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Sorry I have not been around for a few days! Great comments. I will make some changes based on feedback.
@Creepmatic
The spreadsheet is a collaboration of comments from here. I’m attempting to place things where they make sense. The issue that is separating a lot of people is the feeling of the current system, which paints DPS with zeal, Healing with Valor, Utility with Virtues. While the new system will maintain this to a degree the idea is that each Tree is a specialization that makes you better at specific things within the class. You no longer choose a few points into this, and a few points into that. It’s 3 choices, you put all points into those three choices.
Shattered Aegis was moved to Valor because it had no other place to go at the moment, rather than commenting on how it is out of place please take the time to suggest where it should go.
Focus Mastery Competes with Communal Defenses because this opens up player choice. Do I want to be better with a focus or do I want to be better with a shield (disregard the shields lackluster skills)? If players can stack two weapons then they will stack two weapons rather than taking a different choice in adept. The idea isn’t to stack builds so that you will always choose JUST that trait. The idea is to provide a meaningful choice so that the player REALLY wants both, but has to make a decision. This opens of different styles of play and leads to a better balance within the class.
This is just my design philosophy. If you provide no meaningful choice then players will go with the only choice they have. This is evident with the current example of the Honor Tree, where the skills are ok in adept but they are too specific and leave little room for actual use.
Updates to spreadsheet:
-Split Writ of Persistence into Writ of Power and Writ of Persistence. Moved Writ of Power to Master Zeal. Moved Writ of Persistence to Master honor.
-Moved Shattered Aegis back into Zeal Grandmaster.
-Moved Retributive Armor into Valor and in the empty Adept slot.
-Swapped {{Virtous Mallet}} and Focus Mastery.
Remember, I am making many of these changes based on feedback from you guys in the thread. If I was in charge of guardians I would make many changes to how they are specialized. Wrapping a lot of traits into lines that make sense, creating ones to replace those that no longer fit. These are merely suggestions for Anet to look over. When designing for a class it is very helpful to see organized opinions. It can also be helpful just to see things moved around because what didn’t click before may click now.
Something to remember is that the designers for guardian are also trying to wrap in the new specializations and may have other directions for the class to go. A lot of great discuss and feedback as has taken place so far. It seems like the comments here and there are becoming too opinionated based on personal style of play. It is ok to change, even break the mold. Think outside the box and try to grasp several different playstyles.
Keep it up guys!
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I have looked over the discussion so far and made some changes. I combined RS & PI, which leaves an empty space in honor. Anet would need to fill this as it is their intent. We could make suggestions but I don’t know how far the extra thought would go.
Virtuous Mallet was swapped with Retributive Armor, I don’t know what they intend with RA because it says Ferocity in the tool tip. Perhaps that is what it will be and that may fit with the DPS aspects of zeal. The issue we are running into is that many of the remaining traits are lackluster and increasing their potency will serve to only make the guardian too strong. We are reaching a point where it is difficult to balance without rewriting or creating new traits.
There was mention of moving WoP to Master in Zeal, how do we feel about that? Or should it juts be moved back to it’s original place, but perhaps remain master?
Are there any other traits that need discussion? Placement? Remember you can leave comments on the spreadsheet as well.
@Salamander
My intent was not to make it seem like I was attacking you. I know that is hard via text but my point was that your comment was heavily opinionated. Majority of the traits in the zeal tree were there to begin with. The original comment was about how the zeal traits were “bad” and at the end of your last comment “my” position of traits is now what is bad. That is a fine example of ad hominem. So Yes I agree that we shouldn’t attack each other, which again wasn’t my intent. I wanted to split your opinion from the base design itself.
I’m part of a GvG guild and with the changes Anet proposed it is likely that we may go into zeal as frontline guardians. Moving Superior Aria can possible break the original meta we had. It possible for us to still choose that line and go with that trait, but we may miss out on potential play with our symbols. Guardian symbols are heavily used in the GvG scene and in high-end wvw. This is the style of play I am part of and I don’t ask that we make those changes for me or those that GvG, but the current direction zeal is going even without the feedback and my suggestions proves useful to some.
p.s. please do not make this thread about gvg, I don’t want it locked.
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@Salamander @ Black Box
What Exedore is referring to is that these trait trees are no longer “Zeal is for DPS.” Yes the skills may increase damage but the point of going into this is to specialize into symbols and what seems to be condition scaling (burning). Technically, a bunker guardian could try running zeal so that he has better area denial on the point and attempt to whittle down his opponent with burns.
He could take more damage for symbols and rely on placement to makeup for the smaller area OR he could take writ and not worry about the placement as much, but also get longer buffs and more healing.
