Showing Posts For Anodyne.5724:
Healing Turret. King of Healing Skills. Grandmaster of Multi-purpose.
It heals, it regens, it cleanses, it creates water fields (two!) and has a cooldown. It even explodes on demand. Too Strong?
It literally makes everything look bad and played by almost everybody, all the time. No skill should be so strong it has this much universal appeal – if you have to maximally trait out an alternative for it to be competitive, then we have a problem. And the irritating thing is the alternatives are good [except Med Kit]. AI issues aside the Medic Gyro does an good amount of healing but the automatic comparison is -> no condi clear, less water fields, less on demand healing -> not worth playing. Which is a shame!
In my opinion the most painless solution is that it loses a water field and/or the on-demand cleanse. Leave Elixir H for boons and (traited) condi clear, Med Kit for dedicated * targetted* group healing [needs work!] with Bandage Self for strong (and short CD) self healing and AED for the clutch healing for jokes. Medic Gyro for “strong self/weak others” and Healing Turret for “good self/good others” healing. Each one has a place to call their own but none universally dominant.
Thoughts?
Controversially, I think the player-orbiting gyros should be those from utility skills. I’ve posted it elsewhere but in essence they should orbit (agree as untargettable) the player and have an active ability to send them somewhere via ground-based targetting (becoming targettable and destructible).
The function gyro itself I don’t really have much issue with except its current bugginess and limitation to players which seems a bit unnecessary. Yeah its not as mechanically complex as Continuum Split or Berserk Mode, but at least its not another dodge bar! Like Dentrius above I’d thought it would be cool for harvesting for QoL. Do we really need more UI elements… or are we adding complexity for the sake of complexity?
My biggest issues with Scrapper are the Rocket Charge, and gyro AI. A bit of synergy would be amazing, if they gave the Purge Gyro an Elixir subtype and Blast Gyro made into an explosion etc.
Overall the Revenant continues to improve and gets more fluid and more enjoyable with every beta. Both visually and mechanically it has come on leaps and bounds. That being said theres still work and a narrow deadline for improvement! Damage on Mace/Axe/Sword still seems low.
Synergy
In an ideal world there would be a place for each pairing of the base legends and some role for Glint with most of the base. Roles would all be covered: DPS (Shiro/Mallyx), hybrid/control (Shiro or Mallyx/Jalis), support (Jalis/Ventari). As it stands Mallyx needs to use mace/axe and doesn’t get enough condi dealing skills to actually benefit from condi stats, imo. Most of the stat modifiers in Shiro’s traitline give ferocity and does nothing for condition damage! It would be nice if each traitline had something for the other legends and each weapon had a nod to an allied legend – some bleeds on the sword, hammer 4 be a Smoke field not a Dark field, etc. Mace could do with a burn on auto-chain and the Echoing Eruptions would be better a little closer together. Axe needs a different condition on 5 – so much unnecessary and cleansable Torment! If the skilled play is to use 5 to line them up and Frigid Blitz along the chain then switch the pass through and final damage. Staff is beautiful and never touch it again
Mallyx – first and foremost please for the love of god give him a stunbreak!
The demon monkey has been left in a weird place, improved but still off. It started off as a Epidemic-themed condi class with condi absorption and basing abilities on having above a threshold value for higher damage. Changing to condi damage and cc is totally fine but some of the skills no longer fit that theme. Leaving the epidemic ability as a GM trait fits perfectly, by the way, but now the only way to have that many condi’s is Pain Absorption (PA) in group play… otherwise its just weak or for vs necros. PA is now too ‘selfless’ for a demon! Wouldn’t it be perfect to swap PA for Jalis’ Forced Engagement?! Embrace the Darkness is weaksauce and compares badly with the Death Shroud it’s trying to pay homage to – bump it to 20% or have it increase condi damage duration too.
For damaging conditions, having so much bound into Torment is risky and a single cleanse just stops whatever massive stack in one fell swoop i- we need to diversify damage sources badly! Venom Enhancement and Diabilic Inferno have too long cooldowns and too few stacks, respectively.
- Ventari – just give him a water field for goodness sake.
- Shiro – moar damage. Impossible Odds still too expensive.
