(edited by Dakunaito.9602)
i’m gonna say this here and many people might not believe me but reaper > berserker.
the primal burst skills on berserker are basically trash. they look awesome and have cool effects but in the end they are mechanically inferior to the normal burst skills.
while reaper builds on necros and makes them better berserker doesn’t do that. it changes the warrior in a way that is different but not really better.
one of the examples are combustive shot, it’s power came from covering a whole pvp point, forcing you to stand in the fire if you wanted to keep the point.
the new combustive shot fires a row of smaller fields in which you don’t have to stand if you don’t want to.flurry was an immob, good for setting up burst or keeping enemies from jumping allies. the new one just fires burning bolts and destroys projectiles. all in all interesting but better than the normal one?
another good example is primal burst earthshaker. the normal one stuns the foe for a couple of seconds, so you can follow up with backbreaker. the new one pushes them back, out of range for your backbreaker.
it might look shiny and all but it’s not as good as some of you might think (except that master trait, that one is really good).
at least Berserker doesn’t have a bunch of unnecessary drawbacks like Necro/Reaper.devs be like: "10sec cd stunbreak=balance, no need for drawback. put cast time on Gravedigger for balance. ~1800 dmg with 100% crit chance=balance. add cast time on Reaper autoattack for balance ". 2sec ICD for same trait as Chilling Nova(but spread burn), while Chilling Nova had 15sec ICD in BWE. we demand nerf on that trait and make it 10sec ICD like Chilling Nova or make Chilling Nova 2sec ICD and increase it’s dmg to 600+. just because there are more Warrior players, it doesn’t mean you have to put 0 drawbacks and put them on Necro/Reaper instead. for Berserker Robert never said: “we put cast time in XXX skill for balance”. the only time i heard about drawbacks to not be OP is on Reaper/Necro
it’s obvious that they put x2 times more effort than on Reaper. ~1800 dmg utility skill that has 100% crit chance, and another leap. hahahaha. the specialization is OP and no drawback. for Necro/Reaper: “we don’t want XXX thing to be OP so we add some cast time”. 10sec stunbreak without drawback. our Chilling Nova has 15 sec cd without the upcoming buff, and the same trait for Berserker has “2” sec and does double dmg. 3sec stun on(and before you say you get 1sec self stun, when you have teammates the 3sec is OP as hell). omg, i can’t stop laughing
after watching Berserk specialization this dmg buff with this low attack speed isn’t enough. Berserk has absolutely 0 drawback, “10” sec cd stunbreak skill, another leap, does high dmg+burn with fast attack speed, plus it has 10% attack speed buff while Reaper has perma attack speed debuff(i refer to long cast times). also Berserk has same trait as Chilling Nova, does more dmg(600+) and has only 2sec ICD
(edited by Dakunaito.9602)
Since we dont have much burning this is, or more was, our primary burst (as condi necro) and trait that was making condi necro viable at all. Atm damage it does is very very small and our fears (even traited with 50% extra duration) are quite short in duration. You need 2 different traitlines for it and its still not good. While everything else (not condi necro related stuff) got boosted (dmg and survival) since patch, this trait does almost same amount of dmg, leaving condi necro, as whole, behind in viability, beside the nerf of slowing condis on movement skills.
With 1638 condi dmg and 50% extra fear duration.
Staff fear: 1,5s ->one tick -> 32s cd
DS fear: 1,5s on far away targets and 2,25 on close ->2 ticks if you use the close one -> 17s cd traited.
Both fears combined -> 3 ticks
No extra dmg for overflow time (3,75 s fear duration, does only 3 ticks, for 0,75s it does no dmg) -> 50% extra duration doesnt contribute to dmg.
732 dmg with no condis, 1099 with condis, per tick -> potential “burst” 3300 dmg over 3 sec -> similar as 3 stacks of burning over 3 sec.
Trait competing with other potential (boon coruption -> fear) synergy traits, cant reach its full potential.
Devs don’t care about fear anymore. they switched to chill, and even then it’s still not good. we asked for more chill updates, and they gave on Revenant pulse chill utility skill that does 2 pulses and stack in duration so it lasts for 3sec without traits, and it has 15sec cd. we suffer from long cd and low duration, and now Revenant has more chill duration than Necro with chill duration traits etc things. i can’t stop laughing
(edited by Dakunaito.9602)
Ranger is worse. So there you go.
Ele is stronger. so there you go
On the topic of increasing the cast speed of Life Blast: I think we would need to lower the damage multiplier if we wanted to increase the cast speed. The damage per second on that skill at its current cast time is already about as high as we are comfortable with. It’s a tricky skill to balance because we’d need to also look at adjusting all the traits that affect it.
compared to other classes Necro/Reaper have enough drawbacks for 2-3 future buff updates. we don’t need more. add some drawbacks on Ele. here you say that you have to decrease the dmg if you’re gonna increase the cast speed, but where are the cast times on Tempest shouts for balance? Ele has 4 traits that decrease whole skillset cd by 33%(1 trait for each attune), but no drawback. Necro has 1 trait like this(Quickening Thirst) and has 75% health threshold and only on dagger, and in expansion “all” players will replace Blood Magic for Reaper and we’ll lose that
i’ll stick to weapons i use now. slow attack speed is huge disadvantage in pvp. the dmg skills(autoattack and Gravedigger) have long cast times and it’s easy to predict and evade
The skill would be way better with a lower cast time, and the same dps. The only trait that is potentially overpowered is reaper’s might.
