Showing Posts For Fungalfoot.7213:

New weapon wishlist

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Rifle. Mesmers gets pistol so why not? In terms of flavor we’re sorely lacking when it comes to more technical weaponry. The times have changed.

Limited time WvW achievements unobtainable

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

There really ought to be an alternative route to the top. The arena is way too easy to camp.

Summon Power Suit: What can be done

in Asura

Posted by: Fungalfoot.7213

Fungalfoot.7213

I felt so bad once this mission was done and I realized that I would never get to pilot an actually good suit again.

Attachments:

Best 1 vs 1 class? Mesmer, Thief or ???

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

Still mesmers. Doubt that will ever change.

Axe #1 needs to be changed.

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

The range is fine. All it needs is a cleave.

… Well, that and some better looking skins. Meat cleaver anybody?

Inspecting Players

in Suggestions

Posted by: Fungalfoot.7213

Fungalfoot.7213

I’m fine with it if and only if there is an option to not allow people to inspect you. If you want to know my build you can ask me to share. You are however not entitled to knowing it.

Transmutations should be non-destructive.

in Suggestions

Posted by: Fungalfoot.7213

Fungalfoot.7213

I think all skins should just be unlockable like the achievement ones. I want the cosmetic progression I was promised and I’m just not seeing it. The zephyr skins make for a great start but this needs to become bigger.

Why we are being viewed as "OP."

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Because we went from being free kills to one of the greatest threats.

While there are legitimately broken builds around ( 30/30/10 comes to mind ) the necromancer as a whole is definitely not overpowered. We’re still a tier below the ever dominant mesmers.

PUG Behavior

in Fractals, Dungeons & Raids

Posted by: Fungalfoot.7213

Fungalfoot.7213

The only reason I will ever kick a player is if the player has a bad attitude. I don’t mind if you screw up because that’s just part of being human and I really don’t expect perfection from anyone I run with.

Please don't nerf Terror because of Dhuumfire

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Oh, I don’t disagree. If they’re going to take shots at our condition pressure they better be prepared to give something substantial in return. I’m sure most competitive necromancers wouldn’t mind taking a hit there if it meant getting an actual escape in return because right now the biggest issue we’re facing as a class is how easy it is to assist train us.

Please don't nerf Terror because of Dhuumfire

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Our current inability to survive any sort of CC train makes me doubt the OP-ness.

You’re absolutely right, our survivability is currently underpowered. Necromancers along with warriors will always be targeted first due to how easy we are to bring down. We don’t have stealth, we don’t have evade, we don’t have block. We’re practically defenseless out there. It’s bad.

But our condition pressure is also currently overpowered.

I think it’s very silly to call a class as a whole either OP or UP. It can be both and often is.

Please don't nerf Terror because of Dhuumfire

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

I disagree, fire is a great condition for pressure, and anet could make our fire green, to be more in line with the necro background (you know, there’s a fotm that class has a special fire animation too)

Fire is still an element of life. Our purpose as necromancers is to extinguish it and embrace the darkness of death. We’re not warlocks.

And terror builds already have a tremendous amount of pressure when played right. The burning is just overkill.

Please don't nerf Terror because of Dhuumfire

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Remove Dumbfire and forget all about giving necromancers burning and give us stealth instead. Right now we need a way to deal with the assist train more than anything. Let’s face it, burning never fit the class thematically anyway.

Necro Greatsword

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

A greatsword focused around reaping souls would be absolutely superb. Give it a proper cleave and tons of opportunities for life force generation. Yeah, I would roll with that.

Necro confirmed OP by Anet

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Necros have great Condition removal. Probably the best.

Don’t you go underestimating Automated Response now.

Necro confirmed OP by Anet

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Remove Dumbfire and give us stealth on Spectral Walk and an actual teleport on Flesh Wurm.

Then let the kittening commence as we can no longer be assist trained into oblivion.

WvW ranks should account not character based

in WvW

Posted by: Fungalfoot.7213

Fungalfoot.7213

You should be more worried about how ranks are gained.

Aetherized Pauldrons... Not new skins?

in Sky Pirates of Tyria

Posted by: Fungalfoot.7213

Fungalfoot.7213

With the price nerf they really ought to change the skin into something unique. This JP has been such a huge disappointment all around.

2000% nerf in vendor value of pauldrons

in Sky Pirates of Tyria

Posted by: Fungalfoot.7213

Fungalfoot.7213

It’s like they don’t think through anything. Obviously the chest was farmed by people using mesmer portals which necessitated the nerf. It should have been account bound, unsellable and unique from the very start. Disappointingly lazy design.

Thiefs should lose stealth for res/finisher

in WvW

Posted by: Fungalfoot.7213

Fungalfoot.7213

Attempting a stomp should break stealth.

That said, the stomp is just a horrible mechanic in general. It favors certain classes way too heavily and making stealth stomping a no go would just put all the focus on stability stomping which is an even bigger issue at the moment. I’d love to see it removed entirely and have the downed system be redesigned accordingly. It’s just a mess.

