Before they add new game modes they really need to find a better queuing method than the one they have. Or just remove courtyard and these other game modes from ranked/unranked (which is counter productive).
I’d much prefer a a standard CTF or something along the lines of what Wildstar had for CTF before a generic assault game mode as well.
Dueling also seems like something that’s not needed in a PvP sense simply because we can have private and custom games were people can go to achieve the same thing. If dueling were introduced, it would need to be as the other poster said and in the PvE/WvW world imo.
Another thing that’s not strictly related to PvP that this game could really use is a much larger scale ‘open pvp’ type system. There has to be some way for ANet to ‘clone’ a PvE zone or portion of a zone, and allow players to fight on it. Anyone not in your guild is flagged as an enemy. This zone overflows like a normal PvE zone and has no server restrictions. This would resolve the missing GvG system the game needs and allow for a very diverse playing environment for players to enjoy. The problem is of course the WvW crowd will complain that it detracts from their playerbase.
As powerful as a power Necro can be aren’t they countered a bit too easily? Medi guard, Thief, and even Ranger do quite well against them. Warrior isn’t exactly an easy fight either.
Fire and Air needs to be toned down. I think most everyone agrees with this. The only people I see even partly in favor of them stacking is Thieves, and their only concern is that sword has been nerfed so heavily that it relies on the synergy between fire and air to remain functional. They’re right.
Fire and Air needs to be nerfed (may as well just remove air from the game imo), but Thieves probably need to be improved in the same patch.
I’m honestly a bit disappointed with the whole ‘Necros are fine because they are in the meta’ argument. Any class with power burst AE is in the meta. You really don’t do much outside of drop your wells, blains, and life transfer. It’s a very mundane existance.
How does the class do at smaller scale fights and roaming where class mechanics and player skill start to have a larger impact on the outcome of a fight?
I will preface by saying I haven’t played the Necro long so some of this may very well be a result of that, but the lack of any mobility skill makes roaming quite difficulty because you’re ran over eventually even if you saw the zerg in the distance. Once engaged you must fully commit because you have 0 chance of escape.
The lack of stability makes kiting all the more important, but many classes can out kite you. the attack range on all of our weapons outside of staff (and the staffs poor damage overall) make kiting all the more difficult. Condi is great, but I feel like I’m out condi’d by everyone. The saving grace is the Necro has more tools than some of the other condi classes for actually dealing with them. But we certainly aren’t piling them on nearly as quick as a Engi or have numerous sources of confusion to slow down the fight like a Mesmer.
I realize I’m new and some of these complaints may not be legitimate, but this is what I see on a daily basis.
The class needs a mobility skill.
Axe needs to have its range bumped up to 900.
Dagger auto really should be higher like 600.
I really don’t feel like Scepter/Dagger is piling on bleeds fast enough at times. Especially if you should ever miss a skill.
All IMO of course. And like I said, I realize some of this is growing pains as I become more familiar with the class.
What is up with these forums…
I dont know what you mean by 10 seconds? You want the duration of the block increased to 10 seconds? That’s insane…
Duration: 3seconds.
Cooldown: 25 or 30 seconds.
Trait: -20%Incendiary Powder:
Duration: 2 seconds.
Cooldown: 10 seconds
or
Duration: 4 seconds.
Cooldown: 20 seconds.So basically you want to remove engi’s dmg AND survivability? What is your goal? Make all engis reroll?
No, like I said in the original post, I realize a lot of damage comes from this proc alone. It’s simply too much. Up the bleed duration on pistol would be a reasonable compromise.
What is up with these forums…
I dont know what you mean by 10 seconds? You want the duration of the block increased to 10 seconds? That’s insane…
Duration: 3seconds.
Cooldown: 25 or 30 seconds.
Trait: -20%
Incendiary Powder:
Duration: 2 seconds.
Cooldown: 10 seconds
or
Duration: 4 seconds.
Cooldown: 20 seconds.
Why should it be one or the other? Both need to be toned down. The burn duration and/or the ICD need to be changed for IP and the block cooldown needs to be up’d to 30 seconds.
Compensation for these changes need only bee on the pistol auto attack by increasing the bleed duration by 1 second.
I think you all are arguing different things.
