It’s a trade off. Do you want to play 1 game in 1 hour? In other words, separating queue’s would make queue times longer and in the grand scheme of things that is more important to people.
If 10 people are queueing for pvp and the options are courtyard, legacy, and temple, the 2 people who queue’d to play courtyard have a 20% chance of playing that map. So I think it is better to have those extra individuals who queue unranked for courtyard and such because they evidently speed up our own queues to get into a conquest mode map. Sorry if that is a weird train of thought :P
What we really need is the ability to save different builds so we can swap builds when we need to play conquest, team deathmatch, spiritwatch or the upcoming stronghold.
Edit: I’m getting mixed reactions and I just to clear up that this is theory as to why i think it wouldn’t work. Keep er civil.
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Gates assassin plz halp.
Maybe it wasn’t mean for you to use it in the first place?
You know sometime you need to make it look weak so that the other skills will look stronger than it actually is. Take a look at Warrior’s off-hand sword, this thing is OP but then they have is a broken Warhorn therefore off-hand sword doesn’t look that OP anymore. See the trick there?
Its not weak…when it lands its a good setup for a fear chain or burst but the thing misses so often because unless the person is directly in your line of walk which means he is directly in front of you within the range, it will not pull. If it was like engineers magnet pull which can be casted while strafing and land every time or literally any other pull in the game it would be a lot better.
Spectral grasp needs a projectile velocity increase. It is very difficult to land unless your target is directly in your line of walk. If it were to work like an engineers magnet pull which requires only line of sight that would be a lot better than line of walk.
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The best way to counter this issue is to not give a f* about what a person says to you on the internet.
/delete thread
I play any necro build pretty much.
PM me to test my capabilities. Username: Zojoel
I am mainly looking for a team who will not rage quit on each other. I want a team who plays for the team and can play casually and shrug off a loss, and not disband after the 2nd game. As we play together we will get better together.
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I’m sure if you want it that much you’ll make time. It’s once every sunday. Can’t be that hard to make it, as most people have sundays off. And it’s very easy to find out how to sign up you just need to read.
Well blood magic rework might bring supportive healing to allies, but on paper currently, the reaper looks like it has enough healing ron. The lifeforce generation ON PAPER looks amazing and if you couple that with blighters boon and unholy sanctuary and deathly invigoration, and it seems that healing from allies wont be needed as it comes from them giving us boons which is more frequent than their regular blast healing. I feel like we should be alright.
“I don’t even play warrior”
Signature: casual warrior
Lol I agree that shoutbow is strong and missing skills isn’t as crucial as certain classes but I think the only adjustment should be less vitality. You basically called every spec strong. Are we just supposed to use kittenty builds and pray that someone dies?
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If a necromancer specs into 6 second deathshroud cooldown it could tie really well with “blighter’s boon”.
Basically when a reaper is out of reaper shroud his life force will regenerate exponentially, and whilst in reaper shroud his health will regenerate really quickly as well.
Instead of staff for power necro in pvp I take axe/dagger so it’s an issue for me x(
I’ve seen other power necros with axe as well. I mainly use it to get rid of the immune to first condi on engis, and combo axe 2 with weapon swap sigils and other things. axe 3 is mainly for peeling off because it has a nice range to it. It is also a good indicator if there are stealthed enemies nearby. I use axe 1 in certain situations, but it doesn’t feel worth it anymore. Fix the animation doe pls.
please fix this, as well as reverting the damage nerf
I think points gained from killing other players takes away from the objective of the game and turns it into a death match. An organised crew can just roam together picking people off who are trying to complete the objective. I suggest removing points gained from killing players, so it loses its team death match properties.
We need to be able to save our builds because we have to spec differently for team death match, conquest, and stronghold.
Waiting for arenanet to bring back queueing from PvE and WvW …
weird
/15chars
May be you should start hosting your own tournaments if you are not satisfied with the only people willing to take time out of their day to organize active events for the community.
Some people, smh.
Probably won’t be using great sword. I’ll only use it for the first week or so when people can’t predict the skills. Seems like blinds are going to be your worst enemy lol.
I will use great sword for PvE though.
The self inflicting conditions are really not necessary. I hate corruption’s. The only one I might use is corrupt boon, and maybe poison cloud in the expansion.
