I like the optimism shown by people when talking about the barrier… However, there is an issue : the decay of this barrier.
Bingo, decay looked pretty fast from the little we saw on the stream. Personally I feel Scourge is the least exciting elite from this expansion. After years of watching Anet screw necros, I just don’t have confidence they’ll balance Scourge right.
And while I’m excited about being shroud-less for the first time, I honestly expected to be given more for the exchange. We’re losing a 2nd health bar, 50% reduction in damage, access to stab, and a small leap. I need more.
They have no more excuses to not balance the necros correctly now that we’re shroud-less.
I’m a bit jelly after watching Weaver’s presentation on twitch, then watching necros and be completely underwhelmed lol.
Of course it doesn’t help when WoodenPotatoes didn’t know much about necros and didn’t get excited about it like he did with pretty much all other classes.
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Something’s wrong if they have 400 employees and yet WvW & PvP are in such bad state. That’s 2 out of 3 game modes doing poorly with declining participation and population.
Not surprised one bit, there was always strong bias when it comes to buffing necros. We can’t have X because of Y, but yet another class has both X, Y, and Z.
Anyways, the good thing for necros is that power revs got nerfed to the ground. That strong burst + cc + endless evasion frames created a lot of problem when necros were focused. Sad for revs though (and rev is my alt), they totally over-nerfed the revs.
Eles getting stronger won’t be a good thing because they were already a pain in the rear.
Eh, I guess we’ll have to see how the season goes.
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.
That’s the thing though, only time they come out to post and communicate with players, is during expansion beta/launch. lol!
Class balance devs have already been moved onto the next GW2 expansion projects. This means for any class to expect big changes, they’re going to be happening when the next expansion launches. Sad, but it’s the truth. The game at the moment is more or less on maintenance mode while they design/build the next expansion. Don’t expect a lot of changes no matter how nice you post or how well thought out your post is.
This was a good change. But at the same time as a necro main, this hurt the necros so much.
Axe was used by some before the patch, for those that enjoyed Axe, they loved the patch. For those of us that never liked Axe, the buff won’t change your mind. The only thing that makes Axe better now from the patch is the additional boon corruption buff to Axe 3.
The damage increase isn’t anything to get excited about. Problem with Axe is that Axe auto still doesn’t cleave and it still sucks damage wise. Axe 2 while has good burst potential, gets evaded/dodged/blocked in PvP against mildly competent players.
Lastly Axe wielding power necros still get owned by condi reapers. I mean I don’t know about anybody but I hate to get owned by the class I play.
With that said, I’m happy to see Axe get buffed, it’ll help those that enjoy Axe builds. But this is so classic Anet, buffing crap weapons with small increments pretending they’re fixing or doing anything with the class. How many times have they buffed Axe by small increments now within the past year? Oh yeah, lots. That’s how long they’ve dangled that carrot in front of us pretending to be fixing necromancers.
I took Axe and GS for a spin today in unranked pvp. I mean it’s unranked, yet they’re still not competitive and they still give crappy results.
Well just as I thought, GS still sucks in PvP, and power still feels weak especially when facing a team with a condi reaper. News at 11.
lol I’m happy to say other games will be occupying my time more from now on. Anet has buffed Axe by small increments for how long now? I guess they still don’t get it, Axe is still too gimmicky and both power & condi builds still suffer from sustain issues in PvP.
The best change was adding an additional boon corruption to Axe 3. That’s a good buff. But Axe 2 is still easily evaded/dodged.
By the way, they’re buffing damage of other classes, while still leaving us defenseless. And downstate now no longer trigger invuln, rip. I’m glad Anet’s class balance team play this game (not).
Necro is fine at the competitive and organized play level. What it needs is a viable alternate spec that can be used for solo play.
I have a hard time saying necros are even viable at competitive play because of how often they’re in downstate. Even with dedicated pocket healer/rezzers, under organized gameplay conditions, necros still don’t live for long. This tells you the class design is whack, because even organized teams can’t keep necros up.
