If i get to choose i definitely prefer a stun meta rather then a condition meta. The big problem is when you have to counter both in the same match…which is almost impossible, cause you can load you up with condition removals (which sometimes isnt even enough) or with stability/breakstuns.
If they want Mantras to be viable, they need to rethink the chargeup mechanic. Back in the day, it was there to justify the instant cast abilities you get from the Mantra. Over time, more and more skills have become instant cast already (guardians sure as fluffy baby felines don’t need to charge up their meditations, for example). Mantras would excel if they overhauled how they accumulated charges. The simplest way, for example…
“Mantra skills are utilities with a unique recharge mechanism. Every fifteen seconds, the mantra skill will automatically gain one charge, up to a maximum of three.” Simple and elegant utilities with extremely useful functions. The recharge mechanism allows you to store them until you need them for spiking or spacing them out, making them tactically unique among utilities.
This is interesting….
Also stop buffing mantras, none of the mesmer players I know want to play it regardless of how good it is because it’s not fun.
Mesmers players you know are a subset of all the mesmer population, where there might be mesmers interested in trying out some mantra build.
Changin mantra of resolve to AoE condition cleanse is not bad at all, it actually opens some viable builds for mesmers for the current meta, providing some nice support with a group cond removal. I’m definitely looking forward to try this out.
Yeh, i was trying various GC Eles builds these days, but all of them look nice while you are hitting, and fail as soon as they notice you…. even using focus and mist form/arcane shield isnt enough, cause once the invulns are out you are 100% downed.
I like eles cause they got some cool mechanics, but atm i agree their longevity in a teamfight is definitely the worst, unless you spec on high healing power, which is what every ele was used to do, running cleric for bunkers or valkyrie for balanced damage, and 30 points in water.
I strongly believe that this game needs some well defined roles.
Guardian → bunker
Warrior → CC and dps
Mesmer → dps and group utilities (portals, iol, mass stealth, boonshare)
Necro → condition pressure
and so on….
while Eles should have a natural talent in group support/heals
Yet to see anything kill me in 1v1 heck even in 2v1 besides a skilled thief.
The team wins because of me
Quite strong statements…. mind sharing this super uber build ? …though i have probably tried it already.
@Allie and any other Dev
Remember thakittens litterally impossible to make everyone happy, specially online gamers, its a really hard population to work with, specially forums are crowded with many ppl that only sees the downsides and like to spread negativity.
Just take criticism, keep good points and suggestion and work on them, just drop accusations.
This game is still one of the best games around, it may not be good for everyone on all his aspects, we all know it can improve, we all want it, cause we know there is a great potential in all this, and many (me too) might heat up sometimes cause we just dont want to see it wasted.
Once a dev said that if they dont see enough ppl addressing the same issue on forums they cannot realize if it is an actual problem, so i think we should spam topics on this forum about how this condition spam is a cheap crappy meta.
everyone is runnign condition builds even warrior, mesmers and thiefs…. cause this way they can spam so much kitten on you that even 3,4,5 condition removal would be useless.
Thats interesting how many build that are/were called OP were involving condition damage, but the main problem isnt them really being OP in a 1v1 situation, the real bad point is that the terribly lower the skill lvl of the whole game.
As many other pvpers stated in many posts and twitch vids (Helseth, Countless, Xeph, and many others), there is too much mindless spam in the game right now, all the top tier class/builds atm are those that can spam more without even caring of a target or some sync action with their teams , its just a skill spam on the point whether is necro or ranger or engi or warrior.
Its ridiculous that ppl gets killed by players that are not even aware of who is actually on the point…
This is a natural shift if the meta that we could foresee… if the goal of this mode is capping a point staying inside a circle, why not drop the hell on that area ?
The problem is that the game is allowing this. There are definitely too many AoE skills, and those are often on similar cd as single target skills and does same damage and condition pressure…. now this is just a major mistake on classes design.
What should be done about this ?
The skills philosophy should be “Few but good”. There should be less aoe, less control, but they should be determinant on the flow of the fight, something that letting it land or interrupting it would make the difference, wasting it or not should make the difference.
Many skills shouldnt be AoE at all, and those who are should have clear animations like warrior and eles aoe, they should have long Cds and at that point they can also be strong.
Same thing should be applied to condition. They should not be spammable as they are now, both condition removal and condition application should be greatly reduced.
