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Why do you keep doing that to Necro, devs?


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Consistently over Necro's patches, the balancing has gone something like:

 

--> Pre balance

--> Necros trait that reduces cd on one of its skill classifications is removed/reworked. To compensate, the cds are globally reduced for the affected skills.

--> Devs recoil in horror at what theyve done, and increase the cds for the affected skills.

--> **They dont add the skill reduction traits back, making Necro objectively worse than it was.**

 

If something is found to be overperforming, can we not break niche builds figuring that out? Necros dont have a way to reduce cd on Spectrals -and- wells now.

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> @"Azure The Heartless.3261" said:

> Consistently over Necro's patches, the balancing has gone something like:

>

> --> Pre balance

> --> Necros trait that reduces cd on one of its skill classifications is removed/reworked. To compensate, the cds are globally reduced for the affected skills.

> --> Devs recoil in horror at what theyve done, and increase the cds for the affected skills.

> --> **They dont add the skill reduction traits back, making Necro objectively worse than it was.**

>

> If something is found to be overperforming, can we not break niche builds figuring that out? Necros dont have a way to reduce cd on Spectrals -and- wells now.

 

Signets and wells both got nerfed this patch so Necros can have what...chill on well of darkness (which a trait already did) and barrier when you heal more than your full health (literally stupid and doesn't solve/help anything...barrier is most useful when you don't have full health :/). Pretty disappointing overall. They clearly have no idea what they're doing or, for that matter, what they even want to do.

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> @"Trevor Boyer.6524" said:

> > @"Tom.5914" said:

> > In a stupid world of stupid red circles some smart devs realized to make the world a bit better if there are some less red circles

>

> Necromancer was the one class that was supposed to have red circles.

 

I guess it give more dark circles to the devs than anything.

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New patch for necros:

Intent:" We want to free wells from the trait so you can use them even without it, and they still feel usefull"

Result: Vampiric wells build deleted, no protection for necro and allies, no self sustain siphoning via wells, old cooldowns and no way to reduce it. The old Vampiric Rituals GM replaced with a GM trait that has barely any use in competitive settings, considering that you are just better off by picking Unholy Martyr. In any other consideration Blood Bank makes you embrace what seems to be most hated things by the community which is comboing a healer with a necro thus increasing its tankyness to obnoxious levels. Be sure that if this gm ever finds its place in competitive it will be nerfed into oblivion.

 

Really well of power and well of blood were that problematic to remove any possibility of reducing cooldown, 2 defensive utilies that had nothing to do with the problems of Aoe offensive spam in wvw?

And the new revamped well of darkness reverted to old cd right away, just few moments after condi reaper saw a bit of light in pvp.

Next time leave things as it is, just buff 1 single utility skill don't destroy an entire build with it

This shows how they have zero vision for what they do, or at least it seemed they had but clearly are not able to implent it, since they don't foresee the scope of the changes they implent.

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> @"NecroSummonsMors.7816" said:

> New patch for necros:

> Intent:" We want to free wells from the trait so you can use them even without it, and they still feel usefull"

> Result: Vampiric wells build deleted, no protection for necro and allies, no self sustain siphoning via wells, old cooldowns and no way to reduce it. The old Vampiric Rituals GM replaced with a GM trait that has barely any use in competitive settings, considering that you are just better off by picking Unholy Martyr. In any other consideration Blood Bank makes you embrace what seems to be most hated things by the community which is comboing a healer with a necro thus increasing its tankyness to obnoxious levels. Be sure that if this gm ever finds its place in competitive it will be nerfed into oblivion.

>

> Really well of power and well of blood were that problematic to remove any possibility of reducing cooldown, 2 defensive utilies that had nothing to do with the problems of Aoe offensive spam in wvw?

> And the new revamped well of darkness reverted to old cd right away, just few moments after condi reaper saw a bit of light in pvp.

> Next time leave things as it is, just buff 1 single utility skill don't destroy an entire build with it

> This shows how they have zero vision for what they do, or at least it seemed they had but clearly are not able to implent it, since they don't foresee the scope of the changes they implent.