I’ve said this before, I’m hoping devs don’t look at pro tourneys and think it’s ok for necros to be downstate so much due to safe/fast rez. Because for majority of the players out there, they won’t have access to dedicated pocket healer/rezzer. Maybe with the upcoming revive changes that they’ll see just how ridiculous it is to allow a class to be downstate so often.
It’s worth noting even back during early seasons when necros were a tad on the overtuned side, back before no class stacking rule was in place for pro tourneys, teams were not stacking necros. In fact teams were stacking revs & eles, many teams didn’t even take a necro. This was back when necros were even more ridiculous pre-chill nerfs. So with no class stacking rule in place, we see a bit more necros in the tourneys, I highly doubt this is due to how poweful necros are. But rather, out of the classes available, and due to no class stacking rule, people have limited choices and perhaps a necro is the better choice for them, a lesser of evils sort of thing.
This and the fact that NA teams lacked quality mesmers, so some classes weren’t taken due to lack of skilled players rather than “omg necros are so powerful we must have one”. If Anet was to lift the no class stacking rule, I’m willing to bet we’ll see less necros and the return of certain stacked classes.
People keep saying in order for necros to get better defense and mobility/escapes, we need to sacrifice something. The problem here is that the only proper way to nerf a necro is to nerf their boon corruption, because boon corruption is the only reason a necro is “viable” and taken at all. No it’s not because necros have super duper burst, no it’s not because necros have great sustain or mobility, necros simply have boon corruption that counters op elite specs that fart out boons & heals. People need to think carefully if you really want to take necro’s boon corruption away because boon corruption is the only thing keeping HoT elite specs in check since the expansion launch.
Fine with a nerf to epi if they finally buff necros where necros need them.
https://forum-en.gw2archive.eu/forum/game/gw2/Balance-Changes-Upcoming/first
A message from the Skills Team:
Greetings, Tyrians!
We are here today to talk about some of the build-thematic changes that will be coming with the next balance iteration. Depending on your chosen profession and your role in combat, these changes may require some stat-swapping on your gear. We feel that giving a bit of a “heads-up” is appropriate.
One of the most notable changes being made is to the healing values of the Druid as a primary healer. Base values for the Celestial Avatar heals will be reduced, while the healing power contribution will be enhanced significantly. The reasoning for these changes is that while we are excited about the Druid being an incredibly strong healer, we would also like to see that role as one of many choices in your attribute build.
Similarly, there will be changes in boon duration and boon application for a few professions. For the Revenant, we’ll be looking at reducing Naturalistic Resonance’s base boon duration. For Mesmer, we’re looking at making Signet of Inspiration’s boon sharing functionality a bit more controlled, giving each shared boon a fixed duration. To help compensate for these general reductions, we’ll be increasing both damage and a few different baseline boon durations.
As this update rolls out we will continue to monitor the effectiveness of these changes, along with the remainder of the balance updates, and will make additional adjustments and tweaks as necessary. Thanks very much for your time!
-The Skills Team
https://forum-en.gw2archive.eu/forum/game/gw2/Balance-Changes-Upcoming/first
A message from the Skills Team:
Greetings, Tyrians!
We are here today to talk about some of the build-thematic changes that will be coming with the next balance iteration. Depending on your chosen profession and your role in combat, these changes may require some stat-swapping on your gear. We feel that giving a bit of a “heads-up” is appropriate.
One of the most notable changes being made is to the healing values of the Druid as a primary healer. Base values for the Celestial Avatar heals will be reduced, while the healing power contribution will be enhanced significantly. The reasoning for these changes is that while we are excited about the Druid being an incredibly strong healer, we would also like to see that role as one of many choices in your attribute build.
Similarly, there will be changes in boon duration and boon application for a few professions. For the Revenant, we’ll be looking at reducing Naturalistic Resonance’s base boon duration. For Mesmer, we’re looking at making Signet of Inspiration’s boon sharing functionality a bit more controlled, giving each shared boon a fixed duration. To help compensate for these general reductions, we’ll be increasing both damage and a few different baseline boon durations.
As this update rolls out we will continue to monitor the effectiveness of these changes, along with the remainder of the balance updates, and will make additional adjustments and tweaks as necessary. Thanks very much for your time!
