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Kuulpb.5412

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Everything posted by Kuulpb.5412

  1. I know this is a "me" thing, but I don't get why people don't like my Idea of a Complete Necromancer overhaul, I did my idea for the weapons and the traits corresponding to the weapons, but People seemed to hate my idea. I had made greatsword into a more Tank-ish thing where you would have a beam that would apply taunt but not let the enemy attack so it'd be like a Pull but a channelled pull.
  2. You mentioned Necromancer being inherently tanky. This is a fundamental misconception of the profession. Yes, Necromancer has higher base health and, in the simplest terms, a second health bar but that does not make the profession tanky. Necro was also designed with specific strengths and weaknesses (in 2012.)Strengths:A solid array of condition output and controlPets, lots of pets, more than RangerFields, lots of combo fieldsAoE was also a highlight of the professionShroud is a fast-CD damage mitigation skill available on all builds... ALL builds To balance this OP offensive support class, the dev's baked in some critical vulnerabilities.Weaknesses:Low single target dps and burst potentialNo finishers on a dps build and almost none at allShroud requires charging (LF gen) and the LF pool must be managed.Shroud is not a true invulnerability skill as it does not offer a fixed duration of invulnerability and it's duration can easily be reduced so it does not scaleNecro is highly susceptible to control effects - there were few stun breaks and no stability outside of elite transformsNecro has maybe three mobility skills for each specialization and none on weapons Necro was not designed to be tanky but was given more health on its first and second health pools to survive its weaknesses. If people consider only the health and LF pools, they will draw the wrong conclusion. For much of it's history, Necro was one of the least survivable professions and was nerfed into oblivion in PvE by the introduction of Unshakable. No other profession comes close to losing as much health in combat as Necro. That is why it has so much. I am aware necromancer has no “damage reduction” outside of shroud, but it is still at base the “tankiest caster” with highest health, Necromancer is like Blissey, loads of health but if you punch it, it dies. Please read what you wrote and explain how, "... if you punch it, it dies," defines tanky. Also, Necro was designed to require two punches to kill it, unlike Mesmer and Elementalist but both of those professions have far more mobility and/or immunity skills. Which light armor profession is it that tanks in raids?I am not counting Elite Specs when saying tanking, Especially since Necromancer and Ele cannot naturally use shields in any spec, core Necro is tankier, but has low mitigation is what I tried to say, as the tanky aspect could just as easily be replaced by thief because they can heal and evade and block if we say the damage mitigation makes them tanky. I should also clarify that this depends on which tanky you use, the Tanky - draw aggro - whoch necromancers coincidentally do a LOT in pvp/wvw, Tanky as in Unkillable, or Tanky as in Slow juggernaught-y.
  3. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine. I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight. That is and should not be possible unless you want to massively homogenize every single class. Some class/spec will be better or worse at different game modes because different game mode need different things. For example base thief is actually really good in PvP but useless in Raids because PvP has a lot more focus on mobility but PvE cares more about damage. This is never going to change because as you said the object you fight is different. I am perfectly fine with some specs be good at one mode but bad in others, because the alternative is homogenization. The issue however is the things are not balanced for multiple game modes, for example in PvE raiding, not being able to be healed in shroud means you either Lose dps above 50% health or you don't get healed, whereas in pvp it's fine as it's balanced there since you COULD in theory be a lot tankier than normal as players do not have the absurd amount of health as raid bosses. Is 90% health mate. I don't think you realized this but Reapers have been playing with this for a very very long time. Soul eater was just introduced 3 months ago. Did everybody just forget to play with decimate defense suddenly? When you are going to shroud, you should be doing an axe 2 while well of suffering and nightfall is ticking at the same time. Since soul eater still heals out of shroud, it would take a pretty lucky hit at the exact right moment for you to lose scholar. Hell if you want to remove that chance without a doubt, take the heal shout and use it before shroud. Do you know how much dps blood fiend do? 50-100. This is completely overblown. I have been player pretty much nothing but power reaper in my raids and the amount of times where I am forced to go into shroud with less than 90% hp can be count in one hand. In PvP you take decimate defense We are asking for proper/scaling defensive tools for Necro since literally 7 years, so don't get your hopes up. Also just did a Hero point run on Scrapper just now for fun, soloing all the difficult PoF and HoT HP's, testing the new Traits etc., and it's essentially immortal unless you get straight up oneshot. In Full Zerker that is.But yea, Reaper, which already actually had less sustain than Scourge, definitely needed a nerf. Especially one that in turn completely crippled it again in PvP. If you are seriously suggesting scrapper is better than reaper in overworld then I don't know what to tell you. Plenty of classes are immortal in zerker gear, the point is how much damage/burst you do while being invincible. Reaper by far has one of the best self damage in overworld that scrapper can't really compete. In PvP soul eater even prenerf was a niche choice at the most. Decimate Defense is meta still before and after the change. Just actually try to play PvP and you will see Reaper perform exactly the same as they did before in PvP. The issue is not “we didn't have it before so nothing changed” the issue is “we had it and it got removed”. Right, because it was overpowered and encouraged an incredibly lazy way to play the game in PvE. You could literally just facetank in raid, get down to 20% hp and not care about anything in the world because you can just hop back in shroud and heal back in pretty much 3 seconds. No it is not optimal, but it is basically saying you are now invincible and can do whatever you want which is