Weapon Swapping would be CLUMSY for Revenant

Weapon Swapping would be CLUMSY for Revenant

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I see many people suggesting weapon swapping for the revenant, and although I agree that it would make it more balanced, I think it would also make it more unfun to play with.

Think about it: weapons are heavily tied to specific legends. Although that might seem a good argument in favor of weapon swapping, at first glance, it would mean that everytime you would want to swap a weapon, you would also want to swap a legend, and vice-versa.

What would this lead to? To players having to press 2 keys every single time they would want to swap their playstyles. Worse: two completely different, unrelated keys (F1 + /).

If people are already annoyed (as I am) about having to press two keys to use Ventari properly (F1 + 6), to the point that everyone’s suggesting that the tablet should respawn instantly at your location (ultimately making the 6 key press optional, which I agree with), imagine how clumsy, how unfun, how annoying would it be to play this class if you had to press two unrelated keys for even more stuff.

Instead, I think a much better solution would be to tweak the hammer to give it a skill that would allow them to increase the gap between them and their opponent (a knockback, a leap backwards, something like that), and add customisable utility skills so players could better adapt their utility skills to their weapon of choice.

Customisable utility skills could lead to:

  1. More ranged or anti-melee options to synergy with the hammer, alongside with the above suggestion to tweak an existing hammer skill to increase the gap between player and opponent;
  2. For Mallyx, more condition-tanking skills to synergy with Jalis/ Ventari. This would make Mallyx not strictly a condition damage stance, but instead focused either on condition damage, condition tanking or both, depending on your choice of utilities. This way, Mallyx could be useful even to direct damage builds in condition-heavy areas. A condition tanking Mallyx build wouldn’t need to be stuck to mace/ axe, and it could go very well with hammer’s “safety” or staff’s healing.

For hammer, the tweak could be as such:

  1. Have the projectile barrier make the revenant jump backwards for ~360 range as they trigger the barrier. This is what happens with Yasuo in League of Legends, and it feels good.
  2. Skill 2 scales in damage the further it goes. Add an opposite effect, where it cripples enemies if they are too close.

(edited by DiogoSilva.7089)

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Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

People at the games launch said exactly the same thing about Engineer kits and Elementalists attunement swapping.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA

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Posted by: DiogoSilva.7089

DiogoSilva.7089

People at the games launch said exactly the same thing about Engineer kits and Elementalists attunement swapping.

I don’t play with an engineer, but however said that weapon swapping would be annoying and clumsy for the elementalist was completely and utterly right.

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Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

People at the games launch said exactly the same thing about Engineer kits and Elementalists attunement swapping.

I don’t play with an engineer, but however said that weapon swapping would be annoying and clumsy for the elementalist was completely and utterly right.

No, they said elementalists attunement swapping was clumsy.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
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Posted by: DiogoSilva.7089

DiogoSilva.7089

No, they said elementalists attunement swapping was clumsy.

I vaguely remember that, but I don’t remember their arguments. Nonetheless, elementalists only have to press a single key (F1) to change their playstyle. A revenant with weapon swapping would need to press two.

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Posted by: DocZed.6973

DocZed.6973

  1. Have the projectile barrier make the revenant jump backwards for ~360 range as they trigger the barrier. This is what happens with Yasuo in League of Legends, and it feels good.

Except League of Legends doesn’t have cliffs. I can see this being catastrophic.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Except League of Legends doesn’t have cliffs. I can see this being catastrophic.

I can understand that, but how often will that happen? Other classes have backwards leaps as well (elementalist’s staff on fire attument), and in most scenarios, you have plenty of space behind you. I rather have a context-sensitive drawback that is negligeble most of the time, than a weapon-wide drawback that will bother you in almost every single situation.

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Posted by: Arantheal.7396

Arantheal.7396

Tbh, I don’t think that you want to swap your legend every time you swap your weapon.

