Showing Posts For Lemondish.3268:
Maybe(?) a workaround could be a new asset type, but our engine is old and finicky— it would certainly take a lot resources to teach it to parse through something so fundamental.
At what point does one consider that this old and finicky engine simply isn’t up to job at hand? If you folks (as in Anet in general) are constantly having to make apologies for the engine not being able to provide what players want, at what point does the company decide that maybe the next step is to move on from it? In the development world, is there a specific cut off period or is it more case by case?
Guildwars 2 has had a pretty long life. Maybe it’d be better to release a new game rather than continue to compound the issues by adding expansions onto a broken engine.
I want to talk about armour sets for a little bit. During the recent Reddit AMA, Mike provided this answer to why armour sets aren’t included more often (or frankly, at all) in content for Guild Wars 2. I apologize for the length of this post, but this is the biggest gripe I currently have with the game. What personally drives me in content droughts is unique styles and setting goals to attain them. Outfits undermine the ability to customize, and so fall short of being goalworthy.
Armor sets are by far the most expensive reward we can make. A full set includes heavy, medium, light, times five races, times two sexes, so it’s like developing 30 sets. It takes nine months to develop. (That’s for a normal armor set — legendary is much longer.) It’s not something we can do for Living World episodes. Individual pieces are good rewards for Living World episodes; full sets are more something for expansion packs.
I understand how difficult this makes the whole idea seem, but I wanted to poke a few holes in this answer in hopes to get some solutions discussed. To get some more perspective, I want to list the last 9 months of new outfit releases:
- Lyssa’s Regalia
- Bandit Sniper
- Slayer’s
- Winter Solstice
- Nature’s Oath
- Crystal Savant
- Ironclad
- Gwen’s Attire
- Sentinel
- White Mantle
- Verdant Executor
- Inevitable Marjory’s LS3 Outfit
Outfits face the same challenges when it comes to number of races and sexes, but benefit from not having to be tied to a specific armour type even though many clearly fit a specific type visually.
Mike mentions that a full set includes light, medium, and heavy armours. It isn’t very clear here if he means that they must be attainable at the same time, or must visually be linked, or must be attainable all through the same method (crafting, karma, dungeon, etc.).
In the original game, many armour sets were visually unique within each armour type without tying directly to a visual theme. HoT focused a lot of its armour sets on a linked visual themes and I dare to speculate that this choice may have contributed to the low number of additional sets for an expansion. I don’t feel it is necessary to tie armour sets to visual themes, nor do I believe it to be necessary to release all three types as rewards at the same time, though this is entirely possible. Without these limitations, could we see more armour sets released instead of outfits?
The problem I have with outfits is that they are so limiting compared to the tansmute system. While the art team has done a fantastic job with each, they lock you into a look that lacks any customization past dyes. For example, I cannot use the chest piece from the new Verdant Executor set with a mixture of Nightmare Court and Sylvari cultural to make a great mix for a heavy armour wearer. I have to instead be tied to the one size fits all concept. Of course, every character can wear outfits regardless of armour type, but that seems to be a really cheap way to get around the challenge of armour set building while simultaneously undermining one of Guildwars 2’s strongest tenets – customization.
This is all so fascinating.
Whyyy is it stuck behind content I can’t play :’(
For rezzing, things get a little more complicated. In pvp, even without action camera and since I don’t have a “select next ally” keybind, I often click on the health bar of the team mate I want to rez in the team UI, which selects him/her. I then press the action key to start the gyro rez. That should also work with the action camera.
Problem with these examples is that neither can be done without disabling action camera becuase you cannot click on UI elements while using it. Sadly, tab targetting doesn’t work for this. You need to select and lock the target with the right click to be able to stomp them. If there is anything in the area, it’s impossible to do.
Oh, now I understand your problem. I didn’t think of that problem specifically, but it’s clear that one of the thing I dislike about action camera is the fact that it locks you out of the UI.
A band-aid fix would be to add keybinds to: “select #X player in your team/party”. That way you could do gyro rezzes more easily. If Anet is really serious about action camera, they should also consider a fix to this whole “lock out of the UI” think, like a keybind for temporarily disabling action camera.
What would be better in my opinion, would be to allow stomp/rezzes with the function gyro without targeting, similar to what now exists for stomp/rezzes “by hand”. The targeting fixes the priority target in case more than one player is downed, but for a huge number of cases this would be useful, even for players who aren’t using the action camera.
Thank you for sharing these issue. Even though it’s not considered competitive, there’s no reason action camera engineers should be at such a disadvantage.