something terrible to encourage. It's impact in PvP and WvW is minimal because is a side upgrade at best because DD remains to be better. If you want sustain then do you know what they should buff? Death magic and blighter's boon, hell why not blood magic too for certain options. It really shouldn't be attaching sustain to an offense trait. Necromancers can not be healed in shroud by druids, tempests or anything not minor health regen from grandmaster traits. Having a way to heal in shroud - and then removing it because “it was too survivable” shows the bad idea having two healthbars is. With blighters boon slotted a ele can give the reaper auras that allot of heal potential with fire aura and others that give boons just wanted to put that out there we have anything we need for sustain anet just needs to change it and be done with it. Wiki: Gain life force when you apply a boon to yourself. If you are in reaper's shroud, gain health instead. - Sadly it only applies to SELF boons. I think he is talking about the might gained from being hit whilst you have a fire aura. I'm not an expert on how auras work however, so I can't say whether aura effects are dictated to by the player that granted or the player who it is applied to. Ah, That does bring up the question though, if someone applies an aura is the duration of might on your Your boon dur or their boon dur, I feel like this needs testing. Yeah it works I used to use blighters boon on glass necro when we still had speed of shadows with recharge. the auras work so that the boons are your own remember the first light aura retal and vulnerability to foes struck any aura that provides a boon works with blighters boon it was Very fun while it lasted but the idea is to get anet to normalize the reaper shroud cast times so tht we dont need the agility or move the agility to another trait like relentless pursuit because right now that trait does not help me chase anyone down like they devs claimed it to be some movie horror chase thing lol.I suppose an issue there is you have to be hit consistently for boons to apply, and have the aura on.
  4. You mentioned Necromancer being inherently tanky. This is a fundamental misconception of the profession. Yes, Necromancer has higher base health and, in the simplest terms, a second health bar but that does not make the profession tanky. Necro was also designed with specific strengths and weaknesses (in 2012.)Strengths:A solid array of condition output and controlPets, lots of pets, more than RangerFields, lots of combo fieldsAoE was also a highlight of the professionShroud is a fast-CD damage mitigation skill available on all builds... ALL builds To balance this OP offensive support class, the dev's baked in some critical vulnerabilities.Weaknesses:Low single target dps and burst potentialNo finishers on a dps build and almost none at allShroud requires charging (LF gen) and the LF pool must be managed.Shroud is not a true invulnerability skill as it does not offer a fixed duration of invulnerability and it's duration can easily be reduced so it does not scaleNecro is highly susceptible to control effects - there were few stun breaks and no stability outside of elite transformsNecro has maybe three mobility skills for each specialization and none on weapons Necro was not designed to be tanky but was given more health on its first and second health pools to survive its weaknesses. If people consider only the health and LF pools, they will draw the wrong conclusion. For much of it's history, Necro was one of the least survivable professions and was nerfed into oblivion in PvE by the introduction of Unshakable. No other profession comes close to losing as much health in combat as Necro. That is why it has so much. I am aware necromancer has no “damage reduction” outside of shroud, but it is still at base the “tankiest caster” with highest health, Necromancer is like Blissey, loads of health but if you punch it, it dies.
  5. After testing a few things, And Honestly never noticing the 5% healing, It's 300 range, "too survivable" Have they ever heard of a Longbow ranger? 4k a hit vs like, 600 healing a hit.
  6. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine. I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight. That is and should not be possible unless you want to massively homogenize every single class. Some class/spec will be better or worse at different game modes because different game mode need different things. For example base thief is actually really good in PvP but useless in Raids because PvP has a lot more focus on mobility but PvE cares more about damage. This is never going to change because as you said the object you fight is different. I am perfectly fine with some specs be good at one mode but bad in others, because the alternative is homogenization. The issue however is the things are not balanced for multiple game modes, for example in PvE raiding, not being able to be healed in shroud means you either Lose dps above 50% health or you don't get healed, whereas in pvp it's fine as it's balanced there since you COULD in theory be a lot tankier than normal as players do not have the absurd amount of health as raid bosses. Is 90% health mate. I don't think you realized this but Reapers have been playing with this for a very very long time. Soul eater was just introduced 3 months ago. Did everybody just forget to play with decimate defense suddenly? When you are going to shroud, you should be doing an axe 2 while well of suffering and nightfall is ticking at the same time. Since soul eater still heals out of shroud, it would take a pretty lucky hit at the exact right moment for you to lose scholar. Hell if you want to remove that chance without a doubt, take the heal shout and use it before shroud. Do you know how much dps blood fiend do? 50-100. This is completely overblown. I have been player pretty much nothing but power reaper in my raids and the amount of times where I am forced to go into shroud with less than 90% hp can be count in one hand. In PvP you take decimate defense We are asking for proper/scaling defensive tools for Necro since literally 7 years, so don't get your hopes up. Also just did a Hero point run on Scrapper just now for fun, soloing all the difficult PoF and HoT HP's, testing the new Traits etc., and it's essentially immortal unless you get straight up oneshot. In Full Zerker that is.But yea, Reaper, which already actually had less sustain than Scourge, definitely needed a nerf. Especially one that in turn completely crippled it again in PvP. If you are seriously suggesting scrapper is better than reaper in overworld then I don't know what to tell you. Plenty of classes are immortal in zerker gear, the point