Few things to note about not-Lazarus:
- He claims to have “more virtuous pursuits”
- Wants to protect Aurene
My thoughts are something to do with Glint, honestly. He knows about Aurene, he knows who we are, etc. Maybe it’s even the Master of Peace?
Very interested, hope it gets answered next episode.
Not sure if anyone else noticed but the statue of Kormir in Lake Doric has what appears to be horns or possibly cat ears and what seems to be tentacles or waves or something?
I’m not talking about that. I’m talking about the legend as a whole.
Outside of the upkeep, it’s pretty garbage, especially when weighed against other skills.
The heal has it’s condi clear in the wrong order, the road is a laughable skill and a complete waste of energy, the taunt is far tok situational and costly to use and the elite’s cast time, duration and cost are all completely wrong
As the title says, it’d been a year.
It’s time to fix what’s broken
2. The Mursaat, according to the tablets weren’t all that bad. They were abandoned by the other races.
So they build so much lore that’s loved. And decided to go ‘lul nope’.
The mursaat from day one were developed as bad guys. They were the ones who betrayed the other races. They were the ones who committed genocide. Twice.
Now they’re the victims? Now they’re the good guys?
While we’re at it, let’s say that the jotun themselves were gods, the Six were mursaat, and largos are dragon minions. It makes as much sense as this ‘twist’.
3. The Mursaat and Forgotten assaulted Zhaitan together but failed.
So we finally get some lore about Zhaitan’s activities in the previous dragonrise. Question is… did they do such in Arah? Because if so, there’s a huge lore conflict, because they purified Glint there – a champion of Kralkatorrik. Such a dragon champion would not have gone to another Elder Dragon’s front door, and I doubt that the Forgotten would be capable of pulling off that ritual with an Elder Dragon breathing down their neck.
And we were told that the ritual is geographically restricted.
And if they fought Zhaitan there after purifying Glint, then wouldn’t the mursaat have left the world – having betrayed (or as its been retconned as: having been betrayed by) the other races.
When you get a chance, go to the Mursaat section and read the tablets. It seems somewhat believable.
I’ll grab some screenshots when I get a second.
Well holy kitten if there wasn’t some lore bombs here.
1. Magic is like “light” with each dragon energy being a component of said light. Other Dragons can and have absorbed other Elder Dragon’s magic. The combine energy forms Ley-line energy or “white” light.
2. The Mursaat, according to the tablets weren’t all that bad. They were abandoned by the other races.
3. The Mursaat and Forgotten assaulted Zhaitan together but failed. Also they both used constructs.
4. Mother-kittening-ing Aurene, the new baby elder dragon.
5. Lazarus is a “good” guy now.
6. The Chak filter out Death magic.
I don’t know about the name but it’s kind of pretty.
So Lazarus is back, the players aren’t Ascended or Weh No Su and he can appear invisible to us if we like. I imagine if we’re going to fight Lazarus, we’ll need to be able to see him all the time.
What this means is that we potentially need to Ascend. I am deeply concerned that such an important part of the lore, especially for human characters, will just be waved off by some device Taimi found or made in Rata Novice, or some ritual the Priory just HAPPENED to know about that can be conduct pretty much wherever. This is would not do justice to Ascension.
Please don’t just write this off with some Magitech crap. Yes, Asuran interventions DEFINITELY have a place, but not here. Please don’t do what I’m worried you’re going to do.
Could that be a possible reason why the Titans hate the Mursaat? Or perhaps some relation to Abaddon?
The Mursaat effectively use soul/spirit charged magic and slip in and out of the Spirit Realm(?), Titans are effectively highly twisted souls. Seems like a bit of a connection.
This also kind of makes me think about Abaddon and the Mursaat. We know that Vizier Khilbron was basically tricked by Abaddon. We know that he had a statue of the Mursaat in his tower that appeared to have been slashed at in anger. We also know that the Charr attacked the three human nations because of the Titans and thus Abaddon, which in turn drew the Mursaat out and gave them power, but also brought them to the fore, potentially exposing them
We know the Titans are largely from the Foundry of Failed Creations in the Realm of Torment and largely controlled by Abaddon. The Door of Komalie is built inside Abaddon’s Mouth.
I can’t help but think maybe Abaddon had it in for the Mursaat? I know it’s just wild speculate but it does seem to add up a little
Was it ever explained WHY the Titans wanted the Mursaat dead?
I know Khilbron takes the Scepter and uses that to control them, but it seems as though the Titans wanted the Mursaat dead anyway?
Is this ever explained? What’s their motivation?
