Jump to content
  • Sign Up

Black Storm.6974

Members
  • Posts

    320
  • Joined

  • Last visited

Everything posted by Black Storm.6974

  1. I appreciate your will to keep staying here sharing your thoughts despite how the people in this community fail understanding them and the reasons around the balance changes. It is good that ArenaNet gets to see some variety in the feedback they get on the Forums. Anyway, I’m here to say that, as someone who enjoys playing Necromancer (especially Reaper), and loves playing solo experimenting many builds, I like the direction of those changes. Consolidating the dagger as a weapon that provides a mix of sustain and damage, making shouts being more impactful at melee range for Reaper, the cooldown reductions made baseline, etc. They are all things I appreciate and I wanted for a long time. I don’t have any interest in PvP, so I have nothing to say about how the changes might impact Necromancer competitively.
  2. With the Exposed effect lasting 10 seconds I see no reason to differentiate the amount of increased damage between power and condition. Make it 20% for both power and condition. For a 10% increased damage most people, for good reasons, will just ignore the breakbar unless it needs to be destroyed to deal with important mechanics. Also, the current difference (30% increased damage from power and 100% from condition) was ridiculously exaggerated to begin with. It is not like playing a power build automatically means having absurd burst of damage and phasing enemies instantly. It only happens with specific gear, with specific builds, specific teams, good players executing “rotations” properly and at the right time.
  3. I’m glad Harbinger is effective as condition DPS because I literally could not play Scourge as one, it was just a frustrating experience because of the multiple offensive skills with instant cast and very low cooldown, and because of the tedious to manage internal cooldowns. Finally I can play a functional condition DPS. I’m also glad there is the option to play him as a power DPS and I find it much more fun than the condition variant, though I’m aware of how it is underperforming DPS wise. There is an absolute massive DPS difference between the condition version and the power version. I hope the issue can be addressed by increasing the base coefficients of the skills and by buffing the damage of the main hand dagger. I can finally share Quickness and Fury and I like how that feature has been implemented.
  4. According to the ArenaNet policy, multiboxing is not allowed in any competitive environment.
  5. People quit the game for many things. Too much balance for them, not enough balance for them, balance not going in the subjective direction they wanted, their favourite class being changed or nerfed, etc.
  6. The problem is not the state of the balance, but people not being happy and whining about it. Balance is a way to address the whining, a bad way who often end up making the problem worse, cause many people start whining more and more hoping to get what they want, like children. A game developer is kind of like a parent having to do with children.
  7. I don’t see any problem with that, but I understand it is a problem for you and other people.
  8. Me? I don’t play Scourge cause I never enjoyed its design. My comment is not about Scourge or any other spec, but about the Forum being full of posts of people asking to buff or nerf things.
  9. When scrolling this Forum I can only wish ArenaNet can stop entirely balancing professions and ban (from the Forum) everyone who whine about balance. I’m so sick of these whiners ruining the Forum with these posts.
  10. ArenaNet could just stop balancing PvP, claiming PvP is what they want it to be and people should adapt to that state of things. This could somehow count as fixing it.
  11. Do you even realise you are playing a MMORPG and not a one vs one fighting game? Balance is not as simple as in your reply, what you wrote alone means almost nothing balance wise, it is just a very small part of a complex puzzle.
  12. Almost everything is balanced taking into account the existence of downed state. No downed state mainly serves to fill the ego of people who takes advantage of a game not balanced around no downed state so they can more easily kill opponents and feel proud.
  13. I hope these downed state weeks will never come back, no downed state breaks the immersion so much, and the game is not balanced around no downed state
  14. This is one of the main reasons why I can’t play other professions, and why I love Reaper so much. I want to have free movement while using my skills.
  15. Let us use any Ascended Armor piece as a precursor to make a Legendary Armor piece, not just those we can get by doing Envoy Armor achievements. The Legendary Armor obtained this way would not have any unique skin, but only the functionality of a Legendary Armor.
  16. The changes I’d propose to make the gameplay of Scourge less frenetic and to get rid of annoying internal cooldowns: 1. Change Manifest Sand Shade to no longer add Torment application to the other Shade skills (F2, 3, 4, 5). 2. Change the interaction between Shade skills and Traits so that only Manifest Sand Shade count as Shroud skill 1. Set related traits to give different duration or number of stacks to Scourge (compared to core Necro and Reaper), changing the description of the traits accordingly. 3. Remove the internal cooldowns from Dhumfire and Demonic Lore. They will no longer be “needed”, since they will be tied to skills which have both a casting time and a cooldown. Not having any reason to spam F2 and F3 (instant cast skills) every few seconds and to pay attention to internal cooldowns all the time will make the gameplay much more enjoyable for almost everyone. Support skills will be used to support instead of being spammed to damage enemies while casting other skills.
