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Posts posted by Azure The Heartless.3261
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I'm just casually observing that there are ranger mains that think spellbreaker counter damage is broken, and then also ranger mains that think an AI add doing upwards of 70.000 damage is okay.
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> @Aenaos.8160 said:
> This is what happens when skills are designed for PvE,and are just thrown in PvP#
**Snide Chuckling Noises**
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I have to begrudgingly agree with OP.
It's becoming painfully obvious that people are going to whine until SpellBreaker receives a nerf, or blame the class for a teammate causing them to down by attacking SpellBreakers and setting off full counter, at which point it will become useless against the people actually learning how to fight it right now.
Instead of hoping that the learning curve does not get reset, I'm heading back to Berserker.
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> @"Master Ketsu.4569" said:
> Technically most classes are still useful, it's just the new specs where this falls off. Mantra bunker, SB, and punishment scourge are the only three new specs that are better than the old ones. Thief for example is still viable, but Daredevil is still better. Engie scrapper is still good. Ele bunker still works. Druid is still super strong.
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> The only class that doesn't really have something in the good category is Revenant, and only because of boonhate meta making Herald a kitten to play.
This whole post is right.
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> @"Omar Aschi Popp.7496" said:
> > @"Menzies The Heretic.3415" said:
> > > @"Omar Aschi Popp.7496" said:
> > > I wonder why nobody ever complains when their own class is OP...
> >
> > "I play necro and I think scourge is op."
>
>*Rant*
I found this entertaining.
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> @Lan.1968 said:
> People just bumrush the scourge necro while triggering all his aoe's as a result
You'd be surprised how many people sound intellectual here on forums about administering nerfs, but on the field cannot handle AOE.
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> @Exciton.8942 said:
> That 1 Con you listed there is serious enough to not get mount into WvW.
Hes right you know.
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> @Daharahj.1325 said:
> * Reduce Signet of Rage's adrenaline generation **No, youll nerf core war/zerk by extension.**
> * Reduce Burst Mastery's Adrenaline regen. **No, see above**
> * Increase Featherfoot's Grace cooldown. **Fine.**
> * Remove Stability from Full Counter or the Resistance component from Revenge Counter. **No, you'll gimp the entirety of Spellbreaker. Why even suggest that people be allowed to interrupt a counter? The resistance component is there to prevent people from condi loading a war on AOE who needs to get close for FC to hit.**
> * Tone down Healing Signet healing. **[*Laughter*] Sure let's nerf every warrior again just like the last 3 times we did this**
> * Reduce the power coefficient of Full Counter and/or remove the unblockable component. **I'm on board with making it do less damage. That's fine. No to unblockable.**
> * Increase Full Counter's cooldown. **Maybe, but probably not.**
>
> Ideally you'd look into toning down Spellbreaker without affecting Berserker or core Warrior too much. It goes without saying that we're not asking all these changes to be done simultaneously, only 2-3 should suffice.
I know you're consolidating the suggestions Daharahj, so don't take this as a direct critique of you.
I don't really care what Anet nerfs and when, because I'm pretty sure whoever whines the most is going to get their way in the end anyway; so I'm already prepared to use whatever works. It's just interesting to see people up in arms because of this,
Its a 300 range attack that lasts for 1.5 seconds, requires the user to be hit, and goes on cooldown for 8.
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ITT: People who can't hear an obvious sound, see an obvious animation, and either:
-> refrain from attacking for 1.5 seconds
-> Dodge if you cannot refrain from attacking for 1.5 seconds
-> Not hug the warrior if you cannot do the first two
Necros community..
in Player vs. Player
Posted
After actually getting off my ass and making a Necro, I will say that they do need at the very least stab and mobility. Preferably both, but at least one or the other.
You cannot have a class be slow and hard hitting, and then not give them the stability to persist in a point defense or the mobility to disengage.