Necro Purge / MCL / FA not usable > 500 range

Started 28 Mar 2019
by kvothe
in Ask the Team
Nerfing Ichor to the ground to solve a problem with Negative Malestorm well I can take that hit.

But beeing unable to use none damage active RA's if > 500 range renders Necro absolutely useless.

I need to run back to my pet to purge or FA or use MCL?
Thu 28 Mar 2019 10:13 AM by jelzinga_EU
kvothe wrote:
Thu 28 Mar 2019 7:50 AM
Nerfing Ichor to the ground to solve a problem with Negative Malestorm well I can take that hit.

But beeing unable to use none damage active RA's if > 500 range renders Necro absolutely useless.

I need to run back to my pet to purge or FA or use MCL?

Having nil experience playing a necromancer in RvR - but is MCL/FA not only useable when not in combat, hence it doesn't matter since the pet can follow/return to shade in non-combat situations ?

For Purge it is a bit strange there is a range-requirement between shade and pet, all it does is add annoyance to playing the class, I guess.
Thu 28 Mar 2019 11:51 AM by Rubin
I think they didnt think about purge and hope they change it asap.
Thu 28 Mar 2019 2:08 PM by Dominus
you're purging your pet, not the shade. One would think you'd need to be close to do that no?
Thu 28 Mar 2019 2:33 PM by kvothe
Dominus wrote:
Thu 28 Mar 2019 2:08 PM
you're purging your pet, not the shade. One would think you'd need to be close to do that no?
It was working like that till the custom patch yesterday.
The goal of the patch was to stop the lord room abuse with Negative Malstorm not to add yet another obstacle to the already spongy necro gameplay.
Thu 28 Mar 2019 7:14 PM by Sleepwell
The only one i could agree with would be MCL. Since the shade is the inferred caster (whether itself or through the pet), then they retain the mana. FA and Purge i can understand. FA = you're replinishing the pets life, not the shade... unless.. .try to kill your pet then use FA, maybe it works like that too. Purge should target the pet. I have no problem with there being a range on that either. I'm sure any pet class would love to have unlimited or at least tether range on purge.
Thu 28 Mar 2019 8:12 PM by Riac
your pet lagging behind the group by 1k seems a bit like a boon considering he wont be hit by the blanket mezz, assuming your group is hit by one. tbh im glad these things make it hard for necros to play, the class is a terrible class anyways. hopefully they get relegated back to being just farm toons soon.

they also seem to have next to no trouble life tapping through disease also.
Thu 28 Mar 2019 8:26 PM by Dominus
or, just dispense with the pet and make the Necromancer the "pet" upon summon.
Fri 29 Mar 2019 12:43 AM by Sharky04
The game would be better without necros in pvp.
Fri 29 Mar 2019 6:32 AM by Sepplord
Sharky04 wrote:
Fri 29 Mar 2019 12:43 AM
The game would be better without necros in pvp.

and PvE...but that ship has sailed so working on a solution is better than just spreading demoralizing paroles
Fri 29 Mar 2019 8:13 AM by kvothe
Any Dev can comment if its intended behaviour for purge now?
I can understand the change for damage RA which is what the patch wanted to adress.
Not beeing able to purge kicks necros out of RvR since you cant stay in 500 range all the time.
If I want to get closer to a caster to nuke and he is out of pet attack range I need the pet to follow me in that direction and I need to be away from the pet do it doesnt stop to early since it catched up with the shade.

This is a massive nerf as a side effect of a tweak.
Fri 29 Mar 2019 8:16 PM by relvinian
I'm fine with removing necro from the game as long as i get to make an 8L4 toon of my choice.

Since that won't happen, this probably needs to be addressed.

Consider this morning a bd got 120k rps in 1 hour by dong twf and or malestrom from those stupid circle keeps then jumping off the back wall.

Fix TWF for God's sakes. No necro ever got 120k rps in one hour solo vs 80 man bgs before.
Sat 30 Mar 2019 4:56 PM by Quik
The 2 classes I see using exploits the most are Ani's and Necro's. When I played Hib I saw Ani's constantly hiding shrooms in places people couldn't reach or out of LoS but I knew of these issues, and when I played Mid I saw Necro's using shade form for exploits I never imagined LOL.

