While Necromancers are dead as bombers now,Necromancers being used as a "bomb" class was outside of the intended scope of play and created a unhealthy play environment.
Agreed. The Combination of "Corrosive Armor" with these ProcSets is the core of the problem.its still Dark Convergence and Plaguebreak that are the problems in PvP doing all the work for people.
It's obvious this is what it would devolve into some point. That's what happens when you use proc sets to try to fix problems in the game.
These sets that make this combo possible were all meant as a way to tackle overwhelming zerg PVP, but instead of actually doing something to nerf a zerg like making taking away healing power by getting rid of cross healing that keeps alive people who would otherwise die in battle, we just create a bigger and stronger procs to kill people with.
I've always subscribed to the idea that procs have greatly devolved pvp and trivialized the hell out of fighting in this game, and every year we get more of these procs that just trivialize combat. Now it's just equip the strongest zerg buster combination and pvp is easy.
This is what happens when you use a bandaid fix to a long-term problem. The wound just grows instead of healing.
AuraNebula wrote: »It's obvious this is what it would devolve into some point. That's what happens when you use proc sets to try to fix problems in the game.
These sets that make this combo possible were all meant as a way to tackle overwhelming zerg PVP, but instead of actually doing something to nerf a zerg like making taking away healing power by getting rid of cross healing that keeps alive people who would otherwise die in battle, we just create a bigger and stronger procs to kill people with.
I've always subscribed to the idea that procs have greatly devolved pvp and trivialized the hell out of fighting in this game, and every year we get more of these procs that just trivialize combat. Now it's just equip the strongest zerg buster combination and pvp is easy.
This is what happens when you use a bandaid fix to a long-term problem. The wound just grows instead of healing.
I agree to an extent. When they took away cross healing it only made zergs, small groups, large groups, and ball groups stronger and harder to kill. Ask anyone who ran in a ball group, they would love for cross healing to be turned off again.
Besides that I agree with all your points. They introduced these sets after they buffed bombers to that stupid level where they were one-shotting everyone. Then they nerfed them into the ground and tried to introduce these sets to offset that nerf.
They never should have buffed bombers in the first place. They were in a really good place before they buffed them and helped to manage the mindless zergs running around.
AuraNebula wrote: »It's obvious this is what it would devolve into some point. That's what happens when you use proc sets to try to fix problems in the game.
These sets that make this combo possible were all meant as a way to tackle overwhelming zerg PVP, but instead of actually doing something to nerf a zerg like making taking away healing power by getting rid of cross healing that keeps alive people who would otherwise die in battle, we just create a bigger and stronger procs to kill people with.
I've always subscribed to the idea that procs have greatly devolved pvp and trivialized the hell out of fighting in this game, and every year we get more of these procs that just trivialize combat. Now it's just equip the strongest zerg buster combination and pvp is easy.
This is what happens when you use a bandaid fix to a long-term problem. The wound just grows instead of healing.
I agree to an extent. When they took away cross healing it only made zergs, small groups, large groups, and ball groups stronger and harder to kill. Ask anyone who ran in a ball group, they would love for cross healing to be turned off again.
Besides that I agree with all your points. They introduced these sets after they buffed bombers to that stupid level where they were one-shotting everyone. Then they nerfed them into the ground and tried to introduce these sets to offset that nerf.
They never should have buffed bombers in the first place. They were in a really good place before they buffed them and helped to manage the mindless zergs running around.
I thought no cross healing was fine, it was either join a group or randoms can't save you from being killed. Which I think is fair. Right now if anyone is about to die, you just run into the group sieging the keep and it becomes difficult to kill that player (because cross healing). If you're going to zerg, then do it for real and not just surf the zerg.
It either forces you to group up or accept you're going to die. I think it makes sense to be saved by group member healing, but being saved because you ran into a crowd that you're not even running or keeping up with is kinda cheesy.
Ultimately, the main point I was getting at, they wanted to create counters to zergs, when they could've just easily taken away some power from the zergs, but instead what we get is bigger and better procs every patch as a way to solve issues, which albeit creates even worse issues. Not only that, zos seem to have no intent on stopping it either, so I await the next combination to supersede even this
AuraNebula wrote: »It's obvious this is what it would devolve into some point. That's what happens when you use proc sets to try to fix problems in the game.
These sets that make this combo possible were all meant as a way to tackle overwhelming zerg PVP, but instead of actually doing something to nerf a zerg like making taking away healing power by getting rid of cross healing that keeps alive people who would otherwise die in battle, we just create a bigger and stronger procs to kill people with.
I've always subscribed to the idea that procs have greatly devolved pvp and trivialized the hell out of fighting in this game, and every year we get more of these procs that just trivialize combat. Now it's just equip the strongest zerg buster combination and pvp is easy.
This is what happens when you use a bandaid fix to a long-term problem. The wound just grows instead of healing.
I agree to an extent. When they took away cross healing it only made zergs, small groups, large groups, and ball groups stronger and harder to kill. Ask anyone who ran in a ball group, they would love for cross healing to be turned off again.
Besides that I agree with all your points. They introduced these sets after they buffed bombers to that stupid level where they were one-shotting everyone. Then they nerfed them into the ground and tried to introduce these sets to offset that nerf.
They never should have buffed bombers in the first place. They were in a really good place before they buffed them and helped to manage the mindless zergs running around.
I thought no cross healing was fine, it was either join a group or randoms can't save you from being killed. Which I think is fair. Right now if anyone is about to die, you just run into the group sieging the keep and it becomes difficult to kill that player (because cross healing). If you're going to zerg, then do it for real and not just surf the zerg.
It either forces you to group up or accept you're going to die. I think it makes sense to be saved by group member healing, but being saved because you ran into a crowd that you're not even running or keeping up with is kinda cheesy.
Ultimately, the main point I was getting at, they wanted to create counters to zergs, when they could've just easily taken away some power from the zergs, but instead what we get is bigger and better procs every patch as a way to solve issues, which albeit creates even worse issues. Not only that, zos seem to have no intent on stopping it either, so I await the next combination to supersede even this
Instead of nerfing DK & Carve, why not buff the other classes? Necro used to hit like a truck with it's dark con/smash bombs and now it's just...weak, at least that's what it feels like. DK Corrosive/Carve or Brawler is the current meta, absolutely, but nerfing it isn't the solution. Buff other classes that can compete with DK's
dinokstrunz wrote: »I think master 2h is completely fine. Rushing agony needs a look at for sure, not giving the target cc immunity after the pull is quite busted.
YandereGirlfriend wrote: »You get max stacks of, say, Chaotic Whirlwind and your damage increases by maybe 5%. You tag an enemy with the Master's Bow and get even less than that. The Master's Staff gets you perhaps 10%. Sure, those can increase all of your sources of damage, but we are talking about adding low 100s of damage to individual ticks whereas Master's 2H, due to the way that the damage is calculated, immediately begins stapling on thousands.
Again I implore you all to try to make a build that uses Titantic cleave as your main source of dispatching enemies. Don't do it in a highly organized ballgroup wherer 11 others are keeping you alive and providing easy setups. Don't do it with a partner using pull sets as a setup, and don't do it to obvious and easy targets like pvers trying to get achievements during an event while they run around with 20k hp. Do it to a group of experienced pvpers who know how to build and defend themselves. And do it successfully over and over and over. Three dozen failures followed by one success doesn't count.