MY DAREDEVIL FEEDBACK
Dear Karl and Daredevil Team,
Let me start by saying that I LOVED the Daredevil from the get go. I’m very pleased with how it feels and plays. In fact, I was having so much fun both in Verdant Brink and WvW that I found myself playing 90% of the time with staff and not weapon swapping, which was surprising.
Here are my detailed thoughts about Daredevil traits, staff and slot skills, in that order. Please forgive the length (was a QA tester and UX/UI designer in former life lol) and any typos along the way.
TRAITS
I am quite pleased with the design of all the traits, my favorites being A1, M1, M2, GM2 and GM3. I enjoyed working with different combinations of these traits and can see many viable builds from it. I have 4 main trait suggestions/comments:
1. Dash – Animation Problem:
The start of this animation on this skill is NOT smooth. my character would stop momentarily, as if to wind up for the rush, then move forward. this was particularly pronounced with increased movement speed (traveler runes or swiftness).
2. Dash – Condi Clear:
It would be great if this cleared immobilize as well. Then it would be in line with Withdraw and Roll for Initiative, thus reducing the desire/need for using either of those and maximizing Escapist Absolution (M2). Although I just noticed that the Staff 3 clears immob. So, maybe this point is moot. Still…would be nice.
3. Bound – Should be blast finisher:
Given the AoE/cleave theme of this spec, this really should be a blast finisher. As a blast this would bring added value to this skill AND increase thieves’ value in group comps (I’m thinking WvW here, but this would be true in any content area I imagine).
4. Grandmaster Traits as Stances
I’ve seen it mentioned that the 3 GM traits should be made into stances as part of the Daredevil mechanic. I really like this idea. I envision the design for it being similar to the
Revenant legend swap. The Daredevil would have the 3 dodge skills as stances and the F3 key would cycle through each one. There would be no CD out of combat and a typical stance/attunement swap CD while in combat. This design allows for ease of use and quick preparedness for differing situations. For example: I could use Dash while running across a WvW borderland, but the minute I see a foe or get attacked, swap to Bound or Lotus Training if needed OR just stay in Dash if I need to get away or clear the Dash related condis.
STAFF SKILLS
Really happy with the staff skills except #2. Loved the feel of staff and the play of it. Even liked how mobile and “moving around the combat field” it felt. Four main suggestions on staff:
1. Staff #2 (Weakening Charge) – Animation Problem:
At first it was kittening me off, because I had the expectation it would work like Heartseeker (no target: move in direction I’m facing; target: move toward target). I enventually figured out how to use it in more of a directional sense, but was never really sure it was working. Mostly this is because, like Dash, the start of the animation is not smooth. You stop, wind up, then go. Not effective.
2. Staff #2 — Movement falls short of 450:
Seems more like 400 range. I tested this. Had a friend stand on me, then I used Heartseeker (also 450 range). Another friend stood where I landed. I rotated in position and swapped to staff, then used Staff 2. Came up short of my 1st friend. Tested it multiple times. All same result. Now, this could be because the animation start is messed up. But the distance moved is definitely less than 450.
3. Staff #5 (Vault) – Should be blast finisher:
Just like Bound, this should be an blast finisher. Both or either of these as blasts would significantly increase the value of thieves in group comps and open up new possibilities and roles for them. From a WvW perspective, two such roles that could be theorycrafted would be front-line thief and combat medic thief. Not sure if those would work, but having Bound and Vault be blasts, would open the possibility.
4. Staff #5 – Needs an evade:
I realize this may not be the intent and may never occur. But the tell on this skill is SO visible and the damage and contribution of it is so vital to the playstyle, that it almost requires having an evade. Imagine Death Blossom without an evade. That would be horrid and weird. And that’s the signature move of dagger/dagger (imho). Vault also feels like the signature move for staff. Edit: I just noticed on gw2skills.net that Staff #3 has an evade. I would rather you take the evade off Staff 3 and put it on Staff 5 where it’s more needed.
SLOT SKILLS
I tried each of the new Physical skills and found I liked most of them but not all.
1. Channeled Vigor (Heal) – Larger heal should be when endurance NOT full:
This wasn’t as bad as I thought it would be. LOL The heal amount was pretty good, compared to our other heals. And the endurance regen was quite nice. However, I think the larger heal on this skill should occur when endurance is NOT full. For 1 that is when you need the regen of endurance. For 2, that when you need a larger heal the most. The way it’s currently designed encourages holding onto your endurance for the clutch heal. But the entire spec is designed to spend endurance. If this change is made I will definitely reconsider using this heal. But by the end of the BWE I had gone back to Withdraw because it just brings more to the table for me (because of Trickery M2, Daredevil Minor2 and Daredevil M2).
2. Impairing Daggers – Great skill!:
Loved it! Very effective in combo with a steal (or port) and Fist Flury, Impact Strike or other hard-hitting skills. Damage seemed really good and the immob and slow were awesome!
3. Distracting Daggers — Situational Use Only:
Cool skill. Highly situational. But plays nicely with Trickery M3 and Daredevil M3 traits. I would swap into it for situations that require, but not use it regularly because of the low damage and preference to take Daredevil M1 or M2 traits instead. Nice to have in the toolchest though!
4. Fist Flury – Great skill, bit tough to land. tooltip unclear:
Loved this skill. Hard to get it to fully execute. Which is why I started comboing it with Impairing Daggers and my daze on Steal. Tons of damage. But I wasn’t clear on how much damage the Pulminary Strike was going to do from the tooltip. Is that what the “Second Strike” meant? That’s not clear.
5. Bandit’s Defense – I struggled with this, not sure I’ll use it:
Theoretically, a great skill. In actuality, I’m not so sure. The stun break was nice, as I’m not used to having one on my thief. And the low recharge was awesome. But I don’t typically enjoy the “block something then do something” skills. I find them hard to pull off, especially at melee range. I can see it maybe working well with Fist Flury to follow. I will require more testing of this. But at this moment, plan to use a stealth-related core skill instead of this one.
6. The Elite Chain – Didn’t Use My Chosen Finisher:
This skill is pure awesomesauceness and epic good fun! I LOVED it. When I successfully delivered it. LOL It seems to take some timing and extra skill — akin to having to learn how to Cloak and Dagger well — but I expect to get better at this with more practice. Two main gripes about this. (a). The 300 range caused me to rush toward my target, or just forward. It was VERY disorienting and odd. Even caused me to run off a cliff once in Verdant Brink. LOL. Not sure if something can be done about this. Ended up being convenient for closing in on a kill. But is it really necessary to move me? (b). In WvW, it seemed as though it didn’t show my chosen finisher. Just slammed a spike into the target. Finishers in WvW and sPvP provide such a fun personal flourish that NOT seeing mine was anti-climatic and disappointing. Hope this gets fixed!
A FINAL QUESTION
I realize this isn’t the design intention but leveling as a daredevil would be so fun! Even leveling with just a staff — no elite spec line or elite spec skills needed — would be pretty darn fun. Will this be possible? If not, no biggie. Just wanted to ask from wishful thinking. :P
Thank you Karl for such great work on this elite spec! I am really stoked about the future of Daredevil and greatly appreciate all the hard work you and the team have done on behalf of our fun and enjoyment!