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James.1065

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  1. If you didn't go invisible teleport/Sprint away or perma dodge to reset the fight every time the necro looked at you strange then the fight wouldnt take so long... Ur right cuz the necro would down the thief in under 5 secs otherwise lol. Well it's also a burst class JUST like your theeef, except without the little girl resets! Necro a burst class..... wut?Sure, you ever played against a reaper? O.o
  2. If you didn't go invisible teleport/Sprint away or perma dodge to reset the fight every time the necro looked at you strange then the fight wouldnt take so long... Ur right cuz the necro would down the thief in under 5 secs otherwise lol.Well it's also a burst class JUST like your theeef, except without the little girl resets!
  3. Stop complaining, every season there is a new flavour, before necro it was guardian, before that mesmer etc etc just sit back and wait for your profession to roll into pole position and let the necro enjoy the spotlight!
  4. If you didn't go invisible teleport/Sprint away or perma dodge to reset the fight every time the necro looked at you strange then the fight wouldnt take so long...
  5. Says a broken reaper player lmao Reaper isn't broken it's also a shining example of good balance. Except if you mean it's under performance due to lack of mobility, lack of stability and long slow well animated attacks. Core necro on the other hand could be considered broken
  6. I think warrior is are in a great spot at the moment and the shining example of perfect balance. The problem is that they got so used to being god mode with heavy damage CC skills and good defence and mobility. Unfortunately for them, now that they are in the same boat as other professions it feels broken to them cause they must work for their kills.
  7. This must be an old thread cause mesmers suck - i farm them all day on my reaper. The only OP classes right now are core necro (can be fixed easy by matching it's shroud de-generation to the same rate as reaper shroud), and ranger (need to reduce thier survivalbilty - too much block, evade, invunerbility, invisibility, protection, regen mobility etc etc) Everything else seems to be feeling like its in a good position right now from a balance perspective, but that's just my opinion
  8. Maybe a teammate could have snuck in and stealth ressed you when you self-stomped. Bleeding players offpoint has always been lame.Well, that's not a trade off. If you don t use it and a mate res you, you re winning. If no one rez you then you die faster and can come back faster -> you loose less. So no matter what you choose it benefits you.A kind of trade off would be you respawn with half your health bar for the next 45sec. Or you will have perma slow for the next 45-60 secs. A slow buff would be annoying to be honest.Self-suicide button would just be abused and there's no real tradeoff there. What if we had a death counter to monitor for our team on the scoreboard? As of now there's no way to see how many times a person has died, nor is there a stat to see how long a person's been alive on the field.I like this idea alot! It could even be added as a top stat (recognising the least number of deaths)
  9. Where is the sportsmanship in bleeding out enemies? This just allows players to add extra toxicity and salt to the game
  10. Sounds like someone is upset that necro is not a free kill anymore. Unfortunately PvP has become more complicated this year. So here is an updated guide for beginners. There are only 2 things to remember to win in PvP: JUST dodge! (Legacy from previous years)JUST focus target! (As of Feb 2020)Ps. The above is not a specific priority list, and can be used in any order (purely situational) For example if you with 3 team mates vs 1 necro you want to first JUST FOCUZ. if you the poor Necro you would want to first JUST DODGE!
  11. How can you call that poor necro who got wrecked time and time again "god mode"!? The only thing OP here was the theeef who made the video and didn't die the entire match... that's god mode and needs a nerf!
  12. Maul: Reduced power coefficient from 1.75 to 1.5.14,3% nerf :) Should have been 30%. It needs to be 1.25 Don't pretend you wouldn't be here making the same exact post if that maul had been 12k instead of 16k XD We got peeps in other threads complaining about sub-10k numbers from WI and Maul, so basically anything you die to should be nerfed and people won't stop crying until no one ever dies. Oh wait we got that post HoT bunker meta, and then people cried that no one died and game was slow and boring so devs wanted to make things "feel dangerous" again and up crept the power since. It's like a friggin yo-yo man XDActually people do cry when you don't die, just ask any core necro player!
