Showing Posts Upvoted By vicious.5683:

If you could change just one thing

in Necromancer

Posted by: Dredlord.8076

Dredlord.8076

Devs Balance Team

kitten someone beat me to it.

it’s like this team had no knowledge of previous lessons learned in balancing MMO’s over the last 15 years.

Pet Control Window

in Suggestions

Posted by: Kitedyou.1720

Kitedyou.1720

Dear Devs,

One thing that would be most useful for pet based classes would be the ability to control your pets via a little window.

All of the pets would be controlled by the same window, making it easier for you guys to program and players would have the luxury of controlling their pets better.

The window would have four attack mode options: Passive, Aggro, Defensive, and Assist.

Passive = ignore everything that is attacking you and keep moving.
Aggro = attack anything within x radius around me.
Defensive = attack whatever is attacking me.
Assist = attack my target.

There should also be two buttons on the window that tell the pets to “Attack” or “Disengage”.

Having this window for controlling pets would be a great addition for classes with pets.

PLEASE PLEASE PLEASE add this!!

Sea of Sorrows
Tjegra: 80 Norn Necromancer
Mefitic: OTW to 80 Asura Necromancer

The state of Necromancer

in PvP

Posted by: Ithir Darkleaf.7923

Ithir Darkleaf.7923

He was talking about Closed Beta. Look at footage (there is a bit), and you’ll see what he means. We had the best of everything.

I’ll say it again, I agree with that we were totally OP on beta. But, to be honest, devs were not fair at all with us…. I mean, they always say that they don’t want to do balance dancing the wack-a-mole style and that is the only thing they did to us before release. They overnerfed us so hard, that now, 9 months later, we are still complaining and the necromancer forum is still the most active of all professions forums and it’s full of topics about new bugs (like Downed HP bar), about analysis of our trait lines, about our skills, suggestions about everything….

If they don’t want to jump the gun again balancing us there is no problem but, at least, we deserve a more focused balance patches to bring us up again to a playable status.

~ The light of a new day

Three basic questions.

in Necromancer

Posted by: War Mourner.5168

War Mourner.5168

Because Anet.
Axe 3 should be a blast finisher (just look at the animation)
Focus 4 should be a projectile finisher, since it is literally a projectile, same with spectral grasp and dark path.
Life blast should be a small projectile like every other projectile autoattack.

Sadly we don’t really have anything like a leap on land, except sort of golem charge, and the closest thing to a whirl we have is axe 2.

Why necromancers don't quite cut it (by Zzod)

in Necromancer

Posted by: Kravick.4906

Kravick.4906

Ok we found a good repro case. It has to do with how death shroud and downed used to interact. I will get someone on it today and try and get a fix to you all asap.

How long ago was the iteration to change us from being dependent on Death Shroud when downed to it actually being our core mechanic? I’m rather certain that this was months prior to release. Which means that we probably haven’t had a real iteration pass in approximately that long.
That’s not good.

Every time that man speaks, it just further shows he hasn’t a clue whats actually going on with necromancers. I’m sure he has this vague idea in his head on what he thinks is accurate, but if the man just sat down and played a level 80 necromancer for a week in all aspects of the game, PvE, dungeons/fractals, tPvP (not hot joins), and WvW, I feel he would seriously reconsider his stance that he thinks there is nothing wrong with this class.

To answer your question about when they changed DS to a transformation, it was approximately 2-3 months before the game released. The very first BWE they came out and said they had just recently changed DS to a transformation skill and needed feedback on its new functionality from the players.

Stuff goes here.

(edited by Kravick.4906)

Why necromancers don't quite cut it (by Zzod)

in Necromancer

Posted by: Afya.5842

Afya.5842

^
“It’s on our radar.”

and the next patch:
Grasping Dead skill: Updated the skill fact to the correct number of bleedings.

(edited by Afya.5842)

Make pets scale off of the ranger's stats

in PvP

Posted by: Shar.3402

Shar.3402

ranger’s pet should account for half the character dps
a bunker ranger should deal the same damage any other bunker “insert class”…I don’t recall guardian bunkers bursting for 5-6k with drake/bird.
pet’s damage has to be toned down, A LOT (same goes for rock dogs, or elementalists’ summons, thieves’ guild and so on…everything should scale according to character’s stats, not be a fixed value)

Shar Teel – Elementalist
Yolo queue FTW [YOLO] – Desolation (EU)
Champion Magus, Genius

Balanced Classes Finally

in PvP

Posted by: Brutal Arts.6307

Brutal Arts.6307

Thief’s survivability is some of the worst in the game if you’re able to catch them.

Catching a thief? What a novel idea! Why hasn’t anyone thought of that before!?

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: OmegaProject.9831

OmegaProject.9831

“You need to master Downed State”

Idea's for Interesting Necromancer Traits:

in Suggestions

Posted by: Cempa.5619

Cempa.5619

New Trait: Minion AI now works!

Balance is really good right now

in PvP

Posted by: sorrow.2364

sorrow.2364

Necro are still in a very sad position:
1. No reliable access to a defensive mechanic excluding DS
2. Awful traits and trait distribution
3. Minions are brain-dead
4. Axe is still unviable
5. Vampiric traitline is still not worth spending traitpoints into
6. Burst, conditions and bunker builds are all underperforming compared to other professions

That’s all, for now. At least, warriors are good in PvE.

Necromancer: my opinion

in Necromancer

Posted by: Ruruuiye.8912

Ruruuiye.8912

Well since someone raised this thread I may as well put in that months of play and patches haven’t changed my simple opinion that Necromancers are a rubbish class. I keep levelling toons to 80 and playing them WvW and dungeons and every bloody one is just better. The only reason I maintain my Necro is sentimental value and some masochistic desire to play an underdog.

