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Unrelenting Assault

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Posted by: BlackDevil.9268

BlackDevil.9268

Comparing classes. Classic.

Upcoming Revenant changes for BWE3

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BlackDevil.9268

I feel like these changes do not address the issue Revenants have with conditions. Still no help for other legends, if you do not slot Mallyx then you just die to any condition burst.

Well.. Ventari has some nice condi removal too now and if staff 4 actually removes conditions properly you should have better condition removal than some other classes have on pretty much any build. I just wish they would make the ICD on Eluding nullification much lower (+/-2) so ventari would become more apealing to use instead of mallyx or maybe even instead of glint with more heal and condi removal support instead of boons.

Sorry I should have been a bit more clear.. this is from the perspective of a WvW roamer. Since I feel as if I cannot realistically use Ventari roaming, I am reduced to either using Mallyx and running a condi build, or running the risk of flat out losing to any condition based enemy on a power build using either Shiro/Jalis(preferred) or Shiro/Glint. The latter has literally no condi clear outside of traits and staff #4, and any runes or sigils you are using.

Well, as roamer you should just be fine handling conditions. Not only can you easily escape as shiro power roamer by teleporting to mobs which doesn’t gives condi builds a chance to kill you, but you can easily cleanse or negate conditions with that spec. The herald heal only already just straight up gives you enough sustain to deal lots of damage while the enemy just condi spiked you. If you would go with jalis you have -20% dmg on conditions and a 3 condition removal on the heal.

That being said, revenants weakness are conditions. This has been confirmed by arenanet themselves. So it’s pretty easy to lack condition removal. Yet, rev does still have quite a lot condition removal compared to engineer or mesmer so I don’t really see the problem.

Edit: You can easily win from condition specs on a power build. Especially if you keep them CC’ed. Though in totally balanced situation, the condition spec should win anyway since that’s most of the time more 1v1 based. I guess revenant is just not such a good roamer then.
Game will never be balanced on WvW roaming anyway. If it would, you wouldnt see all this aids running around.

(edited by BlackDevil.9268)

Upcoming Revenant changes for BWE3

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BlackDevil.9268

- Skill that removes all boons on Mallyx and sends their inverse condition to all enemies within a radius (a true corruption, using his own boons rather than theirs)…I like this one as it seems a very demon-y thing to do “bah, I don’t need boons, but I can corrupt them into a weapon (evil laugh)!”

Immagine the sinergy with Glint wink wink

The problem is, I don’t bring Glint and now what? Revenant has poor access to pretty much any boon aside from might and fury maybe, outside of Glint.

Also, pretty much none of own boons converted this way would bring any damage (Regeneration brings Poison). You’d need Vigor, better access to Retaliation, Aegis.

And converting all that pulsing/on dodge Stability would make a mobile fearbot.

Well… What do you bring else? Jalis? Cause with jalis you probably wanna go pack runes if you’re solo. So that’s already 3 boons. Then you also have traits and the heal for retaliation and you might have stability and/or protection sometimes. So even if you dont get to have all boons at good duration, you still can have good boon upkeep.

Even if you go without pack runes you can get swiftness with jalis and fury via traits. Only thing missing is might.

For ventari same thing but instead of swiftness you can have lots of regen.

Edit: well… I guess the fear could be a problem.

(edited by BlackDevil.9268)

Upcoming Revenant changes for BWE3

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BlackDevil.9268

I feel like these changes do not address the issue Revenants have with conditions. Still no help for other legends, if you do not slot Mallyx then you just die to any condition burst.

Well.. Ventari has some nice condi removal too now and if staff 4 actually removes conditions properly you should have better condition removal than some other classes have on pretty much any build. I just wish they would make the ICD on Eluding nullification much lower (+/-2) so ventari would become more apealing to use instead of mallyx or maybe even instead of glint with more heal and condi removal support instead of boons.