Reapers Might is not overpower and doesn’t need nerf or tweak. Ele has similar trait and it’s stronger cause it gives might from every fire skill you use and not from just autoattack like Reapers Might
that dmg decrease on Suffer is totally unnecessary when Revenant has utilty and does 3 stacks of burning for ~1200+550 dmg and it’s 5 targets aoe
the animation on Gravedigger has to be cut in half. the skill does a swing in the air that only slices the air, and then the actual attack starts. if 1st 2-hits of Warrior’s Hundred Blade skill didn’t do dmg and just slice the air like Gravedigger, Warriors would rage and Anet would fix it in no time
while we’re here complaining about low chill duration, Revenant elite specialization have utility skill and it does 2 chill pulses so it stack 2 times in duration and it has 3s duration without chill duration traits. what we asked for Necro/Reaper they said “dream on” and gave it on Revenant instead, and while we suffer from a bunch of long cd’s, on Revenant this skill has 15s cd
this is too good to be true. i bet after this buff they will nerf. players aren’t used to Necro/Reaper doing high dmg, and when they see high number they will start complaining. i guarantee that. but i was hoping for something more on chill buffs. elite specialization of Revenant have a utility skill that pulses chill 2 times and has 3s chill duration and 15s cd. seriously? what we ask for Necro/Reaper they give it to Revenant?
that dmg nerf on Suffer made me cry. 700 dmg on pvp build. hahahaha
To be fair, we are basically the only class that likes to actually activate our signets, rather than just have them sit there granting passive effects.
no we’re not the only ones. Ele have trait that you can keep the passive of signets when you use them+decrease cd when signets already have 20-25sec cd. no OP at all. our signets that have 60sec and180sec cd no such trait. all the OP staff for Ele cause Necro drew the short straw
if you lose power then this is a bug. why lose power and simply just don’t increase power when in Shroud? imo Signet of Spite passive should get fixed so that it works when in Shroud
Yes! Please, fix the bugs. There are a lot of bugs on all professions and I feel like the game is throw to the wind and no effort is made to fix them. I do know that you are all busy with the expansion, but don’t forget the game exist now. A lot of things are not viable not only because balance, but also bugs.
If you fix the currently bugs I’ll marry you.
did you honestly believe that they’d release beta and it wouldn’t have bugs, and devs don’t test the game to know if it has bugs? there is not a single mmo that doesn’t have bugs on beta. even single player games have bugs before final build/version, and majority have bugs even after the release. i’m looking at you Batman Arkham Knight
about the Adept minor trait, Chronomancer has same trait, but to compensate for that, they gave it a Grandmaster minor trait with 25% increase speed+reduced duration effect on movement conditions(chill, immobilize, cripple). for Reaper they only gave the reduced duration effect on movement conditions, but it’s on major trait, and it only works in Reaper Shroud. hahahaha, the discrimination is too strong
Gravedigger actually did really well. It does some excellent damage and is close to being worth spamming on targets under 50% health. If they don’t want to make it faster merely increasing the damage and changing it back to 100% cooldown reduction under 50% health, that will make it worth it even with the slow animation speed.
I’ve said this before earlier on this very post, slow speeds are not terrible for pve. They just have to offer the damage to MAKE up for the huge cast time. Which sadly Anet has a great deal of trouble balancing correctly.
as Atherakhia said the Gravedigger has 2s full cycle cast time. no matter what you do(increase dmg or the cd effect), the cast time is very bad for a 1-hit close range skill. as i said in my previous reply, the skill is not channel or throw or multi hit etc to justify the long cast time. Gravedigger is 1-hit skill and 2s full cast time is way too much. rest GS classes don’t have more than 0.75s cast time skill on tooltips. why should Reaper have? this is not fair or balanced
Gravedigger is very easy to balance: decrease the cast time, increase dmg a bit(we don’t have modifiers for dmg, and dmg is low as it is now) and done. autoattack is also easy to balance. full cycle should be around 2.5s instead of 3s, and increase the chill duration to 2s(sword Thief does 2s cripple and weak) or remove chill and add chill field as people suggested. since all GS classes have higher attack speed than Reaper, then it won’t matter at all if they decrease the cast times on GS and it’s faster. it will be as fast as the rest GS classes so it’s perfectly balanced
in pve slow attacks don’t matter cause mobs don’t bombard you with flurry of attacks(unless you draw 3-5+ mobs) and have low AI, but in pvp players use their brains. i don’t care that much how awesome the animation of Gravedigger is, but the skill has too much unnecessary animation and has to go away cause it nerfs the skill by dramatically increasing it’s cast time. even if they add a chill field on autoattack as people suggested, 3s cast time is still too much. hammer Guardian has long cast time on autoattack cause it does “4” extra things: symbol dmg, protection, light field and hits 5 targets. Reaper only does 1 extra thing: Chill. the cast time isn’t justifiable
Considering the flesh golem is an elite ability, I think the flesh golem’s charge should be a leap finisher. All the aura’s he can gain from it would synergize immensely with how he simply runs into the enemy and eats damage.
The flesh Golem isn’t really a bad elite skill, but I feel like he needs that little bit of extra oomph when compared to the other elites.
Necro needs control buttons like Ranger. those crap minion you have to pray to God for them to hit. Flesh Golem is the worst. it stops attacking even more frequently than the rest minions. even if i use it’s charge skill to force it to move on the target it refuses to hit when it’s there. in Silverwastes when i want to hit the plants that spawn the group mobs, there are lot of times that the minions don’t enter inside it’s radius(you know, that dome like thing). it’s so freaking frustrating. i only use Flesh Golem cause rest Elite skills are horrible for pve(too much cd). 3 years have passed and the minions are still in such bad state. if they can’t fix them, then remove them completely and put something useful
Its 2.75s according to wiki. Just wanting to point that out.
still, it’s faster. how much is the cycle of GS Warrior?
