Showing Posts For act.6302:
I have been playing HoT since yesterday. Yes, I get the occasional kick, but no biggie. I got kicked today, and the whole game broke. I click the GW2 Icon, and the game starts on the menu bar but nothing happens. I have to force quit to get it closed. I have updated the installer and nothing. .
I have exactly the same issue.Yes, I have tried shutting down etc. I also tried reinstalling the game. It doesnt seem to have changed anything.
I cant play GW2 (it has been working today and have not had this issue in the past). I launch the application but the log in window doesnt appear. What should I do?
I like it the way it is now. Sure some ranged dps would be nice, but I think that is the reapers weakness (among other things). Every spec needs some weaknesses otherwise the game wouldn’t work.
And why would anyone go for necro over reaper, when reaper gives you both? It doesnt make sense to me. I thought elite specs were supposed to be roughly on par with our existing ones???
Yea agreed, just touch up scepter a little (more reliable LF generation)(axe works fine for me). Problem solved. Reaper is good.
I tried the sigil of rage on my necro for a while, where I would weapon swap and head strait into shroud for life blast (you can pair it with sigil of intelligence if you dont have any crit chance). It worked ok. It gives some semi-decent burst
I still think that you’re pilling up way to many new mechanisms to make it an Espec. It’s just pure addition, it couldn’t be balanced with the necromancer (base profession). Should I say : “It’s just an upgrade” ?
Chronomancer is just an upgrade to Mesmer. So I don’t think that should be a factor. Also Part of the indicator to show that its changing is you’d hear a loud cackle and its visual would change.
I like the idea of having utilities in shroud, and also the new customisable condition – hex. Maybe we could combine these ideas somehow to make it more appealing to devs? What if, while in shroud, you could choose which conditions to put into 5 (different types of?) elixr bottles and then throw them? So shroud is like your potion brewing state, maybe there could be some sort of funny animation with a cauldron?
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For weapon I already mentioned Spear. A spear on land is super fitting. But if arena net are really against adding new weapons to the game sword would work. The reason I mentioned spear is because its gushing with flavor. Vlad the Impaler or Dracula would impale his foes on a stake or spear letting them sit out in the sun and bleed to death. At least that’s how its told. So a spear is just fantastic flavor for a vampire In my opinion.
Opps, missed that. Yea, I agree with that, spear works well. Maybe the elite skill could be some sort of impale? I am kinda keen for the vampires elite to also be a finisher.
What about healing skill with 2 options. Hit it once and you get standart heal 1 sec cast time. But if you hit it again before this 1 sec is over you instantly go in Shroud with 33% LF and generate LF per sec, 8-10 pulses. Even if the shroud is on CD resets and all Shroud skills reset as well.
Yea ok, I like that. It gives you a defensive and offensive option with your heal. Dont know about reseting all your shroud cooldowns tho, might be a little OP?
I updated my earlier post about the vampire with these ideas, and made some more changes.
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Ok, I had a go at filling out your/our ideas for a vampire.
I have kinda gone with something a little different to what you may have been imagining. It is not quite right but I like the general direction, let me know what you think.
So, the more blood that is around, the thirstier you get (generating LF, where LF is a measure of how thirsty you are). When you reach 100% LF or thirst you are automatically put into blood frenzy (our shroud) where you are taunted to the nearest enemy for 3s. (Should you be able to enter shroud before 100%? and should you be able to leave while you are still ‘thirsty’? Maybe there should be some thresholds. >75% to enter and < 25% to exit?)
Minors
- Gain access to blood frenzy (shroud), spear and rage utilities. Also – Bleeds and poisons are ineffective on you. Burning also burns through your LF? You are vulnerable to light fields. Dark fields, give you ???.
- All attacks have a 33% chance to bleed your foe for 1s.
- Nearby bleeding players generate LF (‘thirst’). Does not apply in while shroud/frenzy
Rage
- When entering blood frenzy you gain 6s of superspeed.
- Deal 0.5% more damage to players per bleeding stack while in blood frenzy.
- When in blood frenzy your attack speed is increased depending on your target’s health pool. (5% increased attack speed per 10% health)
Blood
- Spear attacks apply another stack of bleeding on hits. (kinda lame?)
- Bleeds last 30% longer and deal more damage. (Blood frenzy attacks cause bleeding?)
