Jump to content
  • Sign Up

Tman.6349

Members
  • Posts

    163
  • Joined

  • Last visited

Tman.6349's Achievements

  1. I've been with Anet for 15 years now and had a lot of fun until recently. When GW1 launched I fell in love and became a 'PC master race!' after playing consoles since I was 4 or 5 (80s baby). The last few month's it's been harder and harder to want to play. Just logging in out of habit mostly and not really having fun much anymore. Today I actually went and spent $100 on some great console games I haven't played in ages and considered whether I might get a console or just wait a bit for the next gen stuff. Either way, it's Guild Wars or nothing. Pretty sad really after supporting this company for not quite half of my life. I've definitely had a lot of fun over the years but, like your friends noticed, I can see the writing on the wall. Maybe they'll surprise me and prove that GW2 means as much to them as it does to the fans, but I won't hold my breath that their more interested in anything but having people log in for dailies. Hope your friends find something they enjoy and that they check back in once in a while to see if Anet gets their gigantic heads out of their posteriors and respect a bit more the franchise and fans that have played their bills all these years. If they can't be bothered to be passionate about it, then I can't either anymore. They've broken a lot of people's hearts I think...
  2. Sword based Shadowmancer that spends Lifeforce for mobility a la Scourge F-skills. Necro meets sword Rev/dagger Thief with Cantrips or Stances (Soulbeast's stances would have been great for this spec O.O). Make it happen Anet!
  3. Should there be an extra tickbox on the outfit panel to equip your current armor headpiece? Answer:ABSOLUTELY
  4. I also noticed that some classes hold the wrong part of the sword hilt...and then shoot magic beams with butterflies or summon ominous clouds from the afterlife...
  5. I think we should do this the day before the servers shut down for good!! Who's with me!?! :)
  6. Before you spend anymore on the Gemstore, I'd like to offer some advice. Unless there is a single certain skin, that you absolutely can't live without, QoL account upgrades are the absolute best use of your gems hands down. Of the QoL upgrades, Bag Slots are probably the least useful for a couple reasons, especially after taking advantage of some of the other account upgrades. Unidentified gear keeps loot bundled up nicely. Shared inventory slots means you don't have to carry multiple of the most useful items on each toon. Build templates mean you can carry an EXTRA full set of gear without any inventory investment. Bank Slots, Shared Inventory Slots, Material Storage Expanders and, of course, Character Slots are all AMAZING. Legendary gear drives the point home even further. Grab 1 or 2 bag slots for your open world or farming 'main' and that is about all you need (open unid bags on this char too). Really, the only other use for the bag slots is toons that run several builds that you can't share Legendary equipment with. TLDR: Prioritize other Acoount Upgrades first and Bag Slots won't be needed AND you'll have MUCH BETTER Quality of Life :)
  7. 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.
  8. I wouldn't say that it's useless, just that it's a counter-intuitive trait. It's basically here to create a 3rd temporary health pool when you are at full health which isn't exactly what you're looking for when you are at full health. Anet probably thought that people would appreciate a use for wasted healing at max health. But forgot that the times when Necro would need to have use of it, they wouldn't be at max health. They actually probably forgot shroud is Necro's defense mechanic.They probably wish Necro players would forget about Necro, can't be asked to try anymore, and just wish people would quit complaining so they could go work on the gemstore or PvE teams or have more time to play on Twitter.
  9. Remove drops/XP/participation from the mobs that spawn for these 2 events. Give the dolyaks a proximity check (like the dolyaks in WvW) that you have to maintain for a certain amount of time, enough that you would have to walk a fair way, in order to get event credit. GG
  10. No, they only remove good traits. So: lingering curse is next xD Yeah. 'We feel like this is a great trait. It is very distinguished as a grandmaster and a cornerstone for a variety of Necromancer condition builds and have never had a single complaint about it! For this reason it is such a natural pick that we would like to remove the increased damage and boon corrupt and give scepter skill 3 a self root for a better sense of flavor and identity. We Will also be moving it to the Reaper master tier to open up some chances for great new builds" "We also like the direction Holo has been headed for the last year and will remove the cooldown on Holoforge and it will now also function as a Kit for related traits. We'll be monitoring it's performance closely..."
  11. Nope, It was probably changed to Buff Necros with Well CD reduction as baseline and add in their eyes a more supportive trait in PvE, perhaps in next balance patch they will update it or make it betterIt was changed for the same reason the signet trait was shifted from gm to master tier. Traits that do only buff one utility skill category should not be gm traits, because gm traits are meant to have a huge impact on your build and limiting their effect to only a handful of utility skills, limits gm trait choices for everyone who does not want to improve or even use that skill category. In contrast to the playerbase anet might be pretty happy now. Reasons:buffed the impact of wells in PvE and increased the reaper dpsreworked well of darkness to a very pick worthy well for all game modesadded a new gm trait that is not in the state, where it should be, but can potentially be buffed And indeed there is only one patch specific issue I have at this point: blood bank is currently trash. Everything else is just my usual incomprehension about how insufficient the individual balance patches are executed. This is not the