2.4…
But at the same time, Guardian Hammer is 3.7, which is also quite common in PvP.
hammer Guardian autoattack gives protection, does high symbol dmg that hits 5 targets and has light field
Gravedigger has 1.25s cast time, and i bet in game it’s easily 1.5s. ridiculous. majority of animation is utterly useless and it solely exist to cover the long cast time. i don’t know where to look for full cycle cast times, but in tooltips there’s not a single 1-hit skill of GS that has longer than 0.75s cast time. 1-hit skills that are used in close range like Gravedigger have 0.5s cast time, and throw, leap etc skills 0.75s. Gravedigger isn’t throw skill to have long cast time/animation. 1.25-1.5s cast time is unacceptable. Gravedigger does a swing in the air that hits absolutely nothing(useless animation) and then the actual attack starts. imagine doing Hundred Blades and first 2 hits don’t do dmg and just slice the air. would Warriors like that? no. then why devs do it on Reaper? players bait from the super-duper-wow-amazing-drooling-kitten animation and don’t look anything else. imo Gravedigger shouldn’t have more than 0.5s(on tooltip) cast time
(edited by Dakunaito.9602)
Its 2.75s according to wiki. Just wanting to point that out.
still, it’s faster. how much is the cycle of GS Warrior?
If the blind and pull are too good they will undermine spectral grasp and well of darkness thus comes internal balance and good pvp isn’t about getting all the kills. Deaths charge is a great skill, collision would make the skill less powerful if you were to stop as soon as you hit your target and there are plenty of skills that function similairly just most are ground targeted but this skill lets you cast without the of the ground target, if you are not willing to put player skill into using it then that is your fault not the skills and balance is so much more than just pvp the skills need to be balanced everywhere and need to take into account the necros sustainability. You can play any class in pvp without leveling. And ele is a glass cannon which means that is has less health and higher damage necro has higher health so it does do less damage. But all you seem to do is go into every necro forum post undermining everybody else postive opinions, I can see the opinions that maybe some of the numbers need to be higher but at the end of the day the numbers should never be larger than dagger because dagger only targets 2 there has to be internal balance of a class, if they just out right made reaper stronger anyone who doesn’t buy HoT is then less powerful and then everyone who has it will just be running reaper. Reaper was never designed to be stronger just something new and change the way you play the class which it does. I put my positive experience of reaper up I found it was really fun and I think that all the bile that necros seem to be spewing (which should be the next specialisation) over the past months it would be nice for devs to hears something nice. And remember to have fun that is the aim of games, that is why I love my WvW server because we are a really good middle tier server but we value having fun, fun is also the reason I spent the last hour and a half of the beta gliding with a bunch of people because fun is great.
the blind field has a negative cause it makes you immobile
the collision on Death Charge would make the skill less powerful if you were to stop as soon as you hit your target? i’ve “NEVER” noticed that the charge on my Ele is less powerful when it hits a target that isn’t at max range. charge skill don’t do progressive dmg based on distance: the further the enemy, the higher the dmg. the skill’s power will remain the same whether you hit someone from point blank or max range. adding collision on Death Charge will not make it less powerful. about player skill while using Death Charge, rest classes just press a button and voila. no skill required, so why do i need to put effort and skill? cause dev decided that Reaper has to be the underdog, so no collision in his charge? did we pick the short straw or something? from the most pvp videos i saw, majority of players fail at Death Charge 9.5/10 times(it’s natural since with Reaper combat is way less than 600), while Ele hit with his charge with1000% success rate. as i’ve said before, calculating the distance isn’t the solution. the solution is very simple: add collision like the rest charge skills. you can’t have collision to “all” charge skills besides Reaper’s charge skill. remove the collision from Ele’s charge and see how they will start raging. devs will go crazy from the rage and will put back the collision in no time
as it seems Reaper was nothing as was told. they put more effort on the animations than on skills, traits etc. even on Mesmer forum people say it’s weak, and some don’t even want to talk about as to what bad state it is
just because i disagree on someone’s positive feedback, it doesn’t mean i undermine anyone. if you misunderstood it’s not my problem. i reply to others and i only say my opinion, and nothing more. so what if it’s negative? i’m not allowed to do so? if i reply to someone that says positive things, i have to type positive things even if i have different opinion?
as for numbers, nobody said to increase dmg by 500%, but it really needs boost
Reaper is very bad, so it’s natural that devs won’t see/hear good words. devs see/hear good words from Chronomancer cause for that class they put the effort they were gonna put on Reaper. i rarely see anyone complaining for Chronomancer(the opposite of Reaper), and the feedback suggestion threads and comments are easily 2-3 times less than Reaper
ofc i have fun, but i didn’t have fun with Reaper at all. the low dmg combined with the slow attack speed is double nerf. unlike pve, on pvp people fight back and i’ve been interrupted tons of times. people see me charge chill from autoattack and RS skill 5 and they simple evade it with 0 effort. the shouts are so bad that i reverted back my utilities. i started lvling an Ele and i have more fun. even though i’m noob Ele, i die way less times in pvp than my Necro, even with less hp
Honestly, I played both reaper and chronomancer and I ended up spending more time with my reaper (I am mesmer main!). The numbers need tweaking, but the class is insane fun!
i didn’t have fun at all. maybe cause i prefer to pvp. after a while with Reaper i switched back to staff as my secondary weapon
Won´t happen, he´s busy playing Mesmer.
