Showing Posts Upvoted By manveruppd.7601:

Suggestion : Choose the maps

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

I dunno I feel like this thread is more about putting in a new feature, which could as a secondary part of this thread disenfranchise quite a few players
(33% voted to keep skyhammer in Soloque, this is not a small amount)
It’s not really about forcing players to do one thing or the other..

ALSO ::

IMHO Making the Vote a RNG system where each vote buys a roll for a certain map and the winning map is the one with the highest roll is fair. (I feel like this idea was ignored, or maybe I’m missing something)

Well said. I don’t think the weighted RNG is being ignored. It is an elegant solution that both caters to the masses and doesn’t ignore the minority.

Please see my above post for why I don’t think weighting votes is a good idea. I predict that a lot of players will feel very insulted if they feel the system is “rigged” to make skyhammer come up more often than it “should.” Notice how the entire “Choose the maps” thread turned into a “skyhammer” thread. That’s because there are a lot of players who don’t like skyhammer. Making their vote count less is not going to be well-received.

It’s also going to endanger your skyhammer players to verbal abuse. Consider the following scenario:

—Skyhammer pops
—Map chat complaints start: “Which one of you idiots voted for this map?” “It wasn’t me.” “Not me.” “Not me.”
—A skyhammer build such as Darnis’ greatsword/focus/boonrip mesmer instantly shreds three normal builds rushing into the skyhammer platform.
—“It was YOU who voted for this garbage, wasn’t it!?!?!”
—A long stream of insults, curse words, and dishonor stacks ensues

No one wins in a weighted-vote scenario. If 30% of the playerbase votes for skyhammer somewhat consistently, it will come up on its own, as all the math has shown. If only 20% do, it will still come up. If only 10% like skyhammer enough to ever vote for it, then it needs to become a hotjoin map.

Suggestion : Choose the maps

in PvP

Posted by: Jasher.6580

Jasher.6580

Here is what I get from this thread.

There are a lot of people who hate Skyhammer and the developers are planning on coddling the minority who contribute to making the majority miserable.

The people who like this map, like it at the expense of making everyone else miserable.

The only people who have fun on this map are the people pulling and pushing people off with troll builds. The people they are doing it to HATES it. Don’t FORCE us to play with these people… because basically that is what you want to do.

Frustation PVP listen

in PvP

Posted by: Carpboy.7145

Carpboy.7145

Unfortunately, soloQ remains a no go for those who can’t stand Skyhammer.

Queue solo in team queue. Bam! Mind blown


The Use of the Word ‘Cheese’
Lyss The Shadow
Legendary Champion of DB [EDGE]

SO,SO SORRY

in PvP

Posted by: trunks.5249

trunks.5249

if any of the people i was in team with are reading this. i am so sorry for skipping out in middle of match. but real life happened and it couldn’t wait and i hope you under stand real sucky part is we already had an afker again i am sorry.

master jedi david

is mm holding necro back?

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

First off, MMs “problems” about them being too easy could be fixed very easily. I keep wanting to make a post about how to do it but get lazy. Basically remove all the offensive passive buffs they get (Training of the Master and Necromatic Corruption) and move them to their active skills, and boom MM takes relatively similar skill to other builds.

And no, MM is basically in its own little bubble for reasons that were pointed out above. To get the full MM build everyone knows requires a full investment of every trait, with the only exception being 0/0/6/6/0, which still only gets an adept trait (big whoop). 4/0/6/4/0 doesn’t even get “free” adept traits, you have very specific options you would take, Transfusion/MoE are always better than what people always cite (“omg but wut if necro took bloodthirst with better siphons they’d be OP zomg!”… no), and Spite has the focus trait/SS.

The MM builds even go further, because you have to run specific sigils/runes/amulets (depending on exactly what niche you’re focusing into), so they don’t even get wiggle room there, because MM has to be tanky and it has to have certain things or it just doesn’t work.