Ofc Anet is free not to care about this, but this will just lead to have a total casual game, but maybe thats exactly what they want. casual players dont come QQ on the forums and just play and pay..
I dont feel like the game is in a rock-paper-scissor mode, cause a warrior now can beat a mesmer, and a mesmer can still beat a spirit ranger, maybe not a shatter mesmer but we all know its a build weak against condition spam.
The problem isnt which class&spec can beat which, the problem is that the game is going into a direction where players wont even need to “play”, cause AI, passive buffs and dots are gonna do the work for them.
I really hope that now that pax is over they will start seriously fix all of these, but i sadly think my hopes are just vain.
If they make them craftable i wont buy them from tp, i’ll just craft them ….
Who the heck cares about completionist…. i want the bolt <.< i’m almost done with all gifts, but now its precursor price skyrocketed to 560 golds+ jeez
They will make precursors craftable soon. The problem will be addressed then.
I would like to know when….. since they announced changes to legendaries but no changes on how precursor will be obtainable.
And its a kitten joke cause there are only few of each on TP, like 9 dusk, 5 the legend, 4 zap, when they are sold how should we be able to get them ? Should we wait for it to drop ? on a 0.000000000[……]0001 % chance to happen ?
legendaries should be something that a player gets when completing some challenge, not just an immense amount of farming, and an even much more immense amount of luck !
Some time ago i made this build, trying to find a way to keep using my mesmer on tourneys even with the cond spam-meta.
Its not like i’m immune to conditions now, way far from that, but still i can do quite good against condition users.
It more a phantasm mesmer rather than a shatter, but since they will die soon anyway in a teamfight, they can be shattered to remove conditions and give vigor.
There are 3 sad things i can tell after watching this vid
1) he is right
2) most ppl playing pvp know this
3) I’m not sure this will ever get fixed
the third point is definitely the worst… i hope i’m totally wrong about it, but it scares me badly….
I hope really that Devs will seriously think to solve quickly this situation, cause….. with all most followed pvp teams taking breaks/leaving, i wonder how they plan to push this game to esport lvl.
Most of you have your head stuck in MMO deathmatch. There can still be objectives in deathmatch. Think Halo, objectives galore in the form of power-ups and weapon spawns. I think as long as there are objectives most game modes can work in gw2.
Yeh, thats prettu much what i said months ago… I also tried to give some suggestions about a possible deathmatch mode: “Battle for the gods” or “Divinities arena” stuff like that, where ….
; myself:[…] different architectural levels and different locations that can be seen from the main location, so that a team can check where the other team is going; and in each of these locations there is a buff that will require a time to commune with it, then it will give some advantages to that team or disadvantages to the other team. […]
those buffs spawn should be planned to give a chance to each team once a buff is taken. For example: after 30s spawns Balthazar strength, Team A wins the teamfight and commune with it (a voice annouce it), then both Kormir and Melandru spawns so that Team B must choose if to take Kormir buffs to counter balthazar effects […]
This way lots of teamfights will happen, granting bonus to the winning team, but at the same time providing a choise to the defeated one.
The map should be designed like a ring with circular rooms (sort of altars of the gods) for each buff, and each room connected to a central one so that a team can decide to take the faster way…. but they might incur in the other team doing the same.
My ideal meta is when there is no profession with incredibly high damage, neither condition or power.
In my ideal meta, raw damage can’t kill a thing without the pressure provided by conditions, while conditions can’t kill a player without raw damage.
In my ideal meta, strong skills are slow and highly telegraphed and all professions have access to tools to interrupt them.
In my ideal meta, you can drop a guardian to take another profession as a bunker.
In my ideal meta, CCs are short-lasting but with low cooldowns, pretty much like thief’s headshot. Every profession should have access to one or two long-lasting CCs at best on high cooldown.
In my ideal meta, if I want to play burst damage, I’m not forced to pick either a Mesmer or a Thief and if I want to play conditions, I’m not forced to pick a Necro, or a Engineer or a Ranger.
Just this…. Its long time i feel like the game needs a global tone down, not a boost anywhere.
AoE needs a serious reduction, i’m ok with them being strong, but its not ok at all for them to be so much available on short CDs. They should definitely be “Strong Skills” so that → “In my ideal meta, strong skills are slow and highly telegraphed and all professions have access to tools to interrupt them.”
I would be really glad to see a gameplay more oriented to interrupting the right skill and using the right skill at the right time rather than spamming everything is off CDs.
