I Tried (Post-Nerf) Heal Scourge in Guild Wars 2 - Thoughts
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Druid, standing slightly off-screen, doing their best Mr. Burns impression: "Excellent."
As you said in the video, this change remove the Scourge's uniqueness. And so I very much disagree with this, even with the buff to the poopoo trail.
It doesn't matter how unique something is, if it's uniqueness invalidates most mechanics and encounter design it needs to go/change.
@@MrDisphoricSo rather have streamlined encounter designs with different flavors of "keep all boons up all the time"?
@@MoreImbaThanYou I mean that’s what the devs have created so they do need to stay consistent in that design.
@@MrDisphoric So you'd be in favour of removing alacrity, quickness and barrier?
@@reson8 alac and quick (honestly all boons) should not be 100% uptime. Boonspam is shit and it should be changed to when you time your boon duration actually matters.
Barrier is generally fine and is interesting as preventative DR instead of reactive DR (healing).
I don't get why Rev can have passive pulsing boons on 600 radius but other classes like Necro have to beg for their group to glue themselves to them to consistently get all buffs...
You've heard of Guardian Privilege with Solar, now see Herald Privilege with CMC
Trail of Anguish being the _only_ source of stability means it really should either give more stacks, or pulse one stack of stability during the duration.
There is a well too, hits in an area but only 1 stack.
@@marcelozampieri1100 The well only gives stab to yourself.
Other classes don't even on demand stab
@@marcelozampieri1100 It only applies to you and the duration is absolutely pathetic even with 100% BD.
@@Jmvars 1 sec yes...
2 with 100% boon duration 😅
It's a bummer that Specializations can't have more unique quirks to them aside what role you're playing.
Fun tidbit: Inspiration for Transfusion's location res. likely came from the GW1 skill "Rebirth" on Monk from the Protection Prayers line, which behaved exactly the same except it was single target. Sad to see it go as it was great flavour for the Necromancer class.
Slowly beginning to see an Overwatch mentality where they slowly shave off critical features of individual classes and specs until they've homogenized Tanks/Healers/DPS. "press ultra button, do ultra thing, RT/RB for these, LT/LB for these. That's it."
I'm personally against what they've done, especially to Scourge. As a casual player looking upward, it seems like the ANET team doesn't play all of the classes to understand the changes they're making to them. Why bother keeping these Elite Specs around if you're going to take away what made them unique? Definitely a different time, a different team, a different taste. So unfortunate.
Forreal. Wish we could paste our thoughts onto the devs’ ceilings so they really can’t ignore them. When Specializations are no longer unique, “special.” smfh
I was playing healalac Scourge in all of my open PvE (and strikes too) content, I stopped playing it the moment I read the (upcoming) nerf. Pulling downed ppl from harm's way was so satisfying, but now I'm disenchanted. Good night sweet prince 😔
Heal tempest or heal herald is fun. Cele qdps herald can actually hit like 20k without alac while pulsing Regen, swiftness, fury, might, some prot, resolution and resistance. Feels very good in OW and metas
It is still Great becase Last Rite prevents bleed out which means if no one is taking extra damage they wont die and can get themselves easily up, combined with your potential 9% a second revive makes it 0,5% worse than Druid's Glyph of Stars. If you pair Heal Scoruge with Quick Scrapper your reviving potential is so high that no one should be dying in Raids, Strikes or Fractals.
Sure, it sucks now that you have no pull. I would propose we start campaign towards Anet to chance the Sand Savant trait so the big shade now pulls 5 downed players to you and if you pull more than one the cooldown is increased. This is basically nerffing the pull to Scourge only and similar to Tempest you would have to choose between DMG, Alacrity or the Pull. It would become similar to Function Gyro but instead of Reviving it would Pull people to you and you could run this variant on DPS Scourge with some DPS loss ❣Or do you think that kind of chance would be bad? Unbalanced? Unfun? I mean we all know that no one played Blood Magic on Harbinger and Reaper so why not do this instead?
Warframe is a game that has nailed the individual class personality concept. When I am about to go into a mission I look at what the mission requires and what the limitations are in order to choose which Warframe would be the best fit, like a mechanic choosing the best tool for a job.
The more Anet mushes the professions together, the less it feels like you're choosing the right tool for the job and instead just choosing what color you want the tool handle to be.
