Showing Posts For samkong.2719:
Let’s take it easy on the condescending tone. He asked a question about the class, and even if the answer is easily found one of the primary functions of the Necro forums is for Necro players to ask questions about the class. Let’s not have this turn into the theif forum :p
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: samkong.2719
It’s obviously not intended, and I hope it’s milked for everything it’s worth until the developers notice it. Every dog has their day, right?
I’m not trying to be confrontational, but why is it obviously not intended? Obviously until the devs come out and flat out make a statement on it we cant be for sure either way, but I’m curious as to why you think it’s not intended.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: samkong.2719
@Ascii
Thank you for conducting research and finding evidence, Unfortunately in iSinner’s eyes this still means nothing.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: samkong.2719
@iSinner
No, you brought up what you believe to be a bug, you provided evidence.
We provided counter evidence, and examples for why we believe it’s not a bug.
You give us other examples supporting your argument.
We give you evidence why your examples don’t fit current discussion (so far so good).
You dismiss our evidence with no counter evidence or reasoning, you attack our credibility.
Things spiral out of control.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: samkong.2719
Didn’t expect it to go very far. Still didn’t answer my question about how his life bar functions, either.
I dont have a life bar in real life, so i did not understand what you were talking about, and i just ignored it.
By this logic… Necromancers will be removed from the game soon!
:D funny
/Sigh I see the intelligent discussion is over.
The only one that even was on topic is Zedekiel.3021, everyone else are just trying to justify what they probably did not even know until they saw this thread.
You’re absolutely right, none of us were talking about DS and lifebar mechanics. Nothing we said was relevant. But more importantly do you think people like cats more, or dogs?
I understand, you do have to sift through tons of illogical arguments to get to find the logical ones, but still just blanket statement telling all “complainers” they don’t know what they’re talking about isn’t exactly helping the discussion. Granted complaining with no basis for your argument is also dumb, and trust me I roll my eyes all the time at people who complain about thieves, but making thread after thread about how everyone else is “whiners” doesn’t exactly foster intelligent discussion. I think most people feel like this forum has degenerated into childish name calling. I blame all sides.
The problem is anything against your side is considered a complaint. I agree there are a lot of uninformed “whining” but even the people with intelligent arguments are immediately labeled as noob whiners. Go to any other forum and people will gladly defend their profession. Of course there will always be people in every profession who will say “go whine somewhere else noob” but for the most part people will intelligently defend their class.This forum has spiraled out of control into a sickening hate fest on all sides with little to no intelligent discussion.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: samkong.2719
/Sigh I see the intelligent discussion is over.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: samkong.2719
From GW2 Wiki – “A fall from a sufficient height will instantly put a character into the defeated state.”
It’s not about overflow damage, when you fall from high enough you’re automatically dead which makes sense. It’s obvious why the devs made it like this, otherwise you could exploit DS and mistform in situations like WvW.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: samkong.2719
Way to get off the point of this topic people. This isnt about necros whining (Imagine that, do you guys do anything aside this?) that our damage is poor, its about whether or not the damage we take in DS that is over our current pool should or should not leak into our current HP.
Do another test, but this time use a Ranger, im sure more necros will still complain about the amazing damage those rangers do, but at least it wont have the insta hate thief included.
I think you’re missing the point. People are highlighting the fact that just because DS does something beneficial it’s automatically called a bug. They’re also highlighting the fact that the original poster thinks that this supposed “bug” is overpowered, when in reality even if it is a bug, it’s laughable for it to be called overpowered when you look at other factors. Damage and survivability of the necro is absolutely relevant in the argument of whether or not it’s a bug. Unfortunately right now Anet has done a poor job explaining what is a bug and what is a feature, but I think that we can say with reasonable certainty that this is a feature because A ) It’s not overpowered, and B ) It makes sense
Sadly I feel like all posts in this thread (including this one) is pointless. People ignore good points and evidence against their stance, and try to avoid intelligent discussion like the plague. Nothing said in here will convince anyone. This thread probably has the most irrational posts/posters I’ve seen in the GW2 forums.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: samkong.2719
So guys I was noticing the other day while in SPvP that sometimes out of nowhere a theif would drop my health down from 26k to 0 in less then one second, giving me essentially zero chance to defend myself. Quite obviously this has to be a bug because this is so broken why would it be in the game? This clearly has to be a bug because there is no way the developers would make something so hilariously over powered a feature. Also because I don’t like the fact that it makes my job harder it must be a bug.
