Showing Posts For Heneil Stormcaller.2935:
Thanks Robert for all the amazing amazing work and changes!
Even though this is a great step in the right direction, and I appreciate you wanting to balance things gradually, I do believe that it is not yet enough. I will most certainly try the changes in the next beta, and only the will I be able to provide an informed opinion, however I do believe that the chill uptime is not yet enough and that damage in RS should still be upped a little bit.
I’ll just leave some suggestions I agree with here, for discussion. Most of them are not mine.
If you consider them, probably don’t add all of them at once since it might be a bit op:
1- Add a pulsing effect to RS like rending shroud where it pulses chill (add it to one of our subpar minor traits in the Reaper specialization).
2- Add a damage multiplier to chilled foes (10% or sth) to one of these minors.
3- Increase the amount of chill duration increased by Cold Shoulder (double it at least).
4- Slightly increase the damage done by RS AA and RS4 (this one to match GD, increase de damage coefficient by 0,2-0,3)
5- Add a pulsing chill effect at the end of GS 1c, much like guardian’s Hammer 1c. My idea for this skill (building up on Bhawb’s suggestion) would be to make 1c animation exactly like the current Nightfall animation (where it will root you, a fair tradeoff for this proposal imo). By stabbing the ground with the icy GS, it would leave an ice field (like the guardian’s hammer symbol), that would chill enemies while doing moderate damage every second for, like, 3 seconds (this animation already exists ingame, sth like a smaller radius RS5). Besides that, since by slamming the GS into the ground you wouldn’t actually hit anyone, make it so, when the GS connects to the ground ice spikes surge to hit up to 3-5 targets within the radius for good damage (the same damage GS1c currently does). This animation also exists ingame, since it is basically Ele Dagger Earth 1 painted icy blue. I think the root is a good tradeoff for all of these, and if it still is too much, make it so the actual ice spike doesn’t chill, only the field. It would help both AA damage and Reaper chill uptime.
Anyway amazing changes, keep up the good work. On these tracks Reaper will be absolutely amazing! Afterwards only base necro will be in need of some love…..
Definitely, this would be amazing!!
I also noticed this. Even though shouts usually use the same type of VO characters normally have, I believe that Reaper’s shouts should have a much more dark and deep tone, like if it was death itself speaking, or sth like that. It would add a lot of immersion.
I have seen on this forum several time that players are suggesting to get a longer range on that spell. I think like GS3 it would be a good thing, not too many range for obvious reasons.
Could be a good idea, I didn’t personally have much of an issue landing it, I think the first thing to do would be make it worth using. As an example it lists longer range than 100b, however maybe making it 220 range like Maul would be appropriate.
Another idea would be to add a pull to Gravedigger. It would make sense: have you noticed how in the animation the Reaper spins 2 times? If done fast enough it could create some kind of vacuum that would pull enemies in.
So the skill would pull 5 enemies in let’s say 200 units and then hit for a huge amount of damage (as it should be). This would also help solving the issue of Gravedigger being too hard to land.
Each set of utility skills are tied to a legend, which is tied to a trait line. We have 4 legends and 5 trait lines. What if we had the remaining skills (so we have the same amount of skills as the other professions) tied to the invocation trait line (the one without legend)? This skills would be usable in any legend, so we had a bit more customization, without losing the flavor of the rev. All we had to do was choose the skill we wanted to equip, among the legend ones, these “free skills” and the racials. Make them be somewhat “general Rev abilities” like blasting something with mists, or become mist or sth like that.
My take on all of this:
Overall I mostly agree with all your suggestions. However, I would increase damage in RS1 and 2. I also think it would be nice to have RS2 work more like War’s GS3 than a targeted leap.
About GS, I absolutely love your idea of adding an ice field to the end of AA. THIS MUST HAPPEN!!! However, despite that, both GS1 and 2 should hit much harder. Anyway, GS still has a mediocre LF generation. One possible solution would be to make AA give LF (1% per target hit with third attack of auto?). It would still be worse than dagger since the attacks are so slow, but i think it would work. Another issue is the absence of reliable gap closers (it is very different -and better- to close a gap by rushing to a target than pulling that target to you), so I think that at least GS5 should be able to be ground-targeted and aimed like war GS3.