-The Skills Team
I’ve tried Axe so many times, the only place I could get Axe to work was in WvW ZvZ. I suppose Axe could work in PvE but I don’t do enough PvE to comment on that.
Problems I have with Axe is that the auto is just so weak, and it doesn’t cleave. I mean how do you not cleave in 2016. Axe 2 “seems” good but it really isn’t, the channel can be broken & evaded easily. And Axe 3 is nothing but a gimmick that does zero impact during a fight.
At least with Dagger I know dagger auto hurts, and it cleaves. Dagger 2 siphons health when you’re hurting for secondary heal. And Dagger 3 is a light impact skill, a well timed immob with warhorn 4 daze often sets you up for a good finishing move. Dagger 3 even corrupts 2 boons which is icing on the cake.
There’s just no comparison, Axe is too weak and gimmicky. Using my example above, say you put on a good daze to interrupt a heal with warhorn, but you’re using Axe at the time. The best you could do is start the Axe 2 channel, which even if dazed, someone could move and dodge out of that. With the Dagger, that’s not possible.
There’s really no issue with the poll, Josh already stated that their internal data show overwhelming amount of players in PvP play soloq. It should come as no surprise that the solo/duo queue option is going to win by a landslide.
I think Anet knows deep down they need to bring back soloq somehow. Players have consistently complained about it since they took soloq out. It’s really now a matter of finding a good way to provide solo/duo queue for majority of the players, while at the same time, find ways to provide that pre-made, competitive experience.
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Could it be that necros want to do dmg, heal support allies and rezbot?
Nope, as I understand, this thread started with necros asking for just a tad better defense. If it’s as easy as just nerfing broken classes, and I agree some classes are broken, then Anet would have to nerf just about every elite specs and revert HoT expansion launch. Since we know they won’t do that, necros are fine with just asking for a lil better defense.
You look at an “offensive support” powerhouse like the revs, they can burst with evade frames. They have blocks, a heal that convert all incoming damage to heals, and they provide real team support with boons even when they aren’t thinking about it.
You look at a meditrapper DH, while going through their dps rotations, they’re farting out heals, condi cleanse, and blocks. They have daze on trap, they have invuln, they provide boons to allies, and they’re surprisingly mobile for a class with access to all of the above.
Warriors & druids, well you said to not talk about them so I won’t. But these rules that necros have to abide by, we can’t have X because of Y, they somehow don’t apply to other classes. Just pointing out the double standards here. We can’t provide team support because we’re an “offensive support” class. We can’t have mobility because of necro. We can’t have active defense because a 2nd health bar is supposed to be better than blocks, invuln, stealth, evade frames, blinks, etc.. We can’t be healed while in shroud because, well nobody in the world could explain that one.
Nobody’s asking necros to be made op. Even if they just revert the stab nerf they did to our RS 3, and the Rise nerf, it would be a good start. These nerfs hurt both power & condi builds, even when power builds didn’t need a nerf in the first place.
I don’t heal people….I blind/cripple/chill/cleave the enemy..it’s called offensive support
All necros do that, and no, that’s not team support people are talking about. Team support is the ability to heal, cleanse, provide boons, stealth, ports, rezbot, etc.. for your allies. “Offensive support” is an interesting way to call it, but honestly offense is the only thing the necro class can do anyway.
A GS necro build with zero boon corruption. Your build will get eaten alive by just a single meta condi reaper. If you take blood magic, you should at the very least take well of corruption. It’s also funny you aren’t using death magic that you hailed so highly earlier, perhaps you do know a lil something about necro traits after all.
Everybody must have tradeoffs if you want see big numbers on the screen or drop people fast with a condi burst..then something must be given in return
kitten really
Necros don’t have good condi burst (compared to other condi classes anyway), that went away when they nerfed chill damage. Necros are super annoying mainly due to corrupt boons, and well, a good number of HoT elite specs that everybody play these days rely on boons. It’s like Anet created this monster (HoT expansion & elite specs), and they forced necros into one role and one role only…to keep their monster in check with corrupt boons.