I am baffled as to why Eir gets an entire drawn out funeral while Trahearne got nothing. Not only was Trahearne a bigger player overall, he headed the Pact and his death was as a sacrificial hero while Eir’s was just tragic. I guess this is the general direction of the story though – away from the bigger players and the big picture and a focus on small character driven drama, which is Eir’s (a personal funeral/wake compared to what would be Trahearne’s likely larger military/political funeral as well as the rest of the Pact).
1) Eir was a HUGE character for all of the Norn race. She was basically a legend among legends and is portrayed in that way. There is a reason Eir was the leader of Destiny’s Edge. Eir had a norn-specific funeral. There wasn’t many characters from other races there, you essentially had Rox, Rytlock and the player character (depending on race) who weren’t Norn. It was just a memorial service and worked quite well as a narrative device to progress the story.
2) Sylvari are a very young race, less than 30 years old. I believe it is very safe to say that Sylvari do not have a standard memorial service or way to honour their dead. The only Sylvari to die have basically been from combat deaths. If we figure all sylvari are born at the age of maybe 20 or so, the oldest among them is what, 48 now? Treesus wouldn’t have had a memorial because there’s no way Sylvari honour their dead, to our knowledge. Sure, we could have done another way, but who is to say that’s the correct way? I’m fairly certain Charr, Humans and Asura all have their own way of dealing with death, and we know that Norn do so by Moots and telling of the dead’s Legends.
It would have felt a bit out of place.
“A new god is born! A god that will destroy the others and bring about the end of the world! The cycle begins again!”
Maybe I’m reading a little too much into this but could this be referring to what befell the Human’s world.
“The end of the world”
“A new god”
“Destroy the others”
These are things we directly can attribute to either dragon rises (resulting from imbalances in magic) and assumptions/theories about what happened in the human world. I know this is going a bit crazy but could the Mad Soul actually be referencing that?
We know that Balthazar was “carrying his father’s head” (destroy the other Gods reference?), we know that “only Lyssa knows what happened in the Mists”, we know that it was some kind of catastrophe (end of the world reference?) and that humans are basically refuges, we know that Abaddon most likely usurped another God (new god reference?).
The cycle could be relating to a cycle similar to what we currently see on Tyria but perhaps in the Human realm? I don’t really know where it fits but it seems important. Perhaps it’s a cycle of a new god taking power, other gods being slain and the world ending. This isn’t even that far from what we’re seeing right now with the Elder Dragons. Zhaitan was just slain, Mordemoth is basically being usurped by Glint’s Egg and magic is going wild, potentially resulting in the world falling into the mists if it doesn’t get controlled.
Perhaps the Mad Soul isn’t really that Mad?
(edited by mexay.3902)
It’s not secret that Revenant Sword main-hand is boring and ineffective in PvE, while being clunky and sometimes overpowered (or underpowered) in PvP depending on the scenario.
Revenant Sword Auto needs a change. It needs to be reworked to become a more interesting weapon to use in PvE, while keeping the same overall DPS output and it needs to be reworked to become smoother to play with and against in PvP.
I have a few suggestions for how this might be done, but I’m not under the impression that they are the “best” ways to improve the weapon, just one way.
Animations and bugs aside, the Revenant Sword Auto-Attack is actually fine. It’s just a bit of flat power damage, some vulnerability and a neat mist-bomb at the end. The problem is that this is where all of the Revenant’s damage comes from. After testing, testing, testing and yet more testing, the highest DPS rotation is still to just auto-attack (precision strike MAY pull higher DPS with Alacrity under the right circumstances, but it’s a very minor difference that can be made up by buffing Protection for the 2% Elder’s Force trait while in Glint).
In PvP it’s pretty effective to just auto-attack someone to death, since they attacks hit for so much base damage.
This is actually the core problem of the weapon. The Auto-Attack just deals too much damage. What I propose is to reduce the overall damage by about 30 – 40% and move that DAMAGE PER SECOND (not actual skill damage) to the other attacks. This will result in Sword 2 and 3 being quite a bit stronger, because to flatten out overall DPS, they need to be (plus the cost of energy).
Precision Strike never really made sense to me. It’s a mid-range attack on a melee weapon. It’s gone from being a utility attack to a full spike attack that’s still quite buggy and very clunky to use.
This skill should be a mid-tier DPS skill and keep the chill theme. What I propose is this
Unleash a wave of chilling energy from the Mists towards your foes.
