R.I.P. City of Heroes, 2004-2012
Long Live Atlas Park 33
(edited by vince.5937)
Howdy folks. If you know who I am, fantastic; if you don’t, I’m a former ANet QA guy. Won’t go into my releases for personal info reasons. CAUTION: Wall of Text incoming.
I want to start off with how much I’m absolutely in love with the Reaper Necromancer Elite Spec. I’m a huge fan of Greatswords and Shouts (my Warrior and Guardian are both GS Shout spec because it’s a total blast to me) and seeing that proliferated to Necro (my third favorite character) gave me a huge amount of joy. Let me start with that first!
The new Shroud looks as cool as it feels, but has one large hole in it from my POV.
I didn’t get a chance to mess with the other 3 available Elite Specs, but given how solid Reaper came out I have high hopes for them. Tempest especially looks cool, but I didn’t get the time to roll up more than just my Necro.
(Continued in next post!)
(edited by vince.5937)
This brings me to where the beta weekend really fell short, which was all of the events in the Verdant Brink. The story instances were fun, and allowed me some nice insight into the new group’s dynamic — and it was AWESOME to see my very own character belt out orders instead of using Trahearne as a mouthpiece for once. However, every event I ran this beta weekend in Verdant Brink was bugged in some capacity. As former ANet QA, this stuck in my heart more intensely than anything else. On top of that, some of the enemies in this area are just not intuitive as to how frustrating they’re going to be or how hard they hit. I’ll go in to this below.
And the events:
Despite my complaints, I’m loving the narrative and the new life breathed into gameplay here in HoT. I can’t wait for more. I’m hoping the next Beta weekend will have a round of event/bug fixes that don’t require every event in Verdant Brink to require a workaround or dismissal as broken, though. My favorite part of GW2 is being able to bring my skill and profession to a cool event and contribute, and when the events are almost ALL in disrepair, my fun drops to zero. Keep on keeping on, guys, thank you for the effort. Just swing the QA stick a little harder at your events.
TL;DR
Reapers are fun. Events are almost all broken, which isn’t fun. Mastery seems convoluted and exclusionary. Enemies could use some balance. Loving it despite the complaints.
(edited by vince.5937)
Also, to conclude: I’ve been gone from GW2 for quite some time. 2-ish years despite playing since launch. I got burned and burned out pretty hardcore, and I have high hopes for HoT. GW2 is still very near to my heart, and I hope that some polish is done here to help with the current issues I’m seeing.
(edited by vince.5937)
Also, to add, a clearer description could be used on all fronts of the new Necromancer shouts. Many of them say “apply conditions” or “apply a condition” without actually denoting what condition is being applied. The only way to really see it is to actually look at the conditions applied when they land.
And please, add an icon for the condition damage from chill dealt with the trait Deathly Chill same as other conditions. Now just is showing the numbers so you don’t know where it comes from.
I felt mobs were designed in such a way as to not allow you to just run through and not care about aggro but instead make you pay attention and learn their mechanics.
Snipers typically came 1 in a group, they really hurt but have low hp. a reflect devastates them and a knockdown or stun usually gives you enough time to get in range and burst them down. Unfortunately, every class has a reflect of some kind except for necro (and thief’s is on the elite), and necro doesnt have much for a long range CC, though it has some mid range CC. I probably would have been either running spectral grasp (a pull is an interrupt) or flesh golem for the knockdown. This, i feel, is an issue with necro and not with the mobs themselves.
Similarly with pocket raptors, once you figure out how to deal with them on a given class, they arent that bad.
(edited by That Guy.5704)
I felt mobs were designed in such a way as to not allow you to just run through and not care about aggro but instead make you pay attention and learn their mechanics.
Snipers typically came 1 in a group, they really hurt but have low hp. a reflect devastates them and a knockdown or stun usually gives you enough time to get in range and burst them down. Unfortunately, every class has a reflect of some kind except for necro (and thief’s is on the elite), and necro doesnt have much for a long range CC, though it has some mid range CC. I probably would have been either running spectral grasp (a pull is an interrupt) or flesh golem for the knockdown. This, i feel, is an issue with necro and not with the mobs themselves.
Similarly with pocket raptors, once you figure out how to deal with them on a given class, they arent that bad.
