Showing Posts For Angier.1047:
You don’t channel the actual soul, you channel his memory footprint in the mists.
Critted for around 16k just yesterday…
Actually, I quite like the gyros. While shredder and blast is severly undertuned, bulwark, medic and purger are quite nice and useful. Stealth is gimmicky at best, tho and I prefer the mortar still.
So I don’t think that the AI itself is what makes gyros a burden but their undertunedness moreso.
Giving the Blast Gyro a Blast finisher would also help making that gyro more worthwhile, even in PvE.
And yeah… detonating the gyros also being blast finishers would make that option more attractive.
Simply: Not just by itself.
Enhance your reading comprehension, please
Not every utility skill/trait is meant to be used in any gamemode man…
wich is the worst concept to adopt…. it looks slacking to avoid spend time working on balance.
All skills should be usable in all modes, effectivess would deppend on role pretended, and not get tied to 1 or 2 builds to X mode.Gyros might work but players can go into the midle of the blob or will need to cast gyros when combat spreads the other team if thats the case.
A better explanation is: Not every tool is right for the job at hand. Not all gyros are ideal for frontline use. That doesn’t make them useless in WvW per sé. The Blast Gyro might be ideal to disrupt the backline, while the shredder gyro might be a nice touch to pressurize the flanks. Both the medic and the purger gyro have their uses for support while the bullwark is a flat out damage reducer. The sneak gyro might help if the engineer wants to set up a bait for flanking.
As always, engineer is about clever use of the tools at your disposal. Not mindless zerging. For that, you have the hammer and the kits.
Any plans on UI adjustments for Herald F2? The positioning is atrocious, imho.
I believe in the last beta there wasn’t final UI for it. It’ll be placed as a smaller icon above the middle of the energy bar for launch.
That’d be exactly what I’d have proposed. Awesome
Any plans on UI adjustments for Herald F2? The positioning is atrocious, imho.
cant wait to try out this iteration, really appreciate the communication
Thanks so much for this Irenio; sounds like the changes will improve the spec and it’s great to hear we’ll still get more revisions after launch.
One thing with the Function Gyro I think still needs addressing, is that in the frenzy of combat it’s can be nearly impossible to manually target an ally to revive them, especially if there are enemies or npcs in the way. Some form of deployment without needing a target specifically selected is needed – wasting time trying to click the few free pixels of some who’s dying and failing is very unfun.
you can click the character portrait on your party menu.
who has time to find their cursor in the mess that is a bunch of particle effects on my screen and then drag it over to the correct party member, if that person is even in my party? not i. by the time i do that, my ally is rezzed or ded.
There are keybinds to target allied players. bind them. live them. love them.
Oh! I see what you did with the Gyros… Since the Gryros’ cooldown now starts on summon, by keeping the Gyros alive longer, you’re technically making the cooldowns shorter. I.E. Bulwark has a 15 second uptime and a 35s cooldown, so if it survives 15s, your cooldown will be 20s, instead of the initial 30
I like this! Wish the Function Gyro had more functionality in PvE though, but I can libe with simple rezzing
“Simple rezzing” can get rather handy in scenarios like raids where you can’t revive and keeping people alive is quite valuable.
@Irenio any news on a possible stun breaker on any of the gyros? I think bulwark’s or blast’s toolbelt skill are fine candidates in exchange for an increase in cooldown of course. The blast one would be neat. superspeed and stun break thematically fits. maybe ~45 sec?
(edited by Angier.1047)
As a software developer myself I have to say: Thanks for the update!
Guys: Things are still in flux right now. Regardless of what Irenio might or might not tell us he would be BOUND to disappoint as he can’t be sure that anything he says is going to stay that way until the patch ships on the 23rd.
Better to focus on getting things straight than wasting time giving info on a status quo that is not set in stone and needing to justify for that.
Where does the lore say that the empowerment exprimes itself in any visual effect?
Maybe it’s just me, but the hand glowing seems a lot more faded this time around. Am I just imagining it?
It is by far not as bright as it was in bwe2, thats right
I thought so. I know I’ve mostly been a proponent for keeping them on all the time, but I’d rather have brighter, combat only hand glow than the lesser, always on version we got this time around.
I’d be happy if we got a brighter combat glow but a dimmer non-combat glow, just as long as the glow was still there OoC. (if anything, that would improve Rev’s flavor: you are always channeling, but in combat you access more power)
Yeah, I like that! I’m not sure why the fiery glow was toned down so much. Roy, please make it so.
so basically, off while out of fight, entering a fight a nice burst and then the glow for the fight. its fine. btw, when changing legend you get a short stronger burst glow
No
Dim whilst out of a fight (dimmer than current if you really wanted, just as long as it’s THERE, revenants always channeling is an important part of their lore)
Strong when in a fight
and a short flare when changing or entering combat.
it makes sense from a lore perspective (you access more power when in a fight, but still maintain a connection out of combat), and satisfies all parties except the ones who want no glow OoC at all (no matter how faint), or the ones who want perma-full glow
It makes no sense from a lore perspective because even though we KNOW that Revenants channel 24/7 we don’t know how the hand glow is / should be related to that.
I’d main Rev in an instant but the permanent wrist effect is a total turn off for me :/
The posters here are not debating design choices but personal preference. My argument is about the design choice.
Besides: Just because in this instance there are other people posting in favour for the effect (or against it) doesn’t mean either side is representive. In the end, it’s ANet’s call and all we can do is bring up valid points for either side. No gain in trying to confince anyone that your view is the only correct one just because there are others agreeing with you. That’s not how this works, sorry.
The permanent glow effect on Rev feels horribly out of place in comparison to other professions. So it’s not just personal preference but also a question of adhering to coherent design principles.
I think there’s room for everybody to be happy here:
If we had no glow out of combat, but had some flashy hand-animation when we drew our weapons based on the legend we’re in before our hands settle into the current glow, maybe that’d be a bit better?
I mean the Guardians Aegis doesn’t show when weapons aren’t drawn, and I think it’d feel pretty bamf to witness my hands burst into flame whenever I open on some fool.
But I want the glow out of combat… I won’t be happy.
Do you also want the aegis-shield to be permanently visible? Or the ele glow? If not, you want to have it disregarding past design choices.
Hey Roy,
please consider limiting the hand glow to being in combat / having weapons drawn. It’s a bit much while standing idly around and with weapons sheathed. No other class follows this logic and it would dramatically improve the feeling of the Revenant when he charges into battle.
There are many others that dislike the fact that the particle effects are ALWAYS on. And ALL the time the suggestion is to simply disable the effects while standing out of combat and with weapons sheathed. Where’s the harm in that? Every other class also follows this logic (looking at you, Guardian and Elementalist!) why does the Revenant have to show this rather obvious effect all the time?
Now, I know that lore wise the Revenant is channeling the respective legend all the time and not just when he wants to. Yet, I see no reasoning that this has to show in a hand glow. I’d also say that it gets much more dramatic if the effect kicks in once the Revenant prepares for battle, like: “Okay, Glint. Let’s do this!” whoosh, hands on fire, charges into battle