Generally speaking, unless you buff Necromancer base (like making DS stronger), MMs won’t be affected. And if MM somehow gets buffed, they’ll just nerf it (they really love nerfing MM). So why remove an entire build, especially one of the the few builds we have that are actually viable and has a ton of interesting build variety, just because of something that will never actually happen.

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Necromancer. Dark Path. Redesing.

in Profession Balance

Posted by: tuman.6593

tuman.6593

The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?

Necromancer Utility

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

There is huge potential in the life stealing department but it needs to be changed imo from how it currently works.
Instead of true damage / fixed healing (power/healing) it needs to be a base % life steal per attack that scales with healing power. eg 10% +1%/100 hp or something like that.And a GM blood trait that shares this life steal with our party members ( 4 closest allies when out of a party).

Vampiric/Vampiric Precision both needs 1s ICD and major buffs to per hit procs.

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Necromancer Utility

in Necromancer

Posted by: Hagrid Caridinam.3084

Hagrid Caridinam.3084

I want to see the Necro be the class that you don’t want to be in a prolonged fight against. We obviously already have mechanics that work towards that goal like our “health buffer” in DS, life siphoning (though arguably weak), and easy access to conditions and CC, but we’re missing some key components that make a prolonged fight against us dangerous.

When a prolonged fight tilts in our favor, the enemy can disengage and re-engage on their own terms. If we’re not meant to have mobility to chase down a dying enemy, I want to see a mechanic that would make re-engaging us too soon mean you’d have to fight at a slight disadvantage.

The GW1 Mesmer had abilities to disable skills on the enemy either directly (eg. Blackout), or indirectly as punishment for some other action (eg. Diversion punished those who spammed skills or didn’t want to wait for it to expire; Soothing Images was a boon that drained adrenaline from nearby enemies when a friendly was hit). When used at the right moments, it would shift the battle slightly in the Mesmer’s favor for some time. And as the battle is prolonged and more of these skills landed, the more it would turn in the Mesmer’s favor.

Obviously the mechanics between GW1 and GW2 are totally different, but I think the concept can still be applied to GW2 at a high level. In addition to being able to slowly eat away at an enemy’s health pool, we need a way to slowly shutdown their ability to fight or stay alive. Some conditions like poison, chill, and weakness try to do this but they’re also easily removed, don’t last long enough, and aren’t as much about timing and decision making as it is about spamming to keep those conditions applied.

On the other side of the coin, there are times when a Necro doesn’t even stand (literally, due to limited access stability) a chance at prolonging a fight. A necro does not have any defense that scales well with the number of enemies attacking it and doesn’t have a lot of options to defend itself against chained CC. Since disengaging is not an option by design, we need some way to slow down the train that’s trying to steam roll us. I like what ManaCraft mentioned about having an ability tied to DS that scales well to mitigate damage (though I wouldn’t count protection as scalable). But aside from that, if we don’t get access to blocks, vigor, invulnerability, etc. then how about a skill that causes AoE daze (and/or chill, confusion?) centered around the necro every time the necro is hit with an attack? It would be like retaliation but hitting back with shutdown rather than damage.

(edited by Hagrid Caridinam.3084)

Necromancer Utility

in Necromancer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

I dunno if I have enough experience with the class to contribute.. but I think Necromancer SHOULD have more interesting death-related (and condition-related) abilities. Such as:

  • Create a death nova when target dies.
  • When target dies, its conditions are spread to nearby target
  • Make fear a true interrupt, add a trait for like 8x bleed on interrupt.

I think Necromancer should excel at AoE “condition control.” Weakness in particular is a very powerful condition that few classes have much access to. Another idea harkens back to the GW1 Mesmer and “hexes.” Something like ..

  • Curse of Weakness: Target produces AoE Weakness. Each time target attacks in the next 5 seconds they apply 2x Bleed to themself.
  • Curse of Betrayal: Target’s next AoE attack affects their allies.

Another idea kinda pulls from the Death Shroud mechanic. What if there were different shrouds selectable (sorta like rangers pets) that offered different effects?