I think the nerf was implemented because you could set a macro to attack and cancel the auto attack causing it to hit really fast, and if you pair this with the incoming axe trait, your axe skills would always be off cooldown. But they should have tackled it a different way and reinbursed the weapon with SOMETHING. And dat animation…still terrible.
Cele ele and engi are a lot easier to kill than a shoutbow that has 27k HP and ridiculous cleansing.
False.
Cele ele is the hardest build to kill. Shoutbow is wrecked by stun heavy compositions and burst damage. Ele’s high protection and stability uptime even make it hard for either of those to stop them. And when all else fails…Lightning Flash and they’re gone.
As for Cele engi, true, they’re a little easier to kill, but in place of that they do absurd damage while still being really hard to kill. Plus Gear Shield and Overcharged shot are ridiculous skills that help them avoid a lot of damage they would otherwise take.
False.
A shoutbow requires a much much larger burst to take down. An elementalist is a light armored class with less toughness, and the cele engi has less toughness as well as less healing than either of the two. A shoutbow has high toughness, good sustain and cleanse, and high hp. A shoutbow might be easier to “lockdown” than a elementalist because they dont have access to stab, unless they replace fear me, but still requires a tonne of damage to take out, not to mention “fear me” and sword 2 which make for excellent kiting.
Dark arm or should have been added to a minor trait
I get less 4v5s with this system than with the previous one though.
Cele ele and engi are a lot easier to kill than a shoutbow that has 27k HP and ridiculous cleansing.
Shoutbow uses celestial…
Yes I know.
This is my way of saying that celestial isn’t the problem, because when zerker classes coordinate they can take out a cele class, but the most difficult to take down is the shoutbow. Why? The warrior class with this particular build has a ridiculous amount of HP for the amount of utility and toughness it receives. The base vitality of warriors needs to be toned down. There toughness should stay the same because they are a heavy class, but the high health pool is just ridiculous when a class has as much utility as the shoutbow does.
Cele ele and engi are a lot easier to kill than a shoutbow that has 27k HP and ridiculous cleansing.
just stop…STOP!!!
LOOOOL
Give Necromancer any other option to be partly okay in this crazy meta, they will take it over wellspam anyday.
Untill then, proc wars. Not like Necromancer is the only one here.
no other profession can drastically lose a 1v1 (enemy has more than 8k hp) and still win through downstate procs. so yeah, necro is alone in that regard.
No other profession is focused as heavily as Necromancers are. Perhaps this makes you reconsider that? This is a l2p issue anyway, especially If you play thief where there are multiple safe stomp options. You can also LOS or get out of range. Plenty of counters to an easily stomped down state.
I seriously wonder what some of you guys do against a well played engi or ele if there is this much QQ about power necros.
your response doesn’t actually address my topic and instead you bring up how “heavily focused” necros are as justification for being able to win 1v1s (which is completely unrelated to how heavily something gets focused in teamfights) almost entirely from downed state.
in 1v1s, first person to go down should always lose. i don’t care what build or profession you’re playing there should be no exceptions to this. yes, this means ranger downstate needs a serious nerf too, and warrior as well (not so much nerfs as totally new #3 skills). no profession should be designed to have a distinct advantage in down state fights just to compensate for poor upright performance. this is just dumb no matter how you cut it.
it’s like reading a guardian moan about not being able to escape teamfights as justification for being stupidly strong in 1v1s against anything with zerker amulet.
if i lose to an engie or ele im fine with it because there’s at least a hint of complexity to them; power necro, just like power ranger, is all gimmick. you should not be defending either or in their current state but asking for major redesigns so necro has more than just “sit behind a mountain of HP and pray you can auto attack whatever is killing you to death”, same with ranger except “sit on an actual mountain and pray you can kill whatever is coming at you before they get to you and signet of stone wears off”.
I’m not asking for nerfs to either professions because they are the worst off right now, i’m asking that they be given lower skill floors but considerably higher ceilings through improved redesigns that are more reliant on active (but more rewarding) defensive play a la thief, mesmer, and engie.
