Aren’t most of the “esport” players not in their teens? lol
I badly want soul reaping and lifesteal to be a thing… with greatsword… like some kind of epic anime fight scene with a greatsword ripping the life out of someone.
I lold 15 characters
I’ll just leave this here: August 2011 Dark Path
Anyone else notice a pattern with every class that their original ideas were actually the best ones?
Note
Engineer is getting stability put back onto juggernaut. The last time this trait had stability was August 2012 . The difference now? Now you can have stability while wielding flamethrower and have swiftness with how engineer traits are being adjusted. The old juggernaut had you move slowly . We’ll ignore the fact that it’s 1 stack – stability is stability. (Changes like this happen when devs actually play the class. cough Grouch mains engi cough)
So… honestly? Give us back ground targeted dark path that AOE blinds The “fix” that you made to dark path all those years ago to make it a crappy homing claw needs to be scrapped. We aren’t the necromancer of beta tests that was deemed unkillable, overpowered and invincible.
August 2011 Dark Path please.
We are never going to agree on each others specific examples of trait changes and re-arrangement (but who cares since we are all just trying to fix the necromancer for the better), but there are a few universal changes to the necromancer I think we can all agree on – dark path being one of them.
(edited by Zefrost.3425)
I’ll be your doom and gloom guy for today – these changes are going to do nothing positive for the game.
Okay, warrior bunker is seemingly getting buffed. Not really, if shouts and banners etc. are too powerful, they will get nerfed. This will make the build a non-build and make lesser variations of said build to be non-existent.
Counterplay is basically being removed altogether and classes are receiving more buffs than nerfs. Yes, some classes like necromancer have pathetic implementation for upcoming patch, but this will (I would hope…) change and they will be buffs only.
Our stats are basically not changing. Our ability to have stat variation is, though.
How the Evolution of Combat killed RuneScape.
CEO of Jagex admits EOC was a mistake
“Jagex introduced the Evolution of Combat for many reasons, some of which were: "
To balance out the combat triangle. Previously, melee was much more powerful in most cases when compared to Ranged and Magic.
Same change has happened in Guild Wars 2. Stability changes totally ruined that (WvW only) and the pew pew from different sources continues to increase.
WvW is in its worst state its ever been and WvW is the end game and one of the main reasons so many people bought the game. The new map will just magnify this issue because of ranged having better terrain to take advantage of and new PvE mechanics being introduced.
To make the combat system “more fluid, interactive and exciting for everyone”
Same thing is happening in Guild Wars 2 – it’s having the complete opposite effect. My trait panel lights up, so exciting! Balance will be butchered! So exciting!
Balance wasn’t even that bad before. If the devs put all of this “effort” into the old system, it would already be balanced. Years go by and they continue to butcher balance by adding more passive/on crit play, make no changes to existing bad traits at all and instead create less builds over and over by first removing trinkets, but now also stats from traits.
To refocus combat to be more about player skill.
No. These upcoming changes are mostly keeping our stats the same but giving us more abilities and more traits. More abilities and spam does not = skill.
Simple was better. For example, I actually liked the necromancer trait, “Spiteful Spirit”. If you entered death shroud at the right time, you could make your opponent eat a large burst such as against a guardians Whirling Wrath or Zealot’s Defense Now, Spiteful Spirit will activate the axe#3 skill, removing boons, crippling, giving retaliation and doing AOE damage.
Why? Kitten why? That’s broken and unskillful. Just like a thief having 2 basilisk venoms for no reason.
You can’t just combine “useless” traits with good traits. Yeah, no one took them before. (Maybe you should have actually balanced the game once in a while) But just because no one took them, that didn’t mean that they were useless. Adding more effects into traits that were already good is not how you balance. This further dominos in the fact that we can choose much more traits now.
So you think you’re choosing 3 grandmasters and 9 traits? Wrong! You’re actually choosing 3-5 grandmasters and about 15 traits! Because we combined them!
Good luck balancing this mess.