@Salamander
because none of the other Zeal symbol traits are good
This weakens your argument as you mention this several times. All because “you” don’t think the traits are good for your style of play doesn’t mean there isn’t a style of play. I’m not saying that as a way to call you out, but as an example as to what Exedore is trying to say. Having it in a different trait lines is similar to having AH and Monk’s focus in separate lines (not comparing potency). Those who want to go into symbols will most likely, note most likely, get both.
Regardless it all depends on style of play. The idea is to open up options for meaningful play, not B-line and stacked traits.
Keep up the discussion. This has been really great so far and I believe there are other traits we could look at as well. The more solid reasons behind these ideas the more likely they will leave in impact with any of the designers who frequent these boards.
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Also, the new location for Battle Presence. This trait will need some buff, there is no reason to take it over Indomitable Courage. This is already useless and will be even more weaker.
BP was given the 15% endurance regeneration. In all honesty a supporting guardian would want to choose this. I believe both are viable choices, it just depends on what you want build wise.
Do you have any suggestions as to what could make it better or as enticing as IC?
The heal is very little and it’s a GM trait, should have a big impact. Even working with the 15% endurance regeneration (which requires to go into Honor) is still weak. Also, as supportive guardian, Indomitable Courage is still better. Maybe add 5 sec of vigor when activating Virtue of Resolve, then it would be more viable.
The heal is actually pretty decent. Especially when you have around 400-600 Healing Power. I’ve been able to provide almost 500 per 3 seconds as a passive so it really depends on how much you spec yourself into support and healing. Most support guards will be going into honor for that minor anyways.
Perhaps it does need something like vigor upon using it but I honestly believe it is fine the way it is. IC is great for the Stability and now the Stun-break is rolled into it. Is IC going to outclass it? Eh, I can’t say for sure without seeing the new builds in practice.
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1: Unscathed Contender. It can be quite nice when it’s up but in any serious fight AEGIS is unlikely to be up for long.
What if instead it gave a 10% boost to damage while under the effects of protection ?
I just chose something that caught my eye. Changing this to Protection would be too much uptime for the damage increase. I would lower the damage to 5%, maybe even lower if it were protection.
The idea behind this is that you use it on the initial burst and from there timing it for when you go to spike. It is rather hard to adapt in the midst of a fight but the damage is there when you usually need it.
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Also, the new location for Battle Presence. This trait will need some buff, there is no reason to take it over Indomitable Courage. This is already useless and will be even more weaker.
BP was given the 15% endurance regeneration. In all honesty a supporting guardian would want to choose this. I believe both are viable choices, it just depends on what you want build wise.
Do you have any suggestions as to what could make it better or as enticing as IC?
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After all of the incarnations of spirit weapons I have come to settle on this:
Spirit weapons should not be target-able – Originally they were invuln but target-able and this was aggravating. Having them target-able is very messy because the more random things a player has to sift through to actually target there opponent the more frustrated he will become. Remove the ability to target spirit weapons and players have no need to worry about not being able to target their opponent, but how to counter the spirit weapons that are out.
Spirit Weapons should not have HP – They were originally invulnerable and that was fine. They need to be beneficial to the guardian and last a duration but they don’t need to be kill-able, they will go away once their duration runs out.
Spirit weapons are not pets, clones or turrets. They are not as effective as those especially with the lack of traits available for them. Make these two changes and I believe they would be a lot more usable. If we could implement them more into traits (perhaps 1-2 more) they could be a viable build option.
Are spirit weapons bad now? No, but they are just not as effective as other options.
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This makes it so that you produce a Symbol of Protection when you take falling damage OR disabled. This way it has more uses and synergies with the zeal line a bit more.
A Symbol of Protection when disabled with 10 second ICD is insane. That’s easily 45-60 second ICD worth.
In any case, whatever “when disabled” effect should replace Retaliatory Subconscious, which is just terrible.
The “fall damage reduction” Symbol of Protection could be merged with it.
In fact, it doesn’t matter where it goes as long as it doesn’t occupy that adept honor trait spot. A mace-only and a revive trait already make the options limited enough.
Sorry I half knowing threw a random number in there. I think 40s would be fine and actually may be too high. That is only 1 symbol per minute when you can produce more than that with a Hammer.
