dagger/Focus.
5 minions.
3 gambits, no issue just whack away with dagger and dodge kill shots.
5 gambits you need to be dead on with your fears/golem KD to interrupt the kill shot and use Dark Path to stay on top of him when you want to melee. I tried about 5-6 times and best attempt was around 15% hp left.
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Unless it’s a sign of the potential ‘all weapons for all professions’ patch, which I hope hits sooner rather then later.
Is that a real thing?
Dunno mate, one can always hope.
I mean it was mentioned here
“What’s more is that the team is also working very kitten finding a way to make it so that every profession has access to every weapon and their own weapon skills for those previously locked weapons. Engineer plus Hammer? Check. Again, there’s no specific timeline for this, but a new progression system is coming.”
So, color me slightly optimistic.
By Bhawb:
Off-hands are put in logical places with what is left. Obviously dagger off-hand is treated the same as mainhand. Staff is a two hander so takes both slots, leaving focus/warhorn. Focus is power, goes into the power tree, warhorn gets leftovers and is into curses. SR doesn’t get its own weapon.Having Warhorn in Curses cause ‘it gets leftovers’ isn’t logical at all. Since it can hit often, Blood magic would fit better. Or death magic, cause of the swiftness.
Having Warhorn in Curses cause ‘it gets leftovers’ isn’t logical at all. Since it can hit often, Blood magic would fit better. Or death magic, cause of the swiftness.[/quote]
I never actually thought of the Warhorn as being out of place in the curses tree, but it might just come down to how it sounds (pun intended) to me.
Banshee’s Wail – The wail of a Banshee is curse-y
Wail of Doom – Doom being a curse of a sort in many a places
Locust Swarm – Locusts often being a sign of a bad omen, curse-y
I guess on some level I/people always try to justify why something belongs somewhere and that’s just how it’s played at the back of my mind.
Not saying it makes sense to anyone else, but you know what they say about opinions.
Unless it’s a sign of the potential ‘all weapons for all professions’ patch, which I hope hits sooner rather then later.
Well, I’m about to say something really that really criticizes this game but it is unfortunately how I and some others feel.
I’ve said this for months now and despite how much I do like guild wars, the lore, history all that this game reeks of inexperience.
I won’t go into too much depth here as I believe most things have been covered on this forum previously. But to bullet point it up a bit.
-A lot of the balancing is done on a whim with no thought behind aka pub balancing
-Rather then make inaccessible areas inaccessible (as an example) they’ll nerf and change a critical feature of a profession
-Anet has yet to fix a bug or make a change without bringing 2 new ones into the game. This is a sign of a very weak code. I had a really good example of this the other month but I forgot the specifics of it but there’s 2 parts to this.
A) Fix a bug and something completely unrelated breaks. Ie fix a warrior utility and a necro trait breaks.
B) Change anything and something related breaks ie the sound for Staff 1 and break the Staff 4 skill so it no longer transfers conditions from allies.
There’s more but in essence, the ‘feel’ Anet gives of at the moment is that of inexperience backed by weak code.
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I think I might’ve made a mistake looking through the GW1 skills for some inspiration of other potential traits/utils to get in GW2 because it made me re-realize that the current trait, boon etc system is so poor compared to the old one. So many more interesting enchantments, conditions to do cool stuff with.
Anyway, in line with what I’d like (more proper life leeching) I wouldn’t mind seeing some utils, for example since we do have self inflicting conditions.
Angorodon’s Gaze
Steal X amount of health from target if suffering from a condition
Or something like
Blood Drinker
Steal X amount of health from target and inflict bleeding on self
Honestly there’s so many interesting skills from GW1 I’d like to see make a comeback so the list could go on.
I like the Soul Bind suggestion above as well, personally I’m not a huge fan of traits with long internal CDs so to remedy that I wouldn’t mind seeing it as a limited tainted shackles, one that just focuses on the person that applied the condition to you. That should let the internal CD come down from 45-60 sec to 30 or even less then that. The misery loves company thought process is awesome as well as it ties in quite well with the GW1 skill Contagion
So, I see a lot of posts about the legitimacy of e-mails that appears to be from Anet so I figured I’d provide 3 simple things you can check if you are concerned. Not sure this is the best forum for it but it’s where most of these topics are created.
Now my general rule of thumb is this. If you are suspicious of an e-mail then with all likelihood it is a scam e-mail. Go with your gut (pun intended) feeling on that.