is how much damage/burst you do while being invincible. Reaper by far has one of the best self damage in overworld that scrapper can't really compete. In PvP soul eater even prenerf was a niche choice at the most. Decimate Defense is meta still before and after the change. Just actually try to play PvP and you will see Reaper perform exactly the same as they did before in PvP. The issue is not “we didn't have it before so nothing changed” the issue is “we had it and it got removed”. Right, because it was overpowered and encouraged an incredibly lazy way to play the game in PvE. You could literally just facetank in raid, get down to 20% hp and not care about anything in the world because you can just hop back in shroud and heal back in pretty much 3 seconds. No it is not optimal, but it is basically saying you are now invincible and can do whatever you want which is something terrible to encourage. It's impact in PvP and WvW is minimal because is a side upgrade at best because DD remains to be better. If you want sustain then do you know what they should buff? Death magic and blighter's boon, hell why not blood magic too for certain options. It really shouldn't be attaching sustain to an offense trait. Necromancers can not be healed in shroud by druids, tempests or anything not minor health regen from grandmaster traits. Having a way to heal in shroud - and then removing it because “it was too survivable” shows the bad idea having two healthbars is. With blighters boon slotted a ele can give the reaper auras that allot of heal potential with fire aura and others that give boons just wanted to put that out there we have anything we need for sustain anet just needs to change it and be done with it. Wiki: Gain life force when you apply a boon to yourself. If you are in reaper's shroud, gain health instead. - Sadly it only applies to SELF boons. I think he is talking about the might gained from being hit whilst you have a fire aura. I'm not an expert on how auras work however, so I can't say whether aura effects are dictated to by the player that granted or the player who it is applied to.Ah, That does bring up the question though, if someone applies an aura is the duration of might on your Your boon dur or their boon dur, I feel like this needs testing.
  7. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine. I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight. That is and should not be possible unless you want to massively homogenize every single class. Some class/spec will be better or worse at different game modes because different game mode need different things. For example base thief is actually really good in PvP but useless in Raids because PvP has a lot more focus on mobility but PvE cares more about damage. This is never going to change because as you said the object you fight is different. I am perfectly fine with some specs be good at one mode but bad in others, because the alternative is homogenization. The issue however is the things are not balanced for multiple game modes, for example in PvE raiding, not being able to be healed in shroud means you either Lose dps above 50% health or you don't get healed, whereas in pvp it's fine as it's balanced there since you COULD in theory be a lot tankier than normal as players do not have the absurd amount of health as raid bosses. Is 90% health mate. I don't think you realized this but Reapers have been playing with this for a very very long time. Soul eater was just introduced 3 months ago. Did everybody just forget to play with decimate defense suddenly? When you are going to shroud, you should be doing an axe 2 while well of suffering and nightfall is ticking at the same time. Since soul eater still heals out of shroud, it would take a pretty lucky hit at the exact right moment for you to lose scholar. Hell if you want to remove that chance without a doubt, take the heal shout and use it before shroud. Do you know how much dps blood fiend do? 50-100. This is completely overblown. I have been player pretty much nothing but power reaper in my raids and the amount of times where I am forced to go into shroud with less than 90% hp can be count in one hand. In PvP you take decimate defense We are asking for proper/scaling defensive tools for Necro since literally 7 years, so don't get your hopes up. Also just did a Hero point run on Scrapper just now for fun, soloing all the difficult PoF and HoT HP's, testing the new Traits etc., and it's essentially immortal unless you get straight up oneshot. In Full Zerker that is.But yea, Reaper, which already actually had less sustain than Scourge, definitely needed a nerf. Especially one that in turn completely crippled it again in PvP. If you are seriously suggesting scrapper is better than reaper in overworld then I don't know what to tell you. Plenty of classes are immortal in zerker gear, the point is how much damage/burst you do while being invincible. Reaper by far has one of the best self damage in overworld that scrapper can't really compete. In PvP soul eater even prenerf was a niche choice at the most. Decimate Defense is meta still before and after the change. Just actually try to play PvP and you will see Reaper perform exactly the same as they did before in PvP. The issue is not “we didn't have it before so nothing changed” the issue is “we had it and it got removed”. Right, because it was overpowered and encouraged an incredibly lazy way to play the game in PvE. You could literally just facetank in raid, get down to 20% hp and not care about anything in the world because you can just hop back in shroud and heal back in pretty much 3 seconds. No it is not optimal, but it is basically saying you are now invincible and can do whatever you want which is something terrible to encourage. It's impact in PvP and WvW is minimal because is a side upgrade at best because DD remains to be better. If you want sustain then do you know what they should buff? Death magic and blighter's boon, hell why not blood magic too for certain options. It really shouldn't be attaching sustain to an offense trait. Necromancers can not be healed in shroud by druids, tempests or anything not minor health regen from grandmaster traits. Having a way to heal in shroud - and then removing it because “it was too survivable” shows the bad idea having two healthbars is. With blighters boon slotted a ele can give the reaper auras that allot of heal potential with fire aura and others that give boons just wanted to put that out there we have anything we need for sustain anet just needs to change it and be done with it.Wiki: Gain life force when you apply a boon to yourself. If you are in reaper's shroud, gain health instead. - Sadly it only applies to SELF boons.