Chill: 2 Seconds
Damage: Equivalent to 3 Precision Strike Projectiles (1.0 co-efficient, unbugged)
Skill Telegraph: Same current animation, similar effect to Shackling Wave
Range: 180 Units
This will change the skill from a clunky projectile based weapon that doesn’t really make sense, to a powerful ability, with a cost. The player MUST be in melee range, but it now cleaves, with a telegraph. This is, in nature, similar to Gravedigger on the Reaper.
Along with addressing Precision Strike and making it a more manageable skill, I propose that Unrelenting Assault also have a small AoE component added to it.
Currently, Unrelenting Assault is basically trash in a group scenario. It hits like a wet noodle, but that needs to change. What I propose is keeping the same (or very similar) functionality, with one additional effect.
Add a Rift onto each strike, similar to Rift Slash on the sword auto.
Max 2 Per Enemy
0.25 – 0.5s timer on “explosion”
What this does is gives the weapon more AoE impact, while helping to seperate enemies from the group, as they will want to spread apart if hit by an Unrelenting Assault. This also means that if they dodge mid-attack (which often happens), it negates this effect. It means this skill will punish bad players further and reward good players, while increasing it’s effectiveness in PvE (bringing it from a ~3.9 co-eff to a 4.9 co-eff on bosses).
The general concept behind these changes is to require the Revenant to put a little more effort into getting their DPS and to make the weapon more fun to use in PvP, while not making it completely over-powered. This will also result in forcing Revenants to manage energy a little better, but not make them feel as though that energy is wasted when too many enemies are around and they get RNG’d.
Inspiring Presence/Threatening roar – with an upkeep of -7, 1/4 cast time + no energy cost on cast, the Inspiring Presence skill applies stability in a radius of 360 for 1 second. It’s counter part Threatening roar cancels the effect of Inspiring Presence and applies weakness for 6 seconds in a 360 radius and features a cast time of 1/4, recharge of 20.
I actually really like this. Maybe not the Weakness component, as that’s kind of getting a bit too much into what Glint does. I’d probably leave it at the Stability. -7 Energy, 1 stack of Stability in 360 Radius for 1 second.
This would require them to rework the Stability on Dodge trait though, otherwise this would make Revenant’s far too immune to CC.
For the replacement of Vengeful Hammer I actually have 2 suggestions
1)Vengeful Hammers – spawn 2 spectral hammers which mimic all your weapon abilities. The duration is 20 sec, recharge is 45, energy cost is 35 and cast time is 1,1/2.
This is simply too strong. 2x Unrelenting Assault, Surge of the Mists, Precision Strike, Coalescence of Ruin, Drop the Hammer, etc is far, far too powerful.
2) Vengeful Hammering – this skill places a combo field lighting on the ground and deals damage in 3 stages on the area in which the combo field is. The first stage deals damage, the second stage deals more damage and the third stage deals damage and blasts the combo field.
Of important note is that the combo field is the same as the one from Inspiring Reinforcement,but every time a pulse happens a hammer appears and slams the road unto each pulse,from the side (first hammer from left,second one from right) with 2 hammers appearing on the final pulse for the blast,hammering the road from both sides.
This would require too much visual work and is a little too similar to Elemental Blast, minus the final Blast finisher.
Rite of the Great Dwarf – by default reduces incoming condition damage. Cast time reduced to 1.
Versed in Stone makes it so that you heal based on a % of damage taken.
Reduce the cast time yes. Condition Damage & Versed in Stone, probably not.
All round some decent suggestions. Jalis could honestly go multiple ways with it’s up-keep. You could have RotG, Inspiring Reinforcement or Vengeful Hammers as an Upkeep. I think if you kept Vengeful Hammers, that would be best (though they need a collision rework).
I think changing Inspiring Reinforcement to your second idea, the Weakness/Shout thing would be best, but include a few stacks of Stability for Allies. Essentially 3 stacks of Stab for 5 seconds on allies and Weakness on Enemies for 5 seconds. Make it a stunbreak, remove the stunbreak from RotG.
This doesn’t belong here? I don’t know why it got moved to Players Helping Players? Put it back to general. This is a suggestion, not a help post.
This is something I hadn’t thought about until recently, when I friend mentioned something about WoW and automatic graphic scaling in Raids.
Now, I’m not here to make comparisons (personally I think WoW is trash), but I do think that kind of feature would bring so much quality of life it’s not funny.
The profiles should essentially have a two specific features.
First and foremost, players should be able to switch between profiles quickly and easily by just clicking on them. It would adjust all graphics settings on the fly (obviously those requiring a map change would still need this to take effect).
Ideally we would have 3 customizable profiles.
This is probably the key thing to make this actually work and it would be a toggle-able option, turned off by default.
Automatic Switching would allow you to select a profile and particular FPS to swap to another profile when that FPS is reached.
