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Agrippa.1693

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Everything posted by Agrippa.1693

  1. This might be true, but for the wrong reasons. Again, Necromancy, Dark classes, etc. are popular themes in games like these. Should other professions have a clear performance gap to raise their play count? Should dark classes be punished in performance because they have a cool(er) theme? I think that's the wrong kind of balancing! (just my opinion, of course)
  2. You're probably right that you'll see (a lot) more Reapers in Raids, etc. when dps is buffed to competitive levels, but that's not for the reasons you're giving, it's because of the theme. It's a theme that is always chosen a lot in every single (MMO)RPG ... And when it's finally on the level of every other class in this PvE endgame, it will see a lot more play, obviously. Furthermore, about your safety and lesser risk claim: people always tend to forget, that every other single class can be given Marauder gear and is safer to play and will still do more DPS than a Reaper. But thinking out of the Berserker box is absolutely blasphemy here! Lastly, the buffing advantage of a Reaper is imo exaggerated. Take might for instance: it can be found across the board, it's far from a Reaper only thing. What is pretty much Reaper only about that though, is the fact that it's purely selfish buffing, whereas quite a few other classes at least have the ability to buff teammates with it as well. Even the self quickness isnt THAT great, cause it's never going to be 100% uptime, so you always need an external supplier. What is worrying though is Reapers abundant access to Fury ... A widely available buff across most classes, except for that one class .... the Necro (except when you go into curses, which you wont as a power Reaper).Look, don't get me wrong, the Reaper (or Necro in general) IS self sufficient up to a certain point, not 100%, but no class is. But every other class is self-sufficient as well, the only big difference is that with every other class you have to look at other builds/gear/etc. than Meta, to make the game as you said it: more "easymode". The Necro or more specifically the Reaper only has its meta build! In other words, for every other class you're able to take off your training wheels and dish out some serious damage when you're ready for it (OR NOT, whatever you prefer). The Necro simply doesn't have that option!And it's even worse, if you make use of your training wheels as a Reaper (shroud), your DPS drops a lot further than pretty much any other class with there training wheels on!
  3. It simply is not fun to know your not competitive in Strike Missions, Raids, or Fractals. Since they are creating more Fractals and Strike Missions. This content needs to be balanced. Then choose better ... play a class that is 'fun'. There isn't a need to balance when you have enough choice to give you what you want. That's a lot easier said than done. If you invested a lot of time in gearing your main character, and you now get to a point (say the PvE endgame) where that class is undesirable at best, it's not THAT easy to just switch class. There is not a very good say unlocking and/or template system in place where ANet caters truly easy class switching! There's absolutely not! People have to balance what they want against the time they invest to get it. Anyone that has played this game for any significant period of time knows that they have to choose their class for theme or performance ... but they aren't going to get both.Why not?I just happen to love the theme of the guardian ... AND it happens to be one of the best performing classes in the game (actually in pretty much every gamemode right now).So what you're saying is incorrect ...You just have to be lucky when you choose your class by theme ... No it's not incorrect at all. No one should expect that they should get performance and theme with whatever choice they want to play. You did get lucky .. but that doesn't make what I said wrong. I see what you were trying to say and I understand you, but you were not saying that though. You were saying: "but they aren't going to get both". You didnt say: You cannot expect to get both! There's a big difference there. Normally I'd never call someone out on something small like this, but you're notoriously well-known for not even once admitting you might be a tiny bit on the wrong side of the spectrum, or that you've made a mistake. And I've got a feeling you're still not going to do that right now ... (if you do, I'll gladly admit I was wrong though :))
  4. It simply is not fun to know your not competitive in Strike Missions, Raids, or Fractals. Since they are creating more Fractals and Strike Missions. This content needs to be balanced. Then choose better ... play a class that is 'fun'. There isn't a need to balance when you have enough choice to give you what you want. That's a lot easier said than done. If you invested a lot of time in gearing your main character, and you now get to a point (say the PvE endgame) where that class is undesirable at best, it's not THAT easy to just switch class. There is not a very good say unlocking and/or template system in place where ANet caters truly easy class switching! There's absolutely not! People have to balance what they want against the time they invest to get it. Anyone that has played this game for any significant period of time knows that they have to choose their class for theme or performance ... but they aren't going to get both.Why not?I just happen to love the theme of the guardian ... AND it happens to be one of the best performing classes in the game (actually in pretty much every gamemode right now).So what you're saying is incorrect ...You just have to be lucky when you choose your class by theme ...
