Showing Posts For Mahdra.2863:
I can’t speak for others, and so I won’t… but personally I like how the Reaper works now. I have had a little more time now to get the feel of it and I like it better than before.
It’s fun and I feel sad that I can’t use it yet on my real character. But only 47 days to go and then I’m sure to load it up!
Thanks!
[BETA Improvement Suggestion] Reaper's Shroud
in Guild Wars 2: Heart of Thorns
Posted by: Mahdra.2863
I briefly highlighted this a bit earlier, buried in a long text, but I feel this is important to really have a look at, especially now that I have also had a quick look at how the OTHER classes’ specializations work.
It looks to me, like other classes get some bonus ADDED to their class specific special abilities (the F1-F2-F3, etc. key series) :
- Chronomancer gets an additional ability under F5, while they retain their shatter skills.
- Elementalist gets the Overload abilities on top of F1-F4, while the regular system remains in place still.
But the Necromancer class doesn’t get to retain their existing class-special (Death Shroud), instead that one gets entirely REPLACED by another (similar) shroud (which is more melee based, which isn’t in many situations a very good alternative for a cloth class).
SUGGESTION:
So what I’m hoping for, is if it could be considered to give Necromancers the Reaper Shroud as an EXTENSION to the base class functionality, instead of as a replacement. Two ways I can see this being suitably implemented:
(1) Instead of changing F1 to “Reaper’s Shroud”, when activating the reaper specialization, give Necromancers: “F1 = Death Shroud, F2 = Reaper Shroud” (so we can enter a shroud of choice depending on the situation), cooldowns for changing/re-entering a different shroud obviously still apply.
(2) “F1” is “Death Shroud” when you’re currently wielding a ranged weapon (Staff or Scepter) to match ‘ranged mode’ – and “F1” changes to “Reaper Shroud” when switching to melee weapons (e.g. Daggers, Broadsword) to match the character being in ‘melee mode’.
Please take these points into consideration.
Hi,
I have been playing since when GW2 came out. Necromancer clearly stole my heart right from the closed beta. I also got a liking to the Mesmer later and these two are clearly ‘my classes’ (I played all other classes to 80, the latest only fairly recently)
So, of course I took the opportunity to check out the new Necro Reaper specialization. I didn’t have that much time to play this weekend (unfortunately) but enough to get a decent impression on how the new Reaper specialization plays.
Let me start by saying that I love the additions thus far. It’s fun to play with the broadsword, although I am not sure if the damage amount is right where it should be. I use double daggers a lot (at the moment, in LIVE) which really cuts away at opponents, even with my condition gear (I use the staff a lot in general, which I currently consider my primary weapon). The second ability (Gravedigger) has an absolute great animation (at least for Asura, didn’t try another race), love that one! The new shout abilities are a fun addition too. I don’t know yet how much weight they really throw into the mix, but they give me a very nice alternative to other things I could choose from earlier.
Then the Reaper’s Shroud: It’s big and bad and that’s good! Again, neat animations, really big thumbs up to the people working so kitten the animations for these! Also, I feel that the Reaper’s shroud kicks the amount of bottom that it should, so great job there! What I do miss, is the regenerative component in this form of the shroud. The Death Shroud had a life force generation component included in it’s fourth ability, which was great, especially if there were a couple of enemies around you. Perhaps the Reaper’s Shroud makes up for that in damage dished out? I don’t know, it’s hard for me to tell.
One thing that I AM a little sad about, is that the Reaper’s Shroud is enforced upon us, replacing another strong part of our class. When comparing to e.g. the Mesmer: They get an extra ability on top of their shatter skills, but they do retain their shatter skills. For the Necromancer: we have to basically choose: Live with the Reaper shroud, or (if you want to use the basic Death Shroud) live without the Reaper specialization. I would like to use shrouds conditionally: The Reaper shroud is much more melee-based and in many fights I prefer to stay more at range (thus making the Death shroud much more logical to use).
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SO… could I request a small change/improvement? Instead of enforcing the Reaper’s Shroud upon us when we have the Reaper Specialization in use… would it be possible to make the available shroud dependent on the WEAPON currently equipped?
ie: When I am holding a staff (ranged) F1 switches me to Death Shroud… but when I’m holding daggers or e.g. a broadsword, F1 will switch me to Reaper Shroud?
Alternatively… could we please get a F2 “Reaper’s Shroud” next to our “F1 Death Shroud” when having the Reaper Specialization active? Obviously, without reaper specialization then we’d only have the F1. This makes it easier to personalize our play style a bit better.
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The class does play well so far and is fun. Keep up the good work, and please evaluate the possibilities for having a more flexible “Death Shroud” vs “Reaper Shroud” choice as mentioned above.
Just jumping in. I also strongly wish for the ability to set more specific ‘preferences’ that help you get sorted into a server with like-minded people.
I for one rolled on EU Piken Square, because I like the occasional roleplay, and it was unofficially the ‘EU roleplay server’. Unfortunately (especially since I’m not really in a guild myself) I won’t walk into roleplay activity anymore now.
So, I myself would really like to have the option (in game settings) to flag myself ‘roleplayer’.
Thanks!
I rarely have client crashes (basically they happen next to never for me!) but in Gendarran Fields this has significantly changed for me since the last mini-patches.
Situation info:
Time: We’re in the last chapter of the first living story (So basically the entire Lion’s Arch functionality has moved to Vigil Keep in Gendarran Fields).
Server: Piken Square, EU (but I think the same happens to me on overflows)
Connection: Broadband.
Description of the problem:
- Situation 1: During gameplay INSIDE the area of Gendarran Field, the game crashes. This has happened to me in Vigil Keep itself, but also once or twice in the South East near the NPC that can ‘sneak you into L.A.’ for your personal story. Upon trying to reconnect, I usually managed to log in again, except yesterday and today.
- Situation 2: Trying to log in a character positioned in Gendarran Field, the loading screen took quite a long time, after which I get an error message, possibly a time-out. Trying again a few minutes later, hours later or even the next day tends to result in the same thing (and actually all my characters who are/were in Gendarran Field could no longer log in – I managed to evacuate 2 out of 3 now through trying and retrying many times).
Error message: “The game client lost its connection to the server. Please wait a few minutes before restarting the client and try again. (code=7:11:3:191:101)”.
Situation 3: WHEN I managed to log in a character inside Gendarran Fields (which was stuck there, near the Vigil Keep) – all NPCs were talking at the same time and I couldn’t use my abilities (only run around – if that really happened) – because I think I was already (again) timed out. Clicked a waypoint outside Gendarran Fields… after which indeed the client crash happened again (time-out I think) and next time I logged on I managed to do so, but immediately upon doing so there was a message that "the waypoint selected was now contested (it couldn’t have been, so it probably had some other in mind?) and it placed me just outside Lion’s Arch, inside Gendarran Field.
I am assuming there may be a ‘time-out’. Perhaps due to the cluttering in the zone of too many people together in a rather tight spot? (After all, Vigil Keep is much smaller than the entirety of Lion’s Arch, everything is much more spread out there). Might also be a problem with the server itself, hard for me to say.
Anyway, I hope this gives some information to the dev team to help solving this problem. I’ve seen some bugs here and there, but this connection issue is really a quite serious one.