The only way to fix it would probably be to nerf a bunch of the boon sources into the ground, right now they're too much a passive buff rather than a response to what's going on in combat. Alac and quickness should be a "damage phase" buff that the player thinks about using rather than just a constant. It's the difference between people who keep the water running while they brush their teeth vs those who turn it off/on as needed.
I think Anet over corrected from when they first started making Raids/the HoT balance era when it was 'you must use Druid/Chrono (those exact specs, not generic Ranger/Mesmer), Warrior, Revenant, and then your DPS classes'. They did have unique buffs separate from boons for a time, but they were so strong that someone HAD to be those specs/classes and not using them was basically intentionally griefing your party.
I haven't played Warframe and only jsut started GW2 this week but it sounds like anet is doing the same thing SE has been doing with FF14, which has slowly pushed me away from that game. Most the dps feel the same, all the tanks feel the same, and definitely all the healers feel the same. Makes balancing easier for the devs but makes the player bored af. I haven't played WoW in over ten years but I really miss how unique each and every spec of every class felt to play back in the WotLK days. Holy priest and Disc priest were MILES apart. All three mage specs were completely different. When I was first picking a class to play for GW2 it seemed extremely varied but the more I research the more it is already starting to feel like ff14 job system
I think part is balance but part is also not pissing off the community since people are so crazy these days, sending death threats to game devs and stuff, but SE and anet have made leveling alts so freaking easy (I'm halfway to max level already on GW2 and have barely done anything but roam around the map, its insane) that people should really just have 2-3 characters they enjoy and if one gets nerfs, just don't play it for awhile. Back in those WoW days it could take weeks to level an alt so that was a different story, but times have changed
But WF doesn't ask you to make different characters, unlike GW2 who doesn't let you switch class like FFXIV.
Trust me, WF doesn't feel like that when you get to a certain point in endgame, at least not outside of very specific circumstances. But if you have Gaara you're probably not going to be using Frost or Limbo for defense missions, etc.
Idk, with so many frames these days there is more overlap than not and many frames are redundant while others are excessively over the top.
It's so sad seeing ArenaNet removing real unique class features. Like the Untamed with its decreasing cooldown buff whenever they interrupt a target.
I remember when only chronomancers could provided alacrity
Really glad this build didn't just die and I really hope you also try the new Heal Quick Catalyst that emerged after the patch.
I haven't played gw2 in over a year. I wanted to see Muk's channel to see whats new. Then I see they nerfed my heal scourge. I'll be back when they reverse the nerf...
Until they add back some god damn NECROMANCY into the spec It is dead to me. Said it before and i'll say it again, I want to play a Necromancer that deals with death magic. What I've got are a green warrior, a Russian and a sandmancer. Stupid ass change.
Beside Reaper, the other specs don't even feel like they belongs to the Necromancer lol. It has always been like that since their releases.
This. Necro minions are terrible, and besides getting life force from nearby deaths, reminiscent of Soul Reaping from GW1, there's nothing about the current GW2 necromancer that makes it feel like a "master of death". We don't get any long-lasting curses that debilitate an enemy, or ways to drain life from foes and spread it to friends.
As you said, it's just a green warrior. Some would argue that Necro is tankier than Warrior is, too.
I was super hyped for Necromancer to get access to swords... and what we got was a visually-obtrusive, sub-par lifesteal weapon kit. The double cast mechanic would be cool if the health cost wasn't so high and the lifesteal from the auto-attacks wasn't so low.
I'm still waiting for Necromancer to get a weapon that can actually heal others. Spear was the perfect opportunity to give Necromancer a mosquito-type spear to siphon blood from enemies and give it to allies. What a letdown.
They way I feel about these changes at this point is: "I don't care anymore" buff it until there is no reason to play any other team composition that isn't 10 Scourges or Nerf it to the point you never wanna see a Necro in your party.
They took away something unique and great for the identity of the class and for what? To punish people in Boneskinner for not doing the mechanics correctly? News Flash! Nobody does Boneskinner "The correct way" ever since it came out.
Next thing you know they'll take away the Mechanist's mech away because it is a better pet than the Ranger's animals or the Necro's minions.
