Daredevil Feedback

Daredevil Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Orpheal.8263

Orpheal.8263

So I played with Daredevil yesterday in HoT Beta and this are my first impressions:

1) Skill are too weak… takes way too long to kill certain Mordrem Enemies
2) Daredevil is therefore, that you should be upfront everythign way too quishy… seriously.. if I would have played with my real character I’m sure i would have had alot lesser problems to stay alive, than with the Staff Skills
3) But that can have just also to do with the Fact, that Enemies are now between BWE1 and now BWE2 again much much harder and difficult to bea,t they deal alot more damage (way too much condition damage, but condition damage needs in general a freakign NERF, especially Burning and Torment in regard of BNurnign dealign generally too much Damage and Torment being way too easy stackable very high, I felt yesterday that practicalyl every stupid Mordrem constantly tried to torment me, I had practically in a battle always torment on me, its SUPER ANNOYING, especially with the forcing mechanigs that bring you to move around alot, if you just don’t want to insta die to the point, that the battles make absolutely no fun anymore, but thats justz my impression)

Skill Analysis

Staff Auto Attack:
Its too slow, and its attack animation looks weird for staff Strike/Bash, due to the weird way how we hold the Staff. There needs to be an own animation for combat Staff and not a recycled hammer holding animation.
Attack Animations auf strike/Bash should get reduced from 1/2 to 1/4 second.
Punishing Strike needs to become more defensive, while you whirl the Staff, you should give a Condition over to the first enemy you hit and it should reflect within its 1 second animation projectiles!!.
Thats not much, but it should help to mitigate some damage, that you would otherwise just receive leading to you dieing quicker.

Weakening Charge:
Is in itself too weak, increase the range from 450 to 600, and rasie over that increased range its Hits it does from 3 to 5 and let evade incoming damage sources. Increase therefore the Cost from 3 to 4 Initiative

Debilitating Arc:
Replace its Spot with Weakening Charge, let it cost 3 Initiative and let it work not just as a immobilize remove, but as an Initiative based Stun Breaker, so thast you can remove with it also knockdowns, launches, stuns, dazes ect. which are the reason why the Daredevil also feels way too squishy, because the whole E-Spec does nothing agaisnt the biggest weakness of the theif and that is being unable to do anything.
Change also the Cripple to a Launch effect, to add a little extra created distsance and to give the Daredevil a bit more control in combat.

Dust Strike:
Add a Stealth Effect here, if you hit with it 3 foes

Vault
Vault should feel a bit more different, than doing a dodge via bound.
It shouldn’t deal only more damage and have a slightly bigger radius.
Vault needs to give you more control over the battle.
The skill should knockdown foes, if you critically hit and you should receive Stability/resistance while being in the air to get not affected from control effects while being in the air animation.
——

Healing/Utility/Elite..
The skil’l don’t synergie very well with the enemies of HoT in the current Beta, theres nothing, with that you can really overcome the huge damage they deal, or I was just wrong builded, that can naturally be, but that would mean that you are practially forced to use the on Dodge Condition removal just to stay better alive to get better rid of the insane near perma torment I experienced yesterday

Channeling Vigor:
Shouldn’t root you… should be also udsable under water, why the hell is this skill please not useable under water? Please give me a honeat good understandable reason for that??? It makes plain no sense to limit this skill only on land usage.
The skill should give you also resistance per pulse, if you use it at full endurance!
otherweise this skill is way too weak compared to SoM or Withdraw, even with its 16% recharge when traited for reduced cooldown, because it gives you simply inferior survivality compared to the other two, as long as it roots you and does nothign for your defense.

Bandits Defense:
Its animation should hold longer, and again, make it useable also under water, this becomes realyl ridiculous!! its just as like you hate underwater combat, I guess so you willingly cripple your skills to not be useable there, right???
Whe have already Ninetails Strike, that does exactly the same thing, so why shouldn’t Bandits Defense work there too
Bandits Defense counterattack should also deal damage similar to the damage of Ninetails Strike!! ANd the skill should have also an effect, if you block, but get not attacked while the animation runs.
If you get not attacked within the skilsl animation time, Bandits Defense should give you back some initiative and you shoudl receive Protection for 3s

Distracting Daggers:
Remove the silly cooldown tiem between throwing the daggers!!
overlook the skill please, had yesterday several interruptions with these, and got no pulmonary ‘s for thatwhere in fact whenever i interrupt i should get that extra damage.
Or is there for that extra damage on interrupt traitz some kind of hidden ICD???
Because Impacting Disruption doesn’t say so that it has a ICD, it says that you deal the damage, whenever you interrupt someone.
The skill needs also a bigger incentive to be used in general,
Like giving it an passive effect when used while weing D/D, that Dagger Damage gets increased or you get better crit rate or gain a chance to stun with Death Blossom, while using this utility skill.

Fist Flurry:
Again a skill that can be easily also useable under water, or stops you anythign to punch someone in water? oO NO Also remove the senseless restriction that all strikes need to hit. Increase the time in which you can use palm Strike after Fist Furry from 5s to 10s so that you can use Palm Punch better situationally when it fits best, instead of spamming the skill, just to get sure you used it, before your time runs out >.>

Impairing Daggers:
Reduce the Cooldown from 25 to 15s, it needs to have a good incentive, to use this utility over distracting daggers. Also you use it only once, with distracting you can trow 3.. if it should stay at 25s, then increase it also to 3 throws (Plurale Name..uhm DAGGER*S*?!!)