About the shouts I fully agree with you. Cast times should be lower and CD on CttB should be 80-100s imo. YSiM should have a base healing at least the size of WoB, I believe. And just a note about the VO. It doesn’t seem very frightful. Should be a darker, more reapish, tone.
About the traits, I would buff Augury of Death a bit more than you (making it baseline 20% with +3% per target). Chilling Victory I would buff it a little, either by increasing the might duration for, say, 10s or decreasing the CD per target too 0,5s.
I had the feeling that RS was consuming more LF per sec than DS (even with VP) and/or not mitigating damage as DS does. Did you find this too?
Finally, would you find it too op if we got both DS and RS? Or if we got a breakbar on the shrouds and resistance instead of stability in RS3?
[Beta] Reaper Traits and Skills Feedback
in Guild Wars 2: Heart of Thorns
Posted by: Heneil Stormcaller.2935
So, my take on the Reaper. Suggestions are in bold.
GENERAL:
+ Awesome concept.
+ Awesome awesome awesome animations.
+ I really dig the slow chilling reaping movie monster.
– For an elite spec so reliant on chill it certainly can’t keep it up.
– For such a slow powerful monster, it certainly doesn’t hit hard.
REAPER SHROUD:
+ Most skills are of very relevance and with much more utility than DS.
+ Good mobility and stability is gold.
+ Better synergy with traits such as Dhuumfire.
– Only melee (not necessarily a bad thing).
– Damage on RS1 is a bit low. Right now I’m not even sure it out-dps’s DS1. -> Increase damage in RS1.
– RS2 very hard to land and unreliable. -> RS2 should be something like war GS3 or Sw2. Also should have its damage increased a bit.
– Doesn’t have an instant fear -> Make the fear part of RS3 instant cast. The rest of the skill can stay as it is, that way, even if the fear is not instant it is a bit better.
– RS appears to be consuming more LF per sec than DS (even with VP). I hope this is a bug, if it isn’t I’d like it to be the same (if not, at least, increase LF generation on RS1). It also appears to not mitigate damage as DS does. I hope it is another bug.
GREATSWORD:
+ Nice concept, awesome animations.
– Very very very slow. This is very bad from a PvP point of view.
– VERY low DPS for such a slow weapon. -> GS1 should hit much harder. GS2 should hit harder and recharge fully when under the threshold (if 50% is too much, which I don’t think it is, make it 33%)
– Mediocre LF generation. -> Consider making GS1 give LF (1% per target hit with third attack of auto?).
– Low chill uptime for a class so reliant on chill. -> Consider increasing chill duration on GS1 slightly.
– No reliable gap closers (it is very different -and better- to close a gap by rushing to a target than pulling that target to you). –> At least GS5 should be able to be ground-targeted and aimed like war GS3.
SHOUTS:
– Good concept, but not original to Reaper (Ele received shouts too).
– VO doesn’t seem very frightful. Should be a darker, more reapish, tone.
– Cast times are too high, for the benefit they bring. -> Decrease or remove completely all shouts’ cast times. CttB should be maximum 1s to cast.
– YSIM (Heal)’s healing is too low. -> Increase YSIM base healing to at least the same amount of raw healing as WoB.
– CttB (Elite) cast time and recharge time too long. –> Decrease cast time to 1s and decrease CD to 80-100s.
TRAITS:
+ The traits make sense and synergise well. However:
– Augury of death not that useful in this iteration. -> Should be 20% CD reduction baseline + 3% per target hit (up to 5). That way it still caps as 35% as it is now.
– Chilling Nova as it is now is useless. -> Either revert it to the version we saw in Livestream or drastically reduce its CD.
– Chilling Force was too powerful in the livestream, however I find it underperforming now. -> Either increase the might duration for, say, 10s or decrese the CD per target too 0,5s.