PvP is casual in the sense that it provides a casual playing environment for its players. There’s nothing involved that selecting a small handful of things, pasting a build from the internet, and jumping into a game.
PvP isn’t casual in the sense that it doesn’t provide a casual playing experience for its players. The game has almost no diversity, poor balance, and all design decisions are made to cater to the top X%. This is bad overall because you introduce numerous barriers to entry for players and only a dedicated few bother to stay invested.
Class and build have far too much impact on the outcome of a match in this game.
I still have no idea how you other Necros handle Entangling Roots without a dagger equipped. This alone makes me afraid to change Dark Path to anything but a blink like you want Spectal Walk to be.
Aside from actual movement skills, they could also give the class knockbacks as well. At least that way you stick with the immobile object theme of the Necromancer while still providing the escape mechanism you need.
I honestly can’t think of a scenario where I’d ever use Cloud with or without this change. Can already do AE weakness with dagger off-hand and poison is on scepter auto for condi builds.
What specs would honestly consider this utility skill?
Some of the posts here don’t make sense…
Don’t want to bother going to PvE to profit off your PvP rewards, but what are you using the gold for in the first place since there’s nothing a PvPer need buy with gold?
Heck, ANet just introduced a way to remove any individuality in player appearance from the game for the PvP players!
But seriously… you’re already rewarded much more than you deserve if you can’t be bothered to venture beyond the PvP portal.
This was discussed in another thread several weeks/month ago and I really liked one of the responses in that thread. Really wish I remember who it was who said it…
But ultimately it came down to the fact that this game doesn’t have any easily identifiable big plays that are easy to spot and exciting to watch. The main reason for this is because we’re always stuck in this bunker and condi meta. It’s not fun to watch, it’s hard to tell what’s going on, and its even harder to tell at what point in battle shifted into the other player’s favor.
Zerker ranger/zerker shatter mesmer/a thief that gets a good jump on you with low life force/warriors will give a power necro most problems.
Most deaths will come from lack of lifeforce/team not peeling properly for you.
And that’s honestly the thing I hate most about this class. The idea that I need others to peal the melee train off me because there aren’t enough options.
What really bothers me is it’s the same thing I dealt with in WoW as a Warlock, but even Blizzard determined the class needed some mobility and tools to make them a really sturdy class. Soul Link wasn’t enough there just like Deathshroud isn’t enough here (imo).
Because the skill would do enormous burst and would probably rival the burst an actual power build were capable of?
It was the same issue in WoW with Warlocks. For the first 2 years or so the only way to play a Warlock was as a Shadow Mage. Even though you’d invest up to 30 pts in the Affliction tree, all you ever did was spam Shadowbolt all day every day.
To resolve this, Blizzard had to redo their entire stat system so DOTs could crit, be hastened, etc. Raiding in a top tier guild as an Affliction Warlock was a lot of fun once they got it working though.
I’ll tell you the only class with that 2/0/6/0/6 build that really gives me trouble 1-1 (cant seem to outplay a really good one) is mesmer. They keep stealthing and coming back with high health while Im flooded with illusions. I miss having a ranger pet that keeps them pressured.
It doesn’t matter what class I play, I can never seem to get a handle on Mesmers. I even created one and played it some to try and get used to its skills and I still can’t counter the class. It’s my kryptonite.
Aside from Mesmer though, I’d say the Ranger class is the one I feel most counters me and I can’t blame my own personal skill on the loss. The lack of a gap closer, poor mobility, limited options against entangle, and only energy sigils to help with dodges is such a nightmare. I’m actually eager to give your build a shot to see if the passive regen while in shroud can help me out some.
But yea, losing to a Ranger really bothers me because I know if I were on my Ranger he wouldn’t have stood a chance. Really feels like the class just wasn’t given the tools to handle Rangers.
Alternatively you could make a new reward track and as final reward offer a “Box of lost weapons” (choice of one of the old PvP exclusive weapons). That way up to 16 skins would find their way back to the game…
I like that idea. But do you think they could up the armor drop rate too so you could get more than 1 armor piece each complete?
Like one non-dungeon, non-exotic weapon or armor skin per row and make the final reward a box with an exotic in it or something.
This is a give and take scenario…
Give you the option to break channeled skills when you stealth? Take away the ability for you to remain stealthed when damaged.