You know, now that you point it out, this may be the reason why it hasn’t been addressed before. I very much enjoy the action camera, but I suppose being locked out of the UI for certain classes has a direct impact on their efficacy. There are of course ways to keybind the toggle so that you can swap it on and off when needed, but that is less than ideal.
There are still other issues with the mechanic, most notably how useless it is for PvE players and how it does nothing to adjust or redefine the way the class plays (the hammer and utility gyros do that, not the function gyro). I’m glad to learn that it has a place in at least one major part of the game, even if it’s utterly worthless in others.
I want to add this quote from here:
At this point we’re not going to be able to change the elite specialization mechanic very much. There are still going to be changes to it with the possibility for expansion of functionality post-launch.
I don’t see anything past this, but I wonder if this is still being looked at. Perhaps for the next major quarterly update?
Scrapper makes the engineer the best profession to farm map nodes. With the sneak gyro you can get in and out with ease.
I was not referring to gyros in general, just the function gyro. If you are unaware of what this is, that’s okay. In fact, it helps highlight how invisible it seems to be.
I think even with action camera, you can stomp a foe as long as you are in the right radius by pressing your action keybind (‘F’ by default). I don’t think you even need to have the foe in your FoV, let alone having to target him.
For rezzing, things get a little more complicated. In pvp, even without action camera and since I don’t have a “select next ally” keybind, I often click on the health bar of the team mate I want to rez in the team UI, which selects him/her. I then press the action key to start the gyro rez. That should also work with the action camera.
Problem with these examples is that neither can be done without disabling action camera becuase you cannot click on UI elements while using it. Sadly, tab targetting doesn’t work for this. You need to select and lock the target with the right click to be able to stomp them. If there is anything in the area, it’s impossible to do.
I have no experience with action camera. But apart from that, functional gyro is not minor. It is game changing, at least in sPvP. Furthermore, it is a free ticket to legendary. But nvm. seems like I am alone with that oppinion.
Not alone, it seems. It’s just that you haven’t used action camera, which means you are completely unaware of how it goes from being ‘game changing’ to completely, 100% unusable. I don’t think that’s okay. I also don’t think it’s okay that it is useless in PvE. It does nothing to change how the Engineer plays, which I think means it isn’t living up to the purpose of elite specs.
I think this user explains it best:
Also, we have to consider that “game changer” =/= “different playstyle”.
Scrapper would be played almost identical, with or without the F-Gyro, even in sPvP: The F-Gyro DO change outcomes, when used in the right moment, but the basic playstyle doesn’t change at all.
And on top of that I want to add that it’s clear from contributors in this very thread that there’s nothing a player with action camera can do to utilize this tool. Therefore, it goes from being useful in particular game types to being useless in all game types, all the time, everywhere.
Am I the only one that sees that as a major problem?
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Uhm.. Function gyro allows for some fairly amazing plays… it’s a very nice elite spec effect.
Plus I love getting questions like “Why do you have a helicopter on your shoulder?” :P
Can you elaborate on fairly amazing plays? Do you mean PvP? I can’t seem to use it in combat since there are too many targets near the thing I want to help res, so selecting the exact target is often impossible with action camera. I can tell you right now that it can’t be used to stomp anything in pve, so half of its function is gone there, and it doesn’t do anything while soloing. Am I missing something central to its strengths?
As for your second point, I don’t think I’ve ever even noticed it in combat since it’s so tiny. I honestly wish it wasn’t there since when I do notice it, it just sticks out since it never matches my tansmute set :P
Still hoping for Shortbow. Its pretty underutilized as a weapon.
I think Rifle is equally underutilized.
A shadow rifle has a neat sound to it.
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Are you using the action camera? I believe there might still be an issue with action camera and the left click not functioning quite right with quickness.
They will probably fix all revenant bugs when the next expansion hits.
that’s the major problem with GW2’s B2P model: once they have your money (ie: you buy the game/expac), they cease to give a kitten about fixing stuff, because it doesn’t directly impact their bottom line, whereas in a subscription game, if they leave stuff broken for 2+ years, people will unsubscribe.
In fact it’s worse than that, in GW2 they are better off not fixing things as it will make people stop playing, which actually saves them money (server time, network bandwidth).
Basically the entire B2P model wants you to buy the game, and buy stuff from the TP or frustrate you into stop playing, until the next expac hits, then repeat the cycle.
That’s why bugs aren’t fixed, and why there are so many skills/traits left to rot.
This is wild speculation without a shred of honest truth. After all, you mention bugs have been gone unfixed in a Revenant bug complain thread for 2+ years, except how can that be true when the Revenant launched with HoT only 8 months ago? Hyperbole does not support your argument.
