I see a mad warrior.
Lich form and axe have nothing to do with each other. If they intend to nerf Lich they’ll need to essentially remake the entire transform, considering the only reason its even semi-meta is because of its obscene damage against blind people.
True, they are not related. Although when I said “nerf” lich form, I was thinking about a revamp, not really a nerf. Bad wording on my part. If you have time, I would like to share the reason why I brought lich form. Tell me what you think.
Warning Unrealistic change + english is my second language!
“its obscene damage against blind people”
Currently, I think it’s weak because necromancer is not intended to be a burst class, it shows with how easily it is to avoid it. And also too strong for the wrong reason. It almost feels like a “last resort, spam #1 as much as posible, and hope for the best”, this is the opposite of what “attrition” is.
I really do hope anet reduce lich form #1 damage, and death shroud #1, and improve the way axe stacks vulnerability and does damage.
Change siphoned power into something like: Do %2 damage instead of %1 for each stack of vulnerability. Or, Everytime vulnerability is removed, it heals you.
AOE vulnerability + this trait will actually give Lich form a way to actually pressure a la attrition. Anet could make axe more of a set up weapon that helps you find the perfect timing to pop Lich form like with death shroud. I think lich form should have a better synergy with necromancer weapon set in other words, and not just a transform you pop to spam #1 and die before it ends.
Voila, hope I made myself more clear.
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Keep it like this Anet, nerfing all because some noobs that complain for everything . . . keep it like that and you will get only The Sims players in your game.
I use to buy at least 800 gems at month to support Anet . . . i will not support a game that encourage noob players to do rule the game.
It’s okay, I’ll buy 800 gems a month to support Anet for realizing that perma-blind is silly.
hahahaha you see this is what i mean.
Perma blind HAHAHAHAHAHAH . . . so you are saying that basically you don’t know that you can just walk 1 cm out of the circle ring and hit?
This is exactly what i say . . . and come one guys better for PVE . . . who with 3 fingers to to play this game could actually worry about how hard PVE is.
I really feel like a god in this forum . . .
If everyone can just walk out by it, what’s the problem then? Or are you just using hyperboles for the sake of it?
@Poplolita.2638:
I don’t care it its a buff or not. Such definitions are meaningless. I care how balance is effected. And interactions in DS can effect balance (also, if supposedly QoL change effects how hard or easy it is to execute certain tactics, then it also can effect balance). DS interactions would not only allow ressing and stomping but also communing, using siege and such things. That is not only a tool tip or visible information change.You seem not ready to really discuss the issue but rather stay in your world of definitions. And DS interactions, as mentioned, are definitely more than just adding some information.
Why do you keep discussing with me? Of course, quality of change does affect balance. My only concern with you is that you still don’t know what’s the difference between quality of life change, and buff. Both affect balance in their own way, but they are 2 different beasts. One is to improve one class gameplay by fixing bugs, removing exploits, adding visible information without giving a kitten about balance. (See: Mesmer sword #3, death shroud fall damage exploit/“block” change, etc)
The other increases a profession effectiveness (Dps/support/cc/conditon/boons) – this one gives a kitten about balance.
Now, troll time:
1. You have 0 spvp/tpvp experience. What do you know about balance?
2. You are not Roe/Spoj/Lordrosicky/bhawb etc etc which are the players I respect the most. If they tell me I’m wrong, I will definitly consider my position.
3. You obviously know nothing about necromancer 2 years historic since beta.
4. “DS interactions would not only allow ressing and stomping but also communing, using siege and such things. "
I already told you why it won’t be OP : Copy/paste:
1: Stability buff can be corrupted, stolen, and removed.
2: Death shroud is a finite resource, and it takes time to gain LF as condition necro. Poison+cleave/condition both downed/necromancer.
3: Necromancer has to watch its own position, or he’ll be the one who’ll need to be reezed and not the other way around…
4: ArenaNet might nerf this trait. They “nerfed” death shroud in order to fix it, it was working as a block.
5: Most importantly, it’s not a popular trait
“communing, using siege and such things. " Really? Are you just against general death shroud interaction just cuz? I guess the “such things” is going “through the skyhammer portal”.
