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.

How would you like to see GW2 Fractals Evolved?

Proposal Overview
Reduce the length of the Underground Facility fractal. (sry for the wall of text but I couldn’t make it any shorter without leaving something out)
Goal of Proposal
The goal is to make the Tier 3 fractals more equal in length and reduce the frustration players experience while in the Underground Facility. As it stands, just the clown car part of the dredge fractal takes as long as completing either the Volcanic, Aetherblade or Thaumanova fractals. Getting dredge as the 3rd fractal makes the whole run take 20 minutes longer than it would take with any other 3rd fractal.
Proposal Functionality
I take ‘proposal functionality’ as ’how to implement the proposal, so here goes:
1) The pressure plates – we know how the puzzle is intended to be done, but due to the endlessly respawning dredge and not being able to dodge while standing on a pressure plate the final room is unnecessarily sensitive to errors (more than would be reasonable). Suggestion: make the pressure plates in the last room significantly larger so that you could dodge on them without making the console reset.
2a)The cannon room is designed in a way that includes you fighting through the dredge, stealing the cannons and blasting the door while fending off the defending dredge. In reality it doesn’t work like that. Stealth is mandatory because the amount of the endlessly respawning dredge is absurd and cannot possibly be contained without a wipe even by an experienced party without stealthing. However unlike in the bomb room, if you decide not to use stealth you can still make progress little by little by firing the cannons even through several wipes. Suggestion: reduce the amount of endlessly respawning dredge significantly here.
2b) The bomb room is designed to be completed in a way that includes you fighting through the dredge while dropping bombs and defending the bombs while the fuse of the bombs go off. In reality it doesn’t work as intended – stealth is mandatory and becomes more and more crucial the higher the level goes because the amount of endlessly respawning dredge is just absurd and cannot possibly be controlled or contained while waiting for the bombs to go off, let alone even getting to drop the bombs without stealth. Unlike in the cannon room here it is impossible to make progress in case of a wipe because the dredge will pick up the bombs immediately if you can’t defend them. Suggestion: close the bomb room permanently; or significantly reduce the amount of dredge and shorten the bomb fuse.
3) The Clown Car. This encounter is arguably the most complained about in the cheap gw2 gold game. It seems to serve as a mere time gate, is not innovative, not fun and on top of this is bug-ridden. There is no fun and no point in spending 10 minutes at lvl49 fractal just to kill dredge after killing the trivial boss in the room. Apologies for sounding bleak but this encounter is the main reason why this fractal is by far the least liked. Suggestion: remove the encounter.
Associated Risks
I see no risk in making the changes above. I firmly believe that implementing the changes I suggested above the dredge fractal can be made more fun, less tedious and length-wise be put in line with the other tier 3 fractals.