- Your bleeding damage heals you (scales with condi dmg and healing power)
Bat****crazy
- Bleeding a foe gives you 5s of vigor. 10s ICD
- Utility skills recharge 33% faster and ???
- Evading an attack – eg while in bat swarm – bleeds your attacker. (should this trait modify your dodge roll to include bats? or should that be baseline with the vampire spec?)
Utilities Rage skills – that grant LF (Gives us a decent way to trigger blood frenzy)
- Disperse – bats scatter in different directions leaving you invisible/invulnerable the bats reconverge after 5s. Breaks stun
- Turn into a swarm of bats, rise up into the air and slam the ground with your swarm – AoE knockback, ground targeting (like in dracula untold if you have seen it). 3/4s evade.
- Bat swarm – Evade. Movement skill/teleport that uses ground targeting. Short cooldown
- ? (some sort of super sense that can? reveal stealthed players?)
Heal
- Self bleed – Hit button once and you get standard heal 1 sec cast time. But if you hit it again before this 1 sec is over you instantly go in Shroud with 33% LF and generate LF per sec, 8-10 pulses. Even if the shroud is on CD
Elite
- ??? (Impale? or neck bite? – either could be a finisher?)
Shroud skills – Blood frenzy – this is where you have kinda lost a bit of control which is reflected in each skills mechanics. So it’s not very reliable, but it deals heaps of single target dps.
- 3 attack combo. Attacks 1 and 2 are standard, rip/slash, or w/e. Attack 3 – you leap to the nearest enemy, that isn’t the one you are already attacking and isnt within 300 range.
- Leap to the enemy, within range, with the most bleed stacks.
- Fear the enemy, within range, with the least health.
- Neck bite/suck blood – (I want this skill to be harder to land but also hard to get out of once landed – for both the vampire and our foe). Applies lots of bleeds and CCs? You are also taunted for the duration you are channelling this skill, meaning you can’t break it if you want to. Interrupts will really suck.
- Some sort of AoE attack? ???
Weapon skills – Spear
- As usual 3 attack chain. Maybe with an evade in it, or just more bleeds, or gain vigor?
- ???
- Lunge – medium range, leap finisher. Animation could be a charging/swirling swarm of bats then you reappear with your spear and stab your target? Evade 3/4s.
- Javelin – throw the spear, long range. Pierces?
- Impale – impale an enemy on your spear (could use float to do this?). Longer cast time or a very obvious animation? But insane damage or bleeds.
Alternatively we could swap the utility skills into the shroud to make it more related to bats and the utility skills could be more related to blood frenzy? But this doesn’t really work with the idea that LF is a measure of the vampires thirst.
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Yea, I reckon it should be moved to curses, it makes more sense to me. But I also reckon there should be some other changes… I have gone through and kinda reordered our traits to have thematic trait lines, like the reaper does. Check it out if you are interested.
Ok, I have already seen your ideas on hex and ritualist, I love the hexer, but I agree with Rym that the ritualist should go to the revenant.
It has been said before, but I reckon the witch/hexer should wield a short bow. Otherwise I dont think I would change much.
Anyway, these new ideas!!
I was already pretty keen for a vampire build, and the swarm of bats ideas is awesome. I reckon it works better as the shroud mechanic??? Could we get some teleports, where the animations would be a fast moving swarm of bats.
Yea, I like the idea of necros getting some quickness, speed and dodges, I had it under wraith, but I now see that it would work better with vampire.
Some other ideas for vampires
- What about invisibility?? Hiding in the shadows definitely sounds like a vampire skill.
- Would there be some cool counter plays where light fields or light related skills damage us?
- And I have mentioned it before, but some sort really hard to land high damage/finisher neck bite would be cool. Might make a good elite skill.
- Could our attack speed be inversely proportional to our targets health, or proportional to the amount of bleeds on a target, or both?? Or maybe you could gain a charge every time you strike a bleeding foe, when you have X charges you gain quickness?
- What if LF was like a measure of your thirst?
Lich sounds like it works.
- The new condi, disease, sounds cool. So it would spread when two players are within a certain distance of each other or us/our minions? Would we and our minions be be permanently pulsing it out?
- And the sacrifice utilities sound fun. I like the idea of it requiring skill, to effectively use these high risk – high reward utilities.
- They should just move the lich form to the lich elite spec (maybe with some changes) and give necros a new elite. (I reckon the same should be done for tempest and tornado but w/e)
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Reaper is one of the most solid of the specializations right now.. it hits like a truck with some great stability and sustain.The traits are great imo they are some of the best of the bunch.
