Showing Posts For Sozyn.7526:
First, I wanted to say that I love the Daredevil. There are some things that need work, but I really enjoy the way it plays so far. That being said, I have some recommendations about what can be done to make the class feel a bit less clunky as many people have said. This might get long, I love thief, so bear with me!
Staff:
1.) The auto attack chain could perhaps use a slight damage buff, but what I’d actually like to see more is an increase in the attack speed to compensate. The animation could be swapped to that of the Revenant’s auto-attack, as it does feel more like a martial arts class. I feel like an increase in the attack speed, though, would give us more of that quick in-your-face type that the Daredevil seems to be after. It would be a bit less like the sword (hard-hitting and slow) and more like the dagger, where individual hits will chip at your health, but they come out so fast that you want to stay away.
2.) Weakening Charge seems to have two problems for me. It doesn’t feel that sluggish to me, it’s actually one of my favorites, but I think that if it chased targets it would be vastly improved. As it is now, I cast it, then I have to turn around and recast it. I feel like that’s where the idea of sluggishness comes from. Being able to rapidly cast it would go miles towards improving it (but I don’t know how hard it would be to code that).
Maybe we could also see a short evade during the cast. It would be reactive and fitting the dodging theme of the class.
3.) I actually like this skill as well. All I could recommend is that maybe the range is increased from 400 to 600. Maybe even a very brief immobilize instead of the cripple to make it viable with Vault.
4.) This skill could use a much faster cast time, and maybe a larger cone. Again, just something to be more reactive and to be able to chain it quickly. It’d be nice to POCKET SAND a Guardian that’s coming to bring the hammer down on your head.
5.) Instead of a damage increase for Vault, I’d like to see something like a faster cast time and the lower initiative cost that’s already been confirmed (I think) as it makes staff feel punishing for anyone who’s not using the trickery line.
Utilities:
Distracting Daggers: I’m ok with the cast time. I don’t like it, but from a balancing perspective, I understand it. I would like to see the cast between daggers reduced, or at least an increase in the duration the daggers remain equipped. 1 second is a long time to dedicate to a skill in the middle of a fight.
Bandit’s Defense: No complaints. I love this skill more than words can express, we really needed this. I can see myself getting Daredevil just for it. I would have recommended an increase in the cooldown, but that’s already coming.
Impairing Daggers: Solid skill again.
Fist Flurry: This skill could use a reduced cast time to get that fast feeling again. It’s incredibly hard to land as it is currently, and I thematically love this skill so much I want to desperately use it, I really, really do. A small addition (and I know this is a lot to ask) would maybe be to let the Impact stack twice (In PvE only) to make it more rewarding in a non-competitive environment.
Impact Strike: Love it. I squee like a little girl every time I get it off. I would recommend maybe a slightly longer range, but honestly, it’s probably in a good place and I’m just being super biased.
Traits:
The traits are great, up to Grandmaster. That’s where the bulk of the complaints have been, I feel like, so I’ll try and focus it to here.
Perhaps, like someone recommended, we could make the dodges into stances to feel more like a mechanic than an optional trait. That would require new Grandmasters, and that could be a pain in an of itself, so I’m not really thinking this would work well. Could be more wishful thinking.
The dodges themselves need some fine tuning. The aftercast and the fact that they are skills are the biggest problem for them. Quickness cuts them short and slow makes you some sort of untouchable anime hero.
Dash: First, the aftercast. That’s the main issue. The animation feels a bit odd too, but only because my character is holding something that’s not there, or he starts running mid air. I feel like the Bullrush animation would work really nicely here, to be honest (if a new animation is currently not an option) as it feels fast and snappier than running.
Lotus: Again, the aftercast hurts here. I’d also like to see the daggers prioritizing someone you have targeted instead of an AoE in random directions. Focusing it’s primary utility would go a long way to making it more desirable.
Bound: I want to love this skill badly. Aftercast is the common enemy again, and then there’s landing it. It’s difficult to consider how to buff this, and one of the only ideas I have is that this could be a ground targetable dodge. It would make it somewhat like Vault. I could see it being a problem when ground targetable, in that the animation may be cut short, and with that the evade. Perhaps something like the mesmer’s blur can be applied here? I’m not sure. I’m a bit at a loss for this dodge.
But that’s my dissertation, and again, I really love this class. I can’t wait until the expansion until I get to play it!
Absolutely adore the class, but I’m having the same issues that have been posted above. Instant, no cooldown CC that can be spammed twice in succession, mobile projectile reflects and a lot of other skills that should have some cooldown at least.
Another issue I have is that I can heal for 10k in no time by just swapping Legends. In PvE that’s great, but in PvP that would absolutely destroy players, especially since it removes conditions and applies retaliation. All on thirty seconds for two heals. It’s a lot. Overall just some cooldown increases, I think, and the cost of some skills needs to be upped, like Jalis Elite.
All in all, though, I love the class, and I’m really looking forward to seeing the rest of it in action.