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ugrakarma.9416

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Posts posted by ugrakarma.9416

  1. The treatment given to dungeons is lazy, no game has this "dead content" thing: maps, npcs, bosses are there, why waste content, making it purposely non-playable? Firstly, we should have a "solo mode" for those interested in lore. Second, if they want it no longer have meaningful rewards, then make them soloable. killing a content and at the same time leaving it on the difficulty that requires group to complete is non-sense.

     

    > @Fancypants.9705 said:

    > Just because dungeons aren't as popular as they used to be, doesn't mean they are dead. I still do dungeons daily as well as many other people.... and yes I do raid as well , which I'm guessing thats all you care about.

     

    if they take hours or days to form a group is dead.

  2. > @ZeftheWicked.3076 said:

    > I disagree with Lily's opening post. Hard.

    >

    > **Necro is a very deep and complex profession**. Here are but few resons I see him as such:

    >

    > * Condition manipulation plays - conversion to boons, transfers, pulling them off allies, spreading them

    > * Yin-Yang system of Life Force and Base Health -you aim to heal one while other takes a beating then reverse the roles.

    > * Tons of free stats that allow for use of unconventional gear with success (such as Valkyrie, Crusader, Cavalier, Seraph - this one for Scourge)

    > * Multiple good yet none dominating traitlines, letting you build various ways for same goal. Except underperforming death magic maybe.

    >

    > **That being said i do agree necro does have issues and his depth is being partially hampered by them:**

    >

    > * Extremely poor anti-cc for core necro and scourge.

    > * Very lackluster party play - we bring nothing that is reliable, unique and meaningful in terms of party buffs to a raidgroup. Nor is our damage that high.

    > * Horrible death shroud - Long cooldowns, too simplistic and ineffective skills, 0 synergy with anything. Just look at Reaper Shroud then back to DS. It will hurt.

    > * Unfinished condi manipulation game. Condi self-inflicting and pulling them off allies feels abandoned at best. Both are weak, can be killed by allies cleansing them off you (despite you wanting to store them for your condi play), and offer no special rewards for doing so.

    >

    > **Fixes i propose:**

    >

    > * new anti cc options

    > Trait to reduce hard cc durations on you. Lower fear duration on self with Master of Terror (hi thieves and your double steal). Maybe a cc transfer to minion like ranger's Shared Anguish trait? Adding a breakstun to core shroud skill (to use when shrouded and getting pummeled)

    >

    > * condi manipulation rewards for power and party oriented builds.

    > Manipulating condies on power builds means nothing. Nor are you rewarded for pulling condies off allies to self. This needs to be fixed.

    > Maybe % damage increase trait in a power line for pulling or self inflicting a condi? Another one in blood magic perhabs that gives an aoe heal when you do that? Also some condi damage reduction for few secs when pulling condies into self, to prevernt killing yourself, or the long requested resistance to use in such plays?

    > Also a way to prevent our self-inflicted condies from being cleansed by allies (so we can choose to keep them and make plays with them).

    >

    > * Where is our retalliation btw? We're the number one facetankers in the game, yet we're missing a boon that is designed exactly for this purpose!

    >

    > * +150 or 225 Expertise party wide buff (much like Spotter for Ranger, or Empower Allies for Warrior).

    >

    > * complete rework of Death Shroud. I believe it would be good if it featured:

    > Good synergy with Dhuumfire - so faster aa, and possibly a projectile finisher. Damage can be lowered to match new speed.

    > Better torment application - for real shroud condi output, just look at reaper shroud and how serious of a damage it can output if build for it.

    > Boon corrupt option. Necro is all about boon corrupts, core necro deserves such in his shroud as well especially vs these pesky stability warrs, engies, rangers, guardians...everything really!

    > Much better Dark Path or an alternative. This is hands down worst skill in all of necromancer's kit. A pursuit skill that is so slow to cast and travels at such low speed it gets flat out outrun by our target 50% of the time if not more. If you cast it to chase them you will fail. If you cast it when they're not running - what's the point?

    > Ability to blink away from a target - unlike Reaper's core necro shroud is about kiting and keeping a distance from target. So that would really help!

    > Condition transfer.