  5. Wow, that's bad ... all my first games on every other class I did 39.4% team damage and 51% of the healing ... And I also don't have any proof to prove it!
  6. It simply is not fun to know your not competitive in Strike Missions, Raids, or Fractals. Since they are creating more Fractals and Strike Missions. This content needs to be balanced. Then choose better ... play a class that is 'fun'. There isn't a need to balance when you have enough choice to give you what you want. That's a lot easier said than done. If you invested a lot of time in gearing your main character, and you now get to a point (say the PvE endgame) where that class is undesirable at best, it's not THAT easy to just switch class. There is not a very good say unlocking and/or template system in place where ANet caters truly easy class switching! There's absolutely not!
  7. I think this will always remain a stigma that will never get old. Because it's actually proven with statistics now, that (A LOT) higher DPS can be pulled off by mediocre Condi Weaver players compared to veteran (min-maxing) Power Reaper players for instance.It doesn't really have to do with the difficulty of the rotation. It has to do with the forgiveness of that rotation. If you miss a beat in the Condi Weaver build, you generally don't drop that much in DPS. If you miss a beat in Reaper Shroud (half of the Power Reapers rotation), which is easy when you for instance take damage in shroud you drop significantly in DPS output.
  8. The only reason necro WORKS in plat and higher because EVERYONE ELSE got nerfed. The balance is so bad it is laughable. I can run basically any other class in bunker mode and have the same results - your point is mute. What's the problem with that? Why have you convinced yourself that how the class got to a good place matters more than the place it's in? I don't think you understand balance, hence why you are asking that question. Maybe that's true ... or maybe there is another reason it was asked ... still, the question remains. Why does it matter how you got there if the result is acceptable? It depends, if the factor 'time' is in the balancing equation.Then again, it's GW2, where we still have the same "mandatory" classes in raids, pretty much since raids were introduced ... I don't think so!
  9. The only two specs that have noticably less survivability in their dps builds than reaper are thief and elementalist. And these two classes are top dps with 20% more dps than reaper. Fun fact: with all of these 3 classes you can run the quite forgiving marauder gear and still out-dps a berserker reaper. You forget that the Thief has the Bounding Staff Daredevil and the Pistol/Pistol Unload Deadeye, which are dead easy to play and you're virtually unkillable because of: Invigorating Precision. Slap on some Marauder gear and you can literally only die if you're afk. Ow ... and before I forget, with still higher DPS than a Reaper can even get near to!I really got a feeling that these people have read somewhere that Necro is the easy 'training wheels' option, which might've been the case back in 2012, but a lot has changed (mostly for the better with other classes), where every single profession has very sturdy and easy to play builds at their disposal these days and literally all of them being capable of outdps-ing the Necro in PvE (if you do a fair comparison, that is!) .... Well thats nonsense. I play both thief and necro. Pp thief has no real aoe, a few unloads and you are out of initiative. Necro is cruise controk easy mode and nothing comes close to it in that regard. I'm fine with that too. There are times when i dont feel like struggling, i use my necro.You know you have to swap weapons right (to gain almost an infinitive amount of initiative)? It's so easy to play, you can just sit back and relax and deal topdps in any squad during world events for instance. I sometimes even use rifle, which should be more of a strain on my initiative than P/P, and still find it quite easy to maintain initiative (btw, DPS on bosses is insane with rifle, try it).I agree on the AoE part but that's where the Daredevil comes in (and good use of templates). Also unmatched in DPS, btw. And again, Invigorating Precision will keep you alive! Sure you can use shroud with Necro to soak up damage and probably survive, but you're gonna be useless in the DPS area, which is already not Necro's strong-suit, to put it mildly (in fact it's literally on the bottom of the charts in that area!). Ow and one more thing with the Daredevil ... have you seen those yellow blocks above your Health Orb, I swear there's 3 of them, I had to pinch myself, but it's true ... and you know what, next to having those 3 lifesavers ... you can actually use them and not loose any DPS ... actually it even boosts your DPS ... crazy, right?
