Showing Posts For Revanent.9715:
There have been a lot of posts recently on renegade, and how bad it is. And it is, sadly, pretty bad. I like the theme that you’re not just invoking Kalla, but her warband as well. Summoning spirits that help in different ways. Sounds kind of fun. But that faded quite a bit, once I read the tooltips, and realized how empty a lot of these skills are.
The beta world event is right around the corner. At least the first one is. And I haven’t seen a whole lot of posts suggesting changes to make these skills any better. As if we are waiting for the event itself, to do this. But in hopes that the devs actually read these forum posts, perhaps we should just start suggesting changes we would like to see now, and get the ball rolling.
Shortbow
For the most part I like the shortbow and what it does. But the cost of some of the skills does concern me a little.
Scorchrazor
I would like to be able to cast this skill behind me, just like a guard can with deflecting shot.
And it would also be the best place to add swiftness, since it’s a CC. The swiftness would help with getting range while in combat, and help with travel when outside of combat.
Heal
Breakrazor’s Bastion
The biggest issue I have here is the small heal amount. 3100 isn’t much. And the I wont be able to sit and wait for 10 second to soak up the heal ticks in most situations.
Bumping the initial self heal to 4100 at least, would help tremendously. And it would still leave room for the health tick to be useful.
The 33% reduction to condition damage isn’t very useful, and it forces you to stay in the circle for it’s benefit. Most condi players will just light up the area with fields. Also, if damage reduction was really that useful, Jalis would be used more, and he’s not, really. Because you still take plenty of damage through the mitigation.
Adding some condi removal here would be nice. It could remove a condition on pulse.
Lastly, what’s up with the heal costing 10 energy, when all the other heals cost only 5?
Utilities
At first I was really disheartened by what I saw with the utilities. They really didn’t have much going for them. Some bleeds, a few dazes, and a bomb guy that looked awesome at first, but then realized he was just sort of a cripple/vuln turret. But after some thinking, I realized it wouldn’t take much to make them decent.
Razorclaw’s Rage
This guy is the bleed spirit. As far as I know, all this guy does is add bleeding to the attacks of nearby allies. Doesn’t really benefit power very much.
Adding some boons, like fury or even might to this guy may help with that, and make him a little more useful.
Other than that, maybe someone else has a better idea.
Icerazor’s Ire
This guy is the bomb spirit. All he does is throw 20 bombs that add up to less than 2000 damage, but he applies cripple and vulnerability on each cast.
The simplest answer I came to was, make each bomb a combo finisher. It would allow for some interaction with some shortbow, mace, Jalis and Mallyx skills, as well as other fields.
At the very least, it would certainly make it more interesting.
Darkrazor’s Daring
This guy is the axe spirit. Saved the best for last. Currently all he does is do some damage, and dazes enemies. The damage isn’t much, and the daze is mildly useful.
The best change I could think of was to add reflect. If he could reflect ranged attacks as well, then we could use him defensively for both melee and range. Dazing anyone who gets close, and reflecting anyone who uses range. Making it a more well rounded defensive skill.
That, and the animation looks like it should reflect.
Also, it probably should be a whirl finisher….
Elite
Soulcleave’s Summit
This girl is the siphon spirit. And I really can’t think of a useful change, other than lowering it’s cost per second. With all the other skills costing so much, I can’t see how I will have the energy to spare for her. Mostly because her effectiveness is tied to how long you can keep her out. 1 or 2 seconds means only 1 or 2 siphons, which isn’t much damage or healing. And if you plan on keeping her out longer, it means you have to cast fewer skills to preserve your energy.
f skills
I don’t really have a problem with any of the f skills, save again, the cost. f2 is 20 energy, f3 is 40, f4 is 30. This is way too much. We already have 9 skills that cost energy, and we have to balance both offense and defense around energy cost. Not to mention cd’s. But at the moment, it’s already difficult enough to manage. Throwing 3 more skills into the mix is already going to cause a problem as we try to find a place in the flow of combat and energy regeneration, to actually use them. Let alone when they cost this much.
So my only suggestion here is to significantly lower the energy costs, so we can more easily fit them in without breaking the bank.
Anyways, those are just some of the ideas I had to try and help make Kalla better and more useful all around. And I hope you liked them.
Maybe the traits will address some of these issues. But until we get to see them, I thought it couldn’t hurt to try and get the ball rolling for some positive changes.
Anyone else got any ideas that may help?