It got you motivated enough to do it right back?
That is really unfortunate result, but the bonehead who started it probably should have thought of that possible outcome before he started.
I don’t know if this guy was well known and of a prominent guild (think he was wearing such a tag) but when things like this happened long ago on YB, with the orbs and such, our WvW and guild leaders quickly acted to punish and correct them. If that could’ve have happened here, SBI policing their own, maybe it wouldn’t have escalated.
So now it appears coverage is no longer king… this brings up some interesting thoughts… and hopefully matches in the future. Is it possible that Leagues actually did something constructive for the game? Can’t wait to see how all this is applied next week! GL on reset all.
Maybe for one more week. But in the future, leagues are over for a while after next week, so it looks like there will be little reason for such strategic planning vs opponents.
This week was all about the final league standings showing a clear and specific path that was best for one server, and that wasn’t really clear till late in the season where everyone could see and predict the few scenarios that could come about.
I think after next week things will pretty much go back to random chaos. Though if one server really makes themselves undesirable opponents with forum antics, things like this could still happen even without grand point calculations driving them.
I think we on YB should also give a sarcastic thanks to the SBI cheater that really got everyone motivated to achieve our goals this week to the maximum.
We may have been able to accomplish it all without him, but he surely helped light a fire, and conversely, help to burn down his own team.
Necro is the only class that has to use an elite to do a 100% or close to it stomp.
Every other class can use stealth or a utility to get stability.
This is what usually makes 1 v X incredibly hard for Necro. Even if you get the first guy down, its very hard to finish them before their buddy(s) rez them back up.
If you are condi you can do an epidemic bomb on the downed guy and that might even down both of them, but even then, if both go down again, all the condis clear on downed state and 2 downed enemies are a big threat if your own HP is low by that time.
I wonder when SBI will start to admit that they lost because they dont have enough people loyal to the server, to despite the overwhelming odds most of their people just want easy victories and roll over groups with big blob zergs.
Take away the first place, put a heavy and organized fight and SBI is crying in the forums…
No surprise, bandwagon servers have the least loyal people in the game. That is why they all left their original servers.
Not saying SBI doesn’t have loyal die-hards, and respect to them. And all servers see some turnout loss when things get tough, but frequent transfers are the most fairweather of all.
AnetAscended armor is not in the game right now, but if it was, it would drop in the Fractals.
I saw this blurb at Dulfy about the new PVE content, and it’s a little vague.
Ascended Armor would drop in Fractals if it were here, but does that mean only in Fractals? Doesn’t clarify.
I hope Anet knows better than to go down that road again, where WvWers would be second class citizens for months again. Plenty of time to get out in front of this if so.
SBI is so desperate they are sending spies to drain supply at our keeps, because they can’t get them back honestly. LOL.
Even an underpowered class would look good within a competent team though. The more people you add in a fight, the less you are really seeing balance in one player or class.
I think the real goal of the class design in this game should be that its not always the right move for a team to try to focus the Necro, but react more to what is going on in a particular fight’s dynamics.
It’s really gets old getting focused all the time, whether you can manage to get away or not.
Spectral skills make a lot of sense both thematically and mechanics wise for granting a little bit of stability. I don’t know about 5 seconds, because what if people take 3 Spectral skills with reduced cooldown. But 3 seconds might be about right on a trait.
One of them should probably grant it just by default, maybe SW, since its on that super long CD and no longer returns much LF.
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People’s prime objectives are not balance, but fun and rewards. Perhaps even in opposite order.
So they are going to attack the weaker server instead of the strongest so they have the best shot at easy kills, capturing objectives, WXP, loot, and achievements.
Putting developer failure on the players is not the answer. People always follow the path of least resistance and will continue to.
When Anet changes the rules and mechanics of WvW to where its actually enticing to double team the strongest server, only then will it begin to happen. How do you this? You make the strongest team’s objectives worth more. Both in PPT, on the scoreboard and in terms of WXP or loot for taking their stuff.
