(edited by guardian.6489)
So I’ve noticed everyone is providing all this feedback focusing on DPS or Sword Revenant, which makes sense since, you know, we just got access to swords and Shiro. However I felt like the Support Rev and more specifically Ventari and Salvation were the weakest aspects of the Revenant this time around. I played around in sPvP and PvE with Ventari and wanted to consolidate my feedback.
Rev’s support in general is too slow, Guild wars 2 is a fast game.
Guild wars 2 is a game of seconds sometimes. That is why short duration damage absorbers that you pop at the right time are very favoured in PvP. Ventari and a ton of Rev support is painfully slow, which kills it’s viability. You’re already reacting to the enemy, why layer even more delays on top of that?
Let’s take a simple scenario; a few allies around you have 3 conditions on them that are doing a lot of damage to them that they need removed:
-As a Guardian, just pop Virtue of Resolve, done.
-As a D/D Ele, Switch to water, then dodge roll and maybe use cleansing wave. A little longer but shouldn’t take too long too fully execute.
-Rev, Dodge once (Trait), Switch to Ventari, Summon the tablet, if necessary move the kitten tablet to your allies THEN hit the condi-cleanse once you have enough energy after you used some of it to move the tablet.
There are a lot of examples I could pull up but overall same message, really the tablet should Auto-summon when you switch to Ventari and commanding the tablet to move should be an instant action. If necessary nerf the healing or the cooldown or something if you’re worried about Revs moving it all over the place.
Rev’s support requires too much investment to utilize sometimes.
Ok, so you want to create a healing Rev, that’s fine, after all you can model it after a bunker Guardian and those guys are awesome in sPvP right now. However different game-modes need different kinds of support and the Salvation line should be able to provide that small amount of support more hybrid DPS specs. Traits like Eluding Nullification (Cleanse condi on dodge) is alright but Momentary Pacification and Blinding Truths (Daze on elite, blind on heal) are weak.
Maybe consider merging them and even creating a new grandmaster support trait that works outside of Ventari, like… when your channeling a skill pulse protection to nearby allies. Something can fit on a DPS spec for a little bit of support without requiring a lot of investment. Speaking of merging:
The Healing traits should all be able to be taken together
Even with all the effort your putting making Healing Rev a thing, it’ll still probably be a niche spec so all the healing traits should be able to be taken together. The biggest problem is that Natural Abundance (create healing fragment when using legendary centaur skill) and Selfless Amplification (Outgoing healing is better) are two different Grandmasters. So you need to either demote to Master or Merge them together otherwise a Cleric Rev is just going to Min-Max them against each other for total healing and one will be ignored over the other.
Bunker/support Rev needs to able to counter pressure
This has more to do with Jalis then Ventari but the Rev really needs a way to counter heavy pressure. Bunker Guardian is again a good place to look, when a bunker Guardian is being attacked he can use a lot of active defence to counter it (Renewed focus, Shelter, Aegis, etc) while a Ventari/Jalis Rev has next to nothing, Maybe consider making Rite of the Great Dwarf grant Invulnerability while your casting it (so basically function exactly like renewed focus).
Anyway, those are my thoughts so far, despite all my criticism I do think Rev is turning out to be a fun profession to play and I just want every possible play-style to be viable on it.
While they’re at it, can they make Thieves NOT steal a skill that provides a daze, which is something that Guardians don’t even have access to with their entire skillset? Thanks.
Hey we totally have a daze on our tome of courage….
….
…
….
…
…
But ya I get your point
Where is promised challenging HOT content?
in Guild Wars 2: Heart of Thorns
Posted by: guardian.6489
Simply put: we haven’t announced it yet – when we’re ready to show everything about our plans for challenging content for HoT, we’ll announce it.