  17. The Reaper one is not changed, it is how it works now in PvE and seems fine to me. Scourge: 1 stack for 5 seconds on every F skill and the removal of the internal cooldown in PvE seems really too much to me. This is what I suggest to change on Scourge: I’d remove the internal cooldown of Dhumfire and change it to 1 stack for 6 seconds at every F1 (also changing every trait related to Shroud 1 to only work with F1 on Scourge, adjusting the duration or the stacks of the applied conditions). This way the instant cast support skills will be used for support and to activate related traits, instead of continuously spammed while using other skills to apply damage, and the internal cooldowns could be removed. F2, 3 and 4 all have related traits already, those tied to Shroud 2, 3 and 4 for the other Necromancer specs. F1 and F5 will be the Shade skills that can be used to apply Condition damage.
  18. I have already told you where you are wrong, there is really not much else to say. So, I’ll not repeat myself, I gave correct informations already. For a Reaper is “difficult”, in “a group”, not being at 25 Might most of the time, that’s true (and not exactly what you said, but a corrected version), the same is true for maintaining Chill without having to use WoD (nor Executioner Scythe), while simply following the rotation. In case a group can not do that (but never happened to me), I can easily solve the problem, and it doesn’t cost nearly as much (in DPS and in effort) as solving the lack of Life Force generation. You keep repeating a non issue. People can play a better build (in that case, the SoS one) and still learn the encounter well, it is even much easier when you don’t often find yourself lacking Life Force and not being able to follow a rotation (what happens -at different degrees- to every Reaper using the “META” build, obviously, and the fault is mostly in the build, whose rotation can not even make up for the natural degeneration of the Life Force). If one is interested in improving its positioning on the field and better learning the encounter, in fact, solving the issues of the “META” build will be really helpful.
  19. Almost everything you are saying is wrong. Firstly, Awaken the Pain is not a flat out 250 increased power compared to Signets of Suffering. SoS allows signets to work in Shroud and so you will have +270 power in Shroud thanks to Signet of Spite (20 Power more than AtP at max Might). There is also to consider that the in Shroud damage is overall superior to the out of Shroud damage, it is not a 50-50%. The out of Shroud power instead is 250 less than AtP (assuming the group can keep 25 Stack of Might permanently with AtP). With Signets of Suffering we also gain a little damage from Signet of Vampirism that will work in Shroud, and the healing which is useful to gain back the 5% bonus from Scholar Rune if needed. I have yet to see a group (with a Reaper) who struggle maintaining Chill, while I have seen plenty of groups (especially from the lfg, but absolutely not only from there) who can’t maintaining 25 Might stacks all the time. The difference in damage potential (under optimal scenario) between the two builds is 7% at most (this is with Signets of Suffering, Signet of Vampirism, Signet of Spite, Signet of Undeath, Well of Suffering from the alternative build). When a Reaper can’t avoid all the damage (without interrupting the rotation) while in Shroud, the SoS build easily make up the difference. In fact, it almost always performs better, both damage wise and obviously sustain wise, the exceptions are rare and they require to be in a very good group and at specific bosses (in Raids). In Fractal, where damage bursts count more, the “META” build has more chances to shine.
  20. These changes, in most groups, are optimal for most Raids and Strike Missions and also several Fractals, not just rarely. Just a little damage taken and all the advantage (just a little extra damage) of the “META” build is lost. Considering what the OP is asking for, I am pretty sure this is what he needs for PvE.
  21. It is, but the difference made by Marauder is very low, traits and skills are often far more impactful (for example Marauder defensively and in helping Life Force management does almost nothing compared to Blood Magic). Also, generally you don’t even need to take Blood Magic to be very tanky in Berserker gear. For example, you can do the changes I proposed in my previous post, you will have much better Healing, Life Force gain, and much better Damage compared to using Marauder and the “META” build. When it is not enough for you cause you are soloing some very strong champion, you could consider using the skill “Rise!” for 33% damage reduction, etc. There is no reason to regret the Berserker choice on Reaper.
  22. Full Berserker gear can totally sustain Champion’s damage in solo fights, all is needed is tweaking the build a bit. Necromancer (which include Reaper and Scourge) can drastically reduce damage taken with Skills and Traits, and also have high healing and Life Force generation.
  23. Just use Berserker and change one trait and one skill from the current “““META””” (so called) build. Spite: take Signets of Suffering instead of Awaken the Pain. Heal: take Signet of Vampirism Utility: take Signet of Undeath instead of Well of Darkness. Enjoy far better survivability and Life Force generation at no cost damage wise (about 6% less potential DPS under an optimal scenario that could never happen and is literally impossible in most fights, but in practice you will do almost always more DPS with the changes I proposed). This is far more effective than using other stats, and you will have what you asked for. You can use that build in Raids too, you will have better performances. Reaper can be very tanky with Berserker equipment, there is really no need to consider other gear (for PvE). Just use efficient builds.
  24. Since we are examining the mysterious conditions that lead different people to get different results, your question seems pertinent. I am on EU.
×
×
  • Create New...