I’m sorry if you believe this is the case, but even B2P games in every other genre need to continue supporting players to ensure continued success. The reality is that some things are more important to focus on than others, resources are finite (including time), and triage is necessary. If your particular issue has not been addressed, then that sucks – but that doesn’t mean Anet is running some sinister dark plan where they do only what is necessary to get your money and then jet away to the Turks and Caicos for some evil laughter and martinis.
Adding a Machine Gun kit sounds a more efficient way to get what you ask, OP.
I agree.
Plus, I think Anet’s artists could come up with some really neat steampunk looking machine guns.
But personally, my biggest hope is that they move away from adding new kits and instead give us ways to customize the look of the current ones. Even just dye channels on weapons that carry over to the kits would be sufficient. That’s my personal desire, though.
As many know, function gyro is a little disappointing as the iconic elite specialization effect. Many of the other elite specs focused on changing up their profession’s unique F1 mechanic (a term I’m using that refers to the default keybind). That didn’t quite happen this way for the Scrapper, but the function gyro does have some neat support capabilities. Unfortunately, it is difficult to monitor or use when in action camera.
Any community tricks for getting this bad boy to work with a mostly action camera player? Have there been any updates or comments from ANet pointing to future changes?
Unfortunately, all these new account bound currencies/items are killing the “play how you want” paradigm more and more.
If you want gear with the new stats, you have to play exactly these events that drop the corresponding crafting mats.
On the other hand, if you don’t want gear with new stats, all these new rewards are useless to you. To get gold you are locked to the few events that actually give tradeable items worth anything.
Please ANet, make more things tradeable, and stop locking almost anything new to your account. Nuhoch hunting stashes and fulgurites were a nice way to make gold from HoT content, but unfortunately they have been made account bound too.
It is far more than that. The guy I was making the bow for is a new player that purchased HoT after the game went free. I felt the fastest, easiest, and cheapest way to get him a Wanderer bow (because that’s how he wants to play) was to craft it for him.
In order for him to get it, though, he will need to level Huntsman to 400 and gather the materials himself.
That is unacceptable. ArenaNet has really missed the mark on introducing new items in this expansion and it is extremely disappointing.
Why are the new gear pieces account bound when you craft them? This makes absolutely no sense to me. They’re the same quality as all other weapons I can make, yet these are account bound while the others are not. I crafted a bow for my buddy’s new Dragonhunter before learning I can’t mail it to him.
I want to be able to sell these items on the Trading Post. I want to pass them on to guildies to help them out. I think that’s a realistic request and I’m still scratching my head as to why they were made account bound in the first place. Are there other ways to acquire Wanderer stat gear?
Id rather take a scepter for ranged condi
Could be a Longbow focused on Condis…somehow.
I’ve been really enjoying the Gyros, minus their issues. I’ve had a ton of fun and success using the Shredder gyro alongside the Mortar Kit. The sheer choice of fields to whirl around in is fantastic. Also, the bigger the target, the more efficient it is at stacking those conditions. It makes it far more valuable on the tougher fights that often times include larger enemies.
I’m also liking the Medic Gyro, but like all the others it really suffers from being able to keep up. On large single targets, it does fine since the Scrapper gameplay really encourages staying up close to the target rather than bouncing between range and melee. Once you start adding multiple targets to the mix, and if those targets move a lot, then it has trouble.
Which brings me to one thing I really dislike about how they cannot follow very well. The daze on detonate is a valuable ability, but it is very, very unreliable. Dazes can often times be time sensitive tools, and landing a pretty clutch daze to interrupt a target’s skills can be very valuable. Not only that, but it’s really fun! There are just so many different factors that limit when or if this daze can be used effectively, and unfortunately not all of them are under the player’s control or can be adequately planned for. The gyro needs to be near the target, and with how little control we have over where the gyro goes, it frustrates me more than it should.
I know how fun and useful the dazes can be for the Shredder gyro since its placement and location during a battle can be directly controlled by the player. The others are not quite as fun or useful.
And then we come to the function gyro. I’ve been very outspoken about the issues with this, so I’ll be frank. It does not provide any function. Combined with action camera, it is very difficult to use as the right click target snap tends to favour enemies over allies (and it probably should). The stomp portion is not something PvE players run into, so half its uses are not relevant in that game content. Finally, it is disappointing to see the mechanic receive so much trait love when it loses its functionality the better the players around you are playing.