Though it isn’t the “challenging content” feature discussed in our announcement – I will add we want our open world content experience to be more challenging as well just in general. Though the AI was better in our CBT experience – we think we still have a lot of work to do to get our creatures and encounters even at the start of Verdant Brink up to where we want them to be. Our game has great combat, our creatures and encounters should challenge and require you to use that combat system.
More info “when it’s ready”.
Alright since there’s a bit of confusion. Can you clarify one thing with that statement.
Is the “challenging group content” that you’ve been hinting at not in the open world?
What about 5 minions that are extremely weak and don’t deal much damage but when they die, they explode and do a lot of damage (either poison or direct).
You can’t actually manually detonate them so your opponent is placed in an awkward situation where they don’t want to accidentally explode a minion over their face if they Cleave or AoE it trying to attack you.
It’s called jagged horror + Death Nova.
I’d really like Flesh Reavers… need to be very weak Fleshreavers though.
There’s no reason the effects couldn’t stack.
What about 5 minions that are extremely weak and don’t deal much damage but when they die, they explode and do a lot of damage (either poison or direct).
You can’t actually manually detonate them so your opponent is placed in an awkward situation where they don’t want to accidentally explode a minion over their face if they Cleave or AoE it trying to attack you.
We don’t need to see it in-game, sometimes good video evidence is enough for me to track down who it was. In this case, the video was enough for me to find out who it was and take action. Thanks for the video, and to accompany your video, I give you this video of his account’s last moments:
Oh yah, he’s also banned
You should match his login IP to other accounts, and go after his main. Banning that account is punishment, but if it were a throw away account that he got for the $10 sale, then he may do it again.
I never said this was the only one of his accounts that was banned
Chris, did anyone ever say your awesome? Cause your pretty awesome.
Necro's losing a place with Specilizations?
in Guild Wars 2: Heart of Thorns
Posted by: guardian.6489
If anything the mesmer specialization will help because they also get access to wells which means there might be new rune sets that proc off of runes or something.
Mostly damage and toughness yes.
I should make a small note that in the new ranger Beastmaster Grandmaster there’s going to be a trait that causes pets to taunt foes around them when you use F2 which activates their personal skill. Nobody knows how strong this will be and the effects are temporary but I thought I’d mention it since your so interested in pet tanking.
Double Time Warp! Double Moa! Double Mass Invis!
I’m hoping Shattered aegis will be adjusted a bit to be competitive with Symbolic avenger because while symbols will work well with a PS Warrior I don’t want to bump shoulders all the time with a class that wants to stack might in fire fields most of the time.
I mean it’s a grandmaster now so we have a license to go crazy with it
I feel like maintaining retaliation’s 10% boost will make some otherwise “useless” traits somewhat useful due to the extra Retaliation.
It kinda makes me sad, I liked grabbing it to reduce Stand your Ground’s cooldown :/
I just realized there’s one bad change for PvE that’s ironically a buff
Accelerant Packed Turrets is now baseline… which means it’ll knock back mobs when your trying to stack might or heal youself….. which isn’t good.
I’d perfer if it was just stuffed into an existing turret trait.
I really like the new traits. Though I have a feeling Anet is only getting away with this because they’re just buffing everyone instead of making trade-offs in the new system from the old.
There are almost no “junk” traits with a few exceptions (who invited you fall damage traits?!) where in the old system there were plenty and almost every “set” of traits I was locked into of the same type (like the Meditation traits) is simply one Grandmaster most of the time meaning your free to choose a new complimentary adapt and master.
As a Guardian I do notice a couple trait combos that are eliminated such as having UC and Master of Concencration in the same build and being able to bring Superior Aria for shorter “stand your ground” recharge but overall I welcome this change and I think over time they’ll be more builds that reach the “good” rating on Metabattle if you catch my drift.
One of my favorite PvE builds and my absolute favorite PvP build is being flat out removed, with nothing remotely similar to replace it.