To encourage a variety in combat equipment.
The complete opposite is going to happen since we can no longer get stats from 3 areas (runes, armor and traits). We can now only get stats from armor and runes. No one will use stats such as cavalier or other “lesser” combinations because you can no longer make up for low stats by investing into traits.
_"Many vocal players have seen the Evolution of Combat as one of the most controversial updates in RuneScape’s history and the player count has taken some losses as well."_*
_"About two thirds of those surveyed had a generally favorable opinion on the new combat system, while two fifths of those surveyed didn’t like the new system. *This resulted in a massive drop of active players."_*
The same thing will happen here. I don’t know how you can take such an amazing combat system and kitten it up, but you’re pretty good at it.
Less players in RuneScape meant they had to invest more development time on their cash shop. People already complain that Anet focus too much on that. Yippy.
Jagex has spent the last few years basically reverting back to the old system (even creating an entire server dedicated to the old system) because players preferred the better system.
All you had to do was actually do stuff to the old system. This new system doesn’t even solve anything. Can anyone actually look at this upcoming system and say, “Yep, that solved a lot of balance issues!” No, I don’t think that anyone can.
(edited by Zefrost.3425)
^ those would ruin MM. Would be in a much worse spot than their projections. :S
Not sure which changes specifically you are referring to, but I personally think that minions should have the passive play available like they currently do but actives kill the minions for powerful effects. (Blood fiend = heal, flesh wurm = teleport) Flesh golem being the exception to this, however.
Rigor Mortis would basically become the necromancer version of Protect Me! and Haunt would become another teleport, which gives you 3 possible teleports with haunt, flesh wurm and dark path being ground targetted.
I mean let’s face it, the current actives of bone fiend and shadow fiend are crap.
Just my opinions though, we all got em.
Anet have no imagination. Yeah, the trait sucked, but it can be made to not suck.
My suggestion is to make Dark Armor a grand master and make it so when you have protection, you blind foes that hit you for 1 second. Only thing that clashes a little bit with is spectral armor with life force gain when hit, but it’s still better to take no damage at all IMO. Plus the blind wouldn’t be permanent, so you could still be hit a few times in between blinds.
Death Magic
Minor
Shrouded Removal – Remove a condition when entering death shroud.
Armored Shroud – Gain protection when entering death shroud. (3s)
Unholy Sanctuary – Regenerate while in death shroud. Enter death shroud when taking lethal blow.
Adept
Fetid Consumption – Minions periodically absorb conditions from you.
Staff Mastery – Staff skills recharge 20% faster.
Vital Persistence – Life force drains slower while in death shroud.
Major
Flesh of the Master – Minions absorb a % of damage that you receive.
Greater Marks – Marks become larger and are unblockable.
Death Shiver – Inflict vulnerability on nearby foes while in death shroud. (240 radius)
Grandmaster
Death Nova – Minions explode in a cloud of poison when killed.
Dark Armor – Blind foes that strike you while you have protection.
Deadly Strength – Vulnerability inflicts damage over time; scales off of ferocity.
Blood Magic
Minor
Full of Life –
Deathly Invigoration –
Transfusion – Life Transfer draws conditions from nearby allies to yourself.
– Gain life force for each condition drawn.
Adept
Vampiric – Siphon health whenever you hit a foe.
Quickening Thirst – Dagger skills recharge 20% faster.
??? -
Major
Vampiric Precision – Siphon health whenever you critically hit a foe.
Ritual of Protection – Wells grant pulsing protection to allies.
Training of the Master – Minions deal 20% more damage.
Grandmaster
Vampiric Rituals – Wells siphon health and recharge faster.
Vampiric Master – Minions siphon health for you.
Renewing Blast – Life Blast heals in a radius around foes that it hits. (180 radius)
Soul Reaping
Minor
Reaper’s Precision – Gain 1% life force on critical hits.