Just hop on to the Mesmer forum and read the Chronomancer reviews and then come here and read the Reaper´s one. Should tell you a few things.
already did that cause i was curious, and it’s like day and night. you rarely see negative feedback. even they know how bad Reaper is
I think it changes your playtyle to a more fun way. You are able to shatter more, you are less phantasm oriented, you deal actually dmg!
I guess chronomancer was the first spec they made. It feels almost finished, only a few minor changes and it’s perfect! Meanwhile the other specs …
And necro? Boy if I should play PvE with the necro and had access to the Reaper, I still wouldn’t use it :< it’s worse for PvE than the current necro meta :<
We’re the best spec atm, but I’m not sure if this is good … or bad :<
Chrono just felt so well polished, and it felt like there were several build opportunities from the new Spec.
Dragon Hunter felt okay. The Longbow is definitely a saving grace as Guard needed another range weapon. Trait line offers options for both offense and defense. Traps, meh for the most part, but the revealing trap is absolutely hacks in a good way.
Reaper….yeah, about that.
This is what i would change/improve as solo/small scale roamer:
Greatsword:
1- Auto attacks need to be faster or hit harder. To keep the reaper aspect of scary movies, i’d go for hit harder.
2- Gravedigger looks alrighty for pressuring targets, but if you want optimal dps just go with other things.
What annoy me with gravedigger is the 1 second wait until you can use it again after target is below 50% health.Reaper Shroud:
1- This auto attack is awesome! The damage is okay and its faster than Life Blast, what we really needed. Only thing i would add to that is some sorta of chill. Maybe like greatsword: apply chill on 3rd chain attack. I found it pretty hard to keep on meele against majority of classes, specially rangers and mesmers.
2- Death’s Charge is my second best choice of best skills in Shroud. Its like an improved dark path. Which increased by a lot necromancer’s mobility. I was able to escape a good amount of fights without even have to use Spectral walk jukes.
Only change i would make is the same as Greatsword #5: make it cast on your target, but if you don’t have any target cast where you are facing at. Just like Warrior’s Greatsword #5.Sorry for my poor english and hope i didn’t let anything off.
Greatsword
1- autoattack need decrease of cast time(GW2 is fast paced mmo, and having slow attack speed on pvp in disadvantage), and chill need some duration buff. sword Thief does 2s cripple and weak on 3rd autoattack. autoattack full cycle is 3s(i don’t believe it’s just 3s while rest GS classes go form 1.5s-tooltips- to 2.5s-wiki-), while hammer Warrior is 2.75s. aside pve, there’s pvp, and for pvp it’s not balanced
2- it’s not alright. don’t bait from the fancy animation. the skill does a swing in the air without doing dmg and then the actual attack starts, which is very fast. most of the animation is useless and it exist to cover the long cast time. imagine using Hundred Blades or other multi hit skill and the 1st 2-hits don’t do dmg, and just slice the air like Gravedigger does. would you or other players still say it’s alright? i don’t think so. 1.25s cast time and 2s full cycle for 1-hit skill is way too much. why should Gravedigger have 2s? just cause dev decided so as nerf? cast time shouldn’t be more than 0.5s and be equal to other GS classes for balance and be fair. they took the cast time that they were gonna add to Tempest’s Flash-Freeze shout and put it here
Reaper Shroud
1- dmg need a slight boost. even with 25 might+25 vuln dmg it’s still low
2- it needs to add collision and increase distance. it’s the only charge skill(don’t confuse it with leaps and whirls) that doesn’t have collision and pass through targets, and it’s distance is bellow 1.000. 9/10 times i can’t hit target cause i’m very close. i only use it to escape. in other pvp videos i saw they also rarely manage to hit
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RS2
While most of Reaper Shroud felt nice and fitting for the Reaper, the no. 2 skill was a bit of a letdown.
Considering that RS4 already has a whirl, it might be better to replace it with a direct shadowstep to a selected target, inflicting chill on impact.
RS2 needs collision on target and increased in speed & distance. i was watching pvp video with Reaper and 9.5/10 times he missed with RS2 cause he was passing through them. calculate the distance is not the solution since it’s the only charge skill that doesn’t have collision. the solution is very simple: add collision
Well we were pretty good back when they first introduced dumbfire, but IMO we never should have been given fire anyways. Chill was and still is what should be our staple ability as it chimes much better with the whole death theme.
Dumbfire gave us one good build at the time, and because it was good they nuked it from orbit and made many of our other abilities garbage; I’m looking at you reduced terror damage.
I for one will be quite pleased if Robert can put us on even ground with the other classes in all game modes. Not just in WvW zergs where we are actually wanted.
edit: fixed an error in my post.