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I’m not sure your anecdotal evidence will help. I don’t have any issues downing targets at level 80 with a mostly gyro build, for instance. Neither example helps us provide usable feedback.
I disagree on a few of your points, but where we do agree it tends to be the exact same feedback the developers have heard since BWE3. Gyros do not follow well enough.
Shredder gyro is not meant to be for damage. It’s purpose is to pump out whirl finishers, and it does that remarkably well. I do wish whirl finishers could hit targets a bit more reliably, but I have had whole boatloads of fun and success using it in conjunction with the Mortar Kit for all sorts of combos. The larger the target, the better it works as well, which is pretty nice as large targets tend to be far more dangerous.
Blast Gyro seems to be entirely focused on providing a knockback/defiance bar damage as its primary purpose. If we accept that purpose as its primary goal, then it works pretty well at what it does and any extra damage is a nice bonus.
The rest of the Gyros have pretty great functionality through their toolbelt skills, which are honestly part of the reason why their pathing issues haven’t completely destroyed their viability. Bulwark also has a pretty nice range on its effect, and the Scrapper fighting style seems to reward staying in close on the target rather than bouncing between melee and range. That helps Gyros remain somewhat effective at following you when you’re engaged with a single target, but the moment multiple targets get involved they have trouble keeping up.
I think Gyros would be very strong utility choices if they orbited the Scrapper instead of following like pets.
In PvE, it depends on your build. If you’re running Herald and picked up the Fury GM in Invocation, then you have about 20% crit you can drop from your gear to supplement somewhere else.
I have axe/focus for my second simply for a nice ranged source of damage and vuln stacks for Decimate Defenses.
I can’t imagine I would use it often in group content, however. I’m considering playing around with staff to see how it is. My condi clear is really lacking (I’ve just been forced to Shroud up to eat them).
Interesting suggestions.
Above all, what I want to stress is the flavour of the elite mechanic should ideally be something that puts the spec apart from the other baseline specialization options. If you look at Reaper, it provides a fundamental change to the class that applies even if you do not use Greatsword or Shouts. The same goes for each of the other elite specs.
An Engineer that does not use the Hammer or Gyros does not feel as if their class has a fundamentally different mechanic wiith how rarely the function gyro actually functions. The worst part is that its use declines drastically the better you get at the game. No other elite spec mechanic disappears entirely if you happen to be doing well.
Now, I’m not against the function gyro as being a thing. It’s a neat thing. It just shouldn’t be THE thing that makes the Scrapper. Maybe it can remain somewhere in the spec as a minor trait just for giggles. As the elite spec mechanic it is insufficient.
As for Gyros – they should orbit the Engineer. I’m not certain if it’s possible to make them also able to be attacked while doing so, but the worst part about them is that they are rarely where you want them to be when you want to use them. Babysitting them is a tiresome job particularly because they will not always behave the same way depending on a variety of factors that will have an impact that we cannot predict. This is especially true in combat.
But they certainly are fun and interesting when they do work. I’ve had some experience with them in less mobile fights where they’ve been a pretty fun and effective utility choice. Gyros as a utility skill is entirely salvageable.
The hammer is a big ol’ example of how to do things right. It’s fun to play, has some fantastic synergy with the rest of the kit, and looks bloody awesome. It fits the Engineer visual style perfectly.
Like a lot of people, I think gyros should stick on the engineer like the function gyro, even if they can still be destroyed.
I was really hoping they would go with this after BWE3. The initial shot of the Scrapper we saw in the HoT announcement trailer made it seem like that was the goal. Having them orbit the Engineer would solve all the mobility and pathing issues they currently have.
Also, please, please consider a real elite mechanic. The function gyro provides no functions most of the time.
I have yet to use the function gyro once, though there was one time where I wanted to but I was fighting with the action camera and couldn’t target my friend amongst the Mordrem.
It’s been an utter disappointment. I sincerely hope we see a change to this mechanic because as it stands it has no functionality.
What is so weird is the way the other elites mostly tweak their class mechanics. I always thought the tool belt was ours, but it went unchanged.
Solved it! Turns out I had the streaming client going and it didn’t finish downloading the cutscene apparently.
My game crashes at the same spot in the story mission Prisoners of the Dragon. Spoilers:
After finding Eir’s cage, you are asked to break it open.
Once doing so, the game freezes. It has done this reliably in the past 4 attempts at this mission. The game becomes unresponsive and needs to be killed in the task manager to proceed. As such, the story remains incomplete and I cannot proceed.
Any workarounds?
Edit: I just noticed that I am using the streaming client and not all the files have been downloaded. Could this affect a story mission like that? I feel like it’s about to put me into a cutscene.
