https://forum-en.gw2archive.eu/forum/game/gw2/Forum-Classes/first#post3577563
https://forum-en.gw2archive.eu/forum/game/gw2/Forum-Classes/first#post3577563
Anet: We feel that life stealing is too powerful. It very very very often tips the balance of the battle strongly in the necro’s favour. Necro is always about balance. We feel that life stealing must be balanced by the conditions already on the foe.
Life Stealing – now when you steal life from a foe, you immediately suffers from all the condition on the target you just hit. Stacks duration on you with each hit. You are drinking his blood, deal with it.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
(edited by CHIPS.6018)
We feel that the completely existent sustain of the necromancer is far too high. Therefore, we have taken steps to put necromancer on a more equal level with the competition.
- All sources of lifeforce gain have been reduced by 50%. Death Shroud, being as powerful as it is, was previously far too easy to gain access to.
- Doom now has a 3 second cast time and cannot be used while stunned or knocked down. Furthermore, all stun breaks have been removed. Previously, the necromancer was far too capable of escaping damage while being the target of focus fire.
- Consume Conditions now only removes 2 conditions and has had its cooldown increased to 60 seconds. Previously, the necromancer had far too much healing.
- Putrid Mark now only transfers 1 condition.
- Enfeebling Blood’s weakness now lasts 2 seconds, down from 6.
- Lifesteal effects have had their healing boosted by 3%. This does not actually increase the amount of lifestealing done, but it is still technically a buff to be excited about.
- Minion damage has been increased by 10%. We felt that minion master builds were previously not prevalent enough in PvP.
- Life Blast damage has been increased by 20%. We felt that the necromancer was previously not reliant enough on Death Shroud and autoattacking.
Bug Fixes:
- Endurance bar removed for necromancers; dodging to become immune to damage was a completely unintentional aspect of necromancers who have far too much natural defense and health to be given invulnerability, unlike other professions.
- Necromancers now correctly lose all of their lifeforce upon leaving combat. Beginning a fight with enough lifeforce to enter Death Shroud was never intended despite necromancers being balanced around having full lifeforce.
- Well of Blood and Transfusion have been removed from the game. We never intended necromancers to be an asset to their party.
- Signet of the Locust and Spectral Walk have been removed from the game, and Locust Swarm no longer grants swiftness. We never intended necromancers to run faster than mesmers.
- Plague and Lich Form no longer grant stability. Instead, they grant 2 seconds of protection, as intended.
- Added a tooltip correctly stating that Spectral Grasp and Charge have a 50% chance of failure.
- Signet of Spite now correctly inflicts its effects to the caster as well as the target.
- Using Death Shroud during the Temple of Grenth event now correctly results in the instant death and deletion of your character.
(edited by amiavamp.9785)
Remove the endurance bar. Vigor doesnt fit the flavour of the class which means dodging is obviously not intended for necro playstyle. Therefore we shouldnt be able to dodge anything and should just facetank everything and eat cc.
Honestly if they remove our ability to dodge (well to evade, i like the dodge roll animation) then balanced DS with that in mind/returned stuff like shade, made Sgrasp a guaranteed hit if in range and LOS, fixed bugs that they turned to features, etc, id take it in a heartbeat.
Fine exactly how it is, boss attacks are extremely telegraphed.
Extremely poorly telegraphed is what you mean. Ever looked at the way other games handle this? In a game with this many players, and this many particle effects, the tells could be a lot better.
Take the Legendary Dredge Powersuit boss for example in the dredge fractal. He has a massive agony attack that has no tell, unless you spot his little stability icon, and then dodge twice.
Now compare it to a game with good boss tells:
I don’t think anyone will dare claim that this boss is easy due to his obvious tells.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)
Community Coordinator
Greetings!
The Community Team is launching new initiative, in partnership with the rest of the Guild Wars 2 team! We’ve heard your requests for more interaction and answers to so many questions. We want to give you the chance to ask questions and receive answers directly from the developers, artists, musicians, technicians…everyone!
Starting in January, we’ll be creating new posts every other week on a variety of topics. We’ll leave the threads open for a few days, so we can gather questions from the community and pass them over to the teams. Once we get the answers, we’ll bring them to you! Our plan is to localize all this into German, French, and Spanish, so everyone can participate equally across each of our forum communities.
You may wonder, how does this work in combination with our current collaborative development initiative currently on-going on our forums? We want to use the CDI forum threads as a place to discuss design theory, concepts, and general high-level discussion with our community. They are discussions, and are not intended to be a place we talk about what we’re working on, what we might work on in the future, etc. The Dolyak Express initiative is intended to give a place where you can ask questions relating to development that simply require answers, rather than discussion, and to provide them in a way where all of the community, in all languages can get access to the answers to those questions
To give you an idea how this will all work: the Community Team will be gathering numerous questions from the forums, which includes the German, French, and Spanish forums, whittling down the questions to a manageable amount, and presenting it to the Developers. We plan on answering all types of questions, so you can get a feel for what it is like working in a game studio. We hope that giving you a glimpse into the development process will be a win for everyone.
