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Well, the new experience booster is out. Hotjoin is right now EVEN MORE TOXIC. People constantly swapping sides for rewards.
The problem is not the rewards, the problem is people do that kitten and still get rewarded.
_
ArenaNet, this is 99% of your PvP matches. All of your PvP matches that goes on, this is the 99%. At one point is this okay?
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Lol stop trying to explain it he’s just calling for a nerfed cos he lost to one a few times nothing more.
It’s very clear on the forums who is good and who is still learning.
_
Signet necro is extremely strong and doesn’t have any real counters. It’s tanky, applies plenty of weakness to counter power, constantly transfers conditions making it a very strong threat to condi-bunkers. A constant application of chill and cripple so it can kite or chase. It has everything you can want in a 1v1.
As I said, it’s only weakness is that it’s not super strong in team fights.
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Rampage bots? Oh, they are fine. Rampage replaced the warrior.
um so generally which is OPest? Signet necro or dd cele ele? I just wanna play OP class right now
By far Ele, that’s not even a question, even if Cele Necro can stand toe to toe with Cele-ele a bit better than others, Cele Ele is by far better.
Good signet necromancer can kitten stomp a cele ele 1v1 all day long. Period. They have condi-tranfer to handle condi builds and a lot weakness to handle power houses.
Can’t say the same for teamfights.
More OP? Technically, yes. But eles are just as powerful alone as in a group.
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Chronomancer needs to not be shatterspike 2.0
Yep, been like that since day 1.
What is happening is instant movement, not actual teleportation. Rings are considered full hazards, meaning the game will take you along the path even though the hazard is unavoidable. It is also why if you get boxed by 4 light walls but can teleport out no problem is because the game treats it as 4 seperate, avoidable hazards, despite if the corners overlap.
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Is zerker in PvE too strong or are monsters too weak?
no.. it will just push pve people into unranked.
No… It will push PvPers into unranked. Dont force me to wait 15 minutes to play a 7 minute match.
It is very powerful. Except when it gets hard focused. Like all necromancers current weakness, they cannot handle 3-4 players smashing their faces.
Not remove but limit rewards for hotjoins more.
No need to. Hotjoin rewards are already low. Unranked has 3x more reward.
and 50x the wait time.
Lets get one thing straight.
The problem is not the rewards, it’s how they are rewarded.
Chronomancer doesn’t need to be Shatterspike 2.0
Chronomancer doesn’t need nerfs, it needs rework.
… You’re a forum specialist? Thank you good sir. <3
Anyways. I prefer my suggestion. Expand PvP to enrich the experience, don’t restrict more to force people to queue :\
Wasn’t sure if the first line was meant to be an insult or not o.O
Your suggestion is good, my only concern is a flood gate type of scenario.
It was a complement. The amount of loyal fanboyism this beta weekend is toxic.
If they actually do my suggestion, it would be for the best for ArenaNet to remove unranked as there will be no reason for it. (Random Arena-style mode would replace it, and be community building)
ArenaNet seems to forget friendships are forged better when you play with a team for 5+ rounds.
Ah ok, can never tell :P some people usually use that line when they are getting ready to roast me on something.
Ideally, I would personally like to see PvP reverted back to:
Hot Join
Solo Arena
Team ArenaWith more restrictions added to Team Arena to prevent solo queue within it. Solo Arena before, you couldn’t team up so that’s fine. Then Hot Join, could do what you suggested in regards to that particular area.
It was fine but still far from ideal. One thing GW2 lacks more so than PvP leagues is a healthy PvP community.
… You’re a forum specialist? Thank you good sir. <3
Anyways. I prefer my suggestion. Expand PvP to enrich the experience, don’t restrict more to force people to queue :\
Wasn’t sure if the first line was meant to be an insult or not o.O
Your suggestion is good, my only concern is a flood gate type of scenario.
It was a complement. The amount of loyal fanboyism this beta weekend is toxic.
If they actually do my suggestion, it would be for the best for ArenaNet to remove unranked as there will be no reason for it. (Random Arena-style mode would replace it, and be community building)
ArenaNet seems to forget friendships are forged better when you play with a team for 5+ rounds.
All rewards to be removed from hotjoin – No rank, No dailies.
Cons
None.
Welcome to the PvP forums! here’s a list of cons.
