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I was concerned it was too low originally. But its better than regular DS and reapers onslaught should bring it up to dagger level or above. But RS has might and vuln in abundance so it shouldnt be better than dagger. The main issue with reaper was greatsword and shouts.
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fyi there’s a +8% damage while moving food that you can buy after an event in cursed shore. It only lasts 10 mins, but is pretty cheap at around 1s.
Their fix for it was perfect tbh. They just made it so you can’t interrupt dodgerolls anymore by weapon swapping. That’s all that they needed to do… had my hopes up they’d be too dense to figure it out, oh well xD
To be fair it was a good fix simply for stopping dodge interrupt. The amount of times i trolled myself with that when i was learning to solo lupi on necro because i needed the energy sigil procs frequently.
The best dps food is seaweed salad. This applies to all classes unless you get rooted a lot mid combat (ele with meteor shower and ice storm).
But each class is different. Warrior is using phalanx so they would often use food that supplements that. Thief rarely needs precision but they might be using ice storm a lot so they would use sweet and spicy butternut squash soup over salad a lot of the time.
We have pretty extensive food info on the dulfy class guides if that helps. :P
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Just to add to what Miku said. All dulfy guides should be up to date apart from guardian. But who plays guard these days anyway. :>
Yes because we physically dont have enough evades even with double energy sigils and endurance food. And DS doesnt work well enough as a sponge. You need to be able to avoid attacks every 2 seconds to survive since his auto attack changed.
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For Arah on the other hand, Never ever bring a necromancer. They are REALLY bad in Arah! Like, actually useless. The enemies in Arah seem designed specifically to defeat high defense and health. So even if you have 30k health with full life force and activate it right before some of them hit you with a 80% damage reduction you’ll still be OKOed! Reflects, targeted instant blinks, invaln, stealth, stability are really needed in Arah.. OH would you look at that? Necros have none of those things… I doubt reaper could make you even remotely useful in that dungeon.
I’ve actually run Arah a lot with my Necro. I figured since I was getting the Arah armor for her, it was only fair that she earn most of it, though really I had a lot of fun doing it as well. If we ran into problems, it was rarely my fault. If my PUG wiped during Lupi, I’d usually be the only one to make it out.
All you really need for any dungeon is to know the dungeon mechanics and good dodging. Certain things can make it easier and I’ll admit that the Necro lacks most of those, but it’s still totally doable without them.
I dont know when you last did arah. But for the past 6 months or so lupis auto attack was bugged so it hits in melee (the spammable projectile). Since this change necro literally does not have enough active defence to survive this encounter solo. Unless you play like a god with perma chill and semi range sidestep and walk through him to save dodges on the swipes. But even i dont have the desire or patience to do that to update my lupi solo.
I used to pug arah on necro for fun because i could solo lupi and carry. Now it completely counters the class with no way to get around it other than going nomads. It means i cant carry if a pug is bad and i will die if my group does not block/reflect for me. So no more necro arah pugging.
All warhorns have this new sound. Not just necro. Its probably a bug. I hope it is at least.
Arcane brilliance fixed!
“Were going to continue with balance patches every few weeks”
Patch notes full of fixes. No real balance changes.
Yeah i meant it would either be this weekend over pax if they announced today. Or it would be when they finish the reveals. So since the first option is ruled out then it must be after the reveals. The last beta they didnt really hype and it seems they arent stalling news as much so i dont think the 1 week hype will happen. We will probably get the announcement for beta on the monday of the last reveal.
They probably would have announced it today. I think its more likely that they will finish revealing the elite specs and then do the next beta. I did think beta this weekend was very likely until today went by with no announcement.
I have a brand spanking new PC now so next beta the chances of me recording some footage are much higher. Although i cant make any promises if noone is online to play (last beta only 1 friend was online so we duo’d arah on rev/reaper and it was depressing).
Before consume the only decent corruptions were BiP and epidemic. BiP got nerfed despite becoming group. And epidemic has always been niche. So if anything the corruption changes just opened the eyes of the majority to the sorry state corruptions were always in.
Ive always said the self harm conditions hold back the skills and they arent good enough to justify the negatives. Being forced to take transfers or cleanses is a really big design flaw especially for very weak skills. Corruptions have never been good. They have been passable on certain builds. But only because we dont exactly have a wealth of decent alternatives.