you should have realized by now that they don’t want Necro to be strong. they removed bleed stack from pvp, and then they said they don’t like splitting skills from pvp and pve and so they removed bleed stack from pve too. instead of giving back the bleed stack on pvp they removed from pve. hahahahaha
GS is very bad. i’d say easily the weakest specialization. it needs lot of changes. GS dmg is weak and weapon is slow. low dmg wasn’t enough nerf so they added long cast times too. want to leave the cast speed as is for balance? ok. increase the cast times of all other GS classes to be fair. let’s be honest here. GS skills have too much cast time. hammer Warrior does autoattack chain in 1.7s and Reaper in 3s. that’s almost twice as slower, and it’s also weaker in dmg. cast times on GS skills have to be decreased by 40-60%. 1.25s cast time on Gravedigger is unacceptable. most of the animation is useless just to cover the long cast time. this skill shouldn’t have more than 0.5s cast time. shouts shouldn’t have more than 1-1.25s cast time. the Elite has 2s cast time. dmg has to be increase by raw skill dmg since there are no modifiers on traits. RS auto attack is weak in dmg. just like the Elite, RS skill 5 has 2s cast time. too much. the charge skill on RS needs to add collision to it and stop when hitting enemy. it’s the “only” charge skill that doesn’t have collision and pass through enemies
i’m very disappointed with Reaper and gs and i’ll stick to d/w – staff as weapons. yes it’s fun to play cause AI is stupid so cast times etc don’t matter that much, but aside fun there’s also serious gameplay(pvp) and Reaper is underpower as hell
The greatsword as a weapon has a blind field, 5 target pull plus poison and a whirl finisher which combo’d with nearly any dark field gives leaching bolts, these are great utility for a class and sometime utility is good. It also hit 3 targets of course it is going to do less damage the dagger that hits 2 targets The reaper was never designed to be better just to change the way you play which it did. Most of the necro’s skills are tailored to fight 5 target at most times on a condi build I run most the time I might not see big numbers like 10k but its doesn’t mean I am not hitting that with very little effort I can get 2k dps on each target. Necro is not meta for dungeons or pvp because on a one on one bases necro often does fall short but when it comes to groups they are good, look at wvw well bombing. I never did say it was great for pvp but pve and wvw holds up. If you have played the new map the enemies are a lot tougher than before. For pvp I would say bunk and learn to use stability and your own interrupts and try utilising flesh wurm or spectral walk since you can blink in the middle of the cast for long skills. And deaths charge is fine you just need to learn the distances.
But if necro isn’t hitting your optimum dps and you are not having fun (which is the most important part) then maybe you should play another class.
what to do the blind field and the pull if the dmg is weak and attack speed is slow? i don’t want to be the support and my teammates get the kill. Death’s Charge is not fine. collision, speed and distance increase are a must. why Death Charge should be the only charge skill that doesn’t have collision? calculating the distance is not the solution. all the other charge skills have collision. there is something called balance, and devs say this multiple times when they talk about Necro. they talk about balance, but i don’t see any balance. they took the cast times they were gonna add on Tempest shouts and added it to Reaper: “Elementalist/Tempest is burst class so cast times are not needed. give them to Reaper which is already underpower. nobody will care”. that’s not balance. if Necro isn’t meta for dungeons and pvp, why not tweak the class so that it is? Elementalist, Warrior etc are already way above strong, so how about focus on Necro/Reaper to be strong too? i did play the new map, and enemies are indeed strong, but Reaper is weak
about fun, i’m not pve hero to only play pve, and i lean more to pvp, so there’s a line between fun and serious. i can’t have fun in pvp playing an underpower class just cause devs decided that it’s role will be the undepower one and refuse to buff and make it more descent, and instead they buff more and more and even more the already strong/OP classes. if Reaper doesn’t get buffed, but stay as it, is i’ll choose another class. i don’t play that long so i only have Necro, but i already started leveling an Elementalist just in case. so far it’s easily 2-3 times stronger and better. even with less hp, in pvp i die way less times than my Necro
(edited by Dakunaito.9602)
about traits you forgot 1 thing: the Adept minor trait. Greatsword, shouts and Reaper Shroud should be accessible when you choose the specialization and not when you get the minor trait. this trait has to be removed and put something else in it’s place. i’d suggest a flat increase speed(without needing to equip X weapon) like Chronomancer’s Grandmaster minor trait including the secondary effects. and since Relentless Pursuit Adept trait has same secondary effect simply remove it and put something else
Reaper Shroud needs work. autoattack dmg is weak, skill 2 needs to add collision on target and increase speed and distance, and skill 5 cast time is too much. it has to be decreased
(edited by Dakunaito.9602)
2. I expected fighting kiter to be bad, but GS5 is worse mechanically than I could have imagined. RS2 is also bad as a chase down tool (it’s ok as an escape)
RS2 sucks as escape. speed is like you’re chilled/crippled, and distance is small for charge skill
I thought the the shroud was nicely done. The skills were fun, though shroud 2 was a bit iffy to use depending on where you stood on the edges in the new map.
The great sword felt like it did very little damage and was far too slow. The chill effect on the auto attack was underwhelming. I get that the concept someone had was this slow moving, hard hitting movie monster, but GW2 has a fast paced combat system with high movement, dodges and so on. It is a case where ‘in theory’ and ‘in practice’ didn’t mesh well, in my opinion.
The animations are really nice, though. Hope they can re-tool this a little and perhaps let go of the movie monster concept to make it more practical in the fast paced GW2 system.
