patrisaurus wrote:
1) Taking out a scout pet in 1.5 rounds is not a big deal, as scouts have access to the third row.
2) Taking out GM barbarians in 2-3 rounds means that the barbarian in question was a clueless newbie, not that there is a problem with the game. For example, I offer the time recently that Surrit level patrolled my wolverine char Logan. I had no weapon on to parry with, and yet I lasted 7 or so rounds because I was stance defensive and had armor/sanc/luck buffs (still died because I was afk taking a dump, but that's not really material to the conversation). If I had been at the PC, I'd have survived no problem. If I was unbuffed, I'd be behind a pet so as not to die like a newbie. Ardith might complain about Necros being unkillable by him because they're a fairly hard counter to melee, but that's called sour grapes, not game balance issues. His elf merc would have no problem tanking a wraith army for 7 rounds. In fact, any well built, reasonably geared, non clueless newbie has no trouble tanking a wraith army for several rounds. Yes, they will lose 1v1, but they will have ample opportunity to flee, quaff recall, or tank tank tank while their friends deal with the back row necro.
You are assuming too much about how the game "should be" instead of just playing it as it is, because you are bad, and you want the game to be dumbed down to your level instead of improving yourself.
You really just can't grasp the bigger picture. What good does it do a scout to be in the third row when his two pets get hacked to bits in under 3 rounds? How does he have a chance to actually win the fight against the necro? Yes, he can escape, but can he actually win? No chance. That is the point you seem to be missing over and over again. It's not about escaping; it's about having a chance to win. Why must necromancers be handled by tanking them for seven rounds with a fully buffed mercenary just so that other PCs can try to hit the necromancer? How is that balanced? Why must another character get involved in a PvP scenario to make it winnable? And how, exactly, does a mercenary try to tank a necro army then flee when things go south? How does he avoid "order all bash", even if he's in a certain cabal, because the necromancer already ganked his relic in 30 seconds?
Please, just quit posting about this unless you have something meaningful to contribute; hint: anecdotes about you taking a dump or fallacious
ad hominem potshots at me aren't meaningful contributions. All you are doing is missing the point over and over like it's your job. You and everyone else continue to ignore the PvE side of things altogether and instead focus on just repeating that it's perfectly fine that necromancers can 1-on-1 any class and win in PvP, that it's just fine for a class to be so out of balance that it actually makes SK worse than it could be. Make a good argument as to why a necromancer's melee damage needs to be so astronomical compared to the rest of the game or just step aside.