The argument that if you see a theif coming at you and he stealths, you’re able to anticipate his moves, potentially allowing you to negate or at least partially negate his backstab combo while true, ignores the fact that most times you never see the theif coming. Most times you have zero indication that a theif is even on his way to kill you. You can argue that this comes from lack of situational awareness, but this is most times untrue. A theif can easily stealth while you’re distracted or simply not looking in his direction. If when the combo was landed you were given more than a second to react perhaps there would still be some balance, but the fact that once the combo starts you’re dead almost instantly is unbalanced. I’m not even going to argue that it takes no skill to perform the combo because that’s irrelevant. Any combo that potentially allows you to kill someone while giving them essentially zero chance to defend themselves is clearly unbalanced. Killing people wearing vit gear in three hits with an excess of 26k health, regardless of armor type, before they can react is clearly unbalanced. People have this misconception that all of the other classes are conspiring against them, and want them to be nerfed to the point where they are unusable, because for some reason they harbor an irrational hatred towards the theif class. This is quite obviously entirely untrue. People aren’t attacking the theif class as a whole, they’re attacking certain unbalanced aspects of it. They aren’t being “Haters.” People are simply asking for a more balanced game, and one that rewards skill, experience, and strategy.
I have around 1700 toughness and 20k hp on my necro, not a tank build, and I can honestly say I’ve never been instagibbed. Maybe I’m lucky, maybe I react and use DS quickly, who knows. That being said, thief burst is still far too high and needs to be toned down.
Agreed, what people have to realize is the thief burst damage simply makes many builds nonviable, or at least fodder for thieves. It makes SPvP a glorified game of rock paper scissors, essentially making player skill and experience moot. That being said there are nerfs and balances that are needed for all classes, but the thief burst damage is probably the most visible, and most frustrating for players.
I’ve been spreading this screen shot around from a match last night because I think it will give people some perspective on how useless strategy and skill is most times as a necromancer. This kind of thing happens to me regularly. My build that I use in SPvP has over 26k health, with some investment into death magic for the greater marks, however, all is for naught. In the time it takes for you to realize you’re being attacked, you’re HP pool is bursted away, and you’re left on your back pitifully waving your hand in the air. This is not a “you should have reacted faster” issue. You literally have no time to use a single skill or attack. I think people don’t seem to understand you literally die faster then it takes skills or attacks to activate. The counter argument to get more armor or health is so ridiculous on so many levels, I’m not even going to get into it.
If you have 26k HP, it means your toughness is low. Sure you will see high number sometimes, but generally speaking necro (with decent build…) > thieves, in 1vs1 situations.
First of all not necessarily true, high HP does not always = low toughness. Second of all what you’re suggesting, is that something like this could be avoided had I invested heavily into toughness as opposed to vitality, because clearly HP pool is a non issue. Maybe you’re saying I should have invested heavily into vitality and toughness, making me a bit more hardy which is also true. Maybe if I spec heavily into toughness and vitality in PvP I wouldn’t be bursted to death in less than one second. These are all valid arguments, however when you think of the implications, this argument becomes ridiculous.
What you’re implying is that all players in PvP have the ability to combat burst, if they invest a majority of their stats into toughness and vitality so it’s not a big deal. By your logic because you have the ability to combat burst by catering your build to deal with burst it’s okay. We aren’t even talking about glass cannons here, you’re saying anything that doesn’t go high vit and high toughness will be bursted down, and by you’re logic any build that can be bursted quickly isn’t a decent build (“but generally speaking necro (with decent build…)” ). So should all necromancers in PvP run tank builds or be prepared to be bursted down before given a chance to react? Because again by your logic anything other than tank is not a decent build.
(edited by samkong.2719)
It would be nice if when we went into DS it gave us a glimpse into the spiritworld and we could see everyone’s spirit. Therefore Thieves in stealth would be seen as a spirit form and would not be stealthed and a Mesmer would be also seen as a single target in spirit form and his illusions would be not visable. (similar to wearing the ring in LotRs movies) This would provide an excellent boost to DS and would allow the Necro to have a counter to these classes.
That’s the coolest thing anyone has ever said ever.
I didn’t read all your post, but if you’re getting killed in <3seconds against a lone person you’re doing something wrong, as necro’s are one of the best classes to beat a burst spec. The only way this would ever happen is if you have 0 LF, but I doubt you’re running around the entire game without any, since there are ways to get it. If you don’t have any LF or decent ways to gain it in combat, then don’t put yourself in situations where you take massive amounts of damage.