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Hey Gaile,
I ran into an issue with the story mission “Prisoners of the Dragon”. Spoilers follow:
After meeting up with Eir and busting her out of the prison, the game freezes and becomes unresponsive. Ending the task in the task manager is the only way to proceed. It happens at the same spot each time – immediately after destroying the cage. The story cannot proceed and the mission requires a replay.
Thanks
Reaper brings little support, so the only reason to take them to Dungeons, Fractals, Raids, in PvE is dps. Dps needs to be one of the things that defines Reaper compared to other classes, in a party, or we will always be last pick for PvE content.
I don’t think this is a legitimate concern at this stage.
Raids may be coming to GW2, but this constant fear mongering that a whole class will be left out because of a culture of min/max doesn’t need to come with it. For one, that level of ridiculous exclusion is not something that will benefit anybody but the world first guilds. It’s not the kit that will determine your group’s success, it’s how you use it.
We know of very few fights in the raids. Those that we do know about include mechanics that we’ve never seen before in GW2’s PvE content. The value of any profession in this content cannot be accurately predicted at this time.
Gyros do not work well right now. They’re slow to follow, so any feedback I can provide on their efficacy is immediately suspect because they rarely are where I want them to be. Shredder Gyro is the best of the bunch, but that shouldn’t be much of a surprise considering it’s the only ground targeted one that doesn’t follow you.
My suggestion is to make them orbit the player. That is actually what I expected they would do when the initial teaser shot in the HoT announcement trailer showed them for a brief moment. I think that would solve an awful lot of issues with how they just do not seem to be able to keep up. Only then would I feel comfortable providing feedback on how they feel powerwise. The benefits are pretty clear:
- They would be exactly where you want them to be when you blow them up for the daze/lightning field.
- They would actually be able to provide their effect to you without worrying about the effect swiftness, mechanolegs, or superspeed would have on them.
But alas, the function gyro, which is supposedly meant as the unique twist to the Engineer class mechanic, is boring and confusing. I say that because in the hours since the beta has launched I have not had an opportunity to use it once. Not once. So considering two minor traits and one adept reference it for bonuses, I’m wondering if I’m just not doing something right. I had actually expected gyros were going to replace the toolbelt since THAT is the main Engineer mechanic. Was that ever considered? If so, why was it decided against? Right now Gyros are an unwieldy utility skill that does not feel unique or very useful. The function gyro is very disappointing to me, especially when you look at how many of the other professions saw tweaks to their primary mechanic. As a bonus benefit, it would be really neat and cool, but as the main twist, it’s pretty bad. I’m sorry Irenio, but this path just doesn’t seem very fun, special, or interesting.
On the other hand, you absolutely nailed the trait line and the hammer skills I feel. Some minor tweaks might be necessary, I’m sure, but these things are great right out of the gate. I think both will do quite a lot to improve Engineer build diversity. Well done there.
I’m making my Revenant a Norn since lore wise they are one of the most fitting races to be a Revenant with their connections to the mists (and I also want a female Norn).
I think I will be doing the same. All my Revs in BWE were human male, so this weekend will give me a shot to try out a female norn Rev to see how it looks.
I’ll be running Valkyrie for Reaper over Soldier. Toughness plays well, but it falls behind Valk in my eyes for a damage focused Reaper. Firstly, toughness increases the likelihood that you’ll be the one the mob aggros to. I can appreciate a tanky Necro, especially if that’s the build purpose, but damage is my primary concern. The ferocity is simply too important to give up.
I really like Charr aesthetically for engineer. However, I am also a huge fan of Jennifer Hale, so my main Engineer is a salad. Not the best looking Engineer out there, but the voice acting is my jam so whatever.
Still…I just started leveling another one – Charr this time.
Aside from the hilarious typo that fuels the fires of the endless Guardian victim complex, those changes seem to be pretty solid.
Any update on what is happening with traps? If I’m not mistaken, the post following the second BWE mentioned that we’ll see some changes that will be discussed soon. I am eager to hear if there are any changes planned.
On that subject – many of the suggestions here revolve around adding fields and finishers to the trap abilities. I’ll add my voice to that chorus.
Not with you on this. You seem to be advocating for design by committee. I’m not sure that ever works.
I really hope we get to the next BWE soon because all this complaining before even touching the class is getting rather stale.
I am seeing post upon post in the other subforums about how they are taking the feedback from a BWE and using it to significantly change aspects of the ES’s. To call it a waste strikes me as disconnected bias.