Profile 1 (High Graphics Settings) would swap to Profile 2 (Medium Graphics settings) when less than 60/45/30 FPS (user selected) is hit while on Profile 1.
Profile 2 would swap back to Profile 1 if above 60/45/30 FPS (user selected) is hit
Profile 2 would swap down to Profile 3 (Low Graphics settings) if below 60/45/30 FPS is hit while on Profile 2.
Profile 3 would swap back up to Profile 2 in a the same way Profile 2 swaps to Profile 1 (user selected, of course).
- Prevents going from silky smooth 60 FPS to a Slideshow during important game play moments (see: WvW)
- Allows players who participate in multiple game-modes to easily adjust their graphics settings depending on the game-mode.
- Can drastically help people on older machines who can not maintain full 60/30FPS in certain areas
The key part of this idea is user selection. A user should be able to select the settings of each profile and be able to manually swap between them, but should also be able to select how and when a profile automatically swaps if and when they wish.
If this is implemented, players across all game-modes are sure to see benefits. While it is not a feature that many players might have at the fore-front of their mind for QoL improvements, it is a feature that can have a drastic impact on over-all game play.
Since BWE3, Jalis has been all but useless in most game-modes, with the only reason it sees use in PvE being that the upkeep skill is a minor DPS increase.
Jalis is broken, but is has so much potential. We’ve been waiting 8 months since HoT’s launch to have this legend fixed, yet balance patch after balance patch, it’s ignored. The legend needs some serious TLC if it isn’t already getting it.
So I just won a game in stronghold, 230-220, timed out. We won.
But my League Warrior didn’t go up to 4/10, instead it stayed at 3/10. I’m definitely doing ranked as it affected my pips. I’ve also had other days where I’ll queue for 3 games, one will be stronghold but I wont get my daily achievement to go up a level (e.g. 9/15 to 10/15).
What’s the go with this? Bug? Working as intended?
There may be a problem with application of common sense here. Let’s say every morning on your way to work/school/whatever, some guy is standing down the street throwing sledgehammers at you. What is the best way to deal with this? I haven’t tried blocking sledgehammers with my face but I can imagine it’s not very effective.
OP, engage in melee. Hammer is super slow. Get in the Revenant’s face or out-kite him. Contrary to popular belief, Revenant is not OP, people just don’t know how to counter it (see: Warrior at launch and people complaining about 100B damage and Thieves basically forever).
Besides, a revenant hitting for 6k Autos on Hammer? He must be full zerk ammy and you must have absolutely no toughness.
Hell I ran those numbers through a calculator and the Revenant would have to be on the absolute most zerky build possible to pull something like that:
Herald, Devastation, Invocation – all with exclusively damage traits
Sigil of Force
You’d also have to be below 50% HP and have less than 2000 armour or have kittenloads of vulnerability.
This is also assuming he’s using his Shiro Heal to get the extra 900 damage or so. Without that you need to be less than 50% HP, Below 2000 armour and have AT LEAST 10 stacks of vulnerability (which a Rev can’t put out at range).
OP is either exaggerating excessively or running a full glass build and fighting some very, very, very, very glassy Revenants that you could kill if you so much as sneezed at them. Not to mention 6k Hammer Autos would require conditions that are almost perfect. OP is bad and should feel bad.
(edited by mexay.3902)
So I was Diamond last season and I’m currently sitting in T1 Sapphire. This is awesome because it means I should be getting matched with other players who are sapphire or at worst, higher tier Emerald.
Instead, I’m getting matched with Amber players. I was actually watched with 3 out of 4 of these players (including the Ambers) last match as well, so it’s twice now I’m being matched with 2 ambers and emeralds.
Is anyone else experiencing this? This feels very very broken and a step in the complete opposite direction of last season. Being matched with players exclusively from your bracket was great last season. Something is either broken or has to be changed.
Season 3 is currently planned to kick off at 12 PM PST today.
It now says Wednesday 18th?
Crossing divisions as a result of the new season placement system will properly progress the division Ascension achievements in addition to automatically distributing all rewards that you would get for crossing those divisions normally. Sorry for any confusion, folks. Again, you will get proper division crossing progress on your Ascension meta achievement if you begin in either Emerald or Sapphire at the start of this season.
Not all heroes wear capes <3
Also very, very interested in this. I don’t want to have to hit Legendary just to finish my achievement, when someone else could just hit Sapphire a few times.
Really hoping the automatic adjustment counts for achievements and all the rewards.
If women want to command, let them. If they’re good, people will follow. If they’re trash, people wont.
