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ZDragon.3046

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Everything posted by ZDragon.3046

  1. > @"Kuma.1503" said: > ##Necro > > ... All of necro weapons are good. This is, perhaps, the one class with the most build diversity. You can practically randomize your build and still perform to some degree. More classes should be like this. > As a necro main i would say i dont agree Staff is in dire need of a baseline update. I shouldnt need soul marks to get lifeforce out of using the marks. I like the staffs kit but i hate being hard gated into needing to use soul marks with it. Dagger main and off hand are kind of lack luster. Bring back the old warhorn 5 i hate the new one its basically uses-less in pvp The duration is too short to be effective for anything especially when you have to stand close to your targets to get the effect. GS is also pretty horrible the 5 skill is now to slow for the big visual till it has and the fact that it deals no damage. You won land it really without someone being on the tip of its ranger or being combo with spectral ring. GS has roughly other skills are very lack luster but i suppose the 3 skill is decent the 4 skill is like only super effective for the first initial hit imo grave digger is well.... i wont even go into that. In terms of build diversity its up there for sure but somethings still need to be addressed. Most necros are still hard locking to blood magic even after anet shadow gutted the well trait for something entirely useless in pvp. Soul reaping is usually still a must for most people too due to all the life force generation nerfs that were handed out this year. I mainly only see 2 necro builds out there core condi and spectral blood reaper. Very rarely you see a scourge but you have to wonder if its just a meme or not.
  2. > @"Ragnar.4257" said: > In order to actually apply any meaningful damage, a DH's target has to stand still for at least 3 seconds. > > Therefore, there are only 2 circumstances under which a burn-DH can actually get a kill: > > 1) Enemy is brain-dead and stands still in middle of traps, symbols, SoJ > 2) Enemy is trapped in Dragon's Maw > > Assuming you aren't brain-dead, kill-condition 1) is not viable. > > Therefore the ONLY kill-condition for a burn-DH is 2), i.e., Dragon's Maw. > > If you save a durational block, a durational evade, an invuln or a teleport for Dragon's Maw, the DH simply cannot kill you. > > The current "fashion" for burn-DH's comes down to this very basic lack of knowledge from those playing against it. > > Nevermind the fact that the current build runs 0 stunbreak, 0 stability, 0 insta-cast saves, which means it can be chain-CC'd from 100 to 0 with absolutely no way of doing anything about it, and has only 1 cleanse on 25s CD which is easily interrupted. > > As soon as people start learning how to counter this, it'll disappear as quickly as it appeared. I would agree but thats not really a thing anymore. The only way you really hard counter it is by having AI's that can tank the traps for you in many cases its less about the traps and more about the stealth/ superspeed on multiple buttons anyways. Those runs grant a unhealthy level of sustain to any build that can use them simply due to the fact that they can vanish better than a core thief can with a better movement bonus. Ideally you could force a reveal by stepping into the trap on purpose but when ever is that a good idea. Keep in mind not all classes have the tools you listed. (invulns) Evades do not get you out of dragon maw if you dodge into a horrible position. Teleports dont always promise your safety either if you get chained by spear of justice while the DH is invis which gives it no tell. Ideally the runes are unhealthy Reworking it to be on heal or on elite skill only (perform x action) would be much more balanced at least that would make it fair to all professions and not exclusive to DH and Ranger which is another issue i have with it currently.
