I work on systems, combat, skills, and balance.
I work on systems, combat, skills, and balance.
That happens if somehow the legend stance buff is removed(it shouldn’t be) as it’s used to help control the upkeep skills. Is this any adventure or just specific ones? More information would be useful.
I work on systems, combat, skills, and balance.
There is an issue where existing characters that start training reaper gain access to all shout skills before unlocking them in the elite specialization training. This is a bug and we’ll be doing a fix to clean up the skills to match your actual progression in the elite specialization track. Once the fix goes out, if you have shouts equipped which you haven’t actually trained they will be unequipped and locked until you properly train them.
I work on systems, combat, skills, and balance.
There is an issue where existing characters that start training chronomancer gain access to all well skills before unlocking them in the elite specialization training. This is a bug and we’ll be doing a fix to clean up the skills to match your actual progression in the elite specialization track. Once the fix goes out, if you have wells equipped which you haven’t actually trained they will be unequipped and locked until you properly train them.
I work on systems, combat, skills, and balance.
Right now, there is an issue where your second legend slot is not unlocked in PvP. In order to bypass it for now, you just have to level up your character to 11 to unlock legend swapping. We will be putting in a fix for it so it will be always properly unlocked in PvP.
I work on systems, combat, skills, and balance.
soooooooooooooon™
I work on systems, combat, skills, and balance.
@Roy Cronacher, would it be possible to use this same type of system except a maybe 25% damage reduction on pets in WvW? Pets die instantly in WvW battles and it would help immensely to make some class features available in WvW… Of course percentages can always be tweaked until a balance is found.
This is not currently possible. For this change we made creatures, at the base AI level, look at what they are targeting and what they hit to adjust damage accordingly, it has nothing to do with player damage interactions. Doing this for WvW. adjusting outgoing player damage to minions, is not tech we are currently working on and likely would cause some perf issues as well. Players attack much much more often then creatures. So doing checks on each one of the damage targets from a player can become expensive very quickly. Though, that’s not to say that we won’t ever consider investigating it, but for now this change is specifically for creatures attacking player minions and we’ll be balancing it and seeing how it goes.
Couldn’t this be accomplished with a zone wide buff on minions in WvW areas with a percentage of all incoming damage reduced or greatly increase their mitigation in some way and just have the dmg adjusted as it lands? This seems like it may be a good low hanging fruit option. Because right now any and all minions/pets and even those coming with the elite specializations will be useless absolutely utterly useless in any large scale fights.
Things are rarely that simple. While you may be looking at that from a larger scale fight perspective and it would probably help there, it would create other problems such as making minions too strong and frustrating in smaller to mid scale combat with just a flat reduction always on them.
I work on systems, combat, skills, and balance.
@Roy Cronacher, would it be possible to use this same type of system except a maybe 25% damage reduction on pets in WvW? Pets die instantly in WvW battles and it would help immensely to make some class features available in WvW… Of course percentages can always be tweaked until a balance is found.
This is not currently possible. For this change we made creatures, at the base AI level, look at what they are targeting and what they hit to adjust damage accordingly, it has nothing to do with player damage interactions. Doing this for WvW. adjusting outgoing player damage to minions, is not tech we are currently working on and likely would cause some perf issues as well. Players attack much much more often then creatures. So doing checks on each one of the damage targets from a player can become expensive very quickly. Though, that’s not to say that we won’t ever consider investigating it, but for now this change is specifically for creatures attacking player minions and we’ll be balancing it and seeing how it goes.
Hey Roy, the question has been floating around about what’s going to happen with creatures that split damage, such as phantasmal defender and bulwark gyro. We haven’t heard anything yet, could you explain to us what happens when those are in play?
The damage transferred works like it normally does, the minion takes a percentage of damage the player would have taken. The change is only from creature attacks against player minions, nothing else is different. I mean, sure, the defender will live longer because it dies to less AOE so it can soak more damage, if that’s what you mean.
I work on systems, combat, skills, and balance.
@Roy Cronacher, would it be possible to use this same type of system except a maybe 25% damage reduction on pets in WvW? Pets die instantly in WvW battles and it would help immensely to make some class features available in WvW… Of course percentages can always be tweaked until a balance is found.