- Glint – please put a stunbreak on a Facet activation, or both sides of something. Change Elemental blast to Chill/Burn/Weakness so people don’t just.. run away.
- Jalis – seems fine. Love the new hammers.
TL;DR please give Mallyx a bit of synergy with the other legends and a good reason to run condi stats.
Engineer main and waiting with baited breath for the Scrapper! Love the hammer, like the idea of gyros but the execution is off. Cross posting from my reddit post for visibility for Irenio and colleagues.
Hammer
Auto – feels okay, damage could stand to be a bit beefier
2 – Works fine, but the yellow orb flash effect is odd. Would look cleaner as a physical spin (whirl finisher 1) and then an small electric effect spin (whirl finisher 2)
3 – its just clunky as everyone has said. The zig-zag movement and jumping past people is awkward, unpredictable and lets it down. At present it seems to jump to your right, then back to the middle (not over to the left) then directly forwards. There are lots of ways you could go with it but I guess the pathing is causing trouble. Either you leap directly towards, in a line, three times to a distant foe or you keep the diagonal movement but stops when you get to the target. Leaping past people is funny, but its a gap closer rather than dodging skill, though it does have a few evade frames. It might help if the three leaps were shorter successively – 600/400/200 or the like.
4 – I can’t put my finger on it, but it feels like its not blocking for long enough or the animation is a bit delayed – would be snappier as a reactive dodge if this delay was removed.
5 – seems fine!
Gyros
What they do is fine, they just aren’t doing it in game. The AI isn’t fit for purpose and having a minion run over to a target of its choosing to heal it/purge it fails compared to something just healing a target with no physical movement. Simplest fix would be to match the turret skill/toolbelt skill pattern and have the Medic/Purge/Sneak/Bulwark gyros follow the player closely. I can’t convey this enough. I’d recommend the following:
- base state – utility skill e.g. ‘Purge Gyro’ and toolbelt skill ‘Chemical Field’
- after using utility skill the Purge Gyro acticates and orbits you with the AoE based on you, the toolbelt skill flip to ‘Purge Gyro Self-Destruct’ and your utility skill flips to a ground targeted ‘Deply Purge Gyro’ and the bot then zips over to that player chosen location, with AoE centred on itself and is destructible (ideally not just by passive AoE damage).
- when activated or deployed the cooldown starts in the background, toolbelt skill has independent cooldown.
This would work for Medic, Purge, Sneak and Bulwark without any need for other changes given the lateness of the beta in development cycle. Blast and Shredder already don’t have issues with AI (heh) but would fit the above pattern with minimal work, as below. It would make sense, imo, for the fields generated by detonating gyros to be themed – Medic → water, Shredder → lightning, Blast → fire, Bulwark → light and Purge → poison.
- Medic – Pattern change as above; just heal more or nerf Healing Turret. Could strip the AoE heal for base use and on deploying do more healing than HT but in smaller AoE so you get a surge of healing giving it a niche.
- Purge – Pattern change as above; for a power build the poison is a bit pointless outside weakness and we can trait for that. Maybe a toolbelt light field instead (for retaliation); condi-clear is fine as active if it has more fuel (…). I guess it would be an alternative for elxir gun, sorta, for builds with no condi stats.
- Bulwark – AI change as above, fine tune total health as needed
- Shredder – I really like it! But too unpredictable :/. Why not have ‘overcharge’ ability as a ground target stationary spin-to-win and the main skill Shredder Gyro Tag and the bot runs after them (and benefits from swiftness etc). Moar damage plz.
- Blast – does what it needs to, it moves a bit weirdly at times and the deploying animation could be more interesting. The overcharge ability could be change target to your current target so you could fake out people.
- Sneak – Pattern change as above… sorta. Either it has perma-stealth, stays visible and has better tracking AI and movespeed or it changes to a different setup. E.g. active gives Mass Invisibility to 5 people and you can overcharge it for a small targeted AoE stealth effect (for a short duration); or you stealth yourself indefinitely and the overcharge is Mass Invisibility. Hard to know if this can be balanced to be honest, it’s stepping on too many toes already.
Function Gyro
Needs to work on NPCs!