Lets say you run a condi build with hammer + mace/axe
You applied a couple of condis with mace and malyx #8 on a target, and in order to prevent them from condi-clearing, you swap to hammer, use skill #5 and then finish them off with malyx #9.
Yes, the ventari tablet can be annoying with this, but the fix would be to spawn ventaris tablet automatically at your position, if you swap into that legend. Then you still can move it around with #6.

Anyways, without weapon-swap OR a rework to its class-mechanic, this class will not work out. It’s really as simple as that.

Engineer is love, Engineer is life.

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Posted by: EsarioOne.9840

EsarioOne.9840

Swapping would benefit the Rev, as well as players who take the time to learn the class.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I think that instead having weapon swap, each weapon should have extra effects on some of its skills that change depending on legend.

For example, the 3rd hit of the staff autoattack chain would create healing orbs under ventari, but those orbs would deal a random condition to enemies under mallyx, explode, dealing damage under Shiro, and give allies a short protection (only once reach) under Jallis.

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Posted by: DocZed.6973

DocZed.6973

Except League of Legends doesn’t have cliffs. I can see this being catastrophic.

I can understand that, but how often will that happen? Other classes have backwards leaps as well (elementalist’s staff on fire attument), and in most scenarios, you have plenty of space behind you. I rather have a context-sensitive drawback that is negligeble most of the time, than a weapon-wide drawback that will bother you in almost every single situation.

Forgive me, I actually read the statement wrong.
I thought when you meant by activated as when hit by an enemy rather than the skill being activated. With a bearbow ranger, that’d be catastrophic.

I agree, it’s odd that a ranged weapon that does it’s max damage at long range doesn’t have anything to punish melee attackers or to avoid melee attackers minus the low duration chill on a leap that returns you to your previous location.
Rangers and Mesmers have knockbacks on their 1200 weapons, many other classes feature cripple and immo to keep melee attackers at bay.

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Posted by: Tungsten Monarch.6058

Tungsten Monarch.6058

How is having the option for melee attack range or 1200 range, be CLUMSY in combat? you make no sense.

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Posted by: Knighthonor.4061

Knighthonor.4061

People at the games launch said exactly the same thing about Engineer kits and Elementalists attunement swapping.

I don’t play with an engineer, but however said that weapon swapping would be annoying and clumsy for the elementalist was completely and utterly right.

No, they said elementalists attunement swapping was clumsy.

I would argue, that unlike Ele and Engineers who always have access to ranged attacks,
Revenant isn’t that privileged. Staff Rev is pretty much stuck in combat with a Melee ranged weapon with no self protection for those conditions.

Ele and engineer always have useful tools. Staff is very weak in damage and everything really. Ele has powerful damage and support and defense from simply an attunement swap. Rev don’t.

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Posted by: cocowoushi.7150

cocowoushi.7150

Rev really needs weapon swap. There is no good reason not to have it. The utilities legends bring (so far) are just not good enough to justify being stuck in the same 5 attacks.

When playing Mallyx, you use 1-2 utilities against condi. If you are fighting something that doesn’t condi then you don’t use them much (except to give yourself more condis for bigger heals.)

You use Jalis for group stability and sometimes taunt. If the boss is really CC heavy (Centaur would boss, Teq phase 1, KQ) you’re going to be spamming road and nothing else the whole fight.

Ventari you are determined to be in heal mode for the whole encounter so you’ll be spamming your heal skills anyways.

What I’m saying is Rev legends are situational and rarely do you swap between them midfight if you know what your doing. It doesn’t lead to the same diversity Ele/Engi has. I’m always stuck on the same weapon/s for the whole encounter and it sucks. It’s boring. I’m trying to get ooc if I want to switch. It’s just bad.

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Posted by: Kidel.2057

Kidel.2057

I believe that currently there is no engineer build with no kits, maybe with the only exception of heavy turet builds.
Being struck with the same weapon is pretty bad in this game.

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Posted by: Ezkiel.7059

Ezkiel.7059

I’d say that Revenant feels most restricted from all classes, having weapon swap would be nice because basically you are stuck with 3 set of 5 skills that you cant tweak.

When i heard utility skill and elite swap i expected that you will be able to choose which ones or at least have some wider selection that is my general complaint.