Not all necros liked being forced into one role. But if we have to be forced into one role, all people are asking for is a tad better defense. Everybody knows that necros are focus target #1, not because they’re super duper dangerous, but because they are the easiest to train down. Revs are dangerous too, their burst is much more potent, but they are focus target #2 after necros because they do have active defense and aren’t nearly as easy to train down.
You really think us necros haven’t tried death magic? Death magic being the “defensive” line doesn’t do necros much good. You can’t compare trait line to trait line across classes, like comparing death magic to earth magic. Reason being eles have both active & passive defense, necros don’t. Eles have blink & invuln, necros have this dreaded “2nd hp bar” that never really worked as defense pre-HoT, and definitely doesn’t work as defense post-HoT. Eles also have higher protection & aura uptime.
Anyways, I hate to be going back & forth between ele & necro to be honest. Both classes are hurting in their own ways, and both classes are asking for more roles & specs to be viable. By the way, in order for necros to corrupt boons properly & successfully, to be those annoying necros that we are, we need to use up the precious util slots. Example, a signet build would take 3 signets, and corruptionmancer build would load corrupt boons & well of corruption. This cuts into available utils we could load for any sort of defense. We’re also forced to take scepter and spam auto attack (Zzzzz).
TL;DR, death magic doesn’t solve any issues necros have, otherwise people would be running them. And even if a necro tanks up and wishes to play support, there’s no such build, necros by design are a selfish class that’s incapable of support. Also a tanky/power necro can be ignored completely as they pose no threat, and they are still surprisingly easy to train down as they have zero active defense. Power necros no longer have the ability to out-power or outsustain HoT elite specs. This is why necros are pushed into the corrupt boon role & builds related to corrupting boons.
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There’s plenty of boon corruption if you would just make sure necros aren’t such easy kills.
If you like WoW’s large choices of BG’s/arena’s (2v2, 3v3, 10v10, 15v15, 40v40), along with separation of casual, rated, and premades, etc.. you won’t like what you see here. Here all we have is 5v5 conquest, where pre-mades and casuals/soloers are mashed together randomly.
In terms of PvP system, ladder, progression, rewards, and gameplay variety, WoW is eons ahead of GW2. However, GW2 has 1 thing going for it, that’s action combat. Imagine the fluid combat, smooth animation, and controls that WoW is famous for, GW2 has all that along with action combat. This one thing has kept GW2 interesting for many in all game modes.
Game’s f2p so you might as well give it a try. Mechanically WoW’s PvP is superior in that cc’s have diminishing returns, you can’t be chain cc’ed as you eventually become immune. All classes have access to trinket & such to get out of a hard lock. Things make a bit more sense there, you just have to watch your cooldowns. You get sheeped in WoW, you get out of it when you are hit, or you can trinket to get out.
Here you get moa’ed, nothing gets you out of moa, no trinket or counters, you’re a sitting duck. You can be damaged/burst on and you stay in moa for the duration. Also no diminishing returns so you could get moa’ed the second time right after for the full duration. Moa is just an example but replace it with any cc, such as immob/stun, you can be chain immob’ed & stunned. These are just some examples that may frustrate someone coming from WoW.
I play both games and find them fun in their own ways. I love the action combat in GW2, it has me spoiled. But I really do wish it improves on the mechanics aspect and cut out the cheese so to speak.
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If you go condi reaper, it’ll work great in raids & pve. But in WvW ZvZ, condi is still quite useless unless you run with a guild that runs condi-heavy comps. However, condi is very powerful for solo/small group roaming.
There is a difference between how you play condi in raids vs WvW roaming however. Raids is all about pumping out max dps, and bouncing condi’s with epidemic. If you solo WvW roam, people usually tank up a bit and run more survivalist type of skills. Viper for roaming is quite…glassy.
Since you already have a power suit, you should just use that when you do WvW ZvZ. Power necros are still very meta in ZvZ due to well of corruption & suffering.
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Anet’s fault really. They should’ve given coliseum (and capricorn) their own queues, that way people queue for them if they want to play those new maps. I don’t get why Anet wanted so badly to make people hate each other & cause issues.
Same thing with mixing pre-made with soloq’ers. I was on a team full of soloq players and got wiped by a full, 5 player pre-made. It’s all very counter productive to create a system that gets gamers to hate each other, and often log frustrated.