Leagues are a bust as far as suspense and any meaningful competition about who is going to win. There is no way to create even tiers unless there are incentives and rewards for people transferring and leveling out populations.
If they can’t figure out how to do that, just go back to the old system where all that matters is one week a a time, and you are most likely to play your closest peer servers in any matchup, with some small randomization, but not as great as the randomization in the previous matchmaking prior to season 1.
I think objectives should actually accrue in value the longer they are held, and then give a big initial burst of points when they are first taken.
As said by the OP the paper towers that flip constantly, like the ones you can run breakout on, should not be worth as much as a northern BL tower that is sieged up to the teeth and max fortified.
This would create something of a comeback mechanic if you can take higher priority value targets from the bigger over populated side, while it becomes more important for them to defend what they already have and not just repeatedly karma train over paper targets. While in a system like being described, they could still do this, endless reflipping, but it would be worth far less on the scoreboard.
While they are busy karma training your ‘redbriar’ for the millionth time and it is only worth 10 points, if you can at the same time ninja one of their fortified towers that has been held for 2 days, it might be worth say up to 100 points for initially capping.
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Kind of reminds me of just a PVE map with PVP flags turned on. Lot of PVE content that looks a lot tougher than current WvW, and maybe that’s the point since they figure people going into these won’t be thinking about any kind of big picture scoring or outcome and will just want some interesting mechanics to engage, while they can also get WxP. Then if others players come along, hey, there’s someone to fight.
I don’t get though who is filling these factions? Is it the same 3 sides from the current week matchup, or do you just get randomly put in here with people from any other servers like a normal overflow? If so, I wouldn’t expect much cooperation or coordination, will be very chaotic.
But if it is players only from the current matchup, then you can expect a lot of one sided affairs, where say the high pop server can fill 3 queues of this map, while the other sides might be empty. Which case, I guess you still have all the mobs to take on, but IDK how interesting that will be.
Couple bigger concerns. They need to find a way for this to somehow support current WvW instead of being a possible siphon that just weakens population for many servers that already can’t fill most of the WvW maps. It almost looks like an entirely new game mode, and have to fear this game is splitting its population too thin.
Next the map itself, while it is pretty and interesting looking, there are far too many tight areas and narrow bridges where people can be knocked off, which is not fun. Mobility is already king in WvW and this will just make it more so. As someone manning a main as a Necro, this really turns me off to know classes are in no way balanced with regards to mobility and access to stability which looks all important in here.
Likewise in all the mobs, all I’m seeing is knockdown, stun, pull, and irritating mechanics if you don’t have stability up 24/7. Anet needs to think about why people hated wandering through Orr so long, and even still now to an extent, when every mob is immobilizing you, slowing you, jerking you around, etc. There have to be more ways to create challenging fights that involve thinking with your brain and not just a ton of CC, which again, dealing with is not balanced between professions.
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One other advantage Putrid Mark still has over Dagger 4, its non directional. This can be a big help when immobilized or running away from a fight and trying to off load conditions that are slowing you, while slowing pursuers in turn.
But overall it was definitely over nerfed, and could use a little something given back.
In most fights my opponent is capable of getting away from me, so is it my fault if the enemie dies because he did not used his class advantage?
I’m really tired of people running away tbh. If Anet is trying to take down our burst, then they better do something about making true their claims about Necro being a hard class to escape from. Right now we aren’t even close to that and the condi burst is the only small hope to bring them down before the run.
Today a warrior ran away from me about 5 times in WvW, and tried to reengage with stun chain combo each time, he finally either got tired of the yo-yo game or made a mistake, because I finally took him down with a good corrupt and signet combo, but still its absolutely ridiculous how everyone else gets to pick their fights with us, try over and over, then just run away when they screw up. If we screw up one time, we are dead, there is no escaping, short of a cliff being around with Spectral Walk up.
The good reason is that those runes would be incredibly OP for us. They are already OP even for those classes that don’t have a lot of additional condi pressure.
