Looks bad with light armor like all other reward skins…
Simple fix: put a marker on the map that will follow the movement of any group over xx size.(similar to crossed swords). Now large groups are easy to avoid, easy to track, and easier to counter.
It has been suggested that groups over x size get marked with a skull, for both enemies and allies. Brilliant suggestion if you ask me.
This is one of the best ideas. Also it’s logical for reality, because big groups are always easily detectable in a battlefield so armies avoid advancing in large groups.
Diminishing returns are one of the worst things that can happen for a pvp game.
A passive solution, when there already are plenty of ways to counter act them.DRs are passive often hidden immunity, making using skill non reliable. If skills do not do what they are expected to do, how can you have a good pvp experience.
They take a whole venue of skill away from game, lockdown -> dmg.YOU choose to break the stunchain, not diminishing returns. They turn fights into pure DPS vs DPS. Or DPS vs healers shooting gallerys as in many other games.
If CC chains are problem, then we must reduce the duration of skills with overpowered durations or too low cooldowns. Or give players more tools to break them. DRs are the WORST solution.
You have a point. Having better counter abilities with low cooldowns(same as cc cooldowns) for every class is also an option to improve current class balance against ccs and dependency to guard-war master classes. I like constructive comments like this instead of dry opposition.
But I don’t agree on this point :
If skills do not do what they are expected to do, how can you have a good pvp experience.
Well, if you are using a condition build and your skills get instantly cleansed without dealing damage(because of continuous aoe cleanse), if you are using cc skill against a player with stability and it doesn’t deal cc effect… In these example situations(and much more) skills aren’t doing expected effect too. This isn’t spvp, it’s a massive scale fight and many skills don’t do their expected effect because of the massive change in variable situations. In 1v1 or spvp these situations are more predictable. Currently most guaranteed effects are ccs because of the lack/deficiency of counter abilities.
This makes nonsense, 2/3 of the guild need to play guardian for other classes to be effective then ?(except warrior which has its own long duration stability) We are already using at least one guardian in parties but one guardian(or maybe mesmer) can only grant low-duration stability to party. This can only prevent the first impact, then ? This is like saying play as warrior-guardian to counter cc train. Yeah, death to other classes, play guardian-warrior only in every aspect of the game.
Organise your parties. Do not put eles/mesmers/thiefs/etc in a party with a guard. This classes don’t need Stability, they should avoid CC with good positioning. Positioning is the most important thing for a good backline. And all these proffesions have enough stunbreakers if they are fokussed by the CC-Train of the enemy.
Then put 2 guards in every party with the proffesions which need stability.
If we had enough guards in a small scale guild… Btw I’m not seeking for advice here, I already know all of these, please read my previous messages. This is a suggestion to improve current wvw raid population-scale balance and class balance. If you and your guild mostly play guard/warrior and doing large scale raids it’s already ok. But guardian-warrior dependence of the game because of ccs is just wrong. DR system won’t prevent ccs, it will only prevent spam and abuse of it. So player groups and guilds will need more timing and tactical skill to use ccs. Mindlessly spamming all ready cc skills on raid-leader and insta-winning with numbers isn’t a skill, even no human needed, bots can do this.
this is the main reason of opposition here. ask this to real dedicated wvw players in game, most of the players are not happy with current cc train meta. they can make a poll about it.
How would you define “dedicated wvw players” may I ask? If its close to someone who logs on every night of the week and plays wvw in a guild group format for around 3-4 hours while fighting groups of easily 60+, then you’ve just described the person you’re quoting.
I suggest you look back up at my second post in the thread as it shows almost a direct counter to your idea of a cc train and is quite effective.
yes, this describes the people i’m saying. they do wvw raids every night. what you suggest applies to large scale groups, in lower scale groups with 15-16man and 1 guard per party what you say doesn’t have any validity. Every guard gives stability to his own party(5 person), it doesn’t go to other parties cos of 5 person limit. and this stability has low duration and high cooldown to counter a large scale enemy group with at least 10-15 cc guys continuously using cc skills with low cooldowns. look from the aspect of a small scale raid fighting against more crowded raids.
