Update - Thursday, December 8, 2011

Avatar of Me

Avatar of Me

Academy Page

Join Date: Jun 2006

N/Me

Quote:
Originally Posted by Cuilan View Post
Mesmers will still have a degeneration PvE skill that drains energy and a 50 AoE with degeneration skill that only rupts a single foe. Sounds great.
Mesmers...Mesmers also have...Energy surge, panic, mistrust, cry of frustration, wastrel's worry, shatter enchantment, shatter hex, shatter delusions, ineptitude, clumsiness, wandering eye, signet of clumsiness...etc.

Yep...mesmers will be totally shafted after this update. No doubt about it.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

None of those are PvE only skills that have degeneration. You also assumed that I was expecting damage from skills.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Quote:
Originally Posted by Daesu View Post
And that was when they created a new condition known as cracked armor which they can undoubtedly buff that condition if they wish to, without raising the hp of HM monsters.
So half of the professions of GW, and especially one, must rely on ONE condition to be useful or at least as good as rits and mesmers? Why?

Quote:
That is the wrong way of fixing the problem. They can level the playing field without nerfing everyone. But I will hold off on my judgement until the update.
They are "buffing" most professions damage, so that mesmers and ritualists and necromancers don't become as dominant.

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Axel Zinfandel View Post
TBH, i would hope to see Strength of Honor changed a % base increase for all physical damage (or nerfed a bit altogether) before anything is changed with ranger/paragon, so ranged physicals aren't automatically shafted right out the door.
The thing to keep in mind is that rangers/paragons have EBSoH. From a "Balance" (laugh with me) point of view EBSoH + SoH + OoP/Conjure would be overpowered. That would let you hit well over 100 damage per target on barrage and 250ish damage on something with triple shot. People would just take IAS + Barrage/Volley and turn the game into Turret Wars.

Not that the previous updates have been any better about balance, though.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by DiogoSilva View Post
So half of the professions of GW, and especially one, must rely on ONE condition to be useful or at least as good as rits and mesmers? Why?


They are "buffing" most professions damage, so that mesmers and ritualists and necromancers don't become as dominant.
What has buffing all HM monster hp got to do with mesmers and rits? It is a nerf to everyone. Is your ele going to kill faster if they add 10,000hp to each HM monster?

If you are playing an armor respecting damage class but you are not bringing cracked armor then you are just NOT optimizing your team build.

Sure they say they would compensate by bringing armor down, but I can already do that with cracked armor, without buffing monster hp. Therefore, depending on how much they fix the armor/hp ratio, cracked armor potentially buffs up armor respecting damages more than this update would.

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

Quote:
Originally Posted by Kunder View Post
The thing to keep in mind is that rangers/paragons have EBSoH. From a "Balance" (laugh with me) point of view EBSoH + SoH + OoP/Conjure would be overpowered. That would let you hit well over 100 damage per target on barrage and 250ish damage on something with triple shot. People would just take IAS + Barrage/Volley and turn the game into Turret Wars.

Not that the previous updates have been any better about balance, though.
EBSoH is different. it's not as powerful, takes up a slot on -your- bar (PvE skill, no less.), has a significant cast time that cuts down on DPS. I steer away from it on my paragon for just that reason.

Keep in mind the changes I propose to SoH would definitely imply a net nerf to melee damage. 25% increased physical damage comes to mind off hand. not sure how powerful that would or would not be.

Avatar of Me

Avatar of Me

Academy Page

Join Date: Jun 2006

N/Me

Quote:
Originally Posted by Cuilan View Post
None of those are PvE only skills that have degeneration. You also assumed that I was expecting damage from skills.
I don't really see your argument. You're complaining about two PvE skills that no one ever uses anyway?

OT: change is good. I can't wait until my ele becomes less useless in HM.

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

Quote:
Originally Posted by Kunder View Post
The thing to keep in mind is that rangers/paragons have EBSoH. From a "Balance" (laugh with me) point of view EBSoH + SoH + OoP/Conjure would be overpowered. That would let you hit well over 100 damage per target on barrage and 250ish damage on something with triple shot. People would just take IAS + Barrage/Volley and turn the game into Turret Wars.
SoH only works for melee.

EBSoH and a lot of PvE only skills need to be nerfed. The whole point of the skills are to give your profession more options that may not be in your classes description(ex. pain inverter, which is like a Mesmer skill, on a ranger)without investing attribute points, yet they give you god mode powers to. Some such as Pain Inverter and EBSoH are blatantly imbalanced.