A few tips on asking questions which are more likely to get answered:
Ask open-ended or broad questions
Questions that are less specific allow the developers to give better answers. Very specific questions lead to short answers that may not be as well explained as they could be.
Yes/No questions provide no room to expound beyond “yes we will do that” or “no we will not”.
*Bad Example: Why won’t you fix x?
*Good Example: I feel that x is not as fun as I would like it to be. How do you feel about this mechanic, and are there any plans to address x to improve playability based on my perception that it’s not fun?
Avoid questions that have been recently answered
If you’ve seen a question answered within the last few months, chances are the answer isn’t any different than before. If you’ve seen us state previously that we cannot share details about a topic on other threads or in interviews, please do not ask it again.
We’ll have an archive of all the topics with the Q&A, so you can go back and see the topics we’ve previously discussed. This should help keep down the duplication of questions.
Don’t ask “when”
Asking when is much the same as asking a yes/no question. Typically, we either can’t say when yet or have already announced the date. Asking when limits the type of answer a developer can give.
If you don’t have a question, but would just like to give feedback, please read this stickied post, “How to Give Good Feedback” and create new threads in the proper sub-forums. This will help keep the discussions focused, and be more likely to encourage Development/Community interaction.
Don’t make assumptions
Example: mechanic X is clearly broken. This is an objective fact, so why aren’t you fixing it?
This question is making an assumption that the development team agrees with you that X is “broken,” when that might not be the case. Your question might rather be “What are your thoughts about X as many feel it is important to Y?”
Be respectful
The developers are taking time out of their workday to answer your questions—time that could be spent working on the game. Please respect their time and ask questions in an appropriate way. We absolutely will take questions which reflect negative criticisms. However, you should do this while avoiding insults and rude comments.
*Good example: “I do not enjoy X, what prompted this design?”
*Bad example: “Why does this suck so much?”
Have people posting in this thread even read the post we are discussion?
Based on many of the post it does seem quite unlikely.
Krall Peterson – Warrior
Piken Square
Actually ANet has owned up to their mistakes quite a few times.
But posting as a dev is absolutely dangerous. Not because of people complaining back at them (and realize that devs get far more hate back, and they are still people), but because everything said is taken as a promise; a promise to do what they said, how the person hearing it wants it to be done, and in the very next patch.
If they came on and said
“Sorry guys, we really messed up on implementing SoV, and we realize that the skill just isn’t up to the standards we should have as a dev team. We’re going to look at ways to bring this skill up to par, and we’ll go from there.”
What 95% of the forums would hear is:
“We kittened up, we suck. We are going to completely fix SoV by the very next patch and make it every bit as awesome as you want it to be. This includes implementing every single little feature that you want on it, how you want it, and with the numbers you want.”
Not only that, but they would then have to say that to every, single subforum that feels their skill isn’t up to par (aka, every subforum), otherwise there will be 7 forums in complete uproar, and 1 forum in only a mild uproar. Oh, and god forbid that they aren’t able to fix the skill immediately, and exactly how you want, because the fact that they posted now means that everything that does or does not happen is now their fault and WILL be used against them.
No, posting will not help them at all. It will only make things worse, if not right now, then in the not distant future. There is a reason developers of large games don’t post regularly except in very controlled environments, and its because it can and will very quickly make things many, many times worse than if they had just shut up.
Okay let’s be logical here for a second. I am one of those necromancers who is tired of being abused by arena net, but nonetheless I say this:
Do you guys earnestly believe they feel so threatened by us that they are afraid to post in our sub-forum, and truly think they would remove this sub-forum altogether?
I love spreading misery as much as the next abused necromancer, but what I don’t like is when common sense begins to distort.
I’ve heard that they are disappointed in the Necromancer community and are considering removing the Necromancer Profession subforum like they are removing the WvW Matchup subforum.
Solo & Roaming Group WvW Movies
I agree with Konig. The changing of magic doesn’t change the spells; it just allows people to find new and better spells.
Wow, I completely looked over the mention of a Firstborn, Aaron. Hah.
Nice to see that Angel provided some actual clarification on the first of three messes Angel’s old interview made (the Bloodstones’ magic/schools; “all people can use magic” despite seeing NPCs and book characters who clearly don’t, and the calendar BS) as opposed to that response of “clarification” that was given in the old thread about it which clarified a grand total of nothing. Also good to see a clarification on the weapon focus thing – was wondering that myself since reading the book.
Now if we can get some clarification on the other two lore-rending bits from that old interview, and an improvement to Scarlet. Then I may have faith in ArenaNet again. Until then, it remains lost.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Step one … take the code that spawned the Vamp signet and DELETE it.
Step two… randomly face roll my keyboard then re-compile.
Step three … end up with an improvement to the garbage that is the current Vamp signet and Profit.