and another problem here(if we surrender to current cc meta) is the need of more guardians to counter warriors. what is this, a warrior guardian game? we need warriors to stun spam enemy zerg, guardians to counter them. these suggestions can just make the class balance worse. if they add long stability and invulnerability to each class as utility(like warriors) then it may be ok, but still not a 100% solution like a dr system. dr system would make all classes useful at the same level, while not making some classes overly required. Currently a raid with 35% guards and 65% warriors is better than all types of raid setups.(offensive cc chain + cc/condi immunity) Other classes just reduce the efficiency if a warrior or guard is replaced with something else. This is because of the priority of ccs in wvw. Less prioritized ccs=more space for special abilities of each class.
bad players making excuses as always
“Why should I have to build into the counter to counter?!”
smh
yeah i agree, bad players and cc spammers like you must stop making excuses against a dr system. you know, dr system would be the end of cc spamming bad players. it would require tactical use of ccs and skill, not bot-like spamming like current meta. i see that cc spammers aren’t happy with my suggestion, it’s quite normal. they won’t be able to spam ccs for instant winning if dr system comes.
maybe a skilled 15 man group will kill their 40 man cc spamming raid with dr system, they can’t handle that. this is the main reason of opposition here. ask this to real dedicated wvw players in game, most of the players are not happy with current cc train meta. they can make a poll about it.
(edited by Umut.5471)
Why this stupid idea comes back all the time?
Zerg will also have the no 5 men limit.
So every one of the zerg will have:
- all the boons to max. (enough people casting them .. on everyone)
- has more healing .. more people healing > few people healing
- has more dps (more circles and other AOE damage hitting people)Please stop posting the same stupid things.
Still best way to stop zerging is to only reward a few for objectives, not the whole zerg.
Example tower(and guards/door) is max 15 people get rewards. Keeps max 30. Camps max 10. Killing a person is 1 random player that did damage to him/her, except when someone did more then 50% damage to the person.
Being in a +80 man zerg will mean you only get rewards about once every hour or less from objectives. Fights just AOE tagging stuff will don’t give you as much rewards as it used to be.-
Why do you automatically include boon distributing and healing system ? Boon distributing/healing to allies can stay same(5p limit) but offensive skills can hit all people in the area. Other games have limits on friendly support as well while there’s no limit on aoe skill targets. This would discourage blobbing and zerging in order to avoid aoe attacks. You can’t see such blobbing and zerging in other mmorpgs, because of the fear of aoe attacks. Also, blobbers are lagging servers more than aoes do.
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Yeah, CC spam in this game is reaching a breaking point.
It was fine 9 months ago when most builds were focused on either dealing lots of DPS or being unkillable. But this CC spam has got to stop.
I got feared 4 times in rapid succession while fighting a Necro on point. 4 times….wtf?
Warriors being able to AoE stun every few seconds is equally broken.
This game and its mechanics simply weren’t designed with this sort of abundant CC in mind. They need to nerf the amount of CC…especially AoE CC…or introduce a new anti-CC mechanic.
Crowed Control was something GW2 handled a lot better compared to most MMOs previously. But while they’re still fairly short, the amount of them…and that so many are AoE, is really hurting the game.
I agree with you. For me, only solution for cc abuse/spam can be diminishing return system. Buffing counter abilities slightly won’t work for massive scale fights.
I want largos as a playable race more than tengu.
If there will be legendary armors, they should release them at the same time with ascended armors. Because I don’t want to waste my effort to ascended ones then work again for legendary armors. If they release both of them together, we can at least decide whether to craft legendary or ascended.
-High stability and low cd stun breaker options along with cc spams? Check.
-2x endure pain invulnerability (trait+slot skill) + one 8sec condition and condi-based cc invulnerability? Check.
Classes may be balanced in spvp and 1v1 fights but definitely aren’t balanced in wvw(massive scale fights) and pve. In pve lfgs, you can see that many parties only want warriors and guardians in their parties, other classes aren’t wanted. In wvw, raid guilds want warrior groups to spam hammer ccs, need guards for stability, other classes aren’t that important and specially required, they are just optional. This sums the class balance.
What group(even a pug zerg) doesn’t throw boon rip/corruption? Even without that, CC’s are far more accessible than stability/immunities.
