::: A real argument about [the] Soul Reaping [problem]. :::
Mesmerman
First of all, don't post saying: It's not a problem.
It is, and anyone who thinks otherwise is incorrect, plain and simple.
The state in which Soul Reaping has been lately is "mangled" at best. Reduction to 5 second delay gain brings about a few problems.
*Inconsistency. All professions have the ability to be consistent with energy management, should they need it. More or less, they are in complete control of their own energy. Necromancers have never quite been in control of their own management, relying on the team's ability to kill for energy dependence. That issue wasn't an issue before, because of the lack of restriction on SR. Now that it's limited to 5 seconds, a variety of problems arise:
1) A team can kill a majority of the enemies in the area at a speed quicker than the soul reaping can manage to take advantage of. With some builds, this isn't necessarily an issue, as the enemies are dead, leaving the necro with little to do with any energy they would have had. On the other hand, this is a HUGE problem with minion masters, as they need to stay in one area to get their minions up, and really DEPEND on energy gain after every death. Lowering skill costs isn't the answer, and Anet should know that. It will only help to start sharing the Necromancer's most important skills with other professions, which will only detract from the quality of what a necromancer is.
-Teams will not simply "kill slower" to make up for these problems.
2) Spirits. They still give half energy upon death. I can not say how many times I've been playing [pve] and been trying to cast to eliminate enemies, waiting 5 seconds between gain, and seeing soul reaping go off from some Quickening Z or other spirits. So then another 5 seconds is needed for gain, and I'm shorted 50% energy gain, which is already unpredictably inconsistent, and inadequate.
-Protip for Anet: SR exploitation is still manageable in HA.
3) PvP. Soul Reaping was "apparently" an issue first in PvP arenas, and yet the problem hasn't even been close to being solved. Spirit machines still work.
Not to mention a greater majority of pvp necromancer play is devoted to various forms of B-Spike, which are unaffected by the "inconsistency" noted in my first point, since the necromancers are in complete control of their energy gain (see: spiking). So you've barely touched PvP, and managed to trash PvE.
Again.
Nice job.
My opinion personally is to simply revert SR and eliminate spirit gain.
Other solutions (useless/stupid/broken, but I'll still point them out)
1) Energy gain upon creature created, or creature resurrected.
2) Double Soul Reaping. (teehee!)
3) Anet devs punch selves in face.
Anyone feeling supportive of this argument I urge for a /sign. Anet does actually read forums, and the only way to be heard is to keep pushing.
Anyone thinking otherwise, in opposition to the argument, or just in opposition to the re-posting of the subject is more than likely inexperienced and/or biased, but I will make an attempt (at the very least) to read your posts, and even less of an attempt to consider them.
Kali Magdalene
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Originally Posted by Mesmerman
First of all, don't post saying: It's not a problem.
It is, and anyone who thinks otherwise is incorrect, plain and simple. ... Anyone thinking otherwise, in opposition to the argument, or just in opposition to the re-posting of the subject is more than likely inexperienced and/or biased, but I will make an attempt (at the very least) to read your posts, and even less of an attempt to consider them. |
stueyman2099
From the perspective of a hardcore PvPer;
havn't seen soul reaping abuse since the nerf in HA. I would say that people stopped running it, or just run it in hours I don't play.
Also, most of the necro's I run into are all about reapers mark, 4 curse hexes, a glyph, open slot, and a res sig. sure it has high SR, but thats more for reapers than anything else.
havn't seen soul reaping abuse since the nerf in HA. I would say that people stopped running it, or just run it in hours I don't play.
Also, most of the necro's I run into are all about reapers mark, 4 curse hexes, a glyph, open slot, and a res sig. sure it has high SR, but thats more for reapers than anything else.
Mesmerman
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Originally Posted by Kali Magdalene
Biased? Incorrect? Inexperienced? I do not think those words mean what you think they mean.
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Allow me to help:
:: Bias ::
-A bias is a prejudice in a general or specific sense, usually in the sense for having a preference to one particular point of view or ideological perspective.
:: Incorrect ::
- not correct as to fact; inaccurate; wrong: an incorrect statement.
- not correct in form, use, or manner.
:: Inexperienced ::
- not experienced; lacking knowledge, skill, or wisdom gained from experience.
Thomas.knbk
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Originally Posted by Mesmerman
3) PvP. Soul Reaping was "apparently" an issue first in PvP arenas, and yet the problem hasn't even been close to being solved. Spirit machines still work.