– Deathly Chill is very weak, even when speccing fully into condi damage. -> Should scale better.
– Reaper’s Onslaught is bugged right now.
OTHER SUGGESTIONS:
– Let us chose between DS and RS, by making both available to reaper. Of course, they should share the cooldown and the LF pool.
– It would make sense if RS and DS had a breakbar (discussion in another thread, just a reminder). If this ever gets implemented, I’d like to see RS3 giving resistance instead of stability (probably with a smaller upkeep in resistance).
– Let us see or even use utility’s in DS/RS.
So, my take on the Reaper. Suggestions are in bold.
GENERAL:
+ Awesome concept.
+ Awesome awesome awesome animations.
+ I really dig the slow chilling reaping movie monster.
– For an elite spec so reliant on chill it certainly can’t keep it up.
– For such a slow powerful monster, it certainly doesn’t hit hard.
REAPER SHROUD:
+ Most skills are of very relevance and with much more utility than DS.
+ Good mobility and stability is gold.
+ Better synergy with traits such as Dhuumfire.
– Only melee (not necessarily a bad thing).
– Damage on RS1 is a bit low. Right now I’m not even sure it out-dps’s DS1. -> Increase damage in RS1.
– RS2 very hard to land and unreliable. -> RS2 should be something like war GS3 or Sw2. Also should have its damage increased a bit.
– Doesn’t have an instant fear -> Make the fear part of RS3 instant cast. The rest of the skill can stay as it is, that way, even if the fear is not instant it is a bit better.
– RS appears to be consuming more LF per sec than DS (even with VP). I hope this is a bug, if it isn’t I’d like it to be the same (if not, at least, increase LF generation on RS1). It also appears to not mitigate damage as DS does. I hope it is another bug.
GREATSWORD:
+ Nice concept, awesome animations.
– Very very very slow. This is very bad from a PvP point of view.
– VERY low DPS for such a slow weapon. -> GS1 should hit much harder. GS2 should hit harder and recharge fully when under the threshold (if 50% is too much, which I don’t think it is, make it 33%)
– Mediocre LF generation. -> Consider making GS1 give LF (1% per target hit with third attack of auto?).
– Low chill uptime for a class so reliant on chill. -> Consider increasing chill duration on GS1 slightly.
– No reliable gap closers (it is very different -and better- to close a gap by rushing to a target than pulling that target to you). –> At least GS5 should be able to be ground-targeted and aimed like war GS3.
SHOUTS:
– Good concept, but not original to Reaper (Ele received shouts too).
– VO doesn’t seem very frightful. Should be a darker, more reapish, tone.
– Cast times are too high, for the benefit they bring. -> Decrease or remove completely all shouts’ cast times. CttB should be maximum 1s to cast.
– YSIM (Heal)’s healing is too low. -> Increase YSIM base healing to at least the same amount of raw healing as WoB.
– CttB (Elite) cast time and recharge time too long. –> Decrease cast time to 1s and decrease CD to 80-100s.
TRAITS:
+ The traits make sense and synergise well. However:
– Augury of death not that useful in this iteration. -> Should be 20% CD reduction baseline + 3% per target hit (up to 5). That way it still caps as 35% as it is now.
– Chilling Nova as it is now is useless. -> Either revert it to the version we saw in Livestream or drastically reduce its CD.
– Chilling Force was too powerful in the livestream, however I find it underperforming now. -> Either increase the might duration for, say, 10s or decrese the CD per target too 0,5s.
– Deathly Chill is very weak, even when speccing fully into condi damage. -> Should scale better.
– Reaper’s Onslaught is bugged right now.
OTHER SUGGESTIONS:
– Let us chose between DS and RS, by making both available to reaper. Of course, they should share the cooldown and the LF pool.
– It would make sense if RS and DS had a breakbar (discussion in another thread, just a reminder). If this ever gets implemented, I’d like to see RS3 giving resistance instead of stability (probably with a smaller upkeep in resistance).