This is not currently possible. For this change we made creatures, at the base AI level, look at what they are targeting and what they hit to adjust damage accordingly, it has nothing to do with player damage interactions. Doing this for WvW. adjusting outgoing player damage to minions, is not tech we are currently working on and likely would cause some perf issues as well. Players attack much much more often then creatures. So doing checks on each one of the damage targets from a player can become expensive very quickly. Though, that’s not to say that we won’t ever consider investigating it, but for now this change is specifically for creatures attacking player minions and we’ll be balancing it and seeing how it goes.
I work on systems, combat, skills, and balance.
Hi Roy,
Three questions:
1) If a Ranger pet attacks another ranger pet. With them being both minions, do they get the 95% damage reduction? Or are they counted as part of the player and get the full damage?
2) Will runes such as, Rune of the Ogre that summons a rock dog be consider a minion?
3) Elemental glphys weren’t mentioned as minions in your responses. Are glyph summons consider minions?1) Nothing different happens, this is for creatures attacks against player minions as mentioned in the original post.
2) Yes.
3) Yes.Literally anything you summon/control as a player is a player minion. Turrets, spirit weapons, ranger spirits, ranger pets, gyros, phantasms/clones, necro minions, etc.
So does this now mean I have a 5% chance of killing a players Mini pet? :P I would like to kill that ho ho tron!
Mini pets can’t be attacked.
I work on systems, combat, skills, and balance.
(edited by Roy Cronacher.1576)
Hi Roy,
Three questions:
1) If a Ranger pet attacks another ranger pet. With them being both minions, do they get the 95% damage reduction? Or are they counted as part of the player and get the full damage?
2) Will runes such as, Rune of the Ogre that summons a rock dog be consider a minion?
3) Elemental glphys weren’t mentioned as minions in your responses. Are glyph summons consider minions?
1) Nothing different happens, this is for creatures attacks against player minions in all areas of the game as mentioned in the original post.
2) Yes.
3) Yes.
Literally anything you summon/control as a player is a player minion. Turrets, spirit weapons, ranger spirits, ranger pets, gyros, phantasms/clones, necro minions, etc.
I work on systems, combat, skills, and balance.
(edited by Roy Cronacher.1576)
Does this reduction include cleaving attacks? or are those considered “targeted” attacks?
If the cleave attack targets the minion then no reduction, if the minion is not the target of the cleave attack then yes it does get reduced.
I work on systems, combat, skills, and balance.
When you say that they are remaining the same for PvP, does that mean WvW too? Please say yes.
This is only for creature attacks against player minions. Player attacks against minions keeps the same functionality as it has right now. This is for everywhere.
I work on systems, combat, skills, and balance.
Illusions included? _ plssayyes plssayyes plssayyes!!!
Yes. all player minions, all of them.
I work on systems, combat, skills, and balance.
Just to clarify, you mention minions, spirits, and turrets, but this does NOT include Ranger pets, correct?
Ranger pets are included.
I work on systems, combat, skills, and balance.
Just to clarify: Is this just for raids or for all PvE?
All of PvE, any creature attacks.
I work on systems, combat, skills, and balance.
Hey all,
As some of you may have seen in raids during the last BWE, we were trying out something new with player minions. Basically, in that final BWE, player minions did not take damage from boss attacks. We thought that made minion-based professions feel so much better in combat, but that change did expose some problems such as minions being able to withstand a damaging attack indefinitely.
We wanted minions to not die left and right, but we did want them to have some attrition instead of being completely immune to attacks. This problem is mainly prevalent in PvE as we have huge attacks all over the place that are meant to be dodged by players but unfortunately for minions, they can’t dodge.
After reviewing BWE results, we wanted to create a better system to accomplish this as a global change for minions. To do that, we made it so that unless a minion is specifically targeted by a creature, they will be dealt drastically reduced damage and condition duration from attacks. Currently, this is set to 95% reduction as we feel like it’s a good starting place, but we’ll continue to monitor and adjust it. This means if your minion gains agro from a creature it will still take full damage, but if there is area effect damage hitting your minion, instead of usually killing it instantly, it will slowly attrition it down.
We felt like minions were in a good place for PvP so we didn’t want to change them there for now. Thus, the interaction between players and minions in PvP combat will remain the same.
The change is for all player minions, this includes things like engineer turrets and ranger spirits as well. This will be in for HoT Launch in a few days.
I work on systems, combat, skills, and balance.
You will be able to level it with tomes like you can with other professions.
I work on systems, combat, skills, and balance.
Roy I hope you won’t vanish on us after launch!
