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Kuulpb.5412

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Everything posted by Kuulpb.5412

  1. Imagine if instead of Shroud being a separate health bar, it would act as a "filler" for your bar, so if you took damage, You would take, idk 33% ( basically perma protection) and the rest would be taken by life force. So active-ness in combat lets you keep it up but wasting it all means you take more damage. ( normal damage)
  2. Other: I just want hexes back, they are already coded into the game, so why don't players have them?
  3. Now that "Customize" is added, can we maybe get a fix for this finally?
  4. That's a problem of core necro being really bad, those "MASSIVE bonuses" just put necro elites in line with other elites, not above them. Once we go back to core, necro is sorely behind the rest of the pack, least PvE wise.Rest assured a lot of necros would gladly accept elite nerfs, if core was properly buffed making them alternate playstyle and not must haves to catch up with the rest of the world. My point is that while the F-gyro was a strict "addition" as someone here called it, it wasn't a massive bonus over core. But they've made this "elite" mechanic complete garbage now, to where it can't even finish a downed person who attacks it once or twice. And then it sits in the toolbelt and occupies a slot where other actually useful skills once were. It's an "elite mechanic" that passively harms the user. If they're not going to buff its health (at the very minimum), I'd rather they delete the entire thing altogether. That way they could give up the charade of scrapper actually having an elite mechanic. Warbanners didn't stomp downed ppl. That for starters was the biggest issue with function gyro. Not to mention function gyro did not need 180s to be used again. You're comparing an elite skill that is made to have huge impact, has huge cooldown and requires an elite slot, to a free utility, that costed nothing save equipping scrapper traitline. Warbanners do stomp downed people. Hard to call the old function gyro "disgusting". The old function gyro had 5000 health, and, when traited, one stack of stability, and a 10s lifespan. This meant that a downed player and a nearby ally could easily deal with it if they chose to. The downed ally could either waste the clock on the gyro (ele, thief), or remove the stability and let their ally help. Ah yes, the all-powerful Elixir R. I've seen that in so many PvP matches since HoT dropped that I can't believe it still exists. Really, does it still exist? /sI used to use Elixir R back when I did pvp, but I hate pvp so That was a long time ago :P, I would throw it and res myself, I never used it for other people, I'd get up and kill the guy killing me.
  5. as a necromancer main I can safely say scrapper gyro taking f5 is not "a replacement" that works, the gyro system becoming wells was bad enough, and now they lose their mechanic in exchange for what is effectively a bad warbanner ( warrior elite) smaller range, no boons, warbanner can't be destroyed, if it's replacing the possibility of huge CC, then it should be something that works, but you have to basically stand on top of the target to cast this, so why not just res them anyway?
  6. I personally don’t look at other builds but from the description, it sounds similar to how i build my necromancer as i have blood bond and runes or tormenting, however use grieving stats so i can be a melee/power necro too.
  7. I'd switch out soul eater for decimate defenses. Better for solo play, since the healing is gone The healing is still there outside of shroud and it can be helpful. I personally will take the flat damage increase over DD but that's a personal preference. The healing has no effect on conditions anyway,
  8. Don’t Female Norn necros when summoning a minion say “Go Fodder, Go”, which technically implies we aren’t fodder but are supposed to control it, issue though us there aren’t really any “tactical” things about necromancer for this to go off.