  • Blood shroud: Constantly drain your HP, each spell inflicts an additional 5x bleed.
  • Horror Shroud: Each attack has a 25% to inflict Fear. Drains 4x faster than Deathshroud.
  • Revenant Shroud: Minions damage boosted by 50%

.. Hope I didn’t just repeat ideas from someone else’s post. x.x

Necromancer Utility

in Necromancer

Posted by: Carlos.7915

Carlos.7915

As you guys know one of the main issues and motives why Anet always hesitate on adding new things for necros is that we have ``a second health bar`` so what about giving new uses to LF?

For example:

Shadow Rush(F2 skill)
The necromancer uses 50% LF to leap towards the target
1200 range
10 sec CD

Deathly Gift(F3 skill)
The necromancer uses 30% LF to give 2 random boons to himself and up to 5 nearby allies for 10 seconds
600 radius
10 sec CD

Life Force Overflow(F4 skill)
The necromancer uses 30% LF to overflow the life force from his body blasting the nearby area (similar effect to Arcane Wave)
600 radius
Combo Finisher : Blast
5 sec CD

This way we would have to choice on a certain situation if we want to be more tanky with DS or if we want a little more mobility(F2) or group support(F3, F4)

Obs: remember that this would benefit more power builds than condition builds because power weapons have way more LF regen than condi weapons

3X lich form

in Necromancer

Posted by: Rolyate.6753

Rolyate.6753

I don’t understand why you aren’t locked in to the character you submit in to the roster. It’d do wonders for the meta.

Rolyate
How do you pronounce your name?

The state of Necromancers in PvP

in Necromancer

Posted by: Ozzy Toxin.3074

Ozzy Toxin.3074

we need to start posting necro balance posts on the warrior forum, then the devs will be forced to read them as they admire posts about the only class they play and don’t want anything to trump it -.-

The state of Necromancers in PvP

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

yeah i think last post from dev here was when we got dhumfire :P

Even if they notice this they wont do anything …

No, the most recent post was around the time that huge embarrassment happened where it took them 4 months to publicly announce Putrid Mark had been nerfed.

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The state of Necromancers in PvP

in Necromancer

Posted by: Emapudapus.1307

Emapudapus.1307

Necro is somewhat balanced 1v1, but lacks in groupfight. That means if we get boosts to ds or survival in general, to make us viable for those situation, we would become op at 1v1. Our deathsroud is prime example for it … you cant balance it, as it is, for 1v1 and groupfight, where one single evade for 1 sec, could mitigrate double the dmg that full ds can absorb. So in my opnion necro doesnt need any buffs or nerfs but rather some clever redesigning.

Speaking of some interesting idea …. it would be nice for a trait that when we are in ds we inflict blindnes to everyone close around us every 3 sec + it would go well with blind → chill trait + it could be in soulreaping line so we would have to decide between 50% crit and this (necro need no boon as stability … conditions all the way … … shroudblindstompanyone?). This trait would be more for sustain build, just what we need in curent meta.

all is vain

The state of Necromancers in PvP

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

It feels like ANET is unsure about how they want to get the necromancer to where it is supposed to be, or if they even know where that is. It has been a roller coaster ride ever since dhuumfire was implemented. And now we are stuck with something worse than pre-dhuumfire.

Unfortunately they have no one who understands the profession at all, past maybe a very light idea of how condi works, and refuse to listen to anyone who knows the class. All they do is browse the sPvP forums, where people, at best, barely understand the meta builds. There have been hundreds of posts of great feedback, multiple sets of threads collecting and putting forward balance ideas, and at the end of the day, we don’t get a shred of the changes needed.

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The state of Necromancers in PvP

in Necromancer

Posted by: cursE.1794

cursE.1794

I think 1,5 years past release it’s clear now that the devs doing the balance are complete idiots who know very little about their own game and don’t care about feedback which is why it’s pointless to post suggestions, as sad as it is.

