kitten stuff
It is completely your opinion that necros are easier to 1vs2 on, you could show some evidence, but I could show evidence saying fresh air ele is far easier to 1vs2 on as well. I personally think 1vs2ing on a necro in pvp is extremely difficult against anyone half competent. Furthermore, ele is the king of passive defense and instant and your complaining about the one of the few uncounterable things necros have. Fresh air can’t be countered, elemental attunement can’t be countered, your vigor on crit can’t be countered, and your instant and 1/4 second cast weapons skills can’t be countered either. Meanwhile, necros have one instant proc that is extremely predictable, doom, and reaper’s protection that are all uncounterable, but extremely predictable. It’s absurd to me that you can complain about chill of death when guardians, eles, and mesmers have literal instant burst damage and your class has some of the most passive defense in the game behind warrior and guard.
You then give anecdotal evidence saying most necros are bad players. If their so bad, and you win all the time then you shouldn’t be complaining about anything on the class. Also, consider your own superiority complex, if your beating a class so easily maybe it isn’t because the players are bad (statistics tell us that average skill level across all the classes is the same for large sample sizes like a video game), but because the class is underpowered.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
I’m sorry but I can’t agree with you saying fresh air is as easy to play as power necro. I’ve played both (power necro only for a bit because it’s kitten boring AA play) and you can just faceroll everything, tank damage cause DS will protect you there, easily 2v1’s and it doesn’t require any special set up. On fresh air you way squishier, you need a set up to land your skills, for example you almost never land Dragon’s Tooth because that skill is just stupid, landing Phoenix takes some patience and knowing where your opponet will move and it’s easy to dodge. Then you’re left with fresh air and trying to do some damage with the not that hard hitting Electric Discharge every 5 seconds. Heck, even the sigil does more. I do wish zerker ele would be viable without fresh air but it’s really not.
Everything you just stated about playing power necro is untrue. If that was your experience, you were playing against very bottom tier players.
I never stated those players are good but it’s still a fact. You can tank damage in deathsroud and not die in one hit, fact. It’s easier to 1v2 players on power necro than fresh air, fact.
But you’re right, the only good player I was fighting against when he was on power necro was Leeto. You act like there are many decent power necro players, when mostly you just see people wanting some easy build. Even Nos stated he plays power when he doesn’t want to focus.
Maybe that’s why Nos dies too much when playing it. Should focus more on what he is doing.
#1 Player Comoros
Hi everyone, I have played thief for about slightly over 100 hours to understand better how it works.
I have fought thieves for over 1000+ hours though so I know their strengths and weaknesses too.
Here are some suggestions Anet can consider:
1) shadow refuge
An AOE ability to stealth and heal the thief and his allies for many seconds is pretty strong and overkill. I suggest making it a bit more challenging by disallowing dodges/evades while in the refuge. No dodging or evading allowed if the thief or his allies are standing in the refuge. This allows enemies to land a successful attempt to draw them out of the refuge.
2) shadow step
instant cast and such a long range with stun break and condi cleanse makes this kind of cheesy. I suggest either reducing the range to 600 so that enemies will generally still be able to react, or remove the condi cleanse on return part.
3) hide in shadows
a skill that heals and allows the thief to go invis and cures burning poison and bleeding on top of the healing makes things too easy for a thief. I suggest increasing the casting duration to 1.5 seconds
4) Withdraw
another no brainer healing skill that gives evade and mobility which should be made harder to use. I suggest including a casting duration of 1 sec instead of letting it be instant.
5) Infiltrator strike
Such a high mobility skill should not be allowed to cure one condition upon return as well at such low initiative costs. I suggest increasing the initiative costs by 1 for initial cast and return cast as well.
6) Black powder
A skill that allows a thief to combo and stealth off is already very devastating. Add a blind to it and that is like what??? I suggest removing the blind or not allowing the stealth. Either way works.
7) Pistol Whip
Even though the range is small, but seriously, stun and evade in one skill at 5 initiatives? I suggest making it 6. or even 7 initiative cost. and that would only make it just nice.
