Showing Posts For Seraphis Zurvan.6839:

New "visual" improvements 12/1/2015

in Guild Wars 2 Discussion

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

Welp, toss that to the pile of “I don’t like the visual nerf changes, please add a slider” threads.

The intent is to make ArenaNet KNOW that a good chunk of this community is unhappy. One or two won’t make an impact. The more there is, the more likely they will do something.

New "visual" improvements 12/1/2015

in Guild Wars 2 Discussion

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

Hello!

I’ve been a guild wars 2 player since April 2014 and there has been one thing about this game I loved above many games; that is the visual effects mages have for their spells. Elementalist and Guardian appealed to me the most in particular, in which their visual “noise” makes them actually seem like they have an impact and additionally being visually appealing to the player.

The last two updates completely RUINED this effect they had. I’m on max graphics on a PNY Nvidia GeForce GTX 550 Ti and the Elementalist aura shields are LITERALLY a line surrounding them now. A colored…….line. The fireballs look like I am throwing a tiny ember at them. A guardian’s trap skills look like a beginner’s sculpted primitive on Second Life. What was the point of these graphical reductions being forced on everyone? Seriously?

For some, yes I understand it can be “noisy” and people do not like it, but force it on a majority of the community that wants such graphical noise to stay? Why are you trying to “improve” or “fix” what doesn’t need to be touched? In-fact, many of the visuals that were there before didn’t have enough noise at all in my opinion. A dust devil from California looks more visually appealing than Fire Tornado.

My solution would’ve been to add an option to the graphics menu to reduce visual noise that abilities have at will when the individual player wants, rather than force it on everyone. This would solve all complaints and problems, I can guarantee that. If you’re so for the community like you claim, then a simple fundamental change can be done to the graphics menu and add this option, then revert everything that has been undone already when it comes to reduction in visual noise. This way, people have options.

Condi Removal

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

It lacks Condi removal, but the best counter I’ve found is Mallyx’s Elite skill while running a Celestial build. It counters condi users really nicely.

[Feedback] Revenant Physical damage gameplay

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

If you did the math, actually Revenant’s coefficients are about where they should be. The sword auto is rather strong, getting about the same amount of damage as a guardian greatsword hit, maybe a little less. Its biggest issue is with Unrelenting Assault. My solution was to DRAMATICALLY increase the damage per hit based on the number of targets around you within Unrelenting Assasult’s radius. This way, each strike is actually worth it. And the evades honestly is necessary. Why does Riposting Shadows get an evade and Unrelenting Assault doesn’t even though the overall concept of travel is the same? It’s inconsistent.

Condi vs power Revenant

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

Mace/Axe, Hammer

Sigil of Blood and Doom for Mace/Axe, Leeching and Torment for Hammer.

Celestial Amulet, Divinity Runes

Shiro, Mallyx legends

Devastation – 1(Assassin’s Presence), 2(Nefarious Momentum), 3(Assassin’s Annihilation)

Corruption – 2(Demonic Defiance), 3(Spontaneous Destruction), 1(Diabolic Inferno)

Invocation – 3(Fierce Infusion), 2(Invigorating Flow), 3(Shrouding Mists)

Open with Shiro, use the heal skill, swap to Mallyx, 2, 3, 5, 4, 1, 1, 1 repeat.

Pretty much the only thing that works right now, as other people stated

Rev still not great for pvp

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

Mace/Axe, Hammer

Sigil of Blood and Doom for Mace/Axe, Leeching and Torment for Hammer.

Celestial Amulet, Divinity Runes

Shiro, Mallyx legends

Devastation – 1(Assassin’s Presence), 2(Nefarious Momentum), 3(Assassin’s Annihilation)

Corruption – 2(Demonic Defiance), 3(Spontaneous Destruction), 1(Diabolic Inferno)

Invocation – 3(Fierce Infusion), 2(Invigorating Flow), 3(Shrouding Mists)

Open with Shiro, use the heal skill, swap to Mallyx, 2, 3, 5, 4, 1, 1, 1 repeat.

Revenant DPS/Condi Build

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

Mace/Axe, Hammer

Sigil of Blood and Doom for Mace/Axe, Leeching and Torment for Hammer.

