The thing is, all condition builds are balanced around this trait. Every time we get our bleeds nerfed, we are pushed even further into taking dhuumfire for its cover and condition duration. My spectral terror build was heavily nerfed to the point of it barely being optimal because of this trait.
It’s really a two sided thing. It does a fair bit of damage(especially outside of sPvP) and it kills build diversity further because of its nature of being hard to balance. Balancing things around a passive trait is not the way to go.
I play a necro and roam on it sometimes…. the mobility sucks but there’s really 2 things that help that.
1 – carry a staff, if your going to be in combat it offers a couple skills to limit the opponents mobility. Quick recharge too.
2 – if not in combat, flip in your signet of run speed, flip it out when approaching combat.
Can always run with warhorn too, or spectral walk 33%.
It’s not an issue with necro alone, so I wouldn’t call it out as class specific. In kitten, if your roaming during NA prime, and your about to get zerged down… it’s mostly because you weren’t paying attention to the approaching zerg. You can always see them coming and get away if need be. It’s not hard. Zerg commanders often are able to juke out there own zerg, no reason you can’t either if you have a huge headstart (if your sitting capping/ and decide the cap is more important that that space between you and the zerg, you already made your bed).
Please get rid of Dhuumfire and then balance everything else. >_>
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
how can this game be taken seriously when there’s too many formats that encourage zerging, and cheese-ing? well it can’t, and that’s why its pvp has never risen in the esports recognition. real pvpers demand combat, and victory through strategy and combat. spectators want to see good fights, and the best fighter rewarded.
spvp is still a disgrace. the inconsistency in 5v5 and 8v8 is still a sign there’s unclear vision amongst the dev team as what spvp should be. It’s also nicknamed ‘bunker wars,’ for a reason. bunker wars is not fun. It requires very little skill to play a bunker spec, the margin of error is very large, and the reward is low for everyone, as there’s little gratification in fighting a stalemate for 10 minutes.
Anet needs to understand… spvp was never well thought out, and was only really played because it’s the only option outside of wvwvw, which is mostly a zergfest. Few people enjoy defending, or capturing points, that is why people have farmed for kills up till now, and even still.
PVPERs WANT FAIR and REWARDING COMBAT that is the bottomline.
SPECTATORS WANT TO SEE DISPLAY OF PLAYER SKILL. that is the key to esports.
a bit about my background: i have been in the esports scene for nearly a decade. top 100 in warcraft 3 NA ladder, Guild Wars 1 3rd place in world, Starcraft 2 Masters league, and WoW top 10 arena season 1-3. I know what real competitive play is like, and why a casual and a hardcore would want to participate.
now onto the suggestions:
If you’re going to keep conquest, change the method of capturing: rather than sitting on the point, one must activate it intentionally. One successful case is Arathi Basin from World of Warcraft. This is a highly popular and well loved map. To capture a point, a player must channel a flag at the point for about 10 seconds. Any direct damage and he’ll be interrupted. What this means is, a team must either successfully repel the enemy, or completely eliminate them at the node. In other words, they MUST FIGHT. In Bunker Wars, one doesn’t have to fight at all to hold onto a point, just survive in the area. Are there still ways to stall/ cheese this method? of course, but not nearly to the degree of current conquest mode.
need to add pure combat based ladder pvp for a serious ranking system:
- this is the biggest reason why I, a competitive and former pro-gamer, and many others i know of like-mindedness, have never got that interested in GW2 pvp: there is nothing to work for, nothing to try to achieve, because all the achievements are superficial and meaningless. Titles and ranks are all a grind. Where’s the hierarchy of skill? I want to be rewarded for wins, and equally punished for losses. I want to know the opponents i’m facing are worthy, and the players above me on ladder are actually more skilled. This is not just for pride, but also to celebrate in the victories of the deserving, and also learn from their skills. This, is what creates a flourishing pvp community: where there’s e-celebrities, dialogue, and mentoring.
finally there has to be an option for deathmatch. That is the biggest test of player combat skill. no gimmicks, just mano a mano. I think i speak for most people: i don’t care how well you bunker a point, or how far you can run, or how long you can hide. I want to see how well you can kill, either by yourself, or with a team.
GW2 is a fun game, it is fast paced with elements of action games, it has great art and sound+music, but it just needs a few tweaks in its meta-game to make it truly enjoyable.
Remove points per tick for objectives. 10 points per kill. Now let the best/skilled server win.
– Arc [VR]
– GvG us!