But if you still want to do some checking here’s 3 simple things to do.
1. Grammar – It is surprising how poor the grammar can be of scam mailers as an example I’ve attached a picture of a scam e-mail I received below and highlighted some of the grammar mistakes. Rest assured an e-mail from Anet would not contain mistakes like that.
[IMG]http://imageshack.us/a/img534/8607/4hff.jpg[/IMG]
2. URLs – The vast majority of these scam e-mails will ask you to click on a link which appears to be legitimate, it is however not difficult to mask the real URL and make it appear like something it is not. For example, in the picture above you will see there’s a blue URL to click on, now if you hover your mouse above that link you will see something like this.
[IMG]http://imageshack.us/a/img571/6030/0b0e.jpg[/IMG]
That is cause for suspicion.
3. IP – Not everyone knows this but it is very easy to look up the IP address an e-mail was sent from, it is also very easy to check where that IP address originates.
In the new Outlook you can press “Action” and then “View Message Source” or in Gmail you press the small triangle next to the reply button, called ‘More’ then press ‘Show Original’.
Doing either of those things should bring you to a page like this.
[IMG]http://imageshack.us/a/img801/7579/m4zv.jpg[/IMG]
Of interest on this page is “Sender IP” highlighted in red. In my example if you will it is “119.37.193.100” good stuff. Now we can go to a page such as http://whatismyipaddress.com
Enter the sender IP address in the box there and you might see something like this.
[IMG]http://imageshack.us/a/img812/270/9hcg.jpg[/IMG]
Good stuff? Now from these 3 simple things we can with a large degree of certainty say that this e-mail I received is a scam mail. As far as I am aware Anets IP address should never originate in any country but USA.
If you are still not sure after these steps then there’s always this forum.
I hope this will be of help to some of you.
//Gut
Edit: Not sure what I’ve missed with the image linking, unless its disabled in this forum.
(edited by Gutbuster.8745)
Hi
So a few things about the latest DS changes:
- Death Shroud incoming damage
- You now take the correct amount of incoming damage. Before this change (and it wasn’t always like this, either) you would takes the same damage twice.
- Your Life Force pool is still the same as it has always been. 60% of your maximum health while alive, plus an additional 0-30% of that base value for Traits, meaning you can have a maximum of 78% of your max health.
- The change to having damage spill over to your health pool was indeed to resolve falling damage, but was also how Death Shroud was, from a Design standpoint, intended to function. Obviously making these changes simultaneously was to help decrease any sense of buff/nerf to the mechanic itself.
- Thirdly, we are testing a new way to reflect your Life Force energy pool in the UI using real-life numbers! .
-Bill
So Bill, I’m not usually one to quote a red post but your 2nd point there kinda ticked me off a bit.
You are saying that damage was always meant to spill over to the health pool but you only got around to fixing it the other week.
If this is true I have to question any one of you that’s been involved with Necro balancing.
Let me try and paint you a picture by listing what we don’t and what we do have. Now I’m talking purely from a PvE standpoint here, I realize this might get dismissed completely since it would seem balancing is done around PvP. But let’s give it a shot anyway.
Imagine that you are doing a boss that can do a 50k hit and you want to survive this. This 50k hit is in addition to various other sources of damage the boss has.
What Necromancers doesn’t have
-Access to Vigor
-Blocks
-Invulnerability
-Evade
Now all professions but the Necro has access to at least one of those and in the majority of cases more then just one.
What Necromancers used to have
2 dodges
A pseudo block in DS.
Where you could pop DS and survive that 50k hit and just deplete your life force, but we’d be alive, yay!.
What Necromancers have now
2 dodges
No longer can we rely on our one and only way it mitigating damage outside of dodging. So if you have no endurance left you are in essence screwed.
The only way to go about it now is to build for max life force gain and hope you can build a full bar of it before you need to pop it. (Goodluck condimancers…)
So, what have you achieved exactly, well:
-DS can no longer be used as an offensive tool because using your life force for anything but to mitigate damage is to commit suicide.
-Tying in with the above, Necros cleave damage was poor before, but even worse now since we can’t utilize piercing life blast as much anymore.
-You’ve reduced our build options, since you kinda have to go for max life force gain now. So either dagger/axe main hand and focus off hand. + you ideally have to go in to Soul Reaping for that extra bit of life force.
