Showing Posts For Walkure.9056:
Rev mace leap is on 3
There you have me. I couldn’t think of any at that moment.
The point still stands though: make either both leap go to skill bar 2 or 3 and I suggested to go to skillbar 2 by giving examples of similar weaponsets. Having a leap on skillbar 2 and a leap on skillbar 3 in different modes/weaponsets on the same profession is confusing.
On guild chat 51 they said that all the weaver sword leaps (or similar) are intended to make it easier to remember the combos.
Having fun trying to learn the combos with Holosmith and I noticed that the sword leap is on skill bar 3 and the photon forge leap is on skillbar 2. That is a bit confusing for me at first, because you want to switch in and out of forge mode and you want to leap to a target (since you’re mostly melee), but then you press the wrong button. xD
I do understand that skillbar 2 has shorter cooldown than skillbar 3 and therefore you guys (you are great btw <3) put it on 3, but most leap skill are on skillbar 2!
For example:
1. All weaver leap skills are on 2
2. thief dagger leap is on 2
3. warrior sword leap is on 2
I hope this feedback helps!
Now back to testing and having fun
After all, if we don’t point out the parts they got right, they’ll only hear the negative and have no idea what we want, just what we don’t.
I agree 100%. I was going to make a positive feedback thread myself if none would appear. Here is my feedback about what I like about this episode.
~The map again is very well done. It involves new mechanics (like the new monster you have to defeat to obtain abilities that help you explore the map and complete hearts/storyline) while also maintaining older mechanics (like gliding/mushrooms/etc..). What I like most about the new monster ability (I forgot the name) is that you can fight with it by pressing the first ability and then it switches over to you weapon set and after combat you have the abilities again. Very clever and creative. I haven’t had a chance to defeat larger monsters in the map so I will update my post and give feedback on that later.
~I enjoyed the story and the combat with Lazarus. I like that ArenaNet is continuing to challenge players with new boss mechanics. In Lazarus’ fight for example the dialogue said “find a way to destroy Lazarus” instead of just spelling it out for you. The puzzles that lead to the fight were constructed well.
~I’m curious about how the story develops in the near future (expansion). Maybe we see the Elder Dragons playing a role in it, maybe not. I don’t mind if they abandon that story line, if we can fight a God in return! I suspect that Aurene will play a part in it as well.
All in all I think this episode was 9/10
My game was running fine until the 2nd patch which said “fixed server crash”. I cannot connect to the game now and if I do 1/10 times my game crashes in 3 minutes. Seems like you guys added a server crash instead of fixing one
I tried after 3 hours again and it failed so I don’t think it’s the busy servers or people that download and load the game all at the same time..
Please :/
Edit: after logging in on a different character and then log in on the desired character in Bloodstone Fen, I had no further issues pre 3rd patch (july 26)
(edited by Walkure.9056)
First of all thanks for the hard work! You showed that the idea of moving damage from the phantasm to the mesmer is legit. Have you thought about the following:
- make the phantasms invulnerable (to set it more apart from the clone) and have it dissappear after 6,7,8 seconds? Units can’t attack the phantasm anymore. My main concern is that in pve you can have too much utility by keeping 3 phantasm up (perma fire field etc). In raids for example phantasms don’t die that easily anymore since the update to remove 90% of damage on cleave for summoned units (the invulnerability part is only a minor step away from that update).
- add a reflect to the GS phantasm spin, while spinning around the target? The cripple effect seems a bit minor to me.
Great stuff
edit: I think the way chronomancer works now is fine. Maybe you are nerfing the chrono a bit too much with this trait change
(edited by Walkure.9056)
The invulnerablity was too strong in pvp. I think it was fine in raids/open world pve/wvw where it saw a lot of good plays. Why can’t we split it between pve and pvp? —> problem solved!
Does anybody know how to disasseble the gift of mastery? I remember Anet promised to install a feature to do so after HoT launched.
The following have been tried:
- throw it into the mystic forge
-legendary weapon npc’s
-try to salvage it
-wikipedia
Any help/suggestions are welcome!