The only thing confirmed about BWE was 3 invite only betas. As we had at release. Which then included some additional open betas. So trying to imply we will only have one test for feedback strikes me as crying wolf in that reguard. Sure, I would have preferred they announced them all at once, in the first week, but that doesn’t justify irrationally declaring the testing we will have as “a waste”.
Agreed.
Moreover, as stated, just because BWE3 is the last beta weekend doesn’t mean beta testing is over. It COULD mean that. It could also be that they will have some open beta time where the entire world can play. After all, they had BWEs for the core game AND open betas at the end before the game went live.
Granted, they haven’t told us either way, but the point is we don’t really know yet, do we?
Even more important is that everyone seems to be ignoring the fact that balance and changes will not end when HoT launches.
What’s the knockback range on the Hammer? Might be worth boosting it a bit to make it a better management tool for throwing things into traps.
Getting the Dragonhunter into a good/competitive place also benefits from a little housekeeping in the Guardian’s core weapons, traits, and utility skills:
SHIELD
The Shield should actually be a pretty good weapon choice for a rear-line support spec. You’re in the right place to apply the forward cone effects to allies and the knockback can be used to actively shove enemies into a waiting trap or hem in their options for getting out of one.
- Shield of Judgement. Increase the range to 900 (up from 600; see the Herald’s Envoy of Exuberance shield skill for comparison). This will make it much easier to use the weapon to support from the rear line and to qualify for Pure of Sight’s damage bonus.
- Shield of Absorption. Increase the knockback, heal radius, and FX of the dome to 400 (up from 320) & make the dome impenetrable to dodge rolling. This will make the skill slightly easier to use, more significant for chokepoint control, and always knock targets back far enough that they trigger the Pure of Sight bonus.
In the same vein, the ‘shield trait’ Stalwart Defender either needs to be combined with Strength in Numbers (new trait always grants 150 Toughness to you and 4 allies + you gain +20% shield cooldown) OR add “Using a shield skill gives you Aegis for 8 seconds.”
SPIRIT WEAPONS
This line of utility skills should mesh beautifully with longbow gameplay but has been plagued with problems for a while now (since they became vulnerable to destruction, really). The enduring popularity of Warrior banners should tell you how important having these not die from boss AoE was to their previous desirability.
- All spirit weapons. Skills gain the “Minion” classification. Sprit weapons have no maximum duration and persist until destroyed. Summoning the weapon sets the skill to its flip/command mode. Skill goes on cooldown with the weapon is destroyed. Review the HP & Toughness-per-Level curves of these summons as they are extremely powerful at low levels (mid-20’s) and excessively fragile at Level 80.
SUPER-SPEED
This effect becomes available to Dragonhunters through the class-friendly Superior Runes of the Trapper. It needs to WORK. Presently its effects are capped so that it’s no more effective than normal swiftness. Alternatively the 4 piece set bonus of the runes needs to be changed to something that doesn’t rely on a broken effect.With a few small corrections the competitive build diversity of the Dragonhunter goes way up. Please Spend the time to make these adjustments to the core profession and bring the Dragonhunter to a good place at launch!
Thanks!
Quoting this because it has some fantastic suggestions that can help the Guardian mesh with the Dragonhunter better.
I had suggested this in the feedback thread simply because it honestly seems like the best way to go. How I imagine this would work:
- Tomes would act like kits. Each would have a special purpose that limits their roles.
- Two tomes already exist, one for damage dealing at range for multiple targets, and one for heal support.
- Tome of Courage would fill a dedicated heal support role quite like Legendary Centaur Stance on the Revenant. It would fit the heal skill slot. There are few of these style support roles available in the game, so an additional one would be beneficial and desirable. Its skills would of course remain largely similar to what they previously were, except toned down for regular use.
- Like with engineers, switching to the elite spec with tomes would disable weapon swap. This is made up for by the more physical manifestations of the virtues that already makes up the Dragonhunter. The longbow option would also be a perfect companion here because it encourages the more backline style gameplay that can be augmented by kit choice.
- Perhaps this would be a fine way to solve Spirit Weapons by making them part of a melee focused tome rather than utilities. I’m just throwing out wild suggestions at this point in the list, but this just came to me. A melee focused tome that uses them as the weapon slot abilities would be thematically awesomesauce. Each of the 1-5 skills would summon a different weapon to perform the attack. Animation wise, the attacks would fade in and out of existence as you attacked rather than floating near you as they currently work. Sword for auto, hammer for a high damage number 2, 3 as the bow for say a knockdown or pull, 4 as the shield for reflection/aegis, and 5 as a sort of FIRE EVERYTHING skill with multiple condition effects.