  10. I hate to be that guy; however, if that's the case you might be terrible at the other classes. We have two classes doing 9k more damage then the Reaper is capable of doing in fractals/raids after the last "balance patch". I (a necro loyalist) was finally forced to switch classes for raiding. The difference is just to big at the moment, this difference was enough for me to change. The said thing is when I switched, I realized both of these classes have better survive-ability in raids to. Well in theory necro (reaper) is able to reach higher number due to the dread trait.However, in practice it's nowhere near possible to have perma fear on a boss even if you drop soulbarbs for fear of death which makes you drop a 10% modifier, to get better access to a 33% modifier.It's comparable to the danger time trait of chronos. With the difference, that Chrono actually has a way to get good slow uptime. Reaper doesnt have a lot of fear uptime.We have:Reaper shroud 3: maximum of 2 seconds of fear and with alacrity 19 seconds cooldown (I know it gets reduced by autoattacking in shroud)Staff 5: maximum of 2 seconds of fear, with alacrity 24 seconds cooldownSpectral ring: maximum of 2 seconds of fear, with alac it's 30 seconds cooldown. But also has a downside. The enemy/boss needs to walk through it to trigger the fear. So basically it's just reaper shroud 3 and staff 5.In order to have a near permanent uptime: To make this easier I'll not use actual numbers but make both 20 seconds cd.So:In one minute, you are able to use both of them ~3 times. That's 3times x 2 skills x 2seconds fear = 12 seconds of fear. So you'd have to use 5 reapers to reach an almost permanent uptime of fear. But that's calculated too favourable. So theoretically it is possible. Now find a rotation that lets you use both skills on cooldown. Which might be possible. But you loose another dmg source in form of axe 2. So in order to make this work, we'd loose:10% dmg from soulbarbsaxe 2 as damage sourcepower from might (awaken the pain) So overall this won't be a 33% dmg buff, just a 10-15% if you keep in mind what we're loosing, which would make reaper a 35k dps spec, max. Which sounds fine first, but if you look at the condition to reach that number (no pun intended) that's not really worth it and way too low compared to other classes with similar conditions. Yes, people who point at Dread's 33% modifier and think it's OP probably don't play with it much. Dread's real benefit is the 10 vulnerability for 5 sec and the fact the vuln can cover the fear. I think because vulnerability in group PvE is usually capped, the extra damage modifier was added. However, fear up-time is very, very low. Fear sources are corrupted stab, a utility weapon (staff), a utility (Spectral Wall), locked behind 2 ICDs (shroud and the longer skill ICD), or on environmental (skill), stolen (skull), or other profession sources. Fear is nearly always used as a pseudo control effect and interrupt. Trying to squeak a third more damage out within a second is pretty hard to do. Dread is not a serious dps source. It is more of a way to force a condi clear and stun break. It is a flat-out nerf from Unholy Fervor it replaced, which was a solid axe dps trait. For another comparison, Chill of Death was nerfed a lot to bring it down to Dread's level. Compare it to grandmaster traits Close to Death and Spiteful Spirit and you realize it is not worth the discussion. To recap, Dread is there to protect a Fear's duration and punish opponents without enough condi mitigation. It's almost a noob-trap.I'm sure it probably would never work, but I sometimes theorycraft to get the full advantage from Dread would be to stack Necro's, right? What about 7 or 8 Reapers in a Raid, all with Dread and their sources of Fear, it stacks duration, so in theory, it could work, right ????Happily ever after, when it really does and it would see play in Raids .... ANet wouldnt think twice to hit it with the nerf hammer within weeks, they normally never miss an opportunity to do this with Necro's .... Like they're now actively doing with Guardians ... right ... ow wait ...
  11. The only two specs that have noticably less survivability in their dps builds than reaper are thief and elementalist. And these two classes are top dps with 20% more dps than reaper. Fun fact: with all of these 3 classes you can run the quite forgiving marauder gear and still out-dps a berserker reaper. You forget that the Thief has the Bounding Staff Daredevil and the Pistol/Pistol Unload Deadeye, which are dead easy to play and you're virtually unkillable because of: Invigorating Precision. Slap on some Marauder gear and you can literally only die if you're afk. Ow ... and before I forget, with still higher DPS than a Reaper can even get near to!I really got a feeling that these people have read somewhere that Necro is the easy 'training wheels' option, which might've been the case back in 2012, but a lot has changed (mostly for the better with other classes), where every single profession has very sturdy and easy to play builds at their disposal these days and literally all of them being capable of outdps-ing the Necro in PvE (if you do a fair comparison, that is!) ....