Upcoming Revenant changes for BWE3

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BlackDevil.9268

^
Oh, yes please!

Upcoming Revenant changes for BWE3

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Posted by: BlackDevil.9268

BlackDevil.9268

“Sword
For sword, there were some minor tweaks. Precision Strike was made a whirl finisher because it made sense as your character is spinning around, plus the skill needed a bit of help.
Unrelenting Assault was a bit strong after the last set of changes so I slightly increased the recharge to have a lower window between evade times.

Precision Strike: This skill is now a whirl finisher.

Unrelenting Assault: Increased the recharge from 10 seconds to 12 seconds. Fixed a bug so that this skill will more report damage as a multi-hit skill allowing it to stack up damage per target rather than displaying each instance of damage individually.
Staff"
_________________________________________________________________
Unrelenting Assault is bugged so if the rev uses it and someone teleports/charges away from them it still follows them no matter the distance they go. Please fix this its ridiculous.

That’s not a bug, that’s just how the skill works. So either don’t blink or use massive movement skills if you wanna survive during this skill or do use it, but instead of being kittened by it bring him to your allies and kill him afterwards. Revenant doesnt have such good escape abilities so the counterplay can be pretty huge.

Upcoming Revenant changes for BWE3

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BlackDevil.9268

Some things to note:

  • The recharge for unyielding anguish was a remnant of an old change and wasn’t supposed to be there. This skill shouldn’t have a recharge and I’m thinking about lowering the energy cost from 35 to 30 to make it more usable as mobility and condition application. It also should be applying 5 seconds of torment instead of 4.
  • Embrace the Darkness now applies a lot of torment in an area, twice as much as before. I’m looking at adjusting the cast time or upkeep cost for it to make it a bit more in line with the new functionality.
  • Since corruption and mallyx is all about being the master of torment and being pushed more that route, I’m playing around with an idea I wanted to run by all of you. Torment is less valued in stationary fights due to the way torment functions. Since torment is the main damaging condition for Revenant, I’ve been thinking about adding functionality to a trait or maybe changing the minor 2 in corruption to increase the base damage torment does while not moving while not increasing the while moving damage to help it become more of a viable option in all areas of the game. What do you all think?

Eventhough I agree on the change on unyielding anguish, I don’t seem to understand how a poor 600 leap which also makes you stuck for a little while when landing is something you can call a movement skill. This should either be just a clean leap with higher speed than normal (such as sword leap of warrior) and no immobilizing effect at the end or have it’s functionality be the same but with a longer range of +/- 900.
600 leap just doesn’t bring much to the table.

As for embrace the darkness: The statt increasement could also always be increased to 15 or maybe 20%, or might have another pusling effect besides torment on it such as giving resistance to nearby allies, poison nearby foes or chilling them. I don’t think the elite should have a lower upkeep just because it’s weaker. Elite’s are supposed to be strong, but with a high cost. If you lower the upkeep it’s just another utility skill.

A trait that gives torment more damage while not moving seems rather pointless. The condition needs counterplay and if you remove that because of a trait it just makes things lame. Rather have the ‘’on movement’’ damage be increased by 25% so the counterplay remains in te game, but the punishment for moving is bigger.

Edit: Since the release of herald I really like the idea of upkeep skill that also have an effect when they are released. Maybe there could be some aoe effect around you to unleash the anger you have build up during Embrace the Darkness based on the time you have spent in that form.

(edited by BlackDevil.9268)

Taking the "Utility" out of "Utility Skills"

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BlackDevil.9268

+1

I have never thought about this since I already thought the profession was very fun to play with, though this sounds like it could improve the quality of life/fun of the revenant a lot. While basically every profession can pick out of many more skills, it can also be fun switching them up eventhough they aren’t the best or maybe just switch them up based on the mode you’re playing. This can’t be done with revenant. I can imagine being bored or annoyed quite fast when you just have to deal with the same utilites over and over.

