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Shinigami.5230

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  1. lmao. memes aside though you would actually be surprised how much it is really polished compared to other online games (really big names as well).im not really about kitten kissing but i would give them that, given that the game is a huge mmo game
  2. same here at the same time as well, so its probably the hotfix they said they gonna try to solve the issue
  3. That would depend on how much the stats are getting buffed for right? A slight damage increase won't make that difference in DPS probably even if you assigned a whole support for minions to give might and other boons(supposedly) Maybe add diversity to minions with more different active skills that are not op like the ones they already have now,maybe they be like mantras with charges and each active combos well with the one before it but different from it and doesn't have that much damage or utility so it becomes op,or they would combo well with Necro skills themselves or both so that when they are off CD Necro can think of combos,and yes you would then have the choice to easily not do so if that was the original goal of minions Maybe only add an auto attack chain like ranger pets on a CD. But all this is just ideas that I don't know if they can even be translated into the game rather than just balance problems
  4. you dont even outdamage other elite specs for necro to begin with to even pick it up if u want power u will go reaper,if condi or support you will go scourge cuz barriers are better than boons harbinger gives and boons can be provided better by a firebrand or in EoDs case catalyst or mechanist or even freaking thief (specter)
  5. they could still use some modifications as there are no interaction with minions and there stats are too weak i understand that if they buffed flat stats minionmancer would be even stronger in pve,but they can give them these stat buffs as interactions with the necromancer through new or modified traitline like a stat buff with ICD or something,that way it can be more fun,alittle stronger and not completely ruining the game also some minions are just too weak like the flesh wurm,it will only be used in pvp as escape tool which was the intended use for it bone minions attacks are so bad and the active is a good cc but its single target making its effectiveness exclusive on boss breakbars the exploding minions do a very decent damage on exploding but could use abit of improve only good minion all around imo is the shadow fiend which i personally wish they added fear to its active skill because it fits it thematically the trait changes could include inherting some stats like the mech would do in EoD from mechanist also removing the condi related traits from death magic because they are just bad and if you wont take other traits you will probably take another trait line instead of death magic anyways. but overall yeah minions are kinda good rn but could definitly be even better Ps. Rise is the best skill in the game minion related or not related,you cant change my mind i literally bought pof so i can get hot to get my hands on reaper and use it and to this day i still run blood minion master reaper for fun
  6. i dont mind paying a heavy price for more power or utility (thats what necros are all about in the end.....though we alredy have a very similar mechanic which is corruption skills ...but maybe they are ....less impactful) but there is no trade offs here, harbinger just hurts himself just becuz its probably a masochist. no seriously the laughably low dmg modifiers that we had before were 25% (we already have a bunch of 20-30% and even more modifiers) but now they are at 12.5% which is less than a rune set+ sigil modifiers...and the reasin for this should be that we lose 12.5% less health for halved power??????? and they saod actually that they wont make harbinger hyper mobile like daredevil but have somewhat of mobility that necromancers didnt have before but it really sucks and if i remember correctly they removed the overpowered 0.25 sec evasion on shroud 4 but maybe im wron at this one.regardless the whole selling point for harbinger should be that i have a cool weapon that is the pistol???thats literally the only reason.btw i dont mind the class being competetivly bad,hell i freaking love deadeye and bladesworn,but it has no playstyle nor damage nor aesthetics...nothing at all,maybe cool effect of the blight mechanic but scourge beats it in condi dps and utility,and reaper in power and cleave (power harbinger lmao) although they said that the harbinger kit could work for both power and condi but we all saw how that turned out.all i can feel about harbinger is that they literally saw ppl complaining about necros being tanky and went (ok,there you go a whole useless elite spec,no tanky,no utility,no damage, it just jumps around slightly and drinks alot and it has a pistol.) Oh its also worth menthioning that thieves got a whole shroud with fear (Unique trademark for necros supposedly while still having 5 new shadowsteps and power damage on shroud without even a single power modifier for specter (thief shroud 2 or 3 does like 8-12 k crit for each strike and it has 2 strike on a 4-6 sec cd with marauder gear,not full zerk nor good sigils/upgrades) they took the squishiness of necros out of shroud+removed shroud+keeping the inability to use utilities in shroud+bad utility skills and added all that toghter=Harbiner
  7. I really appreciate the direction of changes for necromancer (blight interaction)and bladesworn (lower charge and the interrupt CD removal) and guardian (animation cancel or at least reduction) However,the nerf of harbinger modifiers to 12.5% max even for some health increase at max blight (1/8 of max health more than before),it's just not enough. some runes give +10% modifiers and combined with 5% of the sigils that's more than the whole trait can get,besides people will just pick scourge for higher modifiers and utilities at this point,and if the nerfs are because of the damage on utilities are that good, if they are, it means they will need to be nerfed cuz that's just broken, harbinger on the 1st beta didn't out benchmark already existing classes that much,even with runes that aren't in the beta package.also the condi decrease to half on skills and increasing CD is just too much imo. But still the blight interaction is much appreciated and as a direction in general too. As for bladesworn,the premise behind the whole spec was that it's heavy damage and hard to execute so that's it's not completely broken so I'm fine with 300k on a single strike. but modifiers just got gutted and the speed on the 3d dragon slash nearly halfed???? The only thing that was bad about it was the CD on dragon trigger if interrupted, adding the faster charge is insanely good quality of life and reducing the CD to 1/2 sec but why the damage nerfs that heavy on a heavy damage intended class.willbender is just a big thumbs up,it definitely needed the animation cancel/reduction, though the removal of trade offs in the first 3traits is a bit out flat buff,but it will probably prove necessary Glad Anet is listening to feedback and hope keeping it up
  8. no minions summoning animation-shroud 5 animation not visible all the time so its either activated without animation or not activated at all-Deathly haste grandmaster trait pulses quickness to allies of players but not for minions as it should
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