Pro tourney meta? Signet reaper build, most used Blood Magic instead of Soul Reaping, and loaded well of corruption. A necro’s job in pro tourney was to corrupt boons, drop well of corruption on downies, die, rinse, and repeat.
Is base necro stronger? Not by a long mile. Is it viable? Seeing how this season the competition was really low, many regulars didn’t even play that much, anything was viable this past season. But against competent players & teams, base necro gets destroyed mainly due to their lack of stab & mobility.
If you’re talking about unranked, well, anything goes in unranked.
1. Encourage guilds & teams, currently there’s nothing that encourages people to form pvp guilds & teams. You could say pro tournaments are that, but overwhelming majority of your players can’t compete at that level. So they simply don’t bother. This game mode can use a competitive mode that allows full guilds & pre-made teams to fight against each other. Mashing soloQ’ers and pre-mades together don’t work, you end up frustrating everybody as a result.
If you want more teams to play at a competitive level, and create more competition in pro tourneys, you need to start from the bottom. And really, in all MMO’s, guilds are often the reason why people keep playing certain games. Even when people get bored or tired of a game, they often continue to login for their friends & guildies.
Btw GW2 used to have an organic GvG scene. It was very active, lots of guilds were involved in player created tournaments. They helped make WvW a very action packed place, full of fights, and they did it mainly for fun & bragging rights. We’re talking about guilds full of players interested in Guild vs Guild gameplay. But Anet refused to acknowledge them and failed to provide them a proper competitive game mode, most of them have left the game by now. All they wanted was a competitive 15v15 GvG game mode.
2. Online ladder & stats system. I always find it hard to find info on anything with GW2, be it the builds certain teams use, or stats of individuals/teams. You look at other games, you see detailed stats of a lot of things, including builds. Example: http://us.battle.net/wow/en/pvp/leaderboards/3v3
This game really can use a proper ladder/ranking system, with ways to view the builds people use. People who are competitive minded care about stuff like these more than legendary wings. Even old games like DAOC had camelotherald for people to see, that thing drove players to compete every day.
3. More game modes than Conquest. Conquest gets stale. You want to keep people’s interest so they keep logging in. But if all I have to look forward to is Foefire or Coliseum conquest gameplay, some nights I simply opt to play other games. I’m hoping to see 2v2 & 3v3 arena tdm, 10v10 capture the flag, 15v15 GvG, etc.. You give people options & choices, they’ll login and play more.
4. More things to occupy people’s interest when they aren’t in the game, such as live gameplay streams, class balance discussions, more pvp talk, dev Q&A, etc.. During HoT beta you had class balance devs go on twitch streams once a week to talk about skills, balance, what they’re considering, what they’re adjusting, etc.. Thousands of people tuned into watch these. These things disappeared, and now we’re back to hush hush play your season no matter how badly balanced things are, and we’ll surprise you with some changes quarterly once the season is over. We definitely can use more balance talks & tweaks more often.
We used to also see more of the pvp devs we know, they did more Q&A on live streams, they showcased the pvp game mode, certain pro players were also more involved and were asked to talk on the live streams. These are all gone, what happened? All I’ve seen in the past few months (outside of pro tourney) were PvE chat related to LW3. Which btw, I hope Anet realizes there are even less viewers that watch these PvE-related streams.
Even if you think you’ve showcased PvP game mode before, you got to remember new players are always coming in. You also got potentially new interested gamers that aren’t playing GW2 but may become interested. So these PvP streams & talks need to continue on a more regular basis.
That’s all I can think of for now. There are more but I’ve typed enough.
Do you have access to reaper yet?
It was perma-chill in PvP that forced the nerf. Chill is at least as powerful as burning, even without condition damage.
Disagree, nobody complained about chill before chill damage was added. It was actually considered one of the more useless condi’s. There’s a reason people aren’t complaining about chill right now, even though we still got plenty of access to it.