I run an elixir fused bomb build with clerics gear, light condition duration for immobilize and vulnerability stacks, and of course the full bomb suite of traits from the explosive tree. They’re going to remove Elixir Infused Bombs for a heal on blast finisher trait. How does that fill even remotely the same niche? And aren’t bombs already unpopular enough without have no trait for them?
I have honestly not been so saddened by any change to the game, not even when they took away my shroud bounce builds, I feel like I’ve just been punched in the gut, that clerics engi build is just so much fun and it’s the build I’ve had more compliments on in PvP than any other.
This build honestly sounds like the exact type of candidate that Roy was talking about when he said to leave the team feedback. They said none of what they posted was set in stone multiple times throughout the stream. There is a good chance your build could still make it in the release. Make a forum post about this.
Not to mention Engy has a lot of TBA open to suggestion trait slots.
I think it would be sweet if Elixir-infused bombs returned but traded pure healing for defensive boons or something since other healing traits now cover that.
These traits are nuts Retribution in Radiance gives us a flat 10% boost to damage with Retaliation meaning the boon will mean something now. Monk’s Focus builds got buff with the new Smiter’s boon which essentially gives one more mediation in the healing slot and one more condition removing skill.
Burning now stacks (though that’s not good for fiery wrath), it’s everything I wanted from the Guardian and more this update is amazing!!!
Awww I’m going to miss this thread
Well now I can show off my backpieces on my engy.
Apparently someone found out the datamined chat codes for Revernant weapons have changed a bit: http://www.reddit.com/r/Guildwars2/comments/336lgd/revenant_dagger_skills_have_changed/
Dagger skills are different and quickness on block has changed to knockdown on block.
Sword now grants Vulnerability on Autoattack, the 2 skills to block projectiles or something, and 3 is probably the same teleport spam attack but it now grants might on hit. It no longer applies torment and burn.
I think it’s safe to say Sword will work the best with a traditional zerker set now.
https://forum-en.gw2archive.eu/forum/game/hot/Revenant-weapon-skills/page/2#post4972544
We knew about it for a while now.. and sword damage doesnt look all that impressive yet unless it can hit 2x like in the tooltip. Im more interesed in Ossa shield skill
I wouldn’t worry too much about the numbers. While the overall concept of a weapon set might be set early on, the numbers are going to be jumping all over the place until launch and overall I like the concept of the sword we’re seeing right now.
Dont make Dungeons Harder-More builds Viable
in Guild Wars 2: Heart of Thorns
Posted by: guardian.6489
Wouldn’t a glass condi set with Condi-duration kinda screw some WvW builds anyways? From what I gather the condi sets need the toughness and vitality from stuff like Dire sets to stay alive if there was a glass condi-set they’d be forced to divide their stats between Dire and the glass set meaning they might not get the desired stat spread.
I still see them complaining though.
Apparently someone found out the datamined chat codes for Revernant weapons have changed a bit: http://www.reddit.com/r/Guildwars2/comments/336lgd/revenant_dagger_skills_have_changed/
Dagger skills are different and quickness on block has changed to knockdown on block.
Sword now grants Vulnerability on Autoattack, the 2 skills to block projectiles or something, and 3 is probably the same teleport spam attack but it now grants might on hit. It no longer applies torment and burn.
I think it’s safe to say Sword will work the best with a traditional zerker set now.
(edited by guardian.6489)
Open world is not "challenging group content"
in Guild Wars 2: Heart of Thorns
Posted by: guardian.6489
I wish they would hurry up and reveal even a slight hint of what they mean. Because if fractals is the only thing we can hope for when it comes to proper instanced content then a lot of people are going to be disappointed.
Only things i care about are specialisations and the challenging content. Im getting restless with each blog explaining something unimportant or just detailing more of what we already know. :<
Honestly we might have to wait a while before we finally get info. If you think about it, Challenging group content in HoT would ideally be designed around a ton of additional changes, (Defiance, conditions, new stuff introduced with specializations) so it doesn’t make sense to release a blog post about it until all the other stuff has been finished up with.