  9. Regarding Necromancer healing, I found based on tests the Sylvari heal heals more over time than any necromancer heal, closest is well of blood but that is still 2k short, and then I did some more testing and found that Two of thieves' heals were over 7k with no healing power investment, compared to the approx. 6k from necro heal and 10k of warrior heal. From my tests I've concluded that Necromancer as it stands now has too many contradictory effects, lifesteal that requires healing power, which you can't use if you want to do damage, Conditions do not benefit soul eater at all so you can't use conditions to circumvent the power stat of lifesteal. And Death Shroud With it's, what I can only say are Inconsistent, healing mechanics, Some traits do, some traits don't as I've mentioned in the past - I don't want to repeat what I keep saying but I really feel that a full necromancer overhaul would probably be the best way to make necromancer Unique and not have any comparing, If it was so drastically different from everything, you couldn't compare as much as we can right now saying X heals more or Y is more tanky, Z does more damage. There is a trait for healing from conditions its called Parasitic Contagion Oh wait right this does not work in shroud either... nvm....Oh but wait we have a trait that heals us in shroud... oh right its weaker than regeneration even when you crank up your healing power its still trash and you cant do damage if you use that...Oh right the rest of that traitline is also broken and does not account for true defenses or the lack of them...But you get tons of Might like every other class, some swiftness, and subpar protection up time.... minimal fury occasionally if you take curses... no boon sustain like firebrand or mesmer and ele either... hmmmmmmmmm Well kitten We got boon corruption... i guess that +1 = lack of every thing else. Because being able to corrupt boons is a big deal.. oh whats that it became a big deal because anet let boons get out of control on every other class except necromancer. The 1 tool that necro has that is special to them that no other class can use is considered to be more valuable than it really is because every other profession's boons got way out of control... oh also this tool has very minimal worth in the majority of pve even at end game level. ok but at least corrupting boons is super punishing though... some times.. boons applied constantly means its not easy to hit the boons you really want to hit in a critical moment to your survival in pvp or wvw. well fudge..... The circle of life around necro in a nutshell. And other classes have boon remove as well. Yes it's not corrupt, but does it really matter?Not really.There's nothing special about necro anymore other than it's a punching bag to every other class,has aoe spam, but still doesn't do as much dmg as an ele,Has a melee spec, that isnt anywhere near other professions melee specs in terms of durability. Even a freaking ele (that every ele main will complain about, that ele is still too weak lol) is more a durable frontliner than reaper.Can do more dmg, while being more tankier due to protection and the amount of dodges Where did the concept, that beyond the theme, the class needs to be 'special' somehow? Seems like another player-invented reason to justify their desires. Not being special doesn't justify any reason to change any class and there was never any indication from Anet that this 'uniqueness' for performance was a selling point either. Unless you play for performance reasons, you choose a class because of its theme. If you want the great things that Ele does better than Necro ... you know what you need to do. It's why you get choice to play whatever class you want in the first place ... and still do. I am unsure if it is just me, but many professions I like the skills on I despise the theme, while a small few I like the theme on and dislike most skills on, if I am not the only one, this may be why people want Necromancer to be stronger, as they enjoy the theme but it is just outclassed in all aspects meaning you can’t use it for situations you may want to.
  10. So Minions are One charge mantras with a passive effect? INTRIGUING.
  11. No that's the problem, they did A patch, not all were effected, and claim to have done a second patch however from what I gather nothing happened on the 2nd patch, so it didn't even happen, or if it did nothing even changed. And if they considered that the patches have done what they inteded there is nothing more to be gained from keeping to nag about it here right?The issue is that many items that should have been reset, such as HoT LS3 map rings/trinkets didn’t reset for some people, myself included, while it did for others, meaning the patch didn’t work as intended, however we have no information on the parameters.
  12. No that's the problem, they did A patch, not all were effected, and claim to have done a second patch however from what I gather nothing happened on the 2nd patch, so it didn't even happen, or if it did nothing even changed.
  13. I sent in a ticket, This is the response: Thank you for reaching back out to us. Unfortunately we here at customer support won't have an update to this type of situation. In this particular situation you'll want to do is keep an eye on the patch notes as they will be able to provide you with an update on when the issue is being patched. Please let us know if you have any questions in the meantime!Regards, So it's a pity that Not even support know when the patch will happen ( if ever), I just hope they fix it.