As for perma-chill, that was a result of class stacking. A single necro wasn’t able to perma-chill any team. But during season 2, necros were stacked, you often saw 3-4+ necros each game. It was annoying being chilled over and over by multiple necros, even for us. Much like it’s annoying to get pulled & insta trapped on by 3-4 DH’s today. Class stacking is root of all evils. It’s so bad, Anet had to implement a no class stacking rule for pro tourneys, because they couldn’t balance the classes well enough. It’s a wonder why they haven’t implemented the no class stacking rule in ranked.
You also have to remember the meta back during season 2. It was bunker meta, and necros naturally counter bunker builds. No surprise there why people complained about necros as much as they did. Because they were mostly playing these lame bunker builds that wouldn’t die. I blame Anet more than anything else for not getting control of their own game & class balance.
Everybody knew chill needed a nerf. But it didn’t need to get butchered the way it did. A class defining trait, one that made reaper the elite class that they are, an unique trait, should not have been destroyed that way. Anet took the lazy way out. And again it was Anet who over-buffed deathly chill in the first place when no one asked them to buff it.
Competition (I’ve always enjoyed PvP in MMO’s, dating back to early MMO days in EQ/AC1)
Fun comes naturally when there’s good competition. Obviously it’s not fun when games are blowout games, or when balance is bad.
Yeah, was ironic PvE necros all hailed & praised the deathly chill nerf. Because bleed stacks well in PvE where as chill damage didn’t stack before. This nerf hurt PvP necros, as chill damage was our unique condi burst which we could utilize to make condi gameplay a bit more interesting.
Of course chill duration nerf at the same time smacked us pretty hard, it also hurt power builds because power reapers relied on chill to stick to enemies. Anyways, this nerf will always be one of the prime examples for the call to separate PvP & PvE balance.
Oh and I firmly believe that had they implemented no class stacking rule in season 2 when condi necros were op & everywhere, they likely wouldn’t even need to nerf that much. We all agreed chill damage needed a small nerf, but none of that was our fault because it was Anet that buffed it in the first place. Class stacking was what made things ridiculous, facing 3-4 necros each game in season 2 was like facing 3-4 DH each game right now. I don’t get why Anet won’t do for ranked what they did for esports.
Troll titles are not cool, please modify it.
I would support a 2v2, 3v3, and 10v10 game modes for PvP. We don’t really need 1v1, just enable dueling in open world like all other MMO’s have already.
PvP or WvW roaming?
You don’t balance PvP for 1v1’s, nobody does that, not Anet, not Blizzard, not zenimax. Blizzard is known to balance WoW’s PvP based on 2v2 & 3v3 arenas, they don’t balance based on 1v1 duels or large scale BG’s.
GW2 is a bit different mainly because sPvP devs don’t have access to balance class skills separately, they only have access to change amulets/sigils/runes. Class abilities team balance mainly based on PvE. This is likely where the problems truly lie.
Players are going to min/max when it comes to PvP & PvE raids/dungeons. This isn’t going to change. The only time when people won’t care to min/max is for open world casual PvE content. No matter how many “viable” builds you propose, players will eventually find 1-2 builds that excel at a certain aspect of the game. This is the way it is in MMO’s.
Rev is my primary second class, I’m a necro main. But I love my rev. To me while you have less choices as a rev, the class spells quality over quantity to me. Its skills, utilities, and elites are useful, high impact skills that give you results. They aren’t fluff or gimmick like majority of other choices other classes have. If you want crappy weapons, don’t look further than necros. Ask yourself, why do you use Glint? Isn’t it because it is useful and it’s good? Isn’t the Glint heal one of the best heals in PvP? I’ll trade you 70% of my necro utilities (most of which nobody ever use) for glint access to be honest.
Sometimes it’s hard to see how good you have it, especially when revs have been a part of “meta” in all game modes ever since the class was introduced. Even with all the “build diversity” other classes have access to, many are shun in certain aspects of the game modes. In PvE (which is what op was referring to), if you’re playing casual open world PvE, chances are you are already playing with off-meta builds and you do just fine. There’s plenty of options to choose from. If you raid or do speed dungeon runs, then you likely min/max and run optimal builds for those game modes, just like all other classes do.