- Since corruption and mallyx is all about being the master of torment and being pushed more that route, I’m playing around with an idea I wanted to run by all of you. Torment is less valued in stationary fights due to the way torment functions. Since torment is the main damaging condition for Revenant, I’ve been thinking about adding functionality to a trait or maybe changing the minor 2 in corruption to increase the base damage torment does while not moving while not increasing the while moving damage to help it become more of a viable option in all areas of the game. What do you all think?
That seems like a solid way to go. A bit passive, though, don’t you think? Especially when you just added a whole new mechanic (taunt) that makes people move on their own.
The thing is that Malyx isn’t as strong as other specs and that’s precisely my point, people will always use the better options and shelf the weaker ones, that’s how metagames are born and sustained. I ran Shiro/Glint and had no problems with CC or conditions whatsoever while dealing heavy direct damage, all of those are for sure availeable if you run Malyx but the results aren’t the same.
The one caveat here is that this kind of thinking really only applies to a small subset of the player base: those playing high level competitive content. If Malyx isn’t meta, then that isn’t going to hurt it one bit when 90% of all other builds aren’t either, yet still get playtime.
You know, I’ve been around here (and reddit) defending traps. I think they have a place in this game and I’m glad you are looking at improving them. That would be beneficial. Although I like the idea of traps and will enjoy the gameplay, even I can agree that the response has been primarily negative. I can understand the frustration considering we still have no idea what to expect or the direction traps are going to take. I think its telling that the suggestions and feedback all centre around scrapping them in favour of another choice.
I like the longbow, though. I’m not sure I like the way the
I remember it had been mentioned that Tomes would someday be brought back into the game. I’m surprised this wasn’t the first choice for the elite specialization. Traps are interesting to me, but tomes as kits would have been a far more interesting choice. Removing weapon swap wouldn’t impact this playstyle much because it would pair very well with the longbow since it does quite a lot to keep things controlled at various ranges. The new physical manifestations of the virtues helps to take away the downside of giving up a second weapon by giving player mobility, damage/control, and mobile defense. Then add tomes as the utility that work like kits. Two of them are already pretty much ready to go from before the June 23 update.
Not to mention this would add diversity to the classes that can focus heavily on healing as a support playstyle with a return of Tome of Courage. There’s nothing quite like the Revenant Centaur stance anywhere else in the game, so providing a second option for players to focus on that playstyle would be far more welcome than trying to emulate the already existing trapper playstyle.
Cheekily, I might add, the part many others would enjoy would be the inevitable name change.
I know it is probably far too late to consider throwing the towel in on traps. I know this is probably not the type of suggestion you can even consider acting on. I feel it’s worth putting it out there, though. The problem is clear – traps are not liked, not popular, and for most people, aren’t turning out very fun. History is filled with disasters because complex actions and plans were too lumberous to stop. Consider stopping the train anyway.
My feedback will be quick:
- Personal stacks that determine quality of rewards encourages selfish behaviour. I’ve seen folks running around to tag as many events as possible without sticking around to complete one. I’ve also seen players ignore fallen comrades to ensure they get credit for a completed event.
- The enemies are not very numerous. They also die very quickly. It does not feel like I’m battling back a Mordrem invasion. It feels more like I’m pulling weeds out in the garden.
- I like that this is happening in the lower level zones. It gets some of the new free players a taste of these big events.
- The initial post that encouraged guild action for this got me to find and join a great guild. It’s been a blast playing this with them. It would be great if that came with a guild related achievement.
- I like pie
Relax guys, I’m here to provide the one piece of feedback I feel needs to be heard. This is particularly important for Reaper MM builds.
Anet, please. Rise produces Shambling Horrors, but they6 do not look much like their namesake. Allow us to summon zombies already. You already have the models!
Cheers,
A new Necro only here for Reaper treats.
Anyone else feel the radius needs a bump up, or we need access to a weapon like Scepter?
No, not really.
Having to decide which group to chill with is actually kind of an interesting limitation.
Yes, I imagine it would be quite maddening, especially if you knew a heal was coming that was going to save you (and your mates). I could see it actually being the cause of a lost skirmish than a benefit to your personal defense.
Good point.
even something like a tower or keep lord can be dead by the time I get there.
This has nothing to do with hammer attack speed.
Of course it does. If a champion (as keep lords are) is already dead by the time I press 1 and the attack actually hits, that’s a problem.
