I like the changes on necro overall, I think this time around you guys are doing a good job with us
Some things I don’t like at all and I saw a lot of people complaining about as well though:
Consume Conditions
Seriously guys, this is huge. I totally agree we need some reasons to choose between CC and the other healing skills, but nerfing hard the only acceptable one we have is the wrong way to do it. Please consider changing to Spectral type or not giving it a type at all (just like Shelter).
Lich Form
I know the change of the duration is because the new Spectral type associated to this skill, so if we choose the Spectral Mastery trait, the total uptime of Lich is more than we currently have. I like that, but I do think as well that 15 seconds is too low. If the time is sticking to 15s, please consider buffing the pulsing stability to 2 stacks per 3 seconds.
Dhuumfire
Dhuumfire falls too short for a Grandmaster trait with the proposed changes. Life blast has a really high cast time and you changed the proposed change to Lingering Curses now, so it only extends conditions from scepter’s skills so this trait now is really worthless. Please consider extending the duration of burning to 4 or 5 seconds.
Spectral Walk
I think the entire necromancer playerbase would love to hear some input about why this skill had to be changed. Seriously, is one of the funniest (if not the most) skills in the entire game, and I don’t think that casting it mid-air was breaking anything at all.
I think these are the hot and main concerns of the necromancer community. Of course, I don’t have the power of speaking for everyone, I just want to give my input on these ones and I think a lot of people can agree with me on my proposals.
(edited by Ithir Darkleaf.7923)
Alternatively, if they really want to give Consume Conditions a skill type, make it Spectral. Rise the CD accordingly to 27-28 seconds so with the Spectral Mastery trait it becomes 22 seconds and with a 5% LF on top of that.
In this way, you nerf a bit the base skill but offering a nice little bonus to people that choose to pick the trait.
The current change is just too insane to believe it will make to the live servers (or so I hope….).
The worst thing about this change is that Shelter for example is not getting a category and they are fine with it: Forum post proof
Consume conditions shouldn’t have any category as well, it doesn’t make sense at all to have a skill based on CONSUMING conditions just to get more of them automatically after you use it.
The shouts themselves are fine its the cast time that’s dissapointing
I couldn’t agree more. I kinda like what they do now, but not much with those cast times (heal and elite should preserve cast times, the amount is another topic).
/facepalm
….
I have to second this…. /facepalm
For practically the first time Anet really hear our complains and people still are with doom mode activated. I’m seriously confused about human behaviour right now :S
My real concern is Knight Shroud vs Death Shroud… I mean I only see KS far better than DS, because DS only stands up if you want ranged DPS and/or conditions (torment/inmobilize and bleeds) but KS is simply crazy.
Maybe if they buffed up dark path to be 100% reliable or something like that they can compete a bit more.
I really love the Reaper spec good theme and good combo options, cleave (finally) and STABILITY. I can’t stress that enough, pulsing stability on the new death shroud is truly awesome. That and the reveal that they are working on fixing Blood Magic line to bring us more support options should make 90% of necromancers happy
On a more serious note, we should collect (in this very thread for example) some ideas and feedback about Blood Magic alone to help them make it work.
I don’t feel the same way, but that montage was hillarious! XDD
Silv we don’t even have all the information yet.. we wont have it all till livestream tonight and when they release the trait information soo please tell me how anet has screwed us without knowing all the facts…
For this i reserve the right to say TOLD YOU SO when they release all the information.!!!!
Yeah, when we have the full information if people are still upset they can go pick their pitchforks. And I will the first one to take mine if they don’t mention anything about changes to bring us more support options.
Talking about support, I don’t think that reaper will bring it (maybe a trait or so) because it isn’t focused on that. But I really want to know if they are aware of the issues with their “rework” of core traits, that’s the place we can get loads of support options if they want to bring them.
I’ve just logged on just to say this: people need to freaking calm down and wait for the full reveal of the reaper in the stream. After that, if we still lack group support and survival and whatever, complain. But only then.
This issue happened to me few days ago.
It happened with other players’ pings on my team.
He solved it by minimizing his mini-map and it stopped for everyone, so it seems to be a bug on players’ own pings (didn’t happen to me yet anyway).
I hope this info is useful to track this bug down
No problem guys, this patch was more centered around Ranger (being the first class voted by players) and a bit of Elementalist. Next patch will be Eles the focus and the next one (ETA 2015) will be the PATCH OF NECROMANCERS at last!!