Pugging 50 with nemesis and his healing power guard bud:
http://puu.sh/jNaA1/cbc47c76a5.pngalso this http://puu.sh/jNaAH/f2da2fe6ef.png
After seeing Brazil sit down and talk with the guy I can’t help but feel that this community does it’s best to take him out of context just to demonize the guy. I’d be curious to see the rest of those conversations, not just the bits that are obvious bingo phrases.
I decided not to bring this up on Brazils videos because i didnt want to cause a storm on his comments. But when he said once he got to know him better he changed his opinion and thought Nemesis was a great guy. I was literally holding in a huge urge to shout “just wait until he stabs you in the back!”. Because my experience with Nemesis was the complete opposite to Brazils.
I started off being on good terms with him and having some respect for what he did. I thought he was a decent guy as well. He is also the reason i started theorycrafting. I even played with him, helped him out on some of his videos etc etc. Our opinions quickly diverged as i became more involved in this community but i always kept things civil. But then as soon he decided to go on his anti meta parade he forgot all that and used me as the target for his attacks.
So no i dont think the communities attempts to demonise him are unjustified. You reap what you sow. He has never been polite about his opinions and he has always been offensive and put down the meta without truly understanding it. His self destruction was his own doing. Being in the spotlight doesnt give you the right to be rude. In fact it means you should try even harder to respect other people. Something he has never really done.
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I was talking about PvE. Traits and skills dont have to be useful in every gametype.
I consider spectral mastery the better trait. Its only held back by the weakness of certain spectral skills. But lich alone makes spectral mastery a top tier trait.
There is no reason that corruptions have to self harm. The word corruption doesnt have the meaning “self harm”. And lets be honest no matter what they do to corruptions the very concept is flawed. For self harm to be worth it the skills need to have dramatic game changing effects. Which means they need to do big things like group projectile reflects for long durations. Or a ridiculous amount of blast finishers. Basically if anet wants to design self harm skills they need to be high cooldown powerful skills. Corruptions can never be that unless they completely revamp them. Which isnt going to happen.
So yes the OP is correct. They need attention and the self harm portion should be scrapped. The corruptions are lackluster even without the negative effects and boosted effectiveness.
We can get real self harm skills in the future through a new skill type called sacrifices. And hopefully anet will do a better job and make them actually work that time around.
I dont really understand why everyone thinks break bar is overpowered.
They were talking about berserker being locked in. Obviously it would be pointless to lock the same version of reaper in 2 betas in a row.
Difference is that we would actually have a use for the projectile finishers if it was guaranteed. Because our fields are on utilities. So we could life steal in our dark fields. Or poison/confusing bolt with CPC/spectral wall. The problem is that right now the RNG destroys that possibility. The fields dont last long enough and necrotic grasp is too slow so you are lucky to get even one projectile finisher proc in any field (yours or an allies).
Eh ive always followed basic rounding procedures. Round down if its below 0.5 and round up if its 0.5+. Although most records i approved the actual submitted time was mostly rounded up so i never bothered to change it even if it contradicted with usual rounding. And why the kitten do you care. Its not like you lost the record because its 1 second slower. Jesus.
Also looking to future elite specs. We wont be able to mix and match new weapons. And say i want to use reaper because of reaper shroud. But i want to use a new weapon like shield because it gives defensive utility. I dont think we should have these possibilities locked out. Its like giving class growth and potential but then putting barriers everywhere and saying you cant do this.
The elite spec lines should just provide traits that boost the weapon associated with them. They shouldnt be locked. Maybe anet will rethink this after HoT. But honestly they could just make the new weapons HoT only without tieing them to elite specs.
Im against this. If they made it a breakbar they would slap a huge ICD on it. And FitG is a very good trait as it is right now because it has no ICD. Especially in CC heavy encounters in PvE (not so common right now but HoT has plenty by the looks of it). And fractals has a few places where it is really useful already.
So I say no to making FitG become a breakbar because that would be a nerf. Im all for us getting a breakbar elsewhere though.
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Could do with both to be honest.
Stoning is one of eles worst auto attacks. But its better than our staff auto. If our staff auto had weakness and 100% finisher it would be almost the same. Except it would have pierce, life force and a very minute damage advantage (which can be ignored because of ele damage traits). I think thats fair seeing as staff is terrible for everything except for mark spam in zerg vs zerg.
At the very least we need the 100% finisher though. RNG finishers are the epitome of bad design.
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Completely support Bhawbs suggestion. No idea why people think it would hurt any type of build. Its a buff in certain aspects or it has no effect. It does not nerf anything except for your ability to get big numbers. But what truly matters is DPS which would be identical with the suggested change.
