hi there.
i would say as much as 20% of sieging+minigame kills come from ftw.
because kill count seems to be amount of damage dealt gets credit of kill.
so for most part reaplying ftw+motd will grant you kill count on any soldier wich been exposed to your dots over time even if he healed up full health several times prior to actual kill blow, same for any bs-pom wich you dotted several times and did not kill.
so those annoying soldiers wich run around immortal when they get zerged and killed a necro wich been dotting gets credit of kill even if he wasnt involved in the zerg kill wich killed the soldier.
i have no idea how to prove this but have witnessed countless times something like this situation:
enemy flag carrier dies miles away and i get kill strait away.
my personal experience has proven me beyond doubt ftw is kill stealing.
i seriously lack proper means to prove this given my limited means as a player with no access to server numbers, i mean i could show you parses of damage dealt, but wouldt realy help prove it unless i could confirm that i did not kill players miles away from me despite parser showing me having dealt the most damage to them.
but any experienced pvper will back me up in this claim, this is specialy true in sieges my record is 106kills i have no idea how many came from ftw and how many from direct nuking but have seen other necros reach 200kills in sieges and all they were doing was realy just ftw+icetrike spam.
so i strongly believe that if simply, feats are distribuited evenly where they should be; by this i mean the simply placing of reanimation feats that are in nightfall in reanimation tree and vice-versa; in that event necros will get more powerfull just by doing that.
if they actualy fix all the broken feats then necromancer would get instantly more powerfull.
so in light of that possibility, wich is moving feats around and fixing them, i dont think at all that halving all dots, ftw especialy, would harm the class, would only serve to bring a very needed adjustment,
for it makes no sense to get a kill from someone miles away wich was full health and got nuked down by other people
also makes no sense that dots prevent doing minigame objectives for too long a time
another issue in pvp is the self cooldown on ftw&motd without casting it, its ultra anoying so given they have no clue how to fix it i realy hope they just remove cooldown to reuse ftw
further more if they choose to reduce dot duration to just 15 secs then would be absolutly needed to add a bit more damage to compensate for it, like its been pointed out by others the damage its currently doing isnt considered a threat to most classes, unless you have that crap situation of no healer in team and 2-3 necros oposite team then it hurts and only then.
i consider that if they actualy ever revamp necromancer its going to become even more powerfull then what it already is, so i feel its important to point out to funcom developers wich might in near future endevour to revamp class that these particular mechanics are simply wrong and will need to be adjusted upon revamp.
and like i mentioned several times would be far more interesting gameplay if there were more detonating dots applying curses instead of more damage.
already plenty of curses wich could be adapted to necromancer gameplay,imagine having one of those useless feats enable you to apply a fizzle/miss chance curse upon detonating ftw and stuff like that, would certainly be more intersting gameplay if made properly