Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate
Punishing people for playing together is agaibst the philosophy of the game. It would be much more appropriate to put more work into the balancing of large scale combat.
While this is true, there are several instances in PvE, as well as PvP, where having all players doing one thing will end in failure. Playing together also means coordination and working together. Large groups of players who mindlessly follow the tag should not have an advantage over smaller groups who coordinate their movements and team comp.
Actually, I believe that an ideal WvW map has a zerg and a havoc hitting in opposite places to spread the focus of the opponents. If the zerg is well coordinated, in coms, and plays skillfully, they can make up for a small loss in numbers.
Coverage makes the biggest difference.
…….I don’t use Vital Persistence…. please don’t shout at me?
There’s an exception to every rule
I will never understand how we can cast lightning that moves slower the arrows of other classes. I didn’t know we were chronomancers lol.
Guranteed:
X trait nobody uses will recieve an incremental buff
Y utility nobody uses will recieve an incremental buff
Z trait everybody uses will be nerfed to “standardize”
Shatterstone will be buffed
Ride The Lightning will recieve no changes
Conjures will be ignored
Arcane skills will be ignored
Bug fixes that have a bigger impact than the actual balance
Things that we won’t be surprised by
Favorite amulet removed from spvp
Global nerf to something hurting ele the most
Stunbreaker moved to a weak skill that should be used on cooldown
I have lost faith in the profession balance team over 4 years of balance patches that spoil my appetite to play.
This arguably the most mandatory trait across all professions. Some professions may be bound to specific trait lines, but we are bound to this one trait.
The fact that this hasn’t become baseline yet is annoying. It would not be broken if it were baseline, and it holds back our ability to make builds with variety, because every time we try to make a build, we automatically need vital persistence to make it function properly (this is part of what killed terrormancer in the specialization patch).
If vital persistence were baseline, Necromancer may not even want to spec into soul reaping, because none of the other traits in Soul Reaping are integral to being a Necromancer.
Tl;dr
This trait sucks, and we shouldn’t have to sacrifice so much to use it, so it should be baseline.
Punishing people for playing together is agaibst the philosophy of the game. It would be much more appropriate to put more work into the balancing of large scale combat.
Lol, these questions tho
Buy HoT, you get a free level 80. Play WvW, you get a lot of Tomes of Knowledge whether you are alone or with people. Use those to level you other characters. Also any characters you have that have had birthdays will give you free levels.
Without good scouts, foxy will take everything you hold dear. Be nice to scouts.
If we had enough mobility, we wouldn’t be the first to get crushed by a zerg in WvW. Flesh wurm takes the same amount of time to cast it as it does to walk to it, spectral walk is reverse mobility, rs 2 is really short amd forces us to put shroud on cd, and everybody has swiftness. Blink is the best mesmer utility, so they don’t have to give up something important for the extra teleport. Same with shadowstep and to a degree, judge’s intervention. Even lightning flash has more use than flesh wurm overall. Having mobility does not change that we have the worst mobility by a decent margin. Couple that with our lack of defense, and you have a player controlled PvE mob.
Chances are pretty good if it is recognized as the unofficial dueling hub.
However, if Arenanet acknowledged the dueling community and created a matchmaking system for them, there would be no need for discussion.
WvW 1v1s are often more fun to watch than sPvP tournaments too.
There is no reason why you shouldn’t have 1 chef on your account. You have 5 slots (f2p can’t post here), so at least one of them should be a chef.
“Taking up space”. Hah! That’s the typical argument of people who think “They not running with the blob, they must be kicked”.
As long someone is not griefing with siege/tactivators and other stuff, they are free to do whatever they want… Honestly, you problably have more “afk farmers” than duelers in your map anyway.
I almost never run with the blob. I scout and havoc. I don’t think anybody needs to run with the blob if they find another way to contribute. Dueling doesn’t contribute (no kills, hardly any scouting, weakens the small scale scene by having all the roamers afk and wait for 1v1s). It can be done just as well in Obsidian Sanctum. I think dueling can help improve a player, but I don’t think WvW is a good place to duel.
Necromancer can’t even afford to slot Flesh Wurm lol. We’re really in a tough spot when it comes to mobility, because we basically have to slot “Rise” and a boon corrupt to do what we’re supposed to do.