Is it really meant to be this bad/hard for Necromancers? I realize Necromancers have a bit of an SnM thing going on with all the self inflicting pain, conditions, life sacrifice etc but surely this is taking it one step too far?
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Ooh, may I join in? (Don’t want to hi-jack your thread)
I approve of the thoughts behind this, though if I may I would suggest life leech to be more like it’s GW1 counterpart as I would love for a proper life leech build (without minions) to be viable.
Soul Leech <- Trait of some sort
When hit steal X amount of health from your attacker
I heartily approve of your Soul Barbs suggestion, Necros really should have a boon hate trait.
pierce is fine please don’t even suggest this kind of things they just might do it
Quoted for truth
It’s actually a fear of mine that Anet reads some of the strange and random suggestions on these forums, snaps their fingers and goes ‘why that’s a brilliant idea, let’s do it’ despite that fact that a vast majority of players shuts the suggestion down.
Call it ‘balance on a whim’ if you will.
That said Pierce > Splash
As someone mentioned above, one of the things that makes pierce superior is that fact that you can target whatever you want in the middle of a hoard and still know you can hit it without something else body blocking it.
They have been splitting it. It is a good idea, I just think they are a bit too cautious about splitting them.
Oh I know, But you hit the nail on the head there, they are MUCH too cautious with the splitting.
It’s time they put their foot down, draw a line in the sand w/e and goes.
These are the traits, skills or profession mechanics a bit too strong for PvP, split and change.
These are the traits, skills or profession mechanics a bit too weak for PvE, split and change.
Almost a year in soon, they should’ve done that ages ago.
PvE isn’t an issue of Necros being weak, its an issue of PvE being badly designed. Until they fix the design, we will always be sub-par in general.
I can agree with that.
But again the current discussion comes down to the fact that Anet will never be able to bridge the massive chasm that separates PvE from PvP. Things are so vastly different between the two yet we’re somehow supposed to use skills that are identical in both?
I’m not sure I see them re-designing it, which leads me down the PvE/PvP split again.
Edit: Also, good post in the ‘other’ thread. Now watch the sPvPers collectively ignore us/it.
(edited by Gutbuster.8745)
The problem is that every high level tPvP player thinks only in terms of what is currently used in the meta. They aren’t talking about support Necros, MMs, power necros, etc. they are thinking about the 30/20/X/X/X, which is still really strong.
Indeed, but a lot of the proposed changes in that thread would translate to further nerfs for PvE, it might be needed for PvP I don’t know, but we really don’t need to be made any worse in PvE, in fact we need buffs. And the Necromancer forums is full of threads and suggestions, but apparently only the sPvP forums gets dev attention.
I posted this in that thread but I figure it makes sense to past it here as well.
“What it all comes down to is Anets inability to balance two vastly different parts of the game and despite what they think they will never find an equilibrium where everything works and everything is balanced between the two.
This discussion would be productive and less inflammatory if Anet just decided to split PvP from PvE. All of a sudden things would be so much simpler as PvP balance would not affect PvE balance and vice versa."
I don’t see any other solution, continuing on the current path will always leave one side frustrated and disappointed.
In my opinion, one of the things that made GW1 such a good PvE and PvP game was just that, the split. It allowed for a lot more flexibility from Anets side.
The moment where I read pve all your arguments became invalid.
Are you really that ignorant? No need to answer that btw.
We are here in the sPvP forums discussing changes that will have an impact on all aspects of the game, but because of that everyone here needs to take into account the PvE and WvW aspect of this discussion but no one was prior to some of us pointing it out.
I get it, you only play GW2 for the PvP part and that is fine but that doesn’t mean you or any one else can just ignore the potential effects of these suggestions on the other parts of the game.
Fact is that the last changed was a major nerf for the PvE necro. Whether necros are ‘OP’ in PvP or not is discussion I’m interested in. Yet I have to post here because of my next paragraph.
What it all comes down to is Anets inability to balance two vastly different parts of the game and despite what they think they will never find an equilibrium where everything works and everything is balanced between the two.
This discussion would be productive and less inflammatory if Anet just decided to split PvP from PvE. All of a sudden things would be so much simpler as PvP balance would not affect PvE balance and vice versa.
If you read some of the threads on the Necromancer forums, a lot of necromancers feel that dhuumfire was a mistake, necros should not get burning as it is out pf place.
If you look through a lot of threads or even posts on this thread, changing dhuumfire seems to be a popular idea as well.