Still cant wait for release to see the rest of its tools but being boxed in with only range/close range weapon is somewhat do-able if the rest of your bar can make up for it considering that Revenant is similar to Thief regarding energy management and rather spam-able skills.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Swapping would benefit the Rev, as well as players who take the time to learn the class.

I know it would benefit the class, when it comes to usefulness. But it just wouldn’t be very fun at all in several situations where you would want to switch both your weapon and your legend. Having to press 2 buttons to change your playstyle simply feels clumsy. Thus why I suggested different solutions.

Anyways, without weapon-swap OR a rework to its class-mechanic, this class will not work out. It’s really as simple as that.

I do agree with you. I just don’t think weapon swapping will be fun in a profession that can already swap skillsets through other means. Thus why I think that customisable utility skills would be a much better solution to add more flexibility and adaptability to the class, isntead of adding a second key press for a second way to switch skill sets.

Rev really needs weapon swap. There is no good reason not to have it. The utilities legends bring (so far) are just not good enough to justify being stuck in the same 5 attacks.

The utility stances are the revenant’s “weapon swap”. If they are not good enough, which I agree with, then the problem lies there and not with the lack of swapping. Revenant’s utilities are way too context-sensitive, as you’ve said: they’re quite good in some situations and quite underwhelming in other situations. That’s why the class should have access to more utilities skills and allow us to customise them for each situation, much like what we can do with every single other profession in this game.

Fix this problem with utility skills, and there will be no need for weapon swapping. For each other profession, there’s 4 utility skills per type, and 5 types. The revenant, so far, has 3 utilities per legend, and only 4 legends. Add at least one extra utility per legend, add the option to slot in racial skills, and perhaps, to compensate for the lack of a fifth utility type, add 5 legend-less utilities that can be slotted on any legend.

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Posted by: cocowoushi.7150

cocowoushi.7150

@DiogoSilva I’m afraid I still have to disagree. No other class is stuck to the same weapon skills. Eles change throughout the first, as with Engi kits. “Weapon swapping” our skills is not fun. I get new situational utilities, but not new attacks. It makes fighting as a Rev repetitive, predictable, and just boring.

If I’m stuck in Mace/Axe and I need to pick off someone at 1200 range I can’t do this. Axe’s range is only 900. I’m totally useless if someone gets out of that range. I can’t even gap close (Staff 5) because that’s a different weapon.

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Posted by: trlent.9607

trlent.9607

Id rather see each Channeled Form Provide different skills with the given weapon than see weapon swapping added.

Soldier Profession:

Warrior (Swaps), Guardian (Swaps), Revenant (Doesn’t Swap) = 2 swap, 1 doesnt.

Adventurer Profession:

Thief (Swaps), Ranger (Swaps), Engineer (Doesn’t Swap) = 2 swap, 1 doesnt

Sholar Professions:

Necro (Swaps), Mesmer (Swaps), Elementalist (Doesn’t swap) = 2 swap, 1 doesnt.

The model fits perfectly with the existing play system. But in each channeled form in my opinion I would enjoy having different skills for the given weapon than the same across the board. Switching utility skills is nice, switching both utility and weapon skills would add a significant variety and would also allow this class to function in a distinct different than say elementalist where you keep the static utility skills across the board.

(edited by trlent.9607)

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Posted by: DiogoSilva.7089

DiogoSilva.7089

@DiogoSilva I’m afraid I still have to disagree. No other class is stuck to the same weapon skills. Eles change throughout the first, as with Engi kits. “Weapon swapping” our skills is not fun. I get new situational utilities, but not new attacks. It makes fighting as a Rev repetitive, predictable, and just boring.

If I’m stuck in Mace/Axe and I need to pick off someone at 1200 range I can’t do this. Axe’s range is only 900. I’m totally useless if someone gets out of that range. I can’t even gap close (Staff 5) because that’s a different weapon.

Elementalists have a fixed range, btw, yet they work fine as they are. Staff is weak against melee, D/D is quite close-ranged.

