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The transfusion nerf is a good thing


WhiteSmoke.5926

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The basis of all professions in GW2 is that some professions can do some things better than others.

And while scourge is a very strong healer, he clearly lacks the support capability for stability and block.

 

And that is exactly why I don't understand why anybody would want to nerf transfusion.

Transfusion was not OP before because scourge heal was strong but had also big disadvantages which basically makes him unviable in many scenarios. In the scenarios where he is strong, it is not even a nerf since teleport in static encounters does not matter usually.

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On 9/22/2024 at 2:23 AM, Shaogin.2679 said:

I'm all for nerfing Transfusion if they undo some of the other nerfs that were implemented due to Transfusion. Also, they should be fair and implement this across the board. Transfusion was part of the class identity and helped trivialize certain encounters and mechanics, Stability and Aegis do the same. Sounds like it is time to nerf those healer powerhouses that put out absurd amounts of Stability and Aegis, class identity be damned.

While we're at it, let's make sure no other class can move downstate players either. Ele downstate loses their movement, Mesmer downstate loses their clone teleport, ranger loses search and rescue, and I believe engi has one as well. Let's get rid of it all. Because if Necro can't move downstate people ever, no one should be able to. It's only fair right? Those classes would all stay viable right? It's not the end of the world, right?

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8 minutes ago, Narcemus.1348 said:

While we're at it, let's make sure no other class can move downstate players either. Ele downstate loses their movement, Mesmer downstate loses their clone teleport, ranger loses search and rescue, and I believe engi has one as well. Let's get rid of it all. Because if Necro can't move downstate people ever, no one should be able to. It's only fair right? Those classes would all stay viable right? It's not the end of the world, right?

You completely missed the point and responded with a ridiculous comparison. If I have time maybe I can break it down for you later.

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I was intentionally ridiculous. 100% But at the same time why should some classes be allowed to escape their blunders in downstate while others can't? And why is the now premiere res healer, druid, still allowed to port people out of danger while Necro can't? If people are as gung-ho about people who make mistakes dying to them then let's make it a thing and be done with it.

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14 minutes ago, Narcemus.1348 said:

 But at the same time why should some classes be allowed to escape their blunders in downstate while others can't? 

i dont think downed state abilities were ever a matter of balance, just like underwater combat.
necro can tank npcs often with the life leech of their damage skill in downed and rally like that were others just die after they move a little - in competitive many a necro will even deal more damage while downed then the entire time they were standing!

that being said i also don't think transfusion was/is a problem in any mode. sure whenever the meta has too little damage in WvW transfusion seems to be a problem, but the actual problem is just the lack of damage and people facetanking each other.

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2 hours ago, bq pd.2148 said:

i dont think downed state abilities were ever a matter of balance, just like underwater combat.
necro can tank npcs often with the life leech of their damage skill in downed and rally like that were others just die after they move a little - in competitive many a necro will even deal more damage while downed then the entire time they were standing!

that being said i also don't think transfusion was/is a problem in any mode. sure whenever the meta has too little damage in WvW transfusion seems to be a problem, but the actual problem is just the lack of damage and people facetanking each other.

Again, I was being ridiculous in my claim. Half the people here seem to be claiming that the game would be better if those who got hit by mechanics just straight up died and that Transfusion was the devil because of this. My "point" was that this change doesn't go far enough then if that is truly the way the game should be and all of these abilities that allow you to survive mechanics should be removed. I'm being utterly sarcastic and actually do not believe a word of what I said. But at the same time, if Necromancers are forced to lose their toys then might as well burn the whole house down.

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On 9/22/2024 at 9:23 AM, Shaogin.2679 said:

I'm all for nerfing Transfusion if they undo some of the other nerfs that were implemented due to Transfusion. Also, they should be fair and implement this across the board. Transfusion was part of the class identity and helped trivialize certain encounters and mechanics, Stability and Aegis do the same. Sounds like it is time to nerf those healer powerhouses that put out absurd amounts of Stability and Aegis, class identity be damned.

Or make Transfusion give Stability and Aegis, and make people cry 😄

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18 hours ago, Narcemus.1348 said:

Again, I was being ridiculous in my claim. Half the people here seem to be claiming that the game would be better if those who got hit by mechanics just straight up died and that Transfusion was the devil because of this. My "point" was that this change doesn't go far enough then if that is truly the way the game should be and all of these abilities that allow you to survive mechanics should be removed. I'm being utterly sarcastic and actually do not believe a word of what I said. But at the same time, if Necromancers are forced to lose their toys then might as well burn the whole house down.

Players have been trivialising PvE encounters, bypassing mechanisms, throught outrageous dps since release. That didn't stop the devs from powercreeping dps over the years.

The reason behind the change is not "It's OP in PvE!", the reason is "It's OP in WvW!".

The fact that the pull is removed from all gamemodes is most likely because it's not something that the devs can adjust by tweaking a value in a line of code and they are affraid of breaking more things by leaving it available in other gamemodes.

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1 hour ago, Dadnir.5038 said:

Players have been trivialising PvE encounters, bypassing mechanisms, throught outrageous dps since release. That didn't stop the devs from powercreeping dps over the years.

The reason behind the change is not "It's OP in PvE!", the reason is "It's OP in WvW!".

The fact that the pull is removed from all gamemodes is most likely because it's not something that the devs can adjust by tweaking a value in a line of code and they are affraid of breaking more things by leaving it available in other gamemodes.

Still doesn't answer one big question. If it is so OP that the transfusion pull has to be completely removed rather than adjusted,why are other classes allowed to retain their pulls?