worst patch necro has ever seen, but it leaves necro behind in a work in progress state, which is bad for everyone who wants to play the game now and not in a few months, when they fixed blood bank and the now clearly underpowered scourge shades.SOS was pretty good before though. They changed it because they wanted to nerf signets. The trait would surely not be worth the pick afterward. The nerfed signets and nerfed the SOS trait a ton and then moved it down. It was a very solid pick as it was. SOS would have been better off in the BM line since a long time ago really. Necro received so many nerfs out of this last patch that it's ridiculous. They should have moved SoS trait to the Blood Magic line where VampRitswas and moved VR to the Spite line, removed the life steal and change the name a bit. If they wanted to make it grandmaster tier they could add fury or quickness or whatever effect to it. Otherwise, I'd prefer they move it to master tier to replace Awaken the Pain. Awaken the Pain would be moved to the Grandmaster slot with the added effect 'Vulnerability is also 50% more effective' like Targeted Destruction(ie. 1.5% per stack;a 12.5% increase at max stacks).This would have been much simpler and slightly nerfed what they wanted to nerf as well as a solid buff to what they wanted buffed ALL WITHOUT RUINING ANYTHING. Core Necro would take a good shave to sustain (especially to shroud;the shroud decay rate nerf wouldn't be needed) while leaving the more selfish damage/sustain aspect for signets. Reaper would receive a good damage buff for PvE/PvP while losing a tiny bit of sustain while also wrangling wells in a bit in WvW (Spite line;less aoe spam). This would have been a solid way to handle the situation w/o killing any builds and even improving some build synergy options. *Revert all changes to Signets. They're terrible changes and now the trait is a GM again.
  12. Vampiric Rituals didn't only support power but I do agree it's replacement should have some form of offensive support. Whether that is turning offense into to defense such as 'Recieve barrier equal to your life steals plus another effect' or something else doesn't matter but Blood Bank as it is currently is just sad. Grandmaster traits were always sold to us as being important enough to vastly improve or even change how builds work. It was never here's a TRAIT and you HAVE to force a build out of abusing it to the absolute max. There's supposedly one build that makes this trait work (there could only be one such build) and it's entirely contrived and convoluted and useful in all of one specific situation.
  13. So much this!!! Not only am I 100% sure that the usefulness/efficiency of this build is being grossly exaggerated, I'm not interested in a TRAIT that forces me (or expects me) to play exactly the opposite of how Necro should ever be played.You forgo everything you've ever known about Necro positioning. You completely thrown the ranged advantage of your shades, staff, wells, corrupts, and scepter/axe right out the window. Not only are you out of place yourself but now you're not in position to help any allies. This disregards the fact you've ditched a great supportive trait for a selfish one already.So now you charge into a bunch of enemies (where you shouldn't be) and...pop all of your defensive cooldowns after taking 50% HP worth of damage. All of this for what exactly? A bit of damage and removing 3 boons from 5 enemies and maybe drop Ghastly Breach. You're not even in a good position to share your barrier from Sand Flare anymore. You've lost your movement speed from your signet and are in bad position with a bit of barrier for 5 more seconds surrounded by enemies that you certainly haven't killed yet.I don't get the point of any of this. This just seems to support the fact everyone else has pointed out that this is only useful when you don't need it and ineffectual when you do. And this is with a highly specialized build that seems to serve absolutely no purpose at the expense of EVERYTHING that you already do well. I can only guess that we're all wrong and Anet would NEVER actually nerf Necro, for no reason, and make up for it with something that only leaves it a useless shell of it's former self for 'flavor's sake'... I'd be interested in the exact build you're using to make this work Rykros. Some footage would surely be amazing.
  14. A new UI with skin kits doesn't have to be just for Engi's (and you'd hear about it if it was), so why stop there. Necro Minions, Ele Summons, Warrior Banners, Ranger Spirits...let everyone get in on the action! :)
  15. Ive always thought it would be pretty cool to change the grandmaster trait to something a little more active that would work similar to SoS at the cost of Lifeforce. This would also help balance a couple of the problems this spec naturally has. Something like 'Infuse your Minions with Lifeforce to Improve their active effects (X% of LF on cast)'.-Bone minions now explode leaving a smaller version of a CPC for 4 secs-Shadow fiend teleport to target;ground target tele for Necro 900 range-Wurm now swaps places with Necro then explodes with a 300 KB 1200 rng-Bloodfiend sacrifice gives 5Quick/10Regen to Necro/other minions (still pretty passive on this one IDK) These are just random examples to convey the idea and might cost 5-10% of stored LF on use. IDK. Just spitballing a way that it's a bit more active and not just braindead meatshield+shroud play (especially in PvP). An effect on one to move the whole group around the field could be okay too. I'd imagine something like that as an F skill on a dedicated spec as you were saying. I do strongly agree with how disconnected minions are to the Necro making them boring to play and lame to play against. Having them remain in the world indefinitely w/o any upkeep/input is kinda lame too. Maybe they should have timers on them or health degen after a while like GW1 minions (add nova baseline maybe?). Good convo though as it does feel like huge chunks of the game have become outdated/unusable which isn't helping the balance/diversity issues currently plaguing the game in every facet.
×
×
  • Create New...