Which is why I have barely touched the reapers traits. And as Silverkey alludes to, how the devs designed the Reaper’s traits (thematic lines) has inspired me to apply the same pattern to the other trait lines.
Just a small something:
You share 50% of your incoming damage with your minions and each minion shares 50% of its incoming damages with other minions and you.
that’s a terrible idea, especially the second part:
- minions are dumb: they don’t avoid damage. Taking this trait would kill you and you can’t do anything about it
- even if minions just share their damage together (i.e. not with you), that means that at the end, you will have all your minions up until they all die at the same time (essentially), leaving you completely vulnerable. Currently, you can have a rotation, with some minions alive while the other ones are on CD.
Except for that, I think some ideas make sense in your suggestions. Some I dislike (Signets of suffering without the boon corruption is near-pointless). In general, I love how they added 3 “thematic lines” on the elite spec and I find it sad they are not as clear lines in the core specs. Unfortunately, they constrained themselves to put most of the old traits in the new system to upset people the least possible. I would have preferred a big revamp like the one you suggest.
But I don’t see it happening in a foreseeable future. Maybe one or 2 trait swapped, a few tweaks but no major change.
Haha, I didn’t think about that properly, that is a terrible idea. I will see if I can come up with something else. Thanks
As to signets. I reckon they are a little OP at the moment and the boon corruption just doesn’t make any sense to me. Yea, I guess the signets dont really fit very well with my new spite trait line. Maybe I could swap the wells trait here instead, where they could pulse might to allies or immobilise??? I will have a think about this.
Yea, just had a few ideas and felt like I needed to write them down. I am not overly optimistic about getting many changes, but just maybe…?
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But people who haven’t bought the expansion still don’t have access to the reaper traits. Instead HoT players will have other exclusive traits, the ones I have added. It would just be coincidence that some traits were once planned to be on the reaper but are not anymore. No big deal in my mind.
And I can’t see many people complaining if the traits work better, like I think they do in this format.
Lastly, I think that the Reaper is still the class it is meant to be, perhaps better, with the two traits I swapped out/in. A chilling, unstoppable brawler.
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Yea, but they could add different ones for the Reaper, those are not final. I mean we have already had a bunch of changes to Reaper’s traits over the beta weekends. And I think the changes I made fit a bit better?
Anyway, those traits are now in the Spite, or curses trait lines, and are therefore not reaper traits any more. So there is no problem?
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So I have gone through and restructured our traits to have a bit more synergy and make more sense thematically.
I have structured each trait line starting with the minors in order from first to last, and then groupings (according to theme), of adept, master and grandmaster traits. If this isn’t clear I have labeled the first set so you can see the pattern.
Where I have labeled a trait with just a name, that means it is already an existing trait and I don’t want to make any changes. Although I may have moved it.
This is post is only about traits. I will get to weapon skills and utility skills another time. This has turned out to be longer than I thought it would be.
I reckon there are some really cool new traits in there, and I really hope we can get these in the future.
Spite (aka DPS)
Minors
- Gain 3s of might when you strike a foe below 25%.
- Deaths embrace
- Close to death
Vulnerability
- Bitter chill (adept)
- Decimate defences (master)
- Wells also chill for 1s on every pulse, 20% recharge reduction (grand master)
Might
- ???
- For every stack of might on you ??? (gain increased?)
- When activating a signet you rip might from 3 nearby foes and grant it to your self. 20% cool down reduction.
Weapon dps
- Spiteful talisman
- Unholy fervor
- Quickening thirst – 15% faster attack speed, 25% increase in movement speed, and 15% cooldown reduction
Curses (aka condis and boon corruption)
Minors
- Every condi duration is increased by 5%
- Gain +20 condi dmg per condi on your foe
- Generate 0.5% LF every 3s for each condition on you (or cure a condition and gain LF every ##s)
Condis
- Inflict 4s of weakness on hits 10s ICD
- Scepter attacks have a 75% chance to inflict 3s of torment on hits if the target already has 3 or more conditions
- Dhummfire – Does more damage and has a 1s ICD per target (or just made to work equally with death and reapers shroud)
Corruption
- Path of corruption
- Corruption skills corrupt one (or two?) boon(s) on your target. And 33% faster recharge
- When you fear someone you corrupt 2 (or 3?) of their boons
Condi sending
- Plague signet passive ability (should increase the frequency? – also it should stack with plague signet)
- Master of corruption
- When you enter shroud, draw condis (2,3,4 or more?) from all nearby allies (and foes?) and send those condis, and your own, to your target. Unblockable.