“You seem not ready to really discuss (…)”
No, I just don’t want to discuss with an ignorant poster. I thought I made it clear with my first post. Apparently, it wasn’t enough.
/sigh ’nuff said.
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Do you guys think they might revamp lich king, and #1 life blast in order to buff axe? If it’s the case, I’m absolutly fine with it, I think we should be the kind of class that has to weaken his opponent first with boon strip+ condition debuff before doing some insane damage.
Lich king?
Oh my god, I was reading some stuff about the lich king on wowpedia, don’t judge XD
Do you guys think they might revamp lich king, and #1 life blast in order to buff axe? If it’s the case, I’m absolutly fine with it, I think we should be the kind of class that has to weaken his opponent first with boon strip+ condition debuff before doing some insane damage.
@Poplolita.2638:
You may think there is a huge difference between a buff and a QoL change. But there isn’t. What you explained was how DS came to works as it works atm. That is no justification for any change; the actual balance is. And as I have already mentioned, the ability to interact in DS with your surroundings might not have such a strong impact, as I think it would have. But this is up to actual testing.You demanding DS interactions as a QoL change means nothing. You want a change to DS that can turn out to be a buff. Hiding behind such rather meaningless definitions says nothing about the actual impact of a change.
This is the reason why I did not want to have a discussion with you. You only deserve 2 sentences.
You mean you don’t want someone to speak out a different opinion like your’s? To me you don’t make yourself very clear.
My concerns are that DS interactions might effect game balance in a negative way, because of the low cool down of DS. As far as I understand your counter argument is, that it is a QoL change. So you meet concerns with a definition. The actual balance doesn’t care, with what intentions a change was made. It only “cares” about how stuff actually works. There are other counter arguments to my concerns, such like short cool down stealth skills and such already available to other professions. But it being supposedly a QoL change instead of a buff doesn’t change in the end how it works.
The only thing that could be considered a buff is the 5th death shroud skill, and -2. Build Synergy: An entire tree is non-viable because it counters necromancer own mechanic-.
As for the rest, if you consider fixing bugs, and adding visible informations as buffs… 2 sentences.
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@Poplolita.2638:
You may think there is a huge difference between a buff and a QoL change. But there isn’t. What you explained was how DS came to works as it works atm. That is no justification for any change; the actual balance is. And as I have already mentioned, the ability to interact in DS with your surroundings might not have such a strong impact, as I think it would have. But this is up to actual testing.You demanding DS interactions as a QoL change means nothing. You want a change to DS that can turn out to be a buff. Hiding behind such rather meaningless definitions says nothing about the actual impact of a change.
This is the reason why I did not want to have a discussion with you. You only deserve 2 sentences.
Probably because of it easily counters downed state #2?
Last fix I would implement is for “Signet of Spite” to have an increased casting time as well as a renewed telegraphing – I’m thinking from 3/4 to 1½. It’s simply impossible to dodge that skill if you’re playing against an asura, and it’s incredibly difficult against a normal sized human – it shouldn’t be.
Signet of Spite is 3/4 second cast already and has a big ‘ol symbol of the signet appear over the caster’s head. I could see arguing for the symbol to appear at the start of the cast rather than about 1/3 through, however.
But you gotta remember how strong a skill it is. To me (and those that I mainly play with) it’s the strongest skill with the worst telegraphing. I can’t remember that I’ve ever dodged that skill on purpose. That’s not saying it can’t be done, but in a fight, having to watch extremely closely for an important skill is not optimal.
I’ve dodged “Steal” more times than I’ve dodged Signet of Spite, which should say something.I wish I understood how strong this skill allegedly is since I never use it and see it as generally not very effective. I almost never see it used, anyway.
Well, his arguments don’t make sense anyway. He’s using asura animation (First post), and now how he’s already able to dodge instant cast steal (second post) as his arguments. The fact that not a lot of necromancers use this skill is probably irrelevant for him.
The way you are phrasing your sentences makes me almost certain you main Necromancers. People do not generally like things/power being taken away from them, so I guess this discussion will be uphill.
Why do you think I compared and instant-cast with Signet of Spite in the first place? And why do you think I wrote “this should say something”.
That’s because the telegraphing of the skill is so horrible, that some insta-cast skills are easier to predict and therefore dodge. Argument makes perfect sense, unless you take it for a lie that steal can be predicted, then I get your case.