Yes, this is one of the most important points. Although we have little or no access to stability, stability gets removed most of the time in zerg fights. Because cc train groups generally use boon converter or rippers. Yes, you can somehow counter this kind of zergs if you are doing large scale raids, but what about smaller scale raids with less people? Even if I was part of a large scale raid, I wouldn’t want to just play to spam or counter ccs, because this isn’t fun.
Zerg vs Zerg fights mustn’t depend that much to cc or counter cc. DR system can prevent over-spamming madness and force tactical use of ccs in the “right time”. Right tactics in the right time must win, not just continuously spamming ccs on the leader with large numbers of ppl.
We need diminishing return for all kind of ccs in a zerg fight. It’s not spvp or 1v1, so over-spamming of ccs by massive amount of enemies just breaks fight dynamics/mechanics of the game. Because your counter abilities don’t get improved with scale of combat to compensate such spamming.
http://wiki.guildwars2.com/wiki/Stability
And I do understand that you mention stability in the original post, but this is why Anet won’t put in a diminishing returns. Especially with how they now have boons prioritize party members. If you have 10-15 people of whom you have around 4-5 guardians you should have no stability/cc troubles. If you want to kill those larger groups you have to be willing to put in the extra effect to coordinate within your group of when people will use their stability skills.
This makes nonsense, 2/3 of the guild need to play guardian for other classes to be effective then ?(except warrior which has its own long duration stability) We are already using at least one guardian in parties but one guardian(or maybe mesmer) can only grant low-duration stability to party. This can only prevent the first impact, then ? This is like saying play as warrior-guardian to counter cc train. Yeah, death to other classes, play guardian-warrior only in every aspect of the game.
This is a bad idea. Stability and also the fact that condition removal clears all stacks of a condition. Also stuns don’t stack duration.
Ironically, CC is how you STOP hammer trains and if anything it’s under powered against them.
It’s not about stacking of stun durations, it’s about reduction of singular stun durations(potency) respectively if you already got hit by stuns or other ccs in the same fight before.(While in combat stance)
I think, suggesting to use cc groups to counter cc groups is worse. What I’m trying to suggest here is, reduction of priorities of cc train based zergs in wvw to make more enjoyable and balanced fights with lower scale guilds or organised people. Using more ccs can’t help that. A low scale guild can’t have a “10 person cc-train” group, they already have low numbers. Also not every class have good access to stability and stun breakers, this obligates you to play only specific classes, which ruins the class balance in the game.
Some mmorpgs have this feature to prevent some skills and ccs to be overused and spammed by “many” people. This system can be added to wvw areas to prevent cc spam or hammer stun trains in wvw.
Example : When you get a stun/fear/knockdown/blowout etc. for the first time, you are inflicted with the cc skill’s full(100%) duration or potency. Then it decreases to 50%-25% respectively for 2nd 3rd times, then you gain immunity against ccs for a duration in fight.
If you are doing guild raids or coordinated raids in wvw, you will see that 80% of the guilds are using cc trains to defeat enemy. This just makes wvw fights unenjoyable and short in duration. There aren’t enough stability or stun break or any counter-ability for this continuos cc spam of “numerous” players. Make wvw fights depend more on tactics instead of cc spam. With current system if a guild has more hammer warriors and lf eles they automatically win, because the other team can’t even use any skill. They can use 5-10s stability and a stun break to evade the first impact, but after ? This diminishing return system can prevent multiple uses of ccs by multiple ppl respectively in a point of fight. And it can allow lower scale(10-15 person) guilds to have fun against organised and crowded raids in wvw too. Please don’t obligate us to do large scale(30+) raids including at least 10-20 person cc groups. I wanted to provide a constructive feedback instead of just showing the negative point, thanks.
(edited by Umut.5471)
The idea that the game is warrior-based, when any warrior that showed his face in PvP (unless his name was Hmann) for nearly a full year would have been laughed at until he re-rolled to any other class, is hilarious (if wrong). Almost every tier list had a special tier, generally along the lines of: Trash Tier – Quaggans, Below Trash Tier – Warriors.