Good point. I don't even know "proper" boneskinner mechanics, as I have literally never done it. I have done it without a scourge though.
not just BS, it invalidates pretty much all encounter design if you can just ignore mechanics and get saved by a single player pressing one button. It makes fights impossible to design, because either they are too easy with a scourge, or you have to make mechanics that instant defeat (not just down) players, so preventing ress. the repositioning of several downed players on a short CD meant that to "balance" scourge it had to be lacking in other basic tools. Not good for the game, not good for scourge.If one ability totally defines a profession to this extent, its broken as hell.
@@cameirusisu1024 That sounds to me like an encounter designer problem, Transfusion was a "Training Wheels" skills, it didn't need to get removed at least in PvE, if your team is good and doesn't die then Transfusion is basically an empty trait that had no impact in the encounter, if your team is bad and you needed to ress them constantly it's gonna take you way longer than a flawless run, there are way to many things i nthsi game that can be ignored thanks to the abilities or boons that people have access to. Should we remove projectile negation mechanics because you can use them to stop certain mechanics? How about getting rid of Aegis' ability to say nope to big hits? How about removing Mesmers portals since we can't design position mechanics as 1 Mesmer could invalidate it completely? Why should we bother having Knockback mechanics when a single Guardian can make them irrelevant? The list goes on.
If the problem according to you is that some mechanics are invalidated by things like Transfusion then fix the issue in the specific content were the issue lies (Instanced PvE) and stop removing fun and flavourful mechanics to appease a minority of the player base, you already got Alacrity and Quickness on everything, 25 might, Fury, stability, etc.
Or hey you know how some hardcore players did self imposed challenges? How about you do the self imposed challenge of not using stuff like Stability and Aegis and actually engage with the mechanics in the intended way? This ain't FFXIV, we don't every class to be a copy of each other with a diferent coat of painting.
they already hit the mech hard ever since they added that dumb "nerf to being out of range to the mech" effect, what a dumb class.
@@pkmnswampmaster No, transfusion vacuum was not just training wheels for noob groups. It was being used in the LCM to ignore most of the mechanics past the 10% hp threshold. The problem wasn't that the vacuum was too strong, it's that you could do it too often and anet would have to write a book in the transfusion tooltip to separate them. I hope the downed vacuum comes back as an elite skill that can be balanced appropriately.
I use Scourge for my heal alacrity. My views on the transfusion nerf is that it doesn't hurt good groups much, hurts bad groups a lot (mostly Boneskinner and other places where pugs constantly die to mechanics by not knowing how to dodge or move away), I guess hurts in WvW (never used it), but it sucks to lose it in PvP on support necros.
It's still a fine simple alac healer, I think there are things needed to make it competitive with druid, Chrono or even tempest. Ideas I've had are adding pulsing condi cleanse to well of blood adding resolution to trail or maybe have trail pulse stab one stack per second while standing on it or crossing it.
Imo garrish pillar has always been better as an AOE pulse heal. Pulling was fun while it lasted, but not necessary. Condi cleanse and some more variety of boon output would be needed to make it as useful as it once was. Especially when ele, druid, scrapper, even warrior have ranged aoe rez skills.
Oh, and while they're at it, unf@$& epidemic. Raise stacks to 10 or 15 plz. It was nice tanking SH as cele heal scourge and taking out wurms and TDs for free
Or they could just make the healing traits alter the shroud skills to pulse more boons or heal more or cleanse conditions. They don't need to alter base Necromancer skills to make Scourge competitive, they just need to make it bring something to the table that other specs can't bring.
Dessicate isn't really necessary, as most qdps have fury covered, and if you still need fury, you can now run relic of midnight king instead of febe since you have swiftness from elsewhere. Since you already use torch5 off cd, thats one interrupt and now want to switch to warhorn more often for the swiftness, you might as well use wh4 to get an extra interrupt and with more liberal use of f4 you can nicely upkeep fury and about 6 extra stacks of might with the relic
It still works buuut... It's dead to me.. I picked the class up for the combination of pull and revive. With that gone there is NO reason for me to play this any longer since my heal chrono (that I main) can literally do the same with feedback+medic feedback+well of Eternity+relic of flock
"Just like everybody else" is kinda the mantra MMOs.
