Hello mates.
I recently made an engineer for PvE purposes only (at least by now).
I’ve found that playing with kits is more funny than I first thought. Yesterday, I tried grenade kit and it’s pretty cool and powerful but the 1 skill spam bothers me and I want to know if this is being worked on or not. Some word from dev or something?
I think that, and the end of the day, the real problem is that the game is not very challenging. You don’t miss the healer role per se, you miss those Infuse Health or Aegis casted at the right time to save your teammates of a certain death. So, in other words, you miss the fast reaction challenge of the game, which in GW2 is reduced to dodge at the right time only.
Ithir Darkleaf.7923, yeah they are easy but we have to many people complaining about its to hard, and so litle people asking for it to be more difficult, lamely one of the causes is the trinity thinking…
Anywat ty for reading all my posts lol.
It was an interesting reading dude
About the difficult issue, I have to say that every other MMO I have played (WoW, WAR, AoC, Aion and GW1) were more difficult. I know Guild Wars 2 has a big focus on casual players, which is great. Leveling side of the PvE is a huge improvement vs traditional MMOs but endgame being too easy, it’s not a challenge.
I remember GW1 very well, before EotN and the fast runs, Anguish was extremely challenging and the rewards were very cool. I really miss that on GW2
So lets move on, eliminate that fixed idea, if you arent up to the chagenge go to easy parts, ask for easy levels of dungeons , become better (we all learn) and if you have problems with concentration i hope you search help lol or train it, believe me have a perfect score in RV and RM and be good in sports help.
I’ve read your whole posts and your points seems to be pretty valid and well argumented. We need more posts like yours, seriously.
Anyway, I quoted this because I have something to say about the topic you speak of there: in my personal experience (maybe I’m wrong, who knows?), it’s totally the opposite…. dungeons are extremely easy to complete. Lupicus for example is very challenging and some others but the difficult they have is inherent of the boss mechanic but it’s not difficult because of the build and gameplay you have.
Let me explain better: I’ve done every path in every dungeon at least once (I’ve completed some dungeons several times) and I never had troubles. I did some paths with RL friends with TeamSpeak and some other with random people I encountered at the entrance. The fact is, you only need to be good kiting with dodges and knowing what to do in the boss encounter, but you don’t really need to know very well your class to do complete it. If you just spam skills, you will still complete it no matter what.
In the holy trinity method, for example, a tank need to know how to aggro properly, dps need to how not to aggro same has healers.
I totally agree with you that GW2 has a unique feeling that any MMO has: reflexes.
Sometimes if you dont time well your dodges or you just spam them, you are kittened.
That’s pretty cool, but beyond that the game is not challenging and the sense of building a team and knowing them is simply lost.
The same goes for the leveling side of PvE. You just don’t need anybody to do something. You can go alone all the way to Orr and only there, make a team and go kill Zhaitan.
Again this is not bad, if someday you just don’t want to meet people you can go alone.
But it isn’t good, because the game itself is less social.
I think both systems have their pros and their cons, that’s pretty obvious.
Anyway, I’m having so much fun with this debate. You guys have some nice ideas and arguments there that I never thought.
The main reason Anet decided to do away with the tank/healer/dps setup is to allow any group of players to do any type of content.
For that reason, I thought my system like with any profession you can be control, dps or support just choosing the correct trait line and utility skills. That way, if you get tired of only dpsing bosses and you cant to control them, you just change traits and use other skills.
Right now, the gameplay is.. no matter what build you bring, you only need to know the basics and, for example, how to kill that boss in the dungeon run we are going to do.
Anyway, I’m not telling that this is bad. It’s only different. Because of that I repeat again: this topic is not to ask ArenaNet to change anything, it’s only discussion about the current system vs other systems that people imagine (I saw a few posters there that told me to not ask something to AN, which is exactly what I’m not doing ).
Yeah, it would be great if that actually worked. Throw humans in a group at an objective and the first thing they do is designate roles. I don’t care if it’s a scavenger hunt people will take on specific tasks to get the job done. Or, consider IRL combat. Warfare is not about everyone berzerking on the battle field. Everyone has a role to play in combat and that has been largely true throughout our history. Again, it’s a human thing that we bring to games. Games are created in our image and when they don’t work like we do, trouble ensues—or maybe it’s threads on forums like this one ensue.
That’s the way I think. You know I’ve been thinking about a system which involves the best of both sides: roles of holy trinity and versatility of GW2’ system.