This is why I put in a disclaimer that I’m a full Carrion necro, not something built for toughness or reflect. However, I also feel that having to burn both of my dodges to avoid the Snipers is a bit harsh. All of the other things in my setup that I can use to negate projectiles (such as Death’s Charge) take long enough to cast that the sniper’s already landed a good chunk of his volley on me, and it hits hard enough to really make the fight a pain.
EDIT: Really? Censoring this word?
This is why I put in a disclaimer that I’m a full Carrion necro, not something built for toughness or reflect. However, I also feel that having to burn both of my dodges to avoid the Snipers is a bit harsh. All of the other things in my setup that I can use to negate projectiles (such as Death’s Charge) take long enough to cast that the sniper’s already landed a good chunk of his volley on me, and it hits hard enough to really make the fight a pain.
EDIT: Really? Censoring kitten -n-a-l?
Yea, I do understand that, like I said though, I think a part of the issue is in the necro itself not the design of the sniper or even your build. lack of options for this kind of thing, long cast times or close range requirements. These issues then necessitate a double dodge. I ran around with a tempest most of the weekend and by the end, all I found I needed to do for a sniper was either icebow 5 or magnetic aura which a tempest has 3 sources of (if traited for it). my main (engineer) I will probably run a pistol shield in the new maps for the block and daze. Run in with a shield 4 reflect and then knock down when I get close. I could go on with other classes, necro just needs some reflect/CC to feel ok in this map. I played reaper for a little while and readily admit I havent done much with a necro in the base game and so had little experienc with it anyway, but I went back to playing either an ele or revenant after not too long.
Luckily Robert Gee posted somewhere about looking into the axe and scepter for reaper and as I remember one think he mentioned was either a block or reflect.
This is why I put in a disclaimer that I’m a full Carrion necro, not something built for toughness or reflect. However, I also feel that having to burn both of my dodges to avoid the Snipers is a bit harsh. All of the other things in my setup that I can use to negate projectiles (such as Death’s Charge) take long enough to cast that the sniper’s already landed a good chunk of his volley on me, and it hits hard enough to really make the fight a pain.
EDIT: Really? Censoring kitten -n-a-l?
Yea, I do understand that, like I said though, I think a part of the issue is in the necro itself not the design of the sniper or even your build. lack of options for this kind of thing, long cast times or close range requirements. These issues then necessitate a double dodge. I ran around with a tempest most of the weekend and by the end, all I found I needed to do for a sniper was either icebow 5 or magnetic aura which a tempest has 3 sources of (if traited for it). my main (engineer) I will probably run a pistol shield in the new maps for the block and daze. Run in with a shield 4 reflect and then knock down when I get close. I could go on with other classes, necro just needs some reflect/CC to feel ok in this map. I played reaper for a little while and readily admit I havent done much with a necro in the base game and so had little experienc with it anyway, but I went back to playing either an ele or revenant after not too long.
Luckily Robert Gee posted somewhere about looking into the axe and scepter for reaper and as I remember one think he mentioned was either a block or reflect.
Ideally I’d like Death’s Charge to not spin you so far forward. If it wasn’t such a high-mobility skill in a low-mobility area I’d happily have swapped to Shroud to spin my scythe and block that attack. Unfortunately, there are about 2 major land masses in Brink that don’t lead to a cliffside death if you use Death’s Charge.
Only mobs I have problems with are the snipers….everything else I can literally face tank with my cleric/healer ele and revenant…what they added for ‘difficulty’ is essentially: most mobs chain KD non-stop, have huge burst that also is spammed, and that’s about it; they are not particularly hard, just annoying. Over all, I feel this weekend was a complete waste of time testing; most things are broken so that does not bode well for HoT.
This is why I put in a disclaimer that I’m a full Carrion necro, not something built for toughness or reflect. However, I also feel that having to burn both of my dodges to avoid the Snipers is a bit harsh. All of the other things in my setup that I can use to negate projectiles (such as Death’s Charge) take long enough to cast that the sniper’s already landed a good chunk of his volley on me, and it hits hard enough to really make the fight a pain.
EDIT: Really? Censoring kitten -n-a-l?