This is 2016, I think you’ll find the majority of WvWers are not “hurf durf gurls r bad at gaymz xD” tier 13 year olds, like people are assuming in this thread. It has little to nothing to do with how the WvW community is and everything to do with women not stepping up, assuming what OP says is true.
People are forgetting that plenty of male commanders also get talked over, disrespected and disregarded for various factors.
Step up, tag up and get on TS. Simple as that.
With the recent patch, Effect LoD now causes the combo field rings to disappear after a certain amount of effects are on screen.
This is a major, major problem in WvW..
I think that the outlines, not the effects themselves, should always show. Now that we have the great new combo field outlines, it’s very easy to tell what field is what, so displaying the field outline is extremely helpful in WvW.
Would love to see this changed, since having Effect LoD off in WvW fights turns everything into a Fireworks Slideshow.
So on the recent AMA a short while back, one of the devs mentioned that the inventory resize bug has been particularly hard to nail down and that if we could find any specific factors that triggered it, they’d be able to pinpoint the issue far better.
What I propose is that we document any factors that may contribute (particular size, bags used, previous actions, etc) to the rezise bug.
My goal is to try and rule out specific factors or identify trends and attempt to repeat the bug in different setups via the same methods. I’ll try to keep this post updated with progress.
My Personal set-up and findings:
Inventory size: 160 slots + 11 shared inventory
Bag order: Shared Inventory, 20slot Invisible Pack x2, Halloween Pale x4, Starter Backpack, 20 Slot Craftman’s Bag
Interface Size: Small
Enabled Options: Show Rarity, Hide Bags.
Inventory Size After Bug Appears: 16 across (leaves me exactly 11 rows left unsquared. The same amount as my Shared Inventory?)
Inventory Size I’m selecting: 17 across (leaves exactly 1 spot unsquared).
Bug Reappears every time after: Closing the game (either via Alt+F4 or ESC>Exit to Desktop)
Based on my observations, I believe the current version of the bug may have something to do with Shared Inventory Slots and/or exiting from the game. If someone without Shared Inventory slots and the same options enabled (Show Rarity, Hide bags, Small UI, 1920×1080) but no Shared Inventory could test this theory and potential rule it out, that would be excellent.
Dungeons? Does it really matter?
Over 800g (~1.2k staves) into the forge and nothing.
The drop rates on these are abysmal.
The next time you want to burn 800g, you can feel free to send some to me for the Buy Pretty Things For Me Fund.
I’d rather just get my god kitten destroyer scythe
Over 800g (~1.2k staves) into the forge and nothing.
The drop rates on these are abysmal.
Seriously, what the hell?
Sword actually gets nerfed, but they won’t fix the actual damage bug on it. It’s not hitting for anywhere near what it’s meant to on Sword 2, yet it was actually touched this patch.
Even though you’re doing nothing but nerfing the class, could you at least fix the biggest bug associated with it? If this was something like Lava Font it’d be fixed within the day.
Wow guys this isn’t about Hammer. Take that discussion somewhere else.
Jalis is standard for when you have quickness (99% of the time in raids)
Yes but it’s still rubbish everywhere else. The only reason you bring it is because it’s ever so slightly more dps than the mallyx elite. The rest of the skills are still literally useless in raids, open world, pve and are incredibly underwhelming in WvW. One single skill doesn’t make a legend good.
Every single update to fractals has been passable at best and a complete failure at worst (see: Fractured). ArenaNet constantly misses the mark and I think the main problen is lack of foresight and/or lack of community discussion.
What I think we need is an open discussion of the current ideas for fractals with the community, before they’re actually implemented. It’s no secret that we would have seen Swamp of the Mists coming if we knew all the details beforehand.
Even if it’s just very basic concepts, it’s a start. If the fractal team come out and say “We’re thinking about maybe doing X and Y. What’s everyone think before we actually waste a bunch of dev time on it?”
At this point I don’t get all the secrecy. Nobody wants surprises. We want to be able to contribute and build the best experience possible. So let us in, tell us what’s planned. Tell us what you’re changing before you change it.
Let us help.
Honestly a shame there is a lot of good in your post, but many things I wouldn’t want as well. In finals, but hopefully some other players can pick it apart and find what is valuable, or just start a new thread with more agreed upon ideas.
Just because you don’t agree with a component of my suggestions doesn’t mean that the entirety of my suggestions are bad.
It’s a bunch of ideas that are (with a few select exceptions) separate from each other. The good ones are good, the bad ones are bad. Doesn’t make the whole post bad.
Look, he hopes for any changes to underpowered legends ;D
If anything there will be only nerfs due to the crying community haha
Hey, a guy can have hope.