I would prefer conditions to be just a support to damage, not a source of damage itself.
Direct damage is just…damaging you, while condition spam puts pressure on you (and the whole team cause usually they are AoE) and ALSO dmg.
I would just take condition damage away actually, cause….why if i light you up my flames should hurt more than someone else fire ?
Conditions should be something to use at the right time aswell, so i would reduce access to them, in matter of quantity and rate of fire (CDs), in trade for some stronger but more meaningfull effects.
Like I would take away poison dmg, but make its effect of reducing heals stronger, like 50% reduction.
I would bring back confusion damage, with the chance of applying more stacks in a short timeframe but having a short duration and a decent CD on this action.
and more…..
I know i’m being quite radical on some changes but i’m sure this will never happen, but still i hope in some changes in the right direction.
I have been playing pvp since beta here, i played every classes and i keep experimenting new builds and new playstyles, and the more i try the more i get confident on which things are not working good in this game.
Considering that we cannot suggest to drastically change core mechanics of the game we must contain our suggestions to something that can be easily implemented.
About game modes
Conquest mode resulted by Devs testing as the best mode for esports….. ok but i gotta agree with Helseth here, dont think straight forward to Esport, try first to build a good game. Conquest might actually have some good points on its own, but it isnt easy to follow cause it mostly forces the teams to split.
An alternative is needed, moslty are calling for a deathmatch mode. About this i would say that just a round room where to jump in with the 2 teams isnt just enough.
It would be quite dull in my opinion, a primary objective other than just killing or a secondary mechaning makes the match more dynamic.
A team deathmatch should have some moments of great supsence if wanna make the viewers grow. For example having an artifact (or more) to commune with inside the arena, which can provide a turn of the events if activated.
The commune time shouldnt be too long, it should be possible to commune with it during the fight with some coordinate CC on the enemy team; something that might happen the casters to shout "he is communing with the artifact…the guardian is pushing them back, while the warr stunlocking them with his hammer, almost done communing……. wooo he got interrupted at last ! " etc…
But this kind of teamfights has its requirements in advance…
About teamfights
They should be the core of any competitive team game, but here there are some troubles with it (as already stated many times):
1) visually messy: lot of stuff going on on the screen, but this we could say, its part of the game get better dealing with it…
2) not enough space for support play: I have already spent tons of words on this matter…. here you wont target allies to directly heal them, combat is much faster, so there are area support spell…ok, and they have close range (moslty 600) fine, so a team trying to support each other has to stay all in a 600 range…. and here we get to problem 3…
3) so many AoE….. Its incredible how most of the hitting skills has effect in an area…. god, even auto attacks often hits more targets. This is really wrong imo cause really reduce the skillful play.
The main concept of AoE skills (at least how i see them) was that they are something really strong cause they can hit everyong in the range, and they were usually treated like a precious tool to be used wisely at the right time cause usually it brings some good area damage or some strong CC, in turn for this they had long CDs and/or long casting times, and usually some evident animation.
Elementalist is the only class that still brings a shadow of this idea, think to Meteor shower or Churning earth….. THATS how AoE should be imo… you dont need casting bars to notice that an ele is casting churning earth.
If i kill someone it has to be cause i worked on the kill, applying pressure on the target or bursting him down with some coordinated CC, not cause my random attacks randomly hit someone that previously was randomly hit by 2 attacks of my teammates…. maybe noone of the 3 of us even cared about him yet he got downed …..
This is what should be avoided.
Going back to point (2), with this situation its hardly possible to ever think about effectively supporting each other by staying in 600 range, since the amount of dmg (even unwanted) is coming from every single attack.
4) About conditions I started to believe that condition damage stat was wrong in first place, but it would be too much a drastic change to even mention it, so lets just say that they are a problem related to point (3), they can be AoE spammed too much.
So we can conclude that most of the problems with the game are related to the high amount of area damage, that does not require any coordination actually, the amount of playing skills that require a burst made by warr stun + anyone’s immobilize + thief backstab is really much more than engi spamming grenades + necro spamming marks + anyone spamming on the point; this kind of play has way less skill involved yet is more rewarding o.o
An easy fix would be to make the first clone teleport to the target, so instead of running at super speed just to get stuck on a step it could teleport to the right position. To help players to still read the move in order to dodge it, it could use the common mesmer effect: same effect used on blink or phase retreat or more… the mesmerizing butterflies.