Blood Magic for sustain never made a lot of sense for the Necro because they already have a transform mechanic that is expected to be used defensively.
But while in this defensive form (DS) none of the trait points, gear, or build options the Necro created for Siphoning can actually sustain him, since you cannot heal regular health in DS.
Anet needs to decide if the Necro’s main form of sustain is DS or regular health. It is very hard to create builds that rebuild both pools, without making great sacrifices that end up gimping you comparatively due to having to split task like that.
And if our true sustain is Life Force, then siphon skills should refill Life Force.
Very good point and precisely a reason they should not put Dhuumfire on Shroud.
It’s exactly why it should be this way. The access of Dhuumfire needs to be restricted, and it’s not like you don’t do damage without it.
There are other better means to restrict it.
If they create true sustain then I really don’t care what happens to Dhuumfire, they can remove it entirely. Unfortunately they have no even beginning hint of how bring about proper Necro sustain.
Dumping more and more stuff into DS because they want the class to ‘rely’ on it is not the answer. Right now they are just shuffling chairs around with little clear vision for the profession.
Very good point and precisely a reason they should not put Dhuumfire on Shroud.
Because then you are forced even more to use DS offensively if you want to maintain even close to the damage being put out with Dhuumfire as an auto proc part of your rotation. But if you do jump in DS early for DPS, then you have no access to your defensive mechanic for 10 seconds if you get bursted after that.
Or if you wait and save DS for defensive purposes, then you lose a ton of DPS not having access to Doom or Dhuumfire.
I would allow that some kind of tough choice is part of skillful play and fine to be involved in the mechanic. But they can’t be putting the whole kitchen sink in DS and make it so importantly dependent for both offense and defense. Not when you can’t access it freely, and not when its skills are so limited, with no access to condition removal, stun break, etc.
It isn’t changing in WvW, unless they have suddenly decided that all the wording they have used before is out the window.
Dev terms – PvP == sPvP =/= WvW
Right. Nor should it change. Staff marks (without Greater marks) miss fairly frequently in WvW, esp in small fights, just because people are dodging all around, stealthing, leaping, etc. They cannot base DPS or value measures based on it always landing like you can do for single targeted attacks. It’s different in PVE or SPVP, where its far easier to center them.
The “on crit” part was oddly out of place in a non-crit tree… they made that comment before. I would prefer non-crit as it opens up more choices. Or 50% non-crit if you think its too strong at 100% non-crit. I think if it was 50% non-crit chance I likely wouldnt take it as I couldnt rely on it to proc.
No doubt, no condition necro certainly wants to sit in DS and fire off possibly 3 or 4 life blasts waiting for a meager 2-3s Dhuumfire.
Even as it stands at 100% on hit, I think it will do a good job of reducing 30/20/0/0/20 builds. But what would we getting back elsewhere in condi or sustain to make up for that our condi burst will now be heavily curtailed, that is the question.
Has Anet considered that at all, I see no evidence so far.
Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…
- Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.
Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.
Jon
That is over a 50% nerf in damage in WvW/PVE, due to its much more difficult to work into common rotations early in a fight, where right now, Dhuumfire usually procs right away. With no duration its like getting one extra Life Blast maybe, and not much of a cover condition any longer at 2 or 3 seconds.
Obviously the whole point is to reduce its strength, but are we going to then get back any of the nerfs that were done to bleeds and such over the last few months, when you guys were trying to deal with Dhuumfire/Terror in all kinds of other ways, by knocking other stuff down?
Most still calling for Dhuumfire changes don’t seem to realize, they likely have no intention of reverting any of those past nerfs, and it would be a massive disappointment if it takes months to get Necro back in line to respectability.
As most of the old condi builds prior to Dhuumfire introduction are now much much worse than they used to be due to all the shaving off that has been done to various traits and skills. I would like to dump Dhuumfire ideally and go back to those builds, but they are no longer sustainable, and even back then, we’re borderline underpowered vs the field.
Something not addressed.