Not to mention a greater majority of pvp necromancer play is devoted to various forms of B-Spike, which are unaffected by the "inconsistency" noted in my first point, since the necromancers are in complete control of their energy gain (see: spiking). So you've barely touched PvP, and managed to trash PvE. Again. Nice job. |
The biggest problem was a rediculous amount of pressure from necromancers pumping out skills from their secondary with unlimited energy. Sure, they used some primary necro hexes but that was not the main issue.
Spirit Spam machines still work, to an extend. What matters is that they put a cap on the energy gain, that previously didn't have a cap. Scaling energy gain without a cap is broken.
Sure, they could've done something else. They could've made spirits not affect soul reaping, but that would've been a bandaid. They could've turned soul reaping into energy regeneration, which would've worked, but this is the same thing: It puts a cap on the energy gain you can get. That's what matters here, and that's why I'm in favor of this change.
P.S. good luck trying to have a 'real' argument about the soul reaping change.
Avarre
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Originally Posted by Mesmerman
First of all, don't post saying: It's not a problem. It is, and anyone who thinks otherwise is incorrect, plain and simple. |
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*Inconsistency. All professions have the ability to be consistent with energy management, should they need it. More or less, they are in complete control of their own energy. Necromancers have never quite been in control of their own management, relying on the team's ability to kill for energy dependence. That issue wasn't an issue before, because of the lack of restriction on SR. |
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Now that it's limited to 5 seconds, a variety of problems arise: 1) A team can kill a majority of the enemies in the area at a speed quicker than the soul reaping can manage to take advantage of. With some builds, this isn't necessarily an issue, as the enemies are dead, leaving the necro with little to do with any energy they would have had. On the other hand, this is a HUGE problem with minion masters, as they need to stay in one area to get their minions up, and really DEPEND on energy gain after every death. Lowering skill costs isn't the answer, and Anet should know that. It will only help to start sharing the Necromancer's most important skills with other professions, which will only detract from the quality of what a necromancer is. |
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2) Spirits. They still give half energy upon death. I can not say how many times I've been playing [pve] and been trying to cast to eliminate enemies, waiting 5 seconds between gain, and seeing soul reaping go off from some Quickening Z or other spirits. So then another 5 seconds is needed for gain, and I'm shorted 50% energy gain, which is already unpredictably inconsistent, and inadequate. |
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Not to mention a greater majority of pvp necromancer play is devoted to various forms of B-Spike, which are unaffected by the "inconsistency" noted in my first point, since the necromancers are in complete control of their energy gain (see: spiking). So you've barely touched PvP, and managed to trash PvE. |
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My opinion personally is to simply revert SR and eliminate spirit gain. Other solutions (useless/stupid/broken, but I'll still point them out) 1) Energy gain upon creature created, or creature resurrected. 2) Double Soul Reaping. (teehee!) 3) Anet devs punch selves in face. |
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Anyone thinking otherwise, in opposition to the argument, or just in opposition to the re-posting of the subject is more than likely inexperienced and/or biased, but I will make an attempt (at the very least) to read your posts, and even less of an attempt to consider them. |
Yichi
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Originally Posted by Mesmerman
First of all, don't post saying: It's not a problem.
It is, and anyone who thinks otherwise is incorrect, plain and simple. |
Quote:
Originally Posted by Mesmerman
The state in which Soul Reaping has been lately is "mangled" at best. Reduction to 5 second delay gain brings about a few problems.
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Quote:
Originally Posted by Mesmerman
*Inconsistency. All professions have the ability to be consistent with energy management, should they need it. More or less, they are in complete control of their own energy. Necromancers have never quite been in control of their own management, relying on the team's ability to kill for energy dependence. That issue wasn't an issue before, because of the lack of restriction on SR. Now that it's limited to 5 seconds, a variety of problems arise:
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Quote:
Originally Posted by Mesmerman
1) A team can kill a majority of the enemies in the area at a speed quicker than the soul reaping can manage to take advantage of. With some builds, this isn't necessarily an issue, as the enemies are dead, leaving the necro with little to do with any energy they would have had. On the other hand, this is a HUGE problem with minion masters, as they need to stay in one area to get their minions up, and really DEPEND on energy gain after every death. Lowering skill costs isn't the answer, and Anet should know that. It will only help to start sharing the Necromancer's most important skills with other professions, which will only detract from the quality of what a necromancer is.