Seriously though if it’s just a few small nerfs like last patch I’ll be fuming. Jalis is completely crap and Retribution is entirely too passive. Really needs some changes.
Just going to go ahead and bump this thread, since the balance patch is coming up within the next month or so. Fixing these issues should be a top balance priority
We all know that Jalis is complete trash in 90% of the game. It’s only real use is the hammers for extra DPS in PvE. Even then Mallyx is arguably almost as good and you use Shiro anyway if you don’t have a chrono.
Jalis is completely underpowered and outshone by every other legend. It has some really great ideas but due to balance on this legend being largely neglected after BWE3, they remained undertuned. The core problem with this Legend is that on paper it seems fine but in practice it is completely unusable in any serious competitive setting.
Right now there are two major issues with Jalis that completely hold it back.
Rite of the Great Dwarf
In principle, this skill is great. It’s a nice AoE damage reduction with condi reduction while traited. The problem is the cast time is still too long. I was a pretty big supporter of reducing it to the level it is now, but if I’m entirely honest it just isn’t enough, not with the duration that you currently get.
I’m not going to try and make any major suggestions for how to change this, other than maybe just removing the cast time and the stun break, because this thread is just about us getting actual buffs to Jalis. There’s a hundred suggestions in this forum for how to change it.
As with RotGD, on paper this skill rocks, in practice it’s a complete waste of 30 energy.
The stability just takes far too long to proc, along with the field being too restrictive and the stability being too weak in the current meta.
I think the recurring theme I’ve seen for changes is to just make this an AoE skill similar to Stand Your Ground and to add the Stunbreak from RotGD onto this skill. It’s what I’m preferential to, but again, any major buff is what matters. Make this skill useful, make the stability instant.
These two skills are the biggest reasons why Jalis sees no serious use in PvP or WvW, and when they are used they’re mediocre at best. The legend was completely neglected last patch. Please don’t make the same mistake this time.
So I’m experiencing this really weird issue where my game works perfectly fine, but my social features (friends list, whisper, LFG, Guild, etc.) are either lagging or just not working, as if they’re disconnected. I’m also receiving regular disconnect errors, but not actually disconnecting from the game.
I know GW2 has multiple different connections running (TP, Game, Social) to different servers/ip addresses. My assumption is I’m getting packet loss to the “social” server and only the “social” server. Sometimes it goes away for a couple hours, but it’s been a consistent bug the past week or so. I haven’t made any major changes to my network either.
I’d submit a support ticket, but I’ve found support to be largely useless with network issues.
Has anyone had similar experience with this? Any solutions?
I’ve been over on the PvP forums and been talking to people in game and I keep hearing people tell me Revenant is “OP” or “Too strong” and needs to be nerfed. I’ve been playing Revenant since HoT launched and played Warrior and Guardian beforehand since BWE1, but I’m struggling to see what exactly is super OP about Revenant.
Personally, I think it’s one of the weaker classes in the current meta (at least for the builds being ran), but maybe I’m a little bias.
What exactly is too strong on Revenant and needs to be nerfed?
- Remove/adjust the breakable panels at A and C point or Add second layer under the hole so players dont die, but still lose time for falling into them
- Which do you like better?
I’m kind of torn on this. On one hand, keeping the panels gives Skyhammer far more mechanics than most other PvP maps, but on the other hand I like the idea of punishing bad play. I’d say adding a second layer below is the best solution. It keeps the uniqueness of Skyhammer while preventing you from being absolutely GG’d.
- Glass Panels only break from cannon fire
- What do we think about this suggestion?
No. Keep the panels how they are, just make the break more obvious. Perhaps a “tick” like marker, that when it empties, it breaks. Make it easier to play around and with.
- Enlarge the Skyhammer Platform, Add line of sight props
Definitely enlarge the platform. Right now it’s too small.
- Add multiple portals to get to and from the skyhammer platform
- Does this have to be in both places: in center of map and skyhammer platform or just the skyhammer platform?
Yes, both. I think the problem is people are getting sniped by traps and such. Give players more options here.
- Adjust the jump pads
Definitely adjust jump pads. Right now they’re highly reliant on latency and perform quite clunkily. If this can be adjusted, please do it. Not everyone has <100 ping.
- Take away the ability to die from falling damage
- Do we want to completely remove the ability to die from falling damage or make it only in very specific places?
No. This is silly. Keep fall damage, just remove insta-gib mechanics. If you remove fall damage, make it very, very specific places.