Blood magic (aka healing and support)
Minors
- Mark of evasion
- Regenerate health while in shroud
- Last rites
Siphoning
- Vampiric – not including minions
- Vampiric presence – nearby allies siphon health (including minions)
- Nearby allies (includes minions) siphon health to you when they attack
Blood
- When you take falling damage summon a well of blood
- Barbed precision – hits have a 33% chance to inflict bleeding for 3s. Bleeds last 20% longer.
- Your bleeding damage heals you, scales from healing power and condi damage (replacing parasitic contagion in curses).
Revivals (and healing)
- Ritual of life
- Life from death
- Transfusion
Death magic (aka minions and tank)
Minors
- Armoured shroud
- Summon a jagged horror when you kill an enemy (15s ICD) 30s duration
- Near by deaths generate life force (increased 50% LF and includes minions deaths – without this trait you do not generate any life force from nearby deaths) This gives a nice way of generating LF without having to use soul reaping.
Minions/Tank
- Flesh of the master
- Necromantic corruption
- LF pool and minion toughness is scaled from your toughness
Minions/Condi
- Putrid defence
- Minions attacks have a 20% chance to poison foes for 3s when they attack
- When minions die they explode, dealing damage and acting as a blast finisher. They leave behind a poison field that lasts 5s.
Bunker/punching bag
- Unholy sanctuary – with a lot less (or no) healing in shroud
- When you are CC’d you gain 10s of retaliation and 10% LF – 30s ICD (note that it doesn’t break the stun). (This works kinda well with unholy sanctuary)
- Foot in the grave
Soul reaping aka class mechanic improvements
Minors
- Gluttony
- Speed of shadows
- Shroud skills recharge 20% faster and ???
Life force (sustain)
- Soul marks
- Spectral mastery
- 15% LF pool increase and 50% LF degeneration decrease
Fear (control)
- Terror – Fear deals damage. (not based on condis on your foe)
- Fear of death
- AoE fear when entering shroud (like thieves stolen skill)
Shroud damage (dps)
- Unyielding blast
- Reapers might – but grants 2 stacks
- 50% crit chance in death shroud
Reaper
Minors
- Shroud knight
- Shivers of dread
- Cold shoulder
Chill
- Chilling nova
- Chilling force
- Deathly chill
Brawler
- Augury of death
- Soul eater
- Blighters boon
Unstoppable
- Relentless pursuit
- Deaths charge cooldown is reduced to 3s, must have an enemy targeted and within range.
- Reapers onslaught
Still need a trait/spot for for warhorn. It just doesnt seem to fit well anywhere
Feel free to ask questions, I am happy to explain any of my reasoning.
PS I will update this post as better ideas come along. So if you see an idea you posted in here, I am not trying to claim that I came up with your idea. I am just trying to make it clear to the devs what I (and maybe we?) think the best ideas are and thus hopefully convincing them to adopt them.
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I dont think reaper is OP. Just that people don’t know how to counter it properly. The spite/reapers LF generation generally relies on being able to hit opponents and generate might and thus more LF. If you kite us, or evade our attacks we will go down quite easily.
Dondagora, cool ideas. My favourite of those is the Hijack Psyke. I love being able to counter my opponents skills and i reckon this could be really fun to play. also, attaching a field to an opponent that you can finish in is pretty cool. and yea, nightmare. this is what mesmer needs, more illusions, more confusion for the actual player.
hey, that’s kinda cool. the bard. maybe there should be a new condi, deafness where the sound effects are cut, or white noise (but i guess that means blinds should blur out the screen…). what could his attacks be? like a sonic boom with a massive knockback? we already have a skill called echo, but that could definitely be reworked into something cooler. there could be some sort of resonant frequency thing/related to waves? e.g. you cycle between 2 forms, going from dealing dps to being tanky. and/or if you or the enemy get your timing wrong bad things happen??
Hey, so I currently play on a European server, but I live in New Zealand. I find that I lag quite often. Even the slightest amount of lag (which I normally have) makes playing a thief using evades, or Mesmer using interrupts near impossible as i am always a little behind and miss it. I just end up guessing and hoping which is not that rewarding.