If you ask others, they’d tell you ANet spends too much time and effort catering to the whims of PvPers as it is. The PvE players significantly outnumber the WvW players who significantly outnumber the PvP players.
I’d tell you to get in line, but you guys keep butting ahead of the WvW players.
Like Tadsoul, my bigger issue is with immobilize. Especially entangle. Few attacks actually can harm the root, the reapplication makes it difficult to cleanse, and dark path is so easy to dodge it’s hard to port out. Then factor in every other advantage rangers have its rough.
I don’t PvP that often, but I have been doing a lot of it as of late while I try out some other classes/builds. I have to agree with the above poster.
While boon removal certainly has the potential to really turn a fight in your favor, if you don’t capatlize on that advantage immediately it’s a waste of time because many classes reapply all boons (and cleanse all conditions) without any thought or effort.
For classes like Necromancer or Mesmer where boon removal is supposedly their niche, you’d expect their impact to be much larger than it is. A lot of the cooldowns associated with boon removal are too long while the application process happens too quickly and too often.
I don’t know how to do it with Mesmers since they have boon removal on an auto attack, but things like Null Field and Well of Corruption should either have their cooldowns reduced or should put a stacking (in duration) debuff on a target so they continue to remove boons after they leave the field.
Somewhat related to what the OP is getting at, could ANet actually ‘clone’ zones, make them overflow just like normal zones do, and have open world PvP on them?
It would be neat to add PvP clones of PvE zones to a rotation instead of always getting EotM or OS. Would add a little more variety to an otherwise stale gameplay format.
Plus they could maybe find some way to include the mega server technology to a PvP map so guilds could set up GvGs beyond just their current 3 servers.
What class were you playing on?
I’m noticing the same thing happens to me A LOT and I’m guessing it has to do with me wearing a Plague Signet on my Necromancer? Doesn’t matter if I’m in spawn or running through a field with no allies in sight. I tend to get stuck in combat a lot.
I have similar issues in WvW. No one near me but I’ll stay in combat indeffinately or I’ll be spammed with ‘invulnerable’ while sitting in spawn because the signet is trying to strip condis that don’t exist.
I’m indifferent on the subject, but I do feel if ANet is going to allow a loop hole to exist that allows enemies to determine the username of the opposing side, there’s no reason to make players jump through hoops to do it.
Either remove the loophole or go back to the old way.
Anything that is obtained via a PvP reward track should be purchasable with badges. Enough of WvW being treated like a third rate citizen of Tyria.
Thief or Mesmer.
The pet follows the ranger around. Engis would love to have the turrets actually follow them. Your comparison does not work. The fact the turrets still work without the engi there at least partially makes up for this. The turrets despawn after 5minutes btw.
The Ranger’s damage is also handicapped for that pet. The pet can be crit, CC’d, and condi’d. It also can’t hit moving targets reliably.
Trust me when I tell you that you want nothing the Ranger has to offer and the OP’s suggestion is still quite valid.
It’s the same issue with the class forums. If you want to discuss balance or class changes, you need to visit the PvP forums. If you want to talk about nonsense, lore, or PvE/dungeons, you visit to general forums.
Now does this mean they don’t care about WvW? I don’t know if I’d go that far…
But when you add on the numerous other problems WvW suffers from ANet sure does like to give the impression that WvW isn’t a concern for them.
It is your job to kill the Panther while the Ranger is not there to protect his faithful kitty. Killing the panther if the Ranger is not there would reduce the utility of the pet significantly. This would basically make the Ranger build even more glued to a point than they currently are. Why would you want to reduce the amount of strategy that can be used?
I’m not being serious of course because the leash range, much like the request for turrets to despawn, is reasonable.
I agree with you ghost, but the point being made is the mobility they do have only to go ‘half way’ isn’t enough. If it were enough, they’d be present in the meta. As to your comment about Ranger’s having a spec in the meta and players choosing not to play it, you’re really stretching it there. Rangers really haven’t been a meta class since spirits fell out of fashion a year ago.
I also disagree with you that the thing holding Rangers out is the cele classes. Once they’re out, the Mesmer and Thief zerkers will hold the Rangers out for the same reasons they do right now in addition to the fact that they counter Rangers pretty well.
Ghost, it’s more involved than that. What other classes do is determine the role they want to play and optimize their build for that role.
