(edited by Kidel.2057)
Energy cost removed from weaponskill
Uhh I’m quite sure your wrong… Weapon skills require energy just a very small amount, and the revenants utility skills and elite don’t usually have cooldowns, if they do its only to prevent you from having say, 2 “jarlis roads” active at once
I could be wrong though, even though on the livestream I’m pretty sure he mentioned with impossible odds you need to consider your weapon skills still “cost energy”
I’ve seen a couple of times his energy go down to 0 and he still could use weaponskills.
Hope we get a clarification in the upcoming post.
Remember he was using a dev build with some time blocks removed for demonstration purposes. He could reset cooldowns at will. Plus those videos were looped so if you weren’t watching closely he seemed to recover to full energy and health very fast when it was just the video going back to the start.
Yeah, I could be wrong. Hoping to get Roy’s attention for a reply. Keep bumping
It seems it was just a dev thing. Tooltip has energy cost.
Oh well, we already know what to test next weekend
You talking about Impossible Odds? thats a upkeep skill. so you can still use weapons.
At 0 energy you shouldn’t. However thatvpeobably was a dev gimmick
He said in another post……..“I had an internal command on to not use energy/recharge probably. Weapon skills cost energy.”
Watching you Bleed makes me smile…………
Titanium Horde (TANK)(Borlis Pass)
Yeah guessed so. It’s bad with upkeep skills and weaponswap. However my main concern is the lack of swifness skills. Even mesmer has 2. How are we supposed to explore?
Yes, everything besides auto-attacks has an associated energy cost.
I work on systems, combat, skills, and balance.
Yes, everything besides auto-attacks has an associated energy cost.
Tyvm for the extra clarification. Keep it up, you’re doing great
Yes, everything besides auto-attacks has an associated energy cost.
Tyvm for the extra clarification
No problem.
I work on systems, combat, skills, and balance.
Yeah guessed so. It’s bad with upkeep skills and weaponswap. However my main concern is the lack of swifness skills. Even mesmer has 2. How are we supposed to explore?
Traveler runes. Or have a hope that Glint will provide speed bonus..But i doubt it
Yes, everything besides auto-attacks has an associated energy cost.
Can you consider raising the energy to just be 100% on swap? Honestly right now it just feels like 50% energy cap when you’re in a really active fight (namely pvp) and some skills just have really high costs. As such, you’d have more room to have higher costs in things like elites so there’s more risk to using them. Has this been a consideration at all?
Warlord Sikari (80 Scrapper)
or just remove energy as a whole because it makes the whole thing hard to balance and clunky to use. i think the problem with energy is that 8/9 classes don’t have to care about it while one has to, and it’s not benefitting from it.
I like energy and upkeep skills tbh
Yes, everything besides auto-attacks has an associated energy cost.
As it should be. Don’t listen to people asking for freebies. Reward good gameplay, not spamming.
Thanks, Roy
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Yes, everything besides auto-attacks has an associated energy cost.
As it should be. Don’t listen to people asking for freebies. Reward good gameplay, not spamming.
Thanks, Roy
See, I agree with this. I actually think it makes sense to keep it. I do however feel like the 50% energy rule needs to be re-evaluated. I don’t enjoy how swapping and using one skill can black out your bar. I really dislike it. However, having to watch your energy usage as a whole, a great concept.
Warlord Sikari (80 Scrapper)
yeah because you can spam weaponskills that have cooldowns… or utilities that cost 35-50 energy.
I’ll be back on this topic once I get to try Revenant again. I’ll trust Roy for now.
I agree with you Jekkt, but I want to give it a try.
weapon swap costs energy?
no but weaponswap = more skills = more potential energy cost because you can pick from a bigger pool. so if before (as an example) there were 2 useful skills for yourplaystyle and now with weaponswap you have 4-5 you’re going to use more energy.
something that could be interesting though is if you got 50% energy for legend swap and another 50% for weaponswap. but all this stuff makes it overcomplicated…
yeah, but we can just swap legend for 10 seconds to regain 50 energy. Not saying it’s good, but it’s worth a try and some trust
Yes, everything besides auto-attacks has an associated energy cost.
As it should be. Don’t listen to people asking for freebies. Reward good gameplay, not spamming.
Thanks, Roy
Why not? Thieves don’t use Initiative in their utility skills because they have a cooldown.
Revenant Utility/elites skills lacks long cooldown. So it is okay if they cost energy. However, Weapon skills have cooldowns.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It seems like a weird mechanic to me. I guess that they’ll have to run an extremely strict rotation with no room for choice or freedom.
it’s to incentivize legendswap.
Yes, everything besides auto-attacks has an associated energy cost.
As it should be. Don’t listen to people asking for freebies. Reward good gameplay, not spamming.
Thanks, Roy
Don’t mischaracterize people asking for reduced/no energy cost on weapon skills as just scrubs wanting handouts, it really stifles any sort of discussion. While I like the idea in theory, there are benefits to removing it. Namely it will make balancing energy cost far easier. With both sides of the bar using one mechanic in two different ways(one is a smallish cost with cooldowns, the other high costs with virtually no cooldowns), its not hard to see the potential problems. You don’t necessarily want players feeling forced to swap to a legend they don’t want to play right now because they literally can’t even swing their sword let alone use utilities; so you might be tempted to speed up regen. But you still want to punish utility spammers, so you’ll want to slow down the regen.
The devs will have to hit a sweet spot with both costs and regen which may be very difficult to hit with two different variations of the same system using the bar. Especially without going through extensive tweaks after eating feedback post-release. This is not ideal, but would provide the deepest gameplay and flavor for the Revenant’s play style . If they can manage it. If they aren’t sure it might be best to just make the costs nominal or non-existent on weapon skills.
There are arguments to be made on either side, and frankly I’m not sure where I stand personally.
it is also for my healer build all i do is tag some thing let my energy go up and use the tablet as how i see fit… cause attack mobs doesnt make it go faster and killing doesnt make it go up faster…. so all i have to do is get in combat and stay behind the lines… and 3k heals with bubble can really turn a fight around….but what the point in fighting when i can jolly in the back lines with the same effect….. hence there need to be a way to incress regen rate either by a signet or atuo attack or something
you could always go with a situational removal, ie the energy cost becomes a cooldown while energy regen is negative.