I’d rather have revenant’s issues be fixed by making utilities and weapon skills more useful, than adding a second button for a second weapon swap. Other class needs to press 2 buttons to change to a new skill set, revenant’s shouldn’t either (this includes my criticism towards ventari’s tablet function).

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Posted by: fluidmonolith.3584

fluidmonolith.3584

@DiogoSilva I’m afraid I still have to disagree. No other class is stuck to the same weapon skills. Eles change throughout the first, as with Engi kits. “Weapon swapping” our skills is not fun. I get new situational utilities, but not new attacks. It makes fighting as a Rev repetitive, predictable, and just boring.

If I’m stuck in Mace/Axe and I need to pick off someone at 1200 range I can’t do this. Axe’s range is only 900. I’m totally useless if someone gets out of that range. I can’t even gap close (Staff 5) because that’s a different weapon.

Elementalists have a fixed range, btw, yet they work fine as they are. Staff is weak against melee, D/D is quite close-ranged.

I’d rather have revenant’s issues be fixed by making utilities and weapon skills more useful, than adding a second button for a second weapon swap. Other class needs to press 2 buttons to change to a new skill set, revenant’s shouldn’t either (this includes my criticism towards ventari’s tablet function).

I very much agree with this. Revenant is lacking versatility right now, but I think the issue should be resolved by improving the utilities and weapon skills rather than adding weapon swap. I am currently enjoying the relatively low cooldowns on many of the weapon skills, and if we added weapon swap, the cooldowns would likely have to increase.

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

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Posted by: Genesis.8572

Genesis.8572

@DiogoSilva I’m afraid I still have to disagree. No other class is stuck to the same weapon skills. Eles change throughout the first, as with Engi kits. “Weapon swapping” our skills is not fun. I get new situational utilities, but not new attacks. It makes fighting as a Rev repetitive, predictable, and just boring.

If I’m stuck in Mace/Axe and I need to pick off someone at 1200 range I can’t do this. Axe’s range is only 900. I’m totally useless if someone gets out of that range. I can’t even gap close (Staff 5) because that’s a different weapon.

Elementalists have a fixed range, btw, yet they work fine as they are. Staff is weak against melee, D/D is quite close-ranged.

I’d rather have revenant’s issues be fixed by making utilities and weapon skills more useful, than adding a second button for a second weapon swap. Other class needs to press 2 buttons to change to a new skill set, revenant’s shouldn’t either (this includes my criticism towards ventari’s tablet function).

Elementalists also have the option of slotting conjuration utility skills that can give them more style options in fights.

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Posted by: Basaltface.2786

Basaltface.2786

I believe that currently there is no engineer build with no kits, maybe with the only exception of heavy turet builds.
Being struck with the same weapon is pretty bad in this game.

eh there is quite a neat cele\ rifle \ HGH build running arround… but yea i agree, beeing stuck to 1 weapon is lame (imo of course)

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Posted by: cocowoushi.7150

cocowoushi.7150

^^^ What Genesis said. Even if you run D/D you can still run Frost Bow. What is rev going to do? Vengeful Hammers? That sweet 180 range?

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Posted by: Idris.9351

Idris.9351

I posted this in another thread but I like the idea of assigning weapons to legends- not anet pre-assigning them but to be able to set whatever weapon you prefer for your two legends and then auto swapping weapons when you swap legends. Presumably after they add some sort of passive effects to each stance so that all weapons are viable with each legend.

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Posted by: Silvernis.8135

Silvernis.8135

Like others have said, I don’t think the issue is weapon-swapping, or the lack thereof. The issue is the weapon skills and the legend utilities. Since the class’s options are limited (i.e., one weapon and two legends), what options it does have need to be useful and balanced.

I’d also like to not hit like a wet noodle.

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Posted by: fixit.7189

fixit.7189

On my ele…I cycle all 4 elements/use skills within them constantly…love it. I love it so much she’s been my main since launch up until recently.

On my beta Rev…I camp in one Legend most the time.

