Dec. 10th Balance Preview (Necromancer)

#1 - Nov. 1, 2013, 5:34 p.m.
Blizzard Post

Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.

Source: https://forum-en.guildwars2.com/forum/game/gw2/Dec-10th-Balance-Preview/first#post3133116

#137 - Nov. 3, 2013, 8:48 a.m.
Blizzard Post

Some internal thoughts on the discussion about Necromancers.

Mark of Blood
At 3 stacks of bleeding and a good amount of condition damage (without even taking into account condition or bleed duration modifiers) this skill was dealing well over 2000 damage, and could be used every 6 seconds. It is a 1200 range attack that can hit 5 targets, and on top of that can place regeneration on 5 allies that can heal each of those allies for up over 1000 health every 5 seconds, and can basically maintain 100% regeneration uptime. The only drawback is also somewhat of a benefit which is that it requires an enemy to trigger it, which also allows you to precast it and then basically almost double it up as it gets triggered. This is one of the most versatile and powerful skills in the game. A huge amount of the condition damage from necromancers comes from their bleeds and while they are removable in theory, the ease with which necromancers can apply conditions makes it is virtually impossible to ever get to the bleeding at the bottom of the stack.

Weakening Shroud
This trait as it currently stands on live is a borderline grandmaster trait. It is near 100% AoE weakness uptime for a small investment. The new version is still probably worthy of master tier with almost 50% AoE weakness uptime. This line has a lot of powerful traits, but suffers from having only 1 choice at grandmaster tier.

Terror
I can’t tell you how long we debated moving this trait to grandmaster tier last time around, and this time again. The problem is a huge % of Necromancer builds are hinged on this trait. There is a gaping hole at grandmaster here with Withering Precision (barely worthy of adept tier in our opinion), however we were really hesitant to either move terror and didn’t have a good alternative for redesigning Withering Precision

Curses
This line just has a lot of good traits.
Toxic Landing – would be good if the effect was good and we will look into making that better.
Hemophilia – Just a good trait considering how much necromancer damage comes from bleeding.
Chilling Darkness – So good it should probably be master tier.
Weakening Shroud – see above
Reaper’s Precision – another good choice for high life force necros which gets overshadowed in this stacked line.
Focused Rituals – Really strong adept trait.
Banshee’s Wail – Already pretty good and got a buff this time around.
Terror – see above
Spectral Attunement – Another good trait for spectral necros.
Master of Corruption – A great trait for corruption necros. Epidemic/Corrupt.

I feel like Spectral Attunement and Master of Corruption could be adept tier, but they would be really strong there and we would have to move 2 traits up to accommodate them. If we did that the first candidates are Chilling Darkness and Weakening Shroud (closer the old version). This is totally worth a discussion, but at the end of the day all master tier traits in this line are overshadowed by Terror which is the real problem.

Dhuumfire
We know there are problems here, but again this condition helps those conditionmancers get over the top and is really what brought them into play in a lot of parts of the game. I think the real problems with this trait are:
1) Having to put 30 points into the power line as a condition necro.
2) Requiring crit on a 30 point trait in a line that does nothing to improve crit chance.

We talk about a lot of different versions of this trait including moving to master tier, making it on hit instead of on crit, and reworking the numbers to making it more reliable to use and to counter.

All of this back and forth could upset a lot of balance, but if this moved down to master tier Terror would almost certainly be moving up to grandmaster to accommodate. At least then condition necromancers would be 20/30/x/x/x, which just makes so much more sense. The biggest thing holding that back is the lack of a replacement grandmaster in Spite. We aren’t huge fans of weapon or utility type specific traits at this tier otherwise an improved Axe Training might have a shot. This is the crux of the damage necromancer problem right now, and we will talk about it more next week so any discussion on it here will aid us in those talks.

Death Magic
On the defensive side, the Blood and Soul Reaping necros are starting to feel pretty good. The Death line on the other hand is too focused on minions. From Reanimator, which we have heard over and over feels bad as a minor trait, to the fact that 1/3 of the remaining traits are minion traits, to finally the fact that both grandmaster traits are minion traits.

This line receives a lot of discussion as well, but any proposal we talk about always ends up with more work than we have time to build, much less test.