Even with scaling for multiple hits, or AoE vampiric, siphon is not a good solution to sustain, because without stability, escapes, or invuln, the Necro is still put on lockdown by multiple enemies focusing him. If he can’t hit people, he can’t sustain, and if he is focused, he can’t hit people. He’s getting stunned, punted, knocked down, immobilized, etc.
Nice vid. Our business is death, and business is good.
I’ve been experimenting with Plague Signet more and more roaming, its surprisingly useful. You would think Necro has enough condi management, but really Putrid Mark is on that long cooldown and not always what you want to do swapping to staff, and Deathly Swarm isn’t the most reliable to hit because its still kinda slow and sometimes gets out ranged. When you just want something off you right now, a stack of confusion, short burning, or w/e, its pretty handy.
Lot of time even if you pass back garbage that you would normally choose to eat otherwise, vulnerability maybe weakness, its just more coverage for your real condis doing damage.
Locust over Spectral Walk is interesting, though have to admit my SW is burned far too often in combats for having used it for travel.
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The problem with vampiric is AOE.
This is a good point. Even if siphon were buffed to acceptable levels, it wouldn’t do much if you aren’t running dagger or axe, meaning not much for condi, who also needs real sustain and attrition.
They need to move siphon to some kind of more timed application. Whether one big siphon on crit, then a cooldown, or perhaps siphoning off a particular skill which is already limited by the skills cooldown, something like that. Maybe the trait triggers at a certain percent, for instance at 75, 50, 25, percent health, the Necro gains the life steal buff and on next attack steals 500 health or whatever. Something less dependent or abusable by AOE, which Necro has vastly different access to based on build.
In the last couple of months, Terror has been nerfed (relates Staff 5), Putrid Mark has been nerfed (Staff 4) and now Mark of Blood is being nerfed (Staff 2). Also if you were running enlarged marks at adept, it was nerfed to be made harder to get. The changes to blocking and other damage negation also made its AoE weaker, as it doesn’t hit as many people.
The staff to me feels, and will even more so after December, very underwhelming. I continue to take it as a primary WvW player mostly out of default, just because of its range and use in stand off sieges. But in other scenarios, it just does not feel impactful in the slightest.
The auto-attack continues to be limp, an afterthought, as you cannot sit there and spam it for Life Force. Staff 4 is no longer supportive for teammates, and Staff 2 often isn’t useful for self regen, becasue targets are far away and it won’t trigger on you from distance.
This weapon is rather weak and incomplete imo.
Does staff now need a buff? And if so, how would you go about giving it one?
Necros are going to be sorry when Dhuumfire / Terror gets nerfed at this point and the class is back at the bottom for likely months due to the constant whittling away they’ve done to all other trees and skills the last couple months to already account for this combo.
Considering how much more cleansing and condi counter has come into the game since that point, Necro cannot go back to pre-dhuumfire builds, because they’ve all been nerfed in addition to the above realities.
Bleeds as a primary source of damage aren’t going to cut it ever again.
There appears to be lots of developer confusion about not just how to get this class where it needs to be, but even about what it should be.
Necro has never successfully been attrition in this game (well since beta) and never will be as long as they stick to the complete hardline about our only defense being facetank, with rare stability, no invuln, block, etc. Calling for nerf of our burst is pointless without a simultaneous solution about how to gain real attrition.
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From playing SE, CoE, and some WvW yesterday… conditions are simply not cutting it for viability these days. Gone are the days of just pumping massive condition duration and condition damage and dropping BiP, MoB, Enf x2 from DS and Critting like mad to keep the stacks maintained.
People are cleansing like crazy now. They even released runes specifically designed to combat necromancers and conditions. Is it time to push the power based necro?
And while people think “oh god, power based necros.. why not grab a warrior or thief?”
Really consider the DS mechanic for a second. People who play a tanky toon like I do know how amazing DS is for damage soaking and dealing damage once you get your armor rating high. Just consider it.