  14. Mirage = OPWarrior = OPScrapper tank = OP (not a lot of dmg, but stupid hard to kill (this is the reason d/d ele was nerfed, but this isnt getting the same treatment?))I could go on, but you get the point. They do a kitten job in balancing. Like OP said, they need to use a chisel, not a chainsaw, but they get lazy and do sweeping changes all at once. OK but this doesn't change what I said. It actually makes what I said MORE true. If Anet are bad at balance, what makes anyone think fair and balanced are things we are going to get?I mean there’s no harm in making our issues known. Either nothings happens or they listen, no real downside.
  15. Regarding Necromancer healing, I found based on tests the Sylvari heal heals more over time than any necromancer heal, closest is well of blood but that is still 2k short, and then I did some more testing and found that Two of thieves' heals were over 7k with no healing power investment, compared to the approx. 6k from necro heal and 10k of warrior heal. From my tests I've concluded that Necromancer as it stands now has too many contradictory effects, lifesteal that requires healing power, which you can't use if you want to do damage, Conditions do not benefit soul eater at all so you can't use conditions to circumvent the power stat of lifesteal. And Death Shroud With it's, what I can only say are Inconsistent, healing mechanics, Some traits do, some traits don't as I've mentioned in the past - I don't want to repeat what I keep saying but I really feel that a full necromancer overhaul would probably be the best way to make necromancer Unique and not have any comparing, If it was so drastically different from everything, you couldn't compare as much as we can right now saying X heals more or Y is more tanky, Z does more damage. There is a trait for healing from conditions its called Parasitic Contagion Oh wait right this does not work in shroud either... nvm....Oh but wait we have a trait that heals us in shroud... oh right its weaker than regeneration even when you crank up your healing power its still trash and you cant do damage if you use that...Oh right the rest of that traitline is also broken and does not account for true defenses or the lack of them...But you get tons of Might like every other class, some swiftness, and subpar protection up time.... minimal fury occasionally if you take curses... no boon sustain like firebrand or mesmer and ele either... hmmmmmmmmm Well kitten We got boon corruption... i guess that +1 = lack of every thing else. Because being able to corrupt boons is a big deal.. oh whats that it became a big deal because anet let boons get out of control on every other class except necromancer. The 1 tool that necro has that is special to them that no other class can use is considered to be more valuable than it really is because every other profession's boons got way out of control... oh also this tool has very minimal worth in the majority of pve even at end game level. ok but at least corrupting boons is super punishing though... some times.. boons applied constantly means its not easy to hit the boons you really want to hit in a critical moment to your survival in pvp or wvw. well fudge..... The circle of life around necro in a nutshell. Believe me, I did testing, Regeneration heals more than the might on shroud 2 blighter’s boon does, not just the death magic trait, funny how both heal in shroud traits are grandmasters.
  16. Regarding Necromancer healing, I found based on tests the Sylvari heal heals more over time than any necromancer heal, closest is well of blood but that is still 2k short, and then I did some more testing and found that Two of thieves' heals were over 7k with no healing power investment, compared to the approx. 6k from necro heal and 10k of warrior heal. From my tests I've concluded that Necromancer as it stands now has too many contradictory effects, lifesteal that requires healing power, which you can't use if you want to do damage, Conditions do not benefit soul eater at all so you can't use conditions to circumvent the power stat of lifesteal. And Death Shroud With it's, what I can only say are Inconsistent, healing mechanics, Some traits do, some traits don't as I've mentioned in the past - I don't want to repeat what I keep saying but I really feel that a full necromancer overhaul would probably be the best way to make necromancer Unique and not have any comparing, If it was so drastically different from everything, you couldn't compare as much as we can right now saying X heals more or Y is more tanky, Z does more damage.