So basically it’ll be one of the last blog info posts before launch :P
(edited by guardian.6489)
Celestial also used to be a event only armor stat combo…. then they added quartz to Dry Top…..
Now there’s no real reason to time-gate it or anything anymore. Anet will probably add it as a reward to some dungeon or something in the new expansion.
Also OP you can select Celestial as the stat reward for certain event item exotics you recieved as rewards such as the Mad Gloves which I’m saving a cele set for a my Revanant
Didn’t Anet say they were working on some big change to the WvW server system anyways and they wanted feedback as to what to do?
Just so everyone knows 5 out of the 8 professions actually have access to boon stripping.
Nerco, Mesmer, Engineer, Thief and Guardian
Guardian is the least known because they only have Searing Flames, a trait that removes boons when you apply burning.
Agreed, the match was actually fun to watch and it felt like the timer cut the game short.
In general, I think stronghold is going to suffer if Anet tries to stuff it in Conquest’s box, increase the timer and give it a separate queue.
Reav leveling spec from 1-80 (if there one) ?
in Guild Wars 2: Heart of Thorns
Posted by: guardian.6489
What you want to do is get a sword and a dagger then grab Shiro and King Jallis, they’re the best for a simple build that can get you through most content and it’s close to what the current meta is, however you may want to pick up that Mallyx guy and try out a condi-build for the Morderm dungeon as you need condi there.
I’m basing this on what I want to happen because we have absolutely no idea how the profession is even going to look like at launch :P
In my personal opinion, splitting the queues would allow a sPvP community that enjoys stronghold to form and expand the PvP community in general.
A lot of people have stated their dislike for Conquest, I can see stronghold giving sPvP another chance to become a more popular and have a stronger scene behind it. The only real drawback being that Conquest might be left behind, which personally I can live with.
Raids would be a major feature. They claim they have already announced all major features of HoT. Thus, it’s highly unlikely that Raids are coming.
fact is, if they are working on a raid, it probably wouldnt be ready when the expansion launches.
I’d say Anet would go for something in between the two. This is taking into consideration the release of the Wyvern mini boss fights. There’s probably something beyond that like “bring down multiple wyverns while other meta events are going on.” that sort of thing.
anet said gw2 didnt have the ultimate group (note the word group, not zerg) and its something that gw2 needs. and look at how they always say “thats just open world” when they talk about the wyvern.
Now that I think about it, it’s likely they’re working on a Raid but they’re not sure if they’ll be done it in time for the expansion.
Do any of you believe Raids Dungeons are coming in HoT?
Speculation?
I am going over the AngryJoe interview, and get that vibe that Raids are coming.
No. The guy in Joe’s interview specifically stated that there are no raids planned.
He specifically said he couldn’t talk about what they had planned just there would be “Challenging Group Content”.
Colin didn’t deny any Raids.
Outliers are still important to talk about even if they’re just unlucky by random chance.
I don’t know how long we’ve been asking this but I would really appreciate a token system for Teq and Wurm to get their unqiue items instead of the RNG-ness we have today.
Honestly we have a nice middle ground solution for condi-damage already in the game.
Morderm Husks. Optimally they get killed by condi-damage but it’s still viable to kill them with power damage.
Sprinkle new content with enemies like them in and while condi-damage will be a very real point of discussion in speedclearing, a PuG group could still get away with just using power damage but could appreciate a condi-friend joining and making those enemies a little easier to kill.
AngryJoe Interview - HoT Questions for Devs?
in Guild Wars 2: Heart of Thorns
Posted by: guardian.6489
You’re a journalist. Do some research. Like a journalist does.
You mean like ask the opinions of an expert?
You have to buy the inscription recipe separate from the weapon recipe from the Sliver-wastes vendor.
Let’s look at it this way:
Where is Stealth?
Game Modes (Sorted on my understanding of how commonly played they are):
PVE: Stealth is only useful for running (just about) You want a thief in your party for blinds, not for stealth.