Sure thing my system doesn’t have any way to do what GW2 does (being an army of one man) but at least, it solves the problem of… “oh crap, I’ve leveled a healer to max and know I’m tired of healing, I need to level up another char”. With my system you just change your traits and skills and voilá!
So I guess every system has their own weak points, but this conversation is really interesting, at least for me.
In order to do that you’d have to redesign… well, pretty much everything, from all the skills and their effects (many of which have more than one element of damage, control and support), you’d have to change to allow targeting allies, you’d have to redesign the entire traits system, etc.
If it ain’t broke… and believe me, it isn’t. It’s surprising how much you can do with what on the surface appears to be a minimal number of skills but in practice is much deeper than that.
Yes, I know it would be very hard and expensive, a total nightmare! (I’m finishing my software engineering). But I’m not asking for a change or something like that it’s just how do you see that concept, only opinion on an idea I had, just that.
GW2 is not every other MMO, stop trying to make it like every other MMO because that is what you are used to playing.
First of all I must to say again that this is a simple thread of “what if…” only that
I’ve played GW1 for around 3500 hours and it’s my most played MMO (if you want to tag it this way). I’ve enjoyed its PvE and PvP sooo much, and one thing I miss from it is that you had to get the right builds for PvP and PvE (I used to play with my guild so much HoH and dungeons with a real life friend) but right now, at least for PvE, it seems like it doesn’t matter what build you bring, if its balanced you can do it. Everyone only cares about himself and only cares about the others if they are downed, beyond that… you don’t need so much team strategy.
That is why I thought on this alternative system. You have versatility with it: you can go DPS one day or two, you get tired, change to support or control and enjoy the new perspective. But it seems so many people are enjoying the current system so that’s very good for the game!
And again, i’m not trying to do something with this. I only want your opinions and ideas ^^
That is an interesting opinion Volkon, only a little note: you say with my idea I take away tactical use of the skills which probably is right but I think with the current system you take away a lot of the tactical use of classes because… you know thieves support instead of a guardian? XDDD
Anyway thanks for responding and contributing to this discussion
Hello mates.
I’ve been thinking these days about the game and the abolishment of the HT it made (at least a bit).
Now I honestly think it would be better if they make the professions to adopt every role, like they are now more or less, but not at the same time. Let me explain this: right now, you can make some hybrid builds and given the fact that everyone has a healing skill and no limits on using utility skills beyond the number of them BUT what if, for example, traits lines were only 3 per profession (control, support and dps)?
My idea is that everyone can make everything but not at the same time. You still have trinity with this, but you fix the problem of “lf monk” now it’s “lf healer” which can be anyone. Think a moment about this: you are a mesmer and you invest points on your support trait line (you can’t invest points on other lines once you have invested points in one), now you can take 4 utility skills support oriented only and an support elite as well. You are a full support now, somebody else in the dungeon you wanna do goes support too, 1 control and 2 dps.
Everyone only have 1 role like in almost every MMO out there, but with the difference that if you get tired of one role, you only need to reset you traits and take another line (which means other utilities and elites).
What do you think about this idea? Do you have others? Post them!
PS.: I don’t know if I’ve explained my idea very well since English is not my first language. Let me know if it’s unclear
PS2.: This post is not to ask ArenaNet to change anything, it’s only a discussion of the current system and alternatives you can figure out
(edited by Ithir Darkleaf.7923)
That’s so not true. GW PvP was popular the entire lifetime of the game.
First off, your talking only about GvG, which yes was long term the most popular and started relatively unpopular (mostly due to a stale meta where most the team was dispellers/debuffers/etc), but the PvP did not start there.
RA and CA were by far the most popular at release. At any time of the day you could go to the PvP lobby and there would be DOZENS of districts full of players, queues would be literally instant to join a game. This was true months and months in to the game.
And that state of the game was far better than GW2’s state of the game right now. RA and CA instead of hotjoin/tournament would be a huge improvement. Then they could work on a tournament system for daily/weekly/monthlys, but having them as primary PvP content? No way, it’s too based on luck of your opponents rather than skill.
Also faction was in game for PvP from the start, hell thats how you unlocked PvP skills/weapons/runes, even in beta. Sure they patched it later on to include PvE stuff etc, but acting like it wasn’t in game at all was a lie.
And I agree, LoL took over a year before it started getting popular. But the difference is they built the game from the bottom up, not the top down like GW2 is trying to do. We SHOULD be starting at RA/CA with multiple game modes to get the players. Yet we’re starting at… conquest mode tournaments? Imagine if LoL tried to add ranked teams/tournaments/spectator/custom arenas before they even had the unranked/ranked/solo/premade matchmaking in?