Well in terms of vuln and might. The solution would be to change a few of those traits to provide damage modifiers instead of vuln/might. That way we can stack up damage without worrying about caps. Just like every other class. Would also probably solve our dps issue at the same time.
Its ok to have duplicates of the same thing as long as the way they are done is different and they can compliment each other. So our movement speed traits should not all be flat 25%. One can be that, then the others can provide swiftness or superspeed or ignore movement impairing effects. Then instead of excessive might we could have a few of those traits changed to unique power bonuses. Some of the vuln could be changed to damage modifiers. And the crit can be changed to ferocity in some places.
The biggest issue to me is the reduced shroud CD would be good if some of the shroud traits didn’t have internal cooldowns. A lot of the necro traits suck because of broken synergy due to ICDs.
Spiteful Spirit is the only trait that has an ICD related to entering or exiting shroud to get a bonus.
Weakening Shroud does too, though it is 10 seconds.
Thats just the weakness on crit afaik. They really should make that tooltip a bit clearer.
Signet passives should work in shroud. And then speed of shadows should be changed to swiftness or super speed on shroud entry in addition to shroud cooldown reduction.
Ive never understood why we have 3 different choices for 25% movement speed. Its a waste of trait/utility slots. We could have something else but instead we have duplicates of the same thing. Makes no sense.
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Additional blasting is useful for fury stacking. But that only applies to the eles in the group. But yes you should always help stack might because it saves the ele trouble of doing a full 25 stack rotation and its faster.
Where did the belief that Dagger autoattack is strong comes from? Any spreadsheets comparing?
Simple maths. :P
Even with more dynamic combat it doesnt instantly make all the current standards for exclusion any less valid. All it does is introduce a few more requirements to a composition. But most classes are designed in such a way that they have all these tools they could possibly need at their disposal either freely or with simple weapon and trait swaps. So even with more dynamic content it doesnt necessarily mean necro will get any more popular unless it gets additional tools to keep up with the others.
I think you’re allowing pessimism to get the better of you. You think I’m being too optimistic. Let’s agree to disagree.
Im just being realistic. As someone that is involved in records and such. I can tell you right now that encounters would be have to designed specifically around necro/reaper for it to ever be taken. There are too many alternatives and too many things classes like eles and mesmers can do right now (they use a lot of tools already in current record tactics, especially for fractals, but still only a fraction of what they could). And im saying this not from whats currently used. Im comparing all the tools each class has regardless of whether its used or not.
Necro doesnt have an advantage in any area. You can go ahead and suggest something necros might possibly have an advantage with in future content and ill humour you and explain why it would be better to go with an alternative. ;>
I still think this is solveable by more dynamic enemy design.
There’s much more to talk about but for this part in particular I am going to say I agree 100%; however, that can only happen for HoT and future expansions. Unless things have changed, they didn’t plan on updating the core game.
Even with more dynamic combat it doesnt instantly make all the current standards for exclusion any less valid. All it does is introduce a few more requirements to a composition. But most classes are designed in such a way that they have all these tools they could possibly need at their disposal either freely or with simple weapon and trait swaps. So even with more dynamic content it doesnt necessarily mean necro will get any more popular unless it gets additional tools to keep up with the others.
In short. Even with more dynamic combat necro would still need competative dps, more active defence and a greater range of utility such as projectile defence and combo finishers. So the problem isnt really going to be solved. Thats just wishful thinking.
Even in the case of boonhate it wouldnt solve the issue because we already have decent boonhate on classes like mesmer and thief.
It would work if they catered it specifically to things Reaper/Necro has more of than other classes: Chill and Fear.
Let’s think of a Defiance-type bar that regenerates. Let’s say that this enemy has a 90% damage mitigation while the Defiance-type bar is up. Chill can decrease the speed at which it regenerates and Fear can make it go down faster than other CC sources, maybe something like… X seconds of Fear equates to X seconds of bar degeneration at a rate of Y.
Anyways, I think that’s a somewhat unfair way to go when they could just increase the max DPS a Necro could do (and please make our max DPS more complicated than Dagger 111111 or GS 222222).
There are always alternatives. Eles can do more chill than necro. The fear idea is a bit weird and rather forced. But as long as other CC still works then a coordinated group should be fine especially with mesmer/thiefs over abundance of CC. You would have to overtune the effectiveness of fear and make everything else really bad. And like you said thats a rather unfair way to design things. Better to just bring the weak classes up to par.
I still think this is solveable by more dynamic enemy design.