Now the thief’s traits I don’t have much issues with. Quite fair and even for their traits. Except maybe with all those reworks above the traits might have to be revisited. So lets look at a few of those more problematic ones.
1) Panic Strike
Immobilize for so long with only a 20sec cooldown…this I can let slide…but seriously I will suggest making it a 90sec cooldown but make it immobilize on 25% health. You know, at that point its a sure kill for the thief when you immobilize the enemy at 25%. and maybe also give it 3 stacks of might when the enemy is at 25% health.
2) Shadow’s Embrace
For an adept trait, removing 1 to 2 condis every time you stealth is way overkill. I suggest changing it to regeneration instead upon entering stealth. Gives the thief some nice extra healing while he is invis.
What do you guys think? constructive comments please.
https://www.youtube.com/watch?v=qsby6rYkxS8
I know I’m not the forum specialist for Necromancers, but I don’t think this has seen visibility with Anet yet so I’ll be putting it in my next near-term report to them to try to get some traction on it going. I’ll test it when I get home first to confirm, but thanks for bringing this issue up!
Summary of Necro patching:
“One step foward, two steps back”
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
1. No greatsword. They’re ugly, the animations are petty bad, and they’re generic, everybody and their mother can use a greatsword. The only reason people want one is because they’re the generic meta weapon among the classes who can use them, and assume Revenant’s will be the same. Or they want it to slap their Twilight/Sunrise on (Which are also ugly for the record.)
2. Sword. From what we’ve seen so far in leaked footage and the trailer, it looks pretty nice.
3. Rifle. Nobody gets to use rifle. Engineers get to use them, which really is their only use, considering Warrior’s got nerfed into the floor at the end of last year. and Thief gets it now, but its still a sparsely used weapon.
4. Shortbow. I feel like Shortbows are underused in comparison to longbows, and Revenant strikes me as the profession that would be a very quick, front line fighter, that would be up in the enemy’s grill, so a longbow doesn’t really suit them in my opinion.
5. Offhand pistol. Rytlock.
You have to see this….
https://forum-en.gw2archive.eu/forum/professions/warrior/Warrior-s-Appeal/first#post4907692
for faster results search infinte.
Not a necro main but i might die laughing at the infinite dodge comment.
Because playing as a DPS takes actual skill. Not like Power Necro, Ranger or Guardian with their infinite evades and instant cast offense and defense.
Bran.7425 , thank you for finding this gem.
Power Necro infinite evades
I lolled so hard
Power Necro infinite evades
I lolled so hard
I lolled harder
Power Necro infinite evades
I lolled so hard
I lolled harder
We can all lolled together.
and i guess you guys still want warrior nerf until 100b only deal 500 damage full chain
Most likely they don’t give a **** about 100b. They just laugh to death when reading in the same sentence : Necro, infinite dodge, instant cast time.
Honestly, I’m glad I didn’t kitten myself from laugh while reading it.
Because playing as a DPS takes actual skill. Not like Power Necro… with their infinite evades
This is why you will never be taken seriously.
They could always make it like GW1 and have it life steal in an AOE for each condition targets in that AOE are suffering from!
Something like:
Feast of Corruption
Steal 226 (0.05) life from enemies in target area. Steal an additional 56 (0.01) from each enemy for each unique condition they are suffering from. Gain 5% Life Force for each foe affected by this skill.
Number of Targets: 5
Range: 900
Cast Time: 1s
Cooldown: 15s
Rule 1 about cash shops, if the item has “random” anywhere in its description, run away.
Sorry about your luck. :T
It is not ‘Foot in the Grave’ anymore it is more like ‘Nail in the Coffin’.
Can we have it?
Visibility of the bar changes nothing.
Would be great to be able to hide it and have minimap and chat stick to the bottom of the screen – especially now when the left and right numbers got that out-of-place ugly black rectangles behind ’em and some gap above.
oh god no, massive zergs of cc immune people aren’t as effective any more.