This mostly feels like a bad continuation of the removal of things like Ranger's spirit buffs and replacing them with boons. That change was made across the board for all classes, and it somewhat made sense as the special icons could be incredibly confusing for newer players, crowded the buff bar with 7 million random icons, and some of them were admittedly incredibly powerful leading to heavy metas and want for specific ones, Ranger spirits being one of the biggest. Whether or not they intended it, these changes they've been making are leading to multiple different specs on different classes ending up being the same. Harbinger and Specter, it used to be that the quick/alac dps builds for these were different, as Specter had a lot more forced support with using a bunch of wells for alac. Even if it forced skills, I liked it. They changed it so Specter now pulses alac from using shroud skills, which has made Condi/Alac Specter basically just Condi/Quick Harbinger with a different main boon and even worse strike damage. This is just one of the changes, they've made a bunch and people a lot more invested into keeping track of these specific changes can go ahead and comment, but it's been a trend for them, of changing skills and traits to act similarly across classes. Some of it is probably(Hopefully?) a stopgap measure to give access to underwater alacrity outside of Revenant and underwater Quickness uptime, but it really is a big question of where they are going with this trend.
As a side note, if they did/are doing some of these changes to temporarily fix underwater stuff, I think I can speak for us all when I say they really would be better off waiting until they can fix most of it, if not all of it. Underwater combat's a mess, and they really just need to do a total revamp of it to fix the weapon skills and allow all the other skills we can't use underwater, or at least give us an effective alternative to the skills.
Considering that you not only lose the juice generation and a solid portion of your HP when reviving with the signet, it might as well hit multiple targets at this point.
Having it be available to any form of Necro would certainly add to the identity of the profession as a whole, but it could also just be part of the transfusion trait instead.
Either way, I'm still playing it. The access to swiftness and stab does feel quite nice.
This. It has a similar cast time and the same target limit and range as the Guardian's Signet of Mercy, yet Guardian's signet doesn't cost health. In fact, Guardian's signet has a much lower cooldown than the Necromancer's does.
signet of undeath needs some kind of buff since now its completely beaten by glyph of the stars. single target, health cost, and way longer cooldown, not to mention that druid has search and rescue too.
What ANet is doing right now reminds me of Blizzard when they started giving every tool to every class and just removing anything unque about them
I wish they would've either removed it from PvP/WvW only, put a cooldown on how often it can happen, or lower the amount of players it can pull.
well put, and so simple too 😞
if they did all the above, it still would’ve gotten on along fine. probably better that way as well
Still a good healer but the no more pull just took away all of its flavor. I really wish instead of getting rid of it they reduced the amount of people pulled by it. IT was 5 and I think they really should've downgraded it to 3 or 2 or even 1 so it stayed on par with the rangers revive pull.
Relic of Mercy works amazing on Scourge now. Reviving with full hp is no joke!
Like you said, I would have prefered to either put a longer cooldown or maybe reduce the distance of the pull than have it removed. But I am glad It was not destroyed and that it is still a viable healer
I kinda wish they made a compromise and allowed 1 pull of the closest ally, to at least bring it to par with search and rescue. You still have the identity overlap issue from what's lost but not quite as bad as the pull being eliminated entirely.
I wonder if they changed the pull in preparation for upcoming content mechanics? Like, if there's a punishing aoe in the new convergence that youre supposed to avoid standing in, I can see how having enough scourges with 5 person pull each might allow even a very bad group to succeed. Just speculating here though.
Yes, now people have to do the boneskinner mechanic, and it hurts a lot for big metas and convergences. An unpopular case perhaps, but the pull was in 99,9% of my fractal runs not necessary. It ruins the unique gameplay of the class, but the spec is still super strong.I run cele with monk rune, p/t and wh with both torment sigils for proc and duration. You can outheal everything and hit 12k dps.The gameplay is about 1,5/10 difficulty and is not that spammy. If you have a herald qdps you have all utilities open. The fearing bubble is great cc, or the boon strip utility very nice, however you can also take a scepter or axe in the 2nd main hand for extra boon removal with almost no dps loss. At 100% hp with about 1200 heal power, which isn't too far away from harrier. The Relic is completely open: monk,herald, akeem, the ress one, condi cleanse.
6:30 I'm not in solid groups and I often forget it when I'm running necro. xD
If anet is so concerned about class mechanics allowing groups to skip mechanics, waiting on them to delete mesmer portals and distort next.
