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Why Cant You Be Healed in Shroud


CantoGuy.6459

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> @"DeceiverX.8361" said:

> > @"ZDragon.3046" said:

> > > @"DeceiverX.8361" said:

> >

> > > Doubtful. Not until next expansion. Scourge is pretty much overpowered by design.

> >

> > you say that but people said the same thing about reaper in its early days. That said reaper was easier to fix but got rudely under throttled and left behind in QoL updates untill 2 years later.

> > Scourge will at some point reach reapers levels even if it takes a bit longer due to its design.

> >

> > I wouldnt say scourge is op by design also while its design is hard to get around because its got so much zone control thats not to say its that STRONG

> > Warrior is strong at its base

> > Guardian is strong at its base

> > Mesmer is strong. at its base

> >

> > Scourge is currently strong but necro at its base is ok-ish.

> > Scourge is kind of its own profession right now which is a design problem but a strength to it at the same time.

> >

> > Scourge is hitting the minimum to be considered strong at best and thats usually only from a big battle wvw standpoint.

> > I'm willing to be by fall of 2018 scourge will be at point where its only used in zergs strictly unless anet chooses fix other issues with core necro lines or heavly rework its shade mechanics.

> >

> > Scourge will always be seen as too strong till the point its far under tuned and the only way it will be strong is adding more scourges which does not really solve the problem to seeing less of them in the game modes where people dislike them the most.

> >

>

> If the only solution to make it feel balanced is to make it under-tuned, then the design itself is overpowered (not numbers or strict implementation), which is exactly what I said.

 

But it wont ever be balanced because under tuning can be countered with just adding more in numbers. Not to mention under tuning is just a poor choice of balance fix to start with. Ideally just reworking the mechanic would be better but a promise to never do that was a bad promise to make.

 

A true solution would be to tune up core and tune down scourge that way it feels like an add-on to necromancer not its own thing.

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Thing is, scourge is on the design level almost always just downright superior to core necro on its design level.

 

Look at thief; Daredevil and Acro will forever be at odds as the better "evasion" line until eternity, because one will always just be better than the other. That's effectively the relationship scourge has with core necro at the moment. It does a lot of core necro functionality strictly better and never faces a real consequence for running the line akin to how Reaper is denied ranged pressure and durability options, or how Deadeye with Mark denies a major gap close on the thief. Scourge is just quintessentially superior in nearly every case where a necro is useful.

 

Unless reworked, the profession will have a broken specialization mechanic and/or useless trait line and will only ever be balanced by being nerfed out of usability numerically, which signifies bad design.

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