IMO, make dhuumfire give Torment instead of burning, aka change to this ->100% chance to inflict 2 stacks of torment for 3 seconds on critical hits. This effect can only trigger once every 10 seconds.
Also, please be careful about changing things for the sake of tPvP without looking into the effects it will have on PvE (I think you already do this, but just in case), as nerfing Necromancers in the wrong way could effectively wipe them out in the PvE arena. Which IMO re-enforces the whole ‘just nerf dhuumfire’ solution, as it will not have too harsh an affect on PvE.
+1 to this, I encourage the PvP only people to read the Necromancer forums as well.
But to add, the last patch massively nerfed DS for PvE as well so it’s not just limited to Dhuumfire burst.
So funny that you actually think the previous patch nerfed necro while they even buffed it more. They are too strong now and it’s as simple as that. Don’t argue. Their burst should get nerfed, period.
Is that supposed to be some kind of iWin argument?
Very well, let me try it.
So funny that you actually think the previous patch buffed necro while they even nerfed it more. They are too weak now and it’s as simple as that. Don’t argue.
Did it work?
I and other in here have mentioned this but the discussion taking place here affects PvP AND PvE. The last patch butchered necros PvE survivability to the point where some people are being asked to wait outside the boss room because the other party members knows the necro will die since we no longer can mitigate the damage.
Again I ask that this thread is moved to the Necromancer forums, where it belongs.
So, for the tournament all other necromancers pay the price?
Thats great.
This is my point, it is incredibly sneaky and cheeky of them to limit that discussion to the sPvP forums only when it (potentially…) encompasses all necros, PvE, PvP, WvW.
Thus I made this thread, to give everyone who doesn’t read the sPvP forums a chance to see what is going on.
I will go ahead and state this in here as well.
Unless otherwise stated this thread also affects PvE and WvW and therefore it belongs on the Necro forums not just on the sPvP forums.
Despite what the OPs post says this latest patch was devastating for PvE necros for a variety of reasons. I would suggest, Allie, that you read the large amount of posts there as well, unless you can confirm you’re looking at a PvP and PvE split of DS and other skills?
https://forum-en.gw2archive.eu/forum/pvp/pvp/Constructive-necromancer-thoughts/first
I would encourage people, not just PvPers to read that thread because as Dev Allie says in there they’re closely monitoring that thread.
TLDR; necromancers playstyle is cool with tankyness instead of disengaging but does too much damage on top of all their support and cc… and tankyness, come up with a way to reduce their damage in this thread. Or other tweaks you would like. Maybe necromancers are a little too tanky? They pretty much have everything but disengage right now so I’m open to any ideas.
The discussion in there is something that should be held on the Necromancer forums and not just in the sPvP subforum because unless Anet states that they will split PvE from PvP then expect further nerfs.
I encourage everyone to read through the posts there, especially the OPs initial post, I just quoted the TLDR above but apparently we’ve got it all, except a disengage.
No mention at all of the fact that DS just plain sucks for defense in PvE now, I know Bas and Nay ( I belive it was Nay) in another thread states why, I’ll edit that link in when I find it.
Edit: Here it is, Bas and Nays’ post in one.
I never thought this day would come where I have to hang up my necromancer, but I think it’s now. They are going in the exact opposite direction from where our class needs to go. With this new DS obliteration, I have no need to play necro anymore. It’s a sad day for me and many other necros in this community too. My final straw was last night when I was asked to wait outside a boss fight because the group “didn’t want to spend the whole fight rezzing the necro” <—- exact wording. I don’t really blame them. I’ve tried using DS like I used to, and the difference is staggering. Either you go full LF or you don’t bother and just eat the dirt. I’m not arguing that the other nerfs were needed, I know they were. But this one baffles me beyond belief. Farewell necro, maybe we will meet again in the future when you get your cahones back.
This is what I was trying to explain to Bhawb and some of the pvp guys. This nerf to DS is massive for anyone who plays pve or wvwvw. It’s a nice change for tpvp where you face bunkers and condition spam, but in a boss fight where you 20k damage hits are dealt out more often then 10 seconds, you get destroyed now. I don’t know how many times I used DS because I had already dodged twice in 30 seconds which means with no block, invuln or way to disengage, ds was it. This new change essentially killed us on certain boss fights.