Celestial Stats, Divinity Runes

Shiro, Mallyx legends

Devastation – 1(Assassin’s Presence), 2(Nefarious Momentum), 3(Assassin’s Annihilation)

Corruption – 2(Demonic Defiance), 3(Spontaneous Destruction), 1(Diabolic Inferno)

Invocation – 3(Fierce Infusion), 2(Invigorating Flow), 3(Shrouding Mists)

Open with Shiro, use the heal skill, swap to Mallyx, 2, 3, 5, 4, 1, 1, 1 repeat.

Enjoy

Weapon Swap for Rev in 1 word:

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

It was a slight learning curve, but I simply attributed a single legend to a single weapon set, and remembered to swap both, rather than just one.

[PvP] Soldier revenant

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

Mace/Axe, Hammer

Sigil of Blood and Doom for Mace/Axe, Leeching and Torment for Hammer.

Celestial Amulet, Divinity Runes

Shiro, Mallyx legends

Devastation – 1(Assassin’s Presence), 2(Nefarious Momentum), 3(Assassin’s Annihilation)

Corruption – 2(Demonic Defiance), 3(Spontaneous Destruction), 1(Diabolic Inferno)

Invocation – 3(Fierce Infusion), 2(Invigorating Flow), 3(Shrouding Mists)

Open with Shiro, use the heal skill, swap to Mallyx, 2, 3, 5, 4, 1, 1, 1 repeat.

Enjoy

"Sword doesn't do enough damage" - Untrue

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

I agree the sword is very strong……if it’s all single target. In the case of Guild Wars 2, whether it be PvP or PvE, this is most of the time not the case. Perhaps add a damage modifier that increases its overall damage based on the amount of targets around you in a certain radius so when it chains to other targets, it does actual damage. Outside of that, sword is alright.

Revenant complete Feedback

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

I agree with just about all of that. I have been doing extensive testing in PvP, WvW, and Dungeons/PvE to see what I can get out of the Revenant as well. My results….

sPvP: The ONLY viable thing I have found in Revenant right now is a Celestial Condition hybrid that I have created with the help of various other PvPing friends of mine, yet most of its skills are….power based? That doesn’t make sense. In essence, Mallyx is really all you need in PvP, and the other three legends are pointless unless you are going full bunker, by which point Ventauri is the only legend you need. Honestly I felt like Mace/Axe overall DPS is higher using Celestial and Divinity Runes than Sword/Sword, even Hammer going straight Berserker with Scholar Runes. In essence, as everyone has been saying, lower energy costs and perhaps DRAMATICALLY buff Unrelenting Assault on sword based on the amount of targets around you within Unrelenting Assault’s radius. This way, it makes it more worthwhile facing multiple targets. Staff is pretty good as it is though. Nothing needs to be nerfed with Revenant right now, but rather buffed in some way. I haven’t found a single thing “OP” with Revenant. Also it has little escape utility.

WvW: Fantastic running a bunker frontliner. It rivals the Altruistic Healing guardian hands down. I love it! Also the Celestial Hybrid I have as well works just as well in this regard too for some AoE condition to really put the pressure on enemies.

Dungeons/PvE: Wonderful utility and fair damage. But as I stated above with the PvP thing, it needs a damage buff for close quarters combat on the swords. Only reason why I am saying this is because, unfortunately the way NPC’s are and the game is designed, berserker is really the only thing you need for Dungeons. So unless you want to fundamentally change how the game is designed for PvE combat, my suggestion would be to cater to that “meta” so people will actually play the class. I don’t want to be kicked from a dungeon group because I am playing Revenant. I already had people whine about me playing Revenant in PvP, stating we would lose. This shouldn’t happen.

For your testers of balance if you decide to read this, the build I was using for PvP:

Mace/Axe, Hammer

Sigil of Blood and Doom for Mace/Axe, Leeching and Torment for Hammer.

Celestial Amulet, Divinity Runes

Shiro, Mallyx legends

Devastation – 1(Assassin’s Presence), 2(Nefarious Momentum), 3(Assassin’s Annihilation)

Corruption – 2(Demonic Defiance), 3(Spontaneous Destruction), 1(Diabolic Inferno)

Invocation – 3(Fierce Infusion), 2(Invigorating Flow), 3(Shrouding Mists)

Open with Shiro, use the heal skill, swap to Mallyx, 2, 3, 5, 4, 1, 1, 1 repeat. About the best thing I found so far. I would suggest not nerfing this for the sake of people actually wanting to play Revenant, as it’s still easily countered as well. Energy management on this build is barely an issue unless you’re facing a tanky class like a D/D ele or Bunker Guardian and boon stripping the person with Banish Enchantment.