 

"Vampiric Rituals GM replaced with a GM trait that has barely any use in competitive settings, considering that you are just better off by picking Unholy Martyr."

 

This is relevant to almost every class in the game. Some classes literally need to go into a full trait just to get one trait. Stop complaining, this isn't a necro problem this is a across every class system balance problem.

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> @"iKagura.1903" said:

> > @"NecroSummonsMors.7816" said:

> > New patch for necros:

> > Intent:" We want to free wells from the trait so you can use them even without it, and they still feel usefull"

> > Result: Vampiric wells build deleted, no protection for necro and allies, no self sustain siphoning via wells, old cooldowns and no way to reduce it. The old Vampiric Rituals GM replaced with a GM trait that has barely any use in competitive settings, considering that you are just better off by picking Unholy Martyr. In any other consideration Blood Bank makes you embrace what seems to be most hated things by the community which is comboing a healer with a necro thus increasing its tankyness to obnoxious levels. Be sure that if this gm ever finds its place in competitive it will be nerfed into oblivion.

> >

> > Really well of power and well of blood were that problematic to remove any possibility of reducing cooldown, 2 defensive utilies that had nothing to do with the problems of Aoe offensive spam in wvw?

> > And the new revamped well of darkness reverted to old cd right away, just few moments after condi reaper saw a bit of light in pvp.

> > Next time leave things as it is, just buff 1 single utility skill don't destroy an entire build with it

> > This shows how they have zero vision for what they do, or at least it seemed they had but clearly are not able to implent it, since they don't foresee the scope of the changes they implent.

>

> "Vampiric Rituals GM replaced with a GM trait that has barely any use in competitive settings, considering that you are just better off by picking Unholy Martyr."

>

> This is relevant to almost every class in the game. Some classes literally need to go into a full trait just to get one trait. Stop complaining, this isn't a necro problem this is a across every class system balance problem.

 

So because it's a problem shared on every class, I should not complain about it? What kind of kitten way of reasoning is that?

Infact I would argue the exact opposite, each and every class should complain about traits that are not usefull or don't find any place or synergy.

It's crucial to protest and propose fixes, so that Anet can lead the game into a more balanced direction, or do you want to just remain silent and wait while they try all the possibile ways before getting into the right one?

Next time if you have to tag someone, write something usefull

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> @"Tman.6349" said:

> > @"Azure The Heartless.3261" said:

> > Consistently over Necro's patches, the balancing has gone something like:

> >

> > --> Pre balance

> > --> Necros trait that reduces cd on one of its skill classifications is removed/reworked. To compensate, the cds are globally reduced for the affected skills.

> > --> Devs recoil in horror at what theyve done, and increase the cds for the affected skills.

> > --> **They dont add the skill reduction traits back, making Necro objectively worse than it was.**

> >

> > If something is found to be overperforming, can we not break niche builds figuring that out? Necros dont have a way to reduce cd on Spectrals -and- wells now.

>

> Signets and wells both got nerfed this patch so Necros can have what...chill on well of darkness (which a trait already did) and barrier when you heal more than your full health (literally stupid and doesn't solve/help anything...barrier is most useful when you don't have full health :/). Pretty disappointing overall. They clearly have no idea what they're doing or, for that matter, what they even want to do.

 

What? Barrier is most helpful when you are not full hp? What kind of logic is that? Thats a kitten statement.

If you are not full hp, heal is better in any way, because it wont just perish into nothingness, no it stays.

Barrier is best when applied before taking dmg to you healthpool, because it effectively increases your healthpool, which simple heals just cant do.

How did you even get that idea?

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> @"RedShark.9548" said:

>

> What? Barrier is most helpful when you are not full hp? What kind of logic is that? Thats a kitten statement.

> If you are not full hp, heal is better in any way, because it wont just perish into nothingness, no it stays.

> Barrier is best when applied before taking dmg to you healthpool, because it effectively increases your healthpool, which simple heals just cant do.

> How did you even get that idea?

 

This here.

 

The trait is actually enhancing the benefits of healing greatly by getting rid of one downside of healing: it isn't doing anything for you if you are at full health.