– Let us see or even use utility’s in DS/RS.
Anyway, I really believe that it would have been better if they went along with Droknar than Jalis. Droknar we know that he isn’t alive (even though he appeared at the end of EotN) and is much more legendary than Jalis. Even more so as I still hope that we get to see and fight alongside Jalis when we get to Primordus.
So, my bugs:
1 – Collections reset.
2 – Training specs and skills reset in at least 3 chars (though I have my previous spec build still equipped, can’t change specs, but can change skills even though they “are not trained”. For record, they were all unlicked before the patch). I do not know if my hero points were refunded or not, so I’m afraid to spend them again.
3 – DT and SW achievements reset.
4 – Ecto gamble achievement reset (even though I hadn’t it fully completed).
5 – Explorer achievements added during the Living World reset.
6 – Trolls Revenge JP (new one in LA) achievement reset.
7 – All story Journal achievements reset.
8 – Whenever I do a daily, the same daily appears as it has not been done, even though I received the chest. I haven’t yet tried doing the same daily twice, though.
9 – Mail carriers reset.
10 – Says I have to buy LS2 again, 200gems each episode.
11 – All my PvP reward tracks reset, and they don’t increase.
12 – Not even skins from the wardrobe appear unlocked in the collections panel. Better yet, whenever I click an item so I can unlock it in a collection my game crashes.
This is all I have managed to find as of yet. What am I supposed to do?
EDIT: So I logged into a more recent character (a bit more than 1 year) and all the above were fixed…
(edited by Heneil Stormcaller.2935)
I actually don’t agree with that. Even though pve and pvp play styles are very different, with don’t need the skills/traits to be splited, which would make someone changing game modes much more confused. What we need are valuable options in each game mode. I don’t think that a certain trait or skill has to be useful everywhere. The class itself must be useful everywhere, however.
I’m not sure splitting between pve and pvp would work, since they seem to be getting further and further way from that model.
So something like:
When an ally is under 75% HP → + 10% damage; under 50% HP → +15% damage; under 25% HP → +20% damage?
I’ll update the OP
true but what about curses i mean not the trait line i mean real curses
How would those curses work?
I think most of us agree that it should be f1 ds f2 rs you get f2 if you trait it and they share same lf pool and cooldown it will be something to make palawa Joko and Duhuum proud
I agree with you, was just giving an option (that has already been given actually) so that reaper is not a direct upgrade from necro
True, I was trying not to suggest something too OP (though that might be what we need now, really…)
What if we had another instance of DS on core necro? Like having current DS on F1 and if we pressed F2 we entered an alternate version of DS we more meleeish skills? Of course they would all share they’re CDs and LF pool.
Someone in another thread (very sorry, but can’t recall who nor find the thread) suggested changing the DS based on what weapon you have equipped. What if the current DS would stay the same in F1 and only F2 changed according to the weapon you were using (which included GS for RS)?
This would solve the range problem and possibly some core necro problems, while not making reaper a direct upgrade from necro.
@Dadnir, if that is indeed the reason for mesmers and eles getting aditions, then that goes against what they said, since supposedly elite specs are supposed to be alternatives instead of straight up improvements to the class.
That being said I fully support the suggestion and think it would be awesome to have both DS and RS at my disposal
So, we all know that Necro is subpar and hated by many, including most dungeon groups. We all know that the problem is pretty complex and not easily solved, although many people in this forum posted many neat ideas that would make necro a much better class.
What I propose is a change/addition that, even without solving the core problems of the class, would, I believe, increase the effectiveness of necros in a dungeon party.
Dungeons right now are all about damage and killing things as fast as possible. To achieve so you want professions with high dps and offensive support through boons like might and fury and unique skills and traits like Ele’s conjured weapons and War’s empower allies.
Since the +150 ferocity trait was given to Revenant, what if we get a GM trait (in spite, maybe even a change in close to death) that would do one of two things:
1 – When an ally is above the health threshold, his damage is increased. 5 allies.