Right, because condition builds in PvE are just way too strong right? Everyone running those powerful condition builds and totally don’t negate each other’s damage the second any two builds have the same conditions, even if one isn’t a condition build at all but just generates secondary conditions that push off the ones dealing actual damage.
And we all know how often bleeds stack to 25 on players in PvP/WvW.
Ran condition warrior with a condition ranger a couple of nights ago and we could get 25 stacks of bleeds with a ton of cover pretty fast. Necro really isn’t the best class for getting high stacks of bleeds quickly.
Solo & Roaming Group WvW Movies
WvW Coordinator
Greetings,
I wanted to let you all know about the progress we have been making on the new area in the Obsidian Sanctum jumping puzzle. We’ve been taking feedback and testing the area and we are planning to release the new version of the map in November, barring any unforeseen difficulties. The changes to the map will remove the Borderlands Bloodlust buff from players in the map and will introduce a brand new area of the map laid out for large player fights. We are also adding the map to the dropdown menu so that players will be more quickly able to enter the map from anywhere, without being required to load into Eternal Battlegrounds.
We hope these changes will create a better WvW experience for everyone while providing a space for players to explore the large scale fights that have organically grown up around the game.
I, personally, would like to give thanks to the WvW team which has done a ton of great work in a very short period of time to make this happen quickly and to accommodate the feedback we have received. We hope you enjoy the new space and thanks for playing!
Devon Carver
WvW Coordinator
I love when I fight Condi burst Necos with my Necro,they drop so fast.
I don’t understand why people just want “open field even number fights in a controlled ready-set-go” fashion anyways. Idk…to me that’s just boring. I prefer to be outnumbered slightly in one way or another…or hit with a surprise attack. These things actually hold my attention. It’s why during reset I LOVED fighting my old guild mates, kh. They didn’t outnumber us, but they’d do surprise attacks, or you know…use TACTICS. Not: "Stand _ paces apart and face each other, then on “GO” slam into each other".
I believe the suggestion of GvG is merely a statement of ‘put your money where your mouth is’. I expect they would be open to alternative suggestions.
Being honest though HzH will soon be joining the GvG “scene” need to polish up on some things and then we will be all for taking GvG’s.
You are aware that you won’t be able to outzerg your opponent in GvG, right?
STD [Scarlet Gave Me Harpies]
Maguuma
So why does JQ keep claiming they enjoy fair open field fights yet are refusing any invitation to GvG?
STD [Scarlet Gave Me Harpies]
Maguuma
Wow, JQ claims they love fights, won’t gvg, and they report anybody who asks why? Please grow thick enough skin to be on the internet.
30 RQ can’t even kill 10 FC spectators
hilarious
OMG. Play the frigging season before you whine about losing. Sheesh.
This is a horrible mentality, I guess it’s because you are on JQ so you kind biased
Really? JQ is a server that likes good fights. We get two days of solid fights out of the T2 servers. That’s it. Now everyone is either doing spvp or pve due to no one from the T2 servers want to get in. They’re done with this week. I’m assuming the way you’re kitten, that you’re from BG. That’s just the type of server BG is. They can’t fathom a server wanting good fights as long as they win. So how about you get off our d and know that we’re not the ones that created or wanted this mess.
Why did your server reject every GvG invite and not show up to any fight clubs? There are fights, you just choose to not go to them and hide in giant blobs. T1 tactics.
Just remove dumbfire already…
removing bleeds from necro will not slow us down as much as you think.
Dumbfire needs to be removed or changed to torment instead.
Dhuumfire doesn’t even belong in that traitline. IMO Dhuumfire and Terror need both be Grandmaster Curse traits, that way only one or another can be obtained. Then toss Spite a bone with some sort of Vulnerability or Chill focused trait, more appropriate for the Spite line’s design.
Necromancer:
_For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.
Perhaps the place where the efforts should be focused is on the Dhuumfire trait, rather than removing a bleed stack here and there. Given the introduction of this trait was what pushed necros into the overbearing condition burst they are now, it seems the logical place to focus balancing efforts.
Rather than get rid of the trait, changing it to inflict Torment instead of Burning would have many positive effects.
1. 4 stacks of Torment is roughly the same damage as Burning if the target is moving. However, unlike Burning, Torment stacks can be adjusted in intensity without affecting far more than just the troublesome trait. If the damage remains too high, reducing it to 3 stacks of Torment is quite doable.
2. Torment is already in the condition necromancer’s burst rotation/arsenal. As such, adding more stacks will not make a negative difference on cleansing potential of condition removal skills against a necromancer’s burst. In fact, by removing burning, you improve the capability of other classes to cleanse the damaging conditions as one fewer slot is being taken up.