WvW (Zerg or Blob): Laughably meaningless
SPvP (Conquest): Shadow Refuge has some uses; You can’t cap with stealth but you can disengage. Honestly not great, but useful in 1 on 1’s. PU mesmers, imo, apply and use invis better than thieves use stealth.
SPvP (Courtyard): Almost never 1-1 and lots of random ae. Stealth or no, thieves aren’t great in this.
WvW (Roamer): Strong, if the opponent is alone you can get a really good spike (but not better than a surprise RapidFire from a RTW ranger), and you can always get away.
WvW (GvG): I honestly don’t know this oneI’m happy to be corrected on any of these usages of course.
~~~ so, stealth is ‘eh’ or worthless in most of the commonly played modes of the game but is really strong in open-world 1v1’s (that rarely have an impact outside of winning and losing the particular fight?)
The questions then are:
1) Do we need to rebalance stealth in a relatively lightly played, unsupported playstyle at the risk of making it worse in modes where its already weak?
2) Where it is particularly strong (roaming) does the fact that very few roaming battles effect map goals matter to the discussion?
People are just raging here when they killed by a thief or two on their way back to the blob in WvW.
I really don’t see stealth being that annoying outside of that situation.
The skills on the right half of your bar are tied to the legend which you are currently invoking.
Lets see if I can phrase this unambiguously:
When I am invoking Bob the Mighty, will I have a Bob-themed pool of skills to choose from when filling out my right-hand tray, or does channeling Bob the Mighty give me an absolutely specific set of 5 skills without variation from any other Revenant invoking Bob?
I realize the answer may be different for buttons 6 and 0 than it is for buttons 7, 8, & 9.
That is not set in stone yet and something we are deciding still.
As noted earlier in the thread if there isn’t a choice it appears the revenant will feature less customisation than other classes and may be quite inflexible.
There options really are the legends you bring which offer unique playstyles and skills, I can see your point though.
Since your still building the profession.
You could have some utilites skills act like Elementalist glyphs and have them change what they do based on what legend your channeling. You just have to make one base skill for each of the current legend utilities and add in a couple more.
Either way some way to customize your swappable abilities would be cool.
I sincerely hope that Anet has put into consideration the effects that taunt will have in WvW when it comes to large scale fights. While it is essentially an opposite fear, the main difference is that it will pull the targetted player away from the group and directly towards the enemy. This seems as if it is going to be imbalanced and create significant problems with the game mechanics within WvW.
I am pretty sure stun breaks will still work, so there is a counter play.
Also they’d be no different from pulls now.
I wouldn’t place bets just yet, be mindful that Rytlock used S/P when he was a Warrior. Also keep in mind that Revenant will have a specialization that gives access to additional weapon types.
I mostly hope he uses axe though.
Shhh. Let me enjoy that short 5min victory ^^
Also Hammer is a ranged weapon for Revaenats :P
I don’t think something like fixing bugs is going to do anything. Not that it’s bad — aside from introducing new bugs — but what’s needed is new content and no amount of bug fixing is going to convince people that new content is coming.
It probably won’t be enough, but it’d be something. I’m still hopeful that we’ll get something that blows us all away in HoT. fingers crossed
Well hopefully something comes from that Raid CDI discussion. I particularly liked that talk about soft roles even if the discussion devoted into trinity/zerker non-sense eventually.
For Bonus rewards, I’ve always found it strange that WvW offers better EXP if you kill a player who’s been alive for a while but doesn’t reward you any different if you cap a keep that hasn’t been flipped for a long time.
Personally I think rewards for capping a keep should increase as time passes. At the same time, defending a keep would give you more rewards as time progresses. This would mean an desperate defense of your Borderland’s final Garrison would be highly rewarding (I’m speaking from silver league experience) instead of being heartcrushing and a final push from the attacker’s point of view would be even more rewarding.