I hope this helps direct discussion a bit, and thanks for your patience,

Jon

#341 - Nov. 6, 2013, 9:41 a.m.
Blizzard Post

We will talk today about changing duration on weakening shroud instead of cooldown .

Also we have some plans for death magic including merging reanimated with death nova, and moving Protection of the Horde to be a major trait, and then reworking the minors in this line. This kind of change is not going to happen for dec 10 for 3 reasons.
1) testing time
2) implementation time
3) most importantly: if we rework this we want to make sure it is correct the second time around so we will take our time deciding on the “right” design.

Point 3 is something I’m happy to discuss here to list some ideas and break down some pros and cons.

Thanks,

Jon

#356 - Nov. 6, 2013, 11:08 a.m.
Blizzard Post

“Could you not combine Protection of the Horde with Flesh Of The Master?” -Scarran

We could but I think that would be a wildly OP Master trait…

#360 - Nov. 6, 2013, 11:21 a.m.
Blizzard Post

“Could you not combine Protection of the Horde with Flesh Of The Master?” -Scarran

We could but I think that would be a wildly OP Master trait…

Currently what is the difference in me spending 20 points in Death Magic and taking Flesh of the Master? Am I not receiving the same benefits? As I get Protection of the Horde as the minor trait at 15 points and I get Flesh of the Master 20 point major.

The difference would be that we would be adding a new 15 point minor as well that you would be getting for free that would have similar power to these. If we took any two major traits that had synergy and merged them they would be overpowered. No difference here.

#364 - Nov. 6, 2013, 11:28 a.m.
Blizzard Post

A number of times there have been balence discussion on the pvp forums which pertain to changes that effect both pvp and pve. When a pve point is brought up – such as an argument for a split – we are told to go back to the class subforum. With that in mind, I think this is the appropriate place to get dev feedback on the pve side of things.

How do the devs feel these changes will improve or weaken the state of necros in pve? (Read: dungeons and fractals, not open world). Would you consider splitting the weakening shroud change for pve as spoj suggested? What can we look forward to in future changes that will improve our ability to deal with massive spike damage and provide greater team utility?

Sure. I think all of these following changes are more or equally useful in PvE than PvP. with the last two being very PvE focused.

  • Curses VIII – Banshee’s Wail. Increase cooldown reduction from 15% to 20%.
  • Death 5 – Reanimator. Decreased cooldown from 30s to 15s.
  • Death 25 – Deadly Strength. Increased conversion from 5% to 10%.
  • Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
  • Soul Reaping II. Vital Persistence. Increased reduction of life force drain from 25% to 50%.
#387 - Nov. 6, 2013, 3:29 p.m.
Blizzard Post

AN UPDATE
Weakening Shroud. This trait now does a smaller version of Enfeebling Blood when entering Death Shroud. Bleeding (1 stack only; 6 seconds [10s with full condition duration spec]). Weakness (2s [3s with full condition duration spec]). No ICD.

Obviously this is a very big change so please discuss, and keep your discussion constructive, so that we can actually talk through the merits/downsides.

Jon

#389 - Nov. 6, 2013, 3:39 p.m.
Blizzard Post

Siphoned Power description is wrong. What that trait does is give you Might for 5 seconds everytime you are struck when your health is below 25%. This includes going into DS at that point and then building up a bunch of might by getting attacked. I will get the text updated on that for sure.

Jon

#393 - Nov. 6, 2013, 3:45 p.m.
Blizzard Post

I feel like the weakness is just a little bit too small. I feel like 3s base would be perfect. In PvP overall condition duration sits at 50% at max for weakness, which would give it a 45% uptime, assuming you used it on CD. But more realistically, it’d be used less often as the normal bleed burst rotation.

Otherwise, I think its a decent option, my only fear is that, like other on-entry skills, it ends up too weak because it “can” be spammed every 7s in one build.