That’s the biggest problem right now. Theres no stable way for players to start playing and work their way up. Hotjoin doesn’t work in this type of game and teaches nothing, and theres no way for new players to progress in to paids. Hence losing players daily.
Every day I wonder why they are ignoring their hugely successful formula from GW1…. People started RA/CA, then moved to HoH, then GvG. The game would not have succeded if they started at GvG, proven by how unpopular the mode was at the beginning, and how it raised in popularity as time went on…
Quote for truth.
It’s better to have more “simple” game modes at release and build the game from them. Tournaments aren’t a bad idea, the problem is they made them the first serious PvP mode and that’s just wrong.
Necromancers with torches? YES PLEASE! It will be totally kitten to have a some green fire spells poisoning people
It is not the trait that gets on my nerves, but the Traitline. I want to play with staff or with a Power Toughness based build in either way I have to take the litte crappy pet form the reanimator trait. And it really doesnt do anything good, it only irretates or pulls enemys, at its best it does nothing.
But I really need greater Marks and 5% Toughness to Power.
And the 15 point trait is useless as well when I aim for Toughness/Power or Staff skills.
So I think set the 15 point Trait to 5 the 25 to 15 and Reanimator to 25, and reanimate something Heavy, like a Gaint Flesh Wurm that can spit 2-3 Times and then Explodes, or something good and worthy at least.
Then all Power/Toughness and Staff lovers, like me, would not go further then 20 in this traitline and reanimator wouldnt bother us anymore.
I think this is another problem, of course. Death Magic is the only trait line in the whole game that pigeonholes you in certain utility skills: minions. It’s nice that they want to make Death Magic the Minion Master trait line, but don’t force people to run MM if they just want to improve their staff or their toughness or whatever.
Anyway, the original petition was for disabling Reanimator because it’s useless or change it to be optional so every necro is happy.
Hello mates. Some of you may know me for being the brain behind the idea of the disabling reanimator petition to ArenaNet. If not you can check the thread out right here: Disable Reanimator Petition
I’ve noticed today that a moderator closed it because “threads of this type do not assist members with support issues and concerns and don’t contribute anything to the forums”.
So I’m guessing now if ArenaNet ever hear our voice. That topic had 100+ repplies and around 2500 views and they think it doesn’t contribute anything? That’s totally wrong.
The petition is one of the most viewed topics on the forum and so many people agreed with it in some way or another. The necromancer community have spoken: we don’t want that trait, please disable it or, at least, change its position to be optional. So people who like him can take it and people who not just take another trait.
-1 Anti-signed. I use it. I would miss it if it were gone. It gives me bonus toughness and an aoe poison when I kill stuff.
Did you read my opening post? It’s a nice trait for Minion Masters, but if someone just want to get toughness or traits for staff (or both) it become useless.
Death Magic minor and major traits are both minion-related, which is a special type of utility skills, no other profession have a trait line like this but that is another story.
Thank you so much for looking at this issue Robert, my faith in ArenaNet is raising
I love how furious Necromancers get about minor traits. Several classes have useless minor traits they ignore to get Major traits or stat points. Why is Necromancer special?
Name one that is more useless than Reanimator, I dare you, I double dare you.
I don’t like forum petitions. I feel they don’t accomplish anything.
I know that this probably won’t serve to disable it. But at least, look how many views and replies have the thread. Necromancer players have spoken and I hope ArenaNet keep this in mind.
3rd option. They are doing a complete redesign of the class for the February content patch and just don’t tell us.
Epic post!
Seriously, how do you manage to have such a faith in ArenaNet?
Just a quick reminder: this petition is for disabling Reanimator until it gets fixed. It’s not for removing it completely out of the game. I suggested this because so many people just don’t put points in Death Magic anymore because of this trait (and for Protection of the Horde too) because they want to build Toughness or improve their staff, not Minion Master.
I hope this clarify better the sense of this thread ^^
I personally am not in favour of getting rid of him all together.
This petition is not for getting rid of it at all. It is to disable it until it get fixed (or move to a higher trait point, or moved to optional or something that really changes it).
+1
It’s worthless along with the 15 trait same line, no reason for them to waste any more time on em either disable it or give something else.
You are right, they should improve Protection of the Horde too. Anyway, I think these 2 traits (Reanimator and PotH) should be optional not minor, because they force you to go with minions if you want go tanky. Necromancer is the only profession that have minor traits related to Utility skills, which is a terrible design decision.