Kidel, we will get vuln with the attack.
Nope, no vanishing.
Any news on that GM trait from the Retribution spec you mentioned before? It sounded awesome. Did you ditch the idea entirely?
Yup, that’s a thing. Rite of the Great Dwarf procs when hit at or below 50% HP and makes Rite of the Great Dwarf provide 50% condition damage reduction as well.
I work on systems, combat, skills, and balance.
Any plans on UI adjustments for Herald F2? The positioning is atrocious, imho.
I believe in the last beta there wasn’t final UI for it. It’ll be placed as a smaller icon above the middle of the energy bar for launch.
I work on systems, combat, skills, and balance.
Overall, after the last BWE, we felt like revenant was in a solid spot. For launch we mainly focused on bug fixing and a few outliers such as changing the second hit of the sword auto-attack as well as speeding up the tablet move speed.
That’s not to say that there aren’t more things we are thinking about how to improve or tweak, but we want the profession to get in more playtime and thus more feedback before we make any more larger changes. I’m definitely reading all the feedback and taking under consideration for future changes so keep up the awesome work.
So your happy with how good it is/plays, how about how balanced it is compared to others? (core classes) for now revenant counters every other power class. and when they spec condi they also counters every condi class.
This issnt only for Rev but also for allot more new Elite specs you/Anet brought into this game. some core classes have NO place or chance anymore against new (combined) stuff you/Anet put on this class and other elites.
We need to have players get more time with them in general to see how things play out. We’ve made a lot of changes in beta weekends, but once they are live and people really spend a lot of time playing with them it will give us better data. We want non-elite spec builds to be viable as well. There will be balance patches to address and adjust things.
I work on systems, combat, skills, and balance.
Roy I hope you won’t vanish on us after launch!
Kidel, we will get vuln with the attack.
Nope, no vanishing.
I work on systems, combat, skills, and balance.
Overall, after the last BWE, we felt like revenant was in a solid spot. For launch we mainly focused on bug fixing and a few outliers such as changing the second hit of the sword auto-attack as well as speeding up the tablet move speed.
That’s not to say that there aren’t more things we are thinking about how to improve or tweak, but we want the profession to get in more playtime and thus more feedback before we make any more larger changes. I’m definitely reading all the feedback and taking under consideration for future changes so keep up the awesome work.
I work on systems, combat, skills, and balance.
For a power build I’d suggest devastation and herald then for the third a choice between invocation and retribution based on your preferences.
I work on systems, combat, skills, and balance.
it will become a normal melee attack which applies vulnerability.
2 stacks of Vulnerability I hope!
Yup 2 stacks for 6 seconds.
I work on systems, combat, skills, and balance.
Roy for president! I hope guardian sword will see similiar love tho. One question..Do you have any plans to change the animatins on sword auto? You know..the first hit at least as starting with stab feels out of place.
No plans right now.
I work on systems, combat, skills, and balance.
I’ve gotten lots of feedback, increasingly so with time, about this part of the sword auto-attack chain. I’ll be changing this skill so that it will no longer use a projectile attack and instead it will become a normal melee attack which applies vulnerability.
I work on systems, combat, skills, and balance.
I personally like using marauder for my glint/shiro pvp build.
I work on systems, combat, skills, and balance.
It’ll be acquired via a collection.
I work on systems, combat, skills, and balance.
Glad to hear you all can’t wait until launch, me too. It’ll be here soon™, exciting times!
I work on systems, combat, skills, and balance.
There are other ways you can get boons besides facets.
I work on systems, combat, skills, and balance.
I’ll look into some of the range issues.
I work on systems, combat, skills, and balance.
i think the reason why nature and impossible odds block each other is so that you can’t stack a high amount of quickness.. or so..
This is because Impossible Odds requires 10 upkeep consuming all your available upkeep. while it’s active which means you don’t have enough upkeep(2) to use facet of nature as well.
I’ll investigate the energy regen feeling weird a bit to see if it’s an issue.
I work on systems, combat, skills, and balance.
Can you comment on the hammer bugs?
What bugs are you talking about?
I work on systems, combat, skills, and balance.
Thanks, this was something brought up to me over the weekend and I’ll be looking into fixing it.
I work on systems, combat, skills, and balance.
Revenants will start at level 1 like any other character.