Even then, it takes 3 days to cast flesh wurm and every other class has a cc ready for us.
Speed = Viability
Combat boils down to this, and it also happens to be Necromancer’s fundemental flaw.
Why do you think slow characters in smash bros are never considered top tier?
I really just want to see the 3/3 rune thing. It would make me feel better about using stuff like Traveler’s Runes.
I want a map with a core mechanic involving riding moas to traverse certain areas.
We would be called “Moa Lancers,” and we would joust our opponents atop red, blue, and green moas.
Anet should introduce Duel Mode. Dueler 1 right clicks and select Duel on dueler 2, dueler 2 can accept or reject duel, if accepted a countdown of 5 seconds starts and the duel starts inside a 2500 diameter circle, they only do and take damage from each other, doesn’t get buffs from keeps or whatever and can’t affect wvw in any other way.
They still take up space. That is the problem. Making them invulnerable just stops people from ruining the duels.
Did you know that we already take less damage while in shroud? Couple that with the trait, protection, and rise, and we might be invulnerable.
Also, our issue with having nothing to prevent people from blowing us up at the beginning of every fight isn’t really adressed here. I made a suggestion involving retaliation and curses that will probably make people think twice about trying to kill us first.
Yeah, I’m not doing the story mode again (I did it before reward tracks), and the rotation was not any time soon when I geared up my necro.
You could avoid casting retal on yourself when you are 1v1ing a necro. Necro 1v1 is already a transfer fest lol.
Land spears. The fact that we can’t use the coolest weapon ever invented baffles me. Guardian, Warrior, Ranger, and Necromancer should all be able to use this by default.
I want a cape. We don’t care if it clips with some armors, everyone would grind for the cape.
Necro stealth:
When my opponents can’t see me because I’m a necromancer and I do really crazy things with LoS.
I literally killed a Warrior in a teamfight and walked away after everyone else on my team died, because the three opponents that were still alive forgot about me.
Retal scales with power (unless you have that guardian trait), so why would it fit a line that prefers more conditions like curses does?
The spite traitline is better suited for retal then curses is. So it is ok that our only retal trait is there. Though i wouldnt mind if we good some retal in deathmagic (like we used to have).
Spite is already a decent traitline. I’m saying that the traits apply conditions to foes when they hit us. We could also have a trait like guardian where retaliation scales with condition damage. It isn’t bad that we can get some extra retaliation from a trait in Spite too, because we are already taking Spite to dish out damage.
The only viable solo roamers right now are Mesmer, Thief, Druid, and, in certain scenarios, Warrior.
Running alone in small scale WvW is generally unwise, even with high mobility and stealth. Lower tiers nets lower quality opponents, which makes it easier to fight outnumbered, but high tier fights are more challeging amd require efficiency to win the fight before help arrives.
Duel in OS or underneath EotM. If everyone does that, there will be more duels to be found, and people will stop complaining about duels taking up space where they are not welcome.
Indubitably.
Why isn’t retaliation more of a thing on Necro?
We could have the best retaliation (not hard because retaliation is pretty lame).
Retaliation fits perfectly into Curses.
In Curses, it could have an entire theme of inflicting conditions, corrupting boons, and transferring conditions back to enemies that try to dogpile us.
We will be like a wooly bear caterpillar: they will see us, but they will have to be careful with handling us, because facerolling us will hurt.
To keep this from becoming insane, our retaliation uptime just needs to be somewhat limited. Guardians also will need their retaliation sharing toned down (perma retaliation would go from “lol” to “omg”).
This gives us a decent defensive tool that doesn’t interfere with our class theme too much.
It wouldn’t even be hard to make room for this in Curses. Merge Path of Corruption and Master of Corruption, add an AoE transfer when struck with retaliation to Parasitic Contagion, and change Furious Demise and Terrifying Descent with retaliation traits that are actually impactful.
I think Curses needs an overhaul either way (bleeds and terror suck now), so this is a pretty good start.
I ask myself the title of this thread every time I go into WvW on my necro.
Honestly, we are designed to be a punching bag that becomes dangerous when we corrupt boons. Also, if you are using regular condi necro without reaper, you basically deserve to die, because base condi necro is awful, and it has been that way since the specialization patch. Pray for the second coming of Geesus and wait.