Or any of the instant revive glyphs and signets that other classes have access to. Clearly instant revives are ruining the game, let's get rid of all of them.
i still like heal scourge because your big cc is funny since it will do more or less cc depending on weird factors, flesh golem depends on boss size and spectral grasp depends does more if there's adds, on boneskinner can do over half it's break bar every time that comes up since they're low cool down abilities
They haven't announced it yet, but in the next expansion they're going to delete 8 of the 9 classes and rename the remaining class generic blob where every skill will give all boons healing and do 40k DPS. Classic Anet logic.
I genuienly dont feel like playing gw2 anymore because of what they are doing do all the specs , which is sad considering ive played this game for a solid 8 years
It really sucks they are taking unique mechanics away, but If I'm being real the build is better than before in every situation in which you are not constantly scraping people off the floor. Getting to spam tranfusion off CD makes the build's healing a lot more potent and the buff to Trail of Anguish makes it an actual viable stability button now. I'd say it's still realistically top 3 healing builds right behind Chrono and Druid.
Truth be told the nerf hurts it
Very often it was not needed but it was nice to have it
But there is still one way to play HSC to make it still THE carry class... Lhyr Relic is the answer
HSC with dagger (+ Warhorn & Torch - Muks exact loadout in this vid) has massive self heal on the dagger 2 (or if timed correctly and depending on your team 3+2) and thats also needed because for those that dont know...the relic has the effect that the people you give boon to you take for some time of the fight 50% of their physical dmg
That plus barrier & the insane condi cleanse potential makes your subgroup nearly immortal (as long as you can stay up ^^ & they dont get into instakill mechanics)
Just be aware - full giver and dagger is obligatory here
Alsothe trait "vital persistence" is quite useful here too
But if you are equipped like this you can even survive very heavy hits to the group like the boneskinner jump (& people not dodging)
This gives HSC a complete other flavor in my opinion and it's definitely worth a try
Would love Muk give it a try and post it as a seperate vid ❤
(And yeah I know how broken relic of mercy is and how its life percentage scales with healing modifiers - my goal is to not let the group go down in the first place 😊
Your noobs will have the easy time of their life 😂 )
How can one get to this instance?
Thank you for the answer!
Soon as the news broke weeks before oct 8 I geared up a druid and will continue to main it. RIP my 3+ year old scourge will be an alt park now.
Heal Scourge was never going to be Mechanist but worse with this change, even if it didn't get the buff to stab and get swiftness it has more barrier, more condi cleanse, more skills to help revive (well of blood, trait for well of blood on rez, and transfusion pulsing rez). I am glad that Scourge got its buff to swiftness and stab though it should have more stab and should get vigor, I'm also glad well of blood and transfusion rezzing got buffed... Scourge is still the best at reviving several people at a time in a short time with the range of transfusion and the wells having a good range too, losing the pull just really hit it hard in cases where you'll really quickly die if you down, like boneskinner, SH if people down in front of walls, whisper of jormag, that sort of this. Everywhere else this is a pretty decent buff to the capabilities of the build, it just sucks to lose the unique tool. I'll continue to use Healscourge where I have been already, and continue not using it where I didn't.
What if they had kept the teleport, removed the revive bonus and make it affect allies in a cone?
A lot of other streamers shared a lot of misinformation and panic about the changes for heal scourge (as if the pull was the only good thing about heal scourge).
Good to see you actually going into it and coming to the right realization, that it is now pretty much an equal valid pick to other alacrity healers. It would have been a bit worse than others before, because of the scuffed stability and swiftness application. It would still have been fine, but not as good. The only real loss now is the fun with the build, because the pull is missing. It was something unique and it would have been nice to see something similar but not as powerful to take its place.
Just something about composition for others: I wouldn't take double heal scourge. 1 Heal scourge and 1 other healer would be better, since heal scourge is still not as good on healing as other classes. It makes up for it in barrier application, but it makes no sense to have two of them spam barrier, when you can only give 50% HP in barrier. Better let the scourge give out barrier for 6, sometimes 9 people and then have another healer take over the more powerful healing in case of high dmg mechanics (like VG green explosion).
Started GW2 a few days ago (your vids have been very helpful on picking a class) and I'm currently leveling necromancer with plans on reaper for open world stuff and scourge for fractals. HOW DARE THEY NERF MY BUILD. Jk, been playing MMOs for twenty years and this seems kinda par for the course. Not even as bad actually since Scourge gained things. Many times in my past I've seen game devs nerf a spec, take away tools, and not give anything in return. It would have been fun to vacuum up ally corpses, but oh well
Well said. We are poorer for the loss of the pull and it speaks volumes about the character of the people who are making decisions at anet now.
yes, it means they care for the game and its longevity and want to give good encounter design.