Yeh its true…… stairs, slopes and terrain irregularities make our main CC terribly unrelyable.
Ember farming is exactly what GW2 needed, it promotes getting a group together to do events. What Arenanet need to do now is tweak it so that it’s more beneficial to complete the event.
Co-ordinating an event chain is way better than waypointing from champ to champ, if you removed the incentives for doing events like ember then all you are left with are waypoint farming.
I’d much rather do event chains than farming a champ rotation.
I just want to point out, we agree. The game is more fun and exciting when defeating things and working together with other players is rewarding. Champions have always been an issue in this area, and it’s why we addressed it, we’re continuing to pursue other areas in the game in upcoming releases as well.
That being said: the behavior we want is people join up together to play events, but they want to succeed those events and win them, we never want to be in a state where intentionally failing an event is more rewarding or better for players. We’re not going to take a giant hammer to champion loot, we love it and love seeing people joining together to do events. We do want to make succeeding events what the game is about. We also do want to make some events in the future even more challenging, and in return more rewarding for succeeding.
You will see changes over time to help directly encourage players to always want to try and succeed events, we don’t ever want to create conflict between players who want to progress an event chain, and those who want to fail it. It’s bad for the game and not what Gw2 is all about.
I was discussing with my guild about this…. when changes to event system will be worked out please, consider the scaling system of the events. Making the event difficulty scale proportionally with player numbers is a good idea, but atm champions power scale to a point that every attack can one-shot 5 ppl, that becomes far from being fun, its just frustrating.
If there are more ppl means that champions will have to get stronger to make things challenging but even if there are more ppl doesnt mean every single toon has more HP, so how should we deal with champs that does 10k dmg/s AOE ?
I think NPC power should have a lower cap when it scales, and then just increase their number and the skills they do.
There are clearly some kind of champions stronger than other, those should spawn in greater number the more ppl are doing the event.
Have to admit that it helped me, but i would prefer really much more to have dungeons reward more than that.
Not long since they added a new POI to Divinitys Reach. If I remember right it was in the Southern section somewhere. Hope this helps.
Ty very much, dunno why they have to add such poi <.<
it probably got added while i was on holiday so i had no idea about its existance.
I’m trying to complete the achievement “been there, done that”, but i’m missing only 1 point of interest that i have no more ideas where i can look for it….
situation is:
All maps completed 100%
WvW done
vigil keep done
priory done
chantry of secrets done
poi in new gendarran fields JP done
and still 722/723
any idea ?
something has to be done with afkers/leavers in soloQ, i dont know if there is any punishment already but if there is its not enough for sure.
In ten matches during last 2 days i think 2 times i managed to see a match with no afkers/leavers in either team.
Seriously, there should be a temp-ban after 2-3 matches quitted and an option for the team to kick players afk, so they get the punishment aswell.
YEH! The endless loading screen is back! Its not your PC fault btw, its a game problem. It used to happen back in beta and first release and now its back, its happening to me too, i got my system and game on my SSD and it was suepr fast to load maps, now sometimes i have to Alt+F4 and then i cant log back in for some times cause my account is stuck in some loop.
Seems like some old problems are coming back to say hello. Other then this there are many ppl experiencing some huge lagspikes (me too lol)
Since a week or so i’m experiencing some really huge skill lag. Not constantly, but sometimes, my skills just wont work, they have from 2 sec delay up to 1min till today the server forced me out to login screen.
Location: Italy
ISP: Teletu
Attachments:
Anyone who managed to beat him just had a serious amount of luck, cause that npc is still bugged, but i read somewhere in this forums that a Anet Dev acknowledged this and that it should be fixed.
When i started playing this game i was a noob in matter of competitive pvp, now i’m slowly realizing how things should work in a game to be competitive.
At first i thought that it would have been fun to play a condition based class, but some time ago i realized that the condition damage stat is just itself a mistake.
Applying conditions on a target is way easier than landing a burst, and conditions are often AoE; then… in order to make a good burst you have to create the right situation and you have to dedicate all your actions to that goal, while with conditions you can just keep applying them and then playing defensively until the targets bleeds out.
At this point my conclusions are that conditions should just be a support to the damage, not the source of the damage. There shouldnt be many condition cleansing abilities so that it would be possible to effectively use them to control the battle.
A good use of conditions i can imagine is….
player A starts stacking vulnerability on B
B keep hitting A
A lands a big hit on B dropping him under 50%, then poisons him.