They will buff our siphons and give them the ability to heal us on DS and give us more torment, more sustain overall, more stability access…. XDDD
(edited by Ithir Darkleaf.7923)
It is rather unlikely that they will reply but given the numbers of views it is rather likely that they alteast have read it.
That’s what I’m saying. I’m not asking for something like “we will make more changes to make you everyone happy guys!!”, it’s more like “we are aware that necromancers need more love and we will keep track on this thread to see what you think ”.
194 replies and no dev found here.
How many replies for a topic do they need to show up and say hello at least? U.U
Apart from flesh wurm teleport there is not many ways to survive 2 opposing players bursting the crap out of you.
That if you are lucky enough they didn’t inmobilize you for 1224340 seconds before and your heal is on CD, in that case you can say bb to the world of the living
After following the previewed changes of every profession since Skill Bar started, I was a bit hyped about necro changes (more survivability at last!!).
What do I have to say now about that? I’m surely dumb for believing in Arenanet to finally improve our class when they demonstrated patch after patch that they are clueless
I’ll give them that the “buffs” to axe and dagger are in the right direction but, like almost everyone said before, it’s not enough.
Lich form nerf was totally necessary and deserved so I’ll give that point to them too.
/endrant
To be useful for this thread now, I’ll talk about some topics that I really look for improvements:
Healing while in DS: if they think that this would be really OP like they do, they should start AT THIS VERY MOMENT on reworking the party UI. It’s really annoying when you play another class than necro and you can’t tell if your support skill you just casted will heal that necro running away over there or not.
Another thing will be making little steps towards that direction and let siphons heal you while in DS (improving survivability and Bloodmagic traitline in 1 shot).
Weapon skills: everyone knows that we have some really long animation and cast times, we need to get a fix to that. A lil bit only would be HIGHLY appretiated. Improvement on these leads me to the next topic.
Torment: I think this is quite popular in this forum at least. We need more access to this shiny new condition that is almost the definition of attrition: if you run away from me you will bleed really hard, so better stay here not moving. Make this on scepter#3 and counts it towards the conditions on target for LF generation (another 2 problems solved by one solution: more access to torment and more LF generation on scepter, because even if the target doesn’t have conditions when you use #3, its torment will give you some guaranteed LF).
Survivability: if they implement my previous suggestion of letting siphons heal us while on DS, survivability will increase for sure but there are more things they can do. What about start spreading some stability everywhere? We are supposed to be the ATTRITION class, why the hell do we have the worst access to stability of all classes (apart from thief)? I won’t discuss general LF generation vs more than 2 foes because I think that topic is more complicated to balance that it seems, but that can be another way to improve it.
TL;DR:more healing on DS or fixing UI at least, less cast times, more torment, more siphons and more stability.
206.127.146.40:0
Playing Team Arenas today is impossible, the amount of lag is just INSANE
(edited by Ithir Darkleaf.7923)
8 professions / 2 professions/stream = 4 streams
4 streams / 1/2 streams/week = 8 weeks
8 weeks / 4 weeks/month = 2 monthsConclusion – next balance path no sooner than in two months.
Touche, Anet, touche.
I hope that this isn’t what is going to happen. I REALLY do :S
Are we listing classes that need Balancing or Development Time?
Because I think the number tweaks between classes are largely okay. But there are definitely certain classes that have clunkier gameplay, lackluster utility choices, awkward traitlines, buggy or buggy-seeming performance, etc.
^This.
So my votes would be then:
1)Necromancer (development time)
2)Ranger (balance)
3)Elementalist(balance)
1) Necromancer
2) Ranger
3) Elementalist
OP, could you please edit the title to include [PVE] and [WvW]?
Stomping is part of the gameplay in those game modes as well. Thanks.
Done. Thanks for the suggestion
technically speaking, you can. you just need to hit ds then immediately after hit the stomp.
That is, technically speaking too, abusing a glitch more than a proper feature of the game I think >_<
Hey folks!
I want to discuss a thing that is raging me more every day: why necromancers can’t finish off/revive people while in DS? I want to believe that there is a big reason for it but I don’t think so and it’s not fair.
So the question is why not?
Edit: added revive to the topic
(edited by Ithir Darkleaf.7923)
We never said we couldn’t do it. We said we weren’t going to do it. There is a large difference between things that we decide to do for design reasons and thing that are technical constraints. This was the former and was never stated to be the latter.
Finally we get accound-bound WXP, thank you so much!
