Showing Posts For MeinUguu.8256:
They need to just rework Shroud to change dependent on equipped weapons.
Scepter/Dagger gets more Conditions, Axe/Focus gets more damage and healing, etc etc.
i dont doubt it takes 9 months. should it? probably not. because it taking 9 months likely means they arent devoting many resources to it. threads like this wont magically make it take less than 9 months but it SHOULD tell anet to try and put resources there to make players happier.
They don’t care if players are happy.
That’s been made evident by the fact that errors that have existed since -DAY ONE- are still around and plaguing the game.
Every boss having an AoE attack that deals 250,000 damage five times, "balanced’ because it’s widely telegraphed in a game where every boss is turned into a blue star of particle effects that just happen to prevent said telegraphing.
“Skill based dodging”, but you can’t see what you’re even dodging. It’s stupid I have an easier time soloing Champions than when I have twenty people helping me.
I like using Reaper of Grenth on my Necromancer. There’s a nice trait that adds Vulnerability when you Chill targets, and RoG Chills constantly. Very nice to spike damage in PvE.
I definitely like a lot of these ideas. A shame they’ll never go for a one.
Then I’d rather ditch Plague Signet.
Honestly, yeah. It’s pretty disappointing.
My Necromancer is built for Condition-based damage. Armed with a Scepter, which throws out a Bleed every-single-attack, I expected it’d be a good way to go about things. It’s a fun way to play, I like the theme of the class.
And then I switch to my Warrior, equip vastly inferior quality gear, and wind up with almost twice as much Condition damage, while also being obscenely more difficult to kill. And it honestly feels like an absolute slap in the teeth.
Death Shroud is utter kitten. It feels entirely unfocused. I primarily use it to eat attacks. That’s it. If Tainted Shackles is off-cooldown, I’ll use it for extra DPS. But that’s it. If I recognize an attack that hits hard, I Death Shroud and tank through the shot. But I never linger in Shroud, because it cripples my already lackluster damage.
Why? Because Life Blast is crap outside of Power builds.
What I would rather is that Death Shroud skills changed based on your weapons.
Axe equipped? You get a hard hitting ranged blast.
Scepter? Give me more Conditions.
Staff? Why not some Condition transfers and maybe healing to help allies?
Make Vital Persistence and Foot in the Grave baseline… I think that would free up other trait-line options and would no longer make Soul Reaping mandatory.
Yes please.
Now this is a thread I can get behind.
I’m not asking for change, I’m asking for an explanation for the lack of change. I want to know what it is ANet thinks Necromancers are doing fine with, what it is they’re doing that works that, evidently, the rest of the community struggles with.
Even that argument is fairly crap. Given the mess of dyes, combinations, and the spam of particle effects in fights, I can’t tell what anyone is even wearing in the first place. I have never, not once, identified a class or even class type by their armour.
Honestly, for as bad as the class is, I’m still enjoying it. It is frustrating not being on par with the others, but at least I’m having fun with it.
Why not just make Axe deal increasingly more damage the closer you are?
You sit at range, you hit for 300. They get in your face, it goes to 450, etc.
Necromancer
We feel that necromancers have been faring quite well gamewide, providing play and counterplay in many spots over the last few months. In addition to a couple of minor bug fixes, we wanted to improve the viability of necromancer power builds, which have been somewhat lacking in presence.
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This is a direct quote from the patch notes. Evidently, a lot of people are upset and vehemently disagree with this statement. So, I’d like to ask.
Exactly what makes you think Necromancers have been “faring quite well”? Specifically, in detail, what has you convinced that they’re current state of being is right proper?
Where do you think Necromancers excel that compensates for their drawbacks?
What do they have that makes up for the severe lack of mobility and survivability?
What are you doing with your Necromancers that has you convinced they have been “faring quite well” and that no other changes are warranted?
Well, at least we’re still the coolest looking class.
That thing you use to gather lumber.
I’d like to see Plague have all three effects toggled at once and to not swap your weapon skills and utilities. Shorten its duration if you have to, but it’s only ever worth it to use if you’re wanting to either spam its Blinds or want the extra tankiness to survive something. But its always a net loss of damage capacity.