There’s much more to talk about but for this part in particular I am going to say I agree 100%; however, that can only happen for HoT and future expansions. Unless things have changed, they didn’t plan on updating the core game.
Even with more dynamic combat it doesnt instantly make all the current standards for exclusion any less valid. All it does is introduce a few more requirements to a composition. But most classes are designed in such a way that they have all these tools they could possibly need at their disposal either freely or with simple weapon and trait swaps. So even with more dynamic content it doesnt necessarily mean necro will get any more popular unless it gets additional tools to keep up with the others.
In short. Even with more dynamic combat necro would still need competative dps, more active defence and a greater range of utility such as projectile defence and combo finishers. So the problem isnt really going to be solved. Thats just wishful thinking.
Even in the case of boonhate it wouldnt solve the issue because we already have decent boonhate on classes like mesmer and thief.
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Death’s Charge – Now dashes to a target, rather than in a direction. No longer passes through your target. No longer stops hitting if the player hits a wall.
This worries me greatly.
The addition of the skill doing more damage when performed against a wall seems like blatant encouragement of the “stacking” meta tactic for clearing dungeon content.
This common tactic of clearing all dungeon content by stacking, pulling mobs to you, and cleaving them down is widely acknowledged as being the most cancerous thing to ever happen to PvE in this game. It is the antithesis of challenging and interesting content, as it makes all dungeons boring and easy. Stacking needs to be REMOVED and DISCOURAGED, not encouraged.
Lastly, while these greatsword buffs sound amazing, are you going to do anything to preserve the dagger’s niche as more of a single target weapon? If the greatsword is going to be our best dps weapon and also our best cleaving weapon, what niche does that leave for dagger?
This is a result of ignorant pugs using old tactics from when fgs was still a thing. This kind of arguement should not be happening anymore. And content is changing.in HoT so theres even less reason for concern.
I can tell you now that deaths charge wont do anywhere near significant enough damage against a wall to be concerned about. Its like warriors whirlwind attack but weaker.
Well, except for ranger, whose 1h sword is better at both autoattack and burst with offhand axe than his greatsword.
Exactly. The sword isnt doing the burst. Maul is a small amount of burst. Rangers arent very well designed though. But the concept still holds true. Greatsword auto is bad and its other skills are ok. Unfortunately ranger greatsword is overall undertuned. So its almost never worth taking just for the small burst maul provides over the consistant auto and burst from other offhands..
It would be imbalanced for a weapon with good burst skills to have an auto attack that matches dagger. Auto-attack comparisons arent really relevant in PvP. But in PvE they are important. No class has a melee two hander that has a better auto attack than one of its one handed melee weapons. And no one hander has better burst than the two handers.
Utility being different is a given. But you cant ignore the damage balance. Damage is a form of utility after all. So if you give one weapon the same auto damage but more burst then its going to be far superior. Thankfully Robert and the balance team seems to understand that. Hence the majority of the damage buff went into gravedigger and it was only a small quality of life damage improvement for the greatsword auto-attack.
Also i dont know why you are still bringing up the scaling against 3+ topic. We are already past that. As Robert admitted that it wasnt the best idea to balance the damage around it in his original post.
In their mind, GS has to be worst than dagger in a 1v1 situation, they only uped it, because it was even worst than they actually intended.
If GS were stronger than dagger against a single target and was also better against multiple targets, why would anyone use dagger?
You are looking at it the wrong way. Dagger auto attack should be better than greatsword. But greatsword should provide better burst and other tools. Then you can have a dagger + greatsword rotation.
What about turning Shivers of dread so we do 10% additional damage to targets under chill as well?
Yes^
This would be perfect. An added bonus for maintaining chill on targets! Would also be huge towards making RS the bonus it should be…instead of a possible dps loss. Would fix this extremely lack luster trait as well.
Completely support this. It would be nice to have more trait mods (conditional) rather than forcing it all into base numbers. It makes more sense balance wise with trait mods.
Chilling Force is going to sustain 15-25 stacks of might by itself.
And so will the minor adept trait from Spite while in Shroud, without the need for chill, and give you plenty of time to exit shroud and do other things. The stacks from Chilling Force will evaporate in an instant. A little breathing room would be nice.
The thing with chilling force is that it can stack might 3x to 5x faster than siphoned power. Even at half duration, this makes it more potent.
Look, the point is that chilling force is fine. Though it stacks might like siphoned power, it has its own set of benefits that make it worthwhile.