We are going back and forth between 2s and 3s of weakness. 3s with full condi duration and with Near to Death trait is almost 65% uptime, which sortof scared us on an adept trait that gives AoE weakness. 2s works out to 42% uptime when maxed out which felt a little better. Still open to discussion so thanks,

Jon

#395 - Nov. 6, 2013, 3:46 p.m.
Blizzard Post

Siphoned Power description is wrong. What that trait does is give you Might for 5 seconds everytime you are struck when your health is below 25%. This includes going into DS at that point and then building up a bunch of might by getting attacked. I will get the text updated on that for sure.

Jon

And you feel 1 stack of might for 5 seconds.. while being in execute range is as useful as say +10% damage while target has a condition.. or even 2% to 8% damage increase based on how many conditions the target has? Or the newly improved Death GM minor.. 10% of toughness as bonus power(which for me will be 300 power.. nice!).

Is that the intended use for this trait? To actually want to remain at 25% HP and then perform a full deathshroud rotation while being hit to maybe add the burst from 8-10 extra might stacks? The power of this trait is so low, that the minor trait which adds might when casting Lifeblast probably doubles or triples its damage value.

The point is this thing is unbounded. You can be hit a bunch of times and it keeps stacking up the might. Maybe the duration is a bit low, but with no cooldown this is a good interesting trait.

#406 - Nov. 6, 2013, 3:59 p.m.
Blizzard Post

I feel like the weakness is just a little bit too small. I feel like 3s base would be perfect. In PvP overall condition duration sits at 50% at max for weakness, which would give it a 45% uptime, assuming you used it on CD. But more realistically, it’d be used less often as the normal bleed burst rotation.

Otherwise, I think its a decent option, my only fear is that, like other on-entry skills, it ends up too weak because it “can” be spammed every 7s in one build.

We are going back and forth between 2s and 3s of weakness. 3s with full condi duration and with Near to Death trait is almost 65% uptime, which sortof scared us on an adept trait that gives AoE weakness. 2s works out to 42% uptime when maxed out which felt a little better. Still open to discussion so thanks,

Jon

But that build would have to be:

30/10/0/0/20 (+10) … in WvW … with duration food … and double duration weapons … and duration crystals …

I think you meant 30/20/0/0/20 which is generally accepted as one of the best condition builds, which is what you run this with, and also not including food, but only including condition duration runes. With food it actually goes to.

54% uptime @ 2s
82% uptime @ 3s

Jon

#407 - Nov. 6, 2013, 4 p.m.
Blizzard Post

The point is this thing is unbounded. You can be hit a bunch of times and it keeps stacking up the might. Maybe the duration is a bit low, but with no cooldown this is a good interesting trait.

You can be hit a bunch of times… while <25% HP.

I can’t speak for other Necros, but if I get hit “a bunch of times” while <25%, it doesn’t matter how many stacks of Might I get because I just died.

Like I said, it works while in DS.

#412 - Nov. 6, 2013, 4:19 p.m.
Blizzard Post

Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…

  • Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.

Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.

Jon

#419 - Nov. 6, 2013, 4:26 p.m.
Blizzard Post

We are going back and forth between 2s and 3s of weakness. 3s with full condi duration and with Near to Death trait is almost 65% uptime, which sortof scared us on an adept trait that gives AoE weakness. 2s works out to 42% uptime when maxed out which felt a little better. Still open to discussion so thanks,

Jon

Don’t forget the context of that uptime. To get it, we have to use DS on cooldown, which restricts our defense by a massive amount. Trading our ability to absorb bursts in exchange for weakness uptime that benefits the whole group actually sounds fairly fair. Since it’s only an adept level trait though, 2s would still be apropriate imo. It still lets us use DS to mitigate spikes, which is what it’s needed for. In reality, very few people will use the skill for it’s uptime. They’re going to hold their DS cooldown until it’s needed.

Similar complain about staff. The argument that MOB is one of the best abilities in the game relies on the assumption of a situation that almost never happens. To get the numbers you mentioned, you need to hit 5 enemys and 5 allies simulatneously, and the conditions need to stay for their full duration and not get pushed off. Having all of these things at the same time is so unlikely that it can be discounted completely. In actual use, MOB is a mediocre ability made strong only by it’s short cooldown and the lack of any other DPS options on that weapon. If you really want to go through with nerfing this, take a look at adjusting the autoattack damage or upping the damage of the other marks to compensate.