  3. > @"snoow.1694" said: > It’s not like them destroying every viable Guardian build has forced Guard mains to play meme builds. > > Here a tip, don‘t stay on point against Guards and it is a gg for you. This mentality is what cost us our symbols and every form of power damage we had its not but i have no issue abusing it till its removed or reworked considering how much i see it when im not fooling around on DH
  4. > @"KrHome.1920" said: > > @"noiwk.2760" said: > > > @"Arheundel.6451" said: > > > > @"noiwk.2760" said: > > > > > @"Arheundel.6451" said: > > > > > > @"Kuma.1503" said: > > > > > > Immobilize + Cover condis is the single most infuriating thing in this game (to me). If I see a ranger on the enemy team, I will swap to escape runes 100% of the time so I don't get cheesed by Entangle from stealth or an immobilize from the pet. > > > > > > > > > > > > Entangling Roots are also buggy and some weapons flat out cannot hit them. Condi necro gets destroyed by roots because staff can't hit them (autos miss. marks dont trigger), and scepter takes ages to kill them. > > > > > > > > > > > > I wouldn't mind immobilize so much if skills that utilized it had better telegraphs, but instead it tends to either proc from traits, or it gets slapped on skills with tells far too light for how powerful the condition is. > > > > > > > > > > > > > > > > > > > > > > Are we talking about the same condi core fear cancer spam that can send condis back? > > > > > > > > this is the worst. im a main necro my self.. and im saying condi necro and its fear must be nerfed ! > > > > omg.. this endless fear .. and the fear does sooooo much damage ! > > > > > > The fear chain is certainly in the same ballpark of annoyance of immobilize chain > > > > and the fear does damage like burning with that stupid trait hahah.. > Enlighten me! > > We are talking about the 500 dps, the terror trait does while the target is feared? This means 2k damage in 20 seconds, right? You say that is broken for a master trait, right? > > Is this some kind of "I don't know kitten about what kills me, but blame whatever" here? > > A few questions for everyone how many traits do you need to make fear do 2k damage (the answer is 2 from 2 different lines) how many traits do you need to make entangle do good damage (a single 1 that says bleeding is more dangerous +33% damage) For fear to do roughly 1k per second (you might even need a few might stacks) you need fairly high condition damage something between 900-1300 if im not mistaken The thing is most fears only last 1s at their base duration. The only long fear is the core shroud fear and that one now has a cast time meaning its strong but you can react to it and it cant come out while cc'ed. It takes 1 trait to make the fears do damage (in curses) IT takes a 2nd trait to extend fear duration by 50% turning 1s fears into 1.5s fears and the core shroud 2s fear into a 3s fear. (this trait has already been nerfed from100% duration down to 50% duration this year and had its life force gain nerfed from 15% to 7%) The only reason cmc is ok with fear doing damage is because it effectively takes a commitment to 2 whole traitlines to make it work. Thats a lot of investment for damage on fairly high cooldown skills. Just about any condi necro biuld has 3 fears at most in its kit so you are looking between 3k for the base shroud fear, 2k for the staff 5, and another 2k to 2.2k for spectral ring assuming you only hit the ring once and assuming all these fears run the full duration without being broken. Thats about 7 to 7.5 k damage over 7 to 7.5 seconds in which you had to break stun or condi clear. In comparison it wont take condi thieff or burn guardian or even a condi weaver to erase that much of your hp with their burst setups right... so really i fail to understand how people cry over fear. In truth if you ate that many full duration fears you probably did something wrong. Just saying ?
  5. > @"Arheundel.6451" said: > > @"ZDragon.3046" said: > -snip- > > As I have stated before : **if you lose to average ele while using a necro class you're accustomed to.......you may want to spend less time try to preach others** , there is a very good reason why we don't see LR ele played at the any point of the game where and when it counts , the spec is 90% melee based and lacks decent condi removal for the positioning required hence **massive outplay of the enemy** becomes a necessity and here we see the huge disparity in skill requirements to play an ele compared to...a necro. and i stated before stop trying to use other players as and excuse to sound like you are better than other people. If you are ok good great carry on. Just deal with the fact that your counter is necro and always has been probably always will be. Or if you really want to not have to deal with necros play holo or thief, or guardian, or renegade. You have plenty of options that actually perform well over necro. The idea of saying something should be nerfed because its harder to play is not valid. By that logic scourge would be stronger than what it is right now and you certainly would take issue with that so **stop it.