Showing Posts For Skaramush.3480:
Question for the Dev team : whats the Design philosophy behind MM changes from GW1
in Necromancer
Posted by: Skaramush.3480
Still hoping for a dev answer on this one
After having tried all the professions in the mists i think Warrior is the strongest and Guardian is the best designed overall with best skill combination: variety performance cool animations etc.
Question for the Dev team : whats the Design philosophy behind MM changes from GW1
in Necromancer
Posted by: Skaramush.3480
Im really curious. And to make this clear this thread is NOT meant to discuss about how bland MM and minions are in GW2 compared to GW1, but whats the reasoning/design philosophy about such drastic changes to minion master gameplay between the 2 games. I always seen NEcromancer as THE flagship class of GW universe with an iconic playstyle.
Im mainly curious: was the system with health degeneration on multiple strong temporary pets too intimidating for players too manage in your opinion? It seems like giving necromancer a few permanent but weak pets a little like dumbing it down for lack of better word to make the class more accessible? It certainly played like an advanced class before. It would be very interesting to know the motivation and reasoning behind those design decisions if its not too much trouble.
Thanks.
P.S: If anyone else wants to follow up with other things they would like to know from “behind the scenes” of minion master necromancer feel free to add things and hopefully the devs can give us some insight
(edited by Skaramush.3480)
It feels a little like dumbing it down or hand holding because they are worried players will get confused by it? I was confused when they introduced this change as it was impossible to confuse the dead pet from a living one due to the dead status symbol. Maybe they changed it for balance reasons?
I just remember reading somewhere that supposedly devs said they admit there was problem with necro and they were looking into it or something along those lines but i couldnt find the source of it so i was wondering if people knew more.
You can dodge out of it , youll find that the spinning axe skill probably does more damage to you than that as they have to stand still for 100 blades.
Guardians have the most healing id say.
No the items they sell dont scale in level but some of them look unique so it might be worthwhile doing them if your trying to get a certain look.
Well it takes the same amount of xp to level as far as i can tell. So they dont really need to scale.
I found wells build in pvp is much stronger. Pets are largely inconsequentual in pvp. There is no reason to take Flesh Golem over say lich form or plague as it doesnt do the dmg of elite skill or have enough utility to justify it . The largest problem is probably the fact that we lost the complexity of skill interaction from pets . Like sacrificing health to heal all minions. Taking damage on pets instead of yourself , taking over enemy minions. Being able to spawn large numbers of ranged pets if required. Only 2 pet bombs. GW2 necromancer was all about choice and application of force at the point of your choice controlling the flow of battle. In GW2 those choices are pre determined for you. I could live with the pets as they are now but they would have to at least double the number of minions you get for them to be really effective Imo.
Its not that i think that necro is weak just extremely boring like the staff skills seem outright like placeholders that they done just before release. I wasnt super impressed.
MM im really concerned how much they changed it from strong temp pets to permanent ones that are quite luckluster. They have their use tactically in pvp but they are really uninspiring looking .
Flesh Golem in GW1 used to strike fear in the hearts of enemy players. Real Elite skill . These days its largely ignored.
So thats why im curious whether they said whether necro is actually still work in progress and they will be updating pet models. Skill animations or whether this is it and there will just be balanced tweaking.
Necromancers have a lot of well powers as well and all the staff skills are aoe blobs as well past auto attack
I dont know whether its underpowered but i stopped playing NEcromancer and started a ranger because in gw2 its extremely boring to play necromancer. I played Minion Master in GW1 all the way from release through all the expansions and i never got bored of it. Necro/ranger was really fun in pvp esp since they introduced flesh golem etc. In GW2 I tried Wells build and MM builds in pvp people tend to just ignore the pets or spam aoe. Flesh golem is uninspired at best. Staff is a joke its mechanically strong but all the animations are just blobs on the floor . I mean really? Just look at 20 staff skills elementalists get!
I couldnt force myself to level past lv 11 either in pve. I tried all the classes quickly in pvp to see what skill each class gets and even Engineer was more interesting with how tool belt changes with different skills.
So the question is will there be any major work done to make necromancer more interesting. Since otherwise i cant say i see myself touching it again. Which is really sad because necromancer class was the thing that got me playing original guild wars in the first place.