Above 90% -> 20% increased damage.
Above 75% -> 15% increased damage.
Above 50% -> 10% increased damage.
OR
2- When an ally is under the health threshold, his damage is increased. 5 allies.
Under 75% HP -> 10% increased damage.
Under 50% HP -> 15% increased damage.
Under 25% HP -> 20% increased damage.
OR
3- Up to 5 targets within range have a debuff based on their current health.
Under 75% -> 10% increased damage to the target.
Under 50% -> 15% increased damage to the target.
Under 30% -> 20% increased damage to the target.
With one of these traits we would get a way to support a party offensively, being able of being a bit less selfish and increase party-wide damage. Maybe, even though the core problems aren’t solved, we would be a bit less hated and more accepted into parties.
So, thoughts?
Please keep discussion polite and constructive. Thanks.
EDIT: Increased the values a bit and added suggestion.
(edited by Heneil Stormcaller.2935)
I really believe that breakbar should be baseline for Shroud (both Death and Reaper).
So, my ideia is: when we enter Shroud we get a bar that is able to eat, let’s say, 5 stuns. Each 3-5sec will regenerate 1 stun (a bit how the wyvern bar worked in beta).
If we get broken we would get stunned for, say, 3 sec, we would be thrown out of Shroud and Shroud would get a penalty of 30-50sec CD.
This way, you would be rewarded for smart play, if you get out of Shroud when you’re nearly broken; you’d basically be imune to cc if the enemy can’t break you, which goes along the idea of “unstoppable monster”; and it is still a high risk feature, since the consequences of being broken would be very dire (especially for Shroud builds).
Anyway, should any kind of breakbar be implemented in RS, I would like to see the stability in RS3 be treaded for resistance, since I think that not only would it be more useful, as if we get a breakbar in RS it would be moot and excessive to also get stability.
Thank you very much for your answers
Blackwidow it is, then!
Hello forum-dwellers!
I am intending to buy either a Razer Orbweaver keypad or a Razer Blackwidow keyboard and would like the help of anyone who has experience with either of these peripherals!
My main problem is if I bought the Orbweaver I wanted to use the thumbpad as a substitute for the WASD keys, so as to control the movement of my character with the thumbpad (a bit like as if I was using a joystick). Do you know if this possible? I have already contacted support and they basically said that they don’t know if it works, as they haven’t tested, and advised me to seek the help of other players that may have already tried using different configurations.
kitten, my questions are:
Which one do you like the most?
If I bought the Orbweaver, is it possible to use the thumbpad to control my character instead of the WASD keys of the keyboard?
IGN : Smarty Stormcaller
Server : Ring of Fire (EU)
Playstyle : A lot of Pve and some WvW
Role : Scholar, I’ve got some experience in Mesmer (my current main) but there’s still so much to learn….
Playtime : Very variable, I try to log in every day, though
Thanks a lot
@Nat
I’m sure they’ll open new lands at some point, this an idea for a game play I think would be awesome. And rather amazing for a game that takes so much pride in its beauty!
@Palador
I’ve never played that game, but you do have a point. Maybe if first they opened up only som selected areas to see how it goes?
@Grevender
I agree, there would need to be stuff to do. However this game is already heavy on flying stuff (airships, airpirates and what even look like an air drill), so i think this would be a rather nice next step.
I’m sure we all want new skills. This thread is about an idea I had for a new skill improvement system.
Many of us already have tons of skill points waiting to be used. Many of us already have all skills there is to have. What I propose is a system in which a level 80 character after acquiring all skills would be able to buy a tome (like the trait ones) with skill points (maybe 100) that would make you able to use “Tier 2” skills. This Tier 2 skills would cost something like 10-25 SP each and would be different (not necessarily better) versions of Tier 1 skills. Afterwards you still get to buy a Tier 3 tome (more for the class specific mechanic). You can’t have the tier 1 and tier 2 or 3 version of the same skill equipped at the same time, you can toggle between them while OOC.