Problem with axe in WvW is its range, really invites you to get focused in any group fight. Power makes you a close in fighter, and no matter how tanky you can be, and strong in a 1v1, in bigger engagements Necro doesn’t have the mobility, escapes, stability or dodges to consistently face tank multiple people.
Conditions also gave us a support role capable of turning around a fight and being a menace if we were left alone, power based builds play much more just as weak dps version of warriors and thieves.
- Spite X – Chill of Death. Increased trigger threshold from 25% to 50%.
- Soul Reaping II. Vital Persistence. Increased reduction of life force drain from 25% to 50%.
I really like these two. I’ve been running Persistence already ever since they fixed DS, I don’t think most realize it already gave you 8 more seconds of LF vs natural decay. That’s a bunch of punishment you can take.
Chill of Death would often proc too late or when enemies were already beaten, at 50% it will cause them much more heartache.
That said, the further nerfs on bleeds and condi damage is concerning. Combined with all the new cleansing effects, I’m beginning to wonder if they want to kill off condi builds entirely, you go dhuumfire or bust pretty much.
Also all the tankiness they keep buffing still does nothing to solve the class’s key flaw, and that is getting jumped and focused by multiple people. There is no good escape for those situations other than invulnerability, vigor for chain dodging, or mobility. I guess we are just supposed to die whenever the other team is smart enough to jump us all at once. So much for counter play.
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With spite you are at 70% now. Do you even need more duration? Maybe, maybe not.
I usually run MoT, and have been thinking if I get up to 80% with this new crystal, maybe I drop Master of Terror and take Soul Marks, or heck, even drop those 5 points in SR and grab the 500 health and 1000 regen minor in Blood. It does offer some new choices.
They are a bit too pricey to make to just chain use all the time though, I find that a problem, will probably keep a stack just for certain important looking map engagements and high pop times.
I can see for world bosses, dungeon bosses. Also with an on swap, yeah earth is bad there. But otherwise for PVP… I don’t know. With only 30% chance, seems the torment is most likely to come up upon entering DS and on Life Transfer, which case it might be stacking at right the same time as shackles, then also get removed at the same time. IDK, I prefer leeching over damage sigils anyway.
I’d take this over sigil of earth even if it was just single target.
Are you saying as an off hand choice?
Because otherwise, I don’t see why it would rate higher. Unless you are valuing the coverage super high. Earth at 60% should proc at least twice, maybe more, for every 1 time Torment does. 1 Torment is only 1.5 bleed stacks – if they are even moving the whole time.
- Small correction to my first post, I tested it with Earth Sigil not with Blood. But as stated both will fire off independently of each other, regardless if the other is on CD. You can also proc Torment and switch to your On Swap within 7 seconds and still get the swap effect.
Despite this, I’m still not convinced on this Sigil. At 30% crit, it often doesn’t even proc on regular mobs before they are dead, unless you pop DS to start.
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The Sigil of Torment actually does not share a cooldown with Sigil of Blood or with On Swap Sigils, which could make it an interesting choice to combo.
I’m just about to the point where I think they should just scrap the siphoning traits and start over with something entirely different.
They are obviously petrified to do more than tweak them in tiny increments which really doesn’t do anything to make them viable or interesting. Which is kind of funny since there have been multiple truly OP devastating sustain builds from other classes, including warrior right now, that they have let go live with no problems.
They don’t like Signet of Spite at all. On top of your normal output, plus transfers its just massive condi overload.
Scoring for each week in leagues should have been done in real points so that there was a reason for people in early decided matches to keep playing late into the week.
As it stands, you simply get 5 points for a 1st place finish, 3 and 1 respectively for 2nd and 3rd. Trouble with this, many if not most matches in this system are decided rather early in the week. For players who are not hardcore, even if they did care for their servers ultimate final standing, they have little incentive to keep trying once its clear they are going to place in a certain spot that week pretty much regardless of more or less effort.
It’s the combination of the slow projectile and slow cast time together that make it feel so sluggish – a bane running through the entire class that makes it less fun to play than it could be.