@echostorm5701 its your fault that this happened, you should have applied to work at anet prior to these people working there, climbed the ladder until you became CEO and denied them the position. Heal scourge would still be alive if you would have just locked in.
@@Harlequinlynnette My bad
@@cameirusisu1024 So they waited for about a decade to fix something that nobody was complaining about in PvE until a few weeks ago when the try hards made it a talking point? No. CmCs elitist discord buddies were hurr hurring about it in WvW and their almost pathological distaste for anyone not playing this game like a job vindicated this nerf because they and the people that support it are sociopaths.
They should make the scourge either be able to res like they did before OR provide alacrity, not both. Then at least it's a choice a group could make
That is something I would like a dev talk on: how important is profession "uniquness" in the current modern age GW2? This "homogeniety" has been slowly trending since the change to Spotter being the same as Assassin's Presence where they both give Fury on an interval.
It's still good. It's more challenging now because you actually have to get good now rather than just pressing one button to win.
Funny that with trail of anguish you throw around sand and thanks to it people suddenly feel more stable. :D
This is going to DESTROY the lesser-populated metas like Defeat the destroyer lieutenant(s). The ground becomes acid and melee is mostly fucked.
While I am kind of sad to see one of the unique utilities go, I'm overall very happy, since all the other changes are pretty nice buffs. For running hscrg in an experienced group this is just quite a good improvement. Also very helpful when tanking as I can now use my best heal even when someone is down without having to worry about pulling them in front of the boss
The reson is... Im gonna tell you. I had a lot of fun in pve world bosses or metas, to tp downed not in sure places, but in dangerous places instead and leave them there die. Like the janthir wild bosses where u get hurt under meta boss hitbox or in matriarch breathfire and look at them burn to ashes... Now i cant finish downed anymore
Im gonna tell ya, i think once i killed more than 50 people per meta
As someone who main tanks heal scourge for one of my statics, the Transfusion change was surprisingly an improvement for main tank, since I now don't have to worry about yanking people into the boss' cleave if things are going wrong. RIP the special utility of off-heal scourge though.
Man, it was fun... I used to main heal scourge now i feel lacking originallity. I can just play any other healer now
Anet needs to make minion master necro the next necro meta somehow.
I saw people saying "That's the same as taking ranger pet away". Why always this analogy lol the class still fine, just not a braindead carrier
As a player who is not happy with the changes to HealScourge and does not want to maintain one of every class just to have something viable to play, I am done with GW2 for now.
There are lots of excellent games on Steam, and Mukluk does a great job of showcasing them!
When are we getting Mukluk doing Raids with single Profession?
Would it not be funny if he made group full of Engineers one sub has Q Scrapper heal other A Mechanist heal paired with boon dps from A Mech and Q Scrapper and then mixing the 6 dps spots with 2 holo 2 scrapper and 2 mechanists 😁 and you can do this setup on all professions EVEN if some of them would suck.
I'm specifically refering here that you would be forcing people to play thigns like Heal Quick Berserker, Heal Quikc Harbinger and Heal Quick Deadeye to mention few.
Also full Ele would have 4 Catalysts, 4 Tempest and 2 Weavers and everyone is basically a class ganon so it would be much harder.
Like, how do you do W2 Mathias without Reflect? Engineer Shield 4 or Inventions turret bubble? Elementalist has Earth Reflect? Does Necromancer, Thief or Warrior even have Reflect?
Snebzor has some video's uploaded where he did just that, he is pretty busy so there probably won't be more for a while I'll link one of them below
th-cam.com/video/cNTFaOV6RQM/w-d-xo.html
ToA should've at least been changed to work the same as Power Break
Really sad to this change, your proposed way of doing it with a per-person revive cooldown seems much better and keeps the uniqueness of the profession while still nerfing it.