Has anyone also experienced that when you use action camera mode and use impossible odds, that when you hold down mouse 1 to use sword 1 it doesn’t benefit the 50% atk speed? but if you spam mouse 1 or if you simply press 1 to auto use sword 1 it does benefit.
I have
-Skill 3 miss on uneven terrain. Pressing wep swap cancels the animation
-Skill 5 when interupted let it be by ourself or enemy goes on full cd and consumes energy before the skill take effect.
The cancellation part and interupt are intended. The cancel on weapon swap was requested by the community. The interrupt works like this: you are already performing the skill (you can see the hammer is about to drop) therefore it will send it on full cooldown just like overloading an attunement (any channeled ability)
As a musicology student I share that feeling!
I have the same issue.
Well, I’m 1/3 on training poison lore so. Back to training it is!
I’m loving my mesmer more than ever now. I’m playing PvE power shatter Chronomancer with Sw/Sh + X right now and its amazing. I finally have desirable group support in the form of alacrity + quickness. I’m not just being brought along for reflects anymore. I’m 100% fine with not having top tier dps at this point because now I can provide top tier support…with mid tier dps. Playing my mesmer is now exciting and active…versus trying to keep three phantasms active at all times to compete. I was skeptical, initially, regarding the new focus on shatters in PvE, but I’m loving it now. The only things missing are a few tweaks to the iAvenger to get it to pop in and out of melee like the iSwordsman and iBerserker…plus whatever the survival increase they are talking about for pets/minions and other AI units. I want to thank RG for his great work and actually addressing our issues. I’d also hope he doesn’t cave into what he already told us was a bad design…making the iAvenger into another range spam phantasm again. It will be much more interesting to have the iAvenger be a functional melee phantasm.
I play shatter chrono in pve as well which is specced heavily into alacrity. It all feels so fast and fluid: the shattering, the phantasm generation, I love it! I tried to spec into alacrity in pvp as well, but you are giving up on so much utility and your shatters are much harder to land that it is less viable in that environment. I would like to remind everyone that any nerf right now to alacrity is a nerf to the pve mesmer and its group performance and not to the pvp chrono.
However I can understand why pvp chrono is such an nuisance to many players right now and it has different causes:
- Players do not yet know how to counter chrono (like glint/shiro herald; 3 manning on a Herald with infuse light on and then saying it heals for its full hp, how could that be?)
-chrono can chain invulnerability a little too well atm with sword/shield. The downside is that we have to blow all our cooldowns (high risk/reward) But then again: if you do not attack a chrono with a purple bubble you can end that chain, simple as that (counter play) This makes mindlessly spamming necro wells are going to get rubbed in their face, generally, aoe ticking fields.
Let’s all just wait for the dust to settle down
it’s not only fast hands which is needed baseline. also gaining adrenalin each weapon swap is super important.
Especally with berserk specialization it is necesarry to get enough adrenalin – without that trait it would be terrible.So even if fast hands would be baseline, you will have to trait discipline anyway just to handle the amount of adrenalin.
And pls don’t tell me now I have to play with signet of fury or to the limit etc.
Adrenalin generation isn’t the problem really. Also, discipline will stay a viable trait line even without FH. With berserker you can use rage elite to gain instant acces to berserk and your burst skill.
Like OP has pointed out, FH is so integrated in the Warrior playstyle that a build without discipline line is very rare. It’s just that some traits are split up in weird lines (why isn’t 100% crit on burst in discpline (the Original burst line but in Arms?))
Let’s take a look at the mesmer. Before the big patch every mesmer had to run Illusionary Persona if they ran a shatter build. The trait was so mandatory that it limited build diversity so they made it baseline.
Now you can actually make a shatter build without Illusions trait line, which opens so many build variations for the mesmer. The question is now: why don’t we apply the same logic to other professions? (Like warrior)
The one thing that still bothers me with the berserker is the adrenaline paradox in the spec, if I’m not in berserk mode then any adrenaline I can get my hands on is useful, making traits like furious very valuable, the rage skills also have a bit of adrenaline generation which feels nice, but as soon as I’m in berserk mode I have no idea what to do with the adrenaline, there simply is no way to spend it, there’s so much of it that is simply wasted and the bits I can use create weaker burst skills that also fill my adrenaline bar by themselves because of the furious trait, so I’m always at full adrenaline but can’t make use of it while in Berserk mode.