I think the fall damage trait is fine where it is at currently. I believe making RS more of a viable option is easier for the designers. We don’t want to necessarily nix traits because that will most likely never get through. It is technically better now that it also gives you Aegis. This is what I added to it, maybe it’s not enough but it’s not that terrible:
Retaliatory Subconscious
Retaliation (3 3/4s)
Aegis (3 3/4s)?
add Retalation Lasts longer
What other trait could replace the Symbol trait if it was merged instead? That line is about support and all of those traits in adept are supportive. Making it so that they provide any extra benefit to just “you” may be to selfish and the wrong direction to go.
Thanks for your comments on WoP!
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(edited by Kanashi.5104)
HONOR:
- All adept trais are too specific. Not everybody that goes into honor will always be using a supportive build or using mace. Should be added a new effect to Protector’s Impact, if not so, everybody will use Protective Reviver if they’re not using a mace..
dis guy knowws wats up
Check the spreadsheet page 2 for updates to traits themselves. This is what I have currently written up based on feedback so far.
Protector’s Impact
{{Damage Reduced: 50%
add Create symbol upon taking falling damage or when you are disabled.
Has a (edit)40s ICD}}
This makes it so that you produce a Symbol of Protection when you take falling damage OR disabled. This way it has more uses and synergies with the zeal line a bit more.
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(edited by Kanashi.5104)
I know this doesn’t really answer your question. : /
No, but it benefits the discussion and further illustrates why they should be together.
On paper, I agree with this. In practice, it might be overpowered, because then mace/focus combo would have more sustain and burst than it already has. I wouldn’t mind keeping the “aegis on removal” if aegis uptime was 30 seconds baseline, and then traiting for the Virtue GM reduced it to 20 seconds. But maybe that would be OP? Communal defenses as a master is already a huge improvement…
I agree 100%. On paper it does seem like a great idea but without testing it may be very powerful. I bet that is what the designers thought as well and probably why everything has remained the way it is. I think it is worth testing though, just to see what the results are, it could be the missing piece to the puzzle.
As for aegis that means you generate 2 a minute over 1 a minute. Traited it would be 3 a minute over 2 a minute. Is this powerful? I don’t really see an inherent problem with the cooldowns being changed. I would like it if a designer could comment on why the CD is 40 seconds base (currently). If there was some kind of issue then we could see why it is 40 and why it would not be wise to make it much lower. Making it so that you gain aegis faster could rise more demand on the “apply on removal of aegis” and create a viable aegis build.
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I understand that, but I do feel that Writ of Persistence shouldn’t compete with 20% increase damage since you’d need that trait anyways just to compensate for the lack of power from Zeal (I’m paraphrasing someone else’s words in another topic here). That being said, the other symbol traits in Zeal just aren’t very good compared to Writ of Persistence, and I could foresee people going in Honor for WoP and skipping Zeal altogether because using Symbols for regen, protection, proccing AH, and point control is reliable, whereas symbol DPS is not.
Very good points and I agree with them. I’ll see if anyone else can counter argue WoP going into Zeal. We have had one above so far. These discussiosn are great.
Ok. Just keep in mind putting MF and AH in separate lines does absolutely nothing to shift the current meta: Guardians will continue to be rewarded playing “selfish” high-sustain high dps builds. I for one want to see more build diversity, but the rewards for not taking MF and AH together (in your spreadsheet) seem pretty abysmal, regardless of what build you actually are (RF elite and SC on heal without any other meditation utilities are worth MF alone if I can have AH too).
Very true, if we moved AH back with MF what would you suggest to help create more build diversity? Both of those traits are “selfish” but inherently they are meant to heal. This tells me that Shattered Aegis and Pure of Heart are not strong enough to force a guard to choose otherwise( if we go by the spreadsheet).
I would honestly like to see more abilities move away from “apply on aegis removal” and just be apply on block. That way you can begin to separate traits into their roles of Zeal being power/condi, Radiance being precision/ferocity, Honor being regen/retaliation and Valor being Protection/stability.
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Thoughts on Traits
…All the symbol stuff should be in Zeal, most notably Writ of Persistence…I have to disagree 100%. The symbol that works best with Writ of Persistence come from the mace (and hammer), which synergizes really well with Honor (e.g., Invigorated Bulwark). Putting Writ of Persistence in Zeal forces you to lose out on the huge level group support that Honor gives (and which symbols offer). Putting all of the symbol traits in Zeal would really mess up symbol usage, because not everyone wants to go full-out offense with them. Writ of Persistence is great where it is.
Also, Altruistic Healing should compete with Monk’s focus, not with Pure of Voice. The way the spreadsheet is setup now (with regards to the GM traits discussed here) is not better than what Anet already released.