I’m running 2 trapper 4 lich (because Nightmare runes require PvE) right now in WvW, and I’m finding that it works really well, because your cripple and chill actually lasts longer than .5 seconds. However, we are still limited by other things, so we need support to not become focus fodder.
There was a post about the next big balance patch where they mentioned that some people would have to change the stat combos on their armor.
I’m assuming this means certain gear combos are being removed from PvE and WvW.
I imagine that the stat combo at greatest risk of removal is Minstrel’s, but I wouldn’t be surprised if Dire were also removed in the next patch.
How do you think this will affect the small scale scene? What do you predict will happen?
Personally, RIP Druid seems like it will be a thing. They confirmed celestial avatar nerfs, and I wouldn’t be surprised if Staff receives a mic drop nerf.
The problem with whips is that pulls are buggy, so one of the primary features of the whip may be unreliable.
Staff/gs druid is one of the most obnoxious specs to fight against. The #3 skill on staff should have a 30s cd. In exchange, the #2 and #4 skills need to be reworked, because they are extremely lackluster.
PU mesmer is also pretty terrible considering how bulky they are despite also being very good at escaping combat.
Warrior regen is too good. Their mobility is okay.
Thieves would still be able to escape with less escapability. I would like to see thieves get some work done on them, because they seem very reliant on bug exploits. They will be more fun to play with and against if they functioned better.Thief being reliant on bug/exploit? Please explain
The sword jump teleport they removed, shadowstepping up specific corners to make getaways or surprise ganks, and angling the camera down to do more heartseekers through black powder. Those are not intentional.
Shadowstepping VERY often doesn’t work.(Try to shadowstep up/down a tower stairs, or anywhere near SM, i dare you)
Angling camera down doesn’t give that much of advantage.(for real when engage thief doesn’t have enough initiative to do all the shenanigans)
But if you want to fix these mechanics, go ahead i would love to have skills that work as it should. Don’t think these changes will change anything in the class and if do it’s for the better.(that’s if they fix stuff instead of just removing and nerfing)
Exactly, thief is really mediocre right now. It deserves a few intentionally good features.
Staff/gs druid is one of the most obnoxious specs to fight against. The #3 skill on staff should have a 30s cd. In exchange, the #2 and #4 skills need to be reworked, because they are extremely lackluster.
PU mesmer is also pretty terrible considering how bulky they are despite also being very good at escaping combat.
Warrior regen is too good. Their mobility is okay.
Thieves would still be able to escape with less escapability. I would like to see thieves get some work done on them, because they seem very reliant on bug exploits. They will be more fun to play with and against if they functioned better.Thief being reliant on bug/exploit? Please explain
The sword jump teleport they removed, shadowstepping up specific corners to make getaways or surprise ganks, and angling the camera down to do more heartseekers through black powder. Those are not intentional.
Pull necromancers into enemy zergs in order to cover my escape.
Staff/gs druid is one of the most obnoxious specs to fight against. The #3 skill on staff should have a 30s cd. In exchange, the #2 and #4 skills need to be reworked, because they are extremely lackluster.
PU mesmer is also pretty terrible considering how bulky they are despite also being very good at escaping combat.
Warrior regen is too good. Their mobility is okay.
Thieves would still be able to escape with less escapability. I would like to see thieves get some work done on them, because they seem very reliant on bug exploits. They will be more fun to play with and against if they functioned better.
I use it as the punchline of Necromancer jokes.
WvW necros everywhere thank you!
Kinda why its not used in wvw
It literally autowins fights vs condi burst sometimes, so it has purpose in WvW.
I ran with love on JQ last Saturday, and we did extremely well. There were only 7 of us for most of the fights, but we were able to go toe to toe with groups that created orange swords on the map, and we captured several upgraded towers.
The classes we were running synergized very well, which is why we were able to get so much done with just 7.
Our squad was:
3 Tempests
1 Dragonhunter
1 Reaper
1 Daredevil
1 Scrapper
I can’t say much about builds except that I was using condi reaper, but we won some pretty intense fights.
What are some small team comps that you have success with?
Change Necro weapons skills?
Speed=viability, so
Greatsword: Increase speed and reduce damage. Change pull into a movement skill.
Offhand Dagger: Make both skills faster. Add defensive aspect to deathly swarm.