  17. The issue is not that people couldn't use it before, the issue is it got taken away with a bad excuse. This still doesnt stop the trait from a) being over buffed, i mean if they didnt think they made it too strong they wouldnt have nerfed it, and b) STILL being stronger than its old version after the nerf. Also reason people don't like =/= excuse. I disagree with the assumption they wouldn’t nerf it unless it was overbuffed, as some changes over the past few years have made no sense regarding nerfs, such as focus 4 nerf, or warhorn nerfs as most recent for necro. They literally said they over buffed it so they are nerfing it? and they nerfed the part of the trait they deemd was over performing. You're still avoiding admitting its still a stronger trait that it was before. And I disagree with the complaints being how they removed it. People are acting like they can no longer play the class/ its been destroyed. What did they do 3 months ago? I just provided evidence why it is currently weaker than before, aswell ad evidence that they do not nerf things because it’s too strong. What more do you want? Let's start over ... it's not relevant if it's weaker or not than it was before. What is relevant here is that healing in shroud to the extent we were seeing isn't part of the theme of the class, nor was it reasonable just from a performance perspective. Now you may begin. The two current ways to heal in shroud are minuscule healing every X, where X is either while in shroud, or when applying a boon to yourself in shroud, after testing a small amount this healing on boon application with 450 healing power (from blood magic trait) was 199 per boon, this is already weaker than just applying regeneration, but you don’t heal from regen in shroud so that bit isn’t the issue, the issue is the only two available heal in shrouds are grandmasters, unless you did 4k a tick every second, you would not heal 200 a second which would be more than the 199 per boon which can be gained from the spite line, one thing I also tested was signet of vampirism “did” heal through shroud when you hit something effected but that Was rather slow, necromancer healing in general is really low for the health they have, compared to the two 10k heals warriors get. Factoring all this in, the low healing from soul eater could not possibly be seen as too strong unless you cleave, which in itself is only effective in “some” situations. - to sum up, I feel that healing in shroud is not something that should be relegated to only grandmasters, especially when the healing from said trait is effectively worthless anyway. I can appreciate that people have their reasons for why they think something should or shouldn't be. That's not unreasonable. What is unreasonable is to ignore the concept that theme are relevant to how the game is changed. I wouldn't go so far as to say theme dictate it because we have seen changes based purely on performance. but if your thinking does not include some recognition that there is a class theme here, the value of the idea is really low. The bottomline here is that necros 'don't heal' in shroud. Instead of emotionally attaching yourself to the premise that's 'wrong' and pushing for it come back, it would be MUCH more sensible to at least push for an idea to get more sustain (if the theme warrants it) in a manner that's more relevant to the theme itself. Why hang your hat for 'more sustain' argument on an effect that is CLEARLY not in line with how Anet wants the class to work? That's a fail right off the bat. Then people wonder why Anet doesn't communicate more to get player feedback? I know you have some convoluted approach to assessing Shroud heals from SE and concluding it was low. It doesn't matter. The numbers did all the talking and Anet was not ignoring that. I'm not saying that necromancers shouldn't heal in shroud or should, I am saying necromancers have access to Two heal in shroud traits, both grandmasters, and both EXTREMELEY limiting. The 300 range is also EXTREMELY limiting, especially for a Low mobility profession, so removing it because it is too survivable in melee range, where it's SUPPOSED TO BE- seems really stupid.