Just tagging in general with the hammer is very difficult … tab … “nope dead” … tab …. “nope dead” … tab …. “ah, got a hit!” tab …. “nope, dead” … and so on …
No, he’s right. This isn’t related strictly to attack speed. What you’re actually touching on is several concepts that together give us the concept of attack speed including cast time, precast windows, and projectile velocity. The scenario you gave could be solved by adjusting any one of those, but it doesn’t necessarily mean that the attack speed is too low.
I would say that a Champ dying in mere seconds sounds more like an issue with Champ design than Revenant. Do you have any other example as to why you feel the attack speed is too low?
Am I the only person who didn’t have issues landing this skill, both in PvP and PvE?
You’re not.
I also have absolutely no idea what people are complaining about. This skill is really strong already. Sure, it may not hit hard, but it provides 12 vuln stacks which works out to 24% crit with Decimate Defenses. There may be a few mechanical issues with it, but all in all I think it’s the most important skill to me, depending on build of course.
I do not envy Anet right now. This irrational hatred for traps, a hatred that appears to be devoid of all reason, logic, and legitimate feedback, seems to be derailing nearly every discussion of the DH. If all you have to contribute is “traps are bad – fact” then you’re not helping. You sound really silly when you say this in response to a thread about how they worked well for a player. Your feedback can and should be immediately ignored.
If you’re responding with “must have been against scrubs” you’re moving the goalposts by using a ‘no true scotsman’ argument as the basis for your response. It’s a logical fallacy and your opinion will be rightfully ignored.
Commenting about how you ‘cannot believe somebody would be excited about dragonhunter’ doesn’t help. That isn’t feedback. Attacking the messenger because you don’t like the message is idiotic. This tendency to try and shout down people who actually like the playstyle the DH has is the wrong way to go about it. Not everyone is going to like the Elite specs their class gets. That’s totally okay. Shouting down those who do like it isn’t okay.
You’re not helping yourself, you’re not helping Anet, and you’re definitely not helping your fellow guardians. Digging through the kittenstorm of posts on DH for actual, useful, actionable feedback is difficult enough already. Stop adding to it.
(edited by Lemondish.3268)
Agreeing with everything you’ve said, especially changing things like Deaths Charge to GTAOE.
What I’D add : GS 3 just doesn’t feel impactfull atm. It is good LF generation against 3 targets, but against 2 or less, it is worse than GS auto, and the damage isn’t even medicore, it is plain bad. Making it dash a very short distance, increasing the LF generation against less targets or increasing the damage would be great.
I’d also love RS #5 to get more damage , as currently it underperforms Gravedigger even if the target has below 25% HP. Also it should finish downed players instantly in PvP (like thief elite), but increase the cooldown of it to 60 or more seconds IF you use it to finish. It is called “Executioners Scythe” after all.
As for Nightfall… following the Reaper around would be really awesome.
I still think the CDR traits should reduce the CD by a base and then a little more when meeting the cuirrent conditions.
Deathly chill changing chill into “frost” which works like chill (maybe minus the attackslow) and is treated as chill for all purpose, but stacking in intensity would be cream on a cupcake, but that is most likely not doable without major coding so… (I can still dream, right?
)
All of the above is just my personal opinion , so do not hate on me please ^^
GS3 doesn’t feel impactful? How can that be? It provides 12 stacks of Vuln, which counts as 24% extra crit with Decimate Defenses. It is the single most important ability for many GS builds, I would think.
I’m leaning Human for race, but I haven’t chosen the gender yet.
I really like how human females look in heavy armor, but I’m also a huge fan of Nolan North, so the decision is impossible.
I have a banked Total Makeover Kit, though, so I guess I can always change that decision as long as the name I pick is gender neutral lol.
Still digesting the vast majority of your post, but I wanted to point out that it seems you did not address that vitality helps boost total available Life Force. That’s a very important reason why folks choose Valk over Cav.
Is passive defense even worth it today? Iirc, mobs tend to favour targeting high toughness players, no? I may be off base on that, but I haven’t had the opportunity to test it. If so, then Toughness is not where we want to go.
(edited by Lemondish.3268)
For PVE, the answer is always going to be zerker. However, there is a decent build in spite/soul reaping/reaper that can make good use of valkyrie. So long as you have the vulnerability to sustain it, which bitter chill and unyielding blast bring in spades.
Zerk seems like a waste of stat budget, though. Especially when all that precision is just being wasted since you’re sitting really high already on crit chance, at times even above 100%.
We also got a nice glimpse of how PvE changes with many of the fights we saw in the beta. Smokescales, the beethrowers with their massive area denial, the snipers, and the pocket raptors were prime examples of cases where either damage was irrelevant or extra survivability was necessary.