^This
Also, Fast Hands. It’s so mandatory now if you want to fully use the Berserk mode and even with FH you have more adrenaline then you can spend. Making Fast Hands baseline or move it to another specialization line doesn’t make discipline obscure (you will still miss out on warrior’s sprint and burst mastery for example). Right now the Warrior suffers from a 4 slot syndrome and the Berserker line is on the lower priority list.
and costs energy.
Not only that, it’s easily countered in pvp as well by effect on hit blocking/clones/multiple targets in general (because you lose target burst)/invis and you can’t cancel it. Also it possibly puts you out of position when it ends. I feel like there are a lot of non-revenant bèta testers in this thread that haven’t experienced the downside of the skill yet. Let’s try to give constructive feedback instead of saying: That skill gives x might, has evade, too high damage needs nerf. <<Isn’t constructive.
Sword AA and Sword 3 are WAY to powerfull for how easy they are used, especially Sword 3 seems like a direct upgrade to some other burst skills, most noteable, Mesmer sword 2. Thats just way over the top.
It’s the only burst Revenant has (besides staff#5) because the rest is all sustained damage. Also, sword #3 is easily interrupted (3/4 seconds cast time) and feels clunky (see my long post above). I would instead see the casttime to 0 or 1/4 and from there balance the skill. Maybe reduce the number of hits (so reducing might stacks, evade frames and damage as a trade off)
To everyone that has been working on the Revenant: great job so far! The profession really feels unique and is fun to play.
So far I’ve tested Herald with Jalis/Shiro/Glint in a pve setting with berserker stats. Later today I’ll be testing the other legends as well (I’ll edit this post later)
A lot of the feedback have already been said in this thread, therefore I will briefly point them out
-Inspiring Reinforcement: it was useful during the legendary wyvern fight where he would do his wing attack and you could give some people stability. However, it took a while before the road formed and it only has a situational use.
-Forced Engagement: I found myself not using this skill at all due to energy to effect ratio. It also has to with the nature of Jalis himself that you pick him for stability and damage reduction and not for control.
Shiro is in a pretty good spot. Impossible Odds is balanced, Phase Travel is useful in fights and it enhances the brawler kind of feel when playing.
However,
-Jade Winds: from a pve perspective you will not pick it for the damage. The 3 second stun is only useful to break break bars as the energy cost is a bit off. For 50 energy you get 10 . 1,25 seconds of quickness equals 12,25 seconds of quickness and 10 seconds of superspeed from Impossible Odds.
Glint is balanced and fun to play. The boonsharing is awesome and it enhances group play (i.e. people want to gather around the Herald). I think the interaction between the facet pulsing time and Shared Empowerment need to be looked at though. I tried to time my facets to pulse at 1,5 seconds apart to get 2 might every 3 seconds but that didn’t work out! I think this needs an improvement to promote skillful play. The Facet of Nature pulsing time is a bit clunky as well (maybe change it to pulse every second for 3 seconds? It cannot stack so it wouldn’t make much of a difference).
Weapons:
Hemmer
The Hammer is in a good spot: it brings utility, cc, balanced damage, and a good autoattack. The Staff is an awesome group weapon. I like the skill 4 chance, but maybe you could take a look into the animation. If you cast it on the move now the bubble (blast) stays behind where the skill landed. Is it an option to let it move with the Revenant? Off hand sword, mace and axe are all good, but let’s talk about main-hand sword, because I think it can be given some qol improvements. I’ll try to point them out and then give reasons why I think they need some improvements.
-Sword AA chain 2 is a projectile. This causes some weird interactions with projectile reflections (feedback etc.), since sword is a melee weapon.