Well, the LF% drain could be lowered to allow more hits sustained. Honestly whipped that together in like ten seconds, so I didn’t expect it to be balanced.
Ward Against Death
Up to five nearby allies(600 range) are rendered Invulnerable, Life Force drains 12.5% per attack prevented. (Maximum of 8 attacks at 100%) Does not affect Conditions already applied, or fall damage.
There’s a suggestion.
Well it did sound like you were directly targeting me with that, nvm in that case.
No, you’re right. It wasn’t as properly worded as it ought to have been, doesn’t come off quite right.
I think the problem is the effectiveness/effort ratio, not so much as whether or not you have to actually dedicate people to it.
If it’s well and truly -that- powerful, I doubt occupying a slot to ensure it happens will bother anyone.
I like how you give me kitten but don’t even know what I did or not did.
Why the kitten am I supposed to give a 10 page essay here on how you can port up with flesh wurm to the second switch before the drill room in underground facility after activating spectral walk, then porting back down in time after everyone is in?
I’ve helped a lot of people understanding necro better, but there is no reason to go out of my way to teach those who don’t ask simply because how often players get offended at making suggestions/giving tips, even if you are being nice.
If someone comes up to me and asks “hey you’re running this instead of that what I’ve seen there, why?” “hey how did you do this just now?” etc. then I’ll gladly tell them and help them improve and people did that in the past, same when I see people asking in map chat.So don’t give me kitten for that.
I never said you yourself were part of that problem. But there has been an awful lot of people foaming at the mouth about how much of a professional superman they are at this game, and in the same breath refusing to spare even an idle tip to the people they see fit to berate over every little mistake.
That being said, the amount of necros not even closely getting down a decent rotation and picking absolutely horrible choices and not knowing anything about what they can possibly do is saddening.
The amount of people I’ve seen say stuff like this, but make zero effort what-so-ever to actually help people learn, is staggering.
This community has been nothing but ruthlessly elitist since the day I came online, rivaled by absolutely nowhere else. This game’s population has spat the worst sort of bile I’ve ever seen, while staunchly refusing to try to improve the people they claim are bad at the game.
People don’t like their teammates being bad? Teach them if you know so kitten much.
I keep Plague handy for that massive boost in durability. Nice to pop when the entire enemy team trains you, buys you a few more seconds to linger and waste their time.
Necro is likely to always be free points to any half decent roamer with the reaction time of a turtle.
We have the absolute worst telegraphs in the game. If you die to a power necro, you made a huge mistake somewhere, maybe you let go of the keyboard. Maybe you decided to take a nap, but in most ideal situations, a necro isn’t going to outplay you in a power build.
Hey, now. We’re faring fine, remember? Patch notes said so. Clearly the Development team has vastly superior players and we’re simply missing something incredibly key.
“Fine” for a profession with no mobility, escapes, or defenses to speak of in a game where everyone 100-0s you in a third of a second while also being invulnerable.
But, I mean. Anything’s powerful when you have a full-team dedicated to babysitting you, so I guess Anet’s balance isn’t that off.
Oooh, yes. I like that.
Lich Form doesn’t even feel like an Elite ability, honestly. It’s obscenely short-lived, not particularly grand while it lasts, and then goes on cool-down for a year and a half. I’ve had base utilities that have had more impact.
Necromancers in plate armour.
Well, Blizzard left Arms Warriors to use Whirlwind as a filler attack, so I’m not surprised by anything that appears in a patch note, these days.
Well, so far I’ve learned:
- Necromancers are immobile wads of tissue paper.
- Conditions don’t stick to anything.
- Literally nobody can agree on a build design.
- HoT is required, Reaper is the only viable way to play.
- Reaper is obscenely weak and not viable for play.
- Burning is bad, unless they’re using it.
- Flesh Wurm is both mandatory and utterly useless.
- Spectral Armour is easily the coolest looking ability, period.
- When in doubt, the target is Invulnerable, Blocking, mid-evade, and is Blinding you.
- Elites are disappointingly lackluster.
boon corruption or condi transfers only work if you play condi necro.
Why?
(playing power corruptionmancer for ages now)
I suspect because it’s based on your stats, so you’ll need to be properly dedicated to make it really useful.