RIP Demon Lord Mallyx

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BlackDevil.9268

the class is already “unique”.
revenant is legend and energy management, not mallyx, nor unyelding anguish.

I’m not saying I don’t agree on the fact that this is a nerf. However I’ll wait and see how it plays out in BW3 before crying.

Come on, how many threads on this mallyx “nerf”? And nobody had the chance to play it.

Well, condi rev was strong but not OP or gamebreaking. By totally removing the thing that allowed it to be so strong without buffing anything (besides a little extra poison in the traits), it’s pretty safe to say it’s just another condition build with conditions only being applied through the users output. And yes, while theres a GM trait that does the same still exists, this is not able to time and just is ’’another’’ condi pressure skill. Especially since its only 3 seconds.

Unyielding Anquish and why it was nerfed

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BlackDevil.9268

The displacement was just a weird and kinda buggy mechanic. I honestly like the current change except that a leap of a mere 600 units isn’t something I would call a leap. If this would be 900 it would be so much easier to get and stay with your target as condi rev.

RIP Demon Lord Mallyx

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BlackDevil.9268

Unyielding Anguish should just get it’s range increased to smthing like 900 to actually work like a leap and not just a shady AoE chill. That would actually be some good compensation for the rework.
As for Embrace the Darkness: it could’ve been nerfed on so many other ways. Just removing it seems such poor balancing. RIP balancing.

My [big] Revenant Feedback BWE2

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BlackDevil.9268

Traits:

Herald:

  • Bolster Fortifications doesn’t fit with the herald healing at all so I don’t see why this is in the herald line. It pretty much reduces the healing gain by 33%. It’s a nice trait with ventari, so this could need a change.

Salvation:

  • Disarming Riposte seems pretty useless and needs some serious icd-reduction (10sec or so) to be noticeable.
  • Nourishing Roots needs it’s regen duration be increased to 3 seconds base or just changed to a -10% damage reduction when being near the tablet to up to 5 allies.
  • Tranquil Benediction is not worth picking and would need might of 3 seconds added to it or a 1second duration protection or fury added to be worth.
  • Eluding Nullification’s ICD is way too long and should be around 2 seconds to prevent people from double dodging, but still having that nice condition removal on dodge with certainty. Currently 10 sec is just way too random.

Retribution:

  • Improved Aggression: Pve Trait, might be useful with HoT content? Currently isn’t useful as far as I’m concerned anywhere.
  • Steadfast Rejuvenation is a pretty boring grandmaster trait and totally not impressive. Should get a buff in my opinion. Maybe +5 energy added to it or the healing increased/ AoE.

Invocation:

  • Charged Mist is too hard to use imo. Rather have it that it gives might when you use a skill above 50 energy and not just when it drops below 50.
  • Cruel Repercussion is a bit of a wierd trait for the revenant as you dont really have a hard single hitting skill besides maybe something on hammer or staff 2. Though even if you notice a skill has been negated, you already used the buff due the fast attacking of the revenant. I would rather have the buff apply 3 times 25% and maybe even have a lower ICD.

Devastation:

  • Malicious Reprisal is just horrible since the icd is way too long and (havent tested this but thought by logic) if it procs with aegis its useless.
  • Nefarious Momentum is kinda unnoticeable since you dont and cant really use many shiro stance skills. the might stacks per skill could be increased but I highly doubt if that will increase the quality of the trait.
  • Dismantle Fortifications is not worth it compared to the other grandmasters in devastation. The only skill that reslly benifits from this trait is Surge of the Mist which is fairly easy to dodge and hard to hit all 9 times. My addition to this trait would be to gain 1 stack of stability for 6 seconds when succesfully removing a stack of stability (5 sec icd). The current effect would still be without icd.