  8. Now, My main is Necromancer, but I will list a few I would like: Necromancer - Ritualist - NOTHING fits better. Warrior - Knight - dual shieldz Guardian - Monk - perhaps it’d become a healer vs firebrand’s “boon and heal”, trade boons for absurd healing. Ranger - Bunny thumper - hammer gw1 Mesmer - Enchanter - Trade Clones on enemies to clones on allies (and yourself). Thief - Assassin - because, you know...
  9. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine. I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight. That is and should not be possible unless you want to massively homogenize every single class. Some class/spec will be better or worse at different game modes because different game mode need different things. For example base thief is actually really good in PvP but useless in Raids because PvP has a lot more focus on mobility but PvE cares more about damage. This is never going to change because as you said the object you fight is different. I am perfectly fine with some specs be good at one mode but bad in others, because the alternative is homogenization. The issue however is the things are not balanced for multiple game modes, for example in PvE raiding, not being able to be healed in shroud means you either Lose dps above 50% health or you don't get healed, whereas in pvp it's fine as it's balanced there since you COULD in theory be a lot tankier than normal as players do not have the absurd amount of health as raid bosses. Is 90% health mate. I don't think you realized this but Reapers have been playing with this for a very very long time. Soul eater was just introduced 3 months ago. Did everybody just forget to play with decimate defense suddenly? When you are going to shroud, you should be doing an axe 2 while well of suffering and nightfall is ticking at the same time. Since soul eater still heals out of shroud, it would take a pretty lucky hit at the exact right moment for you to lose scholar. Hell if you want to remove that chance without a doubt, take the heal shout and use it before shroud. Do you know how much dps blood fiend do? 50-100. This is completely overblown. I have been player pretty much nothing but power reaper in my raids and the amount of times where I am forced to go into shroud with less than 90% hp can be count in one hand. In PvP you take decimate defense We are asking for proper/scaling defensive tools for Necro since literally 7 years, so don't get your hopes up. Also just did a Hero point run on Scrapper just now for fun, soloing all the difficult PoF and HoT HP's, testing the new Traits etc., and it's essentially immortal unless you get straight up oneshot. In Full Zerker that is.But yea, Reaper, which already actually had less sustain than Scourge, definitely needed a nerf. Especially one that in turn completely crippled it again in PvP. If you are seriously suggesting scrapper is better than reaper in overworld then I don't know what to tell you. Plenty of classes are immortal in zerker gear, the point is how much damage/burst you do while being invincible. Reaper by far has one of the best self damage in overworld that scrapper can't really compete. In PvP soul eater even prenerf was a niche choice at the most. Decimate Defense is meta still before and after the change. Just actually try to play PvP and you will see Reaper perform exactly the same as they did before in PvP. The issue is not “we didn't have it before so nothing changed” the issue is “we had it and it got removed”. Right, because it was overpowered and encouraged an incredibly lazy way to play the game in PvE. You could literally just facetank in raid, get down to 20% hp and not care about anything in the world because you can just hop back in shroud and heal back in pretty much 3 seconds. No it is not optimal, but it is basically saying you are now invincible and can do whatever you want which is something terrible to encourage. It's impact in PvP and WvW is minimal because is a side upgrade at best because DD remains to be better. If you want sustain then do you know what they should buff? Death magic and blighter's boon, hell why not blood magic too for certain options. It really shouldn't be attaching sustain to an offense trait. Necromancers can not be healed in shroud by druids, tempests or anything not minor health regen from grandmaster traits. Having a way to heal in shroud - and then removing it because “it was too survivable” shows the bad idea having two healthbars is. All it does is showing how much life stealing is if your character optimizes for damage. Have you never played a thief with invigorating precision? You practically never died just like reaper with soul eater. The difference for them however is that they would have to give up no quarter. This trait would have been perfectly fine if this is competing with something like Onslaught. What happened simply was that it is by far the best damage option AND the defensive option while pretty up giving up almost nothing. If there's competition then it would have worked fine, but ultimately it just gave the class what is practically invincibility and gave up nothing else. The problem there is “lifesteal” and actual lifesteal are different. “Lifesteal” heals based on healing power with damage based on power, while soul eater was only power. What? Soul eater scaling off only power is part of the reason why is bad for the game, the more damage you dealt the more you healed which why it was problematic in PvE. It was insane how good it was. To attempt to answer multiple points - Necromancer is naturally tanky, and Reaper came with the shout “rise” that further increases survivability, these do not mean you “need” to use tanky gear, however if you choose to you would be a LOT tankier than a lot of other things. Following on from that if you wanted to get the most healing from soul eater you would need to maximise damage which would be a different build to mega tanky, just because you can heal a lot of health - in 360 range - does not make you unkillable, especially with tge lack of necromancer mobility ( it has 1 mobility skill that can be used on demand, and another which requires you to place a minion ) so it is really easy to counter melee range, soul eater has no effect past 360 (might only be 300), so how was it bad for the game? It has really obvious counter including cc in melee range, blinds etc. TL;DR. : Reaper is a Melee Focused Caster spec from the Tankiest Caster so will naturally be classed as Tanky, using tanky stats makes sense as much as Damage stats due to how Reaper “is”, however healing in shroud would allow Reaper freedom to be squishier in exchange for damage, since then a Necromancer could Balance Life and Death (Health and Death Shroud) which fits their theme. Are you talking about PvE or PvP? Nobody uses rise in PvP and if is PvE overworld then Reaper has universally been one of the strongest build there. The other poster was talking about PvP where one of the popular amulet choice is the paladin amulet. I am really confused here and my responses will be different if you could clarify which area of the game you are talking about. Mobility means practically nothing in PvE so I assume you are talking about PvP. Then you are talking about how Reaper is tanky and necro is the most obvious focus target in PvP than pretty much every other class unless is a Firebrand that you can spike down. So I am not exactly sure what you are talking about as neither fits.I was vague as I was referring to both pvp and pve, just because “no-one uses rise in pvp” doesn’t mean it doesn't exist in pvp.
