Jump to content
  • Sign Up

Mabon.8756

Members
  • Posts

    8
  • Joined

  • Last visited

Mabon.8756's Achievements

  1. Newish player that recently came back and I have to agree. I don't think I've seen a more vile and disgusting community in gaming. Every time I enter the lobby its just people treating people like literal garbage.
  2. anet has abandoned their own design philosophy further and further with each expac. you're the only one arguing to maintain this philosophy. does it make sense for necro, the class with the lowest mobility, to have no stab? cuz shroud isn't much of an argument since it routinely fails to work in a number of scenarios and is one of the specs that is hard countered the hardest out of all of them. besides, are you claiming to speak for anet? who are you to say what they will and will not do lol. That's nice .. but you must be mistaking me with someone that makes these decisions about how classes are designed or how the game works. Sorry, that's not me. I just understand things about the game other people dismiss, for whatever reason ... like yourself. There was never some claim I spoke for Anet; that's a dead end discussion. I think I've made it pretty clear that lots of people, including yourself in this case, are willing to ignore how things work to justify how they think the game should change. I don't know what makes people think that way; it makes no sense to do so. I think it's worth saying here again: If you aren't going to take the effort to understand why the game works as it does, you will never understand how it can change. Shroud isn't an argument because it fails? OK ... that might be true. That might be the TRUEST TRUTH in all the game ... but that doesn't mean it makes sense for core necros to get more stability. I mean, holy kitten guys ... Anet is TELLING you this isn't inline with their design of necro class; and you're going to argue that the people who define the class and how it works ... are wrong? You don't understand ... Find a different approach. Don't be so married to your ideas about what should be done. What people are saying has nothing to do about stability (it's a bandaid) but the poor design of the class in general. The new specs are getting more abilities and the most successful classes are the ones with stacking boons, greater amount of abilities, and built in preventive measures in abilities. Necros don't have any of that and they keep pushing a concept that simply doesn't work in any competitive play. Nor will it be a "fun" class to play because of the longer and more consistent low damage cc. Instead of the rush and kill or be killed it will be a long (a very long...) drawn out game of you being pulled, dazed, knocked down, and knocked back till death. I'm perfectly content dying on my necro as I do with all my other professions but it really is the the only one where I don't really have all that many buttons to press or able to push said limited buttons all that often either. Which from a design perspective feels kinda... well kitten. The soaker didn't work either before because the design is meant to take hits but the dmg was far too high and necro would get destroyed without much a chance to counter, so it was needed anyways just to make soaking type design not useless. There is going to have to be compromised and unfortunately, you know and I know that necro would be made vulnerable to something after making them better at soaking.Of course it makes sense, but it won't end there. They will reduce life force generation, you can count on it. It happens every time, "It takes forever to kill a Necro on the node, finally get them out of shroud and then when they are about die they are back in shroud with regen!" So yes lots of soaking but no parties having fun.
  3. While yes a single PI via headshot was underwhelming but 1-2k damage was fantastic supplemental damage with a daze steal > pistol whip > Heashot spam (as they attempt to heal). This is during a +1 on node with a teammate and it was great at extending lock down with decent damage. But yeah, it won't ever be used as is now.
  4. I'd like to see a spec like "The Vessel". A Necromancer that doesn't reanimated but allows the souls or energy of great people to take over temporarily and add in conjured abilities. Think multiple "shrouds" based on warrior, thief, and mage archetypes and matching chosen conjured weapon and shroud increases damage/utility. So you can either specialize in certain archetypes and suggested conjured weapon and use core utilities or constantly switch out for a wide range of abilities and utility (something Necro desperately needs).
  5. anet has abandoned their own design philosophy further and further with each expac. you're the only one arguing to maintain this philosophy. does it make sense for necro, the class with the lowest mobility, to have no stab? cuz shroud isn't much of an argument since it routinely fails to work in a number of scenarios and is one of the specs that is hard countered the hardest out of all of them. besides, are you claiming to speak for anet? who are you to say what they will and will not do lol. That's nice .. but you must be mistaking me with someone that makes these decisions about how classes are designed or how the game works. Sorry, that's not me. I just understand things about the game other people dismiss, for whatever reason ... like yourself. There was never some claim I spoke for Anet; that's a dead end discussion. I think I've made it pretty clear that lots of people, including yourself in this case, are willing to ignore how things work to justify how they think the game should change. I don't know what makes people think that way; it makes no sense to do so. I think it's worth saying here again: If you aren't going to take the effort to understand why the game works as it does, you will never understand how it can change. Shroud isn't an argument because it fails? OK ... that might be true. That might be the TRUEST TRUTH in all the game ... but that doesn't mean it makes sense for core necros to get more stability. I mean, holy kitten guys ... Anet is TELLING you this isn't inline with their design of necro class; and you're going to argue that the people who define the class and how it works ... are wrong? You don't understand ... Find a different approach. Don't be so married to your ideas about what should be done. What people are saying has nothing to do about stability (it's a bandaid) but the poor design of the class in general. The new specs are getting more abilities and the most successful classes are the ones with stacking boons, greater amount of abilities, and built in preventive measures in abilities. Necros don't have any of that and they keep pushing a concept that simply doesn't work in any competitive play. Nor will it be a "fun" class to play because of the longer and more consistent low damage cc. Instead of the rush and kill or be killed it will be a long (a very long...) drawn out game of you being pulled, dazed, knocked down, and knocked back till death. I'm perfectly content dying on my necro as I do with all my other professions but it really is the the only one where I don't really have all that many buttons to press or able to push said limited buttons all that often either. Which from a design perspective feels kinda... well shitty.
  6. New player lvling up a Necro along with several other professions and I have to agree with core being useless. Even with reaper the damage doesn't seem to compare and provides nothing to teams. Its stupidly tanky to the point of redundancy in pve but then moving to pvp it doesn't matter. You don't get to play because you have no access to blinds, stability, mobility or anything. All the health means nothing as you don't get to play your class because you can't move or cast spells because you are perma stunned, dazed, immobilized, and killed. Mesmer and Guardian best so far in terms of all game modes. But for some reason I just keep coming back to Necro regardless of its inability to do anything...
  7. How is being able to soak up dmg directly connected to no cast times? Not directly, but indirectly. Necro's main defense is their ability to play the sponge but then they don't have the tools to perform while being constantly bombarded. Incredibly tanky indeed, but with no stability, low mobility, and getting additional and increased cast times creates an odd feeling of a stuttering bouncy ball in any competitive play. Like I said I'm new but with all the built in interrupts, stuns, and cc that classes have I'd just like to get a Ghastly Claw, Life Siphon, and/or Life Transfer off somewhat regularly. We can't set up from stealth , evade during, or stab into our burst. We just kinda... hope?
  8. Casts times just doesn't seem to fit a profession that is suppose to soak up damage. No stability, no mobility, and cast times... Maybe I'm just new but something seems to be missing...
×
×
  • Create New...