At least in ele’s case every element swap gives unique weapon skills + they get to choose 3 util skills/1 elite from a list…not so with rev. Frankly, playing the class is dull and it has no way to customize it out side of traits which makes things even worse imo.

W/e. Class is now confirmed to be missing lots of stuff so all this is pointless…have to wait until it’s nearer to completion and not half done like it is right now I guess.

(edited by fixit.7189)

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Posted by: Crise.9401

Crise.9401

Re Revenant and weapons I would simply combine a legend and weapon swap into one action. Meaning you would have to choose the weapon to use with each legend in advance.

I think Revenant could work without weapon swap, but not as it is right now. The legend mechanics would need to change for that.

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Posted by: bearshaman.3421

bearshaman.3421

Re Revenant and weapons I would simply combine a legend and weapon swap into one action. Meaning you would have to choose the weapon to use with each legend in advance.

I think Revenant could work without weapon swap, but not as it is right now. The legend mechanics would need to change for that.

This is the suggestion I made on another thread, in light of the fact that its obvious certain weapons are meant for certain legends to use. combine weapon swap into the invocation, and swap all 10 skills in one go.
And it’s not broken because armor determines the bulk of your stat bonuses, and those wouldn’t change. So you are still only gonna use certain legends, you just have access to the others if you need to do something… suboptimally.

Also, more options for utility skills to customize each legend.

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Posted by: Silverkey.2078

Silverkey.2078

Yes but I don’t think you should force the weapon swap on the legend swap. Both should be independent. I think the inherent problem is the design. To my knowledge, no class has such strong tie between utilities and weapons. On the other hand, I still don’t think they go perfectly hand in hand.
For example: using the staff with ventari and the hammer with Jalis make sense. But I think using staff with Jalis and the hammer with Ventari makes as much (if not more sense). You’re already healing yourself with Ventari, so go hammer and DPS a bit, keeping range, reflecting projectiles with Ventari. Then the enemy goes closer, switch staff and use Jalis. Jalis allows you to tank better and stay in melee range with staff and keeping high heal uptime with staff utilities.

And here I switched both together, but my point was just that weapons can combine very well with “non-native” legend so switching both at the same time may not be a good idea.

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Posted by: bearshaman.3421

bearshaman.3421

Yes but I don’t think you should force the weapon swap on the legend swap. Both should be independent. I think the inherent problem is the design. To my knowledge, no class has such strong tie between utilities and weapons. On the other hand, I still don’t think they go perfectly hand in hand.
For example: using the staff with ventari and the hammer with Jalis make sense. But I think using staff with Jalis and the hammer with Ventari makes as much (if not more sense). You’re already healing yourself with Ventari, so go hammer and DPS a bit, keeping range, reflecting projectiles with Ventari. Then the enemy goes closer, switch staff and use Jalis. Jalis allows you to tank better and stay in melee range with staff and keeping high heal uptime with staff utilities.

And here I switched both together, but my point was just that weapons can combine very well with “non-native” legend so switching both at the same time may not be a good idea.

Fair point, though this assumes weapon swapping is going to be brought into the class. I haven’t seen anything to indicate that will happen, so I’m operating on the assumption that it isn’t.

Of course, I am also operating under the assumption that the obvious tie between weapon and legend is intentional, so there’s that…

I guess the issue is less whether the different combinations would mesh well, and more if they will ever get used. Most of the people on here (particularly those who are primary PvP, WvW players) won’t go for those because it would be weaker than a pure DPS or condition or healing build would be.

I personally love versatility, but I also realize specialization is the preferred route for alot of the more serious players.

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Posted by: Crise.9401

Crise.9401

Re Revenant and weapons I would simply combine a legend and weapon swap into one action. Meaning you would have to choose the weapon to use with each legend in advance.

I think Revenant could work without weapon swap, but not as it is right now. The legend mechanics would need to change for that.

This is the suggestion I made on another thread, in light of the fact that its obvious certain weapons are meant for certain legends to use. combine weapon swap into the invocation, and swap all 10 skills in one go.
And it’s not broken because armor determines the bulk of your stat bonuses, and those wouldn’t change. So you are still only gonna use certain legends, you just have access to the others if you need to do something… suboptimally.