Last Grasp – Activate spectral armor when struck below the threshhold. (50%)
????? -
Adept
Speed of Shadows* – Gain swiftness when entering death shroud. (3s)
Unyielding Blast – Life blast pierces and causes vulnerability.
?????? -
Major
Spiteful Vigor – Gain vigor when entering death shroud. (3s)
Spectral Mastery – Increases effects of spectral skills and grants life force on use.
– Reduces recharge by 20%.
??? -
Grandmaster
Foot in the Grave – Gain stability and break stuns when entering death shroud. (3s)
Duumfire – Life blast inflicts burning. (No CD)
Deathly Perception – Increased critical hit chance while in death shroud. (+50%)
My list is incomplete but this is what I had before I stopped caring.
Baseline Changes
Life Blast – This skill is now a 100% projectile finisher.
Dark Path – This skill is now ground targetted.
– This skill is now 600 range down from 1200.
– This skill now uses a “shadowstep” animation like Nightcrawler from XMen.
– This skill no longer inflicts bleeding or chilled; now inflicts AOE blind instead.
Leeching/Siphoning – While in death shroud, these effects grant life force.
Haunt- Shadow fiend is now killed after teleporting. You teleport to its final location.
Rigor Mortis – Causes bone fiend to absorb all damage from you for 3s.
Banshee’s Wail – This skill no longer inflicts daze; now inflicts fear.
Spite
Minor
Reaper’s Might – Life blast grants you might.
Siphoned Power – Might also increases ferocity by 30.
Close to Death – Damage is increased by 20% to foes below 50% health.
Adept
Spiteful Talisman – Focus skills recharge 20% faster and
??? –
??? -
Master
Chill of Death – Cast spinal shivers when attacking a foe below 50% health.
Axe Mastery – Axe skills recharge 20% faster. Gain ferocity when wielding an axe.
?? -
Grandmaster
Spiteful Spirit – Gain retaliation when entering death shroud. (3s)
– Gain reflection whenever you gain retaliation. (3s)
Signet Mastery – Signets recharge 20% faster and grant might on use.
Frostbite – Chill does damage to foes with skills currently on recharge.
– Does increased damage depending on amount of skills on recharge.
– (Eg. Elementalist has 9 skills on cooldown = Ele is gonna take a lot of dmg)
Curses
Minor
Barbed Precision – Chance to inflict bleeding on critical hit.
??? –
Lingering Curse – Conditions that you apply last 50% longer.
Adept
Banshee’s Wail – Warhorn skills recharge 20% faster and have increased effect.
??? –
??? -
Master
Reaper’s Protection – Inflict AOE fear when disabled.
Master of Corruption – Corruption skills recharge 20% faster and grant resistance. (3s)
??? -
Grandmaster
Parasitic Contagion – Outgoing condition damage heals you.
Master of Terror – Fear inflicts damage every second.
Chilling Darkness – Chill foes that you blind.
Death Magic
Minor
Shrouded Removal – Remove a condition when entering death shroud.
Armored Shroud – Gain protection when entering death shroud. (3s)
Unholy Sanctuary – Regenerate while in death shroud. Enter death shroud when taking lethal blow.
Adept
Fetid Consumption – Minions periodically absorb conditions from you.
Staff Mastery – Staff skills recharge 20% faster.
Vital Persistence – Life force drains slower while in death shroud.
Major
Flesh of the Master – Minions absorb a % of damage that you receive.
Greater Marks – Marks become larger and are unblockable.
Death Shiver – Inflict vulnerability on nearby foes while in death shroud. (240 radius)
Grandmaster
Death Nova – Minions explode in a cloud of poison when killed.
Dark Armor – Blind foes that strike you while you have protection.
Deadly Strength – Vulnerability inflicts damage over time; scales off of ferocity.
Blood Magic
Minor
Full of Life –
Deathly Invigoration –
Transfusion – Life Transfer draws conditions from nearby allies to yourself.
– Gain life force for each condition drawn.
Adept
Vampiric – Siphon health whenever you hit a foe.