One thing Anet lacked during skill creation was the foresight to see such skill combinations. Pain Inverter would be better at 120% damage at 50 max damage. For EBSoH cut the energy cost in half and have +8 damage, +7 damage agaisnt charr.

Zakarr

Zakarr

Jungle Guide

Join Date: May 2005

Finland

Quote:
Originally Posted by cthulhu reborn View Post
It isn't equal but I wanted to keep the example simple replace life stealing with armour ignoring damage if that helps.

Still I disagree with the 4 effects you talk of. Sure it reduces hp and ignores armour but they are linked. Life stealing usually deals with a lot lower numbers as a consequence, so you cannot treat them separately.

the life it gives the caster is insignificant compared to the damage being dealt in pve specifically, maybe in pvp it is a little better but not much I would think.

I don't know what other protections you are referring to. As a matter of fact, damage reduction reduces all types of damage, armour ignoring or not, so I don't believe that 4th one.

My point is simply that the HM changes of armour and HP can have an indirect negative effect on life degen and armour ignoring damage, simply because armour ignoring damage will take longer to do the same and the ele's damage will remain equally effective or better as far as dps is concerned.

Necro skills might have some added benefit at times, but I would suggest looking at the ele skills as they will change where a number of skill will have multiple effects. No, I think it's great for eles, not so great for a number of other classes.
There is only a handful of spells which can modify incoming life stealing.

* Life Sheath and Reversal of Fortune convert life stealing to healing
* Shielding Hands reduces received life stealing
* Union reduces received life stealing for the whole party
* Vengeful Weapon and Weapon of Remedy trigger on life steal

http://guildwars.wikia.com/wiki/Life_stealing

Elemental damage can be altered many other ways, but I don't know how smart or versatile PvE healers or other PvE enemies with damage reduction skills are. Maybe the problem is the setup of PvE enemies which is weakest against pure damage over anything else.

drkn

drkn

Forge Runner

Join Date: Jan 2009

Wroc??aw, Poland

Midnight Mayhem

Me/

Quote:
That is the wrong way of fixing the problem. They can level the playing field without nerfing everyone. But I will hold off on my judgement until the update.
Yes, and that's a good thing. HM is, right now, laughable and nowhere near being 'hard'. You don't even have to rely on top gimmicks from pvx to steam through HM PvE right now, and worst of all, you don't even have to change your team build according to the location/mission (sometimes you might want to switch one hero, or grab an LB skill in NF, but that's all). And i'm not talking about elite areas only, just HM in general.
Adding HP to mobs means that they are harder to kill (not only longer - the longer they are up, the more possible it is they will kill you - they might get healed one more time, throw ESurge one more time to wipe your team - whatever). It means that permabuilds, as well as sliver builds, will take longer to do their job - and, maybe, somewhere they won't be able to do it anymore. It means that discord-spam, however i loved and used it for a long time, will not be as effective as it used to be. As most current top gimmicks rely heavily on armor-ignoring damage, i hope this update will nerf them, or even maybe crush severely.
It's not just about making mesmers and rits less deadly in HM (although, please do note, not less useful). It's also, indirectly, nerfing the current gimmicks. And if armor/hp will be balanced properly, the armour-ignoring damage might still have an edge over armour-respecting types, whilst the latter will become viable to use, even in PuGs. More so, it would nerf many popular gimmicks for HM (keep in mind NM probably won't be altered, at all) - sure, new gimmicks will come, but it will at least give people the incentive to invent the new builds, which will most likely be less destructive than the current/old ones. And that's good - putting 'Hard' back into 'Hard Mode'.

That said, degen seems to become totally worthless in PvE (from player perspective), though it's laughable even now. But that's an issue to be addressed after the original update kicks in. Removing the '-10 cap' from degen effects in HM might do the trick - both allowing players to apply much more pressure, as well as making mobs with degen, especially AoE degen, much more deadly, requiring more cautious approach.

aspi

aspi

Desert Nomad

Join Date: Jan 2010

eeew

N/Rt

First thing I want to see when this update hits is how the enemy monks handle the higher health of their party. Right now they seem to have an infinite amount of energy and can spam skill after skill but you can spike down any mob. I wonder if this is the case for foes with 1k health.

