How can ANET slip in this change in FINALiZED balance notes for shade mechanics for Scourge and hope that no one would notice?
Although I don’t think dps curse oriented builds won’t be effected that much, however, the blood support builds will be severely effected in PvP.
Now I can see the reason for reducing damage output when manifest shade is cast, but taking barrier away and not casting it on a Necro when outside of range of a shade when using F3 or F5 will nerf Scourge into oblivion.
We really need more details on whether these changes are only for WvW and involve only “Sand Savant”, or the change to the Shade Mechanic in Scourge is also for PvP and PvE.
And if dps is the problem, then the flat damage should be minimized from manifest shade.
But removing the barrier application from shades or only around the necro when no shade is up: is too harsh of a nerf that will remove the small amount of sustain that Necro needs to not die instantly in PvP.
Necro is already considered a free kill at platinium 1 or higher games when played without support. Now it will be even harder to play Scourge in solo que and Blood Scourge will probably be eliminated from the meta.
And the problem is that Scourge in WvW will still be a powerhouse, and still not be addressed. This was supposed to be improve WvW, not destory Scourge in PvP and nerfed in PvE. This just shows a lack of understanding from the balance team to acknowledge the real problem of Scourge in WvW, which is Sand Savant taking up half the screen !
And the balance team is even planning on increasing the amount of targets that Sand Savant hits from 5 to 10 ! Why ?
These changes were supposed to be WvW oriented balance issues and improve gameplay in WvW, not Nerf Scourge to meme status in PvP.
Just like a Chronomancer identity is sharing alacrity with their allies, and on themselves, Blood Scourge does the same thing in PvP giving barrier to allies and themselves.
If you take away the ease of sharing barrier with allies that is fine. However, reducing the barrier and sustain that a Scourge can cast on themselves is too harsh of a nerf and will make Scourges more of a free kill then they already are.
The changes to F3 and Sand Flare already favor players to take some healing power to have the same barrier output as before. Barrier reduction is now 30% of what it was, but the contribution of healing power was increased by 20%.