It ends up making necro less fun in the end and that's sad to see in a game
Not even elixir R will help mechanists (scrappers sure but you have function gyro). You don't get the toolbelt skills.
one stack of stab is sad when hfb can fart out 10 stacks because yes.... and swiftness is cool I guess.... not like most people can do that. I'd much prefer they just leave the port as is, it was like THE ONE fun thing about this class. I'd play hscg on our static's progress runs and once we got better I'd swap to a different healer and this was before it even had alac :/ this is like taking away an old friend ;-;
1 stack of stability on a 25 second cooldown. That's fantastic.
That is copium. Its better than nothing but that is not fantastic.
Most of the fights in the game that require stability can be handled with one stack to the group on a < 30 second cooldown. There are a FEW that need more.
Trial of Anguish should give 5 stack of stab 😢
I noticed only one misatke. You didn't talk about Last Rite which is the most important trait on Scrouge preventing 2,5% bleed out while downed!!! if 9 people are down you are preventing 22,5% bleed out.
I didn't mention last rites because (I don't believe) that trait has changed since 2015. But yes, it is fantastic.
@@MuklukTH-cam Last Rite feels like it is now the only thong that sets Scourge apart from any other Heals...
@@MuklukTH-camSomeone proposed that Anet could rework the Sand Savant trait so F1 Manifest Sand Shade pulled downed people in the area to you.
Similarly to Function Gyro but instead of reviving it would only pull. You would be forcing similar choice as Tempest has where you can only pick more DPS, Alacrity or Big Shade that Pulls downed people. Also it would be much more balanced as the pull radious would be way less than Blood Magic's old Transfusion which was 600 around yourself which is huge area. You could also add that if you pull more than one the cooldown is in increased.
This change is garbage, and the people defending it care way too much about noobs getting carried through 5 year old content.
It didn't I don't use it anymore
Just left the necro for storage now
I feel like a few skills should have a downside to use. Like you can pull them in but they take longer to revive, -50% incoming healing while in downstate. Next time -60% etc
Or how about, if you get pulled, you have a 20% (stacking) damage debuff for a few minutes. That way the necro could reliably pull every time, but the consequence would be that you aren't skipping mechanics, because the fight will now go on for longer. Nobody would want to be pulled more than once in a short period. This way there would be a penalty, and would help balance the skill.
Can we give these same restrictions to rangers? Oh, and while we're at it, limit all others to 1 stack of stability?
Dear Anet:
Quit NERFING PVE builds.
Sincerely,
A PVE Whale
PvE builds are in the most powercrept state they have ever been, if anything they need more nerfs lmao.
So in short: it‘s fine, but git gud noobs (several boneskinner flashbacks)! ;)
After testing the new Heal Scourge I feel like it got better and not worse. The Extra res speed is nice and being able to give swiftness and stability helps a lot.
Deleted my build and gear. No desire to play like this.
Why the devs consider fixing and balacing the game by nerfing and removing things?
Specially in this case is quite sad. I am low key happy that I stopped playing the Necromancer,
I would be deeply disappointed right now. i am disappointed and my day is ruined meme
The people defending the nerf makes no sense to me, like why does it bothers you that you can revive new people who haven’t learned X mechanic yet?
How reviving noobs it’s gonna affect you negatively?
All this does is get people scared to try new fights which in turn makes “training” groups less like to succeed, less likely to keep trying and less likely to even play that boss ever again
ANet took away a unique mechanic TO THIS GAME for the sake of not helping new players in PvE? They’re so out of touch lately it’s unreal
unpopular opinion: if you have to use 90 revives to kill a boss, that group is not ready to kill that boss yet. dragging people through an encounter with brute force ends up not teaching them anything
Its a good change imo. It was a broken mechanic, one players should NOT be able to save entire groups with a single button. it needed nerfing hard. Now its incredibly good (very fast ress), but not broken (reposition gone), plus its abuse in wvw has ended. If you were only playing scourge for this, or if you think it defined the class, then frankly you were only playing it because it was broken and op. You should NEVER be able to just ignore mechanics or make them irrelevant, and being able to reposition people who did not move from aoe/mechanic is doing exactly that.
Think what muk says here, he did BS with 90+ revives...no fight should be winnable with each player going down over 9 times each on average....
also, if scourge kept this op ability, then it could not be given the basic tools other healers have and need, because if it did then it would mean you NEVER pick another healer, ever. It HAD to lose this frankly ridiculously broken ability. (and personally I prefer it this way).
The pull wasn't ignoring mechanics though- ppl still screwed-up and went down. What the pull did was give them a chance to learn from their mistakes and survive.