Anyway, I wonder now why do you change your mind now about this topic. We’ve been told several times that you were never going to change character-bound to account-bound and now, without any previous notice we get it :O
Quality over quantity.
Release a new LS each month.
+1
I think they can stick to the 2 weeks release schedule, but they need to stop attaching to every release a piece of LS. Just release whatever new feature is planned every 2 weeks and release a new LS content every month.
That feedback ranges from “kill her off and leave a giant lore hole” to “Scrap everything you had planned with her being a major player and make her a minor villain”. Who’s idea should they listen to? And after they decide who’s to listen to, how many months should we wait for them to make the new content?
I don’t know which idea the should follow but there is one thing that is really clear: the majority of people don’t want her, being for one reason or for another totally different.
There’s a couple problems here:
1. Mostly only unhappy people voice their opinions so we don’t really know if there is a majority of unhappy people.
2. Any other change that isn’t backed by the majority (who already can’t agree on what they want) is going to have the same problem of the majority of people not being happy.
So picking anything else is pointless unless we know that it’s what the majority does want.
For that simple reason, they should scrap out all the feedback because they will never know if it comes from the majority….
I think that there are some hints that let them know that we are a majority: metrics on forums (# of topics and posts on them about getting rid of Scarlet for example), logging into the game and ask on LA, you will get a really low number of people who likes her…)
That feedback ranges from “kill her off and leave a giant lore hole” to “Scrap everything you had planned with her being a major player and make her a minor villain”. Who’s idea should they listen to? And after they decide who’s to listen to, how many months should we wait for them to make the new content?
I don’t know which idea they should follow, but there is one thing that is really clear: the majority of people don’t want her, being for one reason or for another totally different.
(edited by Ithir Darkleaf.7923)
I don’t know what is more sad, if the votations of Cutthroat Politics were rigged to implement Taumanova with this salad, aka Scarlet, or if they had a plan to include her anyway in the Abaddon fractal…
I think the majority of the playerbase really want to DESTROY her right now, at this very moment.
Now, my personal opinion as a GW1 veteran, why not use the fantastic lore you guys created on that game? I know you want this to be another game, not just more of the same but:
- Why not fight the other dragons? Have they been sleeping this whole year or what?
- Why not include Cantha? With Zhaitan’s death the sea block his army made should be broken so we can travel to Kaineng again.
- Why not include Crystal Dessert/Elona? Let’s go fight Kralkatorrik now since he killed Snaff and Destiny’s Edge are together again. Why not ask Palawa Joko for help (again) and play with his tricky nature?
- Why not expand the story of the Far North? Again, we got our teleport stone to Hall of Monuments, but we didn’t get any explanation about its origins.
- Why not play around with the story of remaining Mursaat and Scepter of Orr?
Instead of all those things we, the Dragonslayers, get to fight a crazy sylvari for a whole year meanwhile dragons are destroying everything everywhere…. seems legit.
(edited by Ithir Darkleaf.7923)
Wow. Simply wow!
This must be the best idea I’ve ever read in these forums. I totally support it and I hope someone from ArenaNet see this ^^
Same bug here, I’m almost done with the meta-achievement and still no credit for Dawn of the Season…
+1
I think this will help newcomers when grouping up with people.
Mouse losing focus -right click to turn not working [Merged]
in Account & Technical Support
Posted by: Ithir Darkleaf.7923
I’ve finally determined the cause of the issue.
I have a full writeup on what I’ve finally determined to be causing this problem, but I’ve not finished the photos and graphics explaining it yet.
I disassembled many optical, laser, wired and wireless mice to find a common defect within them. I disassembled several variations of the Razer Naga mice, a Razer Copperhead (my favorite mouse), several Logitech mice, a Microsoft Intellimouse Explorer, and a few generic brand mice. I found the same exact issue to be present in all of these mice.
The quick and easy way of explaining it (with the Razer Naga as an example) is:
- The flat piece on the under side of the button that contacts the ‘click’ activation button becomes worn down due to being made of soft plastic and because the mouse buttons can move side to side slightly. (arrows on attached image)
- This leads to the button activating with gentle pressure applied to the center of the button until it clicks (red prohibited symbol on attached image), but adding a little bit more pressure causes the worn down soft plastic to slip off of the activation button slightly…leading to stuttering activation based on pressure and angle.
- Because of this, you will need to push against the outer right side of the mouse button (green target on attached image) to fully activate the button as pushing at an angle causes an area of plastic that is not worn down to contact the activation button.