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

Quote:
Originally Posted by drkn View Post
That said, degen seems to become totally worthless in PvE (from player perspective), though it's laughable even now. But that's an issue to be addressed after the original update kicks in. Removing the '-10 cap' from degen effects in HM might do the trick - both allowing players to apply much more pressure, as well as making mobs with degen, especially AoE degen, much more deadly, requiring more cautious approach.
There is no need to remove it. A -15 degen cap would suffice.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

Quote:
Originally Posted by Avatar of Me View Post
I don't really see your argument. You're complaining about two PvE skills that no one ever uses anyway?

OT: change is good. I can't wait until my ele becomes less useless in HM.
You say can't wait for something to be less useless in hard mode and yet you don't see what I was saying.

drkn

drkn

Forge Runner

Join Date: Jan 2009

Wroc??aw, Poland

Midnight Mayhem

Me/

Quote:
Originally Posted by Swingline View Post
There is no need to remove it. A -15 degen cap would suffice.
-15 might be viable for the current HM. With the heightened HP of mobs, -15 might not be sufficient.
Maybe totally removing the cap isn't necessary - though it would, actually, make the game harder when faced against several mobs with various degen - but it certainly would need a redesign. For new HM only.

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

Quote:
Originally Posted by Daesu View Post
What has buffing all HM monster hp got to do with mesmers and rits? It is a nerf to everyone.
Its a nerf to armor ignoring damage. It leaves armor-affecting damage untouched with regards to armor ignoring damage. That is exactly the type of update we need. Simply buffing results in power creep, which is obviously a big problem in this game atm. This is a smart update because rather than buffing the underpowered stuff to the level of the overpowered stuff, it nerfs the overpowered stuff to the level of the underpowered stuff.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Lanier View Post
Its a nerf to armor ignoring damage. It leaves armor-affecting damage untouched with regards to armor ignoring damage. That is exactly the type of update we need. Simply buffing results in power creep, which is obviously a big problem in this game atm. This is a smart update because rather than buffing the underpowered stuff to the level of the overpowered stuff, it nerfs the overpowered stuff to the level of the underpowered stuff.
Wrong, increasing monster hp is a nerf to everyone because that makes monsters harder to kill even for armor respecting damage classes like rangers.

However, reducing armor buffs armor respecting damage classes but I can already do that through cracked armor. Cracked armor reduces armor by 20 up to 60 armor, without the side effecting of buffing monster hp.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

It's a nerf to everyone, yes, and that's what HM currently needs.

Cracked Armor can't reduce armor bellow 60, which is the base number for armor-sensitive damage, so it'll never be broken. Cracked Armor is there to make that kind of damage viable against rangers/ warriors, not to make entire professions viable against anything from HM.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by DiogoSilva View Post
It's a nerf to everyone, yes, and that's what HM currently needs.
If you want a general nerf to everyone just delete all cons and/or delete or nerf all pve skills. These are the stuff that makes general HM easy. As long as we have cons and pve skills, general HM will always be too easy. If we can survive without cons and pve skills in the past, we can do it again.

The problem with people is that they stuff themselves with cons, use pve skills, then come back and brag HM is too easy. ANet is also part of the problem, cons are way too common. If we dont use them, our inventories would overflow with cons.

Quote:
Cracked Armor can't reduce armor bellow 60, which is the base number for armor-sensitive damage, so it'll never be broken. Cracked Armor is there to make that kind of damage viable against rangers/ warriors, not to make entire professions viable against anything from HM.
And if people stop using crappy builds and start bringing a source of cracked armor in their teams, then there wont be so many complaints about high HM monster armor to start with.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Quote:
Originally Posted by Daesu View Post
The problem with people is that they stuff themselves with cons, use pve skills, then come back and brag HM is too easy. ANet is also part of the problem, cons are way too common. If we dont use them, our inventories would overflow with cons.
I usually use one PvE skill, fill my party with heroes, and without cons, I have been vanquishing everything without any difficulty.

Quote:
And if people stop using crappy builds and start bringing a source of cracked armor in their teams, then there wont be so many complaints about high HM monster armor to start with.
It's the contrary: why use crappy builds that rely on one condition, when we can bring much superior armor-ignoring builds?

Hard Mode, as it is now, nerfs armor-sensitive damage, and has no effect on armor-ignoring damage. This is a fact, not an opinion. The very nature of HM is the reason why most dominant builds today rely on ritualists, necromancers, mesmers and RoJ monks.