1) Unranked becomes the new Practice or “Hot Join”
2) People will quit or afk more often when things don’t go there way
3) There is no punishment for quitting matches, see pages 2-7 and see one of the 10 threads on this issue.
4) Custom Arenas would be come useless
5) Practice or “Hot Join” will be come useless and a baren wasteland.The idea for practice, also know as “Hot Join” was to introduce people to the PvP environment and have them learn the mechanics as well as for veteran players to test their builds. The first portion is why rewards and rank points need to stay for Practice also known as “Hot Join”.
Slamming everyone into the same queue for the sake of lower queue times is no the way to go. Yes, things will be faster; however, the quality of games will be a lot worse then they are now. Instead of having someone who’s within 20 ranks or so of you, you will end up with people who may be 75-80 ranks below you.
This will highly encourage more people to AFK or quit matches when they find out they are teamed with new players.
Yes, the match making system needs to be improved; however, this will just make things a lot worse…. especially under the current situation.
I suggest the following be done instead:
1) Rank Points in Practice also known as “Hot Join” be lowered by 33%2) Set a hard cap on how many rewards they can earn in a server day. I would suggest no more than 5 rewards a day from PvP from Practice. This would mean you can only do 1 tier a day from practice.
… You’re a forum specialist? Thank you good sir. <3
Anyways. I prefer my suggestion. Expand PvP to enrich the experience, don’t restrict more to force people to queue :\
Yea I think some of these effects shouldn’t be the way they are. If slow is a debuff condition I wouldn’t think (???) it would have positive effects on the player effected by them. I used blurred frenzy while slowed and it’s amazing having an evade frame that long hahaha
Engineer using Gear Shield had a 6 second block.
I think its working as intended. Just like quickness is a disadvantage for engi block.
Just use them wisely.
No, it’s not. I used Ride the Lightning to escape, I traveled half way across the map because slow doubles movement skill distances. It’s obviously bugged.
I also noticed it doesn’t seem to go away after it’s cleansed and lasts the full duration, I could swear there has been multiple instances where my character was still slowed despite it being removed.
The whole condition is still very clunky.
So you are basically wanting it to reduce the speed of movement at the same time? What would be the whole purpose of chilled condition then? It does the exact same thing except doesn’t reduce cast time.
….
/sigh
“I used Ride the Lightning to escape, I traveled half way across the map.”
In other words, Ride the Lightning WAS a 900 range travel, Slow turned it into 1800 range travel. Slow does slow skills, but it is bugged, it DOUBLES my distance travel with movement skills.
Here is a better idea:
- Have a REAL Practice Mode, giving full reward (500 points) if you win or lose by playing on a class you don’t play very much. In the real practice mode you can only join a team that has the least points. You can join this mode with your most played class but every much will reward like a loss (200 points.) EXCEPT any player under rank 10. Rank players 1-10 are locked into using this mode.
- Have a warm up mode, which players are not penalized by playing their most played class but follows the win/lose reward ratios and still restricts joining a team with the least points. This unlocks at rank 10 and in warm up you are not fully penalized for losing a 4v5.
- Volunteering is not a clickable option, after 10 seconds the team with the least players will get the player on the other team with the highest rank (if a tie, the most game points from the two highest ranked)
- Have tiers of what players can play against, you can play on any tier LOWER than your rank but you are only rewarded for playing on your own tier level. There is no reason for a rank 80 to be against a rank 6. The brackets can be broken into ranks 1-19, 20-39, 40-59 and 60-80. This way you can practice or warm up against other players your own level and be punished for curb stomping anyone lower, yet, you can still play with your new friends.
- Conquest Maps are unlocked as players progress in tiers.
Ranks 1-19 Battle of Kyhlo, Forest of Niflhel, Legacy of the Foefire.
Ranks 20-39 Temple of the Silent Storm and Spirit Watch.
Ranks 40+ Skyhammer, Courtyard
- Keep ranked locked until rank 40.
- Have PvP progression, allowing players to unlock harder to use/master runes, sigils and amulets as they rank up. There is no reason for a rank 2 warrior to be using zerker amulet, scholar runes and bloodlust sigils. Ease players new PvP items when they rank up. Have it players unlock every item by rank 30.
- Remove the daily reward restriction for Practice (and Warm-Up) Arenas. There will be no reason to restrict players from getting rewards in this mode as long as the PvP is more fun than AFKing for rewards.
- Oh, bring back Random Arenas from GW1, get a random team, play non-stop until you lose. Players can unlock this at rank 20.
