Showing Posts For ZliDe.2594:
Thanks!
I do totally agree on the Beta-Equipment part for the beta characters. I ended up deleting and recreating my reaper after I tested the second stat combination simply because my inventory was too stuffed and I had no motivation at all to delete all the items just to open another box of “full inventory”. Maybe something like in spvp would work out, where you determine your stats by one amulet.
For the Ventari Revenant I’d wish for some easier movement of the tablet as well. It feels like its slowing down a normally more active gameplay. Maybe the tablet should auto teleport to you, once it’s further than 1200 RandomGWRangeUnit away from you.
And yes, Reaper feels great and I definitely enjoyed it most in open world during the beta but I just feel that if you don’t give it proper DPS (Direct or Condition) it will stay the outsider role it is at the moment and wont be welcome in many partys.
Totally forgot the Revenant
- Swords feel too weak, even though they’re supposed to deal a bit less damage with higher attackspeed.
- Shiro Utility Skills are fine, Elite Skill is a bit OP as you can literally spam it (especially compared to other classes counterpart elites like basilisk venom or the new necro elite)
- Weapon Swap is fine, it’s better this way.
- The traitlines overall feel too forced into a specific role/legend. You should treat them like the elementalist traitlines where for example the water line, which is pretty much supportive healerish also has a bunch of offensive traits to choose from.
Tempest
- Warhorn looked fun but wasnt really overwhelming.
- Shouts weren’t overwhelming either.
- Overloads are a nice idea but totally work against the playstyle of a dagger or scepter build (but are perfectly fine with staff where camping on one attunement is almost meta)
- Traits are too passive to find a way into the pve meta imo and they dont realyl feel like they are introducing something completely new. (Probably because the ele already is very versatile and theres nothing much left to add)
Dragonhunter
- Longbow was a lot more fun than I expected, I really like the CC.
- Traps are nice, you added a nice selection (even though I dont really see them being used with a longbow)
- The new F1-3 are nice, specially because they support some more positioning based play
*Traits: not too sure about those but I’m missing some guardian knowledge here to give it proper feedback. I do however think they are okay.
Map Reward System
- I really like the new map reward system but i really think the rewards you were giving out at the beta were bad choices. (Maybe because i dont know what you plan to do with those mats). I would go for crafting materials that are used in ascended crafting, like iron, platinum, cloth and stuff like that. I think that would feel more rewarding than a T3 blood that you’ll never use again (Again, it’s based on my knowledge of the game right now, who knows, maybe we’ll need 10 stacks of t3 blood someday in the future)
EDIT Just read about the weekly rotation on reddit which changes this a bit. But i’d recommend to shuffle the rewards a bit so it doesnt end up in weeks where the only availible rewards are materials like blood etc.
Verdant Brink
- I don’t think I have to add something to the bugged event chain stuff
- I was really really disappointed when the timer that says “nightfall in XXminutes” stopped the event chain. (We just finished the last event b4 the wyvern and would have easily killed it in the few minutes but the chain just ended)
- I know the nighttime events are in an early state but:
- They didnt feel rewarding in any form. What was the purpose of defending a specific place during the night. What’s the purpose of collecting stuff and upgrading the defence when it is going to disappear as soon as the day cycle start.
Masteries
- I really like the leveling speed of it.
- I really like the choices since they aren’t neccessary but make life in the jungle easier
- The Jumping shrooms did bug out a lot of times, like being stucked in the jumping animation while being stucked next to/below the shroom. Or not arriving at the destination and falling to death cause you cant open the gliders. Or getting falling damage that killed you.
- I am sad that most masteries were useless in the beta and looking forward to actually getting to use them
- I really wish gliding would work in the main game
But I know it’s probably better if it doesn’t
(edited by ZliDe.2594)
As the title says, this feedback is based on PvE experience. I’m sorry for not using the correct skill names, i am very bad at remembering those
Chronomancer
- Shield was disappointing for me. The Phantasm needs to have the option to be triggered manually (like sword 4 on mesmer). Had the clone out like 2 times? Not because I suck at blocking but because most enemies are already dead by then.
- Wells are… well (huehue). The Effects and damage are okay (Damage on Mesmer however is always allowed to be buffed [hint]) but the descriptions are a bit over the top. Don’t try to explain the chronomancer concept in the description – just say what the skill does.
- F5 is a very nice shatter (CD could be shorter but doesnt need to). My only complaint here is that it looks strange on the interface (because it’s on top of the other shatter skills)
- Traits are nice, nothing to complain here.
Reaper
- Greatsword is cool when it comes to overall impact and skill selection but imo the damage is too low for the attack speed (especially looking at the 2 skill) Right now i used the GS for Skill 3 & 4 (Vuln and AoE DoT) and switched to DS, cause the other skills feel too weak.
- Shouts are actually better than I expected but I dont really like the casting time here. If you want to have casting time, don’t make it a shout and vice versa.
- Deathshroud looks nice and feels nice, could however deal a bit more damage (Same as with the mesmer, a bit of a damage buff for necro is well appreciated)
- Traits are okay overall but: Deathly Chill and Reaper’s Onslaught shouldnt both be grandmaster tier (I would swap Deathly Chill and Chilling Force) simply because for a viable PvE condition build, you’ll need both of them.
- Chill Uptime is amazingly sad. For a Condition that deals like what, 400 damage? with a Sinister Rampager mix there is far not enough chill. Chilling Darkness‘s internal cooldown of 5 is ridiculous thinking about the many blinds (cough) the necro has. *Think about how a Ranger or a Guardian can easily maintain10 stacks of burning while a necro can’t even maintain one stack of chill*. (I do realize that the damage is only a nice bonus to the chill condition but imo it is an important source of damage when it comes to a condition reaper, the other sources being dhuumfire with 2 burning stacks uptime and some poison damage from different sources – compared to a condition ranger or engineer this is simply weak)
(edited by ZliDe.2594)
Elementalist -> Scepter -> Water Atunement.
Casting Shatterstone while using autoattack will cause shatterstone to autointerrupt itself at about 99% of the casting time. That makes it pretty much unusable in combat since you need to stop autoattacking.
Same problem comes with Flamewall (Focus -> Fire Atunement).
This was confirmed by a guildmate for pve and pvp.