His response is actually completely related to what you are talking about. Different classes have different perks. In the case of the necro, he will die due to focus fire very easily with minimal abilities to escape that don’t match any other classes mobility. But when necros are alone, they excel at 1v1s granted the player is capable of knowing what skills to use, because if you mess up a rotation on necro you’re dead meat. Necro downstate is also receiving a 25% damage nerf so lets stop bringing this up please.
Also, I love how people are bothered by Chill of Death all of a sudden. It’s been here for a while people, and necro’s aren’t the only ones with strong proc-ing traits. cough thief cough
Recently created a female norn necro and the axe animation is atrocious. I didn’t care before but after making this new character I feel the pain of everyone else complaining about the animation.
Crossing my fingers and hoping that Karl will reply in an attempt to explain what his/anets final position is regarding this change.
Reaper vs Chronomancer or Thief
It’s quite funny feedback out here.
Like suddenly, after 3 years, people started using Axe #1 and are so concerned about it.
“I made Necromancer just for the Rending Claws animation!” jk, son.
Axe is viable in certain situations in PvE. I take axe/dagger over staff in PvP because it is easier to bait a dodge with it, and also provides an aoe cripple that helps with kiting, and it helps distinguish if there are any stealthed enemies near by. I like axe tbh. But even that wasnt the case. Any current uncalled for nerf provides less efficiency for a future build that might utilise axe as a necessity.
Yeah… I don’t really want them to NERF NECROS INTO THE GROUND like they did in the past, buuuut…. when I kill someone accidentally with a locust touching them while they’re standing behind me and have it explode on them with fire + air + spinal shivers and neither of us knows what just happened, that does seem pretty messed up lol. It could use a little adjusting. :P
I see where you are coming from but you have to see the grand scheme of things. How often does that actually happened?
Before necromancer receive this damage nerf you are all talking about, the base class needs to be buffed to make up for it, maybe without procs. But necromancer in its current state is not ready to take a damage nerf. Surely you understand that thieves and mesmers and rangers and medi guards do a necros job better? And the ranger from almost 2000 range??
Guys, let’s make a powerful ability with a 1.25sec cast time an instant-cast proc with a 20sec cooldown. It’ll be fine!
This^ so much this^^^^
Rune of air has a chance to proc when somebody is attacking you, and its a 20 second CD. Seems fine to me.
I love when people cry about the easiest class to kill in the game. (Power Necro)
Anet has stated themselves, that necromancer are supposed to dish out tons of damage at the expense of their mobility required to keep up with other classes. I’d love to know what spec/build you were playing. Seriously, if you want to complain about procs, do it. But don’t bring necromancer into this, because if this is a problem, its a collective problem. Spinal shivers is reward for the risk a necro takes to come face to face with you and get you to 50% HP.
Don’t bring up necro downstate anymore because its getting a 25% damage nerf. Irrelevant things are irrelevant.
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The the traited range at almost 2000 needs to be nerfed. And power ranger can indeed be a good addition to a team. Eurantien is a power ranger for one of the NA teams that went to the wts. If you’re a ranger all you need to do is position yourself in the right spot where your enemy will have a hassle trying to get you. In this case your COUNTERS such as condi classes or porting classes should go after you. Every class has counters, but when we’re talking about balance, close to 2000 range hits are absurd.
And I lol’d at the comparison to life blast. Life blast does not home (someone said it did wtf, I think you’re thinking of DS #2) and it has 1200 range, you need to trait for it to pierce so it doesn’t get obstructed, it has the most obvious animation in the world (big dark energy ball charging up in front of the necro) and its cast time is brutal. You most certainly cannot state lifeblast is on the same level as longbow ranger.
Ladies and gentlemen, Vee Wee!
Someone who has claimed to have quit playing this game on multiple forum post, but is somehow still deemed suitable to weigh in on a game he/she doesn’t even play.
And five gauge shreks lots of power necros, may be he didn’t want to engage because it was a part of his strategy??? Like seriously? Every zerker class has random procs. Jesus I hate every single post that comes out of this dudes brain.
Hi all,
The animation of this ability has changed so that the attacks occur later in the skill, fixing the draw to constantly cancel the ability for an unintended increase in damage. The overall active time of the ability hasn’t moved (remains 1 second flat), so there shouldn’t be any actual loss of damage as long as you’re not cancelling the ability early. The first strike now occurs at ~0.5 seconds in (slightly past it), while the second attack occurs closer to the 1 second mark than before.