@@reson8 You can still rez clueless people in AoE (it's insane with Relic of Mercy) if you're quick enough though. It's just not as brain dead as before.
@@reson8 it pulled people OUT of danger. in places where they'd normally be very hard to ress, take much longer to ress, or would be impossible to ress. Muk says he did a BS with 90+ revives...if thats not ignoring mechanics, I really dont know how absurd your definition or it would be, it it would even be meaningful at that point.
I don't/didn't run trail of anguish on my hscg- too much of a faff trying to run across everybody. Well of power is arguably better when timed right.
I've totally shelved my hscg- the res-pull was the only thing lifting the spec above other healers. To those who say that it invalidated mechanics- it didn't. The res-pull allowed someone/people who screwed-up/had lag to survive instead of dying. It allowed them to learn "This mechanic will down me unless i avoid it." not "We have a hscg, it doesn't matter if i'm lazy cos they can pull me out of the fire." and is especially apparent on Boneskinner, where you couldn't use garish pillar for every set of hands anyway due to the cd.
If the res-pull was such an issue, why remove it altogether instead of adjusting some numbers? Answer- because a dev experienced it in wvw and hated it.
Well of power does not apply stability to allies.
... not that that information is useful to you anymore, lol
Shows how much you know about the class lmao, Well of Power IS SELF STABILITY ONLY. The build is better now than ever apart from low experience groups where you're constantly having to scrape people off the floor. I agree it sucks they removed an unique mechanic, could have nerfed it hard instead of full on removal, but it is what it is.
Well of power stability is self only. Not group.
@@MuklukTH-cam Ahh yes, i forgot that necro's can't have good things.
Meh. This nerf doesn't matter to me, personally. On the other hand, changing Thief Staff 2 from "Weakening Charge" to "Weakening Whirl" (ie, you no longer charge forward) absolutely murdered your Low-Intensity Daredevil (which I was enjoying very much for the two weeks I used it) for me. :(
unpopular opinion; This change was needed for all game modes. In WvW, nothing more needs to be said. It's just crazy overpowered, being able to pull a downed player out of the frontline and rez safely. In PvE, the pull makes players complacent encountering hard fights. Now they have to learn how to actually play the game without a Necro pulling them out of bad situations.
Thank you for making this video, fellow human. I, too, like Gen 3 bacon (I'm sorry Mrs. Luk).
Deserved nerf imo. Old scourge wasn't training-wheels, it was a full-body inflatable ball. Training wheels won't protect you from running into a wall. If you get next to 100 revives at Boneskinner, then that group did none of the mechanics, but they can still claim to have killed Boneskinner. Next group they join, they will die instantly and be dead weight. The new scourge deserves to be called training wheels. The revive speed is impressive and it takes next to no time to get started. Druid still needs to channel for 2 to 3 seconds to get going. Scourge won't protect you from running face-first into a wall anymore, but it still allows you to salvage situations where half the team goes down.
Hard agreed, and that's not even touching on how putrid it was in wvw zergs
This is the best opinion ive read on heal alac since the nerf
Unironically who cares about pug groups getting picked up?
IDC about the nerf, Scourge looks hella fun, and I get to summon the Pee Ghosts
Dear diary, today I learned some people call scourge shades "the pee ghosts"
I'm glad the transfusion teleport was removed. And transfusion got better for it.
So, my two cents are that im sad to see it go, but i think that its healthy for the game in its current state. HScrg was just too strong, no other healer could compete. You could solo carry any content just by being a good heal scourge and you didnt have to give anything up for it. I think its fine to have a "training wheel" build in the game, but there has to be a meaningful tradeoff in the comp for it. Like Scourge before the alac rework, the mechanic was in the game for a long time and arguably even stronger than it was now, but it was fine, since you would either have to trade a boon or a dps for it and it was really regarded as "training wheels" people would utilize when learning raids and it was seen as something you graduated from. Now with alac, barrier, massive heals, massive revives and the pull combined with arguably the lowest skill expression of any healer in the game, players naturally preferred hscrg to anything else, completely replacing any other healing builds in most content. I think the proper way of balancing it would be to move the pull to a scourge trait and make people chose between alac and the pull, that way you can still have the training wheels effect and you have to make a meaningful tradeoff for it, balancing the overloaded kit necro could have brought before.