Great post, and yes we considered that, but its nice to get some good back and forth. The other drawback is that its PBAoE not ranged… Food for thought.

#427 - Nov. 6, 2013, 4:39 p.m.
Blizzard Post

Great post, and yes we considered that, but its nice to get some good back and forth. The other drawback is that its PBAoE not ranged… Food for thought.

Wow that was fast. What timing. I’m impressed.

Since you’re here, I’ll leave a semi-relevant brain fart. Siphoning is lackluster and really hard to balance because of it’s simultaneous heal and damage. What about creating a Necro-unique condition that drains health into life force? It would fit into the sustain paradigm of the Blood tree, and create some DS/condition synergy as well. Obviously, not a suggestion for the coming patch, but it popped into my head about 3 minutes ago while reading the last couple pages of this thread and thought I’d throw it out and see if it catches.

We talked about a condition like that, but it blows out because we would want to balance it when you only had 1 target to apply it to, but if you epidemic it it now is hitting 6 targets and is wildly OP.

#438 - Nov. 6, 2013, 4:48 p.m.
Blizzard Post

Great post, and yes we considered that, but its nice to get some good back and forth. The other drawback is that its PBAoE not ranged… Food for thought.

Wow that was fast. What timing. I’m impressed.

Since you’re here, I’ll leave a semi-relevant brain fart. Siphoning is lackluster and really hard to balance because of it’s simultaneous heal and damage. What about creating a Necro-unique condition that drains health into life force? It would fit into the sustain paradigm of the Blood tree, and create some DS/condition synergy as well. Obviously, not a suggestion for the coming patch, but it popped into my head about 3 minutes ago while reading the last couple pages of this thread and thought I’d throw it out and see if it catches.

We talked about a condition like that, but it blows out because we would want to balance it when you only had 1 target to apply it to, but if you epidemic it it now is hitting 6 targets and is wildly OP.

So just lock that skill out from working with epidemic? Like a stun or a daze.

How about 2 necros using this…

#443 - Nov. 6, 2013, 4:55 p.m.
Blizzard Post

Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…

  • Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.

Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.

Jon

A lot of these considerations, unfortunately, don’t make a lot of sense.

We should consider the following realities:

  • A damaging condition in the Power line both hurts condition builds that want it and limits power builds that don’t want it
  • Having it force power players to use LB to get the burn may have some validity in PvP, but drives this trait further into the mud for PvE where LB is inferior DPS to Dagger

Consider the following instead, Jon:

  • Move Withering Precision from Curses to Spite Grandmaster
  • Move Dhuumfire from Spite to Curses Grandmaster and DON’T change it
  • Move Terror up to Grandmaster
  • Drop Lingering Curses down to Master
  • Move Weakening Shroud up to Master and DON’T change duration
  • Move Spectral Attunement down to Adept

Withering Precision: Deal 15% more damage to foes suffering from Weakness.
Siphoned Power: Deal 10% more damage when you have over 90% HP or 90% Death Shroud.

This does the following things:

  • Conditionmancers are forced to take either Terror or Dhuumfire, but they can’t have both
  • Dhuumfire is a cover condition for other conditions and can have longer durations depending on condition duration investment, but fear doing damage is also very powerful. From this position, you could possibly even buff Dhuumfire to bring it into line with Terror since they occupy the same trait spot on a bar.
  • Weakening Shroud is kept valuable with its new synergy with the new Withering Precision, which is now in the Power line
  • Withering Precision goes to the Spite line and actually provides a dps boost comparable to Close to Death with different conditions, which actually helps PvE necros too
  • New Siphoned Power has synergy with Death Shroud because you can activate it when health is over 90% and keep it there safely, and this trait significantly helps power Necros in both PvP and PvE to actually be worth packing over condition variants

Some great ideas in here. We’ve talked about moving Dhuumfire up to Grandmaster in the Curses line, and moving Terror as well.

We also like the idea of making Terror scale with # of conditions on your target, so there’s more “play” to trying to load your target up with a lot of condies before you hit them with Fear. Your opponent can try to keep condies low, so that Terror won’t hurt as much.

Dhuumfire moving would also open up a gap for a new GM trait in Spite, so we’d need to figure that out as well.

Great suggestions!