  12. How can u say "PVE seems a little forgotten in this area". ?Are you kidding me? This game litterally is focusing 90% of the resources into PvE (CLASS CHANGES,LIVING STORY,CONDI CHANGES,RAIDS) and in some cases when skills e/o some mechanics gets a rework cos "people FEELS like the dmg numbers in their (third party) DMG meter is kinda low compared to other professions",people playing in competitive modes get the end of stick. And when there is O. N. E. balance patch focused mostly on wvw/spvp ,people feels like it seems "pve is a bit forgotten". you are trolling right? You have no idea what part of this game is forgotten on life support. :3 What do u need to balance in GW2 PvE anyway?! :) Wow, I tink I struck a nerve here. Yes.As i said,in the last years,GW2 focused mostly on the PvE "part" of the game: new content,patches,reworks,changes...But unfortunately WvW and Spvp exist,aswell.I get it: me and you are on the opposite poles in this context.I mostly play WvW and judging by your comments history you are mostly focused on PvE stuff (benchmarking charts,raid rotations,raid meta consist of 2 classes,fractal meta,raid composition in Snowfall, thank god we have player that allow necromancer in end game content(LOL)...). So the moment u complain on a SINGLE patch in a year,about being focused mostly on PvP modes: you are greedy.Can other game modes have some LOVE ONCE in years?! On a side node,this proves what i said (about the " people FEELING like the dmg numbers in their (third party) DMG meter is kinda low compared to other professions " thingy): whos complaining about ONE patch focused on PvP?who is feeling like PVE seems a little forgotten in this area? a pve player (focused mostly on raid dmg meters,raid rotations,raid composition...) : like really?ONE patch in 2 years is not about pve content and pve players feel like that?Thats what strike a nerve lol There are other 2 endgame activities beside PvE (Raids,Fractals whatever): WvW - Spvp. Thats the point. One balance patch.I wish we coult talk about others balance patches focused only on pvp: Man,you are not asking questions,you are complaining about ONE patch not being pve related.There's so much wrong about your reasoning in this post, it's beyond realistic. You judge me from posts on this forum, while if you really put some effort in your searching, you'd see I have quite some sPvP history ... but I can see real statistics don't matter to you ... judging from that frequently (bold) "ONE balance patch" phrase you use quite a lot! Which is factually faulty as hell! Lately EVERY balance patch is more PvP/WvW focused than PvE focused, which in my opinion is probably not even a bad thing (which you can actually read in some of my posts, but you probably accidentally skipped those, right?). And if you want to be really factual: there has literary NEVER been a balance patch that was >90% focused on PvE balance: and again: which might not even be a thing or shouldnt be a thing for that matter. hence my question does PvE balance really matter??? It really is a genuine question!
  13. How can u say "PVE seems a little forgotten in this area". ?Are you kidding me? This game litterally is focusing 90% of the resources into PvE (CLASS CHANGES,LIVING STORY,CONDI CHANGES,RAIDS) and in some cases when skills e/o some mechanics gets a rework cos "people FEELS like the dmg numbers in their (third party) DMG meter is kinda low compared to other professions",people playing in competitive modes get the end of stick. And when there is O. N. E. balance patch focused mostly on wvw/spvp ,people feels like it seems "pve is a bit forgotten". you are trolling right? You have no idea what part of this game is forgotten on life support. :3 What do u need to balance in GW2 PvE anyway?! :) Wow, I tink I struck a nerve here. I was only talking about the upcoming and latest balance updates here, which are undeniably PvP/WvW oriented and definitely not focused on PvE. It's just simple analysis ...Anyway, you have your opinion, just like others have theirs. Only asking the question here, nothing more, nothing less.
  14. You might be right (I'm not teh judge of that), but that's not what I really wanted to poll with you guys. You see, my poll is more about balance in general. PvE might need something completely different, say (and I could be completely wrong here): far less utility and boon application across the board?!? Which would imply a major update for PvE as well, then! My question is about if updates like that for PvE are worth it? Should it matter? Don't forget that those would slurp up quite some resources from ANet which could've been used for different purposes: say (even) more PvP and WvW balance (it's not THAT black and white, but there's some truth in it, obviously).
  15. There's a huge balance patch coming up, which I look very much forward to, mostly because the sheer size of it and if more smaller patches would follow up later in a more regular fashion, I'm even more excited. My opinion is that balance in this game is very important and regularly updating it would hold my interest in this game a lot longer. But I notice the major upcoming balance update (including several that came before) is (are) very much PvP and WvW focused (>90%), and PvE seems to be a bit forgotten in this area. So I'm wondering, if this is a thing that we should see more often, is balance in PvE (far) less important? Should it be? Does it matter at all, really? Your opinions please.