I’m not saying more build diversity would hurt. Just that revs have it good, they really do. Revs is all quality over quantity. But if you ever want to feel bad about yourself, check in with eles. You’ll feel all better very quickly.
QoL changes I’d like to see, this is by no means comprehensive list:
-Ability to see heal, utility, and elite cooldowns while in shroud. Seriously devs, it’s about time.
-Parasitic Contagion heals you while in shroud, quit with the shroud bias already.
-Death’s Charge gives you a 3/4 sec evade frame, rather than destroy projectiles. This one change will boost survivability of necros, both power & condi, while keeping the “shroud shroud shroud” theme that Anet is dead set on keeping.
-Nightfall begins & ends at max radius, no more small circle growing large.
-Spectral Armor converts damage into lifeforce for 3 seconds, or 6 seconds if spectral mastery taken. Active defense with play & counter-play. Don’t want necros to gain lifeforce? Stop hitting the necro while he/she is green. Same thing you do when a rev pops infuse light.
I hate the passives on plague signet with a passion. Random cripple, immob, chill, etc.. are just what I needed when attempting to kite away from the focus train. It’s why I never use it in WvW ZvZ or when playing with small group roaming, I only use it when solo roaming. As for sPvP, I take it out of necessity especially when facing a team with necros & other condi classes.
You +1 and focus pressure, since a rev’s burst is quite something. Due to evade frames you can go through your burst rotations, then get out of dodge before you are loaded with condi’s.
When 1v1, you pick your fights, don’t go into a 1v1 fight that you can’t win. But that’s pretty much spvp 101 really for all classes. Revs are great at skirmishing though. You can catch people attempting to run away or rotating from point to point.
Necros do fine in PvE and WvW zergs, so changes for me should be made mostly for PvP necros (well sort of). I would change necro weapons to be less gimmicky and more results. What’s gimmicky? See Greatsword, slow attacks, big animation, omg gravedigger cleave lolol. None of these things work consistently in PvP, they’re just there for show. And I’ll admit, when we first got them in HoT beta weekends, they looked cool. But when applying and using them in real time, they are way too slow, clunky, and too obvious to be effective against competent players.
What’s also gimmicky? Scepter auto. While I play mostly condi reaper now, I’ve always hated it when they introduced corrupt boon on scepter auto. It forced anybody who wanted to min/max their profession to use scepter. For anybody who wants to achieve optimal gameplay and maximize on necro’s potentials, they’ll be using a condi build with scepter. This is of course if people are being honest with themselves. Spamming auto attack is the last thing I wanted to do after years of spamming dagger auto for the best necromancer pre-HoT dps.
I hate uninspiring, gimmicky gameplay. This is why I despise auto attacks and slow showmanship attacks. Oh and spamming gravedigger is no more fun and exciting than spamming auto, just fyi. Compared to when I’m on my power rev, or back in the days on my d/d ele, or even today’s meditrapper DH (I know shame on me). The amount of skills & utils I’m cycling through are fast paced (which fits GW2’s action combat gameplay), and combat is engaging & fun. Much less auto attack spamming, no slow attacks, everything is results results results.
As for staff, it’s the definition of uninspiring attacks that Anet have forced us to use. People can say they do “fine” without staff. But fine sometimes just isn’t good enough, especially when you don’t want to get owned by a different build of your own class.
Anyways, that’s my rant. I don’t want to go through suggesting all sorts of things and write pages and pages of stuff because I know Anet won’t read them. But necro weapons can really use more exciting gameplay and more results. Most other classes have weapons that have at least 1 or 2 impact skills that give them results.
Someone got killed by a condi necro.
As a necro I don’t like to play on a team with more than 1 other necro. If I was on your team I would’ve switched to either my rev or dh. You lacked the power meatshields and bursts they had with warrior & dh. I could imagine they just had to focus target 1 necro at a time and it wouldn’t be more than a few seconds before their focus target dies.
You toss 1 necro into their mix to corrupt boons (corrupt your protection & stab), fear, and ruin any chance you have at getting away, they simply had the better comp than you do.