- Adjust middle point high ground
- Do we want to completely remove this because of gameplay/camera problems or adjust it as it creates good gameplay but messes with camera
No comments here. I haven’t really had many problems with this.
- Secondary Mechanic Adjustment
- Reduce Damage
- Increase Cooldown
- Reduce the turn speed
Yes to all of this.
- Remove Skyhammer from Unranked
- Do we think the map simply can’t be altered to stay in Unranked?
No, keep Skyhammer unranked. Hell add it to ranked. Every single map should be put in a state where it is entirely viable to play in ranked. Skyhammer is close and Spirit Watch just needs the Orb Mechanic toned down (make it similar to Temple where it only appears at intervals, say every minute or two minutes, but increase the point gain).
I don’t want content removed from PvP, I want it added. We desperately need more maps, so instead of adding completely new ones, fix the ones you have. If you’re going to add new ones, add new Stronghold maps. That game type desperately needs more TLC.
Revert or give each stack a small (.25 – 1s) ICD either for WvW only or game wide
Fix or Revert DBL
Temporarily retire DBL while it gets worked on. Introduce regular live tests for feedback. Keep most of the new systems like semi-auto-upgrades.
Introduce reward tracks to assist with gearing and siege. Tracks like Ascended equipment, Siege, Ore, Cloth, Leather, unique skins, hero skins, etc are important.
Start with server mergers and transfer fee reductions. The end-goal should really be an entirely new server system.
Just keep PPK. I don’t really have any answers to things like “nightcapping” or anything, if I’m entirely honest.
(edited by mexay.3902)
Based on the feedback given, Mike O’brien identified 5 top priorities for WvW changes. I think this is absolutely amazing and one of the greatest developer responses we’ve had in a long, long time. So let’s make the most of it!
The current thread is highly cluttered and might be a bit of a pain to sift through for feedback, thus I believe it’s a good idea to start a new, more focused thread that’s addressing each of the issues and how to fix them.
The identified priorities are:
1. Stability & skill balance
2. Fix or revert DBL
4. Population balance
Based on this, if we can provide feedback targeted feedback on each of these points I believe we may be able to offer more to the devs than walls of text in the other thread that’s around 8 pages long with more than a few unhelpful responses. We’ve identified the priorities, now let’s discuss how they should be fixed.
My suggested format for this is simply just to pick 1 – 5 of the priorities (I say these ones and not other issues because it’s what Mike identified and is most likely going to be what gets changed in April). Simply just bold your title and provide a concise solution below. I’ll pop my thoughts on each below the OP to get started.
I’m at a lost for how this got through QA.
The legendary PvP backpiece clips on itself in the “passive” mode.
Hopefully in April Jalis gets a rework, but if we’re realistic they’ll balance 2 or 3 skills and call it a day.
If it’s a different build it needs different bits.
If you’re asking what to change between raiding and fotming then it’s mostly just the legend you use because the traits are always going the be the same for PvE since best DPS is best build.
Got a Mesmer? Glint/Jalis – upkeep hammers
Don’t have a mesmer? Glint/Shiro – upkeep impossible odds.
That’s all you need to know. Traits, gear, weapons. All the same.
There’s no other possible explanation here, MMR and Matchmaking is currently broken. You either get stomps or stomped. You’re either on a massive winstreak or you get loss after loss after loss. It’s not even who you’re being matched against now, it’s who you’re being matched with.
Whatever the algorithm for selecting team mates is, it’s broken. When you can queue with a couple friends who are around about the same skill level and stomp the enemy and excel personally, but then solo queue or duo queue and get team mates who might as well be playing unranked or even worse, are literally an entire division below you, something is wrong.
I know I’m not the only one experiencing this either. Hell, we’ve just had people forming guilds because this is a problem, yet we’ve still had absolutely no acknowledgement that something is wrong or that they’re “looking into it”.
Leagues are broken and need to be fixed.
A personal example:
Just today I had a match that I lost. I kind of expected it and everyone played “okay”, but something felt a bit off. The match ends and lo and behold I’m matched against 5 rubies with 2 Sapphires on my Team. I was T2 Ruby at the time. This shouldn’t happen, but I shrug it off, maybe it was just bad luck.
Next game. I ask in team chat if they’re all ruby “nah but I’m close” I’m told by 2 people. Of course they are.
I’m frustrated but keep playing and we inevitably loose. I’m guessing you can see where this is going.
My enemy team? 4 Rubies and a DuoQ’d Sapphire.
My team? Myself, 1 Ruby and THREE, count em, THREE Sapphire players.
I distinctly recall ArenaNet saying matchmaking was going to be heavily based on your division and not your MMR. Why then am I getting matched with players in the division below me, and not just one, but basically my whole team, and then being matched against an entire team of ruby players.