Quickening Thirst – Dagger skills recharge 20% faster.
??? -
Major
Vampiric Precision – Siphon health whenever you critically hit a foe.
Ritual of Protection – Wells grant pulsing protection to allies.
Training of the Master – Minions deal 20% more damage.
Grandmaster
Vampiric Rituals – Wells siphon health and recharge faster.
Vampiric Master – Minions siphon health for you.
Renewing Blast – Life Blast heals in a radius around foes that it hits. (180 radius)
Soul Reaping
Minor
Reaper’s Precision – Gain 1% life force on critical hits.
Last Grasp – Activate spectral armor when struck below the threshhold. (50%)
????? -
Adept
Speed of Shadows* – Gain swiftness when entering death shroud. (3s)
Unyielding Blast – Life blast pierces and causes vulnerability.
?????? -
Major
Spiteful Vigor – Gain vigor when entering death shroud. (3s)
Spectral Mastery – Increases effects of spectral skills and grants life force on use.
– Reduces recharge by 20%.
??? -
Grandmaster
Foot in the Grave – Gain stability and break stuns when entering death shroud. (3s)
Duumfire – Life blast inflicts burning. (No CD)
Deathly Perception – Increased critical hit chance while in death shroud. (+50%)
Until the stream, changes like this would have been ridiculous to even mention… but since the game is basically getting overhauled, I spent the last couple of days trying to come up with some ideas.
Death Magic is easily my favourite and feels the most complete. But this list is incomplete because I decided to stop wasting my time theorycrafting since I don’t get paid to do it.
I figure that since all of these ideas are better than every single one of the devs ideas, these suggestions should give them real ideas. (2+ years of ideas wasn’t enough lel)
~Editted to put “all” in italics and bold.
__________________________________________________________________
Baseline Changes
Life Blast – This skill is now a 100% projectile finisher.
Dark Path – This skill is now ground targetted.
– This skill is now 600 range down from 1200.
– This skill now uses a “shadowstep” animation like Nightcrawler from XMen.
– This skill no longer inflicts bleeding or chilled; now inflicts AOE blind instead.
Leeching/Siphoning – While in death shroud, these effects grant life force.
Haunt- Shadow fiend is now killed after teleporting. You teleport to its final location.
Rigor Mortis – Causes bone fiend to absorb all damage from you for 3s.
Banshee’s Wail – This skill no longer inflicts daze; now inflicts fear.
Spite
Minor
Reaper’s Might – Life blast grants you might.
Siphoned Power – Might also increases ferocity by 30.
Close to Death – Damage is increased by 20% to foes below 50% health.
Adept
Spiteful Talisman – Focus skills recharge 20% faster and
??? –
??? -
Master
Chill of Death – Cast spinal shivers when attacking a foe below 50% health.
Axe Mastery – Axe skills recharge 20% faster. Gain ferocity when wielding an axe.
?? -
Grandmaster
Spiteful Spirit – Gain retaliation when entering death shroud. (3s)
– Gain reflection whenever you gain retaliation. (3s)
Signet Mastery – Signets recharge 20% faster and grant might on use.
Frostbite – Chill does damage to foes with skills currently on recharge.
– Does increased damage depending on amount of skills on recharge.
– (Eg. Elementalist has 9 skills on cooldown = Ele is gonna take a lot of dmg)
Curses
Minor
Barbed Precision – Chance to inflict bleeding on critical hit.
??? –
Lingering Curse – Conditions that you apply last 50% longer.
Adept
Banshee’s Wail – Warhorn skills recharge 20% faster and have increased effect.
??? –
??? -
Master
Reaper’s Protection – Inflict AOE fear when disabled.
Master of Corruption – Corruption skills recharge 20% faster and grant resistance. (3s)
??? -
Grandmaster
Parasitic Contagion – Outgoing condition damage heals you.
Master of Terror – Fear inflicts damage every second.
Chilling Darkness – Chill foes that you blind.