Strongholds needs it’s own queue to flourish. A lot of players including myself don’t want to play Conquest unless it’s for some quick unranked fun.
Mixing these modes just makes everyone unhappy.
oh cool…I didn’t expect a clear majority of this forum to be in favor of raids. That’s a very pleasant surprise to me tbh
Read through the Raid CDI if you have a chance.
There was a very good discussion in there about how Raids in Gw2 should work even if some idiotic discussion slipped in now and then.
One of the primary concepts I wanted to talk about more which kinda got sidetracked was this idea of soft-roles or designing encounters with it requiring certain utilities most professions have access to like stealth, boon striping, Condi damage, reflects, interupts, etc.
The sadly the discussion got hijacked before we really could establish what should be the rules for implementing such roles should be.
The tomes aren’t trash at all; people just can’t live without their precious panic button.
The tomes are trash and will continue to be until we can use utilities or virtues. There’s no reason why they can’t be treated as conjured weapons. Also tome of wrath is a huge dps loss compared to a proper weapon rotation. The fact is, you lose so much while gaining so very little.
Better yet, I’d love to see them treated like kits, where you can access them at any time but just have the individual skill cooldowns increased to compensate.
THAT would make them worth using.
I actually like the sound of this. Though I imagine the judgement spam might get annoying.
Also if you engies think you lack ranged options, then you should really hang out in the Guardian forums more often….
Having one weaponset (Scepter+Focus) that is designed to be perfectly optimal at 900 – 1200 range is one set more than engineers.
You can’t hit anything not standing still with the auto-attack of scepter at 900 range or even 600 range sometimes. Not to meantion in order to do damage with Focus-5 you need to be in melee range. I’d hardly call that set optimal at 900-1200.
We can dream…..
A while ago I saw an engy kill one player in a 1v3 where they were part of the 3 with a turret engy build, brag how “Ha my turrets owned you!”. I question people sometimes.
Masteries should be account-bound
Specializations character bound.
When I play an alt I want to have a new journey and skip content that I’ve done before. Masteries being account-bound let me not worry about redoing anything while I explore an old area on an alt and I still get to progession a bit on them while searching for their specialization.
Anet will troll us all and make engi hammer 1500 range and be a condi based weapon.
WHAT!!!??
Na your getting engy hammer mixed up with nerco greatsword :P
Also if you engies think you lack ranged options, then you should really hang out in the Guardian forums more often….
(edited by guardian.6489)
If I want to focus exclusively on Stronghold sPvP and ignore Conquest entirely, would I be forced to use hot-join maps or will there be some sort of unrank/solo queue to jump in?
Also I support lower playercounts in this mode and would prefer this resembles old school gw1 gvg but updated.
I find it hilarious that in one of the interviews, Colin said “we avoided the term GvG because there are two distinct GvG communities in GW2, that play very different games that they both call GvG, and they hate each other”
Pardon my ignorance, as someone who does not PvP much, but what are the two communities of GvG?
Well as you can see in this thread:
-The Old GW1 players who want a return to the traditional 8v8 GvG in Gw1 which involved killing the opposing team’s Guild lord. Stronghold is close but has a lot of tweaks which is why some praise the new mode and others can’t accept any new elements and lack of Death Penalties, flag stand, emphasis on team fights.
-The WvW-focused niche scene that has made giant 10v10, 20v20, blobvblob matches in open maps in WvW. These players hate low player counts and want Gw2 to stop focusing on 5v5 matches and make modes with higher player counts.
Personally I think Stronghold is developing as a good successor to GvG and despite the few elements missing/added it looks close enough to GW1’s GvG but far enough to fit within GW2’s new combat system.
As for the WvW GvG scene. Personally I’ve always wondered what edge of the mists would be like if you could create a private instance of it and throw a bunch of rival guilds in (technically you could try and do it with the taxi system) but I don’t think Anet will develop anything specifically for them. They’re a lot more niche they then realize as well.