Some example of skills:
Mesmer:
Tier 2:
Mind Stab v.2: Equal to MS v.1, with less damage, but creates AoE at the feet of up to 5 nearby targets (a bit like that mesmer boss in CoE).
Tier 3:
The new version of all phantasm skills would create 2 illusions instead of one. However this new phantasms would be weaker than the regular ones, while still taking up 2 illusion slots. This way you could have 3 phantasms earlier in a fight, however they would be weaker.
Ranger:
Tier 2:
Hunter’s Call v.2: Instead of causing damage the birds inflict a random damaging condition every attack (probably they would have to do less attacks)
Tier 3:
Adds new “F2” skills to your pets (you would have to unlock them by evolving your pet and spending SP). The pets you play more would receive some experience, making them bigger, dropping the “juvenile” prefix, and more powerful. This way you also get to watch your pet grow!
All in all, this is an idea do make players a bit more powerful, without increasing the level cap, while opening up a whole new world of builds diversity. I believe it would also give a feeling of progression, while providing a valuable way to spend you SP. Of course, not every skill would have a T2 or T3 version, and certainly none would be featured in both tiers.
The examples are just random ideas, for you to get the picture.
What do you think?
~ Heneil Stormcaller
So I have an awesome idea for where this game might go. This is not another mount thread, though probably it will still talk about mounts. Please read it through before disregarding it and bear with me for a moment.
As most of you, I also eager to explore the remaining beautiful and vast lands of Tyria, Cantha and Elona. However, there is something I’m eager to do first: fly.
And yes, I know it would kill the game, would render jumping puzzles and vistas useless, would be impossible to balance it out, bla bla bla.
My idea would be to create a sky above Tyria. Players would have to go to certain places, like really tall mountains or whatever, and then get on an airship. After you do this you take off to the sky. You can’t fly too low, as you’d fall to the ground and die. That way you can’t interact with the vistas and so on, so this is no longer a problem. If your airship is destroyed, then you’d die, obviously, and you would fall to the ground directly below you, meaning that if you want to get up to the sky again, you would have to go to one of these… “airports” (let’s call it this way) again. There would be no waypoints in the sky, except maybe for one: The flying city of the Zephyrites. This flying city would be in a different place every day.
Imagine the beauty of the landscape if you saw it from up there. Imagine the epicness of the battles you would have in the sky. For example a revamped The Shatterer, where you have a first part in which you have to fight it in the sky, and after destroying its wings, you have to finish him on the ground. Imagine a fight against an elder dragon, where you actually do some fighting, instead of just being firing a canon!
And I’m really sure that technically this would be very hard, however, at least we already have underwater combat, and I imagine this wouldn’t be that different…
What are your thoughts on this idea? I believe it would make them game even more amazing!
~Heneil Stormcaller
So, I have an idea to revamp MoP:
The new Power Spike (probably the name would have to be changed) would:
If a target is further than let’s say.. 300 units, than the player deals the damage and teleports to the target, and then blinds nearby foes.
On the other hand, if the target is nearer than 300 units, the player deals the damage and teleports directly away from the target, and then cripples foes near the target.
This would make, in my view, MoP a rather useful skill, acting both as a gap closer and a way to distance yourself from the target, with some defensive characteristics while also applying damage. And , in my view, wouldn’t be OP, as you can’t abuse the blind nor the cripple, due to the teleport, and the damage isn’t that great and it’s still single target.
Useful to run away in WvW, without being OP and a way to close the gap without using the bugged iLeap.
So… What do you think?
~Heneil Stormcaller
thank you very much
Hello,
Sorry for bumping this thread, but is it even possible that I can’t even find the music folder where I have to put the playlists?
I tried creating the directory myself, but as expected, it didn’t work.
Although I really love the soundtrack I’d love to personalize it a bit…
Also, in the wiki it says that one of the formats supported is m3u, though native itunes playlists are not supported. If I create a playlist in itunes, but in the m3u format, is it supported?
Sorry for all this questions, but i’m a bit of a tech noob…
Thanks!