3. Torment already has built-in counterplay to mitigate the damage output. Even if cleansing the stacks is impractical in a situation, not moving at least limits the damage received.
4. In the PvE environment, Dhuumfire is close to a useless trait as any foes where the extra damage is really desired will usually already be burning, usually from Guardians and Elementalists that cause it as a side-effect. This would allow condition necromancers to contribute more in PvE, which is currently their weakest area.
5. If the necromancer and a burning user are both targeting the same opponent in PvP or WvW, the total damage output will be increased. However, the counterplay will be exactly the same. This is a good thing, actually, as a single foe being targeted by multiple opponents should have a significantly harder time surviving. In a PvP environment, however, you either have a 2v2 with one player getting focused by his opponents, or you have a 2v1 and one person free to capture points or create a different 2v1 elsewhere.
6. Many Necromancer players have been asking for better access to Torment. At the same time, many are displeased with the introduction of Burning. This change would satisfy both complaints.
I believe this would prove more effective at reigning in condition necro damage than removing bleed stacks off of skills. Having one more axis of adjustment, reducing required cleanses, and using something with built-in counterplay for the “burst” damage will all improve the situation.
Shout heal war lacks damage tho. And they use s/wh instead. Because they run 0/10/30/30/0, they also lack burst mastery for more earthshaker. That’s why he can’t kill you either.
seriously its getting boring listening to them and frankly its a little over the top. Lets just put warrior back on track and where it is. I dont wanna see a nerf or a buff at this point and healsignet is blowing it for all of us.
Good idea. They never should have buffed the passive so much but should have given the active some kind of secondary effect instead.
Just transfer and guest to your original server when you want to PvE.
make this sig heal for 200 every 2 seconds instead of 400 each second.
With your suggestion, I am so glad you are not a developer.
why?
Warriors have some of the highest armor/hp in game even in zerkers, can deal tons of dmg, able to be immune to dmg for a decent amount of time.they need to nerf this PASSIVE healing signet or at least make it like the ele or theif sig where you have to do something to heal.
Isn’t it obvious why? He enjoys his face roll build.
Add food and all other PvE gear to sPvP.
Add GvG game mode.
Add 1v1 random arena.
Profit.
Space Marine Z [GLTY]
Why don’t you give us more info, like your build, skills you saw on the thief, and a larger view of the damage log. Just showing us two numbera isn’t particularly helpful unless you made this thread to complain rather than to get an answer.
Just warrior in bunker build with lot of toughness. If thief can stab for 9k me, how it’s should damage to berserkers? Bers ele have like 12k hp, he should die instantly.
Man come hit me bunker warrior in sPvP for 9k and i give you 200g
Is this forrreal ? ;o i’ll take on that challenge if its serious
At the moment warriors can just equip their passive regen signet and be unable to be killed. When a warrior is 4v1 and not dropping below 50% health and able to kill the other 4 players, it simply makes PVP unfun. Just had two games where it was impossible to kill any of the opposing team because it was all passive regen warriors.
If 4 ppl can’t kill a warrior should simply drop pvp and go pve.If the 4ppl also get killed by the war then i’m sorry to say videogames are just not your calling.
I can beat almost every warrior 1v1 on my zerk amulet build including the banner regen full tank cleric, shaman gear.I should assume 1can kill16 ppl solo if these warriors can kill 4 all by themselves then.Join a random 1v1 server and see for yourself how easy good players kill warriors.If it can be done 1v1 than your and other nerf threads ops are simply l2P issues.
I can kill warriors, others can kill warriors, you and 4 ppl can’t 4v1 so seriously leave pvp for who has what it takes for it.
in duel servers, healing signet is banned
1. GvG
2. Cast bars
3. Particle effect slider
4. More skills
5. Cantha
In no particular order
1. New expansion (cantha,elona…)
2. Guild Wars….(guild vs guild) and guild halls
3. Fix bugs
4. Duels
5.New class (Dervish)
GvG
More options to enhance you gears that will effect pvp
More new zones with DE and Hearts
New WvW map
More skills (Weapons and Utilities)
1. Expansion
2. Less RNG – go back to guild wars 1 collectables and collectors so people can actually target farm items in open world PvE rather than pray to the 7th RNG god
3. More emphasis on class mechanics than dps
4. Complete revamp of all Guild Systems – guilds are currently nothing more than clicking a represent button, there is no GvG competition
5. Dervish Class
more deadly than any that walks this earth. Put aside the Ranger.
Become who you were born to be. I give hope to men. I keep none for myself.
