The Necromancer Changes Will Not Be Enough In Guild Wars 2

Other suggestions: I suggest making soul marks baseline and adding a new trait called reaper’s ferocity, which would be a +150 buff to the necromancer and his nearby allies’ ferocity stat, much in the way of spotter, or empowering allies. Make it only active in death shroud if you want. We DESPERATELY NEED SOMETHING LIKE THIS TO KEEP FROM BEING AS EXCLUDED FROM MERE PUG DUNGEON RUNS LET ALONE SPEED CLEARS. Tell me how many speed clear records used a necro? NONE. Its simply unfair to have necromancers so far below the other classes for having no 3 target cleave or offensive group support options.

Anyway, finally in regards to the meta of necromancers in all game modes, they will be running the exact same builds with little to no difference. PvP will still be the cheesy carrion terrorbomber we’ve come to hate fighting against, while power necromancers will be a bit rarer as they can’t sway teamfights as easily with lich. Necromancers will still be subpar roamers and decent team fight pressure in pvp, but will stil be LAUGHABLY weak to focus fire, and will still be unable to fulfill the sustain role that attrition suggests. The GvG scene meta may incorporate MH dagger a bit more, but thats hardly an actual difference as many people do already after being sick of the axe’s kitten iness. In PvE necromancers will still be the definite worst off.

Anyway, I’m honestly baffled devs. Look at mesmer, they’ve been giving feedback on the problems with ileap, Phantasms dying before they can attack in large groups, and a general lack of AoE pressure in large group fights in WvW (now fixed by mantras and phant invuln trait), as well a subpar condition damage option with the scepter, and the kitten iness of mindstab. All of those things were listened to, and they were pretty much all fixed, with appropriate changes that will make the profession in a much better place in all game modes. The scepter may have been too much, but I appreciate the changes to clone death traits and PU.

With the necromancer changes, its like we were almost listened to on many of these changes, but the solutions the balance team has picked are simply too underwhelming and too ineffective to make necromancers undeniably better off in every game mode, especially compared to classes like the mesmer, that got cheap gw2 gold they really needed in one patch, save for reverted nerfs to glamours or blurred frenzy.

At the end of the day, I don’t know if I want to keep maining necromancer or not. I was sincerely hoping that the things holding this class back could be addressed in a reasonable manner, like they did with rangers and mesmers and engis. I made howler for my necromancer as my only legendary as a huge labour of love for my necro, but I now I regret that since I might as well stop playing my necro and just play mesmer or medi guard instead. I shouldn’t have spent 2 and half months pugging every dungeon imaginable with awful people to make howler. I should of just made meteorlogicus instead, so I could enjoy playing a class that anet actually cares about improving like Condition mesmer or DPS guard. Or even the unchanged S/F ele I love so much. So in short to end this rant, I am woefully disapointed with the necromancer changes and all of the time I invested in playing my necromancer. I should have mained pretty much every other class, because I simply see no point in playing necromancer for pvp (or pve) anymore when I can just outdo it in every way on Ele, guard ,mesmer, or even kittening spirit ranger. Sure there will be WvW, but thats getting boring too as a content graveyard where nothing changes.


My Hopes for Future Balance Patches In Guild Wars 2

I’m going to focus less on individual skills/traits and more on overall philosophy. Feel free to add your own views as well.

  • MORE FREQUENT BALANCE PATCHES!: This is without a doubt the most important one. There’s letting the meta settle and then there’s letting it languish for half a year. I would be satisfied with small patches every 2 months with minor tweaks every month. I can’t claim to know how things work at ANet but I DO know that in GW1 we received patches much more frequently.
  • More Variety (Especially with Heals): From what we know thus far, the next balance patch is focused around this, which is great. However, most classes are still stuck using one heal generally with the odd build taking advantage of another one. Warrior is the best example of a class that can pretty much build to be whatever you want. It may not be the best at it, but you can do it. I also want to point out that many of the games’ most interesting utility skills (imo) like Gadgets, Physical, and Tricks simply aren’t viable in most game modes. There are some exceptions but generally they simply lack utility so you see people running comparably boring utilities like Stances, Signets, and Elixirs which generally boil down to “press this for a buff” as opposed to “press this to shoot a ram on a spring and send your foe flying.”
  • Build Weakness as Opposed to Class Weaknesses: One of my favorite aspects of this game is that every class can fill any role. This means that in theory if your team needs a role filled you just have to change your gear and traits as opposed to your entire class. Gone are the days of “LF Monk” for three hours. However, many classes are simply hard countered by a certain playstyle/class. The example I’m most familiar with is Necro almost hard-countering Engi. Even running with the Elixir heal and 2 others with 409 your cleansing capability is not that high. In addition, it forces you to hold on to your utilities for cleansing rather than using them for offense. Even if you do use them well a good necro will use just enough condis to force you to use your Elixirs and then drop their Signet of Spite and it’s GG Engi. With Warrior on the other hand, their counters depend on what build they are running. Any control build is countered by someone with high Stability up time since they can’t strip it. Condi is countered by anything with good cleanse. That is how I feel every class should be. You should be able to have any role you want that has its own strengths and weaknesses. It’s a tall order, but I can tell that the framework for it has been there since day one but didn’t have enough time to fully develop the concept.
  • Changing the Mechanics so you have to make Fewer Changes to the Classes: GW2 isn’t like other MMOs, there is not set class trinity but the roles are still there. The capability for tanking and healing are all there, it’s just that when it comes to PvE the game doesn’t generally force people to run those specs because the agro formula is wonky and many fights boil down to “avoid the red circles or die” so healing isn’t really needed. Some bosses have tried to change that but most dungeons can be completed by raw DPS alone. I really enjoyed the Agro Bubble of GW1. The tank would go in and get all the mobs on them, the healer would keep them up while everyone else mows them down. I don’t hate the circle/dodging part of the game but as I said why bring a dedicated healer when you can avoid much of the damage by dodging. If the agro mechanics became more predictable and the damage was more equally distributed between AoE circles and actual direct attacks it might help the trinity actually come into play. Without changes to how PvE itself works I don’t think any number of buffs to support will ever make them worthwhile. There’s also the issue of conditions and CC in PvE as well. I can’t say I know if it’s as straightforward as raising the stack cap and lowering/removing CC immunity while increasing the bosses strength in over areas or if doing so would make PvE content even easier but it’s another barrier to player choice.

As for PvP, I’ve said it a bagillion times but the points are too darn small which encourages AoE and having one person being able to totally deny a cap encourages tanky builds. If these things changed I feel that both playing and watching PvP would be much more interesting.What has kept me playing this game is that despite all its issues I can clearly see that there are so many genius ideas behind it. Rather than destroying the trinity it wanted to make classes all capable of any role but with a different spin. That’s a fantastic idea seeing as few like to play a dedicated healer but if you make guild wars 2 gold so anyone can easily get the gear to fill that role while not forcing them to do nothing but heal is cool. The combat is so much more satisfying than other MMOs that it keeps me from wanting to play any others. I like the idea of my skill/build being more important than my gear. It’s a good game, but seeing so much potential not being expanded upon can be frustrating.