Necros' and their Zone of Control

in Necromancer

Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

It is quite disheartening to read so many necro posts counting off conditions because they can be cleansed. If an enemy uses a cleanse to remove my immobilize or chill, then that’s one less cleanse they’ll have off cooldown when I apply other conditions to them. To me, this argument is like saying, “Damage is useless because they can just heal.” If you build for full control, most enemies shouldn’t be escaping you easily.

I agree with the assessment that once a cleanse has been used, that sets up the target to be hit with another condition which they won’t be able to cleanse so readily…by themselves. However, in a WvWvW context (which is perhaps my unstated bias in the original post), support cleanses from allies are being cast so frequently that CC gets removed quite rapidly. Coupled with other professions’ higher mobility in comparison to a necro as well as blinks, teleports, blocks, invulnerability, etc., one cleanse is often enough for the target to put enough distance on the necro to reset the fight. I can agree that in a sPvP or tPvP scenario, this wouldn’t be as much of a concern, of course. PvE it’s a non-issue altogether.

The run portion of the devs “run (away from the necro) or die” mantra is working just fine. The die part? Not so much. With the numerous escape options available, the necro’s slow attrition damage can’t compete. Do I want an automatic I WIN button? No. Do I want some ungodly OP CC skill that is unblockable, undodgeable, stuns, dazes, chills, cripples, pulls, and knocksdown all rolled into one and lasts 30 seconds? No. Do I want the other professions to be stripped of their escape options? No. What I’m asking for is a balance in which if an opponent gets within a certain range of a necromancer (I used 600 as one suggestion), it’s going to be much more difficult (but not impossible) for them to run away than if they had remained outside that radius.

What’s more is, I’d like this to be more integral to necromancers across the board as compared to having to create a very specific CC build. I’ve done that; I’m well-versed on how to create perma-chill builds and I’ve been quite effective with them. However, if the devs state that the class is one you either run away from or die (if you get too close), then that should be true of the class as a whole regardless of the specific build one chooses to run. By that statement, every flavor of necromancer should have access to tools for achieving this without having to build specifically to be a CC specialist. I’m just not finding that to be the case in practice.

This is why I made the suggestion of an on-land equivalent of Deadly Catch. Less so as a suggestion to literally add this one specific skill (though I wouldn’t mind if they did) and more so to capture the spirit of the devs’ statement that – when getting too close to a necro – you either run away or die. Deadly Catch, in my opinion, achieves the spirit of this particular class philosophy quite well. I’m not simply chilling or immobilizing an opponent(s); I’m pulling them to me, to within my kill zone. What’s more, this applies to multiple enemies; not just a single target as is the case with Spectral Grasp.

Necros aren’t designed to chase down enemies. You can try to get creative with Spectral Walk/Spectral Recall and/or Flesh Wurm in conjunction with skillful positioning or have Signet of the Locust equipped and hope your opponent didn’t bring any swiftness buffs of their own; but that’s more niche than fundamental to the class. Therefore, in my opinion, it would balance better with the “run or die” philosophy if we had access to more pull skills. The approach then becomes, “I can’t catch you if you run. But if you get within range of my pulls, I won’t have to.” Encounters then change from,

I can engage a necro at will because I know I can simply run away and reset the fight if it goes badly for me.

to

Uh-oh, a necro. I need to keep my distance because if I let him get close to me, I’m likely going to wind up dead.

Now, if that’s not how the devs intended the class to play, that’s fine. If that’s the case, though, then they should avoid making statements that other classes have to “run or die” when falling within a necro’s kill zone. Otherwise, give us the tools to make that a reality.

So many souls, so little time. ~ Kraag Deadsoul

Suggestions "New Condition" DS#5

in Necromancer

Posted by: Otaking.4675

Otaking.4675

Necro doesn’t need more anti-boon, it needs survival and the ability to win a true war of attrition with an ele or thief or mes darting into RTL or stealth/clones, healing to full and returning.

I don’t want to be forced to bring an anti-boon abilities when I can bring two already if I want, or even three if I trait minions. I want help dealing with necro’s real problem: survival so I can do attrition in the first place.

Thief is getting one anti boon trait, warrior is getting one anti-boon trait. Necros have Corrupt Boon, Well of Corruption, and the Minion removal of boon trait already.

We will be countering Aegis through corrupting it because corrupt boon and epidemic will be made unblockable, although they didn’t mention well of corruption would also be unblockable, which makes me sad because I am a power necro, but I figure that’s because it does damage too. We already are decent at dealing with Aegis through traited marks.

Ever wonder why so many thieves

in PvP

Posted by: milo.6942

milo.6942

dear anet
stealth is a bit much atm
can you give it a weakness
thanks

Gluttony

in Necromancer

Posted by: Levian.6742

Levian.6742

I think an easy way to make this trait useful is to make it add 3% LF gain on every skill. Staff already has 3%? It gets bumped to 6%. All abilities that don’t normally give LF should give 3%

Minion Necro vs AoE Mobs very sad >>

in Necromancer

Posted by: Osculim.2983

Osculim.2983

What i like to kick off things by letting my golem charge in and walk all over the mobs which helps putting him in combat mode so to speak then hit the same target with my haunt skill that way even before the mobs can react i have time to do a well close by and hit em hard its a strategy that works well for me and might work for you aswell

Necro the new bunker

in Necromancer

Posted by: ostracize.8316

ostracize.8316

I don’t get it. You come to the forum to tell us all about how awesome your build is, and then you won’t give it out because you don’t want other people to use it?

Classic d-bag.

Phrases you'll never hear in GW2:

in Guild Wars 2 Discussion

Posted by: angryteen.2710

angryteen.2710

“I love Reanimator! "