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I think its working as intended. Just like quickness is a disadvantage for engi block.
Just use them wisely.
No, it’s not. I used Ride the Lightning to escape, I traveled half way across the map because slow doubles movement skill distances. It’s obviously bugged.
I also noticed it doesn’t seem to go away after it’s cleansed and lasts the full duration, I could swear there has been multiple instances where my character was still slowed despite it being removed.
The whole condition is still very clunky.
To me, the warhorn only seems to synergise with the staff. This is obviously a problem, seeing as they can’t be used together. I’d rather slaughter my enemies with a dagger than buff players to do slightly more. Then again, I’m not a fan of the traits, utilities or elite either. I can see potential in the heal; but other than that I feel older alternatives are just much better.
It also doesn’t synergize well with overcharging because it’s too fast (yeah, skills are TOO fast, which works against Tempest). Plus it doesn’t complement the damage from overcharging.
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@Nova Stiker
Actually, with chrono you can bring an amazing support to the team (think bunker guardian glowing pink)But it’s still shatter spike 2.0
Well that’s the thing, the bunker build I have in mind (similar to https://forum-en.gw2archive.eu/forum/professions/mesmer/bunker-chrono-theory-craft/first ) does not use shatter for damage. It uses it for healing, condi cleanse and boon support (incl. quickness). I don’t think “ooh let’s burst him down” I think “ok, my party needs might, let’s provide it”.
It feels amazingly different to play than all the mesmer builds I have played before.
And yet Shatter Spike is better with chronomancer
@Nova Stiker
Actually, with chrono you can bring an amazing support to the team (think bunker guardian glowing pink)
But it’s still shatter spike 2.0
“Tempest warhorn needs…”
…to be replaced with sword.
Na.
Mesmers are masterful duelists but suffers in team fights.
Chronomancers are masterful duelists but suffers in team fights.
The problem with Chronomancer is it’s Mesmer 2.0, why not revamp F1-F4 to be manipulation focused shatters instead of damage still? Actually make Chronomancers more viable in team fights compared to their Mesmer counterpart.
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Tempest itself, the traitline and shouts are beastly and I love it. D/D Tempest forever <3 (plz don’t nerf)
Warhorn is LAAAAAME. Boring. Snooresville. Weak.
If I am a weather mage, why can I not play the Song of Storms? Link is more of a Tempest than a Tempest.
… at any given time, giving them turn order.
Meaning that if you explode 3 Mind Wreck clones then 2 Cry of Frustration clones at once, the 3 Mind Wreck clones will run to explode first THEN the 2 Cry of Frustration clones would run to shatter. Instead of all 5 running to explode at once.
What would happen to Mesmers in competitive play?
It’s completely OP but at least it’s an elite profession done right. Tempest just makes me wanna cry and change class.
I think I am the only good Tempest player… Here I thought Tempest was God tier overpowered how much I’ve been utterly destroying with it.
_
Anyways, Chronomancer has way to much slow. It’s a very powerful condition that can utterly cripple any counterplay. On top of powerful AoE stuns, Chronomancer just has a bit too much under it’s beastly belt.
_
In my opinion Chronomancer should take the same path of Tempest, a focus on team support rather than more spiking power. Which is EASILY the Mesmers biggest weakness is team fighting, Mesmers don’t need any more blasting power and Chronomancer gives them more, what the hell?
Allowing the Chronomancer to be shatter spike 2.0 is NOT good. If anything, ArenaNet should revamp F1-F4 and have shatters manipulate and not just more damage.
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Warhorn is FANTASTIC. Probably the best new weapon for an elite spec IMO. Brings the boonshares, brings some great dps, an ENORMOUS fire field with burning, and some very cool moving field effects.
I LOVE it. I will never use anything else. Scepter/Warhorn ftw for me. Love love love it.
Well that makes one of us. I love the shouts, however, Warhorn brings nothing of new value.
It needs more storms. It’s not cool, it’s the nerd that brought a flute to a dagger fight. The concept needs to be like, calling storms, then it would be cool.
And rework Glyphs of Storms, Glyph of Elemental Power and Glyph of Renewal.
Awesome. Thanks.
The immobilize bug is still around guys. When ArenaNet says they’ll take care of the big list of bugs that is when we can let them know. So for now, just leave it to be a big problem.