Avatar of Me

Avatar of Me

Academy Page

Join Date: Jun 2006

N/Me

Quote:
Originally Posted by Cuilan View Post
You say can't wait for something to be less useless in hard mode and yet you don't see what I was saying.
Again. You're complaining about two PvE skills which no one uses, even in the current state of HM. This update isn't going to change it one way or another.

Also, you seem to have overlooked the fact that cry of pain still deals up to 50 damage in addition to the degeneration.

I think you need to be more clear in your arguments...otherwise people might think you're trolling.

Malganis

Academy Page

Join Date: Nov 2010

Southern California

Everlasting Sacred Path [ESP]

N/

Quote:
Originally Posted by drkn View Post
That said, degen seems to become totally worthless in PvE (from player perspective), though it's laughable even now. But that's an issue to be addressed after the original update kicks in. Removing the '-10 cap' from degen effects in HM might do the trick - both allowing players to apply much more pressure, as well as making mobs with degen, especially AoE degen, much more deadly, requiring more cautious approach.
Go get hexed with something like Migraine + Conjure Nightmare or Crippling Anguish and then get back to me on removing the degen cap. It hurts, especially when your monk gets hexed/dazed too.

I'm amazed that a "non-update" is being talked about this much. Then again, not really.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by DiogoSilva View Post
I usually use one PvE skill, fill my party with heroes, and without cons, I have been vanquishing everything without any difficulty.
So do I. And have you cleared HM DoA and UW with all heroes, and without cons?

They need to delete and nerf all PvE skills and take away ALL cons if HM is too easy.

Quote:
It's the contrary: why use crappy builds that rely on one condition, when we can bring much superior armor-ignoring builds?

Hard Mode, as it is now, nerfs armor-sensitive damage, and has no effect on armor-ignoring damage. This is a fact, not an opinion. The very nature of HM is the reason why most dominant builds today rely on ritualists, necromancers, mesmers and RoJ monks.
Most dominant builds rely on them because of a number of reasons. One of the main reasons is the limited heroes AI which favor casters. If assassin heroes AI is better, I would have prefered to use them. The other reason, is people are too reliant on pvx and dont bother to come with their own effective build.

I have been testing invoke ele heroes in my team and they seem to work pretty well even in HM too, so I dont see why eles are too weak in HM, especially if you bring a source of cracked armor and have pve skills to boot.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

I'm not the one who overlooked the 50 damage when I was the one who first mentioned it.

cthulhu reborn

cthulhu reborn

Wilds Pathfinder

Join Date: Jan 2007

the Netherlands

W/Mo

Quote:
Originally Posted by Daesu View Post
They need to delete and nerf all PvE skills and take away ALL cons if HM is too easy.
I would like them to fix para's and necro's a bit first after this ele buff, but yes I wholeheartedly agree with this.

I never liked to ideas of cons in any game. It just cheapens everything.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

In what way do Necros need 'fixing'?

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

Quote:
Originally Posted by Amy Awien View Post
Anything will deliver Splinter Weapon, and scythes don't even need a skill to do it fast.
Nothing compares to Barrage + Splinter for a big AoE spike in damage on a large mob. You hit all of your triggers with one attack, so you get all the damage out at once, that's its advantage.

miriforst

miriforst

Frost Gate Guardian

Join Date: Sep 2009

Avalons Wraiths

R/Rt

I would say rangers way before necromancers.

Acehole2006

Acehole2006

Lion's Arch Merchant

Join Date: Oct 2006

United Kingdom Essex

Fight For The Win

Mo/

Quote:
Originally Posted by jimbo32 View Post
Feature Updates
  • Ensured Nicholas the Traveler and Professor Yakkington are well-supplied for the next iteration of their Tyrian adventure.

--------

What the hell?
Not sure if this has been answered as i gave up after page 5 on forum as it went on about ele update etc.

But im pretty sure although its a guess, it just mean that the rare material trader is gonna stock up for Linen which I believe is one of the upcoming zones seen as its repeating. I know it says Nic himself is stocked up but im still sure thats all it means. could be wrong

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

Quote:
Originally Posted by Skyy High View Post
Nothing compares to Barrage + Splinter for a big AoE spike in damage on a large mob. You hit all of your triggers with one attack, so you get all the damage out at once, that's its advantage.
Against healers perhaps, and only if there's sufficient follow-up. Barrage may hit targets that are less then ideally placed to fully exploit Splinter Weapon (with fewer adjacent targets) - especially in not-so-large groups - while multiple single target attacks have a better chance of using all 'splinters'. But Barrage does look better with all those yellow numbers.

