And by the way… besides the monster set, what else justifies all this nonsense? All of this just for one monster set? My god…
dark_hunterxmg wrote: »dark_hunterxmg wrote: »
If the real player stands there face tanking like React does, he will.
No reason to sit here making blatantly false statements. Seems to be a lot of attacks on my character or the integrity of the testing I've provided going on.
Every single CMX I've provided apart from one single CMX weeks ago where static acted as a parse dummy (which was disclosed at the time of posting) has been from proper duels complete with healing, blocking, rolling, kiting, stuns, attempts to outspace and pressure back, etc.
There aren't any attempts to deceive or manipulate with any of the data provided. We're putting on realistic PVP builds and fighting normally. In my case since the EU copy on week 3, I've actually been using my live PC EU character to fight the WWs - the build I run every day for solo PVP in cyrodiil/IC.
I just don't believe you, friend. I'm sure you can understand why. You've presented in a very elitist fashion that seems to be self-serving in the sense that you focused on preserving 2-bar superiority. You clearly don't like werewolf and most of your feedback has been calling for nerfs rather than requesting changes to make it well rounded and well performing.
SirGabenOfSteamia wrote: »There is nothing else comparable in terms of difficulty to the night market except maybe actual vet trials.
Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.
The only clearly-apparent way Malevolent Promise would be busted in PvP is with the Corpseburster set. Otherwise, you’re just getting to use a dot skill or heal off an enemy. Why not just disable the passive with the use of Corpseburster then? I’m sure most players would prefer the passive at least be usable. If that’s not doable, why not add an additional effect, like a proc dot off your light attacks, so that part would still work in PvP?
Using the mastery passives as a temporary hold-over till full reworks makes sense with classes coming later this year like Warden and Sorcerer, but the Necro rework isn’t for 2 more years! It’s second to last and Necro has already been in a rough spot for half a decade. I really don’t think saying “wait for the rework” is an appropriate solution here considering it’s so far out.
Necromancer – Malevolent Promise [Feedback]: We have been reading your feedback about the Malevolent Promise passive and PvP content and wanted to give a little more context into why it does not work on enemy player characters. When we tested this Class Mastery passive internally, it created an extreme imbalance in PvP situations (we referred to these as “war crimes” in our early dev reveal). Rather than tone down the power of this passive for all content, we opted to make it only usable on non-player enemies in the short term. These passives are not able to be optimal in all possible situations throughout the game as the end-all be-all solutions to Subclassing concerns. Many of these, especially in cases of classes who will benefit greatly from their class refresh pass, are temporary solutions to power imbalances. So, we do hear your feedback and will be making more adjustments to the Class Mastery passives as we work through each class refresh in the future.
The only clearly-apparent way Malevolent Promise would be busted in PvP is with the Corpseburster set. Otherwise, you’re just getting to use a dot skill or heal off an enemy. Why not just disable the passive with the use of Corpseburster then? I’m sure most players would prefer the passive at least be usable. If that’s not doable, why not add an additional effect, like a proc dot off your light attacks, so that part would still work in PvP?
Using the mastery passives as a temporary hold-over till full reworks makes sense with classes coming later this year like Warden and Sorcerer, but the Necro rework isn’t for 2 more years! It’s second to last and Necro has already been in a rough spot for half a decade. I really don’t think saying “wait for the rework” is an appropriate solution here considering it’s so far out.
A house?! You get it as soon as you talk to the Curator…