Showing Posts For Selfaron.4273:
Removing energy from weapons will cause issues. Better solution is to focus on Legends where energy cause is an issue; Jalis and Renegade.
Curious what issues you think it would cause.
Mallyx in sPvP in particular is going to become too much. Currently the spam AOE chill and torment is somewhat gated by the energy consumption on weapons. If that is gone it is going to be torment + chill fest. Plus, spaming CC break.
Glint is gated by the same mechanics as well. If no weapons cost, you can easily hold protection 100% protection for the entire group even in sPvP.
I have issues with cost of some Shiro skills, but with no weapons cost, CC break spam will become a thing.
Jalis can use ulti on 8 sec CD if weapons have no cost. Which means it will only have 3 sec down time. Mix that with protection from Glint. You see where this is going.
We are much better going into Jalis and Renegade (possible some Shiro and Ventari skills as well) and reducing the energy cost of utilities extensively (since they have CD and add reasonable CDs for some). Removing weapons energy all together, will lead to skill spam, with no drawback, on skills that should not be spammed.
Nothing stops you from doing that now either, just without using other weapon abilities rather than auto-attack. That is basically what you do as rev in wvw blob fights – spam pain absorption. I personally think that removing weapon costs and increasing (and rebalancing, because some are weird for what they do compared to others) utility costs would be better idea.
The hell balance has to do with clunky design? Stop posting that nonsence about balance in thread about design flaw (according to many). Just because rev does good dps or is used in every game mode (in wvw for example we are basically resistance bots, great and very engaging role) doesn’t mean it has interesting or logical implementation. As far as i remember, we were supposed to swap legend when we needed utilities from other legend, not when we need energy to attack. That idea was thrown away later and now some players are even praising that. And stop that “i am rev main” please. Almost everyone here are rev mains, I have 1600 hours on my rev, that doesn’t add any weight to our arguments.
I will say it again, they can not nerf weapon skills we currently spam on cooldown in pve because it will mess with our dps, and we are not top in that. The only change that will be needed are energy costs on utilities because we will actually have energy for them, they will most likely need to raise energy costs on some of them and thats about it. The current rev is a mess to balance anyway, you can’t properly balance it because some revs will burn all energy on weapon skills and won’t have energy for utilities while other one will save it to spam same utility 3 times in a row.
(edited by Selfaron.4273)
There is no need to nerf weapon skills or utilities if they remove energy from weapon skills. They will need to change cd on some weapon skills to make it more balanced (they can’t nerf abilities we spam in pve rotation now, for example mace 2 and 3, it will gut our damage and we will need another buffs to make us on par). Also they will need to increase energy cost on utilities since we will finally be able to save energy for them, and thats about it.
No. This would make rev roo similar to orher classes. Taking away energy requirements of weapons would mean increasing recharge time of utilities and weapons too. Rev is about managing energy and, not spamming every skill on CD. This is a terrible change that I see suggested too often.
What the hell are you talking about? Revenant weapon skills on average already have longer cd’s than warriors and guardians and they don’t pay any energy for them.
Warrior shield 5, 25 sec CD. Rev staff 3, half the CD and damages and blinds too.
Warrior hammer 5, 25 sec cd and only hits 1 target. Rev staff 5, 20 sec CD except it evades and hits 3 targets.
I’m sure you can find more
Now lets check some facts: warrior shield 5 last 50% longer than rev staff 3. About damage at staff 3 i just don’t know what to say… it is 1/3 of staff auto damage and staff auto damage is really low. If you want real comparision try rev shield 5. It has same duration, SAME CD, small heal and you are immobile, while on warrior shield 5 you can move but there is no heal. Also you can trait warrior shield to have 5 second LOWER CD than rev shield while also reflecting every projectile.
Now, about warrior hammer 5 and rev staff 5. I, once again, am not sure what are you on about, when you compare knockback with knockdown. During hammer knockdown war can damage enemy, rev during his knockback is playing staff 5 animation. Besides, warrior hammer also can be traited to have same cd as rev staff 5. Also, warrior hammer is cc weapon, rev staff is defensive one, yet the only cc that rev staff has is on same cd as warrior hammer longest one (i don’t cound staff 2 flip skill as a reliable cc, sorry).
All in all, on your own examples we see that rev has ~same cds as warrior on weapon skills, so what was your point again?
I would remove the charr phantom completely. I mean Glint has Facets but we don’t see Glint’s spirit on every skill.
We can simply channel the warband from inside, BEING the warband. There is no need for external dancing phantoms with slow animations that nobody would see anyway because those kind of animations are disabled coming from other players.
Having the spirits do stuff for the Revenant makes no sense with the lore.