Also, more options for utility skills to customize each legend.

I totally agree with you, however, since I already though about this I might as well post it here. Generally I think weapon swap would be the better of the two though, done as we have discussed above. Though I also think ArenaNet wants to stick to the no weapon swap because it follows the pattern of other weight classes (not that I think this is a good reason alone).

Anyways, to the point… if Revenant is to stay without weapon swap then in my opinon what needs to happen is something like this. In a one liner, make channeled legend affect your weapon skills (emphasis on affect not change). They wouldn’t need to be entirely different skills in my opinion, because otherwise the elementalists will weep since they wouldn’t be as unique of a snowflake anymore.

What I was thinking was if you are channeling say Mallyx, then rather than Mace + Axe being the condition set (they could still have this element but it would probably need to be rebalanced) any weapon you have equipped will receive a set of secondary effects relevant to Mallyx’es theme (in this case conditions/condition management).

The end result would be that no-weapon set would completely loose the theme and more importantly most synergies of the active legend this way, without having to have completely unique skills per weapon per legend (which could be quite cost prohibitive in the long run and step on the toes of the elementalist a bit). The main reason why I thought of this in the first place is because both legend skills and some weapons skills have energy costs… semantically in my opinion that cost makes less sense on weapon skills since the legends do not influence them at all currently.

Edit: this might also be something that keeps Silverkey’s points above in mind, totally coincidentally mind you… didn’t see those posts before writing this.

(edited by Crise.9401)

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Elementalists also have the option of slotting conjuration utility skills that can give them more style options in fights.

Elementalists pick Lightning Hammer to abuse its auto-attack against PvE’s AI, Frost Bow to abuse its Ice Storm on targets with large hit boxes and Fiery Great Sword to either abuse wall stacking (in the past) or to get extra mobility.

No elementalist has ever slotted a conjured weapon solely to have more range flexibility in serious play.

Re Revenant and weapons I would simply combine a legend and weapon swap into one action. Meaning you would have to choose the weapon to use with each legend in advance.

If Revenants were ever to get weapon swapping, I would prefer that way.

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Posted by: TheFantasticGman.9451

TheFantasticGman.9451

Re Revenant and weapons I would simply combine a legend and weapon swap into one action. Meaning you would have to choose the weapon to use with each legend in advance.

I could deal with that better than no weapon swapping but I would prefer them be independent.

How is having the option for melee attack range or 1200 range, be CLUMSY in combat? you make no sense.

That was my thought. I sorely want/need weapon swap on the Rev.

Speaking from a PVE-only point of view…

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Posted by: WhimsicalWalrus.9760

WhimsicalWalrus.9760

I feel like Revenant either needs weapon swapping or a complete overhaul when it comes to weapon skills and utilities.

Weapon swapping would give the benefit of a lot more customization to the players (something Revenant is sorely missing tbh) and could potentially be easier to implement than trying to customize each weapon around whatever legend you’re using

Weapon swapping would also solve the issue of being stuck in melee against 1200 range opponents or difficult pve encounters. I feel it would also add more skillfull play and combos to the Revenant making it a bit higher skill initially but more rewarding and fun

I just feel the Revenant’s potential is crushed by being pigeonholed so much currently

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Posted by: Crypt.9062

Crypt.9062

I was thinking of maybe having specific weapon skills for each legend just like the utilities. So staff would have different skills per legend. shiro (would be more offensive) or help you be more tanky with the tanky legend.
Or possibly make weapons skills changeable like utility skills are for everyone.

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Posted by: bearshaman.3421

bearshaman.3421

I was thinking of maybe having specific weapon skills for each legend just like the utilities. So staff would have different skills per legend. shiro (would be more offensive) or help you be more tanky with the tanky legend.
Or possibly make weapons skills changeable like utility skills are for everyone.