  10. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine. I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight. That is and should not be possible unless you want to massively homogenize every single class. Some class/spec will be better or worse at different game modes because different game mode need different things. For example base thief is actually really good in PvP but useless in Raids because PvP has a lot more focus on mobility but PvE cares more about damage. This is never going to change because as you said the object you fight is different. I am perfectly fine with some specs be good at one mode but bad in others, because the alternative is homogenization. The issue however is the things are not balanced for multiple game modes, for example in PvE raiding, not being able to be healed in shroud means you either Lose dps above 50% health or you don't get healed, whereas in pvp it's fine as it's balanced there since you COULD in theory be a lot tankier than normal as players do not have the absurd amount of health as raid bosses. Is 90% health mate. I don't think you realized this but Reapers have been playing with this for a very very long time. Soul eater was just introduced 3 months ago. Did everybody just forget to play with decimate defense suddenly? When you are going to shroud, you should be doing an axe 2 while well of suffering and nightfall is ticking at the same time. Since soul eater still heals out of shroud, it would take a pretty lucky hit at the exact right moment for you to lose scholar. Hell if you want to remove that chance without a doubt, take the heal shout and use it before shroud. Do you know how much dps blood fiend do? 50-100. This is completely overblown. I have been player pretty much nothing but power reaper in my raids and the amount of times where I am forced to go into shroud with less than 90% hp can be count in one hand. In PvP you take decimate defense We are asking for proper/scaling defensive tools for Necro since literally 7 years, so don't get your hopes up. Also just did a Hero point run on Scrapper just now for fun, soloing all the difficult PoF and HoT HP's, testing the new Traits etc., and it's essentially immortal unless you get straight up oneshot. In Full Zerker that is.But yea, Reaper, which already actually had less sustain than Scourge, definitely needed a nerf. Especially one that in turn completely crippled it again in PvP. If you are seriously suggesting scrapper is better than reaper in overworld then I don't know what to tell you. Plenty of classes are immortal in zerker gear, the point is how much damage/burst you do while being invincible. Reaper by far has one of the best self damage in overworld that scrapper can't really compete. In PvP soul eater even prenerf was a niche choice at the most. Decimate Defense is meta still before and after the change. Just actually try to play PvP and you will see Reaper perform exactly the same as they did before in PvP. The issue is not “we didn't have it before so nothing changed” the issue is “we had it and it got removed”. Right, because it was overpowered and encouraged an incredibly lazy way to play the game in PvE. You could literally just facetank in raid, get down to 20% hp and not care about anything in the world because you can just hop back in shroud and heal back in pretty much 3 seconds. No it is not optimal, but it is basically saying you are now invincible and can do whatever you want which is something terrible to encourage. It's impact in PvP and WvW is minimal because is a side upgrade at best because DD remains to be better. If you want sustain then do you know what they should buff? Death magic and blighter's boon, hell why not blood magic too for certain options. It really shouldn't be attaching sustain to an offense trait. Necromancers can not be healed in shroud by druids, tempests or anything not minor health regen from grandmaster traits. Having a way to heal in shroud - and then removing it because “it was too survivable” shows the bad idea having two healthbars is. All it does is showing how much life stealing is if your character optimizes for damage. Have you never played a thief with invigorating precision? You practically never died just like reaper with soul eater. The difference for them however is that they would have to give up no quarter. This trait would have been perfectly fine if this is competing with something like Onslaught. What happened simply was that it is by far the best damage option AND the defensive option while pretty up giving up almost nothing. If there's competition then it would have worked fine, but ultimately it just gave the class what is practically invincibility and gave up nothing else. The problem there is “lifesteal” and actual lifesteal are different. “Lifesteal” heals based on healing power with damage based on power, while soul eater was only power. What? Soul eater scaling off only power is part of the reason why is bad for the game, the more damage you dealt the more you healed which why it was problematic in PvE. It was insane how good it was.To attempt to answer multiple points - Necromancer is naturally tanky, and Reaper came with the shout “rise” that further increases survivability, these do not mean you “need” to use tanky gear, however if you choose to you would be a LOT tankier than a lot of other things. Following on from that if you wanted to get the most healing from soul eater you would need to maximise damage which would be a different build to mega tanky, just because you can heal a lot of health - in 360 range - does not make you unkillable, especially with tge lack of necromancer mobility ( it has 1 mobility skill that can be used on demand, and another which requires you to place a minion ) so it is really easy to counter melee range, soul eater has no effect past 360 (might only be 300), so how was it bad for the game? It has really obvious counter including cc in melee range, blinds etc. TL;DR. : Reaper is a Melee Focused Caster spec from the Tankiest Caster so will naturally be classed as Tanky, using tanky stats makes sense as much as Damage stats due to how Reaper “is”, however healing in shroud would allow Reaper freedom to be squishier in exchange for damage, since then a Necromancer could Balance Life and Death (Health and Death Shroud) which fits their theme.