(edited by BlackDevil.9268)

My [big] Revenant Feedback BWE2

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BlackDevil.9268

Healings.. healings… and more.. projectile blocks? Yep: Ventari:
This legend… One word: Static!. This tablet annoys me so much. It just feels like I have to rush to an appointment while still having to let the dogs out. You’re just trying to drag your dogs with you to speed up the walking cause they’re so slow at those times. This feeling is so annoying to experiene, especially in a game! The speed of the ventari tablet should be increased 1.5x of what it is currently and it’s cost should be reduced to 5 energy. With the constant spamming of the tablet I just feel like I can’t use any other skills.

* Protective Solace: I find this a very boring skill but honestly I don’t see what it else could become. I guess it could need a slight increase in radius? So many projectile blocks already for revenant, it’s just another one that costs a lot energy. Maybe the active could become something like ’’burst out a wave of healing based on the amount of projectiles absorbed. or: burst out a wave of healing based on the amount of seconds you kept up the skill. or Collapse the protective barrier, creating a water field for the duration you kept up the barier.

* Natural Harmony: Nice healing, wouldn’t change much about this besides maybe the energy cost to reduced to 20, but that would make it very strong when used with lots of healing power.

* Purifying Essence: Oh my… the energy cost is over the top. I can imagine it being 25, but 35 is insane. Give it a 3 seconds ICD, reduce the casting time to 0,5s and make it 25 energy cost. That way you wont be out of energy instantly after using this skill.

* Energy Expulsion: Reduce casting time to 1.25 seconds like with jalis. 2 seconds is way too long.

Ring of fire? Here, have your 12 stacks burning annoying eles! Mallyx time:
This is such nice legend. When played correctly you can make such big difference in team fights. While in 1v1 it isn’t the greatest it can still do nice on-point pressure with the ‘’o-so annoying ring’‘.
I don’t have many changes for this legend apart from a few:

  • Pain Absorption could maybe get a slight energy reduction to 30 energy.
  • Unyielding Anguish should remove 1 stack of stability every second instead of ignoring it.

Alright, that were the legends. Let’s move over to the weapons and traits:
Staff:

  • Auto attack is fine
  • #2: Both attacks are too slow. Casting time should be reduced by at least 1/2. A daze of 0,5 second which costs 1.75 sec to cast at least is just not worth.
  • #3 is totally fine but could maybe be nerfed slightly to 1.5 sec block instead of 2 as the casting time is also 1.5?
  • #4 seems bugged? At least it doesn’t always remove conditions from yourself, unless this is intended and only used to cleanse allies.
  • #5 is amazing and totally gives a reason to use this weapon.

Hammer

  • Auto attack is still not worth using and instead you will just end up spamming 2 and 3. Damage across the weapon should be balanced more.
  • #2 seemed to do way too much damage in WvW and could maybe use a damage reduction or cooldown increase
  • #3 is still very slow and could use a casting time decrease
  • #4 could also use a casting time decrease. I still don’t see the reason for a 0,75 seconds projectile block unless you fight a projectile-heavy spec. But that’s just rather preventing someone to use a skill, than landing the skill. aka it doesn’t promote skilled projectile blocking but rather just spamming it.
  • #5 Blegh so slow. People that can’t dodge this are either already cc’ed or just very slow on their reaction… Reduce casting time to 1.25 please.

Sword:

  • #1 auto attack is fine.
  • #2 range could be increased to 600.
  • #3 This skill should be increased in it’s speed honestly. 2 seconds evade is just adding up to the massive amount of evades and blocks revenant already has. If this skill is a bit faster it will deal a bit more damage over time, but at least the survivability will be reduced. Though damage could also be nerfed slightly, but I prefer not to as confusion and retaliation already are pretty good counters to this skill.
  • #4 Just another block with a pretty clunky immobilize. Maybe increase range of immobilize to 450?
  • #5 Still feels akward to use and damage doesn’t seem that amazing. Maybe decrease CD to 12 seconds to make it more in line with axe which is also a 15 seconds CD but aoe stun.