(edited by Zefrost.3425)
The changes are totally and utterly random (and junk/useless/crap). None of them are what anyone wanted.
These changes are more random than when they originally changed traits into “tiers” after the beta tests.
Welp, if they’re going to totally overhaul the entire game and don’t know what to do with necromancers since they’re overbuffing others and deleting necro, here’s a start:
Death Magic
Minor
Shrouded Resistance – Gain resistance when entering death shroud. (3s)
Armored Shroud – Gain protection when entering death shroud. (3s)
Foot in the Grave – Gain stability and break stuns when entering death shroud. (3s)
Adept
Vital Persistence – Life force drains slower while in death shroud.
Fetid Consumption – Minions periodically absorb conditions from you.
Staff Mastery – Staff skills recharge 20% faster.
Major
Death Shiver – Inflict vulnerability on nearby foes while in death shroud.
Flesh of the Master – Minions absorb a % of damage that you receive.
Greater Marks – Marks become larger and are unblockable.
Grandmaster
Unholy Sanctuary – Regenerate while in death shroud. Enter death shroud when taking lethal blow.
Death Nova – Minions explode in a cloud of poison when killed.
Dark Armor – You become a dark field while in death shroud. (180 radius)
These are in line with the other ridiculous changes they’re making.
(edited by Zefrost.3425)
I don’t even know where to start suggesting changes. These changes are so massive and I honestly felt better balancing it before.
Worst changes out of any class, IMO. Especially the forced minion traits. Why are we going back to forcing players to use minion traits as minor traits? It took us like 2 years to get away from that.
If I’m taking Unholy Sanctuary, why would I want protection on minions that I’m not using? Why would I want minions to siphon health when I’m not using minions?
Basic balance 101.
Not only that, but we basically kept all of our most awful traits and scaling issues. Blood Magic is still total garbage. We retain all of the problems that we had before. Greatsword and whatever junk the specialization is will not fix the issues.
The only way a greatsword could be good, is if life steal scaling was increased by 500%, every skill cleaves for 5 enemies, evades and grants stability when jumping into melee range.
Engineer here I come?
No suggestions about the NPCs are going to fix anything. Why? Because it’s AI.
My suggestion? Remove the AI.
- Allow players to run bombs to doors instead. This still maintains the lane aspect.
- Archers are useless since players can kill NPCs themselves. Delete this idea completely.
- When a player successfully channels the hero buff, HE/SHE becomes the hero and gain massive buffs as well as some sort of obvious glow.
And then, instead of the lord mechanic, put a flag that the opponent has to capture and bring back to their base. Flag must be at home to score.
O now I’m suggesting a retro CTF oops.
You can also dodge steal from thief but it’s probably not going to happen other than luck or prediction.
ya im am an liar
Not hard to kill noobs when your amount of condi spam available outnumbers your opponents condi defense in many situations. Zerker longbow rangers, any engineer build, etc. You can very easily overwhelm them.
Helps that necromancer has some broken undodgeable (like other classes have) skills like marks and grasping dead. You’re not going to be dodging/blocking any of that other than luck.
(edited by Zefrost.3425)
If you’re dealing with being greatly outnumbered, more Dire gear won’t help you one bit.
I disagree (as long as the ton of people outnumbering you aren’t all equally skilled).
On my full dire build of the esports my life blast inflicts 6 conditions. Basically, just using epidemic after 1 life blast downs multiple players with ease as long as I follow up by spamming more esports abilities like marks/tainted shackles/grasping dead/etc.
This is the build I use when I feel like putting zero effort into killing opponents. (Kinda like meta builds do! lolrekt)
Have fun losing no fights at all. Unless you meet a diamond skin ele, I guess. Maybe.
When power/toughness/condition damage gear is released, then sword will work.
I put out 25-35k damage between my Volley and Kill Shot. Both of which have very low cooldowns. I don’t see how that is terrible.
You aren’t the first person to tell me that my build is terrible, but no one really gives me a good reason as to why it is.