** > > The average necro should be able to lay down few chill/fear marks underneath (unblockable marks btw) and just wait for the ele to forces his way at melee range; between **ghastly claws** and that staff, the necro has got all the tools **to play the long game** while ele hasn't got that luxury. Now the ele will have to be 4-5x better in order to have a chance...all the while he runs the risk of being +1 from all directions and just when the class lacks the tools to run away efficiently **at the highest levels** > Unblockable marks means nothing to to the majority of classes and builds in the game only the most useful against warriors, guardians, and some times revs. Everything else really lacks effective blocks or blocks entirely for that reasoning to matter. Yes we have a good axe weapon but our melee weapons (outside of shroud) suck Dagger is pretty trash and GS is slow generally mad unreliable (outside of a few setups) since they (fixed) gs5. Eele has better options for cc, invunerablity, better mobility skills, vigor access, a wider boon pool, and evade, and much faster dps ramp speed options that necro does not get in any of its elite specs so you can shut that argument down here and now. If you dont think ele has the above things then you are doing it wrong sorry to tell you. End of story. > There is no comparison between a necro and ele in terms of commitment required, the first will require almost no effort compared to the latter at all times. Necro = no effort to play offensively i agree , how ever defensively requires good positioning and knowlage of other classes options and dodge management as you only get 2 with no raw access to vigor or skill that evade on use. Stability is now also super limited making you extremly weak to cc. Ele = takes more effort to play offensively and less to play defensively as it has hard defenses and good access to things like vigor, extra evade skills, better movement skills, and depending on the elite superior access to stability when compared to necromancer. > > Either way, I posted already a graph showing the popularity of each profession atm and I am sure the devs have noticed the huge influx of necros lately, at the very least I hope my suggested changes will be introduced as soon as possible Graphs like that show popularity across all game modes not just in pvp that graph means nothing in this post. further more both percentiles between necro and ele are less than 1% making it even more irrelevant. We already covered all this and as i started nothing you have said is really warrant for nerfs. Good day
  6. one of the raptors (dreadnought) is specifically made for charr and its considerably thicker and bulkier than the other raptor mounts built for carrying charr. Some other mounts already look big and strong enough to hold charr with a few exceptions. The roller is probably the one i would complain about personally as all the saddles for most of the skins are way to small for charr. Every other mount has skin options that i would say fit almost any charr.
  7. so far seems like a prolog to the actual chapters coming inthe future. I think this episode would have been better titled as another prolog to the fire dragon. So far its not worthy of being titled a chapter imo.... That said it was short cause its split over some weeks im guessing which i dont mind cause im playing other games along side gw2 atm. So i didnt have a need to hard grind for several hours on masteries or achievements etc etc. The mission bosses could have a 33% reduction in their health pools as the fights drag on a bit to long in pug groups and this is coming from some one with raid exp, gear, etc. The fights last too long without any real heavy mechanics behind them. Especially the 2nd and 3rd missions The first missions usually clears a bit quicker from my exp so far. The 2nd mission takes AGES to complete in the final fight it just drags on for way to long where you are just basically slapping a dps golem. The 3rd mission at least has you move around a bit but the fight could end quicker imo. Another thing that could be done is to remove the timer at the start of each mission once all 3 moral boost goals are reached there really seems to be no point in having to wait the extra 2 or some times 3 mins once all the goals are done. The amount of time it takes to complete these fights is a bit to long for me when thinking about long term replay value.... The missions either need to be more like the old dungeons were at minimum or they just need to be out right shorter. You can do most strikes bosses faster than you can do these mission bosses and thats not a good thing because the strike missions have more appeal to them in replay value than the missions do at least right now. I feel like the missions as they are with no additional substance after the first play through should be able to be done in like 5-10 mins max not 15-20 mins or more. To be clear i was not expecting anything super amazing or hard from this chapter i was more interested in character dialog than game play this time around which was good enough to pass in my book seeing all the interesting interactions. I do like the use of old maps and I dont feel like every update needs a new map its always good to see new content and story rolling back through old maps. The bad part is that this content instanced which i get so people can always play it or go back and play it however that makes the impact of it weaker than what it could have been overall. im not like upset about the update but its not something that kept me hyped after the first play through. That said for a first time play through it was decently enjoyable from a story advancement perspective. Game play wise nothing new.