There is a bug with the attack hiding your weapon, which was unintended and will be fixed.-Karl
I still don’t understand why this change was implemented. Were there complaints? I haven’t seen anyone complain about this. In fact, this is a stupid NERF that should have been left alone until further issues were resolved with the axe, such as the limiting range. This is a step backwards for necromancer. THANKS KARL.
I’ve been playing necro consistently since release.
Well of power has never given stability to allies.
I think cleansing ire is fine but I wouldn’t mind reducing the base life points of warrior.
I play necro.
A red tag in the necro forum?
This is the apocalypse, I’m sure of it.
I don’t think nerfing the might is the way to go, may be have it give 0.8% LF per hit or something…..imho I would like to see it tested by the players first to deem it unsuitable.
Have to consider PvE/WvW when balancing traits, so lets all remember that.
I like all the suggestions but I really really support the heart of the mist changes, we want to be able to do something entertaining or beneficial to our player while waiting in queue!!
This was a step in the right direction for necromancer, make no mistake.
OK, I now think I understand.
The OP is not talking about the LFG tool in game. He’s talking about the subforum Looking for … https://forum-en.gw2archive.eu/forum/community/lookingfor
and believes that his attempt to find:
- a PvP guild?
- a small group of players who want to roll a premade?
get lost because that board has a lot of posts for PvE and WvW guilds.
Or am I still confused?
Yes I am talking about the sub-forum that merged PvE PvP and wvw a long time ago.
And to the people saying maybe we should start using the lfg tool, the problem is much bigger than that!! If nobody uses the tool but you constantly have people in map chat advertising they want a group or want a tournament team, wouldn’t you say their is a problem? Everyone used to use the forums to find a team in PVP. Now if you create a thread to find a team in the PvP forum it gets moves to the looking for sub forum where it gets lost forever.
Whether it be the design of the lfg tool, as in where the PvP section was placed or some other reason, their has got to be a reason why nobody uses it for PvP. And we NEED to find a solution to this as is will make guild wars 2 a BETTER game and when our PvP systems are attractive the game will look better to new comers when the expansion hits, due to the fact that there are annual tournaments of $50,000 (2 this year) and ESL cups every week, this game has a lot of potential for PvP esports and we need to keep making it better to help grow our game people!!
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I think the better idea would be for everyone to learn how to actually use the lfg. Dungeon group posts should go in the dungeon sections (not living world), wvw group posts should go in the wvw section (not living world), and spvp group posts should go in the spvp sections (not living world).
But, apparently, reading is hard.
Reading is hard….for you?
I just explained why the lfg PvP section doesn’t do the old pvp lfg thread section any justice.
gates i kittening love u
The only issue I have is that minions shouldn’t be added to our profession whilst the AI has terrible responsiveness.
ABSOLUTELY NO MINIONS.
At least not until they fix the responsiveness of the poor AI.
Agreed, finally necromancers are being brought out of the dark after 3 years we might be able to see a blood magic necromancer become meta.
I feel like rubi’s emphasis on the strength of the attacks took away from the casttimes and slow attacks which players who don’t really know any better will complain about. Seems strong, but so does every other profession we’ve seen. Time will tell.
I feel like because they allowed vampiric healing to go through deathshroud it sort of makes up for having regeneration not work in deathshroud even though we can have it stolen or ripped for more damage, or converted. Now that this is in place regeneration can never work in deathshroud
Perhaps, you should post in the PvP or Looking-For sub-forums, rather than the General (usually) PvE area.
Good luck.
Countless people have tried posting this in the PvP section, but I recall Guild Wars 2 Discussion to be a generalized forum so that’s why I put it here. And did you read my post? Anything that gets posted in the Looking-For sub forum gets flooded out by wvw/pve guild post/bumps.
Please do not put anymore necromancer minions into the profession if you are not going to fix the responsiveness of the AI.
Exhibit A: https://youtu.be/Pna1XlfVYqs?t=858 If the link doesn’t bring you to the right time frame, go to 14:19 minutes.
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