It is true that it benefits mace and hammer the most but as Exedore pointed out one of the major ideas revolving around specializations is that you specialize into something specific. It could get swapped back, but it’s a bigger choice between do I want to deal more damage and burn with my symbols or do I want a little support? It may not make sense now but I suggest thinking it over a bit more. Perhaps it isn’t the right choice, we can only see what others think.
I still agree with AH. However, I wanted to change it to see what others thought. While it makes sense for them to be fought over I wanted to place the aegis skills within the Valor line. It may require a change in AH, perhaps a smaller heal but an aoe heal instead of a self only to make more sense in Honor. Ideally we wouldn’t want to deviate too far away from the way some of these staple traits function.
Thanks for the input though. Hopefully we get some more opinions and I can move them back around if need be.
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(edited by Kanashi.5104)
What this does is prevent builds from having a multitude of self-protection traits while using full damage gear (PvP perspective) or taking every low-hanging straight damage increase trait (PvE perspective).
I agree, very solid information. I thought about your suggestions and I added that back into the spreadsheet I created. If you wish to look it over and comment on those changes please do.
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It seems like all that would be a lot of extra work when it comes to balancing. These changes wouldn’t really make a player want to choose Tomes over RF. If tomes need a type change then they should either remain tomes OR become spirit weapons. That would at least give a benefit to actually choosing Expeditious Spirit.
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All of you that have commented so far, I updated the OP to have a spreadsheet I started. You can comment on the spreadsheet but I recommend continuing the discussion here.
I took into consideration some of the feedback that has been discussed so far and I attempted to consolidate similar traits into trees that made more sense. I will post a brief description of why I made these changes.
If you have a question about the trait changes or rearrangement of traits please ask. It is a lot to go over in a single post and most of it can be easily recognized or understood if you read everything in the sheet.
I realize none of this may ever matter and never change the current design, but I have a passion for designing games. If the devs use any of it then it was worth it! It’s also great practice and input from fellow gamer’s is always welcome.
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Honor Adept Traits are less than ideal. If you don’t use a mace, you are relegated to picking the trait for reduced falling damage or for reviving others.
Maybe a better adept trait would actually increase the effect range for shout skills.
Well the idea of going into honor is that you are benefiting others. That’s what these traits are for and the mace is a weapon that is meant to be used as support. I think replacing the fall trait would be an excellent idea because it isn’t practical. An increased shout range trait may be interesting. Hopefully they will think that over. It would fall into line with the rest of traits as being supportive.
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Thoughts on Traits
The current distribution leaves a lot to be desired. A lot of traits are still poorly placed. They were kept in the same line as they are on live, even when one of the design philosophies of the specializations is to keep similar functions together. For major trait pairings, there’s only a handful where you even have to think about which you would pick, and it’s not just a numbers thing.All the symbol stuff should be in Zeal, most notably Writ of Persistence. Longer/Larger symbols could form a nice competition with increased damage while being on symbols (at least in PvP). But for all the focus Zeal has on symbols, it needs some way to reliably generate them outside of weapons which have one. I do like that Symbols become more of an area denial effect in PvP if you go with this line. It will be interesting to see it play out.
Pure of Heart fits better in Valor, since Valor has so many Aegis traits. Having it compete against Altruistic Healing and Monk’s Focus would also stop bunker guardian builds from having ludicrous amounts of healing.
I think Vitures would be far more interesting if each major was a choice for the same virtue.
You bring up some good points. I didn’t really touch on positioning of traits, merely the output of the traits. I can see skills like Virtuous Hammer and Writ being moved into other trees due to their theme or flavor. However sometimes it’s ok to separate these a bit because it can help with promoting going into another tree. It’s a strange kind of balance where you want all choices to be worth it but not place everything perfectly into a few trees that basically no one will ever deviate from.
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Just my 2 cents, (spvp perspective) GS is one of the worst weapons I’ve dealt with. Zealous blade should just have the healing removed, give it 10% dmg and leave it at that.
Greatsword has the ability to DPS really fast if comboed correctly. Zealous blade could potentially be 10% but that may be too much, maybe 7%. However, like I stated earlier the idea would be to give it some flavor. A benefit but nothing that will make it a dominating weapon. I think the only weapon that severely lacking use is Shield.
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It’s currently considered a meditation, and is already affected by meditation traits. why not just keep it as is?
I believe you mean Litany of Wrath. Shelter is currently unassigned and I believe it is best this way.
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Zealous Blade : I’m ok with this trait. GS is already a great weapon. They could remove the heal altogether and it would still be a good trait with only a 5% damage increase for the GS. Remember that GS is already a powerful weapon.
I agree that the bonus damage is great by itself. I think the idea would be to give it more “flavor” like some of the other traits that synergize with a weapon.