  8. > @"Terrorhuz.4695" said: > > @"ZDragon.3046" said: > > > @"Terrorhuz.4695" said: > > > Removing damage from CCs was a stupid decision -one which, not surprisingly, came from CmC. > > > > > > I've heard people complaining about being kamehameha'd by holosmiths for 12k with Prime Light Beam as an example of why damage on CC is toxic, nobody ever explained me why in the world wouldn't some reasonable multipliers do the trick -which is what happens to literally any skill in game; if something hits too hard it's brought back in line, unless you are a engi with grenades, in which case you can keep the craziest multipliers ever. > > > > > > And this comes from a mesmer, I have nothing to gain from damage on CC since all of my CCs never dealt damage to begin with, this didn't nerf me in the slightest. > > > > idk some cc's certainly did need the reduction like cc's that were kinda quick ish and did high damage certainly were getting unhealthy but some the the big tell slower ones that most people with any kind of exp knows how to dodge when they see it coming could have probably kept the damage on. In the case of warrior most cc's keeping their damage might have been ok... the exceptions start for me with rampage because getting hit with a bolder for 8k damage then rushed at for another 8k damage then kicked for 4k damage was just dumb af. > > > > Then you have cc like big ol bomb and things that actaully take a long time to go off that really should do damage and now dont do damage. > > CC's that have damage modifiers like Reaper shroud 5 , warrior berserker's headbutt, etc that have modifiers that say if this then you get rewarded with increased damage not doing damage kinda feels bad. > > > > Big aoe elites that cc im ok with not doing damage things like jade winds, chill to the bone, gravity well, etc those losing damage was totally fine imo. > > So for me its a love hate i think they could have broken it down a little bit better on what should and shouldnt keep damage but in the quite sight of things they didnt want one set of class players complaining about another class that got to keep its cc damage on a particular base skill while everyone else lost theirs. > > > > They did say they would rework or bring the damage back to some skills in question but that was months ago i have the feeling it wont happen now. If it is going to happen it wont happen till another big standardize patch comes which probably wont be for a while my guess is some months or weeks before End of Dragons is set to release. > > I'm a minority, but the problem with the boulder wasn't the damage per se (even though it was too high; I'd have it lowered by 33%); the problem with the boulder was that they made it a heatseeking missile. The problem from CC as a whole could be solved by just applying some reasonable modifiers, just as it happens for every other skill in game. I generally dont agree heatseeking or not the fact that it was a set of skills which was chained together unless you were thief or rev or another warrior at the time you were pretty much promised to land some kind of damage or burn a ton of your foes resources imo its never ok to have a cc attack in a competitive mode doing 8k damage when most professions have on average between 11 and 15k hp in their builds. > Pistol 5 from mesmer deals 500 damage? It's a 0.5s cast time with 25s cooldown, the low damage is fair. Prime light beam deals 5-6k damage? 1s cast time, 60s cooldown, the high damage is fair. Now they are all on the same level when they clearly aren't the same thing. Pistol 5 from mesmer is too fast and does not have enough visual tell in general this is something most people wont argue against. Prime light beam actually had enough of a a big tell imo. The difference is it only takes 1 dodge to get out of these Vs rampage You needed to dodge everything which was chained together I cant stand by cc doing 8k knowing that 3 other button on the bar also dealt high damage and 2 of those other buttons are also cc buttons. The best change they maybe could have done was kept cc power scaling as is and just took away their ability to critically hit. This would have at least left them doing some damage but the reason they probably didnt do this is because that would have been a game wide change meaning the skill become super lackluster to use in pve aswell. They could probably look to make traits that give some of the power scaling back to certain cc attacks that way trait investment is required but it would mean likely having to give up things you generally already like to take. Similar to the necro's terror traits which requires 2 traits from 2 different lines to actually get damage out of their fear cc's. IF they did this for other classes i wouldnt have any issues with their cc's doing damage.