And yes, the percentage of Necromancers using this skill is irrelevant to me. As long as some Necromancers use this skill in competitive play, it needs to be fixed. It’s very simple gamedesign, a player needs to know what hits him at all times, and he needs to be able to counter it. If this is not the case, we have a game where people get frustrated, and I dont assume this effect is intended (in some games it is).
I don’t care, arenaNet can nerf it all they want. I don’t use it, and never will. I was only pointing out some flaws in your arguments.
Last fix I would implement is for “Signet of Spite” to have an increased casting time as well as a renewed telegraphing – I’m thinking from 3/4 to 1½. It’s simply impossible to dodge that skill if you’re playing against an asura, and it’s incredibly difficult against a normal sized human – it shouldn’t be.
Signet of Spite is 3/4 second cast already and has a big ‘ol symbol of the signet appear over the caster’s head. I could see arguing for the symbol to appear at the start of the cast rather than about 1/3 through, however.
But you gotta remember how strong a skill it is. To me (and those that I mainly play with) it’s the strongest skill with the worst telegraphing. I can’t remember that I’ve ever dodged that skill on purpose. That’s not saying it can’t be done, but in a fight, having to watch extremely closely for an important skill is not optimal.
I’ve dodged “Steal” more times than I’ve dodged Signet of Spite, which should say something.I wish I understood how strong this skill allegedly is since I never use it and see it as generally not very effective. I almost never see it used, anyway.
Well, his arguments don’t make sense anyway. He’s using asura animation (First post), and now how he’s already able to dodge instant cast steal (second post) as his arguments. The fact that not a lot of necromancers use this skill is probably irrelevant for him.
+1 yes, please!
Great idea to go from two professions that were pretty much universally considered in need of buffs and fixes, to the two professions that are pretty much universally considered in need of nerfs. I’m looking forward to it, I hope you guys did well.
Engineers don’t need buffs. Neither do ranger really. Both are good. Nobody needs buffs really. Warriors, thieves and eles just need big nerfs.
And signet of spite too, aka signet of skill
Most top necros don’t run it.
On the other hand, Necro philosophy is supposed to be attrition but Necro design has the worst attrition of all professions
What the hell? Did you read this thread, and many others about the same issue? Or did you just read the part with “dark path”?
Dark Path will never become a ground-targeted teleport. It was like that in beta and its too strong without hammering the skill with other nerfs.
It could of happened before april 15th but I agree that change probably won’t happen because dark path becomes way too strong with poc.
Also, it’ll make necromancer a very mobile profession which is against Anet philosophy.
The most annoying thing is clueless player who doesn’t stomp even when I give them stability, they even dodge their #2… Go wonder. Obviously, 5 sec later, they get rallied. Sometime, playing bunker guardian in soloQ is really a pain in the kitten . Don’t get me started with those wanna be point assaulter who go suicide in far right at the begining.
Maybe they should buff guardian by adding a new boon that gives a temporary brain…
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@TyPin
During almost 2 years, the necromancer community is asking for quality of life change, not buff (Huge difference, and I’ll explain why). Back then, death shroud was the downed state mechanic of the Necromancer, death shroud having only 4 skills was not a coincidence. When they decided to change it, they ran out of time, thus necromancer was stuck with unintended bugs and features until this day.
As a first step, arenaNet fixed:
1. Death shroud user interface, you can now see boons, conditions, endurance and your hp bar. They also added a 5th skill.
2. They fixed necromancer downed state bug; you received double the damage before the fix. Same with death shroud.
3. We can now see the amount of life force we have.
Now what we’re missing are:
1. Seeing your utility skill cooldowns while in death shroud
2. Build Synergy: An entire tree is non-viable because it counters necromancer own mechanic.
*The reason why I called you out, and for many more reasons explained below”
3. Reezing, and stomping in death shroud. It was not intended, it was a direct result of death shroud last minute change back in beta.
If they ever fix the #3, foot in the grave+ death shroud won’t be op because:
1: Stability buff can be corrupted, stolen, and removed.
2: Death shroud is a finite resource, and it takes time to gain LF as condition necro. Poison+cleave/condition both downed/necromancer.