But its still less than forceful greatsword and unnecessarily restricted and weak on single targets. This is a big hit to PvE because boss fights are a big part of the gamemode. Which makes chilling force pointless to take.
To put it into perspective. Before the ICD was added i had the idea of using Decimate defences in groups because i wouldnt need the might. And then using Chilling Force for bad groups/solo because the might would help and wouldnt be reliant on camping DS. However during the beta i discovered to major problems. The ICD completely destroyed this traits solo/bad group potential on bosses.
And on top of that chill application was almost non existent so we didnt even get much use of the trait anyway. Basically chilling force was only good for burst might stacking after burst chilling a large groups of mobs. Thats a pretty disappointing niche use. Especially as it had so much potential and created more diversity before the ICD was introduced.
Its only two target cleave. No need to revert it. Just like theres no need to revert thief dagger even though they have sword.
And yes dagger is our dps weapon. Its our only current melee weapon. And by design melee weapons do more damage than ranged which is why it has our best auto attack on it. There is also a common trend among all classes that most one handed melee dps weapons have good auto attacks but two handed melee dps weapons have bad autos and good burst skills. This trend seems to be continuing for Reaper.
#squishesforumbug
Yeah i did some quick math and the new gravedigger should be good damage wise despite our small amount of (conditional) modifiers. Not perfect for PvE considering the cast time. But it will be more spammable than heartseeker/backstab/eviscerate. It wont outclass icebow and meteor shower though.
Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.
Also by my math you can hit 30k+ gravediggers in pve.
Thats really not that amazing when you look at heartseeker and backstab.
But it is a sorely needed and welcomed buff.
Example damage of BS and HS. Be realistic
Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.
Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.
It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.
In a team fight it should still be pretty punishing, especially if someone is downed and can’t move. In all that chaos, it’s extremely difficult to keep track of anything, and if Everyone dodges gravedigger, well, just means they used a dodge that they won’t have for the next attack by one of your teammates. I guarantee it’ll be useful in that scenario, and more so now that it’ll have better damage
If we don’t do insane damage though then our design is flawed. The entire purpose of this spec is so our enemies DONT want to fight us. Some may have to but it should never be a pleasure to do. Our entire fantasy with this spec hinges on high amounts of damage.
You do reaise that GD will have a coeff of 3 with the damage increase its getting.
To put it into perspective and weapon damage between one hand and two hand taken into account it would do more damage that eviscerate. Or with a tiny bit of might and vulnerability, both of which we generate very easily, you can hit almost twice the amount of damage of a backstab. This is also on an aoe and has its cooldown reset hitting anything below 50%.
This is so untrue. We dont have anywhere near the same amount of damage modifiers as warriors and especially not thieves and eles.
Using might and vuln as an arguement doesnt hold. Because both of those should be capped easily.
Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.
Also by my math you can hit 30k+ gravediggers in pve.
Thats really not that amazing when you look at heartseeker and backstab.
But it is a sorely needed and welcomed buff.
Example damage of BS and HS. Be realistic
:P
And these are recent numbers. I was concerned i wasnt going to be able to find an example before the major balance changes lol.
This is possible because thief has damage modifiers out the kitten and tons of extra ferocity. Necro doesnt have an imbalanced amount of mods so we can afford higher base coefficients. But with gravediggers cast time and our lack of damage mods its pretty lackluster compared to backstab and heartseeker spam. Not to say theres anything wrong with the proposed new gravedigger other than the cast time (and our general lack of damage through modifiers). Thief and all its mods is just broken. Same can be said for ele.
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Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.
Also by my math you can hit 30k+ gravediggers in pve.
Thats really not that amazing when you look at heartseeker and backstab.
But it is a sorely needed and welcomed buff.
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I personally feel this games combat is more entertaining to watch when you are fluidly avoiding attacks. So absorbing damage in death shroud doesnt lend to that. Also i hate being forced to do that while playing necro. Especially as it doesnt work so well on lvl 80 stuff because they usually have additional effects on the attacks like conditions or CC or so much damage that you lose most of your lifeforce in one hit.
Really nice to see so many good improvements. Theres still a few more to address and i think you are still being too reserved with Chilled to the Bone and deathly chill. But i appreciate that you want to test things out with these changes first. So big thank you for being completely transparent with us and making it clear that you understood our concerns.
The Deaths Charge change is particularly exciting to me. Now we can actually use the blind effectively. :>
I eat like a slob though. I just dont go to McD.
The McDonalds analogy made me laugh. People actually go to McDonalds to savour and enjoy the food? It is called fast food for a reason you know. x)