  9. > @"Terrorhuz.4695" said: > Removing damage from CCs was a stupid decision -one which, not surprisingly, came from CmC. > > I've heard people complaining about being kamehameha'd by holosmiths for 12k with Prime Light Beam as an example of why damage on CC is toxic, nobody ever explained me why in the world wouldn't some reasonable multipliers do the trick -which is what happens to literally any skill in game; if something hits too hard it's brought back in line, unless you are a engi with grenades, in which case you can keep the craziest multipliers ever. > > And this comes from a mesmer, I have nothing to gain from damage on CC since all of my CCs never dealt damage to begin with, this didn't nerf me in the slightest. idk some cc's certainly did need the reduction like cc's that were kinda quick ish and did high damage certainly were getting unhealthy but some the the big tell slower ones that most people with any kind of exp knows how to dodge when they see it coming could have probably kept the damage on. In the case of warrior most cc's keeping their damage might have been ok... the exceptions start for me with rampage because getting hit with a bolder for 8k damage then rushed at for another 8k damage then kicked for 4k damage was just dumb af. Then you have cc like big ol bomb and things that actaully take a long time to go off that really should do damage and now dont do damage. CC's that have damage modifiers like Reaper shroud 5 , warrior berserker's headbutt, etc that have modifiers that say if this then you get rewarded with increased damage not doing damage kinda feels bad. Big aoe elites that cc im ok with not doing damage things like jade winds, chill to the bone, gravity well, etc those losing damage was totally fine imo. So for me its a love hate i think they could have broken it down a little bit better on what should and shouldnt keep damage but in the quite sight of things they didnt want one set of class players complaining about another class that got to keep its cc damage on a particular base skill while everyone else lost theirs. They did say they would rework or bring the damage back to some skills in question but that was months ago i have the feeling it wont happen now. If it is going to happen it wont happen till another big standardize patch comes which probably wont be for a while my guess is some months or weeks before End of Dragons is set to release.
  10. > @"Multicolorhipster.9751" said: > Most, if not all core specs and a handful of elite specs need a damage buff. Nerfing everything doesn't work. It's just slowed the game down to a snail's pace and killed build diversity. Aside from a few elite spec tradeoffs, the entirety of the big nerf patch and all subsequent nerfs to this point were kinda pointless. > > To get back to the OP: Healbreaker good for me warrior with tiny brain, but tiny brain no like Healbreaker because me tiny brain been smash for all of time be playing Guild Wars 2. Healbreaker be good side option when bored but mostly want smash tinies hurr hurr hurr. But smash warrior not good side pick. Very squish like tinies and less damage than light beam people doing same job. So no smash, only Healbreaker and spam CC. Peaceful, pacifist, immortal, but me no care about live forever or being tiny beta healer. Me alpha and me want smash. See problem? 10/10?
  11. i still think LR is fine as is it would be better to just look at the engi shield stun and put a icd on how often it can stun a person just like shocking aura that way the odds of you getting stuck with LR is less likely. complain about the real issue which is the shield block having no icd per target not about oh my skill needs the damage removed so i dont get trapped or it needs more damage to make it worth getting trapped every so often. Like everyone one else said LR is one of the best evasion tools in the game simply based on its cd alone thats not even counting all its other trait boosted functions. Sorry @"Trevor Boyer.6524" I cant agree with a QoL change on a meta skill thats already far better than other skills similar to it. At best you should be asking why passive cc is not being addressed properly as it effects all classes not just ranger which would be more reasonable to debate from several perspectives.
  12. lmao ive revealed myself so many times with this skill but im not a ranger main so thats probably why. I often press it without thinking about that tiny damage portion. If i was a ranger main i would probably be more careful about it though. What would really be funny is downing someone with that tiny zap of damage I cant say ive done that before. How about not removing the damage from lightning reflexes and just fixing the silly things like shocking aura and engi shock shield (mainly the shock shield) Ideally if you get stunned by shocking aura you should be able to use LR and get out before the aura is actually allowed to stun you again. But you might need good ping and really good reaction time.... waiting too long and you will be set up to trigger another stun. ONTHE OTHER HAND **ENGI SHILED SHOCK** is how ever even more busted than shocking aura as there is no delay at all between one stun to the next. You should get a necro warhorn press 5 next to an engi holding that block and see what happens. You basically get locked for the full duration of the block and that skill does not even deal direct strike damage. Skills that dont even proc full counter still proc the shock stun on engi shield and it triggers me to this day how they are allowed to have a block that's so powerful. They could just make the thing where it can only stun a target once over the duration of the whole block. You usually wouldn't try to roll out with lightning reflexes if you were not already stunned by it or something else anyways which would at least make the issue of triggering it with LR far less likely As others pointed out Full counter is not really an issue as you will just evade it best thing a warrior gets from that is a free reset on their other burst skill and nothing more.