  11. You don't need to be expert to see how Anet operates. But OK, you think I'm wrong. Here is your chance to tell us how all this works ... I've never claimed to be the expert but if you want to put down the ideas I have because I'm not an expert, you better step up and explain what yours are because apparently you are. i'm open to criticism of my ideas ... but you better bring your game if you are going to give it. I think his issue was you mentioning it “always goes back to the theme of the profession” but that’s kind of obviously not the caae with the new thief preparations, how is it thiefy to make a dome of magic that lets people see you but not enter? What about an area that lets you portal other people like a mesmer? Hey, there are exceptions but I don't think it's unreasonable at this point to think that most changes are due to Anet's desire to preserve theme ... and Shroud healing removed from Soul Eater appears to be one of them. “Preserve theme” cough then why do thieves have portal and sanctuary? Is there a comprehension problem here? Here, let me just copy and paste in my previous post: Hey, there are exceptions but I don't think it's unreasonable at this point to think that most changes are due to Anet's desire to preserve theme ... and Shroud healing removed from Soul Eater appears to be one of them. I mean ... how does that not satisfy your question? Anet’s desire to preserve theme - my comment shows there IS no theme.
  12. You don't need to be expert to see how Anet operates. But OK, you think I'm wrong. Here is your chance to tell us how all this works ... I've never claimed to be the expert but if you want to put down the ideas I have because I'm not an expert, you better step up and explain what yours are because apparently you are. i'm open to criticism of my ideas ... but you better bring your game if you are going to give it. I think his issue was you mentioning it “always goes back to the theme of the profession” but that’s kind of obviously not the caae with the new thief preparations, how is it thiefy to make a dome of magic that lets people see you but not enter? What about an area that lets you portal other people like a mesmer? Hey, there are exceptions but I don't think it's unreasonable at this point to think that most changes are due to Anet's desire to preserve theme ... and Shroud healing removed from Soul Eater appears to be one of them. “Preserve theme” cough then why do thieves have portal and sanctuary?
  13. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine. I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight. That is and should not be possible unless you want to massively homogenize every single class. Some class/spec will be better or worse at different game modes because different game mode need different things. For example base thief is actually really good in PvP but useless in Raids because PvP has a lot more focus on mobility but PvE cares more about damage. This is never going to change because as you said the object you fight is different. I am perfectly fine with some specs be good at one mode but bad in others, because the alternative is homogenization. The issue however is the things are not balanced for multiple game modes, for example in PvE raiding, not being able to be healed in shroud means you either Lose dps above 50% health or you don't get healed, whereas in pvp it's fine as it's balanced there since you COULD in theory be a lot tankier than normal as players do not have the absurd amount of health as raid bosses. Is 90% health mate. I don't think you realized this but Reapers have been playing with this for a very very long time. Soul eater was just introduced 3 months ago. Did everybody just forget to play with decimate defense suddenly? When you are going to shroud, you should be doing an axe 2 while well of suffering and nightfall is ticking at the same time. Since soul eater still heals out of shroud, it would take a pretty lucky hit at the exact right moment for you to lose scholar. Hell if you want to remove that chance without a doubt, take the heal shout and use it before shroud. Do you know how much dps blood fiend do? 50-100. This is completely overblown. I have been player pretty much nothing but power reaper in my raids and the amount of times where I am forced to go into shroud with less than 90% hp can be count in one hand. In PvP you take decimate defense We are asking for proper/scaling defensive tools for Necro since literally 7 years, so don't get your hopes up. Also just did a Hero point run on Scrapper just now for fun, soloing all the difficult PoF and HoT HP's, testing the new Traits etc., and it's essentially immortal unless you get straight up oneshot. In Full Zerker that is.But yea, Reaper, which already actually had less sustain than Scourge, definitely needed a nerf. Especially one that in turn completely crippled it again in PvP. If you are seriously suggesting scrapper is better than reaper in overworld then I don't know what to tell you. Plenty of classes are immortal in zerker gear, the point is how much damage/burst you do while being invincible. Reaper by far has one of the best self damage in overworld that scrapper can't really compete. In PvP soul eater even prenerf was a niche choice at the most. Decimate Defense is meta still before and after the change. Just actually try to play PvP and you will see Reaper perform exactly the same as they did before in PvP. The issue is not “we didn't have it before so nothing changed” the issue is “we had it and it got removed”. Right, because it was overpowered and encouraged an incredibly lazy way to play the game in PvE. You could literally just facetank in raid, get down to 20% hp and not care about anything in the world because you can just hop back in shroud and heal back in pretty much 3 seconds. No it is not optimal, but it is basically saying you are now invincible and can do whatever you want which is something terrible to encourage. It's impact in PvP and WvW is minimal because is a side upgrade at best because DD remains to be better. If you want sustain then do you know what they should buff? Death magic and blighter's boon, hell why not blood magic too for certain options. It really shouldn't be attaching sustain to an offense trait. Necromancers can not be healed in shroud by druids, tempests or anything not minor health regen from grandmaster traits. Having a way to heal in shroud - and then removing it because “it was too survivable” shows the bad idea having two healthbars is. All it does is showing how much life stealing is if your character optimizes for damage. Have you never played a thief with invigorating precision? You practically never died just like reaper with soul eater. The difference for them however is that they would have to give up no quarter. This trait would have been perfectly fine if this is competing with something like Onslaught. What happened simply was that it is by far the best damage option AND the defensive option while pretty up giving up almost nothing. If there's competition then it would have worked fine, but ultimately it just gave the class what is practically invincibility and gave up nothing else.The problem there is “lifesteal” and actual lifesteal are different. “Lifesteal” heals based on healing power with damage based on power, while soul eater was only power.