Whatever happens, makes me hate WvW even more. It ruins everything.

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Still think the ideal way to solve this would be to just reduce the range in WvW.  Cutting the range from 600 to 300 quarters the area it covers and makes it much harder to pull downed bodies to safety (since they're much closer to where they were previously).  Doesn't make a difference in tightly stacked boon balls, but the pull wasn't relevant in those situations anyway.

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2 hours ago, Narcemus.1348 said:

Still doesn't answer one big question. If it is so OP that the transfusion pull has to be completely removed rather than adjusted,why are other classes allowed to retain their pulls?

Whatever happens, makes me hate WvW even more. It ruins everything.

That's easy, it's because those classes have yet to be exploited for this ability.

We got 12 years of balance showing the devs applying bandaid fixes to put out imaginary fires by nerfing everything around the true issues and announcing grand "revolutionary" balance projects that they never bring to the end.

How can you even expect them to be thorough at this point? It's already impressive that this nerf to transfusion actually hit the nail on the head in 1 out of 3 gamemodes.

 

In reality, the real issue with this change is the way they introduced it, making it seem like it was too strong and needed a nerf. The reality is that there have been both positive and negative feedback on this effect from the community since it was introduced. At some point there were even players using it to troll (intentionally or not) and that should have been more than enough of a reason for them to remove the effect. Like many, this tweak was probably postponed indefinitely until the WvW meta pushed their agenda.

Also, it's a lot harder to achieve the same amount of trolling with the other skills that have the pull ally effect. That might be the reason those do retain their pull but I still believe that it's more likely that they just don't know that such skills exist.

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2 hours ago, Drarnor Kunoram.5180 said:

Still think the ideal way to solve this would be to just reduce the range in WvW.  Cutting the range from 600 to 300 quarters the area it covers and makes it much harder to pull downed bodies to safety (since they're much closer to where they were previously).  Doesn't make a difference in tightly stacked boon balls, but the pull wasn't relevant in those situations anyway.

Nah 300 on a class without much stability is a suicide already.

I agree with the other guy that if the pull is that much of an issue then it should be removed from all classes and not just Necro.

The moronic part in this though is that guilds abused garish pillar low cd to make boonblobs stack barrier and heals and doing damage at the same time via the converting.

They "fixed" that later by destroying scourge with large cooldowns and changing traits ,under the rule of "the more you make it work the more we will keep nerfing it".

And now they are reverting the garish pillar nerf that prevented stacking heal scourges for excessive aoe heal stacking  ,to allow the nerf of removing the ability to pull downed.

It is the epitome of anet shooting itself in the leg ,because the result will drive even more people off wvw and their product.

And there is nothing we can do about it,they only listen to boonball guilds in discord and they only join boonballs while the bots are right next to them and they still haven't figured the breach of ToS.

Forum discussions exist only for anet/ncsoft to take player ideas to monetize for gw3.

 

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They should just make the 4 skill of scourge pull 5 enemy players, unblockable, and when they get there, they get feared, that is also unblockable, for baseline 3 seconds, which cant be cleansed at all, 6 seconds of F U to 5 players hit with double the duration active with expertise and condition duration increase runes. Make it crazy good. Then nerf it by getting rid of half a second every 2 years. But only do it for 1 year, that way we still get a 4 seconds with buffs.

Honestly I hate transfuse. I just knew people thought it would be a big nerf, so I said it was a big nerf. Ask anyone in game that would love to spit on my attitude, I am sure I have a few fans by now. They know I didn't like it. "Eww ur not running transfuse on scourge, ur a noob kid."

Good riddance to that crutch. Give me something different instead, Nobody is even going to use blood magic anymore on scourge, they just gonna go for the deeps.

 

Edit: Lol the math.

Edited by Vile.4387
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  • 2 weeks later...

My thought would be to put a debuff on the recently resurrected players that if they go down again within X amount of time after resurrection, it's a full death and not a downstate. and/or deal a percentage of damage to the necromancer that resurrected the player.

My idea in many ways is incredible dumb, and honestly so are some of the other ideas in this thread (no offense), but each and every single one of them seems to have much more thought and consideration into it than what we were given.

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14 minutes ago, Crimson.2654 said:

My thought would be to put a debuff on the recently resurrected players that if they go down again within X amount of time after resurrection, it's a full death and not a downstate. and/or deal a percentage of damage to the necromancer that resurrected the player.

My idea in many ways is incredible dumb, and honestly so are some of the other ideas in this thread (no offense), but each and every single one of them seems to have much more thought and consideration into it than what we were given.

Dumb ideas is what collaborative brainstorming is all about. None of us have the full picture of what works or what is feasible within the game but it's helpful to throw ideas out there and hope someone that does reads them and gets inspiration.

I deal with the same thing at my job. When I have to implement something new, I take feedback from my end users. Much of what they say is either dumb or not possible or feasible but sometimes they give me an idea that's awesome, or they give me an idea that leads me to a whole new set of ideas I never would have otherwise thought of.

Shouldn't be worried about throwing dumb ideas out there for consideration - even the dumb ideas might have some interesting aspects to build off of.

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2 hours ago, BonzaiPlatypus.7091 said:

Rather than remove the pull, they should have changed tranfusion so that it casts a skill similar to ele's downstate vapor form on all affected downed people. Turn them into spirits that can move on their own for a few seconds.

Being necromancers... a transformation into invulnerable worms with Superspeed would be great.  🐛💨

Edited by Zoser.7245
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