Yes they were bad before, but now they are at op level with stun-spam builds with 2x invulnerability plus one 8sec condition invulnerability. Also warrior & guardian are only “specially” wanted classes in pve parties, in wvw, guilds use 20 hammer warriors to aoe-stun train enemy guilds or raids because it’s currently only way to win crowded fights. And we don’t even have a real solution against cc spams. They are better than necros in every aspect of the game. This is not a big problem for me, but nerfing necros instead of making them on par with these master classes… This is ridiculous.
With all of your suggestions, we also need power based, ranged aoe weapons. Condition damage build is dying in wvw(due to cleanse spams), has already died in pve due to 25 stack limit, and we need alternative direct damage dealing weapons to make new aoe builds for wvw or pve. I suggest a new two handed weapon type for this : Scythe (Power-based alternative of staff for necro) In guild wars(1) dervish was already able to use this weapon type. I think this weapon type suits necro without doubt. They can also add this weapon type to some physical fighter classes too.
Gw1 had some nice scythe skins :
http://wiki.guildwars.com/wiki/Scythe
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The game is warrior-biased. Anything that reaches near the power of warrior must be nerfed. Necros are currently mediocre(maybe the worst because of one viable build obligation), nerfing them would make them one of the worst classes for spvp. Use your condition-cleanse abilities and ta da, no condi necro can deal damage to you. This is just ridiculous. Other classes already have so much cleanse option, you have to nerf their condition cleanse abilities, not our conditions. They still nerf mediocre classes while warriors(hammer build) and guardians are clearly op. We are expecting buffs to necros to be on par with them, not nerfs !
ANet isn’t making WvW about power. WvW just isn’t a consideration except in more extreme cases. Don’t ever expect the game to be balanced for WvW, its impossible.
I’m not sure I understand. Could you please elaborate?
Anet only balances around sPvP. Everything else is after thought. WvW is broken from the getgo. Zerk stats scale ridiculously in WvW. You get 100%+ crit damage bonus. Making burst builds extremely potent before condis can even take effect.
Zergs are mostly immune to condis due to AoE condi clears from guardians. And a group of 5-8 can if built well can also be completely immune to condis if they move together.
Theres tons of condi reduction foods and runes in WvW.
The runes in WvW are also completely broken. Just look at perplexity runes. Any cc class runs that and now they get 25+ stacks of confusion all the time.
Tbh, with all the nerfs to condis I might ‘have’ to start playing a powermancer just to kill things. Theres so much anti condi now its getting ridiculous.
You are right, that was what I’m trying to say in my post. But when you try to make a powermancer for wvw, you will realise that mainhand axe or dagger are the worst choices for a necro against a zerg in wvw. The biggest problem is, these weapons are single-targeted, so you can’t even tag players as aoe and hit only several ppl in whole zerg. You will only have ds#4 and well of suffering to do a “real” aoe damage with power base, and as you all know ds#4 gets always interrupted in wvw zerg fights.
If you enter in enemy zerg with melees(due to these non-ranged mh weapons) you will see that you are a ping pong ball for hammers. We need to stay ranged until they add us real passive defenses and long stabilities. Our main damage reducing defense depends on a condition(weakness). And it gets cleansed in 1-2 secs in an enemy raid or zerg which makes it pointless.
And Staff is mainly condition based, its base direct damages of marks are so low to make it “really” usable in power builds. You may use staff 4 to do some damage but its main use is transferring conditions to save your character, I wouldn’t use it to do some mediocre dps. If we are enforced to play as powermancer with so much cleanses to condis, we definitely need “real” alternatives to staff/scepter-dagger for powermancers that deals mainly power based aoe damage from range.
This is why i always suggest that wvw needs to be held as seperate environment.
Condimancer in wvw is near to its death because of condi-cleanse buffs to other classes. You will see that your conditions get cleansed in 1-2 secs in enemy zerg. Dhuumfire is nothing because it hits only 1 enemy, if they make it aoe then it’s ok. But if you try to play power(ofc pvt for wvw) you will do extremely low damage because of low base direct-damage of staff marks. An axe or dagger main hand is a bad choice in wvw because they don’t have aoe at all. (except retaliation of axe, but its limited to 5ticks only and they have to hit you) We need power-based new ranged aoe weapons first before switching to power necro in wvw. I think I’ll roll a celestial ele while waiting them to add power based aoe weapons -.-
Conditions are already getting cleansed before giving even a 50% of their damage. Why do you still trying to nerf conditions? While a warrior or other class can deal full damage of these dot damages instantly with a non curable/cleanseable direct autoattack damage? Give us ranged aoe power/direct damage based weapons if you don’t want us to use staff-scepter dagger anymore. I’m really thinking to give up on necro because of constant nerfs after dhuumfire.(we don’t even use) We need new weapons and builds. Kill condition necro if you want, but give us alternatives before killing our only viable build.