(edited by Seraphis Zurvan.6839)

What builds have u guys found so far? :D

in Revenant

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

Mace/Axe, Hammer

Blood/Doom, Leeching/Torment

Shiro + Mallyx

Celesital Amulet, Divinity Runes

Devastation – 1, 2, 3

Corruption – 2, 3, 1

Invocation – 3, 2, 3

This build counters anyone, even Cele D/D ele’s with relative ease. The biggest threats are high power based builds, heavy CC or intense Condition Bursts.

Stronghold - Beta Feedback

in PvP

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

This gametype I honestly loved it, until everyone began coming up with their “meta” for it now. Seemingly everyone has the idea now its a DPS race through the gate and who gets in the fastest. Because of this, all I see is people running dungeon meta team consistencies and builds (with slight PvP variances), just plowing through everything and half the time my team falls apart.

Due to this, I might as well just run dungeons and get actual gold out of it. Since everyone has this mindset that “the meta” has to be done, there’s literally no point to this gametype anymore as people have already figured it out.

My suggestion, make the game impossible to be a DPS race.

Feedback on HoT Stress Test [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

I spent a lot of time messing with the various skills with the Revenant. Before you come to any conclusions on my claim, please read ALL of the post before saying anything. Particularly the third and fourth paragraph.

While I found no specific issues regarding bugs, glitches, etc, I do see a potential balance issue with the Revenant, namely the amount of Torment it can apply so quickly and easily, and how long it actually lasts. I am aware a mesmer can apply torment fairly easily, particularly with Scepter, but it doesn’t last anywhere near as long, which gives it balance as Torment is a nasty condition, especially in Structured Player vs Player, World vs World, and Edge of the Mists(sPvP, WvW, EoTM) where people move constantly. I feel the amount of condition damage potential Mallyx the Unyielding stance has is pretty substantial already. I keep seeing people say it’s basically useless, but I was getting in total between 1400 to 1700ish on average damage per tick between confusion and torment by myself. Combine that with the rest of the regular attacks, my DPS on Celestial stats is fairly high combining them. This is just me, the one player, alone doing this. Do the math between 10, 20, 30 people. It starts getting pretty substantial fast and this is just the Revenant. I haven’t even began to consider team composition, traits, etc.

For PvE, this is fantastic, as it actually makes condition users more viable in PvE content so people can stop whining about “zerker or ur bad. plz uninstall gw2”, “alt f4 scrub”, etc, etc. I would honestly love to see more uses for other stat sets in PvE content besides Berserker and Assassin’s as being “the only viable option.”

So why is this an issue? Well if you have access to damage like this in sPvP and WvW/EoTM, you might as well just run Revenant the entire time on Celestial stats and laugh at people trying to kill you. Others will disagree with me I am sure, but its just something to possibly consider for competitive gameplay when using this class.

Edit: To add, I found the server stability just fine. No lag issues here connection-wise. For specs if you wish to know, I was running a PNY GeForce GTX 550Ti, Intel Core i5 3350P processor, 8 GB Dual channel G-Skill RAM (Forgot the MHz rate), and Windows 8.1 64-bit for the OS. With this general setup, I was holding a steady 45 to 60 FPS the entire time.

(edited by Seraphis Zurvan.6839)

Trading post lags and item disappeared

in Bugs: Game, Forum, Website

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

Everyone in every city has been affected. In the Black Citadel and it’s spoken about in map chat. Though BLTP is now down for maintenance.

Dragon's Reach Part 1 Event Bug

in Bugs: Game, Forum, Website

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839

Already tried a LFG for a different server instance that has it succeeded. Nothing. I keep getting put in the same one so that isn’t really an option for me.

Dragon's Reach Part 1 Event Bug

in Bugs: Game, Forum, Website

Posted by: Seraphis Zurvan.6839

Seraphis Zurvan.6839


The point when you reach “Plan of Attack” on Episode 3 finding the first crown fragment after speaking to Rytlock Brimstone about it

, you have to “Defend Rhell Crankmane while he sets up his ghost control machines” in Diessa Plateau before you can continue. The event is at the Ruins of Oldgate, just north of the Town of Nolan.

Right now from the time of this post, the event is stuck at the second machine about half built and won’t continue. We tried letting him die and revived him, also wiping out the ghosts in the entire area. Nothing has worked so far. There is a multitude of us here doing the same thing and trying to get the event to continue.