shroud is not nicely done. autoattack needs some boost in dmg, skill 2 needs collision on target and increase in speed and distance, and 2s cast time on skill 5 is too much
GS dmg is indeed weak and slow. the cast time on autoattack is ridiculous, especially the 3rd one. sword Thief 3rd autoattack does 2sec cripple and weak and does more dmg than GS, and yet GS has low dmg and it’s slow and the effect duration is low. this is very bad and totally unbalanced(for GS ofc). ofc the whole concept of Reaper is bad, cause the game is fast paced etc you said, but i get the feeling that devs did it on purpose so that specialization is weak and not strong. if you increase the dmg as it should be done, decrease the cast times(3s full cycle for autoattack while hammer Warrior does it on 1.7s? can’t stop laughing. 1.25s cast time on Gravedigger? it’s not channeled or multi hit skill to justify the long cast time) and increase the effect duration where needed, class would be really strong and devs don’t want that
the animations are indeed cool, and here is the problem. some of the skills, including Elite and Reaper Shroud have unnecessary animations and they solely exist to cover up the long cast times. for example, Gravedigger does a swing that slices the air and then the actual attack starts. this is horrible, but people get blinded by the animation and overlook the reality. majority of this skill’s animation is useless and has to go away. if they don’t want to lower the cast time then make it multi hit. for a 1-hit skill 1.25s cast time is way too much. with 1.25s cast time that skill should hit at least 5 times(and i’m being very generous here). Warrior axe spin2win does 15 hits in 3.5s cast time, Mesmer GS does 4-hits in 1sec, Guardian GS does 7-hits in 0.75s and list goes on. if they don’t do it multiple hit then the cast time has to be decreased to 0.5s. no more than that
For the man or people who created the Reaper you really need to stop basing it around horror movies that’s just insulting and plain crap to the name “Reaper”. What you need to do is follow the Proper Thanatos aka Grim Reaper Lore, The Grim Reaper or well Reaper for short is a form of an assassin wielding a scythe, who uses quick and precise attacks. Now look at the “Current” Reaper of guild wars 2 its greatsword attacks are meager and slow of that of a horror movie, so let me ask you does that follow Reaper lore no it doesn’t, The Grim Reaper is feared because he is death himself and he is fast with his attacks and no one would wish to come across him. But with how you dev’s are currently portraying it off of horror movies people do not fear the reaper because its attacks are a complete joke they are too slow, when in reality they should be just as fast as any other greatsword wielding class. Those of you who made the reaper have a lot of work to do, to truly justify its name.
they don’t want Reaper(or Necro) to be any descent, that’s why they added long cast times to be slow, and also gave it weak dmg. Necro is in the same fate. they have done the most nerfs than any other class, and the class wanted boost from the beginning of the game, and not nerf
1.25s cast time is absolutely fine, see RS 5
no it’s not fine. if it was a channeled skill or multi hit then i wouldn’t mind. but as it is now it’s not fine at all and for a 1-hit skill the cast time shouldn’t be more than be 0.5s. Warrior GS does 8-hits in 3.5s, axe spin2win does 15-hits in 3.5s, Mesmer GS does 4-hits in 1sec, Guardian GS does 7-hits in 0.75s and list goes on. why Reaper does 1-hit in 1.25s? unacceptable. the skill has too much unnecessary animation: “hey man, don’t move for a bit. let me make a practice swing first and then i’ll hit you”
(edited by Dakunaito.9602)
For what it’s worth, a lot of comments in that article are fairly accurate. Namely: The Greatsword doesn’t do enough damage to justify its long cast times and relative lack of stability.
even if the GS did higher dmg and match the rest GS classes that wouldn’t justify the slow attack speed. why should only Reaper GS be slower? nobody should accept this. increase the cast time of other GS users and see how they will rage. hammer Warrior does autoattack chain in 1.7s, while Reaper in 3s. this is preposterous. 1s cast time for 3rd autoattack? sword Thief 3rd autoattack does 2sec cripple and weak and has 0.5s cast time. 1.25s cast time on Gravedigger. wth is this? this skill shouldn’t have more than 0.5s cast time. majority of the animation is totally unnecessary and it’s just there to cover up the stupid long cast time. GS cast times(not all ofc) have to be decreased by 40-60% and match rest GS classes. when people see Reaper GS in spvp this is what they say: “we lost”. GS is very slow and players just evade, and if you manage to hit, dmg is low and they don’t care at all. if there are no buffs/boost to GS attack speed and dmg i’ll stick to dagger/horn and staff. GS is very bad
autoattack needs a bit boost in dmg
skill 2 needs to add collision and hit on enemy contact and increase it’s speed and range. speed is like you’re chilled and distance is small
skill 5 needs 50% reduce cast time. 2s is way too much. players see you charge the skill and simply move out of the way without a sweat
I said dozen of time Gs dps will be far worse than dagger …. only deluded minds hoped for something
i said the exact same thing. i was 100% sure that Reaper GS will be underpower. in POI video you can clearly see the slow attack speed and low dmg, the unnecessary cast times on shouts, GS skills including the elite, and RS skills. if they don’t buff the GS i’ll stick with staff. shouts are not worth the slots so i’ll stick with what i use now
Enough said.
Reaper Greatsword is just not up to par with the other weapons
“numbers are not final”
Despite how many times they say that, people still keep getting upset about numbers in beta.