Mace:

  • #1 auto attack is alright
  • #2 still feels a bit akward sometimes but due it’s low cd it’s not that big of a deal to miss it. I still feel like the cd could need to be increased and the duration of the field so the punnish of missing, but also the reward for landing and ccing someone in it is bigger.
  • #3 nice skill with many options to use.

Axe:
Amazing weapon wouldn’t change anything besides having the temporal Rift be more reliable across hills and such.

Shield:
Bleh not really such a fan of this weapon.

  • #4 is decent but has a fairly long cooldown
  • #5 is very easy to break, has a long cooldown, energy cost is pretty high and it feels to me it should remove 1 condition per pulse to be worth using.

(edited by BlackDevil.9268)

My [big] Revenant Feedback BWE2

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Posted by: BlackDevil.9268

BlackDevil.9268

This is my feedback/rework on the revenant based on BWE 2.0. My main focus will be on sPvP and WvW as I’m not so experienced with PvE. Throughout the whole beta I’ve been playing around 15h of revenant and especially with the recent changes, gameplay has been really fun. Though of course it’s still a new class that needs balancing and a lot of skills but also traits need to be in-line with all others so you don’t pick a certain legend for one specific skill. I will go across the Legends first and after that I’ll discuss some minor problems with the weapons and traits.

The main spec I have played during the beta is:
http://gw2skills.net/editor/?vlAQNAW8nn3guNSuQ7JRboVlsP0rS4IaWJ4EdsklNFSNG5oHtBoAPwOgHchA-TZBGABeXGAhHAAAHBgDuIAps/AA

Though I have also tested a condition spec which also worked out nicely in certain situations.

I’ll start off with one of the biggest issues I currently have and that is the legend Jalis:
King jalis has one of the, if not the, best healing of the class. Combined with a very nice damage reduction upkeep skill, which also heals and works perfectly with Devastation trait line, it just doesn’t really add much besides that.

  • Inspiring Reinforcement, aka ‘’the road’‘, was decent, but I couldn’t believe what I saw in the BWE1 patch notes. While I found this skill was pretty terrible due the fact that it’s very slow with applying stability, it also made you very static that way. The only reason for using it was to stomp people. Now I do agree the duration of 6 seconds is a bit off the limit, while 1 second is just way too bad. My suggestion is to apply instant stability the moment you use the skill and have constant pulsing of short durations. Up the stability stacks to 3 seconds each instead of 1 and the skill should be good to go.
  • Forced Engagement: Well.. What can I say? A skill that requires as much energy as the elite and also has a fairly high chance of missing? No. thank. you. This skill is so basic it just needs a few adjustments. From what I was thinking, they made it cost so much because else people would spam it. So why not just increase the cooldown to 10 seconds, decrease the energy cost to 25 and voila, you got yourself a single target stun. (something revenants don’t got a lot of.)
    By the way, if you disagree with this: Think about how strong jade winds is and compare that to this skill.

I have no comments on vengeful hammers as I like how it is currently

  • Rite of the Great Dwarf: Honestly.. It’s just not that great. While -50% damage reduction is nice for your whole party, 5 seconds is just fairly short. Then again it’s also pretty easy to spot someone with the buff, the casting time is long and the stunbreak could probably be either transfered to ‘’the road’’ or ‘’the hammers’’ with such long casting time. Either make it a stun break and make it instant cast, or keep the 1.25 sec CS and add stability to the skill. This way revenant have some non-static way to apply stability, while sacrificing quite a lot energy for it. Obviously the stability should last around 5 seconds and apply at least 3-5 stacks.