(edited by Gutbuster.8745)
I actually searched on youtube for the current fastest run… i can’t find anywhere anything 5:27 that starts from the entrance. 90% of the recordings out there start from the second gate, from where i started last time.
I also want to see the new fastest time… since warrior DPS got nerfed, and when you have 4 of them, it matters…
Can you link me the 5:27 second run ? Searching for it does me no good.
Also if anyone knows what the time to beat is now after the warrior nerf…PS: Not trying to beat warrior time… want to be within a 10-20 second distance interval +-, which i would then claim it is more or less irrelevant… let’s hope i will succeed.
If i won’t i’ll ask for buffs, if i do i’ve proven necromancers are not to be kicked… win win.
they are fine until you can get one of those instead: warrior, guardian, mesmer, ele, thief
Not sure about rangers and engineers but I’d probably pick those over necros as well.
Ironically this is what a poster on the ranger forums thinks. The topic being if being a Ranger means auto kick from dungeon party.
I’d still kick a necro in a heartbeat. Engineers are kinda iffy.
..but a longbow ranger, with a ranged pet and bear, would be welcome in my groups.
But I don’t want it to seem like I’m taking things out of context so feel free to check this thread out
That said, a great deal of people think Necromancers are fine for dungeon, if you absolutely can’t fill the last spot with any other profession. Aka together with Engis and Rangers we’re last resort options.
(edited by Gutbuster.8745)
Since when have stun-locking warriors been a problem? Fear them when you get stunned and try not to let them repeatedly stun you.
How do you fear that which is immune to conditions? Followed by stability when that is over.
A picture says a thousand words (or so they say) so I actually spent a few minutes making a picture of how I feel about this (because I couldn’t find one when I googled it). Fortunately I think (hope) that Anet has enough clarity of mind to see how things works on the forums. I’m not saying people are calling out for nerfs etc in here, but the people who do across all parts of the forum doesn’t see to realize that there’s a never ending cycle where rock beats scissors beats paper beats rock…
Feel free to distribute this lovely work of art as you see fit.
I’d agree except only if it it allows it to transition from land to water fluidly.
Agreed, now if there was a minor relatively fast animation where fleshie shifted his fleshy parts around (transformers style a bit I guess) fins all of a sudden becomes chicken legs and teeth moves to the claw/arms etc, that certainly wouldn’t hurt.
I do agree with your suggestion of making the Shadow fiend more tanky as well, so increase HP and toughness. I would personally want to see it a bit larger as well.
I’d also change the active, rather then a blind every 20 seconds I’d rather see it as a damage mitigator. So perhaps something like ‘Shrouded by shadows’ (I’m crap at making up names) absorbs all damage inflicted on master for X seconds. That would give it much more use and utility.
(edited by Gutbuster.8745)
Super simple trait but something I would really like to see. The distinct lack of Vigor on Necromancers has never made much sense to me since it would seem natural that necros would have a lot of ‘stamina/endurance’ due the the whole sacrificial, self inflicting stuff we got going on.
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Deathless Vigor
Gain X seconds of Vigor for every X amount of life force you generate.
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It would work and integrate really well with our current weapon choices. We all know some classes (Guardians, Mesmer, Ranger etc) have traits that gives permanent or near permanent uptime of Vigor.
This would therefore work really well with our weapons, Dagger generates a lot of LF and is also a melee weapon (high risk high reward), so we can afford to stay in melee range for longer since we can dodge more .
Axe is our mid range and mid generator of LF which means we would have Vigor up a lot but not all the time and then there’s scepter with really poor LF regen but better range so less Vigor uptime.
Lastly there’s staff as well of course, would be quite similar to Axe I’d imagine.
So, instead of copying the other professions Vigor trait I think this would make a lot more sense. The further away from the mob you are, the less you need Vigor (to a certain degree) and with our LF gaining abilities following a similar principle it makes sense (to me) to tie a trait to it.
(edited by Gutbuster.8745)
Add to that the most important change ( should be there since the betas ) is that Flesh Golem gets the ability to swim !!!
I’ll take it one step further, underwater fleshie should use an undead shark model. Now that would make it a pleasure to fight underwater.
I see what you’re saying and I should’ve been a bit more clear in what part of my point was. Which is, in that case the axe’s role has to be better defined because right now it’s neither a proper range weapon, nor a proper power melee weapon.
Scepter in a power build actually offers 300 additional range and damage wise it’ll be similar.
As I said, I do like the axe but I’ve also had this feeling since release that something is missing so I’m all for improving it in any way.