But that’s okay? EEEESPUUUURTS!!!
with such an International Tournament, we only see 6k viewers. Such esports.
Look at LoL or Dota, some random player’s stream has more viewers than us.
People are sheep, so what that some boring game has more viewers?
Still more PvP game than Guild Wars 2 PvP.
And less bugs.
who? what? where? Oh… “e-sport”
Guild Wars 2 is an esport.
It just has a lot of bugs.
Balance issues.
Small PvP community.
Poor match making.
Poor MMR.
Only 1 game mode.
And no one but the developers call GW2 an Esport.
Toker MVP, honestly if it wasn’t for him this tournament would have gone differently. Prize money could have gone for balancing and PvP game development. Nerf D/D (don’t nerf Tempest, Tempest is balanced >.>)
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While practicing with my Mesmer getting used to shattering 7 clones at once. It dawned to me, all of mesmer balance and their placement in the meta since day 1 is based around how powerful shatter spike is.
So the question is, why is shatter spike never in a good spot?
Because it’s instant cast and it legitimately takes no skill to land once you understand how “landing hits” in this game works.
It doesn’t help that Mesmer spams evades while attacking and if they run out of endurance they just stealth.
Mesmer TAKES NO SKILL. This is why Shatter will not be on a good spot, every other class has to be more broken than Mesmer mechanics so that Mesmer is balanced “takes actual skill.”
Look at the cele meta for example. Mesmer in that meta was kinda balanced because they still affect rotations extremely well and it’s impossible to be useless if you were good with portal.
In the cele meta mesmers were outclassed. Easily shutdown from engineers and couldnt harm shoutbow.
When it comes to Mesmer difficulty, in 1v1 I feel like I can dance around players easily. In team fights I feel like I can’t do kitten. Cant spike, cant lock down and cant counterplay any harassment. Rarely I get the chance to lock down an opponent because my clones blows up from cleave.
-
The balance is a complete flipped switch, going from God in 1v1’s to a liability in team fights :/
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I keep trying to figure out how to drag my clones to a good hit. Oh, on re-reading.. Mesmer has some of the same issues thief has.
People don’t understand how it works. For this reason, Mesmer is called OP. We get nerfed time and again.
The reason Mesmer isn’t a high tier profession is that it is actually very squishy and under powered.
Against high skill players, you’re going to die in a hurry unless you are significantly more skilled than they are. Low skilled players are easy marks, but beware when you go against someone who understands how Mesmer works.
Agreed 100%
Say what you want about Mesmers being OP, yes, they are the kings of 1v1 but in team fights their damage is shutdown so easily and cannot counter-play while being focused. Hell, Rangers have much stronger options for counter playing while under pressure.
_
So what gives? Is this really going to be the fate of Mesmers? Shatter spike relies on having clones up for spiking 5 or 6 clones at once. In a team fight with a lot of AoE cleave you can barely maintain one or two. To make matters worse my entire spike is ruined if a thief decides to focus me in a team fight.
It’s weird, I feel like a God in 1v1’s but feel like I’m doing kitten in a team fight unable to get a good lockdown or damage output.
I’m still learning Mesmer and I main an ele, I can’t help but feeling the team fighting problem is a learn 2 play issue…
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Because they saw fit to nerf Mirror Blade which offers counter-play instead of Confounding Strikes which doesn’t. They don’t want you to have counter-play.
The concept of Mesmer has always been lockdown and spike. I remember the old Mind Wreck build with sword/pistol. However, that was nerfed and then Mesmers just disappeared from the meta for an entire year, they rely heavily on the damage coming from activating 2-3 shatters.
I cannot imagine playing Mesmer without shatter spiking less than 5 clones now.
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While practicing with my Mesmer getting used to shattering 7 clones at once. It dawned to me, all of mesmer balance and their placement in the meta since day 1 is based around how powerful shatter spike is.
So the question is, why is shatter spike never in a good spot?
I’m more excited about the GvG, Stronghold, Specialization and more PvE content than some game with nice SFX and an in-depth character editor.. that is BDO.
This poll says it right.
http://www.mmobomb.com/forum/general/guild-wars-2-or-black-desert/
Guild Wars 2 PvE is a bit lackluster. Some design of the dungeons are brilliant but many others still show their rushed beta badness. All of the dungeons need a redesign not to mention the dungeons are in desperate need for innovation.