  13. Why would you even think about using core shroud if it were to degenerate at the same rate or faster than the reaper shroud? Apart from it's energy degen everything on the core shroud is vastly inferior to the reaper shroud. It's obvious that will perform poorly and that players will point out again how poor the core shroud is compared to reaper's shroud. ANet will then be pressured to "buff" the core shroud (which might very well take years for no true results) and you will most likely be amongst the ones saying that core shroud is trash. The shroud (core or reaper) is an imbalanced mechanism by design. It is the main defensive mechanism of the necromancer yet along the years and under the pressure of players like you, he also became the main damage dealing tool of the necromancer (not to mention that it is also close to be the main support tool of the necromancer). The true solution to the current imbalance is to change back the shroud from it's current state of main damaging tool to a mediocre damaging tool alongside tweaks making the out of shroud state the main damaging form. (Something that you won't want to see as the power reaper main that you are) Ideally, traits like death perception, reaper's onslaught or soul barb should only give their effect for a duration proportionnal to an amount of LF form consumed when exiting the shroud manually (consuming all remaining LF) with a max duration at 10 seconds. Then you'd truly have a fair trade off between defense and offense on the necromancer which would already start to alleviate the current survivability issue. No that makes no sense. I pretty much stopped reading when you mentioned everything on core shroud is inferior to reapers shroud. If that was true we'd be seeing bunker reapers not core necro. Core is way better at sustain and Condi than reaper that's why it's the meta. To fix this tone down the sustain by increasing the core shroud degeneration. Super easy and won't destroy the core design
  14. HMM wonder why bunker necro is able to thrive... maybe it has to do with life force gain. the passive is bad for the game, anyway there is a soul reaping gm that does the same thing. again, for the last time, I don't actually think undeath sig should be changed to a minion heal. it was just a random suggestion. please learn to logic or something. No its because necros design works better in a low damage meta anyone who plays it simi constantly it actually understands this. In a high damage meta on a profession where you cannot dodge/block/ disengage everything that comes at you are bound to take hits. In a high damage meta where every hit chunks you for 3-6k or more and you dont have evasive options you are food. It takes a considerable amount of skill to not get eaten by any aggressor who looks at you with an empty plate ready to be served a full course meal of kill. There is a reason why the community made a whole pentacle around the diea of focus the necromancer first. Partly because its great at aoe team damage and partly because out of all professions in the game it has the least ways out of a fight once it goes in. Thats why so many people were also saying pre patch that necro was underperforming because almost anything that went at it with decent skill and understanding ate it.Necro is one of the few professions where counting dodges actually still worked and still does work even now. Do not fault the whole issue of why its strong on life force generation. Necro is also stronger because now every hit does not chunk it for 4-5k or more it can actually decide not to break a stun or not evade and just take the hits where as other professions will have more evasive and or block options in many cases on lower cooldowns. Again i already addressed the idea of reducing undeath back to 2% and nerfing a few other traits as well before i started replying to your post so im not against justified nerfs and reductions. Thats where we both agree at the end of all this. So please dont talk to me like you are better for the sake of being better or something i think my logic has been pretty fair through all of this. @ZDragon.3046 said: HMM wonder why bunker necro is able to thrive... maybe it has to do with life force gain. the passive is bad for the game, anyway there is a soul reaping gm that does the same thing. again, for the last time, I don't actually think undeath sig should be changed to a minion heal. it was just a random suggestion. please learn to logic or something. No its because necros design works better in a low damage meta anyone who plays it simi constantly it actually understands this. In a high damage meta on a profession where you cannot dodge/block/ disengage everything that comes at you are bound to take hits. In a high damage meta where every hit chunks you for 3-6k or more and you dont have evasive options you are food. It takes a considerable amount of skill to not get eaten by any aggressor who looks at you with an empty plate ready to be served a full course meal of kill. There is a reason why the community made a whole pentacle around the diea of focus the necromancer first. Partly because its great at aoe team damage and partly because out of all professions in the game it has the least ways out of a fight once it goes in. Thats why so many people were also saying pre patch that necro was underperforming because almost anything that went at it with decent skill and understanding ate it.Necro is one of the few professions where counting dodges actually still worked and still does work even now. Do not fault the whole issue of why its strong on life force generation. Necro is also stronger because now every hit does not chunk it for 4-5k or more it can actually decide not to break a stun or not evade and just take the hits where as other professions will have more evasive and or block options in many cases on lower cooldowns. Again i already addressed the idea of reducing undeath back to 2% and nerfing a few other traits as well before i started replying to your post so im not against justified nerfs and reductions. Thats where we both agree at the end of all this. So please dont talk to me like you are better for the sake of being better or something i think my logic has been pretty fair through all of this. I fully agree with you and your aurguements. I think life regen and damage are both fine on necro. My solution would be to simply increase core necro shroud degeneration to the same level as reaper shroud (5%per second). This won't kill the profession design but will reduce the amount it can shroud camp
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