I’ve been spreading this screen shot around from a match last night because I think it will give people some perspective on how useless strategy and skill is most times as a necromancer. This kind of thing happens to me regularly. My build that I use in SPvP has over 26k health, with some investment into death magic for the greater marks, however, all is for naught. In the time it takes for you to realize you’re being attacked, you’re HP pool is bursted away, and you’re left on your back pitifully waving your hand in the air. This is not a “you should have reacted faster” issue. You literally have no time to use a single skill or attack. I think people don’t seem to understand you literally die faster then it takes skills or attacks to activate. The counter argument to get more armor or health is so ridiculous on so many levels, I’m not even going to get into it.
“You mean like…roll for initiative….?”
very few people will get this lol
As much as I’m sure we’d all like this to just be an in-joke, “Roll for Initiative” is an actual thief skill in GW2 that evades and restores initiative, so I’m pretty sure 95 % of this forum population will get it.
Ah, unfortunately getting tone from text can sometimes be hard. The way he used the periods I thought he was trying to make a D&D reference.
“So you want to Nerf 8k damage? Realy?”
A lot of times it’s much more than 8k, but more importantly backstab in combination with other skills = instant death. The fact that people don’t even get a chance to react before they die is what’s upsetting people and throwing off balance. I agree, too much emphasis is put on backstab. A number of things have to change in order to balance things out, just a backstab nerf is not the answer.
(edited by samkong.2719)
I’ve said it before and I’ll say it again:
Backstab itself is not OP. The damage, while high, is justified in most situations.
What is OP however is the “Backstab combo” consisting of Steal + Mug + Cloak and Dagger + Backstab + Assassin’s Singet and/or Haste + _Assassin’s Reward + all the various traits that proc when using Steal.
There is an awful lot more to the Backstab combo than Backstab itself. There are also much smarter ways to nerf it than simply adjusting the damage, which would completely ruin it in PvE.
I propose:
-Change Assassin’s Reward trait to something less “bursty”
-Don’t allow people to use Steal during a cast
-Nerf Mug slightly. It seems to deal an awful lot of damage in some specs.
“Also, easytroll x you are not getting hit for 30k in the game currently. I am gonna tell bus to take away your posting privileges.”
Now I cant vouch for 30k, but I can say I regularly get bursted for over 26k, which results in me dying before I can swing my weapon, or use a single skill.
Of course Thieves should be bursty. Thieves are all about the burst. This however is a tad bit excessive.
On paper the idea of a Necro being able to out last and out strategy other classes sounds great. Unfortunately however, this is our reality. Before we get a chance to literally get off a single scepter swing we’re dead.
Impressive, however, you’re probably better off farming the cursed shore. 7-10 rares an hour consistently with Magic find gear would probably be more profitable.
Hope you guys got the cakes.
Welcome to the Necromancer forums! I see you’re new here.
what company delivers cakes?
Mass effect fans sent cupcakes to bioware’s office in the colors of the different terrible endings. We should send them a Halloween themed cake covered in bugs.
I honestly think we should start sending physical letters in the mail.
Mailing Address:
ArenaNet, Inc.
3180 139th Ave SE
5th Floor
Bellevue, WA 98005
(edited by samkong.2719)
Gw2 wiki says the factors that determine aggro listed by importance is:
1. closest target to them
2. who is dealing damage
3. top damage dealers
4. who is using a shield
5. others (see Tanking tactics below)
I can kind of see this with lupi because during phase one everyone is doing ranged attacks. Usually your party is going to be mostly guardians, warriors, and thieves. So when phase 2 comes along lupi is going to teleport directly to the guy that’s been stacking bleeds on him. I wonder if it’s just a bug that bosses sometimes don’t change targets, unshakable aggro doesn’t seem like it would be part of the game.
Sometimes I’ll be in a zerg with literally 30+ people, and the champion will just keep running and swinging after me like I owe it some money. Totally ignoring everyone else. Sometimes this makes me an awesome kite, but most times it makes me an awesome punching bag.
So at first I thought it was just my imagination, but after doing Arah a couple more times, and farming the cursed shore for awhile, I noticed that something weird seems to happen to me a lot. When fighting a boss (Lupi, Champions) the boss will aggro on me and NEVER shake off. I’m a condition Necro with a scepter/dagger, staff build. Maybe its a certain skill I use but something is turning me into catnip for bosses. Idk if anyone else is experiencing this but it’s really bizarre. Literally I can just run in circles forever while my allies sit there shooting, and the boss will NEVER get off me. It doesn’t always happen, but it does see, to happen more often than not.
Heartseeker now does 500% dmg to Necros. Some Thieves were complaining that their fingers were getting tired from spamming it too much.
Puts a green dot on your map, tricking you into believing you have a friend, but then immediately dies. Reminding you how horrible your traits are.
Pretty sure this was all an elaborate plan to make us start arguing with each other, so we would stop criticizing the Devs.
All work on Necros will be stopped because Death Shroud.