  13. My guess is be cause conditions in gw2 dont exactly work like dots in many other mmo games. Where dots usually are also able to deal critical damage even if its not scaled to the same extent as direct strike damage which results in them having a lower base damage which also results in the caster having to build more offensively to get good damage which does not always allow them to be per say as tanky as some professions are when built to condi in gw2. Basically what @"Master Ketsu.4569" said but they worded it better im happy they pointed this out.
  14. > @"Arheundel.6451" said: > > @"ZDragon.3046" said: > > > @"Arheundel.6451" said: > > > > @"ZDragon.3046" said: > > > > If you are an ele player just stop while you are a head... ele has always been weak to necro and it likely always will be because chill counters your ability to rapidly attune. You can beat necros with ele but it wont be easy just like its not easy for necro to beat thieves just deal with it and learn to handle the counter match up better. > > > > > > ...That's rich coming from necros...truly rich...I remember few years back .... > > > > > > > Does Diamond skin need a nerf ? > > > >You can be the best condi necro of the world and have not a single chance in a 1 v 1 against the worst ele of the world > > > > The jokes on you ive always been a power player even for core necro before reaper came out. While you can attempt to come at me with that diamond skin stuff there were ways around it like having more power and crit chance in your build and not fully investing in condi alone > > > > > > **Practice what you preach** is what necros should do, at the time you'd rather play the victim card instead than **learn to handle the counter match up better** > > > > We have been nerfed plenty alreayd if any thing the biggest advantage you got came with the feb patch with the removal of instant doom. Which was fair as it was a get out of jail free card even while stunned etc. > > But there have also been several life force generating reductions, the removal of certain amulets, and an increase on life force per second with core shroud. > > If you are still struggling at this point (not factoring in cheese lich for 10s every 3 minutes ) then its a you problem not the necro problem. > > > > I already said how i feel above and that some things do still need some changes but you skipped all that but if we are really going to balance things there are still many tools that ele needs nerfed as well i wont call them out but you should understand what i mean. > > > > So instead of telling me to practice what I preach how about you just generally practice. > > Just go out and fight necros im sure you can ask around for some players to help you get better at the match up. > > Truth is you have nothing to lose if necro nerfs do come you will be even better off at dealing with them. Stop praying to anet to nerf something into unplayability so you dont have a counter matchup every class is going to have a hard counter match up or two but that does not mean you cant win against them. > > > > > > > > **There is nothing on ele I can't overcome while playing 3 other different professions** and if I had time I'd play the remaining 5 and deal with ele just as easily, there are no big hits "to avoid at all costs" on ele , the best an average player can hope to do is gear up with a healing amulet and **bother you to death**......unless ofc we start talking about Piano musicians who reached Master level and had the patience to deal with the all the kitten coming from the balance patches...I am not one of those and that's why I started multiclassing years ago. False there are things you want to avoid on ele at all cost depending on the build they run FA ele is particularly deadly any time they land a cc on you CC / Lightning rod weaver is also rather dangerous and has many things you want to avoid being hit by Certain condi weaver setups also have things you want to avoid unless you like burning to death. If you think that ele has no big hits to worry about thats saying a lot about your knowledge of the game **OR** maybe as a multi classer thats how you feel because you have options on those other classes to just negate what they can do. But as someone who spends most of their time playing necro because its my fav class thematically there are a lot of things that i dont want to be hit with because i dont have hard defenses to negate them. Its either burn one of my two dodges to avoid it or soak the damage. Those are the only options i get. I dont get blocks, or extra evades, stealth or invulns. Conditioning (blind/weakness) is an option some times but not always. My perspective is clearly different from yours. > > **Any ele build with the sole exception of some healbot build will be always far harder than anything a necro can use** and with that said I rebuke this fact : no average necro should lose to an average ele; any necro player who fall in that category....is not a position to preach anybody about "GITGUD" I think thats debatable go take a none minion master scourge build into pvp and see how well that goes for you. (Thats a joke by the way) Do not assume that effort should determine heavily how something should be balanced. Do