One the thinks that bothers me now is we all can agree that the current Necromancer doesn’t fit very well with their philosophie about the profession so it needs more time. Okay.
But wait a second, didn’t they tell us more than once before the game’s release that they were not including secondary professions and more game PvP modes to have a better balance on professions? And they included weapons to have a better way to balance builds and less skills than GW1 to have a better balance?
Oh boy, that sounded so good to be truth. The truth now is we still have a lackluster profession 3 months after the launch and if you see the balance patches and don’t want to cry or laugh after doing it, you sir deserve my full respect.
But hey! We rock now underwater! Thank you so much AN
SotL is great for traversing in WvW. When I want to engage in a fight, I just swap to SW or something else. I no longer have to worry about:
1) starting a fight with SW on cooldown
2) wanting to swap to a different utility but can’t because SW is on cooldown
So are you seriously defending Signet of the Locust because you can travel faster in WvW? LOL
Nice skill then, only one use and from its passive. Very useful.
We are the masters of the dead, so please, don’t complain about our downed state. After the Terror trait buff is one of the few things we have good.
Totally agree. I had 3000~ hours played on GW1. PvE with rank 4 of Kind of a Big Deal rank, wolf in HA, rank 5 in RA, rank 11 kurzick… I didn’t played GvG seriously because I came to the game a bit late.
Anyway, I just don’t understand why didn’t they implement HA style in GW2. I mean, change is good, but a huge playerbase from GW1 came to this game with the idea of the best PvP ever in their minds. Why change that base? Winning all those matches (with more fame for consecutive wins) until your team go to Hall of Heroes, and epic map with 3 modes of game and rewarding the winner with more fame, an epic chest and their team’s name broadcasted for everyone, including PvE. That was totally awesome.
What we have now? Tournament with 3 matches maximum with the same 3 maps and the same game mode and almost 0 build diversity. It’s just pathetic.
This is simple. Even if you buff it to last a couple more seconds it’s still useless. We don’t need it in its current state.
If you want to go a bit tanky, you must take him even if you don’t want to go Minion Master. Even if you want some staff traits you get him too.
For those reasons, I sign this petition to disable this trait until it gets fixed.
Sincerely,
Ithir Darkleaf.
(edited by Ithir Darkleaf.7923)
The best part of this patch was the gluttony fix and the dagger run speed buff. which probably doesnt stack with the singet speed buff.
It doesn’t stack, so you get Swiftness from yourself or an ally and that trait is useless. Same goes for Signet of the Locust.
Even more, why take Signet of the Locust instead of, for example, Spectral Walk? Signet gives you less movement speed and 800 lifesteal (ROFLMAO) while Walk gives you stun break, 33% movement speed, Life Force generation and a recall skill to kite some guys of you.
I spent this last week waiting for 12/14 to see their epic balance patch. I came to the forum, read the patch notes and all my renewed faith on ArenaNet just dissapiared. This is pathetic, there is no other word that can describe this situation better.
I know they balance a bit there and bit here instead of hitting everywhere with nerf and buff hammers, and it’s a perfect way to do this things. But seriously, underwater combat!? Really!?!? I mean, it isn’t better to fix your land combat in the first place than underwater one?
I just don’t understand why the hell don’t they have at LEAST 1 person to test and play everyday with every profession. This game will never be an e-sport if they continue to do things like this.
They just improved some traits from useless to worthless: Spiteful Removal from 1 condition removal to 3, wow! Now I have a question… why the hell is this trait in my freaking Direct Damage trait line? Nobody used that trait and nobody will use it after the buff, it’s just in the wrong place, like Reanimator or the Staff related ones.
Wait for tomorrow (hopefully we’ll get some decent changes) and I’ll post about traits in another thread (or should I just keep using this one?)
I think you should make another thread to discuss traits only. That way it will be more organized: two threads, one for skills and another one for traits.
It’s better for ArenaNet to get feedback if there is a thread which discuss exclusively skills and another one for the traits.
Just my two cents
There’s no CD on transforming out of DS once in it, so I occasionally click myself out of DS unintentionally because it is the same key as entering DS form, which is really frustrating.
I really think that exiting DS should be the #5 skill (as with many other transformations in the game) or should map to the weapon swap keybind.
Wait… what? I can’t remember Lich or Plague forms having a 5 skill to get out of the transformation, in fact, plague doesn’t even have a 5 skill button.
I really think that your problem is a bit a l2p issue, plain and simple. Just don’t spam F1 (or your attached button) like a mad and you won’t have that problem anymore.