But if the cast time were sped up it could be used a lot more creatively in the middle of a combat to move around, while still not being anything close to a top mobility skill.
Gold Tier rejects are hardcore about YB. Kinda flattering.
Indeed, based on how they zerged SBI down in Week 1, looks an awful lot like they tanked into silver tier on purpose. Now their gold tier population comes back and talks tough. How impressive.
If they are steadfast on low stability and low vigor for Necro, one thing they could do help us in focus situations is give us a LOT more Retaliation.
The problem with Necro focus isn’t just you can’t get away, but also because most of our skills are so slow cast and because we have low stability, when we do get focused, it tends to totally shut down our dps and contribution to the fight. Other than as a sponge, which isnt good enough.
If we had long lasting retaliations up (not 3 seconds on DS) then we could keep doing some damage at least, even if our skills were continuously locked out. But it would have to be only part of a full solution.
The fighting game terms are irrelevant and out of place because this isn’t just a 1v1 game. That might work for a fighting game, being an in-fighter, against one person, but vs a group it does not work when you get jumped and focused. All other classes have better means to escape this situation, Necro really doesn’t, other than very hard to set up stuff like Flesh Worm that requires you to see the future (esp in WvW, where fights are so free ranging).
For any organized groups that understand the game, its far to simple and obvious to just jump the necro first and focus him, and it just works far too easily. It’s simply bad design that this is obviously the first move, and best move, in a team fight. Jump the necro. It’s about as bad as train the healer in the old Holy Trinity games. There is no good counter play for it, and it makes the game worse that there isn’t.
Repeatedly arguing “that’s how they designed it to be” is beside the point to whether it is actually good design or not, and ignores the obvious reality that they can simply change how a profession works or is meant to be played at any time. And if a change can be made to improve the game, but isn’t, simply because you are tied to something sub optimal just because you started with that vision 5 years ago, is beyond narrow sighted. Adaptation and iteration are the hallmarks of quality design, not sticking to something that sounded good at one time in theory, but didn’t play out well in practice.
Buffing what we are already good at won’t solve this either. That is just trying harder and harder to hammer a square peg into a round hole. They could give Necro several hundred more toughness or 30% more LF generation, none of that would change the core limitation here, it would only imbalance us more in small fights.
The old multiple hit LF generation skills at least did makes some sense as a defense against focus, as the more hits you were taking, the faster your reserve life bar would fill. Then they nerfed that, which made little sense.
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People saying this matchup is awful I feel sorry for. They probably won’t have much fun in leagues at all. Because this is actually going to be one of the closer matchups. Yaks has some numbers off peak, but main NA times its more even than most weeks are going to be. And 2 and 3 are very close in this match.
The key is to embrace and train up all the PVE folks coming in for their achievements. To get them to have some fun and hang around even after that stuff is done, as many have never done WvW in a real way. If they are left out or berated, they will just quit or never come back and you will be at a disadvantage vs servers that are welcoming these people in to the mix.
People are also overlooking a subtle value of burst that would be critically lost if we went to a slow kill style, even if we had the attrition to back it up – enemies could run away whenever they want. Torment’s lockdown nature is too weak to be a replacement for that (unless its stacking over burning damage – even then still easier to clear).
Right now thieves, warriors, ele’s, etc, can try to jump you on a condi build, and if you counter their own opening burst, you can have enough damage not only going, but in reserve, that when they see they screwed up, they can’t simply waltz out of a fight laughing at the poor Necro trying to plink them down with primarily just bleeds. Many still do get away pretty easily if they are smart, but your burst at least gives a chance that you aren’t simply a practice dummy that enemies can entirely dictate and freely reengage combats around.
This is just another area where Anet has failed in their stated goal of Necro Philosohpy. The idea that we are a lockdown combatant to engage. The only reason we might be hard to escape right now is an enemy gets over their head in being condi overloaded. If their condi acquisition is slow and very readable, it will make escape timing silly easy.
Like I said, their lines in the sand about what Necro should and should not get, make their own class philosophy untenable. And that is how we’ve reached this unsatisfactory place to begin with.