if we don’t say anything i’m 100% sure they will mess up. when it comes to Necro they always mess up. if we don’t say that attack speed is slow they will leave it as it is cause they think it’s ok. if people say that it’s slow and needs some tweak they might think about it. i hope so cause GS is very slow. a hammer Warrior does auto attack chain in 1.7s while Reaper in 3s. this is ridiculous. hammer Warrior doesn’t have more than 1s cast time skill while Reaper does. Gravedigger has 1.25s cast time. this skill’s cast time should be 0.5s cast time. no more than that. as it is now it has too much unnecessary and useless animation with solely purpose to cover the long cast time. animation is super-duper-wow and staff, but the 1.25s cast time is not cool at all. neither is the 1s cast time on 3rd auto attack. sword Thief does 2s cripple and weak on 3rd autoattack and has 0.5s cast time. increase it to 1s for “balance” and see how many people will rage
I looked over the post, sums it up pretty much on the dot. Honestly, I’ve mentioned this before. I’m completely alright with slow animations, If that’s the theme they want that’s fine, however the abilities have to match up with HIGH damage payoff
you shouldn’t be fine with slow attack speed even if the dmg is high. which is not high. all GS classes do more dmg than Reaper GS and none has slow attack speed. hammer Warrior does autoattack chain in 1.7s, while Reaper in 3s, and hammer Warrior does more dmg. the slow attack speed has nothing to do with theme etc bs. they simple don’t want Reaper to be very good in offensive role, so they say “it’s the theme” as excuse. don’t bait. seriously. the slow attack speed on GS is unacceptable. GS cast times(not all) have to be decreased by 40-60% so that they’re equal to the other GS classes. this is an absolute needed change. it may sound overboard, but it’s the truth. after playing Reaper i’ll stick to staff as 2nd weapon. GS is very disappointing. if it gets tweaked and it’s good, i’ll use it. in the state it’s now, i won’t
Reaper’s Shroud:
It’s pretty much agreed by all this was the best part of the Reaper, It was also my favorite part. I loved everything about it, however… It still doesn’t beat out dagger but It can! Increase the RS auto attacks damage and we could finally have an effective alternative to dagger builds. I’d also refine Death’s Charge for one, make it more like Whirlwind (Warrior GS ability). I’d also make Soul Spiral MUCH more powerful, It’s honestly very lackluster. And finally I’d make Executioner’s Scythe have a quicker cast time and a shorter cooldown, no offense to the frost field it creates… Just not that great in pve and shouldn’t be the reason It gets a huge cooldown. I love Infusing Terror but I would allow the Stab to stay even If you exit the shroud. I also want to mention I like the proc sigils go off when you enter shroud, keep that.
RS needs some work. auto attack dmg is weak, skill 5 needs decrease in cast time(2s is too much. people see you charging and evade without sweat), Death’s Charge needs 2 things: 1. add collision when hitting enemy. it’s the only charge skill that doesn’t hit enemy and simple pass through, 2. it needs speed and distance increase. now it moves like you’re chilled, and distance is too small. Ele’s charge cover twice distance and it’s more than twice fast
GS is very bad. i’d say easily the weakest specialization. it needs lot of changes. GS dmg is weak and weapon is slow. low dmg wasn’t enough nerf so they added long cast times too. want to leave the cast speed as is for balance? ok. increase the cast times of all other GS classes to be fair. let’s be honest here. GS skills have too much cast time. hammer Warrior does autoattack chain in 1.7s and Reaper in 3s. that’s almost twice as slower, and it’s also weaker in dmg. cast times on GS skills have to be decreased by 40-60%. 1.25s cast time on Gravedigger is unacceptable. most of the animation is useless just to cover the long cast time. this skill shouldn’t have more than 0.5s cast time. shouts shouldn’t have more than 1-1.25s cast time. the Elite has 2s cast time. dmg has to be increase by raw skill dmg since there are no modifiers on traits. RS auto attack is weak in dmg. just like the Elite, RS skill 5 has 2s cast time. too much. the charge skill on RS needs to add collision to it and stop when hitting enemy. it’s the “only” charge skill that doesn’t have collision and pass through enemies
i’m very disappointed with Reaper and gs and i’ll stick to d/w – staff as weapons. yes it’s fun to play cause AI is stupid so cast times etc don’t matter that much, but aside fun there’s also serious gameplay(pvp) and Reaper is underpower as hell
(edited by Dakunaito.9602)
Reaper Shroud is darn-near perfect, so much so that I will use it even if everything else remains the same. But the goal should definitely be for shouts and GS to be just as much fun as RS.
no it’s not near perfect. autoattack is very weak, skill 2 needs tweak cause it’s the only charge skill of the game that doesn’t have collision on target and passes through enemies, and skill 5 needs 50% less cast time. 2s is too much. players use their brains and take advantage of the 2s cast time and just evade it without sweat
for GW2 they don’t want Necro to be descent. dunno why this hate. they do everything they can to be the most underpower class. they even made Reaper greatsword to be slower than hammer Warrior. hammer Warrior has around 1.7sec full cycle auto attack and Reaper has 3sec. omg. “ALL” charge skills have collision and stop on target, but not Reaper’s. Reaper’s charge is revolution and doesn’t have collision and pass through enemies. pathetic. Necro/Reaper has got the most nerfs from all classes, and class is underpower since the beginning. Elementalist that does 1.5k+ dmg(without count burn dmg) with dagger doesn’t need nerf. Ele has “8” bleed stacks skill with dagger and earth attune, and has a signet that stacks 5 bleeds on 25sec cd(Necro dagger off hand skill 2 stacks 2 bleeds and has 25sec cd), and they removed 1 bleed stack from 2 Necro skills(1 bleed stack removal of scepter skill 2 wasn’t enough, and so they removed 1 bleed stack from staff skill 2 too), autoattack with scepter and earth attune stacks 3 bleeds on each attack. what kind of bs is that? Ele stack 4 burn on a 3.25sec cd skill(when trait), and burn is better than poison and bleed combined together
Necro/Reaper is trash even on condi build. i was watching a not perfect Ele condi video and he was doing 10-12k burn ticks with “0” vulnerability and around 10 might. Necro with 25might+25vuln doesn’t tick more than 5-6k. if Ele ticks on 25 vuln target with 25 might it will easily do 15k+ tick, and don’t forget the 1.5k+ damage that dagger skills do. people think that around 5k tick with Reaper-Dhuumfire build is awesome
If you are playing a condition necromancer and haven’t given Dhuumfire Reaper a try, I suggest you give it a shot. The faster attack speed plus the ability to hit three targets per swing takes this from a trait that most people don’t seem to use to one that can dish some serious pain.
