Showing Posts For Syreas.8403:

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: Syreas.8403

Syreas.8403

I began training into the Druid specialization, but because I was in the Heart of the Mists at the time, it didn’t unlock the staff skin/collection for me. (I trained into it in the hero tab; it’s not simply an issue of PvP build only.)

Also, on character selection, my Ranger’s symbol is still a Ranger, not a Druid.

(edited by Syreas.8403)

Suggestions for Revenant Changes

in Revenant

Posted by: Syreas.8403

Syreas.8403

So far I’ve been playing around with the Revenant, and I have to say—overall I’m not impressed…. yet! I think this is a class with a ton of potential, but I have a few suggestions to make. I invite others to comment on these (politely) whether you agree or disagree, as well as make suggestions of their own.

1. Increase base damage slightly (at the very least for the staff).
-Running a full zerker build, I found myself satisfied with the damage I was dealing with the hammer auto-attack, but not mace or staff. Beyond auto-attacks, even “Drop the Hammer”, the Rev’s current highest single-damage skill, seemed to be lackluster. Now, I realize that staff is hardly supposed to be a main-damage weapon, but I feel it totally lacks stopping power. With a ridiculously minuscule range, base damage should be increased—the healing orbs you get from the 3rd swing don’t make up for having to be that toe-to-toe, which brings me to point 2:

2. Increase staff auto-attack range.
-Self-explanatory; see above. There is no reason a two-handed pole/staff weapon should have the same range as a dagger. It doesn’t have to be greatsword range here, but it greatly limits play/mobility as it is. I also realize that having such a short range helps with the orb drops, so you can strafe and pick them up, but if the orbs were to spawn between you and the enemy mob the effect would be more or less the same.

3. Give more player choice, be it with weapons or utilities.
-This is the involved one. I feel that the Revenant so far is kind of being pigeon-holed into pre-made, already-meta builds. (If you want a long-winded explanation of this, click the spoiler thing. If you agree as it is, feel free to skip it.)


With other classes, you’re allowed to pick and choose what you’d like to make a build that fits your playstyle. I played an off-tank ranger that used signets and had a focus on dodging to draw aggro and stay alive from the front lines. I used a greatsword, but a ranger of another mindset could have used sword and dagger to equal effect. However, the revenant seems to be far more straightforward:
i. pick your legend
ii. pick the weapons that complement your legend
iii. pick the traits that complement your legend.

In the article announcing the Ventari legend, it was explicitly stated that the staff weapon is meant to go with said legend. And if you want to be using the Ventari legend to its fullest, not only are you going to for-sure spec into the Salvation line, you’re likely going to use the traits that mention the tablet.

There are still some options here, but I don’t feel like I can just pick up the class and play what I want like I could with my ranger, warrior, or even guardian for that matter. Rather than choose my personal spec (tank, off-tank, DPS, healer) and set up my own skills for it, I’ve been handed legends instead.

Now, most classes get two weapons to switch between, giving them 10 fixed attack skills. They also have 5 utilities skills, of which they can choose, mix and match to fit their style.

Sorry for the long rant. My solution is this:
Increase skill variation and choice. What would be amazingly interesting to see (although nearly impossible) would be making weapon skills interchangeable. That way, as Revenants have two legends to switch between, giving them 10 fixed utility skills, they could have 5 weapon skills, of which they could choose, mix and match to fit their style.

I doubt that will ever happen. So another proposed solution is this: add additional utility skills to each legend, so we’re not all forced to have the same 10 skills if we run the same weapon/legend combination—which is GOING to happen, given how the weapons were made to fit the legends.

I’m very much looking forward to the upcoming legends and weapons being released, but if the actual mechanics of the Revenant don’t change, it’ll likely just be more of the same. (Read: sword/dagger meta for Shiro legend, etc.)

Again, sorry for the long post. These are my only concerns with the class so far! What do you guys think? Any other suggestions?

(edited by Syreas.8403)

Ranger bugs

in Bugs: Game, Forum, Website

Posted by: Syreas.8403

Syreas.8403

“Light on your Feet:
Damage and condition duration is increased for a while after dodging. Short bow skills recharge faster and your arrows pierce.”

“On Dodge” is supposed to last for four seconds, but I’m only seeing this apply for two seconds. I originally thought that maybe the four seconds included the roll, (which would be bad too), but the effect IS correctly applied at the end of the roll… it just lasts for two seconds.