Don't feel sorry for classes like this, but I do feel bad for the players who use them fairly, unfortunately the exploiters tend to ruin it for everyone else and the Dev's are always fighting to fix it and make it fair without alienating people.
Sat 30 Mar 2019 11:30 PM by cuuchulain79
relvinian wrote:
Fri 29 Mar 2019 8:16 PM
I'm fine with removing necro from the game as long as i get to make an 8L4 toon of my choice.

Since that won't happen, this probably needs to be addressed.

Consider this morning a bd got 120k rps in 1 hour by dong twf and or malestrom from those stupid circle keeps then jumping off the back wall.

Fix TWF for God's sakes. No necro ever got 120k rps in one hour solo vs 80 man bgs before.

Well who knows...it might be easier for the staff to just include class respecs in the new instance, rather than deal with testing and developing class balance changes.

Sarcasm aside, b/c of treating players like testers we have frustrated people from the NM/Ichor exploit, and now we have frustrated necros that got a big nerf to class functionality.

And, probably inspired by the NM exploit, we now have TWF frustrating people too...

Maybe it's not the best time yo roll out new shiny pve content...?
Sun 31 Mar 2019 2:01 PM by kvothe
Any staff comment please if you wanted to nerf purge just as NM?
Sun 31 Mar 2019 2:24 PM by Sepplord
cuuchulain79 wrote:
Sat 30 Mar 2019 11:30 PM
relvinian wrote:
Fri 29 Mar 2019 8:16 PM
I'm fine with removing necro from the game as long as i get to make an 8L4 toon of my choice.

Since that won't happen, this probably needs to be addressed.

Consider this morning a bd got 120k rps in 1 hour by dong twf and or malestrom from those stupid circle keeps then jumping off the back wall.

Fix TWF for God's sakes. No necro ever got 120k rps in one hour solo vs 80 man bgs before.

Well who knows...it might be easier for the staff to just include class respecs in the new instance, rather than deal with testing and developing class balance changes.

Sarcasm aside, b/c of treating players like testers we have frustrated people from the NM/Ichor exploit, and now we have frustrated necros that got a big nerf to class functionality.

And, probably inspired by the NM exploit, we now have TWF frustrating people too...

Maybe it's not the best time yo roll out new shiny pve content...?

What twf exploit
Sun 31 Mar 2019 4:58 PM by cuuchulain79
TWF is a topic ATM...probably not worth looking into...probably best to continue work on implementing instance dungeons and more skins.
Tue 2 Apr 2019 12:50 PM by kvothe
Bump for staff statemant.
Necro is not group friendly anymore if you can't purge when it's needed.
Tue 2 Apr 2019 2:44 PM by relvinian
I originally suggested they reduced the range of the usable ras to like 1000 or 1200 i think 500 is too extreme.

Why don't we try 750?

Just a little lag or a root that you don't notice leaves you hitting buttons and nothing happens.

Hit button nothing happens. Hit buttom nothing happens.

Dead.

You can't use that ability when you are dead.

Well hell, u know? What did i spend this 45 rps on which i cannot use?
Tue 2 Apr 2019 2:47 PM by florin
relvinian wrote:
Tue 2 Apr 2019 2:44 PM
I originally suggested they reduced the range of the usable ras to like 1000 or 1200 i think 500 is too extreme.

Why don't we try 750?

Just a little lag or a root that you don't notice leaves you hitting buttons and nothing happens.

Hit button nothing happens. Hit buttom nothing happens.

Dead.

You can't use that ability when you are dead.

Well hell, u know?

Thanks buddy - team blue falcon
Thu 4 Apr 2019 11:21 AM by relvinian
Necro nerf a little too far.
Thu 4 Apr 2019 11:55 AM by jelzinga_EU
relvinian wrote:
Thu 4 Apr 2019 11:21 AM
Necro nerf a little too far.

Not playing a necro I agree the nerf might be hitting a necromancer too hard.

On the other hand, the class is quite OP in other situations. The near-melee immunity makes them solo-machines. They are also excellent keep-defenders. I'm not saying that makes it OK to suffer with using Purge, but somehow I have a hard time feeling bad for necromancers just because they are quite OP in other aspects.
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