The most recent example of broken game mechanics I came across are power necros spamming lich form auto attack. Even with 1,9k toughness, the auto attacks hit you for 4k and there is nothing you can do about it except for running away. Now if you run a necro with condition spec, you’re already dead because of your non existent mobility. I ran a powerbuild myself for a while and it’s really that easy – pop lich form, 30 seconds of stability and increased hp pool, auto attack -> gg.

Second example: 1,5 years after release there is no sPvP amulet with condition damage, toughness, vitality. Every class running a power based build gets every combination they could possibly want, zerker, knight, cavalier, zerker combined with vitality. If you run a condition spec, you’re forced to use precision or healing power in addition to toughness and condition damage. This is beyond my understanding.

The state of Necromancers in PvP

in Necromancer

Posted by: Blackmoa.3186

Blackmoa.3186

To be quite honest I don’t see how this improves mobility but I think that a better idea may be to decrease the activation time.

It indeed does not help you get somewher you ahvent been before faster, but if you drop it at close at start you can come close quickly from somewhere else and afterwards go abck to where you’ve been and therefore making you more useful in rotations
[Quote]Why an ICD? Vigor is granted with 50% ptime for a 1 point traits so a 5 point trait could get 100%.[/quote]
ICD caus ewell of corruption alone can corrupt up to 30 boons and while i like having vigor i’d rather not have stuff like that in the game.

Well what do you do with the passive fear procs (rune of nightmare, trait in death magic)? If they don’t stack then that means that they can be procked on unreliable times (even more then now).

2 Passive procs overwriting each other seems liek a small price to pay for a step towards healthy gameplay. Some solutions would be to either not use both at the same time, use them knowingly that u have a chance of “losing” a proc if unlucky or anet making it so they cant proc at the same time.

Also not making fear increase with duration will make fear use less since it can be decreased with -% duration and terror builds rely on the extra duration. Also you just said that damage is on all time low and you want to decrease it more for what? A 1 second chill.

Fear already has good base durations for cc, and if terror would become more utility focused the lost duration woudldn’t hit necro as hard as you think(atleast i think so). IF fear would get nerfed liek that it might be a good idea to give us our bleedstacks back that got nerfed away, but if all chanegs i proposed would be implemented i’d rather not have any other dmg back at first but rather see how stuff would work for a couple of weeks and then adjust dmg output accordingly. But ye if onyl fear would change then we would need something else to compensate.

@Chuck Nizzle:

To clarify, let me put it like this: MM is a very general term for a type of build. Perhaps the MM you used wasn’t too great, and so you think “Oh, well, guess that sucks…”. HA…no. You can’t say one build type isn’t viable in PvP just because you think it isn’t. Even if the entire world disagrees with me, here I stand, saying MM IS VIABLE, YOU JUST HAVE TO KNOW HOW TO USE IT.

The concept of MM as necro is at the moment is not viabel for "competitive"play, if you want explanations as to why message me privately, and this is not only my oppinion but the oppinion of every “top level” pvp player i have ever talked to about this.

Once again, a biased opinion; I disagree. Every profession works well against noobs. To say only necro works well against noobs is like saying only the warrior is fun to play. See how subjective that is? It’s the same thing with what you’re saying.

I never said only necro is good vs noobs.

German Caster,
never blinking “specialist”,

(edited by Blackmoa.3186)

The state of Necromancers in PvP

in Necromancer

Posted by: Blackmoa.3186

Blackmoa.3186

So what are the problems of necromancers in PvP?

1.) Low mobility. PvP is mostly about good rotations and having a necromancer on your team slows you down and forces you into a team-fight play-style and therefore making you less flexible than other compositions
2.) Bad downed-state. A downed necro can’t do anything about getting stomped. This further encourages teams to focus a necro before other classes.
3.) No sustain. Necro is supposed to be a sustain class according to anet, but their lack of boons(most importantly vigor) combined with point 2 of this list make necros a dangerous choice in longer fights.
4.) Toxic gameplay. Playing against necromancers is 100% anti-fun. Winning against one doesn’t feel like an accomplishment most of the time while losing to a necro feels like being cheated.
This 5 points need to be addressed in order for necromancers to get a healthy spot in the meta.

