Quote:
Originally Posted by catharsis
Soul Reaping now is roughly on par with the other good primaries. The fix is inelegant, certainly, and I'm sure a less arbitrary one could have been chosen, but it's kinda tough to argue it was balanced before.
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I am glad you asked! I was in the 1950+ post thread about SR. We came up in there with a lot of good posts, that can be boiled down to:
1.SR is only triggered by defeating enemies -or- expiring minions/spirits.
a)SR differs from other passive energy management (ex – Expertise) in that with normal use by defeating enemies in PvE it is not based directly on actions from the player, as is expertise. It also differs in that SR can apply to all allied players, not just yourself.
b)The exploit in PvP uses summoned spirits that are timed to every 5 seconds to defeat the timer. If you have 2 dedicated spirit summoners, then you are fully utilizing SR every 5 seconds while doing nothing. This exploit is not used in PvE, not being a valid tactic.
c)Thus, until gain from minions and spirits that are not yours is stopped, this will continue to be an exploitable mechanic – because it makes SR controllable by the player and distributed to all allied players.
2.SR is an attribute without damage causing skills.
a)Other passive energy management attributes have damage related skills, making them usable in 2 dimensions, as opposed to SR which is one-dimensional, just energy management
3.SR was/is not overpowered relative to other energy management attributes
a)SR, capped, is now below potential returns on Expertise, Divine Favor, Critical Strikes, Mysticism, and Leadership.
b)Comparing the skill costs for Necromancer skills vs other classes, it is easy to see that Necro skills are more expensive, rendering the Necromancer unable to keep up with his energy costs. Anet is lowering Necro skill costs because they realize this.
c)Since Necro skills are more expensive, they need better En returns that in their case, are not guaranteed. You must win in PvE to trigger SR. Why punish players for winning?
d)By lowering Necro skill costs, they are making the Necromancer a better primary than secondary. Why look for a timer when Eles can start with 90+ energy and have skills that will solve their potential energy woes? This removes the reason to be a Necro primary.
4.If Necromancers were that powerful, where were the dominant necro PvE and PvP builds that did not use the exploit mentioned above?
a)50,000 players all trying to find the most powerful builds are pretty effective, as seen in the FoTM cycles. The Necromancer was useful not ever dominant in wiki builds.
b)If the Necromancer was overpowered, then why were N/Mo not preferred over Monks? N/Ele not preferred over Ele? Because they were not better even with SR.
5.There is a cap on SR – the max energy of the Necro which tops out in the low 50s with green weapons and energy-granting armor.
I figured I would compile the ideas. I am sure I have left some things out, but this is a good start as to exactly what is going on with SR. The idea that SR is/was overpowered is frankly ludicrous. Heck, we even had one guy argue that MM made the game easier, and should be nerfed for that reason. He was educated that by his logic, Monks were next, and then Eles, and Mesmers, and 8-person teams, because they all made the game easier.
SR seems overpowered because it has no fixed cap, other than monster deaths. It is pretty powerful when you are mowing down 5th level enemies in Sardelac with a 20th level party, but you are going to win anyway. It also seems pretty powerful when a party of 8 Necros is in PvP with 2 spamming spirits in the back providing full benefit to all 8 while the other 6 spam SF in spike-deaths, right? That is a controlled usage of an attribute that was never intended to be controlled.
The right answer is to unhook spirits and minions from benefiting every Necro in range. Until that is done, SR can be manipulated to provide maximum energy with minimal risk, as opposed to the intended use of SR which is triggered on defeat of an enemy.
If you can summon up energy on command, then yes the mechanic is broken. In PvP they are doing exactly that. In PvE it was never needed, and 8 Necro teams did not dominate using that tactic, because there are hundreds of monster bots ready to die, and not a limited team of 8 in PvP. You are better off with 8 balanced players in PvE, because bots are plentiful.
So, why not close the exploit? Why artificially break a functioning primary to a level where it is better to be another class and have Necro as your secondary?
Thanks!
TabascoSauce