B heals, but poison reduce its heal. B tries to disengage.
A chills B to slow him down.
B apply weakness on A and protection on himself to max the damage reduction.
A hits B for low dmg.
B immobilize A and hits from distance waiting to recover.
and so on…..
Atm on a 1v1 with a condition spec its more like….
player A hits B.
B puts bleeding, poison, burning, blind, confusion on A.
A tries to hit B, but miss and drops down to 60% hp.
B chills/cripple/immobilize/fear A and kite him, while healing up.
A breaks stun, close gap with B and hit him.
B puts burning, bleeding, chill, blind, weakness on A
A heals, but is still low on HP, tries to reach B
B puts cripple, burning, fear/knockback/evade, bleeding, poison, confusion.
A is overwhelmed by conditions and get downed.
:\ OK, this might seems to bumb down the situation, but the the main idea is that conditions spec mainly has really a lower skill cap compared to burst builds, cause they can apply them from range, while they are both doing damage and pressure/control on the target, and they can still play defensively :|
Seriously, me and soe of my friends are experiencing some lag spikes that makes the game unplayable. This evening is reaching its apex, i’m lagging so much that i cannot evn log in, and if i manage to my toon is just wondering around like a ghost, unable to use skill or interact with anything.
noway
/15chars
It’s funny, because they “nerfed” him yesterday… YET HE’S STILL IMPOSSIBLE TO BEAT. I know its pure RNG for the most part, but when he catches my bluff 4 times in a row and blocks my water 3 times in a row ROUND AFTER ROUND… there’s something wrong with that. Each time I attempt it I cannot bluff or heal, because he blocks them both non-stop.
exactly, its not fixed, its BROKEN! i can say this for sure cause this is what happened 2 min ago:
round X: i used bluff → got stopped
round X+1: i used heal → got stopped
round X+2: he bleched …… wtf ?
Whatever tactic you all suggested i tried, and actually i was already doing it before your suggestions, but there is just no way to beat him, except maybe if he bugs and he forgot to stunlock you for some reason.
Devs should really look carefully at him, cause there is no way for this to be so hard.
I tried everything, i also started to count how many times he was drinking/bluffing to know when his skills were ready in order to try to interrupt his heal but its totally useless, cause he uses its skills at random, so you cant predict when to interrupt him.
I dont see any way for me to beat him, except a big lucky shot.
if you dont bluff you’ll be dead in 4 rounds.
yeh, seems like they take less dmg and they heal for more :\ plus, they can spam their skill….
That kitten Norn is just impossible, its driving me crazy, its over 2 hours i’m tring and seems there isnt any way to beat him, many times i got him down to 5% but he keep spamming his kitten skill so that i have no other choise to drink and get defeated.
Its just wrong…. seriously.
Do you guys realize that is just a little toy a warrior might use to just live some seconds longer against a condition burst necro ? and its not like they can spam it….. its still on 60s cd, and doesnt make them invulnerable to conditions, it lowers their duration by a 100% factor; on my necro i have 50% increased condition duration, which means that my condition will still stay for half the duration even if he pops that skill.
Just to make it clearer to noobies eyes, just my mark of blood will trigger 3 stacks of bleeding for 12seconds, which means that 6s will stay on him and something similar will do enfeebling blood with added weakness for a result duration of about 5-6s.
Thats really nothing to worry about, they wont become invincible all f a sudden, they’ll just have an optional tool to use against not-so-heavy condition spec, i think its more than deserved to wars
they said they didnt want to give mobility to necro cause its not his business actually, cause it should rely on attrition to win fights, so i think a much better idea would have been to increase necros lifesteal abilities and leave fears as they were, and dont add burning. Weakness changes and some more poison acces are still good things.
Yeah, actually one of the biggest problem i see in this game is the massive amount of aoe, not just conditions, but actually any aoe, even if you are focusing the target most of the attacks will hit nearby enemies aswell, cause in this game almost every attack hit in an area.
IMO there should only be 3 kinds of AoE
1) control aoe → no dmg, just some wide soft CC, like chill fields, mass cripple, immobilize, (sleep <- i loved this in other games definitely a CC ment for skilled teamplay and not random spam)
2) support aoe → no dmg, area heals, area dispel, boon share.
3) nuker aoe → big damage on a wide area (for casters) or small (like warrior’s spins).
These last ones should be all like churning earth or meteor shower: long cast times, and with an evident animation, but if they land they should really put those caught in the range in serious troubles.