That would introduce a mechanic like what elementalists have now (where skills 1-5 are dependent on what weapon is equipped AND what legend is invoked). Two potential problems with that (even though i like the idea):

1. Game balance. They would effectively have # of weapons times # of legends possible sets of 1-5 skills ALONG WITH skill 6-10 swapping with the legends. Which is spiffier on both sets of skills than elementalist because elementalists only have 4 elements (supposedly there are 5 legends being released but that’s hearsay atm), and no 6-10 swapping at all.
The only way I can see balancing that is if the sets for 6-10 are fixed for each legend (which ACTUALLY isn’t the case at the moment, they just only have 3 skills available to playtest for each of the legends), or if all utility skills are available only with a particular legend, and you can choose your utility skills for each legend from a smaller (1/5 the choices) set, thus allowing a little customization within a smaller set for each legend.

2. Lore. I get the distinct impression they want each legend to have a particular weapon that you use with that legend for synergy reasons. That said, It’s been pointed out elsewhere that some of the weapon/legend combos can be really good even if they don’t synergize as well as far as stats (like hammer and Ventari, giving long range attacks to the healer who would want to stay at range anyway), or vice versa (staff’s melee range and self healing with Jalis’ tanking abilities and swirling hammers).

I dunno. The game designers haven’t weighed in on this aspect of the class anywhere that I’ve seen so it’s hard to address this issue constructively.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

You don’t need a massive overhaul to fix the current problems with range and lack of flexibility.

  1. One extra utility skill per legend, featuring more stun breaks, gap closers, ranged or anti-melee options, etc, depending on the situation;
  2. Four legend-less utility skills that can be slotted on any legend, featuring the same tools as the ones I stated on the point above;
  3. Tweak hammer to have more anti-melee options;

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Posted by: Loex.5104

Loex.5104

Revenant needs conjured mist weapons that are not bound to a legend but that are effected by it. So a conjured mist bow with Mallyx Stance would have other abilities than in Ventari stance.

In Addition each Legend definitively needs more utilities (at least 2 or 3) to choose from.
The Reason is pretty simple : all Classes can’t configure their 1-5 but they can configure their 6 – 0. The Revenant can’t do both atm.

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Posted by: Crise.9401

Crise.9401

Revenant needs conjured mist weapons that are not bound to a legend but that are effected by it. So a conjured mist bow with Mallyx Stance would have other abilities than in Ventari stance.

In Addition each Legend definitively needs more utilities (at least 2 or 3) to choose from.
The Reason is pretty simple : all Classes can’t configure their 1-5 but they can configure their 6 – 0. The Revenant can’t do both atm.

Conjure Weapons on Revenant actually sound nice, I would definitely be content with that, since almost every legend seems to have one or more very situational skills right now. Extra utilities definitely also.

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Posted by: ScribeTheMad.7614

ScribeTheMad.7614

I see many people suggesting weapon swapping for the revenant, and although I agree that it would make it more balanced, I think it would also make it more unfun to play with.

Think about it: weapons are heavily tied to specific legends. Although that might seem a good argument in favor of weapon swapping, at first glance, it would mean that everytime you would want to swap a weapon, you would also want to swap a legend, and vice-versa.

And here’s where you both miss the point everyone keeps making and undermine your own argument a tthe same time.
See that part I bolded?
That’s why revs need weapon swapping.

But the point I’ve seen nearly everyone make is that the weapon swapping needs to be tied to legend swapping.
So that you assign a weapon to each legend and it swaps both at the same time.
Malyx with hammer and Ventari with staff.
When Malyx is equiped I have my hammer, when I switch to Ventari by pressing F2 (a single button) I now have ventari with my staff equiped.
Boom, no clumsiness.

And if they built it right it would be pretty flexible.
Only want one weapon for both? Only equip one weapon, and it keeps the same weapon for both.
Want to run staff/malyx and hammer ventari for lolz today?
Great, just hit H and swap which has which, no need to perma lock a weapon to each legend.

Right now the lack of weapon swapping is extremely limiting, leaving me with only one of my two legends really useful.

“The short answer is that new content is not going to drive people away from the game.
There is absolutely no evidence to support that it would.” -AnthonyOrdon