Game Improvement - Suggestions

in Suggestions

Posted by: Syreas.8403

Syreas.8403

-Implement weapon dyeing. This has been said before, and I will say it again. I was honestly surprised to find it missing. I’d love to use a Forest Greatsword, but the color scheme is completely at odds with my armor.
-Implement a plastic surgeon/barber/cosmetician. I’m sure something like this is already on its way, but the sooner the better (if only to shut people like me up about it).
-Buff Healing Spring, one of the Ranger heal skills. At the moment, it heals for a very minimal initial amount—which is fine, except that it appears to only apply regeneration and conditional removal on pulse. While it lasts for a full 15 seconds, perhaps the longest time I’ve seen for a heal skill, its low utility requires allies to stand in its Area of Effect for a long time to reap any kind of meaningful benefit—which is hard to do in Guild Wars 2’s dodge-based combat system. I understand that the field can be combo’d with, and I often fire arrows through it to apply further stacks of regeneration or use Swoop to create a healing burst—but it requires the ally I want to heal to be near my target, which again, is unreliable in a dodge-based system. I would suggest decreasing Healing Spring’s duration and increasing either the intial healing burst or allowing the spring to apply regen/cond-removal each second, instead of on pulse.
-Modify Thieves Guild in PvP. I rarely, if ever, cry “OP”. It’s not the way I like to see the game; however, I would ask for a modification of Thieves Guild. I have few issues with how the skill functions in relation to large-scale fights over control points. However, on a one-versus-one scale, it’s an entire gamechanger. [For reference: I play, mainly, a ranger buffed with a base 50% endurance regeneration, as well as three ways to apply vigor to myself (vigor on heal trait, Lightning Reflexes, vigor on receiving a crit trait). If I focus on escape, I can usually retreat from anywhere up to 4 players tailing me.] I find Thieves Guild remarkably and uniquely difficult to mitigate when you run into a Thief on the outskirts of a map. The Thief NPCs summoned tend to both instantly use Unload—a 6-initiative skill—and it’s not uncommon for their summoner to carry dual pistols as well and use Unload in conjunction with the NPCs. That much incoming ranged damage upon a skill’s immediate activation is difficult to avoid (unless you play a sanctuary guardian, or can dip into death shroud, perhaps). I would ask for something as simple as a reduction in damage from the Thieves; or, a more complex fix, so that only one summoned Thief uses Unload at a time.
-Please implement Guild Halls as soon as possible (lowest priority). As a new guild leader with some 40+ fun, friendly and active players behind me— it’s incredibly frustrating that we have no designated area to meet up. I know that this has been confirmed for implementation in the future, but it would be amazing to see it soon.
-Notifications upon Trading Post transaction completion. Self-explanatory; also listed elsewhere.

Current Suggestions

in Guild Wars 2 Discussion

Posted by: Syreas.8403

Syreas.8403

Here are some general suggestions I have for the game. I love the work the team has done so far, and these are more for fine-tuning certain processes I have run into in the game than major changes.

-Implement weapon dyeing. This has been said in other forums, and I will say it again. I was honestly surprised to find it missing. I’d love to use a Forest Greatsword, but the color scheme is completely at odds with my armor.
-Implement a plastic surgeon/barber/cosmetician. I’m sure something like this is already on its way, but the sooner the better (if only to shut people like me up about it).
-Buff Healing Spring, one of the Ranger heal skills. At the moment, it heals for a very minimal initial amount—which is fine, except that it appears to only apply regeneration and conditional removal on pulse. While it lasts for a full 15 seconds, perhaps the longest time I’ve seen for a heal skill, its low utility requires allies to stand in its Area of Effect for a long time to reap any kind of meaningful benefit—which is hard to do in Guild Wars 2’s dodge-based combat system. I understand that the field can be combo’d with, and I often fire arrows through it to apply further stacks of regeneration or use Swoop to create a healing burst—but it requires the ally I want to heal to be near my target, which again, is unreliable in a dodge-based system. I would suggest decreasing Healing Spring’s duration and increasing either the intial healing burst or allowing the spring to apply regen/cond-removal each second, instead of on pulse.
-Modify Thieves Guild in PvP. I rarely, if ever, cry “OP”. It’s not the way I like to see the game; however, I would ask for a modification of Thieves Guild. I have few issues with how the skill functions in relation to large-scale fights over control points. However, on a one-versus-one scale, it’s an entire gamechanger. [For reference: I play, mainly, a ranger buffed with a base 50% endurance regeneration, as well as three ways to apply vigor to myself (vigor on heal trait, Lightning Reflexes, vigor on receiving a crit trait). If I focus on escape, I can usually retreat from anywhere up to 4 players tailing me.] I find Thieves Guild remarkably and uniquely difficult to mitigate when you run into a Thief on the outskirts of a map. The Thief NPCs summoned tend to both instantly use Unload—a 6-initiative skill—and it’s not uncommon for their summoner to carry dual pistols as well. That much incoming ranged damage upon a skill’s immediate activation is difficult to avoid (unless you play a sanctuary guardian, or can dip into death shroud, perhaps). I would ask for something as simple as a reduction in damage from the Thieves; or, a more complex fix, so that only one summoned Thief uses Unload at a time.
-Please implement Guild Halls as soon as possible (lowest priority). As a new guild leader with some 40+ fun, friendly and active players behind me— it’s incredibly frustrating that we have no designated area to meet up. I know that this has been confirmed for implementation in the future, but it would be amazing to see it soon.
-Notifications upon Trading Post transaction completion. Self-explanatory; also listed in other forums.

Well… do any of you have comments on what I’ve said? Suggestions for changes or additions? Feel free to discuss below!