I’ll update again when I finish the graphics, photos and writeup of the issue.
Thanks for the info!
It worked for me the last 2-3 hours of game but, right now, it’s losing focus again even pressing in the right side of the right button.
Mouse losing focus -right click to turn not working [Merged]
in Account & Technical Support
Posted by: Ithir Darkleaf.7923
WTF!?
Did they do something on last patch or what? My mouse just started losing focus on turning camera too!
I’ve been playing with the same mouse (Logitech G5) since beta and it’s happening to me now….
I’ve tried 2 more mouses that I have and both has the same issues with this particular game.
-1 to this suggestion.
This is one of the things that we have to demonstrate our mastery on the profession. Showing CDs is just dumbing this profession down.
Why not both?
I didn’t like these Living Story contents at the beginning, but now we have new content every 2 weeks and it’s really fun overall, so I really enjoy now logging on and playing new stuff every 2 weeks.
But I think big things need to be released on a expansion pack… and with big I mean really BIG things, such a new professions, new races, new continents, new storylines for our characters, new mechanics, new PvP modes, new WvW maps…
So to sum it up: keep going with Living Story to evolve the world and release expansions to expand the game too!
+1, I totally support this idea.
While I won’t discuss what skills should have or not, it’s clear that it deserves to have 2 more skills since they are standarizing transformations. Remember we just got a new skill on Death Shroud because they want every transformation to have 5 skills and no access to utility skills.
Same goes for Elementalists’ tornado, they have 3 skills too instead of 5.
This must be a bug indeed.
I’ve always completed that daily achievement using warhorn #4 to daze guards and people on WvW since fear never counts as an interruption.
Ele also has a complete invulnerability on focus, which also has a stun, a knockdown, a might building effect that burns while they’re hit, and a complete projectile mitigation 100% for the duration. And all of those are well under the minute mark for cooldown. Not to mention the engineer’s block/stun effects from shield complete with a neatly packaged blast finisher that also has a trait to further improve it’s effectiveness. And on top of all of those, each class also has either an invulnerability skill (mist form, elixer S, stealth (situational, not a true invuln but akin to a block or evade to direct hits), distortion (akin to evades) overwhelming access to stability, blocks invulns, massive condition removals and stun breaks-> (guardian), vigor for extra dodges on-demand (many classes, especially ele, ranger, engi, with guard close behind if traited for it), and then we get to poor ol necro. For this argument I will not include protection as damage mitigation, because it does little for burst damage, but feel free to plug it in as you see fit but the end results will be similar. Necro has…what? An extra hp pool. Awesome! Now ask a warrior with nothing but vitality stacked how much punishment he can take. While he might not have the actual effective hp necros do on paper, I think the results speak for themselves. They inherently have more base defense due mainly to access to higher armor rating, no one denies this. Their base hp pool is similar, if not the same ( I cannot verfiy this immediately if I find otherwise or confirm it I will edit it in) as the necromancer. They have easy access to vigor/stability/blocks, in fact they have several skills and traits that reward them for blocking. Yet a vitality stacking warrior gets eaten alive in a few hits. HP means jack squat in this game other than condition damage buffer.
Necro has (now) one extra hp bar, that’s not their true hp, but only maximum-at fully charged life force- “60% of your maximum health” as we were directly told. Originally, this extra hp bar would serve as the extra life, negating those massive hits that a light armor wearing class with no outstanding defensive capabilities used to survive those potentially fatal hits. Was this overpowered? Not really. you still had to use your own skill to anticipate that spike. If you misread the tell or paniced and popped too soon, your DS was wasted and the burst ate you up. Now though, no amount of planning will save you from the highest bursts. If you were any other class, you could twitch-react and pop your invul/block/evade but your twitch now instinctively hits DS since that’s what has been pounded into our heads the last half a year, except the burst will not only eat your DS up as before, but now it punishes you with actual HP damage. Congratz, you just got punished for using your own class mechanic. Welcome to the world of necro
I agree with every single point you brought up in this post.
Seriously, this should be a must read for devs so they can fix our profession someday.
I think the main problem is that DS form is like Plague. Both are a mass of black shadows, but I don’t have problems with that. It’s a very low priority and very subjective thing.
On the other hand, skill #5 icon bothers me a lot, maybe I’m giving it too much importance but it doesn’t match with the style of the other DS icons.