- We are babysitting NPC’s, so much so that the NPC’s that are suppose to ‘help’ make the dungeon harder. Shouldn’t it be the other way around and the NPCs help the players by reducing dungeon difficulty? Make the NPC’s an option when the dungeon is just to hard for 5 people.
- Why is Caudecus Manor a go here, kill this dungeon? Whats wrong with making an entire dungeon a bunch of mini games? Who cares if level 2’s goes through it. If they can aid their team in the mini games, what makes that different from them aiding their team in a boss fight?
- Why is there no castle defender style dungeon? Can you imagine Sorrows Embrace battling against hordes of destroyers while protecting Dredge allies and turrets? The difficulty of the dungeon is based on what area of the dungeon you set your defenses and such.
- Why is there no quiz dungeon? Can you imagine Crucible of Eternities difficulty depends on the 5 players ability to solve puzzles, riddles and mathematics? The NPC optional help will hint or give the answers if the players are too… troubled by the arithmetic problems.
Guild Wars 2 has shown what true action MMO combat can be, a shame the rest of the game doesn’t show it off. I remember ArenaNets mantra of redefining what MMO standards are, too bad their dungeons are copy pasting bland MMO concepts.
There are so many things Guild Wars 2 can revolutionize, too bad ArenaNets focus is in all the wrong areas.
… ArenaNet can make Guild Wars 2 an Esport?
I’m thinking compared to other Esport games, Guild Wars 2 cannot with the way the developers are handling the games growth, for every step forward, it takes 2 steps back and stays there. Ignoring cries, suggestions and design innovation from the hard core fans.
Granted, it took several years for Riot to make League of Legends an Esport but League became the most played game of all time before it became an Esport.
Ultimately, Guild Wars 2 can become an Esport, however, not the way the game growth is being treated
From hardest to easiest:
1)Engi
2)Ele
3)Necro
4)Thief
5)Ranger
6)Guardian
7)Mesmer
8)WarriorThis.
Engineers used to be one of the easier classes. As they had the best recovery in the game from Healing Turret and Gear Shield on a 16 second recharge. Made a mistake on an engineer? It’s k bro, make all the mistakes you want on last meta Engineer. Obviously this meta, that is not the case.
LOL at all the scrubs winning Elementalist by mashing buttons. True story, I beat a dude on my ele by swapping attunements and mashing buttons with 1000 ping too. I was in WvW against a level 12 first time Mesmer, dem ele’s are ez class.
Here is another true story, I never lost to a bad Elementalist no matter what build or class I was using. The fact is, anyone can beat a scrub, even if you are one yourself.
True story, mine was in a high MMR queue. Saying D/D elementalist is ‘hard’ is a joke since it’s literally the easiest thing in the game to be effective on currently. Defending it when double ele is probably the most common comp in the game is also a joke. There’s no doubt that Elementalist has a high skillcap, but that doesn’t matter when you can play it like garbage and still be more effective than classes you have 10x the games on.
I’ll say it again, “anyone can beat a scrub, even if you are one yourself.”
Boast about your high MMR as much as you want, if you want to lead players to believing they can win by mashing buttons on elementalist by all means go ahead, it allows good practice on my Mesmer when I can dance circles around terrible ele players.
In the mean time maybe you should practice Necromancer, as soon as I see a Necromancer purposely eat 20 stacks of my burning, I run for my life.
From hardest to easiest:
1)Engi
2)Ele
3)Necro
4)Thief
5)Ranger
6)Guardian
7)Mesmer
8)Warrior
This.
Engineers used to be one of the easier classes. As they had the best recovery in the game from Healing Turret and Gear Shield on a 16 second recharge. Made a mistake on an engineer? It’s k bro, make all the mistakes you want on last meta Engineer. Obviously this meta, that is not the case.
LOL at all the scrubs winning Elementalist by mashing buttons. True story, I beat a dude on my ele by swapping attunements and mashing buttons with 1000 ping too. I was in WvW against a level 12 first time Mesmer, dem ele’s are ez class.
Here is another true story, I never lost to a bad Elementalist no matter what build or class I was using. The fact is, anyone can beat a scrub, even if you are one yourself.
Stronghold will be a God send being objective based. I laugh at the PvP scrubs that call Stronghold PvE, they must not understand League of Legends, a REAL Esport because it actually has objectives other than go here, fight, rotate.