Thanks for adding in some PvE Dungeon feedback. I don’t do many dungeons or PvE so most of my feedback is with PvP/WvW in mind.
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edit, to OP, i disagree and think Honor adept traits are very inept (see wat i did thur?). they are too situational. fall dmg, rez, and mace wielder
I can agree with one of those “Protector’s Impact.” This is very situational and hard to produce in most settings. However it is a trait that is shared between all classes. Does that mean it should be a trait? Not necessarily but I don’t have a replacement for it…
The other two are not. Invigorating Bulwark is similar to the current trait in Valor “Mace of Justice.” This is a weapon focused trait just like zealous blade and Scepter Power (both current traits). It could be included that Invigorating Bulwark also have a CD reduction of mace skills.
Protective Reviver is situational, but the situation in which it is used WILL occur commonly and anywhere.
How do you feel about the Master and Grandmaster traits? Do you feel like those are also poorly designed?
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Tomes
-The devs asked for recommendations on what to do with Tomes.
I think that was more in regards as to what typing the tomes should be given. Consecrations suit them best in my opinion, although spirit weapons could suit Tome of Wrath I suppose.
As for any more changes that concern tomes, I wouldn’t be against them having a 100% up-time, but that’d probably result in their abilities being watered-down pretty heavily. It’s a shame, because a kit-like tome also sounds like fun. It’d be nice if there were utility tomes.
Ah I see, maybe I did read into that comment a little too much. I’m not certain anymore because I can’t recall exactly what was said.
I feel that the type “tome” is fine and should be rolled into some of the skills rather than being given a new type. However, if they must get a new type I would go with your first suggestion (even though it makes little sense that tomes would be a consecration). The virtue adept trait would work the same as the original “tome” trait sans the stability.
The skills being reduced for tomes wouldn’t be an issue if they could have 100% uptime. I agree that it would be fun and could spawn some new play-styles.
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Now I’ve applied my additions to the skill categories trait effects, here’s my choices for the unclassified skills;
- Healing Breeze – Consecration – I just feel favour, function & category trait effects places Heal Breeze here.
- Shelter – Shout – This just didn’t feel right to me to be a consecration and category trait effects for shout can work quite well with this skill.
- Tome of Courage – Shout – Taking the supportive nature I can see this fitting nicely into the shout category.
- Tome of Wrath – Spirit Weapon – This for me fits with the favour, function & category trait effects of spirit weapons but I would look at a skill rename & graphics change. I’m thinking Armour of Wrath and turning this into a true transformation skill that adds a spiky ghostly armour effect over you that you can still see your char through. Skills need no change but additional you can now move when transformed.
Healing Breeze: I believe their direction with this skill is already a good one. It makes more sense for it to be a shout.
Shelter: This skill is already strong and it honestly doesn’t fit any of the categories. The only category that it would fit is meditations, but that would be too powerful with the new trait OR the current traits for that matter. It needs to stay unassigned.
Tomes should stay how they are now in functionality. Changing them into different skills completely would be a lot of extra work on the programmers. The suggestions themselves are “cool” but not practical for development purposes.
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It was wrapped into Pure of Voice(Grandmaster) in the Honor line.
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Healing Skills
-The devs said that they were making Healing Breeze a shout but did not know what to make Shelter. In all honesty shelter doesn’t fall into the categories very well. If anything I would consider it a mediation (RP reasons, you are meditating on a shelter). This may make it so that the current mediation heal is never used though (it really isn’t viable). I suggest just leaving it as no type.
Tomes
-The devs asked for recommendations on what to do with Tomes. Tomes are kind of in a weird position. They are good but not really practical in combat. Mainly because they are so situational players will blow them at inopportune times and never have them when needed OR players will not use them because they are uncertain NOW is the time to use it. I recommend making Tomes more like Engineer kits. You equip the tome and can use the abilities as if those were your weapon skills. As long as you stay like this you have this “tome(kit)” equiped. When you unequip it the CD starts. This makes it so a person is not afraid to pop it, they know they can use it for as long as they want even if they accidentally popped it during a miscalculated moment.
-I would tweak the skills however (if you would like me to write something up I can do so, just ask), they may be too effective to have a 100% uptime. If this seems like a bad direction then I would at least make the change so that you can use your utility skills while in Tome mode. That is one reason why I do not use tomes.
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(edited by Kanashi.5104)
Minor
-These seem fine.
Adept
-These are great. They all provide different benefits for different styles of play. It is a tough decision on which one should be chosen.
