Sorry for the confusion. I was actually referring to the Warhorn changes when referencing our mobility enhancements.
By and large, their approach to CDIs has been a massive failure imo. Still, with the introduction of these forum specialists, it would have been a great oppurtunity for them to generate a ton of class specific data right before the expansion release.
They should have nominated class leads and had each host a semi CDI thread where ANet put forth 5-10 questions and elicited feedback.
Cobalt because I have the blue glowy eyes.
Its also worth mentioning that everyone will be getting a trait overhaul in general, so even base professions will be improved (in theory). Plus HoT has a good chance to rework AI, and gives them a bigger “patch” opportunity to do larger reworks or things like that if they have the chance.
With the recent mobility enhancements the class received last patch, I’d be very skeptical about any improvements they promise come expansion release.
Only speculation, but I wonder if the new lag issues people are complaining about relates to the stability change? Having to keep track of that counter on nearly every player in a small square has to be taxing.
I often don’t experience any lag, but I’ve certainly had issues since patch.
This thread would have been infinitely more beneficial if the OP simply posted his class and current build. While some damage is excessive in this game, it often comes down to poor play, poor experience, or poor design.
I’m signing on to agree with the above posters for a lack of available space to entertain the ‘fight guilds’ as opposed to just the PPT guilds. From what we’ve seen there’s very little open content to actually find fights. Everything is hidden away in a maze of bridges, blocked paths, etc and the available open land is not large enough to fit some of the larger 3 way battles players have come to enjoy.
I’d also like to know if the new borderland may herald in a new ruleset to help balance out the coverage issue players have been complaining about for 3 years.
Will the older borderland map be repurposed? Players have been begging for a GvG system for years. Perhaps the new map can have the NPCs removed, many walls and gates destroyed, and players will be flagged aggressive to everyone outside of their own guild as they sneak through the destroyed landscape looking for long lost treasure. Simply allowing everyone to join this map and have it overflow like a normal PvE map would solve all GvG problems.
This first test is a stress test. The best data you can give ANet is by simply logging in
Heh, at work so can’t watch video.
I’ll check it out when I get home.
Hey folks,
Even though I was playing at the time, I’m drawing a blank as to how Dhuumfire worked in its pre-nerfed state. My googlefu has also failed me in trying to figure this out.
Also, is there a reason it was nerfed so badly that it’s worse than Incendiary Powder despite being a GM trait?
Can you come up with a reasonable explanation why the class is so rare in the current meta if it’s as powerful as you claim? Especially since you claim 2 of the most popular classes in the meta are hard countered by Necromancer?
medi guard was extremely rare until Orang logo won, with the added downstate damage necromancer is in a good spot and I’ve been seeing Many people use it.
Well that’s the problem with anecdotal evidence. Every guard I run into is a medi guard and nearly every game I play has at least one. At the same time, maybe 1 in 5 games has a Necromancer in it. But then again, I mostly play solo in unranked when bored and hardly with any type of regularity.
I’m more looking for your thoughts on why barely any Necromancers showed up at the recent WTS tournament despite your claims that the class is fine and does exceptionally well against Elementalists and Engineers?
Can you come up with a reasonable explanation why the class is so rare in the current meta if it’s as powerful as you claim? Especially since you claim 2 of the most popular classes in the meta are hard countered by Necromancer?
Really need some attractive staffs. I honestly don’t like any of the current ones.
Wish ANet would have a contest for users to design their own weapons and ANet could vote on like the top 3 of each type, and then let players choose which one they would design.
Any specialization would be nice because I want to get an idea of what the class will lose when specializing.
Guild Halls would be my next choice because the game really doesn’t have much content that you even need to group for, let alone be in a guild for. I’m really curious if they’re going to give guilds more to do than just play house.
There is no other borderland.
i´m reading how everyone has these awesome elites , now even more awesome and i´m sitting here with my ele thinking “one day i will also get an elite which make ppl scared”…..instead of screaming “LICH UP, I´M MOA, kittenING CRATE” in ts , ppl will be screaming “FGS UP”, i know the day will come…
It came and went. Sorry you missed it.
How is needing a team to support you or requiring good map awareness and positioning unique to the Necromancer? Every class needs to be paired up with complementary classes and every player needs to be aware of their surroundings. This argument is just as bad as the one that the reason there are so few Necromancers at these tournaments is because most Necromancers are baddies.
The class simply isn’t given enough/adequate tools to succeed. This puts an unfair burden on your team to carry you AND raises the skill floor of the class so the average player sees most engagements as an uphill battle. These issues are related and reflect poor game design more than a lack of player skill.