Quote:
Originally Posted by miriforst View Post
I would say rangers way before necromancers.
Would be nice, if just for the change.

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

Quote:
Originally Posted by Skyy High View Post
Nothing compares to Barrage + Splinter for a big AoE spike in damage on a large mob. You hit all of your triggers with one attack, so you get all the damage out at once, that's its advantage.
HB/VoS and MoP does, and it doesn't require you to go ranger primary or secondary.

drkn

drkn

Forge Runner

Join Date: Jan 2009

Wroc??aw, Poland

Midnight Mayhem

Me/

Quote:
Originally Posted by Malganis View Post
Go get hexed with something like Migraine + Conjure Nightmare or Crippling Anguish and then get back to me on removing the degen cap. It hurts, especially when your monk gets hexed/dazed too.
Oh, yes, please!
That might actually make at least SOME areas of hard mode PvE hard - cons/PvE skills or not.

Wenspire

Wenspire

Wilds Pathfinder

Join Date: Mar 2008

USA - W.Coast

HiME

Mo/

Barrage will have a larger AoE spread for Splinter compared to HB/VoS, I believe. Though, that has it's disadvantages as well...

Aeon221

Aeon221

Krytan Explorer

Join Date: Jan 2006

[TEW]

N/

http://www.guildwarsguru.com/forum/s...5&postcount=52

Dear Arenanet. I told you to increase health and reduce armor to solve this problem in March.

Maybe you should just have me do your balancing for you?

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
HB/VoS and MoP does, and it doesn't require you to go ranger primary or secondary.
The main advantage Barrage has over other AoE physicals is that it is ranged, which makes it a lot faster get off in a battle. Problem is that it is 100% reliant on a rit spamming SW, without it rangers do nearly nothing.

Barrage doesn't require you to go derv or warrior, don't see why either matters (though R/W for SY is standard).

Quote:
Originally Posted by Aeon221 View Post
http://www.guildwarsguru.com/forum/s...5&postcount=52

Dear Arenanet. I told you to increase health and reduce armor to solve this problem in March.

Maybe you should just have me do your balancing for you?
March? Others and I have been suggesting the idea since before EotN was released as far as I can remember. Anet has always moved about as fast as a frozen sloth.

instanceskiller

instanceskiller

Lion's Arch Merchant

Join Date: Jan 2008

Myst

A/

Quote:
Originally Posted by Aeon221 View Post
http://www.guildwarsguru.com/forum/s...5&postcount=52

Dear Arenanet. I told you to increase health and reduce armor to solve this problem in March.

Maybe you should just have me do your balancing for you?
Told them? You looked like you were talking to Xenomortis not Anet based on the link you provided, or did you expect Anet to read through every single post on that thread, or just randomly know to single your post out before looking at the thread? Secondly, you "told them" in March? Like Kunder said, the suggestion has been floating around for much longer, you are slow. The current guild wars 1 live team might seem slow by your standards, but you can't expect them to be at the speed they were at during the early guild wars days as their resources are now lacking compared to then.

StormDragonZ

StormDragonZ

Desert Nomad

Join Date: Jan 2008

New York

W/R

Quote:
Originally Posted by Acehole2006 View Post
Not sure if this has been answered as i gave up after page 5 on forum as it went on about ele update etc.

But im pretty sure although its a guess, it just mean that the rare material trader is gonna stock up for Linen which I believe is one of the upcoming zones seen as its repeating. I know it says Nic himself is stocked up but im still sure thats all it means. could be wrong
All those poor fools who stocked up on Linen only to find out the update meant:

- Nicholas and Yakkington are filling up their suitcases as they intend to go around the world one more time. However, why go the same route they did last time when they can go about it another way!

Concise: Random locations per week.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by cthulhu reborn View Post
I would like them to fix para's and necro's a bit first after this ele buff, but yes I wholeheartedly agree with this.

I never liked to ideas of cons in any game. It just cheapens everything.
Precisely! And these people are complaining that eles deserve a buff on one hand, but on the other hand they are saying HM monster hp needs buffing because HM is too easy.

I have been vanquishing with rangers and have 2 eles, let me tell you that eles are hardly the weakest professions in this game right now. And yet, I doubt lowering the monster's armor is going to have as much impact on my ranger's damage right now as buffing the monster's hp, meaning that it would probably be a net nerf since cracked armor wont bring the armor down below 60 even after the update.