  14. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine. I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight. That is and should not be possible unless you want to massively homogenize every single class. Some class/spec will be better or worse at different game modes because different game mode need different things. For example base thief is actually really good in PvP but useless in Raids because PvP has a lot more focus on mobility but PvE cares more about damage. This is never going to change because as you said the object you fight is different. I am perfectly fine with some specs be good at one mode but bad in others, because the alternative is homogenization. The issue however is the things are not balanced for multiple game modes, for example in PvE raiding, not being able to be healed in shroud means you either Lose dps above 50% health or you don't get healed, whereas in pvp it's fine as it's balanced there since you COULD in theory be a lot tankier than normal as players do not have the absurd amount of health as raid bosses. Is 90% health mate. I don't think you realized this but Reapers have been playing with this for a very very long time. Soul eater was just introduced 3 months ago. Did everybody just forget to play with decimate defense suddenly? When you are going to shroud, you should be doing an axe 2 while well of suffering and nightfall is ticking at the same time. Since soul eater still heals out of shroud, it would take a pretty lucky hit at the exact right moment for you to lose scholar. Hell if you want to remove that chance without a doubt, take the heal shout and use it before shroud. Do you know how much dps blood fiend do? 50-100. This is completely overblown. I have been player pretty much nothing but power reaper in my raids and the amount of times where I am forced to go into shroud with less than 90% hp can be count in one hand. In PvP you take decimate defense We are asking for proper/scaling defensive tools for Necro since literally 7 years, so don't get your hopes up. Also just did a Hero point run on Scrapper just now for fun, soloing all the difficult PoF and HoT HP's, testing the new Traits etc., and it's essentially immortal unless you get straight up oneshot. In Full Zerker that is.But yea, Reaper, which already actually had less sustain than Scourge, definitely needed a nerf. Especially one that in turn completely crippled it again in PvP. If you are seriously suggesting scrapper is better than reaper in overworld then I don't know what to tell you. Plenty of classes are immortal in zerker gear, the point is how much damage/burst you do while being invincible. Reaper by far has one of the best self damage in overworld that scrapper can't really compete. In PvP soul eater even prenerf was a niche choice at the most. Decimate Defense is meta still before and after the change. Just actually try to play PvP and you will see Reaper perform exactly the same as they did before in PvP. The issue is not “we didn't have it before so nothing changed” the issue is “we had it and it got removed”. Right, because it was overpowered and encouraged an incredibly lazy way to play the game in PvE. You could literally just facetank in raid, get down to 20% hp and not care about anything in the world because you can just hop back in shroud and heal back in pretty much 3 seconds. No it is not optimal, but it is basically saying you are now invincible and can do whatever you want which is something terrible to encourage. It's impact in PvP and WvW is minimal because is a side upgrade at best because DD remains to be better. If you want sustain then do you know what they should buff? Death magic and blighter's boon, hell why not blood magic too for certain options. It really shouldn't be attaching sustain to an offense trait. Necromancers can not be healed in shroud by druids, tempests or anything not minor health regen from grandmaster traits. Having a way to heal in shroud - and then removing it because “it was too survivable” shows the bad idea having two healthbars is.
  15. You don't need to be expert to see how Anet operates. But OK, you think I'm wrong. Here is your chance to tell us how all this works ... I've never claimed to be the expert but if you want to put down the ideas I have because I'm not an expert, you better step up and explain what yours are because apparently you are. i'm open to criticism of my ideas ... but you better bring your game if you are going to give it. I think his issue was you mentioning it “always goes back to the theme of the profession” but that’s kind of obviously not the caae with the new thief preparations, how is it thiefy to make a dome of magic that lets people see you but not enter? What about an area that lets you portal other people like a mesmer?