Edit: Sorry if I was too rude, it wasn’t my intention.
It’s really nice that DS is being worked on, it really needs it. On another note, I hope if it will be implemented like a transformation, we will get a 5th skill, that would be great.
Necros need a lifesteal condition imo, and with a buff to the current life steal we have would make dagger builds even more viable in pvp.
That is an interesting idea, seriously. However, I think it will come with some balance problems with it, let me explain: if you add a new condition (only for necromancers, great idea) that is bassed on dealing damage to an enemy and healing yourself, you have the problem that this condition should scale with Condition Damage and Condition Duration and the healing it provides you with Healing Power. Too many variables for a condition for a single profession.
I really hope that the improvements to melee pets vs mobile targets will apply as well to our beloved minions.
Maybe JP surprise us again and comes here to clear this up (since he is on fire today, doing a lot of forum work )
- Pet AI fix
- Jagged Horror
- Pets Scaling with gear.
- Siphion Life Scale with Heali know the scaling thing takes up an enourmes amount off time. but the earlier you start, the better :-)
You sir, deserve the Badge of False Hope
On a side note, I’ll give my 2 cents as well:
- Gluttony fixed and buffed (already confirmed)
- Some traits adjustements (minor changes on numbers and things like that)
- Some skills adjustements (the same kind of changes that traits)
I honestly think that aesthetic and themed-based skills or effects will come in the first expansion. We already know that they will implement more weapons and utility skills for all professions so there you will be pleased
I'd rather have reanimator disabled until a fix is ready.
in Necromancer
Posted by: Ithir Darkleaf.7923
I honestly think that Reanimator should be 20 trait point and have and added effect: regeneration out of combat for your minions.
I think it should be an optional trait (Protection of the Horde too) because Death Magic is the only trait line in the entire game that is better with certain utility skills (in this case, minions). So if I want to be a “hard” guy with thoughness but I don’t want to go MM I can’t have all the potential because of Protection of the Horde.
In all honesty minion masters would become incredibly over powered if either of those changes were made true.
Yeah, that is what I meant with my post, it’s better to balance the game from underpowered to balanced state than to cut down things from overpowered state. People will angry and rage (non-necromancer players because of the OPness and necromancers because of the nerf).
This was a good read on the necromancer forum. I agree with almost everything but the minion part. I still think they need to have the recast time be cut in half and it applies when they summon not on death. This way once they fix the AI we will be able to keep putting them back into the fight quicker. Having them die to 1 aoe is fine, if we can get them back in the fight and not just have a full utility bar of dead minions.
Probably you are right, but I agree with ArenaNet’s way of doing changes: take it slow, bit by bit… so it’s better (and more important) for us to get the AI fixed in the first place. We need to have minions useable at least and then, if minion master isn’t viable yet, implement changes based on feedback.
I recommend this post to everyone interested in a complete analysis of the profession (as well to the OP to add this one to the list): Necro skills, balance and opinions
I just read it and you may agree with him in some things or not, but it’s well made and have some nice ideas to improve our profession reasonably (it’s not something like “buff all our skillzz!!1”).
Good day necromates.
This is simply one of the best threads in Necro subforum. I really hope some devs go print this and keep in mind all this analysis because is pretty good and the changes you propose to some of our current problems seem to be “easy” to do and reasonables.
PS.: I put easy between " because I’m studying engineering but I’m not an expert on videogames yet
Oh boy… I couldn’t believe my own eyes when I saw this red post in necro forums but evenmore it was for talking about a needed buff. This totally made my day, thank yoy mister J.P.
We can’t have regeneration on our minions because when we all noobs master Death Shroud, it will become so OP. So it’s better so keep things like they are now and when we reach that mastery, they will see what is OP or needs a buff.
Even if they need blood to do this, I will donate mine with a smile in the face. No joke.
Necromancers deserve to have a unique mechanic (apart from DS) that fits with the profession and that’s fear. It’s a shame that warriors have an utility with AoE fear and we don’t have a single utility to make fear and our AoE fear lasts less than warriors one and have similar CD being a weapon skill…. really gg ANet
Well while Funky sorts that out….
Re: OP’s notion on Necro traits – consider for a moment that Barbed Precision, our BEST adept minor trait (as in miles ahead of our next 5pt trait), is exactly the same as Sigil of Earth which is available to any and all professions.