Longbow ranger is superior in every way.
IMO, Warrior rifle needs:
Auto Attack – Damage increase depending on foes distance, like ranger longbow.
Volley – This skill should give adrenaline per hit. Scrap this effect from auto attack.
Brutal Shot – This skill should apply revealed.
Still wouldn’t be that great but ehhh.
Hmm needs a monocle
Against a similar skilled sword dagger thief you will lose almost 100% of your fights because of the evade spams. Against any other thief, laying reaper’s mark (at the right time) at your feet actually works incredibly well because they always teleport to you with infiltrator’s signet or steal – this negates their burst and puts you on the offensive.
Highly skilled sword dagger thieves simply use flanking strike with steal or infiltrators signet to initiate their burst and dodge your marks at the same time.
(edited by Zefrost.3425)
You know what I think? I think no one is actually giving this trait a chance (WvW wise).
The meta is now and forever pew pew and will be turning into even more pew pew than it already is when HoT comes because of revenant ranged weapons, guardian longbow, thief rifle, warrior pistols possibly and this is ontop of the stability changes which discourage melee.
Ranger has rampage as one, a frigging evade on auto attack and you can couple that with strider’s defense for 20% chance to block projectiles (which there are a LOT of). 20% chance is a pretty good survivability trait as far as WvW goes.
I see the rise of the front line ranger with greatsword and staff (druid for healing) when HoT arrives. Even see the use of bears for condition clears/healing with invigorating bond and stability training.
Maybe I’m wrong. We’ll see, though.
You could all leave tier 1 and re-populate the other servers.
Inb4 “good reasons” for staying in tier 1.
Would be pretty awesome for a stability return on that trait. Would be fun being a front line engineer with flamethrower (and dying to retaliation).
WTB changes to one of our worse traits – Dark Armor:
- Blind foes that blind you. (No cooldown)
Good change?
I do agree that chill duration should match blind duration from skills that you inflict. Eg. Deathly Swarm inflicts 6s blind (should get nerfed to 3s to balance this). With chilling darkness you would also inflict 6s chill (3s chill with nerf to blind duration)
Haunt skill from Shadow Fiend is horrible, I agree. IMO, Haunt should send the shadow fiend to the opponent like it does now but also sacrifice the minion and teleport you to its location. Now that’s a balance change that also makes sense with sacrificing minions for powerful effects, EG. Blood Fiend sacrifice = large heal, Flesh Wurm = teleport.
(edited by Zefrost.3425)
Could it be? Can we rly see the most esports build come to be in HoT?
…for 4 seconds.
Then, make the “Rip” skill available for 14 seconds until Impale comes back off cooldown so that we can actually use Rip without decreasing our DPS.
Therefore: we can rip the sword out of our opponents face.
So, I already explained how a few people wouldn’t be able to do that alone. (NPCs, new trap, ballista/cannons/player CC, etc.)
If stealth is an issue for avoiding NPC archer fire: Cannot stealth using gliders.
Easy fix.
(edited by Zefrost.3425)
This needs to happen; it would add a whole new level of PvP to the game that is missing due to the fact that underwater balance is never looked at, nor ever will be looked at because ground combat itself is never looked at.
Allow them to be used while in combat and out of combat.You can still receive damage but can do no damage yourself. Allow them to be used at any height that you would normally take falling damage from. Should be relatively easy to implement and would allow for much more strategic gameplay.
If a player tries to run away from you by jumping off of a cliff with his glider – so what? You won. If you have a ranged weapon, you can still kill him. If you have only melee weapons – so what? It’s no different than players running away on land or underwater.
I can’t see how this could be an issue at all. Players jumping off of the highest point on stonemist castle to go over your tower walls? Cool – that should be possible. Now defenders can shoot them with a ballista and give ballistae a meta of its own.
New Ballista Mastery Ability
Ballista shots disables glider use for 10s on players with an active glider.