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Map votes these days look mostly like 6-7 for coliseum, 2 for capricorn, and 1-2 trolling for random old map. As to be expected, I get mostly coliseum. And on that point I’ve finished eternal gladiator, which proves it. I’m getting almost as many random old map as capricorn, and when I do get capricorn, there’s this pressure to win and you know how unranked games go… What’s rage inducing is when I finally get a capricorn only to face a full premade, while I’m on a team with all soloq’ers.
This, along with forcing soloq players to play against premades, are generating lots of hate & toxicity between players & the game. I really hope you devs have learned to not create such things in the future that get people to hate each other. It’s counter productive. Your job is to create a fun game where people would want to login to play, have fun, and progress towards something. People have enough stress in rl they don’t need it ingame.
8-9 times out of 10 in roaming situations in wvw. I don’t think it would work in spvp because of how spvp’s mechanics work.
Yeah I was gonna say, Hesacon was talking about WvW roaming. WvW and sPvP are vastly different. In WvW necros can tank up and use things they can’t use in sPvP, namely foods and certain stats combination. Also most of the revs you bump into in WvW use hammer rather than the standard sPvP combo sword/shield + staff. They’re a lot easier to kill, and most of them only know how to zerg, spam hammer 2’s, and pop boons.
There was a time early in HoT launch when I really enjoyed fighting revs on my power reaper, because they were always fast paced & exciting fights that lasted quite awhile. I always ran some sort of signet build so boon corruption was readily available as corrupt boons is key to beating revs. But necros went through lots of nerfs since then, most were done due to condi but power got hurt badly as a result.
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Power necros need better burst rotations as well as active/passive defense. I look at our burst rotations, pretty much all other power builds perform better. This idea that somehow we could slowly ramp up our damage while sustaining in the heat of battles is kind of outdated. Post-HoT we performed fine during the bunker meta. But now that everybody’s playing more bursty, you can really feel the heat.
I look at revs, they can burst while having evade frames. I look at warriors, they can burst with stab and heal for lots while bursting, with resistance as backup. Guardians, active/passive blocks, daze, and lots of heals while going through their burst rotations. Druids, stealth & heals, enough said, as if druids even needed stealth in the first place.
And here we are, our power builds just stomp around like giant targets, easily focused, trained, interrupted, tugged, pushed, dazed, stunned, and perma immobed. They should’ve never nerfed RS 3 duration & cd, these nerfs ruined a lot of our combo’s because lack of stab means our burst gets interrupted more often. They should’ve never nerfed our chill duration, chill in itself without damage is nothing to sneeze at, I blame this on Anet’s overhanded way at nerfing things. And also ice field from executioner’s scythe nerfed so “keeping enemies close” became a joke, it’s harder to blast for frost aura & chilling bolts because it doesn’t last long now.
All these nerfs were in retaliation to condi necro’s dominance in season 2 (which was also Anet’s fault for buffing condi in the first place). For as squishy as we are, we honestly should have better burst rotations with our own block/invuln/evade frames.
Power necros need better burst rotations & active/passive defense. Unfortunately it would seem Anet wants us to play condi builds. You see they’ve created this monstrosity that is HoT expansion and they gave classes access to near perma boons. So we’re pushed into doing 1 thing and 1 thing only these days, corrupt boons. Anet needs us to corrupt boons for their mess up with HoT elite spec builds.
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Glicko is gonna get voted out so hard, I don’t think you really need a poll for it. Honestly I hope you’re already working on an alternative. This is one area where I think Anet really should’ve known a long time ago that glicko wasn’t working. You don’t need players to tell you that.
This is interesting. Can’t help but have mixed expectations with this, because they’ve made things worse before. I guess we’ll see.
My guess is they’ll be doing something about excessive boonsharing meta.
If you’re talking about PvE, there’s really no con to playing the reaper elite.
I feel the small circles should all be made 30-40% larger than they are at the moment. I’m a fan of having a brawl mid-point that’s larger than the rest. The mid point on coliseum is way too small, just as the capricorn bell is also too small.
I wouldn’t be opposed to keeping things the way they are if you implement no class stacking in ranked like you do with pro tourneys. But honestly it’s ridiculous facing 2-3 DH on the opposing team when having to fight over small circles, bell ring, etc..