OK, well what about the other profession’s 5pt minor traits in the same tree? Well they are: 10% increased movement speed (Ele), bleed on crit proc (warrior/engi), aoe blind (guardian), Vigor on crit proc (Mesmer), swiftness on weapon swap (ranger), and 5% crit chance increase while health above 90% (thief).
Now aside from the Warrior and Engi those are some rather singular and class relevant minor traits and for only 5 trait points. Warriors I see, however, can also trait for a nice 10% dmg boost on bleeding targets and extend the duration of their bleeds by 50% with a single Major and Minor trait – and all in the same tree without even having to max it out. Engi’s seem to have virtually the same traits available as the Warrior’s. I’d call that pretty decent synergy.
Looking at the same trait line for Necro’s we see traits for 2 different weapons, 3 different utility skill sets, and a 2% dmg per condition stack in a primarily condition based tree that doesn’t focus on direct dmg output. That litttle cluster kitten would be the opposite of synergy.
There’s no arguing that Necro traits are lackluster and the trait lines are poorly thought out. Whether OP’s example was correct or not, is besides the point.
Whether you like/love/hate your Necro makes no difference. Bad trait design is bad. Nothing more to it.
I can’t agree more with your explanation. I feel so bad when I play my level 80 guardian after playing my 80 necro… almost every trait I see in the Guardian’s lines is really good and have some sinergy.
When I play with my necromancer (PvE and sPvP), trait choice is always “choose the lesser of two evils” but when I play guardian (PvE and sPvP), warrior (only played sPvP) or engineer (PvE and sPvP), I always have to choose between one trait that is great and another one that is even more great.
(edited by Ithir Darkleaf.7923)
Really nice way to “fix” the DS Interface. You have my full support on this topic ^^
Really nice post OP, I really hope someone from ArenaNet read it and keep it in mind. So nice changes for what we are missing, boons and DS utility. Because it’s true that we need a better way of getting boons than stealing them from enemies on long CD and we really need some more love on our fear, but I think having AoE fear on DS will be a lil bit OP since we can enter DS when we are CCed so.. I propose to have just longer fear on DS (2 seconds) and change our Downed fear to be an AoE.
Anyway, this post deserve a serious look from the staff of ANet. Congratulations OP
Very nice post OP, I hope some of ArenaNet’s guys read it and take some ideas to improve our trait lines.
Here you have an example why this (traits) is the weakest thing we have:
Guardian Virtues vs. Necromancer Soul Reaping
Inspired Virtue (Adept): Virtues apply some boons when used Wiki link
Gluttony (Adept): 5% more LF when using skills Wiki link
Virtue of Retribution (Master): Activating a virtue gives you retaliation Wiki link
Last Gasp (Master): Spectral Armor at 50% hp Wiki link
Power of the Virtuous (Grandmaster): Give 1% additional damage for each boon on you Wiki link
Strenght of Undeath: Do 5% more damage while you have 50% LF Wiki link
Plus
Virtues trait line gives you 1% faster virtue recharge and 1% duration on boons for each point invested (30% faster virtues and 30% duration on boons if you have full line).
Soul Reaping trait line gives you 1% additional LF pool and 1% critical damage (30% more LF and 30% critical damage if full line).
So with 15 points in virtues only, a Guardian using Virtue of Courage (F3) give AoE Aegis, Protection and Retaliation with extended time because of the passive bonus of the trait line. That’s only with the minor traits, with major traits you can add to it 3 seconds stability or AoE break stun (or both).
That is what I call sinergy and we really need something on that line… not the traits we have right now
Necromancer Death Magic
Now, in this trait line we have increased boon duration per point invested and we have only 2 traits in the whole line that gives us boons: Ritual of Protection and Spiteful Vigor
Where is the sinergy there? And I can talk about useless traits like Reanimator or trait which you must go with certain build to be effective: Protection of the Horde
Additional note: I didn’t count the bugs both professions may have on my example, it’s just theorycrafting.
TL;DR: we need a serious change to our trait lines, proof exposed before.
Edit1: This is a short analysis from my point of view, you can agree or not, but this is what I’ve found (I have necromancer and guardian level 80 and played more than 300 tournaments with them). When I have my engineer to 80 I will compare them again.
Edit2: Sorry for the wall of text, but I think we need analysis like this to help the devs to find our weakest points and improve them.
(edited by Ithir Darkleaf.7923)
If it takes a year there’s no one left to play the e-sport.
League of Legends took a year to become an e-sport. It kind of takes a while to balance stuff out.
It takes even more time when you only have 2 devs working on balance the proffesions. I bet that LoL had more than 2….