3: Necromancer has to watch its own position, or he’ll be the one who’ll need to be reezed and not the other way around…
4: ArenaNet might nerf this trait. They “nerfed” death shroud in order to fix it, it was working as a block.
5: Most importantly, it’s not a popular trait.
4. Necro hp bar confusion in party
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Yesterday I was doing some solo roaming on my Necromancer (I play a condition build), and due to the slowness of the class, I was caught by four people – 2 warriors, a ranger, and a guardian. I killed a warrior, a ranger, and a guardian, but the second warrior finished me off.
This is seriously bullkitten. I hate how difficult it is to 3v1 and 4v1 with this weak class. I win most 2v1s but when there are 3 or 4 enemies it’s not guaranteed. In the name of God please buff Necromancers. So many other classes need desperate nerfs. Why are Necromancer skills so terrible? Take epidemic for example… the cooldown is pretty long and on top of that it has a MASSIVE cast time that basically ruins the usefulness of the skill when everyone and their mother and grandmother has 7 stuns to interrupt it with… is this necessary? Why does ArenaNet feel the need to make the Necromancer class so underwhelming and useless?
0/10
Actually, no matter with what I play, the only thing that annoys me are Hambows. They are not necessarily overpowered. They simply are strong by design against everything. I met some very good hambows and some weaker ones. But I never met one, that I could run over, no matter if I go with necro, warrior myself, guardian or mesmer. Of all other professions I met players, who sucked. But hambow warriors seem to be strong by design or no hambow warrior I met sucked (latter I find unlikely, still possible).
From my experience they have virtually now weaknesses when it comes to the conquest game mode. Even if theoretically they have not that high of an armor and could, if played perfectly, outconditioned, in practice they are ridiculous.
Wanna destroy hambow?
Try running;
Trapper Ranger, BM condi bunker or glassbow Ranger
P/P Venom Thief (it just demolishes anything really)
Mediguard
S/F fresh air ele
I hope you’re talking about wvw…. and not tpvp.
I listen to !!!! https://www.youtube.com/watch?v=0I9kB24K8YM
I don’t see you out there walking children in nature!
There is difference between well thought out posts, and nonsenses. I’m not even sure you play competitive pvp or simply watch mistpedia for coming up with those posts tbh.
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It seems that many are saying DS stomping/ressing via lag exploit is already weak/insufficient to contradict my claims it would be overpowered if it was a feature. If it is so weak, why do you want it as a feature anyway? If your argument would be a true representation of the gameplay, and I am not saying it is, then any demands of wanting DS interactions seems pointless or just a niche issue.
Of course DS interactions (as stomp/ress/commune and such) wouldn’t grant immunity. However, they would still grant a very good defensive ability while interacting on a short cool down of 7 or 10 seconds. The short cool down would be limited by life force generation of course. But if there are enough minions around to die, or if you used your DS to stomp foes, you’d have already a good life force influx, allowing you to get a very good defense on a short cool down and still be able to interact with the environment. That short cool down is the reason why I’d find it a bit strong.
All the examples you guys hold for comparison are on a long cool down. DS is not.
When you’ll know what is the difference between “quality of life change” and “buff”, I’ll take you more seriously. For now, your post doesn’t make sense to me.
Endure pain is the only thing that’s about equivalent to the death shroud — and that only lasts 8 seconds with a long cooldown. Condition damage doesn’t tick in DS — you can literally sit out a condi spike in death shroud, it’s pretty BS — unlike any of the other things you’ve mentioned.
If you sit out a condi spike in death shroud, you are definitly doing something wrong. Also, you shouldn’t compare a class mechanic with a utility skill for 2 reasons
- Death shroud=necromancer=apple. Endure pain = orange.
- Endure pain has no disadvantages. Death shroud does. I’m not going to tell you why to avoid being redundant. Read Drarnor Kunoram.5180 last paragraph.
I’m really happy for you, Blu! When I saw that during the first day, you were already at 24%, I was like: he so got this XD. Glad I was proven right! Make us proud!
LOL Vee Wee just 2v1d. Hook line and sinker. I wonder how many more gullible people are gonna fall for this.
This is just amazing. Save me a seat, I’ll make us some popcorn….