    >

     

    I agree with everything you've suggested. Its fit the necromancer, It perfects the unique characteristics of it, and not turning it into another engineer/mesmer clone.

    People complaining about lack of "depth" frighten me. I use necromancer as main in PvP, and alternate between 4 to 5 different roles depending on need. i love the condi manipulation role and the necromancer being a master of the plagues.

  3. I was against mounts, because I believe that spoils the aesthetics of the game, turning then one more of those MMOs where all cities look like giant stables ......

     

    But after testing, I ended up loving it. It is quite "flowing" navigation on the maps and gives a sense of agility, when their use come to Central Tyria will be a good upgrade to travel.

     

    And I ended up wondering "why not before?" traveling through Tyria is unnecessarily difficult on foot, the mobs of GW2 have large detection area etc.

     

    I am completely ok with mounts if they are blocked on cities. The "carnival" factor is already big in the game. Where the zergs do not look like legions of soldiers, but a Brazilian carnival parade. If freed mounts in the cities, the cities will look like a [sambodromo ](

    "sambodromo ")full of alegoric cars.

     

  4. For some reason i like very much the crew from [Cathedral of Silence](http://goo.gl/D4tBTd "Cathedral of Silence") PE history and mainly [Priestess Rhie](https://wiki.guildwars2.com/wiki/Priestess_Rhie "Priestess Rhie") . Some ppl say she is the same npc "[Traveling Priest](https://wiki.guildwars2.com/wiki/Traveling_Priestess "Traveling Priest")" on Field of Ruin.

     

    Unfortunately, I believe PoF is already fully implemented. So it's more easier our suggestions go to future LS4.

  5. > @Jaya.2760 said:

    > 5 years ago i looked through the 8 classes wondering what should be my main. It was the condition managment - the ability to cleanse/corrupt/transfer condis and boons from enemys and allies - which let me take the necro. And since then i'm left with the feeling that it isn't the lack of ability on the necro side that this scenario doesn't work, it's the lack of content in which it could shine. (just from a pve point of view) Beside of some mistlock instabilitys and maybe sloth&matthias there is no real condipressure and way to less boons on pve-mobs to make use of this kind of playstyle. We don't know if this is also the case in PoF, but i'm afraight for the old content the scourge (like core necro) will not be able to pull of his full potential because of this.

    >

    > Sorry for my english - it isn't my native language

     

    These conditions management only/boon management only is a game fault in general. The boon strip traits/skills while 99% os pve mobs dont have boons or dont apply many conditions became useless. Their should do their homework on a more sophisticated split between pvp/pve or get ride of theses pvp only traits.

     

    The "useless" but mandatory trait is big broken mechanic.

  6. @Dadnir.5038 said:

    > When it come to minions, which were one of the most appreciated gameplay of the gw1 necromancer, giving the feeling of managing an overwhelming army... I can't help but say that the gw2 necromancer totally lost that feel. Base Minions feel weak, some of their active skills suffer from being unnecessarily clunky and most of all it's still a huge mystery why the elite minion still can't swim.

    >

     

    Well in pvp, minions still have their spot, just a few ppl realize it :). but yeah, in pve/wvw is kinda dead.

  7. Necromancer is currently the most versatile class, if anyone want to play in the style "I am the skillful that tightens 200 buttons at the right time" just use the skills that fit that style on necromancer and avoid passive, ...., power builds almost have this.

     

    I really do not mind "looking smart", I play more by immersion and to relax. And why do I play Necro? Because I want to be the badass gravedigger who plays plagues on all people. When HoT brought the Reaper, it was like a dream comin true.

     

    This game is going in a dangerous direction with all classes losing the things that make them unique, and I wonder why I have anything between 11 and 13 character slots if everyone is turning clones of each other. I really did not even care about Scourge, which sounds more like a mixture of Mesmer and Guardian. The Guardian is my main on WvW with several hours. When I go to the necro it's just when I'm tired of being a guardian.

     

    I wanted to see a discussion on how to make the Necro more unique, and not expendable because I already have a guardian, warrior, thiev.

     

    As I make a living developing software myself, the last thing I want in a game when i end my work, is to find a board with 200 buttons to push and so "look skillful" "Depth".

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