This is why a Warrior who goes HamBow doesn’t need mobility.. because he chose the role of a bunker and point assaulter. Ironically enough, they still have warrior’s sprint in the build.
The Ranger has very limited options to begin with because of how poorly designed the class is. But the role they are trying to play is a power oriented point assaulter and intercepter. It can’t get into the meta because the other classes that play this role are more mobile while at the same time doing similar burst/sustained as the Ranger.
The point behind this entire thread is to give the class the tools it needs to succeed at the role ANet wants it to fill. If ANet wants the Ranger to be a roaming burst class than it needs to be on the same page as other roaming classes.
No one is asking for Thief levels of mobility. The Ranger has 1500 (really 2k) range afterall. But the amount of mobility the class has in addition to the range advantage it has should be enough to at least make it an equally attractive choice to the alternative classes filling the same role. It’s not.
Currently the Ranger has nothing attractive to offer at all. Not all of it requires direct buffs to the class, but most other classes don’t like the alternative.
Should just get rid of them like Ghost said. Make a single one that says win 2 matches with the same class. Make another that says win an unranked match. Make another that says win a ranked match.
That covers all your bases and ensures everyone still can get 2 dailys with ease.
Obviously most of them are by design, but even just 1 mobility skill/knockback or an AE root would be a welcome change.
You mean like Tainted Shackles?
In addition to that and more of a utility skill as opposed to a DS option.
While I like your minion idea, I’m quite certain it will never happen. People are still complaining about the ‘clutter’ the minion mancer causes despite the spec being far less common these days. No one will want every Necromancer out there running it for free.
If you want to streamline the minions in some way, why not just merge them all into a single utility skill? Heck, make it a Signet. Passive is you will have a 10% chance on crit to summon a random minion. There will be an overall cap on how many minions you can summon and each type of minion will have another cap. The active portion of the signet will cause all your minions to explode. Minions will use the same logic as turrets where they’ll shift to your current target and each kind of just auto attacks or has an aura. This way you can still feel like you have an army of undead/minions at your command but they feel more like fodder and don’t eat up so much utility.
I like the premise behind some of you curses too. I especially like the one that causes dodges to cost more vigor. Rigor Mortis may give the class some reliable defensive tools to help them survive being trained. The heal one seems excessive and to balance it perhaps it should poison you instead?
I haven’t been playing Necro that long. Maybe a month or so now. But the complete lack of mobility, no way to escape a melee train, and how most anti-condi options the class has require LOS and have a cast time make escaping quite difficult. I think if they were to add/change things, the focus should be on trying to give the Necro something to help with these areas. Obviously most of them are by design, but even just 1 mobility skill/knockback or an AE root would be a welcome change.
Personally, I’d prefer the trait act as a defensive cooldown. Give it a 20-30 second cooldown and make it so when you leave deathshround you explode doing an AE knockback and burn or at the very least a single target launch backward and burn.
Power builds may decide to take it in PvP/WvW over the 20% dmg. Condi builds may take it for the defense and synergy with chains. The class desperately needs some mobility or way to peal targets.
Because the role the class/spec is trying to fill has no impact on how much mobility they need, obviously.
You can’t choose cavalier stats with it. Can you choose sinister?
But I agree with the others, it’s probably because of the hassle involved for PvE.
Better yet, trait that gives rangers protection on dodge should at the same time give aegis to pet
There’s no reason to tie it to a trait.
As has been said in the past… either give the pet aegis or dodge frames when the Ranger dodges or evades.
World of Warcraft – Warlock: Nightfall – Your corruption ticks have a chance to trigger Nightfall which makes your next Shadowbolt instant cast. When this triggered there was a very apparent graphical effect on your character which made it easy to predict.
Can just as easily do something here. When the Necromancer’s trait Reaper’s Protection comes off iCD a black shadowy ring appears around the Necromancer’s waist.
When Sigil of Air comes off cooldown, a blue ring appears around the tip of the weapon. Fire, red. Life steal, green. Etc etc etc.
These are very minor effects that honestly shouldn’t be that labor intensive for ANet to introduce and would fulfil the OP’s request quite simply.
We really don’t gain anything by combining trap traits only to introduce another mandatory in its place.