Right now the current state of PvP there is every reason to go full zerkers in tournaments, with team focus fire it doesn’t matter how tanky your stats are, with a little focus any build will melt quickly.
Ironically, in Stronghold that was NOT the case. A warrior uses rampage to engage I just backed off, snared what I did and grabbed some supplies, the poor warrior couldn’t do anything but chase me while kited with fiery GS. In any other game mode, I would be punished for abandoning a point just because how impossible it is to hold a point against Rampage. That is what you call BAD GAME DESIGN, do not punish me for not holding a point against the most powerful elite skill the game.
I absolutely LOVE this new meta, however, conquest does not support it at all. In Stronghold every team that was running near full glass we beat in under 5 minutes. There was nothing glassy teams could do, because players were not restricted to fighting in a certain area (or restricted to fighting at all!) and allowed us to play around glassy spikes, instead of playing against.
But no, we got ArenaNet making videos of their skilled teams, all 3 or 4 of them (LOL, really? What happened to Ostrich Eggs?) while Riot in League of Legends made an entirely new high tier (the master tier) because there were so many skilled players competing for the top.
The problem is this:
ArenaNet is trying to make an Esport THEN PvP.
But hell, what do we know? Keep throwing away $50,000 ArenaNet, those 6,000 viewers in Twitch will net you like 40 bucks return. The finals for League has 30 million viewers on Twitch, G-G.
That $50,000 could be used to pay some competent designer or at least a god kitten play tester for a year, make PvP an awesome place.
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ArenaNet is trying to make an Esport THEN PvP.
All the problems EVERYONE is currently having with PvP is because ArenaNet is trying to make an Esport from a PvP that has to many problems. They even allowed teams to abuse the weapon stowing ele exploit in the PvP finals. League of Legends will ban entire teams if one player is caught cheating.
It doesn’t matter how great your PvP is ArenaNet, League of Legends didn’t become an Esport because Riot tried to, it’s because the COMMUNITY wanted to. Sports are created by the players, not the makers. It doesn’t matter how good your game is, it’ll never become a sport when you don’t have a strong community.
But hell, I doubt ArenaNet pays much attention.
Dude half the people here can’t land focus 5 on necro…. lol L2P issues.
… The hell you talking about?
ArenaNet is trying to make an Esport THEN PvP.
All the problems EVERYONE is currently having with PvP is because ArenaNet is trying to make an Esport from a PvP that has to many problems. They even allowed teams to abuse the weapon stowing ele exploit in the PvP finals. League of Legends will ban entire teams if one player is caught cheating.
It doesn’t matter how great your PvP is ArenaNet, League of Legends didn’t become an Esport because Riot tried to, it’s because the COMMUNITY wanted to. Sports are created by the players, not the makers. It doesn’t matter how good your game is, it’ll never become a sport when you don’t have a strong community.
But hell, I doubt ArenaNet pays much attention. Where is the PvP community manager? Oh, there is none.
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Chill is weak if you are a Thief or Engineer.
Chill completely kittens Elementalists.
Fourth time it happens to me the last two days, I queue up solo and when entering theres 1 guy/girl disconnected (yellow icon next to playername) before the match starts. And that same person still is allowed to stay disconnected/offline during the whole match – making our team of course lose. The painful part is that you know it from the very beginning and is stuck with it.
Why isnt there a system that autokicks disconnected? And if so, how come this isnt dealt with in this esports game?
Because Guild Wars 2 is the joke of Esports. ArenaNet is trying to make an Esport instead of trying to make PvP.
Does necromancers need nerfs or do they need cleaning? The way ArenaNet has traits setup they can easily have it that your traitlines can alter your shroud skills entirely, give them a unique shroud color hue depending on what kind of traitlines they take.
_
There are so many problematic design problems with necromancers from their core class ability, weapon skills and traits still. Staff is just badly designed, leftover beta ideas, Signet of Spite and the Plague Sending trait is a must have on every necromancer. The list can go on and on. They are many more cele necromancers thanks so so many X% increasing scaling traits.
Sure, other classes have concepts that need refining but Necromancers take the cake and the whole kittening wedding how much problems they design-ly have.
What simple said, so they probably can disable items/the rest of your list pretty fast.
I’m not entirely sure if it’s true or not.
Does the game support quick disabling?
For example: If you find an item, enemy, trait or ability not working as intended, either not doing anything or doing too much; are there systems placed that allows you to easily go in and disable said thing without affecting other aspects?