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.