So this thread’s purpose is to report bugs and give realistic suggestions to improve the current iteration of the Daredevil.
So I’ll start by saying that I personally love the Daredevil right now and its concept. Almost all the animations are now on point and the spec feels very fluid and dynamic (special mention to the dash animation surprise). I’m really enjoying my Daredevil so far, the fun is real. Now I think that with little tweaks, the Daredevil can be in a really good spot.
BUGS
dodges :
Apparently, whenever we go outside HoT area, the dodges seem to randomly revert back to the normal dodge animations. Only the boons at the end of the dodges remain.
-this has been fixed-
Vault (#5 staff skill):
The traveling distance of this skill still falls a little bit short compared to the targetted area.
Lotus training dodge (Impaling dagger) :
While the animation of this dodge is really good, it’s still missing some daggers (or any visual effect for that matter).
weakening charge (#2 staff skill) :
The delay before and after the skill makes it impracticable. Whenever I use this particular skill it feels like I’m lagging (while I’m actually not). This skill is very clunky and it’s impossible to time it correctly as it is right now. I always end up doing an extra unwanted attack screwing my positioning.
Improvisation (GM trait core-thief) :
Currently, physical skills aren’t selected in the dice-roll.
It’s supposed to randomly recharge one skill type once activated. physical should be selectable once you turn Daredevil. Otherwise for some builds it’s one important GrandMaster lost while turning elite spec.
This has been fixed
IMPROVEMENT SUGGESTIONS
staff skills:
debilitating arc (#3) :
Considering the kind of content we are facing in the world, I think it
desperately needs some kind of hard CC (also, the name itself suggests a CC ), something like daze (or short knockback, launch, or knockdown).
weakening charge (#2)
Mechanic-wise, it’s actually good, but the delays need to be adressed.
dust strike (#4) :
A dark field for support will complement both the third chain-key of the auto-attack and weakening charge (since it goes forward, a column field would synergize well with it). The idea is to profit from the combo whirl + dark field, which provides leeching bolt.
traits:
Escapist absolution (this change may not be mandatory though):
Personally I’ve got a little problem with its placement in the trait lane. With the current state of every other specializations (and even some core), I think it won’t be over-powered at all to place it as a minor trait alongside the health gain in driven fortitude. There’s already some hard-counters against this trait (it involves letting the Daredevil wither to death while baiting for counters).
I think the Major trait section should be attack oriented exclusively (you just choose the type).
utility skills :
distracting daggers :
I don’t see why there’s a cooldown between each of the three daggers we throw. The idea about those daggers is to quickly use them during one fight (since the duration is short). But adding cooldown between each throw is counter-productive with that idea.
We should at least have the possibility to wait for the perfect opportunity to throw them. The cooldowns and the short duration of the skill just hurry us to throw them almost right away without having any possibility to wait for an opportunity.
I suggest to either increase the duration of the carried daggers, or decrease the cooldown between the throws.
Elite skill !
Finishing Blow (third key-chain of impact strike):
In pvp it’s amazing. But what about PvE ? It’s way more than underwhelming (considering the excruciating effort it requires to unlock it in that said PvE). It just deals raw damage compared to the other two blows that does that (but better) AND CC.
The animation is slow, and the attack actually deals less damage than the uppercut that precedes it, making it effectively useless in 99% of the PvE world. I tend to perform the two first attacks then switch back to my other tools without even bothering with that finishing blow (Why would I ? It’s weak, and that way, the skill goes on cooldown faster)
I think it should have a PvE only additional effect, like adding confusion.
(Or maybe an AoE knockback… some kind of CC would be welcome)
I mean this particular attack, is the most difficult to land out of the three, and it’s the weakest, why bothering using it as it is right now ? (still talking about PvE)
(edited by Tabootrinket.2631)