Warhorn: Add confusion on interrupt to Wail of Doom and/or add mobile Poison field to Locust Swarm
Staff: make Staff 1 faster
I feel like the most selfless person ever when I run this, but then I realize that I really need that insta cast 360 stunbreak short cooldown utility that also transfers condis and corrupts boons at 1200 range.
While running this, I acquire:
All the confusion on the battlefield
6 days of chil
70 stacks of cannon bleeds
Mortar hell
Cripple for dayz
Random condis while I’m trying to get out of combat
The worst part is that people will see that chills and burns melt off of them, so they don’t leave the fire and ice fields. Meanwhile, I’m not standing in it, and I have to burn for 5 people all at once.
Is this a fair tradeoff for the amazing active on plague signet?
Moa should not put shroud on cd/kill minions
Death Nova should be scary like exploding risen (make death nova minions green to warn players?)
Minion skills should suck less: See smokescale and gyros for examples of companions that actually are good
Also, some traits that make Necro zergs a thing in WvW again would be cool
Scrapper is easy to play. Literally played one for 60 hours, and now it is one of my strongest classes, and I have 3k hours in this game.
If we’re talking solely about the aspect of class balance in roaming; then absolutely not. In fact, class balance in roaming is probably quite literally at the bottom of the totem pole in terms of class balancing priority. Here is a pleasant but arbitrary hierarchy that seems to hold true for most of the class balancing that is done in this game:
sPvP viability in Conquest> sPvP 5v5 thru 1v1 interactions > PvE Raids = PvE Fractals > PvE general and dungeons > WvW Zerg v Zerg > Roaming small group > Roaming 1v1.
^with the last two there being virtually untouched over-time
It does seem they do some balancing targeted towards roaming (i.e. the nerf to perplexity rune, nerfing DH trueshot….. off the top of my head) but these changes are far and few between.
Fact is, while roamers and small groups are apparently seen as important by the ANet, their interactions when fighting each other generally are not. If you want balancing to come to roaming, I’d say your best bet is to campaign for balancing in spvp since a lot of roaming class balance seems to be tied to spvp class balance.
They balance sPvP by removing stat combos, which is why WvW balance has gotten out of hand. Most complaints I have in WvW small scale are irrelevant in sPvP.
Ghost thief? Hardly a problem because stealth prevents capture point contribution
Condi mesmer? Finally a noticeable problem
Power berserker? Nobody runs that in sPvP, and they didn’t nerf it in WvW because PvE
Druid? Less sustain cheese in PvP because no minstrel gear
Necromancer? Much stronger on point, so it will never be adjusted for off-point combat.
Meanwhile, Dragonhunter isn’t even that good in WvW roaming,
(edited by Cecilia.5179)
Skirmishes are good. There is more that needs to be done for WvW though. It is extremely difficult to take back your own garrison, 1/3 of ebg when the other team takes it and has 3x the numbers. Green spawn needs more legendary defenders.
Roaming needs balance. I wish I could tell you if they ever think about balancing WvW PvP. Many builds are not fun to play/fight against, but they are extremely effective. That is the definition of bad game design. PvP should be fun for both people, and that doesn’t mean that both people need rewards.
Flesh Wurm is debatably good. It is a teleport, which is something that Necros like. However, It has a really bad cast time that makes it easy to interrupt. Necros have very little stability. CC is everywhere.
Instead of having to cast Flesh Wurm, I think it will perform better if it has no cast-time, but instead appears after a delay equal to its current cast time. This may improve Necromancer viability in Small-scale WvW (Our utility slots are in serious competition with each other) where Necromancer is lacking in damage vs sustain classes and ability to escape lockdowns.
Got to feel sry for the T1 worlds when they where doing the links.
JQ wasn’t even t1, and it got no link.
I didn’t know this too. Guardians have been hard countering thieves since always but this is kinda too much and probably not intended. Must be the way that shadowsteps are coded and try to find a path between your initial and final point, triggering them on the way. Does it also happens with Lightning Flash from eles and Blink from mesmers?
Probably the same thing, but we don’t have to get in melee with the guardian if we have the right weapons.
The point of server linking was to reduce population imbalance. It does not do that. In the upper tiers, server linking creates a toxic treadmill where the forsaken servers are often hopelessly outnumbered if they are not over-full. Something has to change with this system for WvW to be competitive.
As always, my suggestion is linked in my tag.
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