I remember that when I played World of warcraft they brought out oceanic servers once there were enough players to fill them? Can we do this??
This isnt too much of an issue when it comes to pve. But it would be great for pvp and wvw. Wvw probably isnt feasibly yet with player numbers? But surely there are, at some times during the day, more that 10 people from oceania playing pvp at a time, so could we get matched against them on an oceanic server?
If none of this is possible maybe i could play on a chinese server to reduce the lag?? (how would i do this)
What about some sort of ghost/phantom/shadow/wraith? I am thinking of things along the line of spectral walk. Where the ghostly shroud is immune to physical attacks or something? Maybe this could work with a sword? ( Haha… this is probably close to what Kirigato meant when I called him out on it). Maybe necros could get some evades, invis and mobility, but I don’t know if I am sold on that (generally I would prefer new mechanics but I wouldn’t complain if we got pretty much any of these elite spec ideas).
The chanter could be a legend for revenant? Thus you have all 10 skills and energy management.
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In conquest there are far fewer deaths/kills, and as such the necro traits soul comprehension (life force from kills/deaths), death nova (summon a jagged horror) and reapers onslaught (15% attack speed increase and recharge deaths charge on kill) are kind of underpowered. Can we/should we have them made more powerful for conquest? More life force generated on a death? Summon 2-3 jagged horrors, or they last way longer? All reaper skills are recharged on deaths?
I dont know what the average amount of kills for a player in a game is but it is probably around 5 per game???
Also could/should it be changed so that all of these apply to deaths not just kills (e.g. you can get jagged horrors from team mates being killed??)
Man i hope they do this. Great ideas here
I saw a post on this topic in the necro forum and thought we should have one to. Anything they can do we can do better (condis…)
So i guess ill start it off.
How about a spell breaker? I think this fits in best with the mesmer of all the classes. He/she could absorb near by spells/magic (would take some work by the devs to classify skills into magical/not) to charge thier new and more powerful shatters? Could make some cool counter plays against casters??
It could be cool to see some more portal plays? Where you can portal an enemy attacker away from you? Imagine putting down a portal just as a warrior is about to land earth shaker on you and they get teleported half way across the map. Or maybe we could get some telekenesis and rag doll some players? Fitting in with the control and interruption strengths of mesmers?
Or focusing on the illusionist side of things. We could summon realistic images of team mates. That appear real but are just like clones. Could be fun for Pvp, and generally trolling, to be able to appear to have 3 other players with you when it is really just you. (it would be great if our normal clones had abit more AI and ran around or something)
Or how can we build on our current unique characteristics that are just not quite viable. Really emphasising interruptions and cc, or support through boon/distortion sharing, … idk what if shatters leave shattered glass behind and running through it deals damage?
What do you guys reckon?
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Hmm, I like the idea that elite specs will bring new styles of play to GW2. So introducing dual swords with quickness just seems to be too similar to other classes as far as I can see. What would make us different?? (Personally i think that if you want quickness and mobility you should just play another class, that is not what a necro is). I like how perma evade is now a viable for thiefs. I would like to see necros get better boon corruption, minions and/or life siphoning (as these are what I consider our points of difference/strengths) or preferably new mechanics added to the game.
That chanting is really cool. Great new mechanic, it could be really interesting. Could be quite a high skill cap to actually get the right combos to be effective. I can see a lot of people just spamming them aswell… (I think it could also fit in with the revanant as an elite spec? As they use energy and are vaguely related to ritualists as well??)
Also, I dont see why the chanting state has to/should use life force as energy, why not just keep it the same as shroud, a second life bar?
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Yea, I like the idea of a vampire/dracular elite spec. What do you reckon the weapon should be? I was hoping that we could equip no weapon and get access to bare hand skills? (so thiefs could steal weapons and/or warriors could disarm) Which I reckon will work well with vampire. There could some sort of neck bite/suck blood that also acts as a finisher if you land it and get them below health like the daredevils combo??
The shield idea sounds good. What do you envision the skills would be like? Like the chronomancer one? If you block then summon a minion, then you can choose to detonate it? Maybe a raise the dead skill?
Yea I like the idea of a short bow, where we could play more into weakness, blinds, maybe some slow. And hopefully a trait that allows your short bow attacks to AOE corrupt boons (support through weakening enemies and averting damage). Elixrs sound like they would work well with this.