GG. Hope you like falling mid air after receiving massive damage from a ballista shot.
Spread Shot
This skill is no longer a ground targeted ability.
Instead, the skill now shoots its projectiles in a spread pattern towards the target.
Nice – now a single player can disable and possibly kill multiple players trying to glide over the walls.
This gives even fruther use to all ballista skills in general because basic shots pierce players which helps defend against multiple attackers and shattering bolt hits multiple players in a radius.
Cannons should also receive the same treatment for disabling glider use; AKA becoming player targeted and not ground targeted. This turns cannons into a very useful tool for anti-zerg defenders because cannon shots all have a very large radius.
Basic cannon shots causing gliding zerg to drop like flies? Yes plz. Kill the stragglers who made it over the walls.
Or maybe the enemy will send troops on land to eliminate your cannons so their main zerg can glide over while another zerg rams the doors.
Possibilities.
________________________________________________________
Make CC and immobilise disable glider use for 10s on a player with an active glider.
_____________________________________________________________
You know those useless NPC archers on every tower/keep wall?
A wild NPC archer uses Point Blank Shot on player with glider! It’s super effective!
Changes like this would allow for towers and keeps to be defended from a couple players trying to infiltrate by use of NPCs at towers and keeps, without constantly requiring players to babysit their towers and keeps. NPCs will be able to hold off a couple of people all by themselves.
You know those really really useless upgrades for structures that are all NPC based?:
- Hire Patrol
- Hire Additional Guards
- Raise Guard Level
Won’t be so useless anymore when NPC archers actually become useful.
It would be pretty incredible to see a dozen warriors glide above a 3-way fight, only to release their gliders activating their Death From Above traits from fall damage and annihilating the enemy.
Getting out of the map isn’t even an issue since it’s already possible anyway. You could always put really high invisible walls to stop it if it became an issue, yes?
And what about a new trap blueprint?!?!!!!!?
New trap: Inflicts taunt to targets gliding over this trap.
Be pretty cool to see a few players get pulled to the ground by a chain to have their gliders disabled for 10s and eat falling damage, don’t you think? Also allows for very strategic gameplay.
Anet pls.
(edited by Zefrost.3425)
While trying to take SMC
- INC ENEMY BLOB 50+!
- ALL NECROS EPIDEMIC LORD IN 3,2,1!
- GG! BLOB INSTANTLY WIPED@@@1
make syre y always dodge for no raisin after every blurred frenzy ok
Can we use dolyak tonics to become one with the dolyaks and run supply as a dolyak?
I look at it that if a condi stayed on my opponent the entire duration but the end of it was only a 0.5s duration or something, the 0.5s duration will actually do damage now. Idk.
It’s a buff for warrior sword flurry is it not? Thresholds that I like to use with it are 50% or 100% bleed durations but in WvW people use food that lowers condi duration.
I actually really like this idea. It allows you to set up for Evis much how Rifle Butt sets you up for Volley/KS. Also, totally agree on the WA reflect and the need for utility. Pure DPS is for teefs, Warriors are supposed to be steady damage with utility.
Any chance you can make your image bigger?
Yep, here’s youtube link: https://www.youtube.com/watch?v=TiVpBfC8ViY
Because of the recent stability changes, do you think we will be seeing players use Superior Rune of Melandru more often now? Same goes with loaf of saffron bread.
Personally, I always liked this rune because you can run a full berserker warrior and still have 3K armor.
afflicted cuz u esplode wen ded and new necro meta = deadstate
https://imgflip.com/gif/j59br
https://www.youtube.com/watch?v=TiVpBfC8ViY
And then, make Whirling Axe reflect projectiles = off-hand axe no longer sucks kitten.
Warrior needs utility, not dmg dmg and moar DMG!!!!11!
Attachments:
(edited by Zefrost.3425)
The camera changes are actually amazing even for WvW. The issue is stuff like arrow carts not actually creating projectiles that can be blocked by obstacles.