God help you when he puts on a torch…
Then things do get trickier, yes. But that’s not what he’s complaining about.
You’ve fairly well established the OP doesn’t know what he’s complaining about.
God help you when he puts on a torch…
One question:
- It seems pretty agreed on that skills like Rampage as One and Lich Lord should be every 6 seconds instead of every 3s, but what about less used elites like Tornado, Dagger Storm and Rampage? Do they deserve to be every 3s because they aren’t used as much?
They should all be on the same 6 second cycle to allow for sufficient counter play.
Divide them into 2 camps: offensive and defensive.
Offensive 3 stacks every 6 seconds.
Defensive 6 stacks every 6 seconds.
I agree with most of the above. I think the 3 second interval is too short and the 1 stack of stability too few.
If things were changed to be 6 stacks every 6 seconds for the defensive oriented elites like plague form and 3 stacks every 6 seconds for the offensive oriented forms like RaO and Liche, things would ‘feel’ much better. This simple change keeps the relative power the same, but allows these forms to be more useful as emergency type cooldowns as opposed to strictly pre-planned, offensive cooldowns.
In addition to that, the longer interval also ensures the overall value of boon removal tools to be very effective.
Now as for Rampage as One in particular, I’m curious what class the OP plays. The Ranger as a whole has a very distinct advantage against Necromancers in particular so I could see the change being especially frustrating if you’re a Necro.
SoS in T2 and TC in T1 are your best bets.
These servers will queue, especially on reset nights, but the queues are usually pretty low and often fluctuate rapidly as large blobs move from map to map.
EB on reset night is not going to happen on any T1 or T2 server though.
You should all count yourselves lucky you didn’t get the Foot in the Grave treatment.
It is worthless. If it had 5-8 stacks (or pulsed 2 stacks of stability every 3 seconds) I would deem it questionably worthy of taking over 50% increase in critical hit chance.
That’s the kicker really… the cost of choosing this trait was really what got in the way prior. I almost always included it on my condi builds. Power there was just no way to justify it.
But now it’s not even worth considering on condi builds.
Foot in the Grave I found to be quite insulting as well.
The trait was questionable to begin with given the huge oppurtunity cost involved in grabbing the trait. But now it only grants 1 stack of stability? For a GM trait that you have to forego 50% chance to crit while in shroud?
It’s now up there with Siphoned Power as one of the most absurd traits in the game.
Sure it wasn’t a 1handed sword?
So it’s pretty much confirmed that Foot in the Grave grants only a single stack of stability?
Would this still be considered OP if any one of these happened?:
- Cast time raised to 1s (from 3/4)
- I’m not afraid to admit I have trouble dodging this on purpose.
- Recharge raised to 90s
- This means it won’t be available every fight.
- Health of roots reduced by half
- Sometimes I find on classes that aren’t engi that it can be hard to kill the roots.
- Line of sight requirement
- Someone mentioned getting people from below kylho, but it’s equally annoying when you are hit from behind a wall.
- Blockable
- “B-b-but…I gear shielded that!” /cry
Again, only one of those. Not all.
Uh… just make it not a survival skill…
It looks fun but I’m curious how roaming and open field combat will work. The map looks a little too constrained for it. But we’ll see.
will ALL immunities be turned into new boons?
in Guild Wars 2: Heart of Thorns
Posted by: Atherakhia.4086
I believe someone asked this at one of the events and the only thing that’s being changed is ‘maybe’ berserker stance would use resistance instead. But even that was up in the air.
They said they have no intention of changing things like endure pain.
All we know is the video had a pet standing next to a sylvari with a staff casting a vine and that ANet said Ranger’s will become Druids.
Beyond that, nada.
Cast time is fine. A more apparent tell could probably be warranted. Give it the pin down treatment.
As to the stacking, would people honestly be happier with a 5 second immob on single application as opposed to the destructable root that you can walk out of with any immob reduction or kill to stop it from stacking?
Except for Necros of course who have no way to actually hit the things unless they have a dagger.
Necros excell when we’re able to snowball and join already favorable/balanced fights. We’re killers there, regardless Power or Condition. We’re kind of like a turning point, crushing “centre of weight”, freaking nail in the coffin.
Once snowballing ends, we’re kittened. Regardless Power or Condi.
So it comes down to our teammates, to set up that balanced, cozy situation we can run into and end the fight in seconds. We’re pretty decent in 1v1s though.
Does the game need snowballers though? And is Necro really that great at doing it?
Rangers, Berserker Warriors, and even Medi Guards all snowball quite well imo. Just don’t need them in the sustained/condi meta we have.