There’s nothing wrong with making spike trap just break stun on use. Especially if we leave it the way it is now with only a single use, no pulse damage.
IMO, the goal really shouldn’t be to make trap rangers better (they’re already one of the best specs we have), but rather to make traps more useful to those who don’t get the traits.
Spike trap immobilizing and breaking stun by default and all traps removing a boon when triggered would make people at least consider using a trap.
You could then introduce the above mentioned traits to make them ranged and another to increase the number of boons removed to 2.
That way you could still play a condi ranger or power ranger with a trap and not feel kitten but also reward players who want to play a trapper ranger.
In WvW when running with my guild I’ll run full valk armor with zerk trinkets, use wurm runes, and use the stacking crit dmg sigil. Since most of my time is spent with staff at range it works fairly well.
When roaming around solo or in a smaller group I tend to wear more armor because it’s amazing how quick a Thief can rip through 20k hp. I’ve found running full cav with pack runes and a mix of zerker/valk/cav trinkets to be quite tanky. With 2600 armor you at least don’t give bonus damage to enemy. You’ll maintain the ~220% crit damage, and the pack runes allow you to keep fury up 50% of the time so you don’t really need mroe than 30% chance to crit.
But I’m still fairly new to Necro. The goal will to ultimately use the mix of valk and zerk gear when roaming too.
Better to just make it so PvP rank doesn’t go up in unranked games so players who are only in it for the loot/reward tracks/practice don’t get the unique PvP finishers.
Every class needs attention, understanding, and knowledge. Yes, even Rangers. The class really could use something to help escape a melee train or something imo
Keep in mind, last time they said the patch notes were fake they were actually all true and just incomplete because they didn’t mention the tooltip updates!
dramatic music plays
Behind the pet and shouts, traps are probably the largest thing wrong with the class.
They require too many traits. The traits are all in the wrong tree. They take away too much utility to use. Don’t compliment the class in anyway unless specifically traited for their use. The only thing ‘right’ about traps is if you spec for them, they work great in duels.
So yea, traps are as good a place to start as any.
Exactly, traps are in the same boat as spirits in a sense, they require a whole 6 pts in a line for optimal use, but 6 points in a line for a single purpose should be stronger IMO, you trade so much for them, 6 pts and utility slots.
That’s why I still think spirits should just be removed and changed to an aura type system that is attached to the pet (lol, as if we need more on a broken pet…). At least that way you no longer need a trait to allow them to move, they can be balanced around being auras, and you can attach their secondary effects to the pet F2 making them quite easy to balance and ‘counterplay’.
Then with those traits removed, we can get some real druid action to compliment our new staff (lol, as if…).
Behind the pet and shouts, traps are probably the largest thing wrong with the class.
They require too many traits. The traits are all in the wrong tree. They take away too much utility to use. Don’t compliment the class in anyway unless specifically traited for their use. The only thing ‘right’ about traps is if you spec for them, they work great in duels.
So yea, traps are as good a place to start as any.
if rapid fire didn’t track in stealth or they nerfed the knock back from point blank shot that would settle my complaints tbh.
Not to say it’s impossible to get around since thieves (my main class) have some insane gap closer combos but in situations where I’m just leaving a fight and a random ranger happens to walk by and just hit 2 and kill me it would be nice to have some more counter play.
Though I also agree they could do more to make rangers have to set their kitten up idk what they would do though…
This sounds like a similar argument people use against thieves that engage from 2 football fields away and repeatedly use stealth.
Well then while we’re at it, drop the cooldown to 60 seconds and make it 5 too
But yes, there are very limited exceptions. The walls/fields being the primary ones.
Minor adepts are the individual elemental attunements. Minor masters are the individual evasive arcana. That kind of baseline? Cause simply giving it to them for free would take an enormous amount of effort. GW3 kind of effort.
I honestly dont know why axe isn’t 900 and dagger isn’t 600. But that said, horn 5 and axe 3 would be strong contenders for blast finishers.
You mean horn 4. I wouldn’t like blasting a smoke field to skip mobs, and then damage them and cripple = getting out of stealth lol :P
I certainly understand where you’re coming from, but I’d much rather run the risk of hitting something with locust than waste an AE daze just to blast a field. Honestly, the only reason I mentioned warhorn at all was because the other classes get blasts on theirs.