I wasn’t sure Reaper was going to fit all that well with my build, but now that I’ve tried this, I can’t wait for the expansion to arrive.
if you want to play condi build you chose wrong class. Ele can tick 10-12k+ without vuln stacks and 25 might plus dagger skills also do 1.5k+ dmg. with 25 might and 25 vuln you tick way more than 15k. with Reaper you can put around 8 burn stacks and tick around 4-5k
(edited by Dakunaito.9602)
Never go off tooltips in GW2, they’re awful. Guardians actual full cycle is 3.7s, Necromancer’s is 3s, and I’m not sure about Warrior.
for GS 3s is too much. full cycle shouldn’t be more than 1.7-1.75s. Thief sword 3rd hit does cripple and weak and has 0.5s cast time, so 0.5s cast time for Reaper shouldn’t be a problem. 1.25s cast time on Gravedigger? this is way too much. that skill should have 0.5s cast time. no more than that. the actual skill is very fast and most of the animation is unnecessary and has to be removed. it’s just to cover the unfair long cast time. Warrior hammer auto attack is 0.5s x3. dunno about full cycle time, but first 2 hits are very fast. the 3rd is a bit slower, but still, full cycle is way lower than 3s of Reaper’s
5k is a very decent amount, but not if you take 3s to give it and that at the end it is avoided 90% of the time. It is a fact, GS is too slow for the damage it gives or does not hit hard enough for its speed. At least one has to be fixed, else dagger will be always better.
RS 5 is different because it is also a strong chill + stun.
both have to be tweaked, not just 1. dmg is weak and attack speed is slow. 1.25sec cast time on Gravedigger? is this a joke? and dmg has to be increased too
who the hell is gonna get hit by RS 5? with 2sec cast time it’s easily countered or simply evaded(leap or dodge)
“Chilled to the bone!”_ – Great shout if it lands, however with a 2 second cast time good luck landing it. I’d like to see the cast time lowered to 1 seconds, like Supply Crate, and at least look at its CD. I’m not sure if 120s is warranted, but it is hard to know while it is still so difficult to use because of the 2s cast.
Tempest’s shout Flash-Freeze(AoE chill) has 0.25 sec cast time
GS is disappointing and underpower. slow attack speed(slower than hammer) and low dmg(dagger does more dmg and Ele dagger does x3 times more dmg). with that kind of low dmg the slow attack speed is unnecessary. since when the underpower turned to balance? Elementalist does 1.5k++ dmg on Dagger skills without count the condi dmg. this is unbalance and has to be nerfed. now that i think about it, why only Reaper GS have slower attack speed in the 1st place? this is preposterous and has to be tweaked and attack speed be equal with other GS classes. since you gave Reaper GS, it’s role should be offensive. this is completely underpower for offensive. Tempest shouts don’t have cast time. it was too much nerf so they’ve been added to Reaper instead. hahahaha
like GS, RS auto attack is very weak. the attack speed is understandable since it’s massive size, but the dmg is not. around 900 dmg crit with “25 might and 25 Vuln” wit full Berserker’s Ascendent gear? unacceptable
overall i’m very disappointed with Reaper. it’s underpower as hell(not even in condi dmg it’s good). leveling an Elementalist/Tempest
for me it’s not fine. i bought the game 4 days ago for $40
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Dakunaito.9602
Oh everyone realize that. Its just that Anet hasnt presented anything that make us think the expansion is worth $50. Most of what the expansion deliver will be… well, free. Because it comes in the patches. If you ignore PvE, it bring almost nothing.
the expansion isn’t worth $50. it’s just basic business trick. $49.99(Hot+supposedly free core game) – $39.99(core games price yesterday) = $10. this is the actual price of HoT. i already have the core game. why would i want it again? since i have the core game, souldn’t there be option to buy the expansion separately? yes it should
I’m sure this is understood, but it seems like a good idea to formally say this: The update notes shared in this thread (and distributed to our fansites) were presented in unedited form. (You probably figured that out.
) As always, all game updates are subject to change while being finalized. The final notes that are presented here on the forums as the formal Update Notes will be edited before they go live. This will allow us to tidy up typos, make sure each stat is accurate, and also verify the inclusion of all elements (and the removal of any that are not going to be included).
if these are not final numbers, then take back the nerfs of Necro. the class is already weak, don’t make it any weaker. you did that huge buff on Ranger and Engi, and you nerf Necro to compensate? 30sec cd on heal which is also a corrupt skill and gives you 10 stacks of vulnerability? seriously, what double nerf is this? want to unsplit Mark of Blood? ok. give us back the 3 stacks then instead of nerfing it to 2 for both pve/pvp
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Dakunaito.9602
you really think the expansion costs $50? hahahaha, you took the bait. ever heard of business tricks? guess not. no need to say more
Everyone who wants the core game free, pre purchase HoT and there you go.
The new player is not gaining anything, Anet is nice enough to offer the complimentary core game for free with pre-purchase. The game is roughly worth ($10) at lowest selling point and you need to consider depreciation for the game after 3 years!
All in all the X-pack is 50$. Its fair to question the value, but it ends there. The core value of the game has not been included in the $50.
“The core value of the game has not been included in the $50” as it seems you got the bait. i feel sorry for you. i’ll quote you this and i hope you figure out the trick: "Let’s see…
The Core game was $39.99 yesterday
The Core game + HoT is $49.99 today.
The expansion is $10.00.
Players that already bought into this that already had accounts either failed basic Math in school or are fools that deserve to be parted from their money."

) As always, all game updates are subject to change while being finalized. The final notes that are presented here on the forums as the formal Update Notes will be edited before they go live. This will allow us to tidy up typos, make sure each stat is accurate, and also verify the inclusion of all elements (and the removal of any that are not going to be included).