Why is this a bad thing?
Why cant they add this stuff to the patch notes?…
Kind of annoying for those of us having to deal with record resets etc.
Well a meaty buff to our downstate isnt exactly a meaty buff to the class in general. ;3
Hah!
Depends on how much time you spend in down state… (?_??)
Confusion damage was buffed in PvE, not PvP. So, it’s not really anyone’s fault but your own that you killed yourself. When you get that many stacks of confusion, you need to either clear it as quick as possible or get in a safe place where you can wait it out; don’t attack while you have it on you. The more you attack, the more you damage yourself.
(edited by RoseofGilead.8907)
Hey guys
I suggest that Arena lower the base healing of all skills, and instead increase the scaling of healing power, right now you have no use of building support for dungeons because everyone already has enough.
Another thing could be to add a stat that controls the strength of other support skills like aegis, retaliation, swiftness, might and defence.
I feel like this game needs a little bit of a buff to support oriented players
Thanks for listening
We can discuss WoW streamers because they started streaming GW2.
No bad words about Terry Pratchett, may he rest in peace, but the GW2 forum is not really the place for the obituary posts of all our favourite authors when they have no relation to GW2.
Seamarshal Belit / Initiate Xun Tsu / Mistwarden Roshone
Seafarer’s Rest | Northerner @ Dragon Season
I freaking love Skyhammer
evil
All Skyhammer talk aside, they could just nerf ranger downed/drowning 3, engis in general and buff the classes that are bad underwater.
Or take the lazy method and remove the water.
But they took the even lazier method by removing the map. Well done.
This is now the player vs thief forum. Carry on
You’re right. A class should be immune to a GM Trait. Giving a class carte blanche to another classes’ mechanics is poor design. At the very least it should affect the Thief in some way like loss of Initiative or something.
I’m new to guild wars 2 pvp but I played a lot of competitive games and i still play one on a daily basis (csgo).
In my opinion downed state in pvp is the most unfun and uninteresting thing I have ever seen in any competitive games. It is literally killing pvp.
Its one of the things you have to get used to in Guild Wars 2. The downed state is a double bladed sword.
On one hand, it lets you get back up to the fight, giving you a chance.
On the other hand, if the enemy provides enough cleave, your team will wipe trying to resurrect you.
Its one of the reasons the best NA team lost the world championship. They were sacrificing too much trying to get their teammates up, taking huge amount of damage in cleave, and ultimately failing to make the res, they were all on low hp and one player less. It doesn’t take a genius to figure out that those are impossible odds.
With this in mind, you just have to learn to play around it. I personally like the downed system. It has a strategic part as well, which rewards risk. You can basically keep an enemy player downed to make him unavailable to his team. However, you never know if some of his teammates won’t popout of nowhere, res him and have yourself fight 2on1. Which is extremely difficult in Gw2.
Feels like the ‘a kill is a kill’ movement is trying for a revival (kind of ironic in a way).
If you’re not aware of downstate and its consequences going in, it can be frustrating. However, once you know to account for it when you play, you’ll see that downstate adds a lot more depth to the gameplay.
nah dude. it creates far to many awesome plays.
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
I think it’s easy to say something is unbalanced at a first glance, but when you really start to see the intricacies of the downed state, you see that it allows for a lot of really cool things. I’d say the only thing I don’t like about the downed state is necro downed state skills and bleeding people out. Otherwise, builds like 100 mines wouldn’t exist (BEST BUILD EVER) because it does way too much damage and it would insta kill people, rather than insta down people.
Not only is downed state not killing PvP, I think it is what defines PvP. How well you handle your team going down changes absolutely everything. A team that was ahead and decides to go for a multi-res could completely wipe, thus turning the game around. Decided between DPSing the enemy down to get a rally, resing an ally or interrupting a stomp is a huge decision and one that takes a lot of understanding of the game and quick thinking.
Message me any time in game.
Wouldn’t want the game without down state.
Fortunately it’s too late to change anyways.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)