Proposed changes to achieve this:

1.) Increase range of Flesh Wurm and make it exchange place with the necromancer on reactivation instead of killing it. If used with poor positioning the Wurm will quickly be killed. If used to get out of a bad situation the effect will be nearly the same as now. For balance reasons maybe increase the summoning cooldown.
2.) Give necromancers a way to prevent a stomp. Maybe make their #2 ability “Your downed health becomes lifeforce and you enter deathshroud for up to 3 seconds. Afterwards you are downed again with your remaining lifeforce as hp” You could still dps them down but stomps would be prevented and the necro could get into a better position to be rezzed
3.) Flavorful access to vigor. A prime candidate for this would be the Spite 5 point trait(former 25) siphoned power. Proposed new trait:”Gain vigor when you remove a boon”(with internal cooldown of course). Maybe a buff to lifeleech trait base values but addition of an internal cooldown.
4.) Remove fearstacking. Fear and Immobilize are the only forms of CC that stack in duration and seriously, they shouldn’t do that (I still think immobilize stacking was the worst thing anet ever introduced including the loading screen bug which at least wasn’t intentional). Also maybe don’t make fear duration increase with condition duration, it simply is no fun to be feared for ~4 seconds just because the necro you hit had nightmare runes equipped. CC chaining someone should be at least somewhat reliant on team coordination and not just spam everything. Maybe lower dmg of terror and add more utility like a 1sec chill at the end of the fear.

That’s it from me, pls discuss

German Caster,
never blinking “specialist”,

3X lich form

in Necromancer

Posted by: Terok.7315

Terok.7315

SSD’s are the new meta.

Vile Necromancer||Defender of the Beastgate||Slayer of Moa’s

QoL Change: Show CDs While in DS

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

I just thought of this when seeing that my weapon swap CD was shown while in DS. I know I’m not the first person to say this but why not bring it up again: what about showing your heal/utility/elite skill CDs while in DS. They’d still be unusable, but you’d at least be able to know exact when things come off CD (allowing you to make better decisions, especially with your heal).

The one big issue I see with this is the way that DS is coded, but I think they could work around that fairly easily by taking a “snapshot” of the CDs right as you go in, and then displaying your CDs from there (since Necros don’t have anything special that’d really affect the CDs).

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ToL NA Double Warrior Cheese

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Who cares? If strength runes are your excuse for why warriors are OP, then you nerf the runes, not the warrior. Pigeonhole warriors even more into being forced to take a certain build. You’re so smart!

As for 2-handers, so? There was no issue back when 2-handers only allowed one sigil slot. The only fair thing to do would be to revert that change, or make it so that 2-handers can’t use two in pvp. Leave warrior traits as they are. They’re not whats making them “OP”. It’s so cruel of them to have two-handed weapons that are actually useful, is it not?

Are you deliberately avoiding confronting the logic behind my posts? Do I need to spell it out in simpler words for you?

Warriors (in particular Hambow) benefited more from the sigil changes than other classes because:

A. They use two twohanded weapons = two extra sigils, compared with 1 for most other classes
B. They have extremely fast weapon swapping meaning that they can might stack extremely easily as well

As for strength runes, they are helping ele out in the meta a lot. But, warrior did not need strength runes so be viable. In fact, warrior was still top tier right before the patch hit.

Combustive Shot has been a problem from the first patch in which Warrior saw the addition of Cleansing Ire. Why? Because Combustive Shot, on a 7 second cooldown, became extremely powerful guaranteed condition removal. All other warrior burst skills are able to be blinded or dodged. For this reason alone, until something is done about Combustive Shot, warriors will be forced to run longbow to compete.

