Showing Posts For ZooCh.1489:
To start: I really have enjoyed revenant so far. Its legend invoking mechanic is unique, the energy management adds an element of skill and freedom that is refreshing, the weapon’s skills are simply fun.
I do have some recommendations however:
Stance Passive effects:
Each stance could get a passive effect while active similar to glint’s extra facet. Here are some theme specific ideas:
Assassin: 25% run speed
Demon: 10% condition damage boost
Dwarf: 240 radius aura granting 5% damage reduction to self and allies
Centaur: 240 radius aura converting 5% incoming damage into healing for self and allies
-In general I found all but glint’s healing skills to be slow and minimal.
-Stability is lacking….this is a heavy class
-Condition removal….again, feels a tad bit neglected
Traits:
Overall:
-too many traits granting might or fury….redundant and uninteresting repetitive options….spice it up a bit with unique options.
-not enough self-preservation options (maybe change one of the allied healing boosts to also affect self heals?)
Steadfast Rejuvination – extremely insignificant heal for a tier 3 major trait when confronted by classes that can do thousands of damage in pvp using a single skill or combo. Remove cool down or vastly increase heal amount.
Invigorating Flow – again, very inconsequential amount of healing due to the cooldown.
Equilibrium – seems odd for a skill with this name to have such a drastic imbalance between the two effects. Increase the healing done to match the damage so that either case is equally beneficial.
Unwavering Avoidance – stability duration way too short considering this is basically the only universally available stability option for revenant unless using Dwarf stance.
In fact…all of the dodge roll traits are quite underwhelming.
Soothing Bastion – good intentions but failure in practice…the rooting is death.
LEGENDS:
Dwarf Stance:
Inspiring Reinforcement: WAY TOO SLOW, nearly useless in pvp….just…way too slow.
Rite of the Great Dwarf: Cast time makes this skill useless as a “stun breaker”….and the high energy cost also makes it very hard to use when you actually need to use it as a stun breaker. Instant cast, reduce energy. The short duration of the effect does not warrant such harsh casting parameters.
Centaur Stance:
Project Tranquility: add a heal effect on summon OR make it instantly summon when invoking this legend……the passive effect is very unimpressive as well….decrease interval between pulses.
Ventari’s Will: TOO SLOW…..in pvp….moving targets are extremely hard to hit with the pass-through effect because the tablet moves so slowly. Considering the 2 second cooldown, I feel this tablet should move very fast, almost instantly in fact, otherwise it’s extremely unwieldy in pvp.
Assassin Stance:
Enchanted Daggers: the initial heal seems a bit low.
Weapons Skills:
Punishing Sweep: very hard to hit moving targets in pvp….I recommend turning this into a radius based aoe.
Envoy of Exuberance: again….it travels too slowly….in pvp…so hard to help your allies at range because they are long gone before the shield arrives at their location. This needs to travel much faster, nearly instantly (same problem as ventari’s will).
(edited by ZooCh.1489)
My main character has been a guardian since launch and have always been a bit disappointed that guardians have no water field. I was further disappointed to see yet another light field added to the guardian’s already abundant repertoire of light fields. My suggestion is to change the Symbol of Energy field type to water. This would really help to make the longbow option new and exiting for guardians in team play for combo finishers. Honestly….the last thing guardian needs is another light field.
3) the OP is reporting a legitimate bug so that this glitch can be investigated and possibly avoided by other people.
hence the bug report.
non of the above. The ascended wupwup stats and rarity were completely overwritten. This is what the item was converted to:
Yes I submitted a ticket already. I’m not here to debate the fact of how it is supposed to function. I am reporting a bug.
I sure hope so, those were crafted when materials were wayyyyy more expensive…..
Yes, I completely understand how the system is SUPPOSED to work, hence why I have made this post in the “BUGS” section. Perhaps it has something to do with the fact that they were crafted long ago and had already been transmuted in the old system before the wardrobe was introduced? Whatever the case, my ascended item has been converted into an exotic item and this is unnaceptable.
No, I am sure because the item created still has the same superior rune that was on the ascended item. And I don’t see how a screenshot can help, it does not prove anything except that I have a pair of exotic pauldrons….Plus, the ascended pauldrons are nowhere to be found in my inventory, they are gone, destroyed by the transmutation. Really upset about this.
I just used the new wardrobe system for the first time and the results were devestating. I had equiped a pair of crafted ascended wupwup pauldrons and wanted to skin them with the council guard pauldrons. The visual appearence successfully changed and the superior rune of the traveler was maintained, however, the item stats were completely re-written by the exotic stats of the skin……so……I’m pretty sure this is not supposed to happen? Crafting an ascended item is no small task and I am pretty disappointed by this….some resolution to this bug would be greatly appreciated.
Thanks.
This can’t be hard to fix, come on Anet, make me happy please =)
6th function is broken
The 6th rune function of both the Superior Rune of the Water and Superior Rune of the Flock is now broken. Using a healing skill no longer activates the 6th function (which is the same for both rune sets).
ya fine, but like I said, the traits associated with this skill should be revamped to compensate for the nerf.
Hmm, another point: Zeal trait XI: Wrathful Spirit
A LEVEL 30 TRAIT! 10% extra damage per spirit attack. This now amounts to a mere 120-180 extra damage per summon in a major fight if you consider it will probably only survive long enough to make 2 or 3 attacks.
Not exactly an inspiring choice for a Tier 30 trait is it?
Please reconsider this nerf. This was a major oversight.
I would also like to point out that this nerf renders TWO guardian traits absolutely useless:
Zeal trait X: Eternal spirit and Virtues trait V: Improved Spirit Weapon Duration.
Both of those traits depend on the spirit weapons “surviving” longer than 10 seconds minimum. Highly unlikely in most serious battles.
What was once an interesting and unique guardian feature is now marginally useful. And two traits are now basically pointless.
So if the decision stands, than I suggest changing those two traits because this change made guardian a whole lot less interesting and fun to play.
YES, PLEASE, for the love of God(s) and guardians who actually take their class seriously. Let there be ascended gear with a healing power primary attribute!!!
Okay…IF it is absolutely necessary that guardian spirit weapons be destroyable, can they PLEASE have at least enough health to survive more than 3 random glancing blows? In any pvp battle worthy of note, there is plenty of AOE damage going around, at current health, spirit weapons are dead within seconds. Hardly seems “balanced” to me. More like epic overkill nerf. It’s okay that thieves can perma stealth and do 10k backstab combos though right?
During the wintersday patch and now the january 28 patch, graphical changes have been made to certain armor pieces that have negatively impacted the visual quality of character rendering. It seems certain leggings will cause the character’s midriff to become “split”. There is a visible seam across the skin texture that never used to exist before the patches. I can specifically identify this problem occurs when wearing the vigil medium armor leggings and when wearing the Tier 3 heavy Norn leggings (both on female characters). It looks bad. Stop breaking the graphics please, that’s my one suggestion for the day.
(edited by ZooCh.1489)