Out of curiosity, we know their starting legend will be Jalis, but what about the weapon? Will it be sword or something else? New characters usually start with the most simple/straightforward kind of weapon which in this case I think it’s sword for revenant.
Currently it’s set to mace. It could go either way between sword and mace though.
Roy,
hows the Retribution Grand master trait coming.
It’s done internally.
I work on systems, combat, skills, and balance.
Revenants will start at level 1 like any other character.
I work on systems, combat, skills, and balance.
Druid is more about burst healing in key moments as it takes a while to build up astral force to enter celestial avatar, Ventari is more about sustain healing.
I work on systems, combat, skills, and balance.
So, what stats did you end up going with?
Not sure yet, still deciding, I have sword, shield, warhorn, and pistol right now.
I work on systems, combat, skills, and balance.
Soooooo…. I wanted to throw out an idea I had about a new GM trait for retribution to place it and see what you all think. The trait would be more dwarf stance focused since we don’t have a dwarf stance specific trait.
- It would give you some way to proc Rite of the Great Dwarf like at some percent health trigger or something and then make Rite of the Great Dwarf (both proc and the skill) have reduced condition damage taken as well while allies have the buff.
Let me know what you think.
Personally I’m not a fan of any of the % health cast ability traits. If I want to cast a skill it’s on my hotbar and I can push the button myself. These often lack any degree of excitement for me when I see them in the trait line. I would much rather see something that gives % bonuses to toughness for the dwarf line than auto proc skill stuff…
This view likely comes from how I handle traits as a whole. I want passive bonuses, that improve my overall potential strength, but I look for the always on traits as opposed to the long cooldown proc skill traits.
My exact thought, the proposal is super good, but i always like more active gameplay.
I have to say that when i run similar traits i always keep track of the proc and play them in my favor. Example elix s on engi if i’m low hp i still go in for the stomp saving my active skill cuz i know i’ll proc the passive ;-)
Well the active part of it would be that RotGD would be upgraded naturally with the trait so that you can actively push it whenever you want for the benefit. The added proc would be a benefit if you didn’t necessarily want to take dwarf stance with the trait.
On skill use as a trigger for it I think would be weird because it would force a recharge when you maybe don’t want to use it, like engaging in a fight before damage is happening where as a % health trigger would help ensure you are under pressure when it goes off.
I work on systems, combat, skills, and balance.
Nice video man.
Please fix this before release…. https://youtu.be/xPRKaMTJDSA?t=4m20s At 4:21 Revenant uses Shiro utility to teleport through walls… He using his 8th ability or his F key 2 times. One teleports him to the wall, second teleports him up into the clocktower without any visible path… Is this supposed to work this way cause “walking through the mist” ???
Could you imagine doing this into WvW keeps / towers??
It has the same functionality as other shadowstep skills such as Signet of Infiltration on thief.
I work on systems, combat, skills, and balance.
Hey all,
The Reflexive Hammers trait in retribution is going to be changed after BWE3, before launch. Right now since it uses projectiles that hover around you, they currently don’t work underwater and I think it no longer really fits the line as that is more about damage, plus it muddies the FXs around the character when the actual hammers are around you.
Soooooo…. I wanted to throw out an idea I had about a new GM trait for retribution to place it and see what you all think. The trait would be more dwarf stance focused since we don’t have a dwarf stance specific trait.
- It would give you some way to proc Rite of the Great Dwarf like at some percent health trigger or something and then make Rite of the Great Dwarf (both proc and the skill) have reduced condition damage taken as well while allies have the buff.
Let me know what you think.
I work on systems, combat, skills, and balance.
My revenant is soooo ready! Got lvl 30 scroll, tomes, ascended sets, bags, infinite harvesting, food/utility buffs, etc. I do want to craft another legendary before HoT though, but not sure which.
I work on systems, combat, skills, and balance.
Nice video man.
I work on systems, combat, skills, and balance.
A few more things:
- I reduced the after-cast of unyielding anguish by 260ms so it should help the responsiveness when you land.
- Embrace the Darkness: Lowered the cast time and after-cast by 400ms and reduced it’s upkeep cost by 1 so it’s at a 7 upkeep cast right now.
I work on systems, combat, skills, and balance.
One other thing to note in the next beta revenant will have a stolen item for thief. It’ll be basically a more powerful version of Essence Sap.
I work on systems, combat, skills, and balance.