With this trait, healing effects keep having a benefit at full health by providing barrier which will increase your survivability.

Which also feeds nicely into the bloodmagic traitline, since it's traits grant you a constant influx of healing through lifesteal.

 

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> @"RedShark.9548" said:

> > @"Tman.6349" said:

> > > @"Azure The Heartless.3261" said:

> > > Consistently over Necro's patches, the balancing has gone something like:

> > >

> > > --> Pre balance

> > > --> Necros trait that reduces cd on one of its skill classifications is removed/reworked. To compensate, the cds are globally reduced for the affected skills.

> > > --> Devs recoil in horror at what theyve done, and increase the cds for the affected skills.

> > > --> **They dont add the skill reduction traits back, making Necro objectively worse than it was.**

> > >

> > > If something is found to be overperforming, can we not break niche builds figuring that out? Necros dont have a way to reduce cd on Spectrals -and- wells now.

> >

> > Signets and wells both got nerfed this patch so Necros can have what...chill on well of darkness (which a trait already did) and barrier when you heal more than your full health (literally stupid and doesn't solve/help anything...barrier is most useful when you don't have full health :/). Pretty disappointing overall. They clearly have no idea what they're doing or, for that matter, what they even want to do.

>

> What? Barrier is most helpful when you are not full hp? What kind of logic is that? Thats a kitten statement.

> If you are not full hp, heal is better in any way, because it wont just perish into nothingness, no it stays.

> Barrier is best when applied before taking dmg to you healthpool, because it effectively increases your healthpool, which simple heals just cant do.

> How did you even get that idea?

 

 

'My logic' was regarding the trait Blood Bank not about barrier as a mechanic. This trait has been discussed plenty so I'm not gonna rehash all that. If a Necro has full health they either aren't being attacked or are being sustained by a pocket healer, both of which make the barrier useless vs. having access while being pressured. My logic is very simple. If you like the idea of starting a fight with popping your heal skill, then that's great. I, however, think THAT would be terrible logic.

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> @"Tman.6349" said:

> > @"RedShark.9548" said:

> > > @"Tman.6349" said:

> > > > @"Azure The Heartless.3261" said:

> > > > Consistently over Necro's patches, the balancing has gone something like:

> > > >

> > > > --> Pre balance

> > > > --> Necros trait that reduces cd on one of its skill classifications is removed/reworked. To compensate, the cds are globally reduced for the affected skills.

> > > > --> Devs recoil in horror at what theyve done, and increase the cds for the affected skills.

> > > > --> **They dont add the skill reduction traits back, making Necro objectively worse than it was.**

> > > >

> > > > If something is found to be overperforming, can we not break niche builds figuring that out? Necros dont have a way to reduce cd on Spectrals -and- wells now.

> > >

> > > Signets and wells both got nerfed this patch so Necros can have what...chill on well of darkness (which a trait already did) and barrier when you heal more than your full health (literally stupid and doesn't solve/help anything...barrier is most useful when you don't have full health :/). Pretty disappointing overall. They clearly have no idea what they're doing or, for that matter, what they even want to do.

> >

> > What? Barrier is most helpful when you are not full hp? What kind of logic is that? Thats a kitten statement.

> > If you are not full hp, heal is better in any way, because it wont just perish into nothingness, no it stays.

> > Barrier is best when applied before taking dmg to you healthpool, because it effectively increases your healthpool, which simple heals just cant do.

> > How did you even get that idea?

>

>

> 'My logic' was regarding the trait Blood Bank not about barrier as a mechanic. This trait has been discussed plenty so I'm not gonna rehash all that. If a Necro has full health they either aren't being attacked or are being sustained by a pocket healer, both of which make the barrier useless vs. having access while being pressured. My logic is very simple. If you like the idea of starting a fight with popping your heal skill, then that's great. I, however, think THAT would be terrible logic.

 

Well, barrier is there to increase your chances of surviving a big burst, which would otherwise oneshot/one combo you.

 

That heal is better in preventing the dmg to your hp pool than actually healing yourself

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