  18. The issue is not that people couldn't use it before, the issue is it got taken away with a bad excuse. This still doesnt stop the trait from a) being over buffed, i mean if they didnt think they made it too strong they wouldnt have nerfed it, and b) STILL being stronger than its old version after the nerf. Also reason people don't like =/= excuse. I disagree with the assumption they wouldn’t nerf it unless it was overbuffed, as some changes over the past few years have made no sense regarding nerfs, such as focus 4 nerf, or warhorn nerfs as most recent for necro. They literally said they over buffed it so they are nerfing it? and they nerfed the part of the trait they deemd was over performing. You're still avoiding admitting its still a stronger trait that it was before. And I disagree with the complaints being how they removed it. People are acting like they can no longer play the class/ its been destroyed. What did they do 3 months ago? I just provided evidence why it is currently weaker than before, aswell ad evidence that they do not nerf things because it’s too strong. What more do you want? You edited your post whilst i was replying.. No they don't but when they explicitly state it was too strong and they are reducing it because of that why do you think they are nerfing it? And I said its overall a better trait not it doesn't have any parts that are weaker than before. It now is an option alongside DD instead of both being the 9/10 choice like it was the past patch and DD was the patch before hand. Also before the trait gave you absolutely nothing while you were i shroud.. Apologies then as you didn’t see my reply - regarding the trait, before it was stronger than the current iteration as before it healed more AND Generates life force while also letting you use GS skills more often, while currently it is now heal ONLY in 300 range and ONLY 5% of damage done, it is absurdly weaker than it was before. But it didn't provide the damage boost. You say only 300 range but it was a GS only trait before so you would either be limited to using GS, which its effective range is within 300 , or getting absolutely nothing from the trait. Nothing in shroud, nothing for non GS weapons. Absolutely nothing at all. The LF gain was also directly better, more often than not ,than what you could get out of CV due to its icd so there was overlap. Plus it was 0.5%/s and again only while wielding a GS. The cool-down , sure that is a real loss but some was baked in on #3 and #5 saw a range increase ( though it needs speeding up a little ). Sure on average you need to do 4k dps to match the 200hp/s from being but that's on average. At any given point if an attack, not limited to any time interval or weapon, does more than 4k damage you are benefiting more from the trait now than before. As a whole it's a stronger trait and promotes a more active and varied play-style. Plus my point is with how sensational the complaints are how did people play before? Since they are making it sound like it was impossible.GS is the hardest hitting melee reaper gets access to outside of shroud, healing LESS than before on the same weapon means it's a downgrade. I do agree some complaints make it seem like you couldn't play necro at all, but the general idea is it was a change, and they removed a benefit.
  19. The issue is not that people couldn't use it before, the issue is it got taken away with a bad excuse. This still doesnt stop the trait from a) being over buffed, i mean if they didnt think they made it too strong they wouldnt have nerfed it, and b) STILL being stronger than its old version after the nerf. Also reason people don't like =/= excuse. I disagree with the assumption they wouldn’t nerf it unless it was overbuffed, as some changes over the past few years have made no sense regarding nerfs, such as focus 4 nerf, or warhorn nerfs as most recent for necro. They literally said they over buffed it so they are nerfing it? and they nerfed the part of the trait they deemd was over performing. You're still avoiding admitting its still a stronger trait that it was before. And I disagree with the complaints being how they removed it. People are acting like they can no longer play the class/ its been destroyed. What did they do 3 months ago? I just provided evidence why it is currently weaker than before, aswell ad evidence that they do not nerf things because it’s too strong. What more do you want? Let's start over ... it's not relevant if it's weaker or not than it was before. What is relevant here is that healing in shroud to the extent we were seeing isn't part of the theme of the class, nor was it reasonable just from a performance perspective. Now you may begin. The two current ways to heal in shroud are minuscule healing every X, where X is either while in shroud, or when applying a boon to yourself in shroud, after testing a small amount this healing on boon application with 450 healing power (from blood magic trait) was 199 per boon, this is already weaker than just applying regeneration, but you don’t heal from regen in shroud so that bit isn’t the issue, the issue is the only two available heal in shrouds are grandmasters, unless you did 4k a tick every second, you would not heal 200 a second which would be more than the 199 per boon which can be gained from the spite line, one thing I also tested was signet of vampirism “did” heal through shroud when you hit something effected but that Was rather slow, necromancer healing in general is really low for the health they have, compared to the two 10k heals warriors get. Factoring all this in, the low healing from soul eater could not possibly be seen as too strong unless you cleave, which in itself is only effective in “some” situations. - to sum up, I feel that healing in shroud is not something that should be relegated to only grandmasters, especially when the healing from said trait is effectively worthless anyway.