Warriors’ weakness, when the game was released, was supposed to be conditions. Now, equipped with cleansing ire, berserker’s stance, and a massive starting health pool, warriors are juggernauts.

Ranger//Necro

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: fadeaway.2807

fadeaway.2807

Not even your own – I would like to see a personalised ‘combo’ menu where we can rearrange the priority order of fields on an individual character basis.
This would do things like create “water field blaster” groups, “might field blaster” groups and so on in WvW.

But yes, combo fields need work.

Please add Chinese announcer Gemstore

in PvP

Posted by: khani.4786

khani.4786

Traherne announcer package:

Your team is losing: Oh no, this won’t end well.
Your team is winning: I did this.

o.o

The hate is real...

in Necromancer

Posted by: sAdam.5876

sAdam.5876

Fear is not OP. Falling damage is :P

Combine Staff Master with Greater Marks.

in Necromancer

Posted by: Torres.2890

Torres.2890

Why is the necromancer being left out on these two traits?
All other classes got their traits reduced/combined into one trait. (Traits that reduce cooldown + grant secondary effects)

Please make it happen for necro aswell.

Baruch Bay.

(edited by Torres.2890)

Necromancers in Tournament of Legends Finals

in Necromancer

Posted by: Umut.5471

Umut.5471

They nerfed everything because of dhuumfire, then nerfed dhuumfire. And voila, now everything is nerfed and necro is underpowered.

Replace Conjures with Wards

in Elementalist

Posted by: Kyon.9735

Kyon.9735

Conjures are very useful in PVE and removing conjures would definitely displace Elementalists of its place in PVE. Adding wards however is a different thing.

I wish Eles in GW2 had more access to Blinds and Knockdowns through their skills like GW1 Eles did. Yes, we now have access to blinds through Blinding Ashes but it forces you 30 points deep into Fire and it’s single target with kitten ICD.

Replace Conjures with Wards

in Elementalist

Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

I never liked the idea of Conjures to begin with. Yes, they’re usefull for 1 or 2 skills they have (or none) but they ruin the whole purpose of Attunements.

If Vet Eles remember GW1 had Wards (http://wiki.guildwars.com/wiki/Ward_spell) that had much better self and team use then these Conjures.
Yes, those World Bosses might get harder without those Ice Storms and Fiery Rushes on Burning phases but that’s nothing that can’t be dealt with rebalancing scaled WB’s.

After a year and a half I finally figured what my Ele is missing… Wards! Offensive Wards, Defensive Wards they were really useful and I do think Eles should have them back. After all I see in Guardians some Wards and I think since they’re originally from Eles we should have them returned.
Hope this post doesn’t go to the trash bin and it gets to the devs so they could consider them if anything.

EDIT: was thinking more in the line of Ward against Melee, where skills inside the Ward would have a 50%? chance to fail. Then Ward of Reflection, reflecting incoming projectiles, then Ward of Zephyr’s Haste (granting faster casting time), Elite Ward (different effects depending on attunement) with a corresponding regular Ward with the same effects. And a Ward Healing Skill granting direct healing while cast and some aoe healing.

~ King Arian and Isabella of [EG] ~

(edited by Nabuko Darayon.9645)

Renewing Blast - Broken/Disfunctional?

in Necromancer

Posted by: Rennoko.5731

Rennoko.5731

It needs to be an AOE around the enemy target of 180 radius, end of story. Then it would be good to heal people in PvP and PvE who are meleeing a target.

all of your 5v5 servers are full...

in PvP

Posted by: Liewec.2896

Liewec.2896

this is one more reason why you should give back our 8v8.
currently it is impossible to get a match, ALL of your 5v5 servers are full.

honestly whos bright idea was it to utterly remove 8v8?

there is no reasoning behind it,
you’ve removed the favourite part of the game for some of us.

give us our 8v8 back so we can actually get a match.
atleast 4-5 servers. 5v5 doesn’t need to go anywhere, but give us back 8v8.