-Teams will not simply "kill slower" to make up for these problems. |
Quote:
Originally Posted by Mesmerman
2) Spirits. They still give half energy upon death. I can not say how many times I've been playing [pve] and been trying to cast to eliminate enemies, waiting 5 seconds between gain, and seeing soul reaping go off from some Quickening Z or other spirits. So then another 5 seconds is needed for gain, and I'm shorted 50% energy gain, which is already unpredictably inconsistent, and inadequate.
-Protip for Anet: SR exploitation is still manageable in HA. |
Quote:
Originally Posted by Mesmerman
3) PvP. Soul Reaping was "apparently" an issue first in PvP arenas, and yet the problem hasn't even been close to being solved. Spirit machines still work.
Not to mention a greater majority of pvp necromancer play is devoted to various forms of B-Spike, which are unaffected by the "inconsistency" noted in my first point, since the necromancers are in complete control of their energy gain (see: spiking). So you've barely touched PvP, and managed to trash PvE. Again. Nice job. |
Quote:
Originally Posted by Mesmerman
My opinion personally is to simply revert SR and eliminate spirit gain.
Other solutions (useless/stupid/broken, but I'll still point them out) 1) Energy gain upon creature created, or creature resurrected. 2) Double Soul Reaping. (teehee!) 3) Anet devs punch selves in face. Anyone feeling supportive of this argument I urge for a /sign. Anet does actually read forums, and the only way to be heard is to keep pushing. Anyone thinking otherwise, in opposition to the argument, or just in opposition to the re-posting of the subject is more than likely inexperienced and/or biased, but I will make an attempt (at the very least) to read your posts, and even less of an attempt to consider them. |
i will not /sign this or anything to reverse the nerf, if not than it needs to be nerfed more. You say that you want to not repost the same shit that has always been posted before, yet here we are reading this bullshit and completely failing at not only understanding, but life also. please take 2 dollars, buy a clue, and learn to play. this game isnt hard for any class as long as you pull your head out of your ass and use your head. You know, thats that lump thats 3 feet above your ass!
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Originally Posted by Mesmerman
Anyone thinking otherwise, in opposition to the argument, or just in opposition to the re-posting of the subject is more than likely inexperienced and/or biased, but I will make an attempt (at the very least) to read your posts, and even less of an attempt to consider them.
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-Yichi-
Mesmerman
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Originally Posted by Thomas.knbk
No.
The biggest problem was a rediculous amount of pressure from necromancers pumping out skills from their secondary with unlimited energy. Sure, they used some primary necro hexes but that was not the main issue. Spirit Spam machines still work, to an extend. What matters is that they put a cap on the energy gain, that previously didn't have a cap. Scaling energy gain without a cap is broken. Sure, they could've done something else. They could've made spirits not affect soul reaping, but that would've been a bandaid. They could've turned soul reaping into energy regeneration, which would've worked, but this is the same thing: It puts a cap on the energy gain you can get. That's what matters here, and that's why I'm in favor of this change. P.S. good luck trying to have a 'real' argument about the soul reaping change. |
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unlimited energy |
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What matters is that they put a cap on the energy gain, that previously didn't have a cap. |
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They could've made spirits not affect soul reaping, but that would've been a bandaid. |
Any farming done by necros is virtually unaffected by this. Not to mention necro farming is one of the less-used types.
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but that would've been a bandaid. |
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It puts a cap on the energy gain you can get. That's what matters here, and that's why I'm in favor of this change. |
I think you need to seriously relook my comment about "inexperience" over again.
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P.S. good luck trying to have a 'real' argument about the soul reaping change. |
Lady Ana Stacia
Everyone else has already said it, but I can honestly say personally I don't see the problem with the new way soul reaping effects an MM. Still works just takes a little more attention to what your doing which is what every other class out there has to do.
Black Strobe
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Originally Posted by Mesmerman
Spirit machines still work.
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Anet is not always 100% correct or hits the nails on it's head. In this case tough, they did an awesome job!
Shmanka
I complained, about this earlier. I don't mind it in PvP but for PvE your arguments are correct. The Holy Trinity is just enchanced.
Mesmerman
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Originally Posted by MistressYichi
its also a problem when 90000000000000x posts like this appear when theres an entire thread debating this issue...