OK, whether you like his shoutcasting or not. Are you really ignoring just how much Blu has done for the GW2 PvP community and then have the nerve to say that sending Blu to Gamescon is rewarding mediocrity?
Friend, you just don’t know….
I don’t really care about keeping the PvP community alive. If the game deserved to be kept alive, someone would just take Blu’s place.
Er… wow… Why are you even in this part of the forum giving an opinion on something you don’t care about? Get outta here yous knucklehead!
But it would probably be better to let it sink entirely to either give the developers some impetus to get their act together or allow the developers to give up on a failed mode altogether. Either are better options than what we have today.
Lets see shall we, there’s barely any urgency to do anything in PvP as it is, if PvP died off like you want it to from the playerbase, there would be NO impetus to get anything together when that part of the playerbase will already be gone.
It’s kind of sad that you really don’t seem to realise just how much work Blu puts in of his own time for little to no reward and how much of a positive impact he has had on the pvp community and instead are blissfully ignorant in your own disdain for pvp.
He is just ignorant in general. And also, toxic. Just ignore him :/
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To correct something, to my knowledge ANet has never said Necromancers shouldn’t have cleave, they said they didn’t want us to have a lot of sustained AoE direct damage DPS. Cleave isn’t great sustained AoE damage if you just put it on one skill and the rest do mediocre damage (look at staff), what is good sustained damage is full DPS staff ele which gets 5 AoE skills, three of which have near 100% uptime. Just giving a control weapon (for example making greatsword a necro weapon with cleave and high control) wouldn’t give us sustained high power AOE.
Ah ok! Thank you for clearing a misunderstanding on my part.
- A necromancer cleaving weapon, either through redesign or a new weapon
- the absence of more active defenses (only class without vigor and others as discussed ad nauseam)
- Reducing cast times to flesh wurm and various other skills
It was intended. As of now, anet doesn’t want necromancer to have mobility. They also said the lack of cleaving should be a necromancer weakness, so it’s pretty much working as intended as well.
- Improving movement speed of staff 1 so that it is a more reliable skill, since it’s not necessarily weak but ineffective due to the slowness.
I feel like staff 1 just lacks synergy with 2,3,4,5 overall. I think they should completly rework it.
I agree with the rest of the balance suggestion.
@BrunoBRS.5178
Leave it to the moderator. Don’t act like one, it’s annoying. For the record, I don’t see you out there walking children in nature.
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I would like to see corrupt boon’s cast time nerfed into something that actually has counterplay.
Yes please. 0.5 will be just fine. Those random dodges kitten the hell out of me…
More likely CPC gets the Revealed debuff. Not 6 seconds, but each tick would apply.
Alternatively, Haunt on Shadow Fiend.
But but those cast time XD
Like necros have any good cast times?
<.< >.> pretending bug doesn’t exist* Corrupt boon!
More likely CPC gets the Revealed debuff. Not 6 seconds, but each tick would apply.
Alternatively, Haunt on Shadow Fiend.
But but those cast time XD
Disagree with what…. didn’t say I wouldn’t take it…. just that it won’t help against a certain ridiculous build that will be nerfed in due time…. I wouldn’t mind having the reveal to use against mesmers….. not as a mesmer as this is the necro subforum.
My bad, I assumed you were against it.
Terror has already been toned down, it does not need any further nerfs considering the trait that got it nerfed is no longer the same.
6 seconds revealed won’t help us much against the only build theives have that is truly a problem, but I wouldn’t mind having it for mesmers.
Axe already has boon removal
I disagree. As a debuff class, I think it’s pretty much mandatory that necromancer gets 6 seconds revealed somewhere in their utilities. It doesn’t have to help us against s/d thief, but at least, it’ll show us if anet really want us to be the attrition class that you cannot escape from.
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That’s not what statistical wash means.
The simplest way to explain it is that if everyone has the same chance to get in a bad team or comp, so it evens out over time.
You should focus more on your studies.
That’s not what statistical wash means.
The simplest way to explain it is that if everyone has the same chance to get in a bad team or comp, so it evens out over time.
You should focus more on your studies.
[/quote]I don’t know what "statistical wash’ even means, and where it comes from.[/quote]
Also,
You should focus more on your studies.