  16. PvE Endgame (T4 fractals, Raids): Core Necro PvE Open World: Core Engi SPvP: Scourge WvW Roaming / Small scale: Core Necro / Core Engi WvW Zerg: Core Engi / Core Mesmer / Core Necro
  17. You forget Soulbeast with Frost Spirit. Last spot can be any DPS, but also there is Guardian quite a dominant factor (Power DH).
  18. @OP:depends what your aim in PvE is. Is it the PvE endgame: Raids and T4 Fractals? I would not go for the class Necro at all, really! It's considered one of the worst picks in the PvE endgame at the moment.If it's for open world in general: I would go for Reaper. DPS is key there, if you kill fast enough, you have a lot less chance to be killed, and Reaper has quite a nice AoE burst!"Solo-ing" champions: Both, but I'd prefer Scourge with a hybrid setup (condi and healing) a tiny bit more. Will take you a while to kill, but fun to do, cause placement and kiting is an important part of playing your build (definitely now after the nerfs).Map meta events: Both, but imo hybrid Scourge is more helpful to the squad, with Epidemic, powerful ressing, barriers, etc.Btw, it's the right question you're asking ... Reaper or Scourge ... who plays core Necro anyway (in PvE), right? :) ... :(
  19. Guardian and Warrior for sure (reasoning: see posts above): Then, because you (also) ask Fractals and Raids, I would still go for Mesmer, cause they still absolutely rule raids (Chrono and Mirage) and although not META anymore in fractals, they're on their own still much better than any other boon support (in the form of Chrono of course). Very close outsiders: Revenant: because it completes the Firebrigade combo with (mainly) its Alacrity support.And don't forget Ranger: with its Spirits: still very potent and unique buff to the whole party.
  20. Maybe that's true ... but then again, I think you will find that most players don't choose classes to play because of 'value'. It's primarily a theme-based decision. If your decision to choose a class IS based on value ... then you have lots of choice available to you without Anet embarking on a fool's errand to add another in a continuously evolving game system. This is more about players making good decisions, not about something wrong with a class. If a class ends up being below DPS of every class and by quite a bit while also playing as DPS, its bad.If a class is so badly designed, that people can't decide if its a support or condi such as scourge, its really bad. So the question is if bad matters. From what I can see, it doesn't, because being bad doesn't prevent people from choosing the class, playing and being successful in the game. There is a reason for that ... the game is designed so you don't need to be in the top tier of performance to succeed. Classes aren't prevented from doing raids if the people playing them know how to play. If you want performance, make the right choices ... JUST like you make the choice to play necro NOT because of performance. I can see as well that ANet doesn't balance to performance (imo they should, but they don't). First of all, I don't like that ANet doesn't communicate clearly about these things. But what I hate the most by far, is that you don't get the trade-off with these kind of impactful gamedesign choices. Imo, a system where class balance doesn't really matter performance-wise, you should have a VERY easy 'switching class system', where you can "port" all your legendary's, runes, sigils, infusions, etc. with all its benefits and perks with one click of a button, to any of your other characters. A bit like how it's done in PvP. Once unlocked, it's available on all other classes on your account. But there's another design choice from ANet that heavily conflicts with that, and that is: MONEY!There is obviously an alternative, and that's to (regularly) balance the classes on performance ...
  21. If core Necro becomes THE condi spec, I'm also afraid we're just never going to get new elite specialisations anymore .... :(I wouldn't mind if they buff Scourge condi DPS (or both Core and Scourge) a bit and (not that much) later add a new specialisation becoming the absolute condi king which the Necro so much deserves.
  22. Sorry for being a bit offtopic here and grabbing back to an ages old post. But to relate it back to the topic at hand, it still says something about the balance in the PvE endgame which is imo still not that great (while better than ever, but hey), and though I understand the focus from the balance team on WvW and PvP currently, I really think the PvE endgame should receive some love as well in the balancing area!