Alright, as for the actual thread: Axe currently makes more sense at 600 range: it’s a ‘near-melee’ option, so you’re close, but you don’t have to literally stick to your target like with dagger.
I honestly think they could afford to up the damage.
IIRC, the direct-damage of the scepter 1 chain matches (exceeds?) the damage of axe 1, while having 300 more range and applying some fundamental conditions.Edit: Axe isn’t a keep-away weapon, like Ranger longbow or Mesmer greatsword. It’s a chasing weapon.
Edit2: Nevermind, Axe still does more direct damage if you ignore the conditions inflicted by both weapons. Not so sure now if they should up it’s damage. I think so, but I need to do a more stringent examination.
I believe someone did some fairly extensive testing on Axe vs Scepter in a power build quite some time ago (as in last year) and that showed the scepter doing more total damage then the axe even at 0 condition damage.
Just for the heck of if I went to the mist just and with no traits allocated but with zerker ammy and divinity runes it took ~34 seconds to kill the heavy golem using axe auto (no #2) and ~30 seconds just with scepter auto.
Clearly that could do with more extensive testing but still, axe is still under performing for a power weapon which is a shame because I really like axe. But as someone else said life force gain should really be moved to the auto. I personally don’t mind the 600 range either, would 900 be nice, well yes but I’d much rather see the power of it getting boosted and/or cleave being added.
I approve of this thread.
I would personally love to see greataxe on the necro and I would like it to be a melee weapon with a cleave.
My 2 cents probably something like this.
1. I like Brujeria.7536 version so I will steal it but all credit to him. My suggestion on this is an animation similar to our underwater wave of fear skill.
- AOE Cleave in a cone
- Second Cleavestrike in a cone, 1 Second of Weakness
- Third cleavestrike, granting 3% Lifeforce. Damage and Lifeforcegain increased by 50% if only one target hit
2. Executioners Strike
Leap at your target stealing X amount of health. <- This would be a pure life steal ability scaling with power and a leap finisher.
3. Meekness
Slam your axe into the ground and Inscribe a mark that inflicts weakness to enemies and gives allies might
4. Cull the weak
Draw upon life forces around you and inflict X amount of damage enemies near you, damage is doubled if targets suffer from weakness.
5. Execute
Attempt to decapitate your enemy inflicting X amount of damage and daze your target, inflicts tripple damage if enemy is below 25% health.
I’d like to see new weapons on Necromancers (and other classes) when they come out with a new expansion. Greatswords are the easiest from a resources perspective, but I’d much rather see things like Greataxe.
Greataxe would sure be awesome (hopefully even with a cleave)
Lag / Long Loading and Error: 7:11:3:189:101
in Account & Technical Support
Posted by: Gutbuster.8745
Sigh, still lagging, was really close to not bother to post about it because hope has nearly run out.
The fact that this has been going on for so long and you still haven’t been able to fix it is frustrating for us players and surely must be embarrassing for you…
Some of us only really get to play during the late evenings since you know, got work during the day then family time in the afternoon so I pretty much get to log on exactly when the lag kicks in then stand around in LA since there’s not much else that can be done.
Fix it please, I have no interest in playing other games either but soon might not have any other choice.
Lag / Long Loading and Error: 7:11:3:189:101
in Account & Technical Support
Posted by: Gutbuster.8745
I would encourage anyone reading this thread that has guildies with the same issue to come here and make a post. Clearly it doesn’t seem like a serious enough issue to Anet so perhaps by flooding the thread with a lot more people will get their attention?
Can’t say I’m a huge fan of this silence or the attitude Anet seems to have adopted towards its player base.
Lag / Long Loading and Error: 7:11:3:189:101
in Account & Technical Support
Posted by: Gutbuster.8745
Sigh, I got 5 minutes of lag free game play in today before it started…
Hey Anet how about an update on the issue eh? What (If anything) are you doing? Have you localized the issue? Can we expect a fix in the near future?
Any update would do, the silence is just as frustrating as the actual lag problems….
Lag / Long Loading and Error: 7:11:3:189:101
in Account & Technical Support
Posted by: Gutbuster.8745
Location: Hampshire, UK
ISP: Sky Fibre
Gandara
Past two days for me, come 19:00 the game is completely unplayable, 5-10 second long lag spikes….
Where are you at with this issue since first reports has come in over a month ago?