Is another one of you logical fallacie? Assumption aside, I’m one of the top student in my departement, my name is listed in “le palmares du doyen”, but this is irrelevant to this dicussion.
Look, when you come up with actual data, and take into consideration what is exactly statistic, I may probably consider your post, and not come up with assumptions. You did not even use hypothesis testing (This is the basic of the basic, probably the most staighfoward branch of statistic, I’m not talking about Normal Law with integrals here… with A LOT of variable to consider), you just came up with “It’s even up over time, it’s a statistical wash”. Thit is not STATISTIC.
I will not take your “opinion” seriously. I just have the feeling that you try to make it appear like facts. For now, I will assume “statistical wash” is a term you invented yourself for the sake of it. Unless, the english system use different terms. If it’s the case, I would like you to send me the theory.
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Most of the time if you win either is dependant on your setup and/or your teammates. You can make a difference, but for me it feels more like a lottery tbh.
To add: Everybody can play a class “well” in this game. Problem is good awareness of rotation, which even top soloq players (those, which never played in teams) bring rarely on the table.
But it’s a lottery for everyone. That’s the point. That lottery becomes a statistical wash over time, and the only factors that end up mattering are individual skill and class.
I happen to study Mathematic and Statistic in Université de Montreal. I don’t know what "statistical wash’ even means, and where it comes from. But I do know one thing, I will win the lotery according to you, and I’ll be a billionaire. I can’t wait!
I’d rather have FREE content every 2 weeks, than to pay for an expansion.
It’s basically free vs pay. In my case, free win, not even up to discussion.
Yes, free updates, but look deeper into them, and start to compare and contrast, to the more traditional MMOs, and you’ll find out that other MMOs put out more meaningful content for your characters and gameplay.
I did (http://us.battle.net/wow/en/search?q=poplolita). Yes, it goes deeper than this, but for now, you only need to know that for me, free every 2 weeks that we currently have wins imo, not even up to discussion.
To those k*ttensponded to my post.
You really should consider to stop making your opinion appears like an argument.
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I have the feeling that those who complain about lack of permanent content are slumming here from their subscription MMO and are upset when they return here after exhausting the content in their “primary” MMO, find that they can’t play the content that came and went during their time away. They find it unfair that they have to “devote” themselves to this MMO to experience the content. That they can’t take time off because they will miss something.
Welcome to TV before reruns, syndication, streaming, DVRs and box sets. Now we have a DVR. Maybe we’ll get a box set for season 1 someday.
To add to your post, I know some tv shows that released season 2 box set before season 1 because of some complication such as copy right.
To be honest, I don’t want anet to release an expansion. I hate gated content where I have to pay to actually play. I’d rather have them release small pieces every 2 weeks for free. I don’t know why people want to pay that badly… logic sometime.
I think it is pretty safe to say that we will be getting an expansion.
To which they could post a few pics or even a video, would it kill them to bring our hopes up just a tiny bit of a fraction? Or is it easier to ignore the fan base totally until they go play other games?
“our” hopes ? Didn’t know I wanted an expansion. This is new to me.
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10/10
clever stuff op
“…conditions just kept getting worse.” Didn’t even catch that first read.
…
/15 charr
It sounds like a personal problem.
This, ladies and gentlemen, is the reason why Anet thinks the queue system is fine, and won’t get any change.
Really, I don’t see you out there walking children in nature.
I’d rather have FREE content every 2 weeks, than to pay for an expansion.
It’s basically free vs pay. In my case, free win, not even up to discussion.
Did anyone see Canach?
Canach is going to be part of the Shining Blade
This is really, really interesting.
Warrior – healing signet
Guardian – Shelter
Thief – Withdraw
Ele – Signet.
To be fair, shelter shouldn’t be in the list. Once you interrupt shelter with a CC that ignores block, the guardian will get 0 heal + 30sec reset.
I think the only heals that could be a little bit too strong are: healing signet, and Withdraw.
There is another thread going on in spvp forum about the same issue. I think it’s a better place to voice our/your opinion
https://forum-en.gw2archive.eu/forum/pvp/pvp/Necro-is-not-as-good-as-I-think-it-should-be/first
Necro is in a pretty bad place right now. It’s still competitive, even at high level, if the player is good enough, but there’s no real incentive for a team to bring one. The only thing they do well that’s important in the current metagame is boon stripping. But shatter mesmers do it almost as well, and they bring other kinds of utility for a team that necro doesn’t (mobility with Portal, burst damage, stomp prevention with Mass Invis, diversion stomping). It doesn’t matter if you can still win fights or output decent damage: if you don’t bring any unique tools that your team needs you fall out of the metagame, and necros have lost their niche.