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Btw Terror wasn’t nerfed because of Dhuumfire, but because our access to fear was buffed.
I think it was more than one factor, but doesn’t really matter, the end result is once they put dhuumfire in, they changed a lot of traits and skills around to hedge against its damage and actually ruined a lot of decent (not perfect, but decent) straight condi builds, that would now still be ruined if they changed or removed dhuumfire.
Obviously they made terror harder to get, they made larger Marks harder to get in a condi build (at the expense of a good survival skill like Reaper’s proection). The default bigger ones are nice but its definitely still a noticeable difference. They moved Soul Marks so you couldn’t get it plus Master of Terror unless going 30 points, etc.
Those old builds are largely dead without replacements now and you don’t solve the variety problem with condi simply by making everyone now have 30 in spite for Torment instead of Burning.
I wouldn’t mind losing Dhuumfire at all, but not if they aren’t going to address long standing class flaws or issues, nor put us back at least with the alternative choices we had in the past.
Ideally I’d like to see the condi necro deal moderate damage over time and relying on good sustainability and active CC to stay in the fight long enough for that damage to eventually break the opponent. Attrition, in other words.
And therein lines the problem with changing it, you’d have to change the whole class design. As right now, Necro needs condi burst to actually kill, because attrition is not up to snuff and cleansing is too strong anyway if you are dinking little damage numbers for like 30 seconds to kill anything.
They would also have to make the Torments max damage be greater than the Burning if they changed it, since Burning has great additional value as a cover condition and now we’d be losing one condition overall, since Torment is usually on an enemy already. And because they already nerfed Terror to make room for Dhuumfire.
Essentially I think unless Anet rethinks Necro design it will always have contradictory issues. You can’t make Necro a slow condi killer when they don’t have either better mobility, better buff access (stability, vigor), or massively better lifesteal, or even a method to lock conditions from being cleansed. As right now slow condi drain damage would be instant hard countered by any full cleanse build. You can argue it is now.
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Whoever is moving hopefully will try and not imbalance more.
I’d rather fully buff up and make my challenge in the form of a 1v2 or even greater odds , than lose because I decided to try some honor system that most aren’t even following.
Also I usually roam with a team WvW mindset still in place. Whether to scout the enemy, steal camps, save a yak, etc, and find whatever good fights generate out of that. Which therefore makes less sense to try and handicap myself if I’m trying to accomplish other objectives as well.
Count IoJ out basically. CORE, SE, PPK all left(or in process of leaving).
Where did those guilds go, anywhere in Silver?
This tier would have been the best one going if they had split it at 1-3, then 4-9, and then 10-15. Both Silver and Bronze would then be quite good.
As it stands, I think most of the matches will still be fairly competitive, with poor NSP the only really lowbie server dragged in here.
SBI seems somewhat an underserving winner if they do, due to the all recent stacking and seeming fair weather play to end up here. Not sure that Mag’s oblivious narcissism would have been a better top dog but at least they fought it out for gold.
DB seems to be waning and I don’t think will stomp the lower servers as bad as they used to. Even if they do, most their strength is off peak so that NA servers can still compete with them in prime time, making them not so bad to play.
10-14 in any match together should be good.
Don’t know what to make of the slightly lagging FA, maybe they will recover their strength as a Silver server and end up winning.
Belive it or not, the matchups on the leagues will be more balanced than it currently is.
Than this week yes, but not vs most weeks. And it depends if people buy into the idea of the leagues and try or not. Last week we had what should have been an awesome week vs Ebay the whole way, and is started that way. Then they gave up and pulled the most embarrassing tank job I’ve ever seen. Which is obvious by how they are now steamrolling their current match and gaining back all the points to be back ahead of YB.
If fairweathers quit halfway through a week at the first sign of defeat 2 or 3 days in, then there is nothing Anet can do to make fair matches, except perhaps put in enormous drop rewards to keep people playing, but it won’t be because they love the idea of the mode.