Why was the necro tether range nerfed?
The range is so low now (1000 units) it is absolutely unusable in RvR unless you are some first-day noob who only plays with the necro pet on auto-follow 24/7 who gets nuked by any hib caster in 2s.
1. You can't make use of the spell range now. All spells have a range of 1500 and a few of 2000. These values are useless now that the pet can't be further away than 1000 units. This shows you how nuts this nerf is. You lowered the tether range so far that a necro can't even use their max spell range anymore!!
2. The distance warning you get is a complete joke as well, it gives you a 10s warning which is useless as your pet is instantly removed if it is further away than roughly 1250. 1250 units are met within 1.5s after the warning on speed 1. Or 0.2 seconds on speed 6. Yeah good luck reacting in time, if you get the warning the pet is already gone.
3. No voting, no discussion, no scheduled patch, buried as tiny line together with 10 unimportant ones in the same patch note - WHY? This is a massive nerf that basically makes the necro class useless in RvR and you just do that on a whim, without any community input or even warning, nothing, and then you bury that in a patch note with 10 random little crap items AND use cryptic words like "Tether range". I had to google that to even realize what the heck you guys did. But I guess that is exactly why you did it, so most people don't realize what you did.
4. Reason for the massive nerf? This is a nerf from 2500? units down to 1000 units Thats a nerf of 150%, where exactly is the reasoning for that? Was the necro in any shape or form overperforming in rvr combat? I didn't see it, I don't know anybody who saw that and I hardly doubt ANYONE including the devs can show me data where the necro was overperforming.
5. You make a necro force to play like a regular player WITHOUT giving them the upsides of a regular player. Necro pets still take massive amounts of crit damage compared to regular players. They cant see their buffs, debuffs and effects properly, so they don't know when the pet is mezzed, rooted or stunned and are bound to lose it in an instant if they run out of range (see #3). They have to fight the UI with annoying commands that reset when you attack a player (perma passive??). They have by far the lowest cast speed due to having no base dex and atrociously long cast time of 3s on their spells. Meanwhile the damage of the spells is low and the mana cost high. For a regular caster it is by far the worst option in terms of cast speed and DPS because of that. Furthermore some RAs straight up don't even work properly on the necro pet unlike actual caster. Also they lack range casts with range AoE, debuffs, or effects like snare-DDs or base stuns. And last but not least they have to fight annoying LoS restrictions of needed LoS to the pet, to the target and the pet to the target. All in all a necro IS NOT a regular caster and you can't treat him like that. The necro pet already has massive downsides compared to a regular casters meanwhile you nerf everything that gives the necro a tiny edge compared to regular caster.
1.) Revert Tether range. There was no reason and no community involvement in this massive nerf. It is unnecessary and unjust.*
2.) Fix the warning system. It is useless in its current form as you will never even get close to the 10s it offers you, not even the 5s. Shorten the timer from 10s to 8s but the pet is only lost after the timer runs out and no range restriction.
3.) Don't do shady massive nerfs like this. Involve the community. Stop getting balance ideas from Hibernian players, which includes hibernian maining Devs and GMs.
4.) Play a freaking necro before you nerf it to the ground.
The range is so low now (1000 units) it is absolutely unusable in RvR unless you are some first-day noob who only plays with the necro pet on auto-follow 24/7 who gets nuked by any hib caster in 2s.
1. You can't make use of the spell range now. All spells have a range of 1500 and a few of 2000. These values are useless now that the pet can't be further away than 1000 units. This shows you how nuts this nerf is. You lowered the tether range so far that a necro can't even use their max spell range anymore!!
2. The distance warning you get is a complete joke as well, it gives you a 10s warning which is useless as your pet is instantly removed if it is further away than roughly 1250. 1250 units are met within 1.5s after the warning on speed 1. Or 0.2 seconds on speed 6. Yeah good luck reacting in time, if you get the warning the pet is already gone.
3. No voting, no discussion, no scheduled patch, buried as tiny line together with 10 unimportant ones in the same patch note - WHY? This is a massive nerf that basically makes the necro class useless in RvR and you just do that on a whim, without any community input or even warning, nothing, and then you bury that in a patch note with 10 random little crap items AND use cryptic words like "Tether range". I had to google that to even realize what the heck you guys did. But I guess that is exactly why you did it, so most people don't realize what you did.
4. Reason for the massive nerf? This is a nerf from 2500? units down to 1000 units Thats a nerf of 150%, where exactly is the reasoning for that? Was the necro in any shape or form overperforming in rvr combat? I didn't see it, I don't know anybody who saw that and I hardly doubt ANYONE including the devs can show me data where the necro was overperforming.
5. You make a necro force to play like a regular player WITHOUT giving them the upsides of a regular player. Necro pets still take massive amounts of crit damage compared to regular players. They cant see their buffs, debuffs and effects properly, so they don't know when the pet is mezzed, rooted or stunned and are bound to lose it in an instant if they run out of range (see #3). They have to fight the UI with annoying commands that reset when you attack a player (perma passive??). They have by far the lowest cast speed due to having no base dex and atrociously long cast time of 3s on their spells. Meanwhile the damage of the spells is low and the mana cost high. For a regular caster it is by far the worst option in terms of cast speed and DPS because of that. Furthermore some RAs straight up don't even work properly on the necro pet unlike actual caster. Also they lack range casts with range AoE, debuffs, or effects like snare-DDs or base stuns. And last but not least they have to fight annoying LoS restrictions of needed LoS to the pet, to the target and the pet to the target. All in all a necro IS NOT a regular caster and you can't treat him like that. The necro pet already has massive downsides compared to a regular casters meanwhile you nerf everything that gives the necro a tiny edge compared to regular caster.
1.) Revert Tether range. There was no reason and no community involvement in this massive nerf. It is unnecessary and unjust.*
2.) Fix the warning system. It is useless in its current form as you will never even get close to the 10s it offers you, not even the 5s. Shorten the timer from 10s to 8s but the pet is only lost after the timer runs out and no range restriction.
3.) Don't do shady massive nerfs like this. Involve the community. Stop getting balance ideas from Hibernian players, which includes hibernian maining Devs and GMs.
4.) Play a freaking necro before you nerf it to the ground.