I’d like to see a buff to the amount of debuffs, snares, and other disabling effects a necro can output. There’s so much burst damage flying around these days, and the only thing mitigating it is extremely bunkery builds that output lots of pbaoe healing. There’s not much in the way of “denial” strategies designed to nerf incoming damage rather than just force-heal through it. If necros got better weakness uptime, more blinds and chills, some sort of snare that can affect teleports/shadowsteps (which currently do not have their range decreased by snares like other gap closers do – this combined with the Initiative system makes Thieves practically immune to chill!), more frequent access to torment to provide deeper condi stacks and protect those bleeds from cleansing, and ideally even confusion (I know I’m not the only one who remembers Spiteful Spirit!).
Finally, a reworking of Death Shroud to turn it into a proper sustain mechanic. It’s currently a balancing nightmare: a necromancer is as vulnerable as a naked baby at the start of a match when he’s caught without life force, but a wall of HP if he has a full bar. And it makes necros extremely resilient 1v1, but barely helps at all in team fights! There’s got to be a better way to balance it!
I think the first step to achieve this is by making our debuff harder to remove. Wouldn’t making some skills work like impale be the answer? I gave an example with dark path.
@Bhawb,
1. What do you suggest instead attrition wise? I thought a better access to debuff such a chill may be the best thing to do.
2. I think AA is already strong as it is. Puting 1 stack of torment every 2 sec just by spamming AA will make it over the top imo. If I recall, arenaNet already removed 1 stack of bleed on #2, so why not add 1-2 stack(s) of torment in #3 scepter to balance it out? The 10 sec cooldown will balance it out, and avoid some spam. Make it require bleed and poison on the target in order to put torment (See fire grab with elementalist), thus people can predict #3, and cleanse/dodge before it lands in order to counter it.
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It’s you not understanding how ELO works.
Now, normally games have thresholds to make sure players can’t climb so high up the ladder with such few games played. But the win ratio, which is what you’re likely focusing on, isn’t notable.
No.
It’s common knowledge that the ELO is not working as intended with the soloQ leaderboard. Even pokemon showdown/smogon go it perfectly right.
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“My idea: give necro torment on scepter 3 "
Good idea, and if anet is still adamant with this it, why not make it that the target has to have both bleeding and poison in order for the skill to work.
I also think in order for necromancer to follow the path of: the longer the fight goes, the stronger necromancer becomes, anet needs to make some skill works the way impale does with warrior. For example, dark path applies a 5 sec debuff that puts 1-2 sec of chill every second.
Why do you guys think?
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A lot of us don’t have faith that the wiki administrators care enough about the lore to be worth our time and effort. To be fair, this is based on past events and this impression may no longer be accurate, but the thing about an image is that it’s a lot harder to clean than it is to get it tarnished in the first place.
For better or worse, Konig is definitely the one of us that has the most time and energy to put into this sort of thing nowadays (I try, but I’ve been reeling from crisis to significant personal event to crisis since before GW2 released). This included trying to keep the wiki up to date as new things are found and keeping a limit on cases of editors putting dubious information on the wiki.
And this second part got him in trouble. I don’t recall who the editor in question was precisely, but there was one that apparently had so much ego invested in his or her interpretation of the lore in a particular page that when Konig tried to separate out the speculation-presented-as-fact from the actual fact, this editor kept reverting it. Push came to shove, the resulting revert-war lead to both parties getting a several-month ban. Now, I’m sure there are complexities in the situation, and Konig isn’t the most diplomatic person at the best of times, but the impression that those of us that heard about this came away with was that the administrators didn’t actually care about who was in the right on the matter – they just wanted to make the problem go away.
Okay, well, this is a little strange but that editor is me. On the wiki I go by Santax (my GW1 character name, since I’ve been editing since way back in 2007). The incident you’re referring to is this one, and for obvious reasons I don’t really want to comment on it further except to say that the version of events that you have heard is misrepresentative, and to direct you to the discussion on the conflict when it arose again, and its conclusion (1) (2) (3) (4).