-Sword #2: is still in a weird spot, which I will explain:
Across all professions the main hand sword is a melee weapon and in the Revenants case the sword is your main damage source. Most weapons in Guild Wars 2 have the following general design:
- Skill 1: Auto Attack; defining the weapon to be either melee or ranged, very basic, medium damage
-Skill 2 & 3: In case of a melee weapon it’s either damage or utility (in the form of positioning or evades) or both, for example:
Warrior sword #2: gap closer, medium damage, Warrior sword #3: high damage
Mesmer sword #2: evade/damage (utility/damage), sword #3: gap closer, low damage
Thief sword #2: gap closer/reposition/condicleanse (utility) sword#3: evade/boonsteal/damage (utility/damage)
This is also true for other melee weapons, for example:
-Guardian Greatsword #2 High damage/cleave (damage/semi-utility) #3 Gap closer, blind(utility)
Now let’s take this philosophy to the Revenant
-Sword AA: medium/high damage
-Sword #2: Whirl finisher/ semi positional manipulation by chill (semi-utility)
-Sword#3: Evade/positioning/damage/chase
What we can see from this is that all of the utility of the sword is in the 3rd skill, Unrelenting Assault with a kind of unreliable chase on a 12 second cooldown. The question that rises to me here is:
“Why would I use sword #2 in my damage rotation over my auto attack chain?”
Frankly, I couldn’t answer this question. It has a 450 range (which is close to melee). If your target runs away you simply chase them by foot. This (450 range) cannot be called a gapcloser. Because of the whirlfinisher? To apply 2 second chill?
What I’m trying to say here is that sword #2 doesn’t feel like an assassin style weapon skill and since weaponskill 2 and 3 are so important to a playstyle of a profession/build I think this should be looked into
Now, one could argue that shiro has a good gap closer but the truth is a Herald in this pve setting is spending more time in Glint than Shiro and you are not going to switch legends in combat just to gap close. The Revenant shouldn’t be giving up a whole legend (and therefore altering their playstyle) just to have acces to a gap closer in my opinion.
-Sword #3: the 3/4 casting time may be balanced, but in pve it is aweful. In fact, the 3/4 of a second cast time is enough to let the player think: “Did it activate?” “Did I get interrupted?” (actually legit nowadays). The clunkyness of the skill leads, in my experience, to unintended behaviour. Because sometimes you press the skill and it doesn’t activate (because lag, large groups, etc.) and when it does activate, the difference in delay in pressing the skill and the execution of the skill itself, doesn’t feel right. I think here lies a challenge for Roy and his team to think about.
This delaytime contradicts with the speedy nature of Shiro whom the weapon is tied to.
Summary:
The Revenant is in a good spot. It is clear that a lot of hard work has been put into this to give the players a new experience. Some things need to be looked into f.e. the Sword main hand. The devs have listened to the feedback of the community which I appreciate.
See you in the Mists!
ps: I will add some spoilers and write about other legends in the near future.
(edited by Walkure.9056)
What 3 Specializations your most hyped for?
in Guild Wars 2: Heart of Thorns
Posted by: Walkure.9056
Herald (Revenant, new class, gotta try them all)
Berserker
Scrapper (flamethrower > plants, anyone?)
These should be changed to include Pets when you say Allies .
I’m pretty sure “allies” include your pet (and yourself) as well just like all other professions on gw2.
My bet is that there will be new ways to achieve hero points in HoT. The september 29 patch confirms that feeling, because there was an unintended achievement tab from verdant brink which showed that if you complete an achievement you get a mastery point as a reward. Maybe they will implement something similar for hero points. Also, there will be new hero challenges as well.
And as they’ve pointed out from the beginning: All numbers are suspectible to change. I hope this helped!
Is the OP playing in colorblind modus? If not, maybe they did account for this in the said modus.
I like the new icons (unlike the old skillpoints), but I found them very hard to see before this patch so I’m glad they fixed that.
The game was running fine. Then I had to download the new build which went a bit slower than normal (but did succeed) and now everytime as I try to start the game it says I have a connection error. As a result I cannot enter the game. The site takes about 20 seconds per page to load while everything else is working fine on my pc.
Perhaps the servers are a bit busy? Are you guys having the same issues?