Master
-Stalwart Defender: Someone mentioned in the stream that this skill was lackluster. It is because shield itself isn’t very beneficial compared to some of the other weapons. For this trait I believe adding “Provide Regeneration (3s) to allies, Radius: 600” when using a shield skill could improve it as a choice. It’s possible that it may need something else as well, suggestions are Stability 2 stacks (3s) or Protection (3s). This makes this trait just as enticing as Zealous Blade and Scepter, but for the shield.
-Communal Defenses this is a powerful skill. I would play around with the ICD though, 20 seconds may be unnecessarily long considering how quickly guardians can blow through blocks.
Grandmaster
-These seem like good choices. AH and Monk’s focus will probably be chosen over Retributive armor because it doesn’t fall into any of the meta builds presently in the game.
Minor
-Basically the same as before, still good.
Adept
-these are all good choices and benefit different play styles. The only question I have is about Invigorated Bulwark. Do the healing power stacks proc off of ALL BLOCKS while wielding a mace or only Mace Blocks? I suggest they are added based on all blocks while wielding a mace.
Master
-This line is probably only going to be chosen by people going into a tanky spec. A bunker guard for example and they would most likely always choose staff. Out of the three choices Honorable Staff will no doubt be the most chosen over the other two.
-Pure of Heart: Same as the other on aegis removal traits. This may need to be changed to on block instead of on aegis removal. If that seems too strong, which it kind of is without an ICD I would suggest that the heal is AoE on Aegis Removal.
-Empower Might: This is a strange skill because it is a bit misleading. It does provide might but in the long run it isn’t as beneficial as one may think. It does proc AH but the radius is very small. It doesn’t proc off multiple target hits and the 1sec ICD stops it from getting multiple stacks in succession. These need to be tweaked a bit, perhaps removing the ICD or increasing the radius. Criticals are not going to occur that much with those going into this tree. If someone went into radiance and this it would benefit them to do so, but it shouldn’t cause them to get so much might and give so much might that it lingers like ele might stack does(did). Might was reduced in potency as is so I highly suggest tweaking this trait.
Grandmaster
-All great choices for a support. All for different styles of play.
Minor
-All good here.
Adept
-These are good, my only suggestion and this may be biased, but I feel that Unscathed Contender could use an addition: “Deal more damage and move faster while under the effects of aegis” ((movement speed increased: 25%)). This helps to alleviate the need for constant outside intervention when it comes to roaming guardians.
Master
-Virtuous Mallet: It is sad to see GH go away, it was used frequently in GvG and by the guardian in oRNG. This skill is much weaker compared to GH. Slow may be pretty good but the skill is no longer aoe, unblockable, and dealing extra damage, it still has a high ICD for having all of these removed and being 33% on hit (which is nice). I recommend adding Unblockable and AoE back into the mix.
Grandmaster
-These are good options. I agree with the dev that commented on Permeating Wrath being AOE on target rather than on AoE on self.
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(edited by Kanashi.5104)
During the AMA the dev’s requested that we provide idea and input for some of the new traits and some of the current skills. These are my suggestion on the design and inherent play-styles of the new traits. Feel free to openly discuss them because the more discussion we have the more rounded the class will become. Try to keep things civilized and open minded, the less troll infestation we have the more the devs will look into these topics.
To help keep this clean and easy to read I placed each trait line behind a spoiler.
Here is a spreadsheet that has incorporated my feedback and the feedback of others. This details position changes of traits and mechanical changes. I realize none of this may ever matter and never change the current design but I have a passion for designing games. If the devs use any of it then it was worth it!
Guardian Trait Revision Sheet – this sheet will be evolving as the discussion continues.
Minor
-All bonuses to symbols which creates a new focus on area denial and symbol combinations.
Adept
-Wrathful Spirit: This trait seems out of place in the zeal tree. It is also along the lines of a build trap. It provides a buff that is already readily available from other traits, skills, and weapons. Players will deviate from this because 10% more damage or gain might with scepter is going to be the for sure choice. 10% increased damage has been the guaranteed choice for a long time.
-Zealous Scepter: This is in a similar position to Wrathful spirit, the usability is not as efficient as Fiery Wrath. Each trait tier needs to be a choice for the player. “Should I choose A or B? I really want both but I can only choose 1!” I recommend having this trait either provide a damage increase of 5% with scepter and reduce the CD of scepter skills. This makes it a true choice between 10% more damage with all weapons or focusing on scepter. This trait may be better in the master tier if it was given these bonuses and Binding Jeopardy or Kindled Zeal could be swapped with it.