Since team support here is so much unrewarding ppl rely on the idea “best offence is the best defense” and since necro got buffed many groups are running even more than one, cause if the idea was to focus and burst down the enemy necro to clear the danger the solution is …. bring more necros, so the enemy team cant focus “the” necro, cause there are 2, 3 sometimes even 4 necros in a team.
So yeh, looks like the meta is getting out of control.
If you cant keep up with it, just prevent it….. kill the necro before he can spam the hell on your team, and since its defensive abilities didnt get much improved wont be an hard task. If your team is engaging with an enemy necro standing in a safe spot then you are doing it wrong.
I did some soloQ these days, and ppl are already adapting to the meta, you dont see anymore 3+ ppl going straight to mid, you’ll see only the 2 bunkers, while the rest of the team is trying to win the fight for the dominant position (mainly thinking to forest here…), once you win that, your spammers will start nuking the opponent bunker down.
players who fail to kill necro in 1v1, are naaab.
OP classes so far and will be mesmer.
a guardian dps, thief, mesmer, I can easily kill a necro.Im sorry how easy is it for a shatter mes to clear condis? What do they normally bring to tourneys? Decoy/IOL/Portal… please tell me how easily they can deal with necros in a tourney…. OP= classes that people have to build around just to survive. That is what is happening with necros….. Mesmers either lose the stun break for condi removal or have no condi removal but a quick stunbreak….
I have to disagree, you are stating that if you cant kill a specific build of a class with your specific build that class/spec is OP ? thats really wrong, it just means that build counters yours, nothing more.
If you are a glass cannon without condition removal you will die 100% to any condition user.
If you are a balanced spec you wont surely kill a bunker 1v1.
Ppl seems to think that their current build should be able to kill anything….bad news, its not like that. Conditions are just a different tool used to kill, and there are counters to conditions as much (or even more) then ther are for direct damage.
HI all, i dont main warriors, but i made this build that i really like and i feel like it gives warr some more options rather then just going in the middle of an aoe spam to die.
The idea is to soften targets from distance and then kill with axe.
Maybe other ppl used this build already, but i havent find one yet. I find this to work quite also in 1v1, so i thought to share this.
Rank doesn’t really show much. There are a lot of r40+ players that are not that good. I downed 2 people alone multiple times with an epidemic pre patch. So if we take this situation, it is extremely likely that they were very bad that time. If you had the 30/30/10 build and 3 people start focusing you, I cannot really imagine how you can get out of that.
Ohh, don’t get me wrong – skill-wise and rank-wise I definitely was above them, but they were an ele and an engie. I cannot see a possibility of these classes losing to a single necro, no matter how well played. I don’t think we’ve ever seen so much offensive potential in a single class in GW2.
Mate, some ppl are just bad, sometimes i managed to solo 2 ppl with my condition or power necro PRE-patch !
And i remember once they were an engi and an ele, same ppl maybe ? :p
I did some tourneys today, using my mesmer and my ele and i could kill / live long enough even against necros. Maybe they werent much good, but anyway i think ppl are over reacting to these changes. Sure, necros got lot more powerfull, but considering they were way behind prepatch i think now they/we have some more to put down in a teamfight.
p.s. I also happen to get into a soloQ where we were 5 necros, and we lost so bad… we won first teamfight maybe, thats it. Then i found some teams with 2 necros, mine (always soloQ) without any, and yet we won. So i dont think they really make the difference, at least, unless they are really good, but under this condition every high skilled player in a match can make the difference. yeh even a warrior
(edited by cuge.5398)
We didnt ask for burning, actually if everything else stay as it is, i could drop burning and save those 30 points for some more survivability and LF regen.
With all that said, I do want Terror, close-range Doom and Spectral Wall nerfed. I would also like to see the developers turn Dhuumfire into three stacks of torment instead of burning.
Torment instead of dhumfire wont make any sense, since dhumfire is on power line. burning was put there for the same reason engi got burning on power line too and same reason guardians use burning in a dps spec, cause its a condition that has high base damage even without condition damage, so can be good for power builds too cause it increase dps a little.
In my power necro infact i’m running dhumfire instead of close to death now.
Hey moderators! where are you? come here and do your job: close this troll thread.
Ppl are complaining about something they don’t even know.To all those cryers out there: roll a necro, try to do all the things you say necros can do. When you realize you are as bad with necro as you are with your current class, you should stop with this nerf bullkitten.