  20. The issue is not that people couldn't use it before, the issue is it got taken away with a bad excuse. This still doesnt stop the trait from a) being over buffed, i mean if they didnt think they made it too strong they wouldnt have nerfed it, and b) STILL being stronger than its old version after the nerf. Also reason people don't like =/= excuse. I disagree with the assumption they wouldn’t nerf it unless it was overbuffed, as some changes over the past few years have made no sense regarding nerfs, such as focus 4 nerf, or warhorn nerfs as most recent for necro. They literally said they over buffed it so they are nerfing it? and they nerfed the part of the trait they deemd was over performing. You're still avoiding admitting its still a stronger trait that it was before. And I disagree with the complaints being how they removed it. People are acting like they can no longer play the class/ its been destroyed. What did they do 3 months ago? I just provided evidence why it is currently weaker than before, aswell ad evidence that they do not nerf things because it’s too strong. What more do you want? You edited your post whilst i was replying.. No they don't but when they explicitly state it was too strong and they are reducing it because of that why do you think they are nerfing it? And I said its overall a better trait not it doesn't have any parts that are weaker than before. It now is an option alongside DD instead of both being the 9/10 choice like it was the past patch and DD was the patch before hand. Also before the trait gave you absolutely nothing while you were i shroud..Apologies then as you didn’t see my reply - regarding the trait, before it was stronger than the current iteration as before it healed more AND Generates life force while also letting you use GS skills more often, while currently it is now heal ONLY in 300 range and ONLY 5% of damage done, it is absurdly weaker than it was before.
  21. The issue is not that people couldn't use it before, the issue is it got taken away with a bad excuse. This still doesnt stop the trait from a) being over buffed, i mean if they didnt think they made it too strong they wouldnt have nerfed it, and b) STILL being stronger than its old version after the nerf. Also reason people don't like =/= excuse. I disagree with the assumption they wouldn’t nerf it unless it was overbuffed, as some changes over the past few years have made no sense regarding nerfs, such as focus 4 nerf, or warhorn nerfs as most recent for necro. They literally said they over buffed it so they are nerfing it? and they nerfed the part of the trait they deemd was over performing. You're still avoiding admitting its still a stronger trait that it was before. And I disagree with the complaints being how they removed it. People are acting like they can no longer play the class/ its been destroyed. What did they do 3 months ago?I just provided evidence why it is currently weaker than before, aswell ad evidence that they do not nerf things because it’s too strong. What more do you want?
  22. The issue is not that people couldn't use it before, the issue is it got taken away with a bad excuse. This still doesnt stop the trait from a) being over buffed, i mean if they didnt think they made it too strong they wouldnt have nerfed it, and b) STILL being stronger than its old version after the nerf. Also reason people don't like =/= excuse.I disagree with the assumption they wouldn’t nerf it unless it was overbuffed, as some changes over the past few years have made no sense regarding nerfs, such as focus 4 nerf, or warhorn nerfs as most recent for necro. Also it is not stronger sustain wise, because it healed approx 200 health a second, this is equivalent to 5% healing on 4k damage a hit, reaper foes not do 4k a second with no downtime so the healing is lower, it also no longer generates life force as it used to, meaning you can’t be in shroud as often anyway (marginal life force regen but it could be the difference between going in shroud and not), and now it is effectively a “10% damage within 300 range” trait, the more it gets nerfed the more it is just a rune set effect and not a MASTER tier trait.
  23. The issue is not that people couldn't use it before, the issue is it got taken away with a bad excuse.
  24. If I am 100% honest, if you're pugging I wouldn't try to support other people, If they don't bring the right skills, they get punished, as long as you live and do damage then it'd be fine, but I am a rather selfish person in games. I get your point, but I am playing a "support" build, so it does sort of make sense to "support" other people :wink: I guess my question is: does providing stability justify the loss of other support / DPS I could bring? Or am I overthinking this and the stability isn't needed?Stability is a bit.. iffy, There's benefits, but at the same time people could just Dodge, so Quickness/DPS would be better than Quickness/Stability. At least in my opinion.
  25. If I am 100% honest, if you're pugging I wouldn't try to support other people, If they don't bring the right skills, they get punished, as long as you live and do damage then it'd be fine, but I am a rather selfish person in games.
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