REWORK THAT ASAP
Third problem would be that ArenaNet wants us to be an attrition class with low mobility and high attrition, which i totally agree with… i don’t think we should be given mobility and stability and be turned into an elementalist… So we have Death Shroud to compensate for our lack of mobility.
Here’s the catch… a thief goes into stealth to escape 1 player or 5 players, a mesmer goes distorted to escape 1 player or 5 players, an engineer eats an elixir to escape 1 player or 5 players… guardian becomes invulnerable.A necromancer can absorb damage from 1 player to escape… dies instantly from 5… if DS is to be used to compensate for that, it would be either too much for 1v1 and enough for 1v multiple, or not enough for 1v multiple…
Now add the lack of mobility and stability / escape mechanisms… and we have the perfect class to be focused. No chance = free kill = GG.
The only way i see this getting fixed is with additional mechanics vs being focused… like Reaper’s Protection moved somewhere more accessible and have an additional effect such as: “Resets in 90 seconds AND resets every 3-4-5 consecutive CCs done in 90 seconds under 90 seconds”… therefor DS remains the same and doesn’t imbalance 1v1, and focus fireing gets punished…
The sad thing about this is that devs still don’t get it. They’ve stated that they are going to nerf our damage now (we deserve it, but I’m afraid of what are they doing anyway) and increase our survivability via rising up our Life Force generation, which isn’t bad but don’t solve the real problem.
3 things to solve all problems about necro being “op”:
- Fix Sigil of Paralyzation (currently in progress)
- Rise Dhuumfire CD to 12-15 seconds.
- Rise healing received by Well of Blood and Taste of Death (this way, they will compete with Consume Conditions, which is in a very good place, not OP)
- Fix Spectral Wall red circle (I think currently if an enemy necro puts a SW you can’t see it surrounded by a red line)
- Well of Darkness & Plague are fine as they are now, they serve as an utility like no other profession is able to bring to the table, touch that and you will see even less necros (currently there are so many because of that silly terror build).
I prefer 2 weeks, with small pieces of content to keep people playing but not focusing too much on those release, so they can make a proper expansion pack of Cantha, Elona, Far North or Undergrounds of Tyria.
Just my 2 cents:
I like the concept of Living Story, it keeps the world fresh and with the feeling of it’s alive.
But I don’t think it would be a good idea to release everything they can with those mini-expansions.
Personally, I’d prefer to pay 40-50 bucks to buy an expansion with a new continent, new main story, new mechanics, new professions/races and new PvP modes related to the new continent than having it for free but bit by bit.
How cool would be buying the Elona (which should include Crystal Desert too) expansion and fighting Kralkatorrik and Palawa Joko as main antagonists of the story?
TL;DR: Keep the Living Story going on, but don’t make it the main focus of development, so you can bring us expansions which probably will make almost everyone happy and you will earn more money.
Hahahaha I started to miss so much these comics! Keep on doing them Iceflame
This is a little offtopic but there it goes:
I strongly dislike the icon of this skill, it’s the only thing bad about it. It’s like a non-DS skill >_<
Well, this gives more credit to my theory about ANet leaked those balance changes on purpose to see the reaction and feedback of the community.
On other hand, Terror moved to Master and Focused Rituals to Adept are indeed nice moves. Terror is a very strong trait for only 10 points and Rituals didn’t deserve those 20 points.
I’m so sad that Death Magic traits changes were removed, Death Nova was very promising
As far as I know Anet have never said they would add new legendary skins.
And for something more recent,
We still plan to do both new legendary weapons, as well as a clear path (on top of the current random chance) to gain precursors which players can see their progress and understand how much work they have left to do to gain it.
Wow! Thank you so much for linking these… I have a renewed hope now, we need a dark legendary staff for necromancers!!
As far as I know Anet have never said they would add new legendary skins.
A lot of people seem to talk about “when the new legendaries come out” or “waiting on new legendaries” but this seems to be based on the assumption that Anet must share their opinion that the current ones aren’t good enough and therefore must be working on others rather than any actual information.
Which given Anet made and approved the current legendaries seems unlikely IMO.
The problem isn’t current skins are bad… in fact, they are good. The real problem is what happens with every skin-related topic: people who like something may not like whatever others like.
I mean, if I had a mesmer, the legendary staff would be perfect for it, but for a necro?
They are trying to please everyone as much as they can since the launch of the game, so why won’t they do the same about legendaries?
So let’s hope they hint something about this on their July post >_<