The new JP is awesome

in Sky Pirates of Tyria

Posted by: Fungalfoot.7213

Fungalfoot.7213

Most awful JP I’ve ever experienced. I loved the Halloween one but this one is just garbage. The only real difficulty comes from not being able to see anything due to a dozen xbox huge norns all stacking on you. Not to mention idiots spamming particle effects all over. It should have been instanced.

The fix for Terrormancers

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Now I’m not sure if I agree with the proposed changes here but I do think that we need to take measures to make the other specs just as viable as condition specs currently are. Minion masters are still laughably bad and while powermancers perform far better there isn’t much of an incentive to go down that road due to how superior condition specs are at… well, everything.

Something has got to give. The class is just too homogeneous for its own good right now. Unfortunately I fear ArenaNet will just settle for a blanket nerf and possibly harm other specs in the process. Whatever they do I hope they think long and hard about it.

Please nerf necro's

in PvP

Posted by: Fungalfoot.7213

Fungalfoot.7213

I’d be alright with the removal of Dhuumfire if we were given a way to dodge the assist train. Right now necromancers are just way too easy to focus down.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Fungalfoot.7213

Fungalfoot.7213

The Manor doesn’t come with an expiration date. It’s place you stumble upon early and then revisit. It’s going to be really hard for ArenaNet to get new blood into the game when they insist on making everything so limited.

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: Fungalfoot.7213

Fungalfoot.7213

I love it.

But it should really be a hard mode. It’s way too difficult for most PUGs.

Your skin system needs improvements

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

The entire transmutation system needs to be scrapped and replaced by a proper wardrobe system. If the game is going to have cosmetic progression then at least do it right. What we have now is horrible. Look at how DCUO handled it and just copy that system. It will make a lot more people inclined to buy skins from the cash shop.

Tainted Shackles Skill Facet on Wiki

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Seems kind of useless for power builds. Could have synergized nicely with wells but I don’t see many people staying around for the immobilize.

Gear Grind or People leave.....

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

What we need isn’t a gear grind. What we need is for the promised cosmetic progression to actually work. We’re in dire need of a wardrobe system which keeps track of unlocked skins. This, in my humble opinion, would serve as quite the carrot. I know I’d get right on unlocking all those precious skins.

Also, giving dungeon bosses a rare chance of dropping a mini in their likeness would be a neat way to get people back into dungeons. Just a suggestion.

Final(?) 25/6 trait changes available

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

As expected, no love for leeching and minion masters. They even removed the leaked death magic changes. At least some damage on nova would have made the line sort of tempting to ponder but nope, can’t have build diversity. Go DPS or go home.

Can I be a bad guy?

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

Factions styled expansion giving us access to the rival factions complete with the introduction of open world PvP areas?

I’ll take ten copies!

Potential leak of 6/25 changes

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

If true once this patch hits minion masters will become completely obsolete ( yes, I know, I’m foolishly implying they already weren’t ) in favor of generic DPS builds. We’re no longer necromancers, we’re just death themed DPS casters. We might as well be hurling fireballs at this point. Oh wait, we are going to do be doing just that.

Potential leak of 6/25 changes

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Hope they’re fake. If not I’m seriously disappointed.

Balance changes

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

Giving torment to what are arguably the strongest dueling professions in the game is just so backwards that I don’t know where to begin and I say this as a full time necromancer. Mesmers and thieves were already a major pain in the kitten to catch and now it’s just completely out of the question. I would have much rather shared this condition with rangers and warriors.

New DS#5 - Tainted Shackles - Torment

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

Tainted shackles into wells, burn the suckers and then torment to keep them from running away while you drop kick them with your dagger.

Condition necros though just got ridiculous. Torment combined with Terror = so freaking scary

Without adequate condition damage to boost the skill ( assuming it does indeed scale on condition alone ) they’re just going to take the piddly amount of damage and dodge out like they always have. Seems like you’d suffer a pretty major damage loss by switching into shroud to drop the shackles instead of just dagger spamming.

I can’t help but be disappointed in them making deathshroud even more schizophrenic. A class mechanic as important as it really ought to synergize better. Of course, this is all me assuming that they’re going to make it scale exclusively on condition damage.

New DS#5 - Tainted Shackles - Torment

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

That’s neat and all but what about the minion AI? Really hoping to see some significant changes in that department. You shouldn’t add new elements to a class until you’ve sorted out the basics.

Pyromancer

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

It is woefully uncreative, isn’t it? A trademark of this class.

Dragon Ball health regen food [Merged Threads]

in Bugs: Game, Forum, Website

Posted by: Fungalfoot.7213

Fungalfoot.7213

It is ArenaNet’s fault. Not the players’ fault for using game mechanics to their advantage.

Let me guess, you exploited it willfully and now you’re scared that there will be consequences for your behavior. Nobody put a gun to your head and told you to ruin the game for everybody else. That’s a choice you and you alone made.

Dragon Ball health regen food [Merged Threads]

in Bugs: Game, Forum, Website

Posted by: Fungalfoot.7213

Fungalfoot.7213

Why go through the trouble of banning these players knowing how Anet ban system works. Just don’t enter Dragon Ball until it is fix. This is Anet fault after all they didn’t test out every obstacle to check out exploits.