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The only problems it brings are to the people who want to just stand there mindlessly and spam high energy skills without thinking about their skillbar. |
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So since a necro was put on par with all the other classes and now requires the player to think instead of just mash buttons is a bad thing? |
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If every other class/player has to be aware of their energy management, why should one person be non affected by it? |
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and believe me, there were plenty of morons out there who couldnt play a necro build worth a shit to begin with. |
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ok honestly, the party isnt going to wipe an entire mob in under 5 seconds unless youre fighting a bunch of lvl 3 mobs, in which case, wtf are you even doing there? |
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what the blue hell do you even need QZ for in pve? the only way i can see you needing any spirits around in pve is for a b/p run in tombs in which case, too much shit is dying anyway to really tell which is going off. |
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Ok, have u even participated in pvp recently? the all necro teams have been drastically cut, and there is no all hex teams anymore in gvg play. Spiritway as all but disappeared in any form of highlevel pvp, besides, theres a few other builds out there that are much much much more powerful now than spiritway. |
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ok this is where you went from having a decent post, to being a complete moron again. |
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1) if u think SR was ever broken when shit dies, u know how much more broken shit would become if you got energy from creating things? wow i mean honestly, wtf were u smoking thinking of that. 2) Double soul reaping will break shit even more, because now you get normal energy from spirits and 2x the energy for carrying a lvl 1 bone minions that die to a fart in the wind. yeah way to balance this one buddy... 3) anet devs punching themselves in the face wont solve the problems of people being terrible at pve and having to have somethign so overpowered to justify them even playing, that you seriously need to rethink what you call fun, because mass buttonspamming to me = tedious and boring as shit. good thing im not a korean farmer huh? |
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i will not /sign this or anything to reverse the nerf, if not than it needs to be nerfed more. You say that you want to not repost the same shit that has always been posted before, yet here we are reading this bullshit and completely failing at not only understanding, but life also. please take 2 dollars, buy a clue, and learn to play. this game isnt hard for any class as long as you pull your head out of your ass and use your head. You know, thats that lump thats 3 feet above your ass! |
Off you go now.
ss1986v2
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Originally Posted by Mesmerman
Wrong already. We [necromancers] simply want the ability to cast them. Spamming would be nice, admittedly.
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:::Q:::
Wow... look out for the dude in tights... people are getting
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lol. Cute. I don't know which is funnier, the sarcastic exaggeration of Mesmerman, or your sarcastic exaggeration of his sarcastic exaggeration. xD
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whats stopping you from casting them? last i check, no necro spell was greater that your initial energy pool. |
Yichi
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Originally Posted by Mesmerman
You are one of those "quitting" style people, aren't you?
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Originally Posted by Mesmerman
Wrong already. We [necromancers] simply want the ability to cast them. Spamming would be nice, admittedly.
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Originally Posted by Mesmerman
And continuing down your path or moronic thought. You've obviously not played Necro enough. Certainly it wouldn't be a bad thing, were that the actual state of things.
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Originally Posted by Mesmerman
They shouldn't... who argued that?
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Originally Posted by Mesmerman
If this is true, then you've already discredited your statement about spamming and mindless play.
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Originally Posted by Mesmerman
I play with good teams.
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*excuse me*
rrrrrrrrrrrrrrooooooooooofffffffffffllllllllll
honestly name these so called good teams. i didnt know there was such a standard in pve.... can i tag along and learn how to doa farm?
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Originally Posted by Mesmerman
I was speaking about both enemy spirits AND team spirits, but mostly enemy spirits. I don't know where you play, but plenty of groups use spirits in GW pve. My spirits are generally not a problem, as I have them under my own control. But AoE is a real killer on those level 8 ghosts, ya know?
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Originally Posted by Mesmerman
It's been about a week. The good players have already figured it out, the newbs wont be long from having rebuilt a lot of their necro-oriented teams.
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Originally Posted by Mesmerman
It's kinda off topic, but this statement contradicts itself.
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Originally Posted by Mesmerman
Did you not get how seriously un-serious I was being there? Do I have to spell it out?
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Originally Posted by Mesmerman
You don't need to get angry about things you don't fully comprehend. I'm certain if you ask nicely, your mother will make you a nice cold glass of chocolate milk, which will do some good for that temper of yours.
Off you go now. |
daky
First I thought this was a horrible change. But after playing I still never run out of energy. Is it a problem NO does it need fixing NO. This change only effects the inexperienced, and those unwilling to except change.
Avarre
Ok, this thread is getting repetitive.
I believe this sums it up. Have a nice day.
I believe this sums it up. Have a nice day.