Yea, I do understand that, like I said though, I think a part of the issue is in the necro itself not the design of the sniper or even your build. lack of options for this kind of thing, long cast times or close range requirements. These issues then necessitate a double dodge. I ran around with a tempest most of the weekend and by the end, all I found I needed to do for a sniper was either icebow 5 or magnetic aura which a tempest has 3 sources of (if traited for it). my main (engineer) I will probably run a pistol shield in the new maps for the block and daze. Run in with a shield 4 reflect and then knock down when I get close. I could go on with other classes, necro just needs some reflect/CC to feel ok in this map. I played reaper for a little while and readily admit I havent done much with a necro in the base game and so had little experienc with it anyway, but I went back to playing either an ele or revenant after not too long.
Luckily Robert Gee posted somewhere about looking into the axe and scepter for reaper and as I remember one think he mentioned was either a block or reflect.
Ideally I’d like Death’s Charge to not spin you so far forward. If it wasn’t such a high-mobility skill in a low-mobility area I’d happily have swapped to Shroud to spin my scythe and block that attack. Unfortunately, there are about 2 major land masses in Brink that don’t lead to a cliffside death if you use Death’s Charge.
hmm, maybe the suggestion here is to make death’s charge stop progressing forward if you reach your target? If you could death’s charge in place when on top of your target, it would be a nice damage boost for necro too (even though reaper seemed to have pretty decent damage in shroud).
- Death’s Charge is the rotten apple that spoils the bunch here. The mobility on this skill is so incredibly high for a zone like Verdant Brink. In other parts of the game I’m sure this skill would shine and be real fun to use, but on the precarious perches of the Brink using this skill is basically asking to take a dive off a cliff. I found more often than not that if I wasn’t facing down my attacker eye-to-eye, the projectile deflection would not work. I had to be dead-center, 12-o-clock on my target. This skill feels clunky, unpredictable, and not up to snuff with the rest of Reaper’s Shroud.
This was my only complaint about the Reaper spec. This skill seems like it would be much better off being a shadow step. It accomplishes the same goal of closing the gap, but alleviates a lot of the pain points that spiraling recklessly through the air causes.
I would love to see it changed to shadowstep to the target and apply chill to the foe and nearby foes. Even if it doesn’t do much damage, this would make a lot more sense with the reaper spec being built around chills and vulnerability and it would be a hell of a lot easier to use than the current design.
This is why I put in a disclaimer that I’m a full Carrion necro, not something built for toughness or reflect. However, I also feel that having to burn both of my dodges to avoid the Snipers is a bit harsh. All of the other things in my setup that I can use to negate projectiles (such as Death’s Charge) take long enough to cast that the sniper’s already landed a good chunk of his volley on me, and it hits hard enough to really make the fight a pain.
EDIT: Really? Censoring kitten -n-a-l?
Yea, I do understand that, like I said though, I think a part of the issue is in the necro itself not the design of the sniper or even your build. lack of options for this kind of thing, long cast times or close range requirements. These issues then necessitate a double dodge. I ran around with a tempest most of the weekend and by the end, all I found I needed to do for a sniper was either icebow 5 or magnetic aura which a tempest has 3 sources of (if traited for it). my main (engineer) I will probably run a pistol shield in the new maps for the block and daze. Run in with a shield 4 reflect and then knock down when I get close. I could go on with other classes, necro just needs some reflect/CC to feel ok in this map. I played reaper for a little while and readily admit I havent done much with a necro in the base game and so had little experienc with it anyway, but I went back to playing either an ele or revenant after not too long.
Luckily Robert Gee posted somewhere about looking into the axe and scepter for reaper and as I remember one think he mentioned was either a block or reflect.
Ideally I’d like Death’s Charge to not spin you so far forward. If it wasn’t such a high-mobility skill in a low-mobility area I’d happily have swapped to Shroud to spin my scythe and block that attack. Unfortunately, there are about 2 major land masses in Brink that don’t lead to a cliffside death if you use Death’s Charge.
hmm, maybe the suggestion here is to make death’s charge stop progressing forward if you reach your target? If you could death’s charge in place when on top of your target, it would be a nice damage boost for necro too (even though reaper seemed to have pretty decent damage in shroud).
Potentially, yeah. That’s just for my necro feedback though. There’s still the outliers of mob difficulty and event failure.
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