- The recharge for unyielding anguish was a remnant of an old change and wasn’t supposed to be there. This skill shouldn’t have a recharge and I’m thinking about lowering the energy cost from 35 to 30 to make it more usable as mobility and condition application. It also should be applying 5 seconds of torment instead of 4.
- Embrace the Darkness now applies a lot of torment in an area, twice as much as before. I’m looking at adjusting the cast time or upkeep cost for it to make it a bit more in line with the new functionality.
- 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?
I’ll keep reading and I’ll be open to suggestions and feedback. Just try to remember it may look more devastating on paper than it actually is in game. Some areas of this build actually got stronger.
I’ll try to get it as close as possible before the next beta, but there is still time to address feedback after BWE3 before launch. Just remember playing something usually tends to give different impressions rather then just reading it. Balance is an ongoing thing though and we’ll continue to adjust as necessary even after launch. Balance is never-ending.
So the 10 second recharge is a mistake? If yes then good because it would’ve been a crazy overkill.
30e for it sounds good but with no CC part I wonder if it shouldn;t get down to even 25e. But that’s up for testing
Embrace the darkness – Adjusting the upkeep but which way ? -9 -10 or less than -8 ? -8 is too much atm. It’s definitely weaker than it was so it’s warranted to reduce it. Point in case blind every 1 sec was imba
the bold part not moving but WHO? Us or the target? Sounds good but to what level. Mallyx being master of torment maybe make Torment be as strong as bleed when enemy is not moving (instead of weaker than bleed) and do normal torment dmg when target is moving (like it is now). Kinda similar to what Thieves have with +20% poison dmg.
Or did you have in mind something else.
I meant less upkeep cost for Embrace the Darkness, potentially. In the bold part it would be torment you apply to lessen the gap between moving vs non-moving. Sop instead of like 50% not moving 100% while moving it could be like 75% while not moving and 100% while moving as an example. Just throwing out random numbers for the case of the example.
I work on systems, combat, skills, and balance.
The block time is 3 seconds, you are rooted, conditions can be applied to you if the attack is unblockbale (Works like any other block skill), and the healing is the same 900 per tick resulting is just under 4k base.
What about capture prevention? I immagine is still there.
No, it doesn’t have capture point prevention on it anymore.
I work on systems, combat, skills, and balance.
The block time is 3 seconds, you are rooted, conditions can be applied to you if the attack is unblockbale (Works like any other block skill), and the healing is the same 900 per tick resulting is just under 4k base.
I work on systems, combat, skills, and balance.
I just wanted to stop in and say I’m definitely closely reading all the feedback about these changes and while I know some of you will miss some old functionality we feel it will be the right choice for the health of the game and profession for the long term. That being said I’m open to feedback and suggestions to make sure everything is awesome.
Though, I will say for mallyx most of the skills were brought into the middle-ground of meeting the condition threshold. As an example Banish Enchantment applies 3 stacks of confusion, it used to apply 2 if you didn’t meet the threshold or 4 if you did.
Also while it may be hard to see it on paper, some areas got improved such as torment application actually went up significantly. I can stack up an incredible amount internally, which is a bit scary, but we’ll have to see how it plays. It should help with making it much more of a condition damage viable build though.
Some things to note:
- Unrelenting Assault did have some bug fixes to it which should help with issues like using it and having it fail being stuck in place as it animated should no longer be a thing. It’ll just fail without playing the whole animation.
- Condition removal or resistance application has not changed, so the Revenant should have the same way to deal with taking conditions on themselves.
- The recharge for unyielding anguish was a remnant of an old change and wasn’t supposed to be there. This skill shouldn’t have a recharge and I’m thinking about lowering the energy cost from 35 to 30 to make it more usable as mobility and condition application. It also should be applying 5 seconds of torment instead of 4.
- Embrace the Darkness now applies a lot of torment in an area, twice as much as before. I’m looking at adjusting the cast time or upkeep cost for it to make it a bit more in line with the new functionality.
- 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?
I’ll keep reading and I’ll be open to suggestions and feedback. Just try to remember it may look more devastating on paper than it actually is in game. Some areas of this build actually got stronger.
I’ll try to get it as close as possible before the next beta, but there is still time to address feedback after BWE3 before launch. Just remember playing something usually tends to give different impressions rather then just reading it. Balance is an ongoing thing though and we’ll continue to adjust as necessary even after launch. Balance is never-ending.
I work on systems, combat, skills, and balance.