Chthon

Grotto Attendant

Join Date: Apr 2007

Regarding degen:

People usually mean one (or more) of four things when they say "degen sucks":
1. Skills that cause degen suck because they provide less DPS for their energy/cast time/skillslot cost than direct damage options.
2. Skills that cause degen suck because their limited DPS-per-foe means they contribute little to forcing a particular kill.
3. Skills that cause degen suck because I have other ways of killing the monster faster by using a similar amount of damage applied over a shorter amount of time through direct damage options.
4. Skills that cause degen suck because my party is likely to kill the monster before the degen runs its course, thus wasting most of my potential damage.

Now:
#1 Is demonstrably false. For instance, Conjure Phantasm @16 is 170 damage for 10e and ~28DPS (presuming you've got 4 targets to spread it over), which is not out of line compared to most non-elite sources of caster damage.
#2 is true and is going to stay true.
#3 and #4 are both going to become less likely to be true in the face of a large monster hp buff. To the extent that the problem is degen not getting a chance to run its course (#4), or giving it a chance to run its course is a stupid voluntary decision (#3), this update will go a long ways towards fixing degen.

Quote:
Originally Posted by Xenomortis View Post
In what way do Necros need 'fixing'?
Much like dogs, cats, or especially rabbits, they are prone to overpopulation if left to their own devices. Once they become a significant demographic, we all have to endure stuff like this. This is Chthon with a public service announcement: Please, spay or neuter your necros.

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Chthon View Post
Regarding degen:

People usually mean one (or more) of four things when they say "degen sucks":
1. Skills that cause degen suck because they provide less DPS for their energy/cast time/skillslot cost than direct damage options.
2. Skills that cause degen suck because their limited DPS-per-foe means they contribute little to forcing a particular kill.
3. Skills that cause degen suck because I have other ways of killing the monster faster by using a similar amount of damage applied over a shorter amount of time through direct damage options.
4. Skills that cause degen suck because my party is likely to kill the monster before the degen runs its course, thus wasting most of my potential damage.

Now:
#1 Is demonstrably false. For instance, Conjure Phantasm @16 is 170 damage for 10e and ~28DPS (presuming you've got 4 targets to spread it over), which is not out of line compared to most non-elite sources of caster damage.
#2 is true and is going to stay true.
#3 and #4 are both going to become less likely to be true in the face of a large monster hp buff. To the extent that the problem is degen not getting a chance to run its course (#4), or giving it a chance to run its course is a stupid voluntary decision (#3), this update will go a long ways towards fixing degen.
#1 Your reasoning is false because taking 18s before you start dealing that DPS is insane. The first 6 seconds you are only dealing an average of 10 DPS, over 12s you only deal 15 DPS. Over the first 20s of a battle you can manage at best 20 DPS, and its not even focused on a single target so that you can force a kill. And 40E for that costs a large amount.

#2 Even if degen was uncapped it would still be weak compared to damage, especially damage after an armor nerf. If you ran a build that had Fevered Dreams and then put every damage-dealing condition in the game, you would hit 36 DPS. Spiteful Spirit does about 35-50 DPS depending on the enemy, takes up only 1 skill slot, can be echoed, and we still consider it a rather poor skill overall. Granted SS has a lower AoE range, but its the closest comparison in terms of AoE damage over time skills I can think of offhand.

#3 and #4 matter little when compared to the lack of beating the #1 requirement of PvE: damage. If #3 and #4 mattered at the moment, why don't you see people care about putting -10 degen on bosses during long fights? Because it is so ridiculously marginal for the extra skills required to do so.

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

Necros don't need to be fixed. I think they are boring but maybe that just means they are not the best choice for a main for me.

They have Curses with most Curse skills being a passive form of excellent damage through debuffs and damage support.

Death is just completely awesome and my favorite attribute line. Minion armies help take focus off party members and deal insane damage. Minion armies are so versatile that you can go full damage, full tank or a bit of both.

Blood is the PvP line. Its mostly meant to deal moderate damage with self supporting skill(i.e. life steal, life transfer). I have no idea why Spoil Victor is in Blood because it has more properties as a Curse skill than a Blood one. Blood is just that attribute with excellent balance but looks unattractive because of powercreeping other professions.

Then they have Soul Reaping which is the best energy management in game considering its been nerfed many times. It frees up skill slots on the skill bar and gives the necro access to more energy management, support and damage outside the other 3 attribute lines. This also allows them to be a damn good healers with increased longevity at the cost of not going higher than 12 restoration.