Master
-Zealous Blade: This seems like a joke with most of Anet designers. The skill is good for the damage increase. But the heal is rather low and doesn’t provide a benefit. How about we do away with the healing and put something in it’s place? Perhaps reduced recharge with greatsword abilities or “Activating a greatsword ability heals for your virtue of resolves passive heal tick of 1 second.” (6 GS skills will heal anywhere from 100-175) If you make the changes above to Zealous scepter and place it in Master tier with any of these changes to Zealous blade then the player will have a very hard time deciding which he wants more. Both skills will now reflect the same pattern, using other parts of the guardian virtues to provide a benefit.
Grandmaster
-Expeditious Spirit: since spirit weapons are target-able and kill-able I suggest moving this to Adept tier to replace Wrathful Spirit. The only issue is that it loses synergy with Fiery Wrath.
-Shatered Aegis: This skill is decent but with the changes to Symbolic Avenger most people playing GS and Hammer will always go for more damage while in the symbol. You guys already have a theme of “something while block.” Make this instead a trait that deals aoe damage on block or applies an aoe vulnerability on block. These may need internal CD of 3-5 seconds but that comes with testing.
Minor
-these traits seem fine, all very good benefits and focusing on blinds, virtue of justice and crits. These fall into line with the rest of the tree. My only suggestions is swapping Radiant power with Retribution. I explain this later.
Adept
-Healer’s Retribution: This is another build trap, not as much as Wrathful spirit but it could have a better option. Why would a player choose this over Inner Fire or Right-Hand Strength? They gain retaliation from many other sources so the benefits later in the tree for retaliation seem kind of null. While I don’t have an obvious replacement perhaps something like “Gain Fury & Retaliation upon healing.” Something else needs to be added to this skill to make it a viable choice over the other two.
Master
-These all seem reasonable. I noticed one of the designers mentioned Radiant Fire needing looked at and perhaps being scaled back but the 6sec ICD seems to be enough to warrant enough of a balance.
Grandmaster
-All of these also seem reasonable choices. Amplified Wrath will probably be the one most people choose though. Radiant Retaliation may need something else like gain retaliation when blocking OR when aegis is removed!
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(edited by Kanashi.5104)
It may be more worthwhile to provide an aoe damage on block rather than on aegis removal. It’s something to toy around with as numbers would need to be adjusted for that.
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I tank/heal on my guardian in dungeons and in a pve setting. It is a viable role but not in the sense of other mmorpgs. There is not a dedicated healer, it is more of a buffer (not buffs but buffering HP). My healing helps to stabilize ontop of individual healing. Each player has their own skills to keep themselves alive. My skills merely benefit them as a support. I can’t insta heal people to full unless I use the tome.
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+1
If Anet read over this I have a few suggestions as a fellow game dev. One thing to remember is that sometimes what you envision for the player is not what the player wants. That can be daunting at times, especially when you don’t have a lot of time and devotion left to side projects.
My recommendation is to have a few devs join the guilds that are currently participating in GvG and see what it is like for themselves. On the outside GvG looks like a bunch of people throwing things at each other in a disorganized group. It can look like a zerg vs a zerg but once you get into the heart of it and listen to the communication, tactics and gameplay you will see why it is interesting.
If you don’t have the time and resources to work on something like this I am willing to set aside some extra time to help out as a consultant or contractor. I’ll even do it as a volunteer because this is something worth looking into and it just needs that little push.
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Can we make sure we get some areas void of hills, npcs, and obstacles just for the GvG guys??? kthanks.
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Personally it will spice up the boring “I have stab you can’t stop me” crap that happens now.
Now you will have standoff instead of that. Or bigger group simply overwhelming smaller one.
Also, there was already soft CC for you to use, stability didn’t protect from immob/chill/cripple.
It’s like I said. Anet is implementing things for the future content. Resistance will handle some of that and with some of the skill changes/new weapon combinations that will be coming out we don’t know exactly What will work and what wont. The meta may seem weird now but it will continue to change a lot as we head towards the expansion.
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Capturing anything besides camps won’t be possible anymore with this changes.
If you push you’re dead.That is in fact not true. We fought outnumbered last night and we pushed quite a lot. Yes I got pulled and knocked down more but we didn’t die.
But your march video is going to look a bit different from your february one
Yes it will be!
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There is nothing wrong with the stability changes. Anet implemented this for the future. It may seem kind of weird now but with the new features they are adding into the WvW scene and the classes stability will be used and countered differently. Personally it will spice up the boring “I have stab you can’t stop me” crap that happens now.
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Capturing anything besides camps won’t be possible anymore with this changes.
If you push you’re dead.
That is in fact not true. We fought outnumbered last night and we pushed quite a lot. Yes I got pulled and knocked down more but we didn’t die.