I personally don’t really care about them either, it is just a flashy thing we won’t notice after 2 weeks of play, but after watching guild chat again i noticed, that devs speak about warband a lot, like it is now set in stone feature and it is not going anywhere. Besides, there is that video on PoF site that straight up says that you are going to summon spirits of Kalla’s warband, that are two reasons i included them.
I played renegade, since my main is revenant. Shortbow skills had interesting animations, but it felt lacking in damage. I ended up using skills 1,2 and 5, since 3rd skill was bugging and even if i managed to hit with all 7 arrows 7 stacks of torment for 3 seconds is not rewarding at all, neither is 4 pulses or 1 sec of burn. Kalla was just impossible in WvW, i couldn’t make it work in either roaming or zerg fights with all the movement, cc and deaths of my utilities and skyhigh energy costs.
(edited by Selfaron.4273)
I was thinking today how to change Kalla skills to make it more usable in competitive environment without affecting it’s pve perfomance so here is my idea for it – change all summons to spiritual infusions/possessions with same (almost) effects! This post is more about design change rather than balance, so i won’t touch numbers or energy costs, which are another needed improvements.
How it will work:
You press the button, charr spirit appears (not npc, just animation), infuses player with their special power, play salute animation, disappear. We are left with it’s special buff.
More details on each skill:
Breakrazor’s Bastion:
Renegade summons Breakrazor, she heals him for initial heal and infuses him with Breakrazor’ Bastion, pulsing area heal with condition damage reduction, for 10 seconds. Area moves with renegade and affect him and his allies. And move the stunbreak from here to somewhere else, it was a terrible idea.
Razorclaw’s Rage:
Renegade summons Razorclaw, he empowers renegade with Razorclaw’s Rage, aura that affect player and allies near him (area same as current summon has) for 10 seconds. Razorclaw’s Rage causes each attack to inflict bleed with icd of 1 second for each player, basically same as it is now but centered at revenant.
Soulcleave’s Summit:
Same as two above, Soulcleave empowers revenant with lifestealing aura that affect him and allies nearby, last as long as maintained.
Now, with 2 other utilities things get more interesting, here i decided to move attacks to character himself, rather than spirits, might as well add some boons on activation (fury and stability are my preference).
Darkrazor’s Daring:
Renegade summons Darkrazor, he empowers player with Darkrazor’s Daring for 6 seconds, Darkrazor’s Daring causes each revenant attack to daze (1/4 seconds) his target as well as enemies around it, icd 1 second. Same cc, same icd, now revenant inflicts daze instead of spirit.
Icerazor’s Ire:
Renegade summons Icerazor, he empowers player with Icerazor’s Ire for 6 seconds, Icerazor’s Ire adds small amount of damage (scales with power) to each attack, as well as inflicting vulnurability and cripple (or chill instead of both, since his name is Icerazor), no icd. This utility is damage utility, power more so, good synergy with both sword 2, 3 and staff 5 since they are a lot of hits, can also benefit condition if it is chill.
What i think this changes achieve:
- Overall better flow of combat without constant need of standing in circles
- Better synergy with shortbow, since is is 900 range and spirits are 600 and not moving
- No more wasted energy because your utility is dead, running away in fear or is launched from cliff
- Can actually control whom to daze, whom to cripple and whom to buff
- Not much changed from PvE side of things, still good offensive support
- Since we are 1 month till the expansion i think this changes are more realistic to implement than complete redesign
What i think are the downsides of this changes:
- If you are a big fan of charrs and/or summons, you will see warbands spirits for a little shorter time than before, but i think it is for the better.
- You can no longer jump on downed enemy while your spirits finish it, you need to do everything by yourself.
Thanks everyone for reading, i hope you liked my ideas, and sorry for any possible mistakes, english is not my first language.
So i tested renegade again with power build, the summons don’t even scale with our power.. because they are summons? Just like gyros.
I don’t even get why there are people saying it’s good in pve?
I think people are saying that because elite and bleed buff spirit currently doesn’t have internal cd, but it’s a bug and they will fix it (tooltip clearly states they are supposed to have it).
Why are so many people happy with sb 3 & 4 damage? Yes, sb 3 apply up to 7 stacks of torment, but they last for 3 sec! Compare it to mace 3 that apply 5 stack for 10(!) sec for half the cost in energy or axe 5 – 3 torment stacks for 8 sec on top of 3 confusion stacks and cc. And sb 4? 1 sec of burn each pulse for 15 energy opposed to mace 2 with 4 sec burn per pulse for 5 energy – it does same burn damage in all 4 pulses as mace 2 does in 1 pulse! I think they both are very lacking. Just multiply amount of stacks on duration and you will see where low damage is coming from. Sb 5 is fine i guess because it is cc, but it is same damage as sb4 in total again. All that leaves 2 attacks 1 of which is auto.
(edited by Selfaron.4273)