How about arrow carts count as projectiles… which gives counterplay… (then we can nerf ranger barrage too kkkkkkkk)
So… abilities will be undergoing balance on a skill-by-skill basis as to how much stability those abilities grant – what about a skill-by-skill basis of CC skills that remove different stacks of stability?
Examples:
Sanctuary – Removes all stacks of stability from foes.
Skull Crack – Removes 3 stacks of stability.
CC lines – Removes 1 stack of stability.
Just a thought.
Skills like sanctuary are not very strong when someone can activate something on a 30s cooldown and negate the effects.
#inb4 ranged consescration guardians with sanctuary OP.
(edited by Zefrost.3425)
If you thought it was bad before with all of the pewpew from power necromancers, power rangers and every engineer before… then hold on to your hats!
Thieves are most likely getting rifle, warriors are most likely getting pistols, guardian is getting longbow and revenant has many ranged abilities including 100% physical projectile auto attack.
That’s at least 4 new additions to pewpew. Not including the random tryhard that uses things like pistol thief or longbow/rifle warrior in WvW.
Hammer engineer and greatsword necromancer will both have very little use anywhere (other than maybe PvE) due to lack of stability and the recent stability changes. For example: a necromancer who zerg dives with a greatsword = dead necromancer.
All of these changes coupled with the verticality of the new WvW mode = pewpew for everyone!
(edited by Zefrost.3425)
I’m thinking 4/0/6/4 minion build traited with deaths embrace and taking death nova will be the (new?) necromancer meta… though it kinda was at some point before as far as soloQ/hotjoin goes.
But now minion builds have been mega buffed! Even if they manage to kill you, you will destroy them while in downed state.
God make it like Revenant and give us a Stunbreak on entering DS instead. Way more useful. This wasn’t good before and now it is EVEN WORSE. A-Net really needs to hire at least 2 new balance guys that are Necromancer-Mains…
I think 1 stack of stability AND stun break on entering DS would be fantastic.
Deserves a thread of it’s own IMO.
No way to really buff this trait without it still being mediocre at 1-2 stacks/3s duration. Pulsing stability would be OP.
I vote for stunbreak and stability.
I have a feeling we will actually have the strongest downstait now though. I’m willing to bet if geared properly we can bring a thief from 100-0 with a single channel of our downstate 1 skill before thief stealth stomps us.
Considering trying this… hmm. Especially more powerful in WvW with downstate food.
Challenge considered.
FiTG went from an alright trait to totally useless. It was pretty much a staple in all builds that I used… after 2852 hours on necromancer, necromancer will no longer be my main.
Theoretically, this change is balanced because of the high uptime of stability. But because this change is on necromancers, it’s not balanced for necromancers.
No more outplaying opponents in outnumbered fights… or even 1v1 for that matter!
https://www.youtube.com/watch?v=WKEWvkL5Q9g&t=120
Especially with the upcoming nerf to stability making this skill grant only 3 stacks of stability.
This skill was already pretty bad before not being a stunbreaker, having to be throw and being only 5 seconds long – it will be worse now.
Make it 10 seconds long. Even if fully maxed out into boon duration and toolbelt skill cooldown reduction it wouldn’t be overpowered at 10 seconds. Why? Because it would require heavy investment and you would only have 3 stacks.
Why is china getting updates before NA/EU shouldnt their updates be at least a year behind ours?
lol gg rekt china
Why are you using 2v1 as examples? (That’s what you’re doing)
In a 2v2 if a mesmer (mesmer as example because their CC is some of the deadliest in the game) was locking down an opponent while his warrior buddy when ham(bow) on him, then the opponents friend would (should, rather) help him out. That’s how fights work.
In a 2v1 the opponent would be dead regardless. In a 2v2 the ally can help his friend.
The trait would be balanced just like necromancers 50% in deathshroud trait is balanced. (Life blast is long casted projectiles) Unsuspecting Foe = CC required.
Those are also 4 points that you cannot put somewhere else.