Our defense is not bad but mediocre. As a wvw player I just ignore condition based defenses because conditions are nerfed to the hell with more cleanse options with every patch. They don’t even stay on enemies so there’s no point to use these in a guild raid or pug zerg. Our only defenses are ds and plague. Spectral armor doesn’t help at all because of its short duration and only 33% reduction. (while warrior has 2x 100% invulnerability+8secs of 100% condition invulnerability) Also the MM build u mention about is the worst one for wvw(due to low health of minions vs a zerg/blob) so i would call it spvp/pve only. Necro needs aoe power based new weapon options and passive defenses asap, because condition builds are dying. They were already dead in pve.(you know, 25 stack limit) And it’s near death in wvw too because of over-cleansing with over-buffs to other classes. Like conditions do so much damage, they are still nerfing…
The main problem is, you have to seperate WvW from pve too, in terms of making balances. For example single target weapons without bounce/aoe doesn’t mean anything to a wvw player, or minion builds… Minions can’t even live for seconds in wvw. We need alternative viable builds for both pvp, pve and wvw. We can’t be effective in wvw with single targeted pve or pvp builds. This is why nerfing other traits or abilities just for dhuumfire(a single target ability) is useless for wvw players. Most of wvw necros don’t even use dhuumfire for their builds. Then why punish non-dhuumfire users’ abilities ? You can use conditional/depending traits like “if used with dhuumfire you get 2 stacks instead of 3”. You can move greater marks back to adept trait with this trait dependency system which will make both dhuumfire users and non-dhuumfire(wvw) users happy.
I think staff #1 needs a rework too. It’s still so slow to actually hit someone(needs the same speed with lich form auto atack), doesn’t deal noticable damage with condition builds. (which are the main users of staff) Currently I use it as only ds recharger. You may balance its damage with some torment. You can add 3 different style attacks for auto attack like other weapons. Or you can add 3-5 projectiles that spread to various directions for aoe like damage. Our staff auto attack is inferior compared to especially a guardian or elementalist.
First, we definitely need greater marks trait as 10 point adept trait again. I’m sure most of the necros would choose this instead of dhuumfire.(which is why greater marks is nerfed) If it can’t be in adept trait again, it can be buffed up to 300 radius to compensate unnecessary loss of 20 trait points for this trait.(like elementalist blasting staff aoe buffs)
As a wvw guild-raid/pug zerg player I only prioritize aoes. I even like aoes in pve too, killing mobs in aoe massacre is necro’s only fun. More aoe options = more necro fun.
Second, our special cc(fear) is in really bad situation we need a buff exclusive for staff #5 fear to 3 seconds. But terror trait damage needs to stay the same to prevent being op.(2 ticks) Thieves and warriors can use better fear abilities than us. Fear is our special ability, then we need to be on par with these classes, maybe not better but we need same 3 seconds ability. We can’t really support our team with ccs with this short duration, while eles can use 4s stun, warriors can use nearly infinite stun spams etc.
You may tell about spectral wall utility, but ppl don’t walk blindly into it anymore. So it’s not viable anymore. We need our staff #5 to be more viable, because it has an instant effect like ele’s lightning field or warrior’s earthshaker/fear me.
The third is a kinda fictional suggestion, but it would be good if we had a trait to convert staff to a power-damage based aoe weapon for non-condi builds
Dear Jon,
Are you planning something about problems of condition builds ?