  23. Sure, what do you want them to do? Push the necromancer's number throught the roof just for the sake of having the necromancer in an OP spot? I agree that the necromancer deserve to finally be in a good spot in PvE, but I'd rather not have him in a good spot thanks to a gimmick or something that bring nothing to the overall balance of the game.Ok, maybe OP isnt the right wording here, but I wouldn't mind to finally have a Condi build topping the benchmarking charts, instead of pretty much always being the very last one! It has to come with trade-offs maybe in the field of Epidemic and/or shroud/barrier application but in the form of a choice, not something permanent that will get all defensive shrouders out there up in the highest trees!For example: Remove or reduce the internal cooldown (3s) on Demonic Lore but add the negative effect: The Barrier application on Desert Shroud is reduced by 80%. Btw, Epi is a whole different discussion, I know Epi could break the game in some niche occasions if you have a Necro build topping the condi charts, but c'mon anyone can think of ideas on that skill, right? Go wild, I'd say. Hell, maybe ANet should introduce a: "non-instanced PvE only" clause. .... Epidemic is still very powerful in wiping out trash mobs and I am certain that Epi-dps is the reason Necromancer's condi-dps is low on single or near-single targets. I used it to great effect last night in the newest strike mission and some PoF bounties. Epi defines Necro's highest dps but also does zero damage to its target and can easily fail for many reasons. Still, using Epidemic correctly can save allies from being pressured by add's or can increase total relevant dps when two or more tough bosses team up. This is where Necro shines but it is also kind of a rare situation in many areas of PvE.Indeed, like I said, the Epi discussion is a whole different story. I always hoped a little bit that ArenaNet would introduce a new damaging condition: Disease, much like the GW1 version, except that it spreads between foes only. And Epidemic would be the major supplier of it. But, like I said, I'm sure a lot of people have ideas of how they could change Epidemic without it holding the whole Necro back, and still keeping some of the spice it has now.I already had ideas like these: Applying a large amount of Disease on target (see above)Add 5 stacks of Posion to target, then copy all Poison stacks from target to 5 targets within 900 reach (so only Poison spread, not all condi's, but 100% duration, imo more thematic as well)When target has Weakness and Blind, double the poison stacks on this target and apply Weakness to 5 targets within 900 reach (50% duration) (Also quite thematic and really needs some setup to be really effective)Damaging condition stacks are doubled on target but reduce duration by 66% on those added stacks; all non-damaging conditions are spread to 5 targets within 900 reachSome might be too strong, but numbers can always be tweaked of course, it's the idea that counts!
  24. Sure, what do you want them to do? Push the necromancer's number throught the roof just for the sake of having the necromancer in an OP spot? I agree that the necromancer deserve to finally be in a good spot in PvE, but I'd rather not have him in a good spot thanks to a gimmick or something that bring nothing to the overall balance of the game.Ok, maybe OP isnt the right wording here, but I wouldn't mind to finally have a Condi build topping the benchmarking charts, instead of pretty much always being the very last one! It has to come with trade-offs maybe in the field of Epidemic and/or shroud/barrier application but in the form of a choice, not something permanent that will get all defensive shrouders out there up in the highest trees!For example: Remove or reduce the internal cooldown (3s) on Demonic Lore but add the negative effect: The Barrier application on Desert Shroud is reduced by 80%. Btw, Epi is a whole different discussion, I know Epi could break the game in some niche occasions if you have a Necro build topping the condi charts, but c'mon anyone can think of ideas on that skill, right? Go wild, I'd say. Hell, maybe ANet should introduce a: "non-instanced PvE only" clause. ....
  25. I don't think it will help Necro at all. They have to make so substantial changes to the system that it will take forever to achieve balance. I mean it's a no-go to have professions that can burst, stealth, be invulnerable and have high mobility in one build. You either give this option to everyone or you start cutting it from those who have that access. And i don't think that will happen To be honest. I wouldnt care if balance was bad (and it is) but if the broken classes would rotate more.For example we have like at least 9 months of Dragonhunter being the op dps class for pve.And since raids launched there was always at least one warrior in every raid. If this switched every 2 patches I'd be fine with it, as long as necro gets it's 2patches opness as well. i think if this rotated more, it would be much more interesting for pve endgame players.Exactly this!!I really wish we had rotating "flavors of the month" or something. It also keeps the game interesting, for people that like to tweak builds, etc. I'm 99.9999999% sure that peoples would tell you that the necro had it's share of OPness in WvW with scourge for 3 years straigths.But that doesnt matter, because it can be balanced per gamemode. ANet is advocating it for years now, but still not really holding up to that design imo. I mean, let the Necro be mediocre for upcoming months (or more) in WvW zergs, they deserve it. But let the Necro be OP in the PvE endgame for those same months to come, they definitely deserve that as well!
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