Many players wrote that the necromancer has a lot of problems. You did a good job strengthening the skull, but it's really just a spit in the face that players will turn their backs on. You have broken the most important mechanics of the necromancer and now every necromancer should play like all other classes, only without the stun and adequate damage. In three patches you've nerfed the necromancer so badly that he's almost as bad as it gets. THE NECROMANCER IS ABSOLUTELY USELESS AS ONE AND IN A GROUP, SINCE HE GIVES NOTHING TO HIMSELF AND OTHER PLAYERS. There were many posts about the necromancer, and you only mentioned the sorcerer and the templar. Well damn thanks. Nine months I wrote and got 3 nerfs and a spit in the face from a pathetic unnecessary skull.
Are you specifically ignoring the necromancer?? The necromancer has too little community. Necromancers are much less played as the gameplay is crap. I wrote to increase the damage but you nerfed hot healing and dot damage. I wrote that the necromancer can do nothing but synergy, your answer is synergy nerf. We wrote that the necromancer is not viable. That he has almost nothing to stand out. Your Answer? Strengthening the skull Seriously??
Each player will agree that the necromancer is much worse than the templar and the sorcerer. Many posts about the sorcerer and templar? And there were no posts about necromancers?? What kind of prejudice is this?
At least bring back the synergy. Now nobody enjoys harmony. And the cemetery became useless.
On the last patch, the administrators responded to all classes and ignored absolutely all messages about the necromancer ??
Why??
Starlight_Knight wrote: »Vampire Undeath Passive is still over tuned making vampire meta in pvp.
SEINTDARKNES wrote: »Sooo they just forget to type warden changes once again right?
Nice joke...
Suna_Ye_Sunnabe wrote: »And.... above everything I could ask for or hope for in this game.... Please, please revert the horrid, embarrassing jabs animation. Please.
Suna_Ye_Sunnabe wrote: »And.... above everything I could ask for or hope for in this game.... Please, please revert the horrid, embarrassing jabs animation. Please.
A lot of Templars have been asking for this. Almost a year now.
master_vanargand wrote: »We "Stamina Nightblade" have lost our identity.
Many players wrote that the necromancer has a lot of problems. You did a good job strengthening the skull, but it's really just a spit in the face that players will turn their backs on. You have broken the most important mechanics of the necromancer and now every necromancer should play like all other classes, only without the stun and adequate damage. In three patches you've nerfed the necromancer so badly that he's almost as bad as it gets. THE NECROMANCER IS ABSOLUTELY USELESS AS ONE AND IN A GROUP, SINCE HE GIVES NOTHING TO HIMSELF AND OTHER PLAYERS. There were many posts about the necromancer, and you only mentioned the sorcerer and the templar. Well damn thanks. Nine months I wrote and got 3 nerfs and a spit in the face from a pathetic unnecessary skull.
Are you specifically ignoring the necromancer?? The necromancer has too little community. Necromancers are much less played as the gameplay is crap. I wrote to increase the damage but you nerfed hot healing and dot damage. I wrote that the necromancer can do nothing but synergy, your answer is synergy nerf. We wrote that the necromancer is not viable. That he has almost nothing to stand out. Your Answer? Strengthening the skull Seriously??
Each player will agree that the necromancer is much worse than the templar and the sorcerer. Many posts about the sorcerer and templar? And there were no posts about necromancers?? What kind of prejudice is this?
At least bring back the synergy. Now nobody enjoys harmony. And the cemetery became useless.
On the last patch, the administrators responded to all classes and ignored absolutely all messages about the necromancer ??
Why??
Starlight_Knight wrote: »Vampire Undeath Passive is still over tuned making vampire meta in pvp.
Thank you so much for increasing the duration on Death Stroke Zenimax, this will finally enable me to deal decent single target damage on the class. Very amazing very good change zenimax, Nightblades were clearly underperforming
xylena_lazarow wrote: »Changing DK Elder Dragon to HP regen effectively deletes the passive from PvP. Not that DKs needed a boost or anything, but surely they deserve something less pathetically useless.
I'm not sure why Templar defense was buffed when it's already extremely strong in PvP, and their offense will still lack badly even with the 5% class damage effect.
PeacefulAnarchy wrote: »Empower change:
"While we're happy to see these builds being ran, we're seeing these builds inch a little too close to some of the high end builds with how much more simplified they are, "
Why nerf all heavy attack builds because of the one bar oakensoul HA build?
How about increasing the duration of empower from skills?
How about making bar swap cleaner on HA builds? H
How about removing the extra skill cast time on HA weaving so that using non-long DOT skills isn't a damage loss?
How about shortening the duration of HAs to a flat 2s so that it lines up better with skills?
All of the above would make 2 bar HA builds viable and encourage people to do more complex combat rotations while still using HA playstyle if that is what they enjoy.
Then you can have the simple one bar oakensoul setup at your new nerfed values,
A more complex HA build meaningfully above the current oakensorc.
And both still noticeably below high end LA builds (which they currently are).
"Similar values of power seen before." Backlash (and morphs) function properly in PvE and reaches similar values of power seen before, but it does not reach anywhere close to similar values of power seen before in PvP. An ability that should be hitting for 8-14k damage is hitting for 3-4k damage. Currently, Templar has no form of burst damage, something that is incredibly important in PvP. Either Backlash + morphs have a bugged interaction with Battle Spirit, or the ability desperately needs some power funneled back into it, and it needs looking into.The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
This ability and its morphs now hit 3 times over a channel time of 800ms, rather than 4 times over 1 second.
Reduced the overall damage of the primary attack by approximately 21% since this ability no longer incurs a DPS loss while weaving within the 1 second global cooldown window.