Simple. Because they were able to farm chests using an exploit and effectively shut the game down for everybody who wasn’t exploiting. To argue that they should suffer no consequences for this is just ridiculous.

ArenaNet needs to send out a loud and clear message here. Otherwise these things will only continue happening and honest players will start embracing it too as it’s the only way to get ahead.

Dragon Ball health regen food [Merged Threads]

in Bugs: Game, Forum, Website

Posted by: Fungalfoot.7213

Fungalfoot.7213

If these people get away with no repercussions I honestly think I might be done with Guild Wars 2. They know full well what they are doing here and they’re ruining the game for everybody else. Ban them for the duration of Dragon Bash and let justice be done.

Do you find Necro's boring at all?

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

I find necromancers utterly mundane. We need more tricks and more ways to shine. ArenaNet should look to the elementalist on how to successfully design a class. Oh well, at least we’re not as boring to play as warriors currently are.

Fuzzy Animal Hats

in Last Stand at Southsun

Posted by: Fungalfoot.7213

Fungalfoot.7213

They need to bring back the wardrobe system from GW. As for those arguing it would be immersion breaking… how exactly would it make any difference for my necromancer who wears facepaint to instead wear a fuzzy animal hat?

The new armor and weapon skins

in Last Stand at Southsun

Posted by: Fungalfoot.7213

Fungalfoot.7213

There are certain pieces of gear that are easier tan others. Hats and gloves are generally easier than a full suit of matching gear, since a full suit requires it for 3 different weight classes (light, medium, heavy). Fun hats and one-off gloves don’t require near as much resources.

Then at least give us a wardrobe tab like in Guild Wars so we can use social wear for something other than just idling in LA. I’d probably buy one of those funky animals hats if I could actually wear it into battle.

Right now the armor variety is very lacking and it’s kind of a bummer.

The new armor and weapon skins

in Last Stand at Southsun

Posted by: Fungalfoot.7213

Fungalfoot.7213

Tribal skin worn by Alastia Crow and in the PvP locker is not available for players. THAT skin fits a tiki/island theme perfectly and would save work making that available to players. Why wasn’t this done?

Why weren’t the skins that were used during the first Southsun event (its introduction) used again and expanded upon for other weapons? That would have saved time and continued the island theme.

I’d like to second this. Please use some of the currently unavailable PvP skins for the Southsun armors. This would require no real work on your part and make a lot of players really happy.

Has ANET learned nothing since november?

in Last Stand at Southsun

Posted by: Fungalfoot.7213

Fungalfoot.7213

The engine isn’t capable of handling large scale events and yet they insist on doing them over and over. I don’t get it.

Either fix the engine or reconsider the overall design. These events aren’t fun or challenging. It’s just a mindless blob of people auto attacking and occasionally getting downed by invisible and invincible karkas.

Would you exclude someone from a group...

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

Never. I’ll take a good attitude and teamwork over some 100b zerker diva any day.

Spite Traits - Their effective grades.

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

I’ve never seen Siphoned Power actually make a difference. When you’re that low on a power build another hit or two will usually end you. Yeah, it needs a revamp.

Downed HP still not fixed.

in Necromancer

Posted by: Fungalfoot.7213

Fungalfoot.7213

This is absolutely outrageous. If this had been a thief issue it would have been hotfixed in less than a week. Are they trying to lose players on purpose?

Would you buy an expansion?

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

Oh, come on! It will be something like a + -2% damage to players or mobs in the WvW. Exclusively for the moral self-satisfaction, no more. People like to farm something that they think they need. WvW players want to equip for the WvW, accordingly, therefore they feel left out with this gear to protection from agony. By and large, no one not even feel the difference. Do not dramatize

There is no reason for this split to even exist. It’s just a me too to World of WarCraft’s way of handling PvP/PvE gear and necessitating players to grind several sets. Even if the statistical difference isn’t tremendous initially with the limited number of infusion slots it will grow as more pieces are added into the game. It’s another bad development and coupled with all the others I do believe it’s time to be sincerely worried for the future of this game as it’s losing its identity.

Would you buy an expansion?

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

With the whole ascended debacle and now the announcement of WvWvW specific infusions I’d have to say no. The game is headed in a way which I cannot support and as such I’m not willing to sink more money into it. The original vision which I paid to see realized has been abandoned and I with it.

In my opinion, Infusions are going too far

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

I’m with LotuS. Most people focus on 1 game type. If you switch game types, you get a bit of progression again. That’s a good thing.

Generic stat progression isn’t the kind of progression Guild Wars 2 needs. What we need right now are more skills and for skill hunting to be reintroduced. Instead of forcing us to grind another set of ascended for these infusions ArenaNet could have introduced a bunch of WvWvW only skills and creative ways of acquiring them. And there you go, progression which actually matters.

Or if that’s too much work how about WvWvW only skins which are actually desirable? I recall promises of a largely cosmetic endgame and yet I’m not seeing it. Instead all I’m seeing is another generic MMO grind with no end to it. Disappointing.