And FWIW, although permanently blocked from editing GWW, Konig’s 3-month block has now expired on GW2W and he has chosen to resume active editing.
Suffice it to say, this hasn’t given the rest of us much confidence that the wiki is worth investing our own time and effort into. In fact, we’ve pretty much written it off as only reliable as a resource for quotes directly out of the game and for the transcriptions of official articles, while reminding anyone who quotes from wiki articles apart from the above of how a wiki isn’t a reliable resource.
And the thing I’m finding really ironic here? If the wiki administrators had been serious about maintaining the integrity of the lore articles such that people could trust the wiki (or at least trust that speculation and other dubious information would be removed or at least marked as such, barring the occasional piece of vandalism that would hopefully be promptly removed) then it’s possible we may not have found ourselves in the situation we have in this thread.
If speculation is the concern, then increased referencing is the obvious solution. Something cannot be said to be speculative if it cites an official source. But I think this forum in particular has a preoccuptation with speculation which can, as we have seen in this thread, cause people to overreact to minor lore-related things. But this is besides the point: in this particular case, it was actually Konig who removed the source that stated when the Secondborn were born, and had he not done so this situation would certainly not have happened. That, I think, is ironic.
I actually read them all, and I did notice one disturbing thing: This is not first time Konig is “rage quiting”, nor its second time… My point is: what is the point to even take his childish rant (I quit bye) on this thread seriously?
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When you get in top 500 come back and post. until then you two look like parrots rambling about things that surpass your skill level.
I don’t think the current leaderboard is a good skill metric. For instance, the top 1 and 2 literaly play 1 single match during specific times (When really good players such as lord helseth or Eol are not playing for example) every 4-14 days. Moreover, some players got in the top 25 with ~10-100 games. The only legit good players are those with over 800 games with at least a win/loss ratio over 55% such as Leeto (Who is amazing btw, you should watch some of his streams), and most importantly, ACTIVE.
Anyway, it’s quite sad that this thread attracted people like the one you listed in your post. Those are indeed trolls. Just ignore them.
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For those of you that don’t know, it’s when you leave a PvP game three times in one day.
After the recent updates to the game I’ve experienced a lot of crashes (blue screens that force restarts), more than usual. I submitted a ticket to Anet to see what they could do for me and they suggested a few things that I readily tried, but to no avail. The crashes continued. My computer specs are relatively good (GTX 550 Ti card, 8 GB, i5 etc).
During this process of trying to understand what was happening I changed many things (graphics and sound settings, windowed mode etc) and on a few occasions I thought it was fixed which prompted me to join a PvP game, only to have the game crash my computer bang in the middle of the match.
As I DIDN’T KNOW (they give you no heads up) about the existence of the debuff, I would desperately attempt to join the game again but GW2 – for reasons I do not understand – takes forever to load again and if you do manage to get in early it usually crashes again.
Long story short, yesterday this happened 3 times during the day and much to my surprise I found myself with a 72 hour ban from PvP. Yes that’s right SEVENTY FRIKKIN TWO HOURS.
I’m being punished for THREE DAYS for something that is completely not my fault. This is entirely on Anet, it’s their developers that can’t stabilize the game and the poor gamer that’s still soldiering on through all the bugs gets slapped on the face.
It doesn’t make any sense that such an unstable game can have such a severe punishment for leaving games?!
They refuse to reduce the time on the ban and unfortunately I think this is the FINAL NAIL IN THE COFFIN for me. A game with so much potential but thrown to waste by a few bad developers and decision makers.
I suggest they make this punishment A LOT milder because not everyone is leaving games on purpose.
On a more serious note, I had the exact same issue just 2days ago, I had constant dc/crash for unknown reason right in the middle of the match ~250-250~. And I got 72 hours debuff as well.
So really… let just laugh at our misfortune, and ask ourselves if we can see ourselves walking children in nature.
You know what kind of response you deserve, OP?
This one: I don’t see you out there walking children in nature
That’s how irrelevant you are. Next time week, cry us a river so I can make sure I’ll post the same thing over and over again.
Bye Felicia