Seems to me that you have a l2p issue
Shows over, folks. He posted a screenshot of one match. GG no re, no more changes necessary from here until the game dies.
I like Condition damage. I liked the plague-spreading theme of the class, hence why I picked it. Whether or not it’s ‘meta’ isn’t my concern. My concern was how impossible it is to actually do anything with it.
And I’m not glass-cannon’d. But there’s not much reason not to go full damage when this class has no defenses to speak of, anyway. All the health and toughness in the world doesn’t make any difference, and even then my damage just goes even lower.
Well, kitten. Well and truly hate to hear that, but at least it’s before I frustrate myself further by wasting time actually trying.
Is this really the state of Necromancers, right now? Is this class absolute trash without a team dedicated solely to babysitting you?
Every match I get into, I deal virtually no damage, I’m bursted to death in one rotation(Shroud be kitten ed), and every attempt I make to attack is clogged with Blocks and Invulnerabilities. What few times I do get a Condition to apply, it’s just instantly cleansed en masse, anyway.
Everyone I’ve talked to has said the same three things.
1) Just reroll something actually useful.
2) Insert generic git gud copy pasta here.
3) Go to this website and look at the fifteen builds that all vary wildly and that’ll learn you gudder.
Anytime I play my Guardian, I just bulldoze people. I’m obscenely difficult to kill, I have the burst to railroad people in seconds, while still supporting the team near-constantly. But on my Necromancer, I just melt like butter. On the off chance I find someone AFKing long enough to apply Bleeds, it isn’t even half the damage they throw at me. I can’t escape anyone, that’s never an option. Between the thousand different teleports, leaps, pulls, and infinite speed increase, nobody has any trouble sticking to me like glue.
I’ve tried using Well of Darkness, but it barely keeps me going for more than a few seconds more. But it doesn’t fix the issue that they’ll just kill me after. Tried Spectral Armour but, again, it takes a year to actually trickle in bleed damage so they just kill me after, if not just outright burst through it anyway.
Shroud has proven to be a disgraceful tool. Even if I survive long enough to build it, it’s popped in a third of a second and I follow immediately after.
Is this really the class? A one-trick boon-corrupter with zero damage, the durability of tissue paper and an unavoidable reliance on having people committed to playing babysitter?
To date, this has only be replicated with one dye, and is gear-slot specific thus far. It’s also possibly gear-model specific, but I haven’t tested it on other armours.
The dye is Dust, the armour is Human Cultural Tier-3 Boots. It saves temporarily, but upon re-logging, the boots have been redyed Teal.
Replicating is easy. I dyed the boots Dust, saved it, and logged out. When I logged back in, they’re Teal. Or some colour close to it.
I’ve been encountering an intolerable amount of bugs with the events in the Cursed Shore, since the last patch.
Historian Fia’s escort quest is randomly unwinnable, as the Risen Gorilla at the end adds 25 stacks of Bleeding a second during the entire fight, dealing out nearly 5,000 damage to everyone bothering with the event. Cleansing it fails, since they get added instantly, 25 stacks at a time.
The escort quest to re-take Penitent Waypoint is just as bad. The second pack of Risen to attack has a Risen Necromancer-look-a-like seems to have bugged an AoE attack, causing un-avoidable clusters of mass-range AoE circles to spawn, which has obliterated every group I’ve managed to throw at this thing. The ‘cannon fodder’ Risen also all seem to share the same PbAoE, even when not stated as much. Not sure if this is a bug or not, but it tends to make any attempt at melee suicidal until they’re gone.
The following quest to re-take the supply tunnel and the camp beyond is less bugged, at least to the end of completing it. The Veteran Spiders forked snare-and-drag web attacks regularly penetrates every form of defense I’ve tried, blocks, blinds, etc. Nothing short of dodging has worked, and even that hasn’t been successful 100% of the time.
More annoying than anything, but the Risen Drakes near the R&D Waypoint randomly run away like they’ve been feared, resulting in a Benny Hill chase until they finally start fighting again.
That’s about all I can recall. None of the apparent problems are consistent, and I’ve yet to manage to replicate any of them twice in a row, usually popping up several tries apart.