not also assume that players dont put in effort to get better with the classes they love to play even if the tools are basic and simple. Mastering those basic tools can take someone along way. Like i said you sound just really upset that you lost the matchup too many times and here we are. I really dont get you though... you really are here going in on necro which is i mean i guess ok but in reality if we really look at things right now necro is far closer to balanced than many other classes in the game currently. The best you can do is pick out a few niche skills or triats that need some tweaks or reworks but every class and elite spec in the game has this issue thought... So i gotta say i really dont get the point... > To put in low terms : any player who can best a necro while using the current iteration of elementalist.......hes' a far better player than me and you combined....try to remember that next time you try to use "L2P" against me, current necro has got all the tools to shut down your average ele without breaking a sweat .....if you lose to average ele while using a necro class you're accustomed to.......you may want to spend less time try to preach others **^You added this at some point when originally started writing my post so i figured i would respond to it also^** lol it sounds like you want these hands in game but ima let you go i dont have anymore brain power to waist on this nonsense. Its almost like you are trying to be superior/threatening through other players whom are not you and better skilled than you which is kind of mind blowing. Ive said what i had to say. Your options are deal with it or hope that anet agrees with you and gives you your wish list of nerfs to solve all your problems while ignoring other obvious broken things that probably should be handled first. Either way i dont really care ill be playing necro as my main regardless. ITs what i do through the good and or bad as far as im concerned been there done that.
  15. > @"Kuma.1503" said: > Anet is thinking of a sustain nerf? Why? Sustain has already been cut drastically across the board. Even the previous worst offenders like Water Weaver and Firebrand have been nerfed to the ground. > > What Anet needs to do first if damage is too low is reevaluate damage on CC, and determine which CC's should be allowed to deal damage again. A few that I believe shoudl deal damage include: > > Backbreaker > Earthshaker > Executioner's Scythe (Why does this still have the execute mechanic if it does 7 damage?) > Drop the hammer > Overcharged Shot (or remove the self knock back. It has enough tradeoffs) > Prime Light Beam > Rocket turret > > See where we stand after that in terms of damage vs sustain. Reevaluate from there. You forgot about warriors headbutt! (extra damage if you remove stab from yourself)
  16. > @"Arheundel.6451" said: > > @"ZDragon.3046" said: > > If you are an ele player just stop while you are a head... ele has always been weak to necro and it likely always will be because chill counters your ability to rapidly attune. You can beat necros with ele but it wont be easy just like its not easy for necro to beat thieves just deal with it and learn to handle the counter match up better. > > ...That's rich coming from necros...truly rich...I remember few years back .... > > > Does Diamond skin need a nerf ? > >You can be the best condi necro of the world and have not a single chance in a 1 v 1 against the worst ele of the world The jokes on you ive always been a power player even for core necro before reaper came out. While you can attempt to come at me with that diamond skin stuff there were ways around it like having more power and crit chance in your build and not fully investing in condi alone > > **Practice what you preach** is what necros should do, at the time you'd rather play the victim card instead than **learn to handle the counter match up better** We have been nerfed plenty alreayd if any thing the biggest advantage you got came with the feb patch with the removal of instant doom. Which was fair as it was a get out of jail free card even while stunned etc. But there have also been several life force generating reductions, the removal of certain amulets, and an increase on life force per second with core shroud. If you are still struggling at this point (not factoring in cheese lich for 10s every 3 minutes ) then its a you problem not the necro problem. I already said how i feel above and that some things do still need some changes but you skipped all that but if we are really going to balance things there are still many tools that ele needs nerfed as well i wont call them out but you should understand what i mean. So instead of telling me to practice what I preach how about you just generally practice. Just go out and fight necros im sure you can ask around for some players to help you get better at the match up. Truth is you have nothing to lose if necro nerfs do come you will be even better off at dealing with them. Stop praying to anet to nerf something into unplayability so you dont have a counter matchup every class is going to have a hard counter match up or two but that does not mean you cant win against them.
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