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Our first video showcase for the month of February. We are still working on getting more perspectives into our videos. Stay tuned for more!
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I have to agree with Oxtred. The build has some supportive abilities but overall it isn’t going to support your teamates with meditations and points in valor. That doesn’t mean it’s a bad build it just means the choices in the build lead to a more selfish end result.
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Hire me as the new WvW dev.
Serious statements aside.
Look at crafting two new maps to replace two of the Borderlands. That way each borderland is unique and requires different strategies. Like normal, servers would rotate through these maps.
Add in more ways of contribution, perhaps smaller towns similar to the guard flags that can be captured by players. That way small groups of players can work on capturing the towns for “insert things here” when they want to do their own thing or not run with a commander.
I believe that the solo/small group side of WvW isn’t very strong. Players only zerg because that is a) most effective b) most rewarding (not personal satisfaction). Not much needs to be added, but little details and scenarios for these players to do could work wonders.
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Ever consider a hacked approached to the Weapon Master 'concept'?
in Warrior
Posted by: Kanashi.5104
I feel that it is a legit strategy. ColdTurkey has been doing that as well and while I am testing builds almost constantly I haven’t attempted this myself. I think that the point is, choose your weapon based on the scenarios you may be entering during the match.
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Well try to compare your screenshots to his. He has 8 stacks of vulnerability on the boss with 12 stacks of might. Looking into those details can help determine if this is possible.
The 2 looks a little shooped and off but I wont claim anything as I am not certain. Interested to know if it can be replicated over and over.
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Power & Crit with a side of toughness. You should get a decent amount of HP because of the tactics trait line. Getting more power and crit would be the way to go and attempting to getting as close to 3k armor is a good goal.
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I explained this in a previous thread.
You have inductions on skills. Inductions can be channels or casts. These do not correlate with the character class but to the use of skills. A channel is interrupted if the avatar moves or is interrupted by stun, daze, etc. A cast is not interrupted by moving and is interrupted by stun, daze, etc. The last is an instant skill which is a shout that instantly activates and has no induction.
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So many of us are in agreement that we should let new players know: Warriors are fine and may not be for you?
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I personally don’t use frenzy and have no problems. It is not required but it can definitely increase dps.
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It could work but why keep frenzy when you need the shouts for heals. I would replace that with “On My Mark.”
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Didn’t I have a match against you last night? Hum very solid player I must admit lol.
I think we possibly fought each other. Were you on a warrior?
Seeing you 2v1 and 3v1 other people… oh and doing 1k Eviscerates. Nice.
Not going over the previous portions of the video:
@ 4:54 1700 Eviscerate on a Guardian (plate) with two pips of adrenaline.
@ 6:18 2632 Eviscerate on a thief with 2 adrenaline pips.
@ 6:52 I was hit for a 2552 HB evading 3 of the effective hits, hmmm.
@ 7:00 1649 Eviscerate on a Warrior (Plate) with 2 adrenaline pips.
@ 7:13 1424 Eviscerate on same Warrior with only 2 adrenaline pips.
Now being 30 tactics/25 defense/15 Strength those numbers sound about right especially on plate. The fact that I was poorly executing my Eviscerates with two pips instead of 3 allowed for a few of the enemies to heal or not be downed. That was bad on my part but I really don’t see the problem. I did not build a glass cannon and still I dish out plenty of damage. My auto attacks commonly go from 600~1k depending on armor value of the enemy, that is fine with me.
The fight was a 2v2 until the third person showed up and by then we had the guardian almost down. I 1v1 earlier in the video if that is what you want to see but honestly the game is about team effort not 1v1. If you watched to the end you would also note that I was going 1v3. I did have support from the treb but a good player can dodge the treb.
Hopefully that adds some clarity to the situation =3c
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One of the things you haven’t addressed is condition removal. Warriors really need a new way to do this.
Soldier Rune + Shouts + Warhorn + Heal = plenty of condition removal. There are other runes and a signet for condition removal. There are some times when there are just literally too many conditions to remove anymore. I played a few games last night and I was constantly being hit by 2 necros and a mesmer with conditions and you can really only remove so much until you are stuck on CDs. I do agree that it would be nice to have a “remove condition every 10 seconds” utility.
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I’m in Agreement with Lyonell. The build I run with shouts can 1vX relatively well. If either of the players are good almost any class cannot 1vX but even against good players I can lure them into other teammates or survive long enough for backup to arrive.
As for the Lord Knight build, the CDs were never a problem because the enemy was commonly killed fast enough or was running away.
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