To be fair, the 4war1mes comp was mostly due to people not understanding how things work.
I’m not sure I agree with you there. The dungeons were never hard even before the power creep, just a matter of learning mechanics. It could be argued though that because the composition was so overpowered those who ran these parties didn’t need to learn the mechanics… stuff just died too quickly to be a threat. This is just like how necro had one super strong skill which allowed all necro parties (or 4 with a druid) to be done with all 3 t4 dailies in no time at all with minimal effort.
The only difference is when they finally addressed the issue, warrior gained a new more party friendly role of ps warrior. What role does necro have now in raids? other than as the joke.
I do agree with you that the jagged horrors are a symptom of the problem and some work needs to be done to the skills. I really like your idea in fact. Make the skills stronger if used strategically. That would promote learning the class and encourage players to become more skilled. Skilled players + supported class = awesome fun. Playing a mash 1 to win (or press elite, skill 4, exit elite) isn’t really playing at all.
Oh, I’m not talking about not understanding dungeons. I’m talking about not understanding fundamental game mechanics such as that banners don’t stack, 100b shows the total damage and not the damage of the current hit…
Those were misconceptions floating around often back then, as far as I remember. Once people realised that those things simply aren’t true it started to break apart.
Exactly. People always say it’s a super easy faceroll class simply because you have a lot of HP + shroud which forces you to facetank most things, but they never look past that, let alone on how to get a (close to) perfect dps rotation, including the timing on when you enter shroud (as you obviously can’t see your shroud cooldowns) and the positioning required in order to have to facetank/dodge the smallest amount of hits possible, even more so than other classes have (not saying other classes don’t have to watch that, necro just has to do so even more) and the rotation by itself is honestly on par with half the other classes in this game.
If you keep the skills as they are and add damage by fulfilling conditions etc. the players less comfortable on necro can still get some sort of okay dps-output while those who fully know how to get the most out of necro can excel in what would still mostly be single target condi damage. On top of that, there’s less reason for people to run their mouth on “how easy everything is with necro”. It’s a win in every way.
To continue that, deathly swarm for example could have part of its swarm latch onto each target it hits, continuously inflicting bleed and torment ticks for a set amount of time with the swarm getting removed if the affected enemy dodges. (In WvW this probably wouldn’t be strong and in PvP the necro would have to make sure his targets won’t be capable of dodging when the skill is used.)
I guess Enfeebling Blood could be a pulsating AoE too, can’t really come up with anything right now. Maybe something that triggers if the target already suffers from weakness.