Impact Strike ect.:
Again, make it also useable udner water, thief direly needs an alternative over Basilisk Venom under water… just give it sme changed effects for underwater to let it work similar, and et voila, to have a skill that can fish also downed underwater enemies quickly (to get finalyl somethign against these overpowered self rez rangers that can like rezz themself 3x before you get them dead due to the pets healing way too good)
——

Traits:

Evasive Empowerment:
Feels too weak compared to the other two options.
Make EE base line to Driven Fortitude and give the E Spec a new trait instead of EE, that feels more competitive in line with Brawlers Tenacity and Weaking Strikes, which both are too strong and important for a daredevils defense of either reducing more constantly enemy damage, or being alot better in evasion for longer time.
the new trait shoudl give the daredevil somethign, that lets hit make a real counterattack machine that should use after a dodge Bandits Defense and that Bandits Defense should remove Boons and give Conditons over, while the trait should give you after a dodge also for short time resistance or so.
Name it something like “Bandits Reflexes”

Escapists Absolution is way too important and should get exchanged out with its spot with Endurance Thief. Endurance Thief is way too weak to be a Minor Grandmaster and Escapists Absolution way too strogn and always needed to be a Major Master.

Endurance Thief:
Change it, so that it stays competitive with Staff Master and Impacting Disruption.
Endurance Thief should be renamed to Skill Thief or Pilfering Thief and should not give you only Endurance back on steal, but it should add for you also another Slot for Steal, so that you can steal more oftenly and that Slot should be filled then with actually Enemy Skills, so wzhen you use the second Steal Skill F2, let the current F2 become F3 then, you actually steal a Skill your enem,y that the enemy can’t use then anymore, until you used the stolen skill. Call that kind of Steal then “Pilfer” to have no confusion between Steal and Pilfer’s Effects, that steal lets you receive randoms effects and shadow steps you, while Piler does not, but therefore you get an actualyl real enemy skill that the enemy can’t use then anymore until you either use it, or some time counter runs out in which you have to use the skill, before Pilfer starts recharging.

As Skill Thief would be that trait good enough to be competitive againt Staff Master and Impacting Disruption, if you prefer to play a control build over one, that gives you more DPS/Initiative Managemernt

About the grandmasters I still think they should be better also integrated class mechanics for F4 to exchange out, at least whiel out of combat, to turn the dodge effects litteralyl into slotable passive skills that you need to put into F4 to decide, which dodge style you use in the moment.
That would give you the option to give the Daredevil actually 3 GM trait,s that help him to mitiage better damage and stay alive. or actually traits which alter/improve the Dodge Styles a bit. Liek for exampel a trait, that raises the distance of your Dashes and lets Dashes evade longer and give you resistance while you dash.

Or a trait, that lets bounds remove boons
Or a trait that lets Impaling Lotus deal additionally also Poison and increased radius

Then woudl have Daredevil finally also the fealign of havign a real Game Mechanic change and not just only the same old Steal, while its actual gameplay mechanic changes get hidden behind a GM Trait Wall.
The Dodge Styles should be a base lined functionality of the Daredevil, with F4 automatically unlocking through becoming a Daredevil (as long you don’t use Pilfer, its F3 then)

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)

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Posted by: Chicken Denchers.7356

Chicken Denchers.7356

I would also like to add that all three evasion traits make the evade feel clunky. A normal evade occurs as soon as I press “v” and goes in the direction I’m pushing. The delay due to the “casting a skill” element of the evade for the daredevil makes what should be a very fast-evading class feel instead like a slow-evading class.

For “Dash” and “Lotus Training” (especially noticeable with “Lotus Training”), there is a distinct lag at the start of the evade. While “Bound” feels much smoother at the start, the slam at the end feels like it takes just a tad too long, so that e.g. if I needed to do multiple dodges in a row, I would instead be (or at least, feel) significantly slower than my allies who weren’t playing as a daredevil.

(edited by Chicken Denchers.7356)

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Posted by: xlion.3065

xlion.3065

For me the daredevil so far is just a big disappointment.
As already been pointed out, it just feels overall clunky (staff, utility skills and especially the modified dodges).
I have a level 80 thief and I’m used to the very agile play style of this profession.
This is what I like the thief for.

This elite specialization is apart from the 3rd dodge a complete fail.
And you can’t actually spec into the new trait line, because you are forced to cripple your dodge with the grand master trait. What a mess!

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Posted by: dukedim.9132

dukedim.9132

Agreed, the Daredevil just ………….Isn’t. Sad too, as I had high hopes for my thief. As it stands, either I ignore the elite traits and play my thief as is, or spend a lot of extra time running or dying. HoT mobs are much tougher and do far too much damage for the thief elite to be so weak and sooooooooooooooooo slow!

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Posted by: Aethgar.1784

Aethgar.1784

I have to disagree a little, but that’s because I love the flavour and flow of the elite. I didn’t expect to, but the way it feels to play this elite specialization is incredibly enjoyable to me in a way that no other elite thus far has been.
It can certainly be tweaked and smoothed, but it’s crazy fun for me at least!

Tarnished Coast| House Corvidae
Lord Ahrwit Valdyr/Isambard FitzValdyr/many more…

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Posted by: SuinegTsol.1729

SuinegTsol.1729

to 1) it’s ment for a “tank”-spec, or what thiefes would understand as tanking, for that its ok, i’d say.
2) there is a dodge tutorial ;-p
againts normal enemy worth evading , you got way to much stuff to migrate dmg. The evade on the staff itself, which compared to db is finally a working evade, gives you enough evades, even without using dodges…
and i still did not trait acrobatics^^
3) yes, conditions are hard hitting, so better evade or take some cleanse

i agree with you that staff feels somehow slow and misses stealth access. with skill 5 as main dmg skill, which you need to aoe-cast it feels more crippled…