Maybe it’s just me, maybe I’m just a baddie who belonds in Amber and I got carried all the way up to Ruby by some extremely patient friends or something else, but something is clearly off here and it has to be looked into if ArenaNet wants leagues to be taken seriously on any level other than a back piece-grind. Leagues don’t represent skill right now, they represent luck.
Been complaining about this since Beta.
The skill needs to be a short, small AoE burst stability. Skill should really look like:
Cast Time: Instant
Energy Cost: 20 – 35
Targets: 3 – 5
Stacks: 1 – 5
Duration: 3 – 6s
Radius: 300 – 600
With the values being changed within those ranges to create proper balance. I’m personally in favour of more stacks for a shorter duration on more targets for an average energy cost (3 stacks, 5s, 30 energy, 5s, 600 units)
Stunbreak would just be moved from RotGD and RotGD made instant cast.
Bam, Jalis fixed as a legend. Was that so hard?
Don’t worry, they’ll get to it in a couple of years, after they get done with the various nerfs and PvP amulet removals. I mean bug fixes aren’t that high a priority.
Don’t forget the Tooltip changes!
Maybe I’m overreacting but I think it’s pretty poor form that this major, weapon-breaking bug is STILL not fixed now that leagues are hitting.
Revenant doesn’t exactly have a lot of choices for weapons. We’re heavily limited to what we can use and when one of our weapons isn’t calculating damage correctly in addition to half the skills actually being mechanically bugged (Precision Strike hitting random objects, Unrelenting Assault hitting random objects, etc) this comes fairly close to killing the weapon and pigeon holing us.
I know the team is likely busy with other things, but come on. Revenant has had multiple bugs since beta, we have a master thread for them, but we haven’t had even close to a response yet.
Please address this soon, we shouldn’t have to wait 3 months for the class to actually be fixed.
I’ll be totally honest, I don’t WvW anywhere near as much as I used to. I used to be in there almost every single day fighting the good fight, but these days I just can’t bring myself to do it. Zerg combat is simply just unfun now.
Stability and Crowd Control need an overhaul in WvW to make combat fun again. It’s the heart of the problem.
A lot of people are calling for an un-nerf of stability and while I’d personally love to see that happen, I don’t think it will. What I propose is a middle-ground that has been mentioned previously.
Introduce a very small ICD on stability stacks. This would mean that every stack was worth an actual amount of time you’re immune to CC after it being stripped. This would prevent being absolutely blasted by a zerg, losing all your stability and being stunlocked into oblivion.
The time I’m personally in favour of is 0.5s, maybe up to 1s. This would mean that a full amount of stability, 25 stacks, would result in around 12.5s of CC immunity, assuming you can actually hold the stability up for that long. While this might seem like a lot, it’s fairly tricky to attain that much stability with the current balance and we’d be looking at closer to 2.5 – 5s of immunity in bursts. This would also encourage groups not to just blow their entire load the second they get started, it’d encourage tactics and planning.
Crowd Control Overhaul
What I’m proposing isn’t so much a CC overhaul, as much as it is bringing a few problem skills in-line with the rest of the game. Most skills have an actual target limit. This is what allows WvW to function the way it does, however, there is a small number of skills that do not work this way.
Static Field, Unsteady Ground, Line of Warding and other similar skills have no target cap. 100 players can run at one of these things and every single player loses a stack, whereas a skill like Charge of Mists (a bit broken in itself) will still only effect 3 players with each hit. It has a target cap.
I propose adding a cap to these skills. 5 targets or “charges” on the skill. After the charges are used, the skill disappears. This is no different to every other skill in the game. Adding this skill would allow for more tactical planning of CCs, instead of just blasting an incoming zerg with a couple of statics and stripping every single stack of stability on the entire zerg.
These two changes, in my opinion, would be completely game changing and could be the first step in bringing back the melee-meta that many of us loved. Yes, there is other issues that result in the current pirate-ship meta, but again, this could be a healthy step in the right direction, allowing for better counter-play and varied compositions. I can see no reason not to add these changes, as their effects on other areas of the game would be practically non-existent, so ArenaNet wont even have to separate the skills/buffs.
Regardless if this or something similar gets implemented or not, ArenaNet needs to remember that an Overhaul to WvW is not just about it’s overarching mechanics. It’s about the little bits like class balance and combat. These are the nitty gritty parts that are going to be the difference between success and failure. The combat is a huge element of what makes WvW fun and if it isn’t addressed, then any overhaul will fall flat on it’s face.