These are nice changes but there’s still no change to our most popular damage type, conditions. The problem is, we can’t deal damage to some event bosses due to the stack limit. This is a problem in pve dungeons too, we are not preferred in parties due to stack limits. Berserker or direct damage builds are still better in these aspects. And this problem doesn’t only affect necromancer. (but affects necros mostly, due to condition dependency in viable necro builds)
And If we want to play as aoe for wvw, we are so depended on conditions due to the low direct damage of staff. Conditions get removed so fast in wvw(sometimes without even dealing enough damage to qualify for loot) and we don’t have a real powermancer alternative for current aoe condimancer build. Current power-based weapons are single-targeted which isn’t viable in wvw zerg or guild raid fights. I’m telling these from the aspect of a wvw player. Thank you for listening to players, keep up the good work guys.
Necro suggestion :
Please buff staff usability till the addition new weapons. Aoe support to your team(mostly in wvw) is why most of us play necro.
Staff #5 needs longer fear for example.(fear damage can be reduced but we need longer cc) Staff #4 doesn’t help our allies anymore. Staff #2 is mediocre but gets nerfed constantly because other classes get better and better condition removal abilities with every patch. It gets removed before giving even 25% damage in wvw. Our 240 radius trait has been moved to master tier which is a major nerf to the staff. Please make our main role(aoe) viable again. Don’t think for pvp or pve, make seperate changes for wvw please.
Another suggestion for staff is you can add a trait to convert staff’s condition based damage to power-based direct damage. So we can have offensive aoes with power builds too.(except well of suffering) Current staff direct damages are too low to use a staff as powermancer. Nowhere near ele’s meteor shower or lava font. Another option for this is adding a new two-handed and 2x one handed weapons with direct damage based ranged aoe skills. This would both remove dependence of necro to conditions, and amount of condition load of wvw areas and bosses. We really need direct-damage solution for necro aoes.
Please buff staff usability till the addition new weapons. Aoes are why most of us play necro.
Staff #5 needs longer fear for example. Staff #4 doesn’t help our allies anymore. Staff #2 is mediocre but gets nerfed constantly because other classes get better and better condition removal abilities with every patch. It gets removed before giving even 25% damage in wvw. Our 240 radius trait has been moved to master tier which is a major nerf to the staff. Please make our main role(aoe) viable again.
Another suggestion for staff is you can add a trait to convert staff’s condition based damage to power-based direct damage. So we can have offensive aoes with power builds too.(except well of suffering) Current staff direct damages are too low to use a staff as powermancer. Nowhere near ele’s meteor shower or lava font. Another option for this is adding a new two-handed and 2x one handed weapons with direct damage based ranged aoe skills.
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.
I think we have to give up on condition at this point. But as I always say, we need direct-damage alternatives to staff/scepter-dagger. We need new weapon types asap.
As a conditionmancer I prefer 240 radius staff aoes instead of dhuumfire. We had greater marks trait in adept tier before. You can nerf dhuumfire as you want but please give our greater marks back to adept tier. This really limits our options to make balanced(team support + mediocre aoe dps+ survival) builds, 180-radius blockable aoes are really useless in wvw. Their condition damage already gets wiped quickly with insane condition removal abilities of other classes in wvw, at least give our radius back please.
For terror; I would prefer longer fear duration with lower fear damage. Solution is making terror trait improve fear duration to 3-4 secs + add %50-60 lower fear damage(about 400-500 instead of 1300) For gods sake, a warrior has much longer aoe fear than us. What’s our speciality then ? We are really low on interrupting ccs while other classes have tons of spammable stuns/knockdowns to use necros as ping pong ball.
We also need direct-damage based aoe weapons for our power builds in order not to depend solely on conditions. I’m really thinking about rolling a celestial staff ele because necro and condition system look like going worse.
(edited by Umut.5471)
If you like using staff on mesmer then go for it. Weapon types are personal choices for different play styles, other players’ opinion is not important. Also staff is the most popular weapon among guards, necros and eles. You can use it on alts too if you have one of these classes.
Crafting a legendary weapon isn’t easy, buying them with real money thru 3rd party gold sellers is. People u see with 5-10 legendaries are real-money spenders, they don’t give effort to craft them. Also anet doesn’t earn money from them, because they are not buying their gold from anet.
