Showing Posts For MC Mjolnir.1973:
Yeah, SoA seems to see the most use, especially when face rubbing a gate or fighting Teq’s hand. I also find the hammer is nice when soloing for that extra CC.
The sword and bow however don’t seem to be used an awful lot. The sword doesn’t seem to have enough staying power to be useful for the length of time it needs to do significant damage, while the bow can only remove a grand total of 4 or 5 conditions randomly from your team, if it survives for it’s full duration and the healing on the command feels pretty weak.
Another thought would be a trait which makes SW command themselves automatically when their HP drops to 0 or their time is up. The threat of this would hopefully make people a bit more weary of taking SWs head on, giving them a little more survivability as a result.
I really like spirit weapons, they’re very cool to look at and have following you around but are currently not a viable choice to be competitive and are rarely seen in play.
Their general slowness, wide spread of related traits and lack of utility make them difficult to justify on a skillbar.
Firstly, I’d like to see all SW related traits condensed to 2 lines – namely zeal and radiance, with a related trait available in every tier. I would also like to see 2 new traits in radiance: one which causes all SW outside of attack range to teleport to your target, and another which grants a SW quickness on both of which have an 8-15s recharge. These traits are both intended to make SWs more responsive.
Of course, adding new traits requires removing/merging/reshuffling other traits, which becomes more difficult further up the tree, and I daren’t make suggestions in that regard for fear of treading on the toes of other builds, so I’ll leave it up to you guys for suggestions.
To provide a little more utility, the command of each SW should also be either a combo field or finisher. My suggestions would be:
Sword command – Light field,
Shield command – Leap finisher,
Hammer command – Blast finisher,
Bow command – Water field.
While light fields and leaps are already readily available to the guardian, the hammer provides a much sought after blast finisher while the rarely used bow now opens up a whole new field type to the class. I also think the sword should apply a stack of bleeding on each strike to make better use of the condition damage provided by radiance.
Finally, I’d like to see an elite spirit weapon added to the game. I know we’ve been teased with new skills being added, but there’s been little feedback on that front for some time with the exception of the Antitoxin Spray.
I’d like to see something like this:
Blades of Triumph
Summon an arcane pair of blades to defend you.
Duration: 30s Attack rate: /1.5s Recharge: 150s
Command
Command the Blades of Triumph to spin into a whirlwind, reflecting projectiles and knocking back foes. This destroys the blades.
Whirlwind duration: 3s Combo finisher: Whirl
Thanks for reading. I’m sure some of the stuff I’ve suggested here is beyond OP, so don’t hesitate to rein me in on anything. :P
Regards,
MC
(edited by MC Mjolnir.1973)
Not only that, but the Boss is nowhere to be seen. This bug seems to have been in effect since the Monday update.
Oh no, I don’t think this would be a solution for existing dungeons without a complete rework. This post was intended to influence later development to avoid a repeat of the current situation.
I think the biggest problem with dungeons isn’t that they are too hard, or even that they are too easy, it’s that they are too predictable. There’s no point creating 3 paths in an explorable when one is ultimately going to be found to be the easiest, and then trivialised as a result * CoF *
I think the devs need to take a look back at what they said about dynamic events in dungeons, because that stuff was what really excited me. As it is at the moment, there basically the chance in each route for an extra mob to spawn. Dynamic events need to be the core of the content.
Here’s my proposal:
For future dungeons, remove the choice. Everyone who enters the dungeon should start out on the same path, not knowing exactly what they’re going to be up against in each run. Instead, have the path deviate into one of 3 ways at a certain point. Say for example you’re running down a corridor, and a golem bursts through the wall, revealing a passage through the next section. Or all of a sudden, the floor falls through into an underwater section.
“BUT WAIT!” I hear you cry. “Surely people would just reset the instance if they didn’t get the path they wanted?”
No, because the path only deviates for a small section. After that section, the paths all re-converge, just before the next deviation. After the next event which triggers you onto a new path, you start something else, and so on. The content of the dungeon becomes impossible to predict, and even if there is a bit the group doesn’t like, as long as they persevere, it won’t affect the majority of their route.
What you then have, is a dungeon which you’ve designed 3 paths for split into 3-4 sections. What you end up with though, is a dungeon with 27, or even 81 possible routes through it, all determined by dynamic events.
This ensures that for those who want the armor, or the weapons from a particular dungeon, don’t end up doing the exact same thing 30-40 times to get what they want, but they become more experienced at the whole dungeon overall, and will hopefully enjoy it more too.
(edited by MC Mjolnir.1973)