  16. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine. I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight. That is and should not be possible unless you want to massively homogenize every single class. Some class/spec will be better or worse at different game modes because different game mode need different things. For example base thief is actually really good in PvP but useless in Raids because PvP has a lot more focus on mobility but PvE cares more about damage. This is never going to change because as you said the object you fight is different. I am perfectly fine with some specs be good at one mode but bad in others, because the alternative is homogenization. The issue however is the things are not balanced for multiple game modes, for example in PvE raiding, not being able to be healed in shroud means you either Lose dps above 50% health or you don't get healed, whereas in pvp it's fine as it's balanced there since you COULD in theory be a lot tankier than normal as players do not have the absurd amount of health as raid bosses. Is 90% health mate. I don't think you realized this but Reapers have been playing with this for a very very long time. Soul eater was just introduced 3 months ago. Did everybody just forget to play with decimate defense suddenly? When you are going to shroud, you should be doing an axe 2 while well of suffering and nightfall is ticking at the same time. Since soul eater still heals out of shroud, it would take a pretty lucky hit at the exact right moment for you to lose scholar. Hell if you want to remove that chance without a doubt, take the heal shout and use it before shroud. Do you know how much dps blood fiend do? 50-100. This is completely overblown. I have been player pretty much nothing but power reaper in my raids and the amount of times where I am forced to go into shroud with less than 90% hp can be count in one hand. In PvP you take decimate defense We are asking for proper/scaling defensive tools for Necro since literally 7 years, so don't get your hopes up. Also just did a Hero point run on Scrapper just now for fun, soloing all the difficult PoF and HoT HP's, testing the new Traits etc., and it's essentially immortal unless you get straight up oneshot. In Full Zerker that is.But yea, Reaper, which already actually had less sustain than Scourge, definitely needed a nerf. Especially one that in turn completely crippled it again in PvP. If you are seriously suggesting scrapper is better than reaper in overworld then I don't know what to tell you. Plenty of classes are immortal in zerker gear, the point is how much damage/burst you do while being invincible. Reaper by far has one of the best self damage in overworld that scrapper can't really compete. In PvP soul eater even prenerf was a niche choice at the most. Decimate Defense is meta still before and after the change. Just actually try to play PvP and you will see Reaper perform exactly the same as they did before in PvP.The issue is not “we didn't have it before so nothing changed” the issue is “we had it and it got removed”.
  17. You would think that but how quickly you need to cast certain abilities + movement it ends up being a huge dps loss. More so because SS makes the area you personally affect also be 300 radius. PvE would obviously be a different story. But the time it takes to casting each shade you will be very far behind. Unless the enemies you are fighting are just standing still. EDIT: But how easily you can hit 10 players is actually why the GvG scene puts a cap on how many Scourges are allowed in a 15 man comp. Fair enough. But I disagree with the notion that this one GM trait makes Reaper or Core obsolete. Well, if you're playing core, you're hardcore Necro anyways, so skill will trump everything else, but I see Reaper plenty of the time in WvW, OW and PvE. The radius of the shade makes it more of problem in WvW, but is it not then offset by the 100% increase in cooldown? (one of the reasons I hate playing Scourge in WvW) Scourges AoE radius atm is the biggest problem with WvW. I ONLY play Scourge and I will tell you that Core necro and reaper are both obsolete in Fight-guild / GvG comps. The Cool down increase helped some but not enough. Stealthing up pushing on a group, place your shade on their left or right flank then pressing F2-F5 is way too much damage affecting too many people. This change would make the scourges only hit 6 players in this scenario. They can potentially hit 12 if they cast all the shades but that takes precious time that you wont have in these types of fights. So you mean If you are In a team where scourge shines because it is a support/damage hybrid it is OP?
  18. Big issue with any changes - in pvp/wvw the cooldown is INCREASED and in pve it's decreased, so you actually get less Uptime on shades than if you don't take the trait, Plus it only effects 5 things not 10 unless you mean 5 ally 5 enemy.
  19. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine. I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight. That is and should not be possible unless you want to massively homogenize every single class. Some class/spec will be better or worse at different game modes because different game mode need different things. For example base thief is actually really good in PvP but useless in Raids because PvP has a lot more focus on mobility but PvE cares more about damage. This is never going to change because as you said the object you fight is different. I am perfectly fine with some specs be good at one mode but bad in others, because the alternative is homogenization. The issue however is the things are not balanced for multiple game modes, for example in PvE raiding, not being able to be healed in shroud means you either Lose dps above 50% health or you don't get healed, whereas in pvp it's fine as it's balanced there since you COULD in theory be a lot tankier than normal as players do not have the absurd amount of health as raid bosses.
  20. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P What are you even talking about. Reaper is plenty viable and has been buffed over and over again since PoF while scourge has been nerfed over and over again. In PvP solo queue, I would rather see Reaper or even core necro on my team than a scourge because of how reliant it is on support like FB. The only overwhelming strength of scourge is WvW blobbing and even there Reaper is plenty fine.I don’t want to disregard specific things for game modes, but there should be an equal usage of elite specs in all three game modes if it was well balanced, as in Reaper in PvE is a lot different to PvP reaper because of the thing you fight.
  21. Imagine if GW2 and Square Enix did a team up for GW2 and made Necromancer a Summoner :P
  22. Someone did and I responded. it's now Elixir... E I think? which is barrier and protection.
  23. and then after everyone buys PoF THEN they bring out a new spec ( maybe why there is no expac between LS4 and LS5 ) and nerf PoF :P
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