I have about 3000 tournies and 2500 on necro. I love necro. It is so fun. But facerolling everyone isn’t fun.
I primarily solo q, and it used to be I would lose hardcore against premades. Even that has changed now. I can solo q and, of course, sometimes we get utterly stomped by premades. And I just die every 5 seconds.
But way more than before, in solo q, I am winning against premades purely because of how op necro is.
Fortunatly there aren’t that many good necros around. People will learn though. Those who always reroll to fotm will pick up on how to play necro after around a month. Then watch out.
what god-like build are you using to take credit for a Team win?
what make necromancers so OP? Spectral wall? a line skill on the ground that only work if you opponent is so dumb to walk through it several times?
Hardly taking credit. Still get stomped a ton. I still suck a ton. But all I am saying it is a lot easier to contribute in solo q since the patch. Too easy perhaps.
Do you know why we can contribute much better in soloQ now ? cause ppl arent still used to consider necros as a real threat, so we have enough time to wipe them before they come hunting us, and if u are running my same build you know we are dead at that time, unless we have a good team protecting us. But actually this seems fine to me… maybe, they could tone down a little those crit-procing conditions, like dhumfire, could be at 80% instead of 100%, and same for weakness, could be at 80%.
I’m running a 30/30/10 build, with rabid amulet, and atm my first hit (if critical) procs around 4 conditions (scepter skill 2 = cripple, 2-3 bleeds, burning and weakness). Yet to achieve something like this, i’m sacrificing ALL to max conditions output; thats like an engi running double pistol, grenades, elixir gun and flamethrower o.0
I started my game experience in gw2 as necro, they were really strong at the beginning, then they got slowly toned down to almost uselessness, except for corrupt boon and sigent of undead, which was the main reason necro was the first target in a teamfight (and also cause they are terribly easy to focus) so necros were just exploding without being able to do much.
Now…. about condition spamming builds.
It isnt much different on the exploding part, but at least with some good positioning and some team babysitting we can change the result of the fight.
My actual condition build can easily wipe a whole group if they dont consider me, on the other side… the moment they realize they are dropping like flies cause of me, if they manage to reach me i’ll be dead 90%, cause i got no vigor, swiftness, 1 breakstun, no displacement skills, no stealths, no invulnerabilities, no stability.
As i told to my teammates, i’m a condition based galss cannon, i must fight off-points or ill die in matter of pico-second; so its balanced in a 5v5 perspective, there is a trade on high offence for poor longevity.
Terror builds put less condition pressure, but insted they dish out lots of hard cc (fears like candies), where the main source of it is now spectral wall, since its aoe with mid-low cd, but it can be avoided since its a line placed on the ground, so its effect its not a sure success. It is more resistent and has much higher LF regen than pure condition build, but it can be totally negated by a team with stability, ok he can corrupt 1 with CB (maybe… cause now it might skip stability and corrupt something else) but the others wont suffer from his terror, so a guardian can be definitely effective to counter this build.
Power necro…. they got a littel better now, cause of slight improvement of axe, but i didnt see anyone complaining about it so no need to talk about this.
Then about all the complaining on torment being killing everything… lol, torment itself isnt killing anyone, mine tics for 78, my bleed goes for 108, what is killing isnt just torment, its that plus 6+ bleeds, plus poison, plus fear terror, this is what shot u dead.
lol, funny to see so many calling for necro nerf, they was left behind for so long that ppl are not used to consider them a threat.
I tried an interrupt build too, but i noticed that halting strike damage isnt that much higher like patch notes says. Before it wakittenting for about 400 dmg, now its 600-700 :\
I dont get why ppl are complaining so much….. it was expected, and actually i’m glad they are starting to think of some ways to get pvp into their budget, cause this is sure, if pvp doesnt give them any money they wont invest on it. Gaming its a passion, but its also a business, dont forget it, actually these arenas are not something that you cant play without, so its way way way less imposing than a monthly fee, and even if it was, its still cheap, cause assuming a team is getting their personal area for training it will cost them 4€ for a month, and its not like they need it every day or every month, you can still play without.
90% i’m gonna get one for me and my friends, the only thing that could (and should) really be improved its the option customization… for example to be able to set the score gain from a point capture, from holding it and of secondary objective, this would also be good for them for some indirect testing, cause ppl could try some different pvp formulas on their own arenas and if they get a good feedback its good news.