I investigated this last night and the claims are false. I found the person that was placing siege and terminated that account.
Also, remember that false reporting can lead to a suspension or termination of your account.
I’m confused…
The claims were false, yet you found someone doing it and banned them?
Wouldn’t that make the claims true…?
I’d just like to get some more information in general.
I really hope there is more involved than just guild halls. It would be nice if individual members were given their own room to decorate and such. It would also be nice if they tied in some of the other game features into it in some fashion.
As it stands right now, the game could honestly get by without having guilds at all in it. I’m really curious what all they’re changing to warrant even needing halls in the first place.
Considering the beta will not have an NDA and people can stream it, the beta is probably much further along than most other closed betas are for other games. They probably won’t have strict testing phases and the like.
Even if not selected, I am looking forward to hearing people’s thoughts and watchign some streams.
JUST CURIOUS
if necros are so bad, why arn’t the developers doing anything to balance things out and make us more viable?
I can only think of two answers
1) the developers dont want a balanced game
2) necros dont suck. you guys just dont know how to use them well enough.
LOL! The game has been out for nearly 3 years. Do you have blinders on? These are the only 2 options you can come up with?
I can think of several more, but I’m going for my first full week without an infraction.
I say so long as activating deathshroud mid stomp interrupts it, all skills and abilities activated mid stomp should interrupt it.
Consistency is key, and since fixing Deathshroud seems unlikely, only one alternative remains.
The issue I have with Entangle is that it works out of LOS.
On Kyhlo, I’ve been under mid point and have gotten entangled when no ranger was in visible sight. So I either sit there & wait it out or waste a cooldown.
Many skills ignore LOS like this. Not just entangle though. Seems related to how the game handles PBAEs in general.
How would the server know what’s useless siege or not? What’s to stop the trolls from destroying valuable siege?
It’s better because it requires thought. You can’t just pop stability and run around with immpunity. You’ll now still want to avoid the walls and such to preserve charges for when you need them. Hammer Warriors will be useful again etc.
It’s a positive change overall. I just don’t think it’s going to actually change the meta in anyway.
This really isn’t a bug. It’s not exactly user friendly, but the AI is simply trying to ensure that the pet is within range of your target to use the F2 skill on. This is why if you have nothing selected and press F2, it goes off immediately reguardless.
Just deselect and press F2 again. It will go off immediately.
They SHOULD NOT use the SAME AI to all pets despite some pets have different purposes and usages. Bear, Wolf, and Dog who uses PBAOE F2 skills are examples that they shouldn’t use this type of AI.
I disagree.
I think no matter what they need to be consistent. All pets need to use the same AI. I certainly understand your frustration though. I just think it’s far more important for the game to be consistent so new players aren’t overwhelmed.
Thus my enormous displease with the Ranger’s 1h sword. While easy enough to figure out and work around, there’s no reason a player should have had to figure it or work around it.
They should be called Reapers ala Reapers of Grenth.
As for the weapon, if it were a similar weapon to Ranger greatsword but provided great DPS I’d be fine with that.
The weapon and additional utility will need A LOT of work though unless ANet gets around to getting the base class up to par.
As it stands the class has poor sustained damage. Near the bottom, if not the very bottom of the class pool.
The class has no group utility other than stacking vulnerability which is hardly something worth specializing over.
The class is the slowest, least mobile class in the game.
Now while it doesn’t need to be the best at any of these, it can’t be dead last at all of them.
Regardless, the Necro profession is underrepresented in a meta that should be it’s wet dream: tons of boons ripe for corruption with conditions just begging to be transferred back.
The place for Necros is there, so why aren’t the Necros filling it?
Because most Necros are bads…
Why are most Necros bads?
Because Necros aren’t given the tools to succeed which makes the skill floor too high for entry.
This is what it’s like on reset night every week in tier3. Except it happens on all 4 borderlands and only 1 server benefits.
It looks like it’s limited to the ones that have huge investments. Like elite skills. None of the utility skills or traits seem to give it.
I’d say an argument could be made that a GM trait with an enormous oppurtunity cost like foot in the grave has warrants the pulsing method though.
I just want to know if foot in the grave is getting that pulsing treatment so long as the NEcro is in deathshroud.
The downfall is it reinforces the mentality of the largest blob wins. That said, the change is probably good for the game overall.
The chinese translation simply mentions “CC will remove a charge”. I assume this means that CC that stability worked against in the past would remove a charge?
Cripple and Chill won’t be removing stability charges I assume?
The pulsing stability changes that many classes are getting is going to remove a lot of value from boon stripping. Especially on classes like Rangers and other Necros.