They are nerfing conditions constantly(both condi removal abilities for other classes, and necro skill nerfs), but they aren’t adding alternative direct damage aoe weapons to compensate this. If you don’t want us to play with condition build, add us alternative ranged aoe weapons to use with power builds. I already started to hate my condition build in wvw, because my conditions get cleansed so quickly without dealing noticable damage. It’s not a problem for other classes with power based aoes. Please don’t kill necro class…
Warriors are definitely op currently. They have great dps in pve, have many viable builds, specially wanted in pve parties, and they have infinite stun/cc spam with hammer/mace shield in wvw and pvp with low cooldowns. And the most ridiculous thing, they still buff them with the latest patches… I’m not against cc spam but they have to add counter skills for other classes like long-duration stabilities etc. Enter wvw and see yourself, ppl just play to spam hammerstuns in guild raids. Today I’ve seen an enemy guild with at least 20+ hammer warriors. No stability or stun break can deal with this kind of cc spam. Fights aren’t fun anymore…
You can start by adding all existing gw1 game modes, including in game gvg championships. Then you can improve them and add new ones, new maps as extensions.
Instead of waiting for them to fix condition system, I want direct-damage(power) alternative weapons to staff/scepter-dagger for ranged aoe attacks. Current power weapons are single targeted. Condition damage started to be easily removable. I can quit using condition build when they add alternative aoe target weapons for power builds.
Would be good for power necros.
I find skill effects boring. None of them deliver epicness.
WvW is all about AoE. DS does not offer even one AoE ranged attack. DS 4 doesn’t count at all. When is the last time your DS4 don’t get interrupted in a zerg fight?
I had posted a ton of ideas on DS before. Too lazy to repeat what I said.
Ds #4 needs to give stability while channeling. (Till casting ends)
Ds #1(Life blast) may have a damage radius or bounce to make it a ranged aoe spell.
New weapon types, new traits and new utilities and you have a new class from your old one. For example death knight from necro, elemental archer from ele etc..
Different condition types for each class would solve the problem a little, at least it wouldn’t reach 25 stacks everytime. Currently nothing can solve condi cap problem completely, they have to rewrite game engine to allow 25 stack condition space for every single player. Condition damage against structures(doors, yellow objects etc.) is also another serious problem.
maybe we are still beta testing sPvP?
Spvp is already an uncompleted beta. Look at gw1’s pvp, in game championships, gvg etc.
What builds are you referring to??
All of our stun breaks are popular skills, in fact WoP and the 2 spectrals are some of the most popular skills in WvW, period.
Condition builds, wvw builds which are necro’s popular builds. Wells, epidemic, blood is power is popularly used but don’t have stun breakers. I’ve never seen a necro that uses spectrals in wvw, it’s so rare maybe in gang pk parties. Many guilds require you to use wells too. What you forget is we have no mobility compared to other classes, we need to have more stun breakers compared to them.(maybe 10 skills instead of 5 skills) They have movement skills, stealth, invulnerability etc. to survive while we don’t even have a real stability or stun breaker. Lack of mobility is ok for necro mechanic, but a no-mobility tanker needs a real stability option or more stun breakers to survive because there’s no escape option-it’s a kill or die situation. That’s what I mean.
It’s still very good, but condition damage has so many problems(stacking limit,damage to structures…) and it gets nerfed with condition removal options in every patch and loses its viability slowly.
I want greatsword as an aoe weapon with direct damage. That would be a new build option for single-target obligated power necro weapons.
Power weapons are single targeted this is why they aren’t so viable in wvw or pvp.
I would definitely prefer a power necro if they added an aoe direct damage weapon.
Condition damage gets nerfed with every patch and loses its viability slowly. The next patch includes a condition cleansing skill which is another nerf for conditions.
But armors look so bad in male norn, i hate female characters but playing a norn female just because armors look bad in male ones.(i just want a big character without armor deforming bulky look) Female ones aren’t that bulky. I mean a still muscular character but a bit slimmer in width. It would be like a muscular human with more height. Other choice is a charr if you want a big character, but armors look even worse on them.
None of them are on an offensive aoe utility(except well of power) so no, they are unpopular in wvw where we need so many stun breaks. Current stun breaking skills aren’t viable in offensive zergs or guild raids. We already have only 3 slots to use, why we have to waste it with an unnecessary skill while warrior has stun breaks on more popular skills? And don’t forget necro doesn’t have mobility so it needs more stun breakers than other classes.