I’m going to ontinue with my favorite legend: Shiro:

  • Enchanted Daggers: Shiro is very offensive and also has a great healing. Though this healing has some cons, as it doesnt have a big base heal. While this is totally fine, the damage part is where it is a bit too strong. The mass complaints about ‘’Unrelenting Assault’’ is probably caused by the fact that most revenants used this skill in combination with the shiro healing.
    This is also why I think the healing should be increased slightly with the base healing, while slightly reducing the damage done and healing done per stack of dagger.
  • Riposting Shadows: This skill is very nice but the energy cost feels slightly too high. 25 would be perfect.
  • Phase Traversal: How many times this skill saved me, but also made me possible to +1 fights very fast is impossible to count. This skill is so strong for it’s cost. The only problem I have is that it bugs out sometimes and that it still cost you energy. I do, though, think this skill deserves a slight nerf. My change would be: There should be no energy loss upon failing the skill, however: There should be a small cooldown of around 5 seconds so you can’t spam it like crazy. I’ve been able to port across maps faster than anyone is possible which seems pretty wierd for a heavy armor class. The skill should need some counterplay and not just let you faceroll to the other side of the map once you got a target. A small cd can easily solve this problem. (3 seconds could also do the job maybe already?)
  • Impossible Odds: Energy cost is so freaking high. Sure it gives 2 of the best buffs in the game, but -10 upkeep is gone in seconds. I’d suggest lowering this to -8.

Jade Winds is totally fine, nice elite with good enough reaction time to dodge. Might just need it’s casting time reduced slightly

Next up: Herald:
Oh my, how wonderful is this legend… right? The healing is great, the boon stacking and support is amazing, the elite not only looks sick but also does an amazing job… but what’s wrong with the reveal on Gaze of Darkness? I’m not sure if this is intended, but shouldn’t ’’reveal’’ also actually reveal people that are in stealth? It just seems like you need to predict when someone goes into stealth, you have to literally be next to them and use the skill. Either keep the mechanic as it currently is, but increase the radius to 600, or make it so people in stealth will go out of stealth when they gain the reveal debuff.

Another thing I dislike is the speed of Burst of Strength. This skill feels so slow and so skillshot based (which is a good thing cause that adds lots of counterplay to the skill) that it’s not really worth using. If you wanna use it to cleave someone out fast, it’s more useful to just spam 1 than using this skill at first. My suggestion would be to decrease the casting time to 0,5 seconds.

Though many experience this legend as the strongest right now, I think this is mainly due that people have to adapt to the healing which adds a big chunk to the strength of the legend. Apart from that the skills aren’t that impressive. Of course it can stack huge amount of boons, but hey, that’s the whole point of the legend. Though I do think the boons could be reduced to 2.75 or maybe even 2.5 seconds per boon due that you already get 15% boon duration as base, which should add up to 3 seconds. Along with this the might duration should be decreased to 12 seconds. All in all this will result in a slight nerf in the massive boon-stacking for yourself, though it keeps the boon support for your allies which I think is much more the concept of the legend.

Energy thought

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BlackDevil.9268

Revenant has quite a bit sustain so having a class that can instantly pull out a strong combo would be rather OP. I think it’s fairly good balanced. Some skills just need some adjustments with the energy cost to be rewarding enough to use or to even be able to use.

Suggestion for Dismantle Fortifications

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BlackDevil.9268

It’s only good with surge of the mist. So honestly, it’s not that impressive. Especially compared to the other 2 GM traits that increase your damage and/or sustain by a lot.
I was rather thinking to make it something like:
‘’Skills that disable foes remove an additional stack of stability (0 ICD). When you remove a stack of stability, you gain a stack of stability yourself for a short duration (4 seconds, 5 seconds ICD) ’’

Toughts?

Ventari - What do you think?

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BlackDevil.9268

The tablet needs to be much faster with the movement on #6.

When constantly on the move, along with the small radius of the healings, it requires you to spam #6 basically. This only already costs so much energy which makes it pretty akward to use any of the other skills, leaving you with literally no energy almost instantly. If the energy cost on 6, 8 and 9 would be reduced by 5, it would become much smoother already.

I also feel like the elite should be 1.25s CT just like the jalis. 2 seconds is so long. Literally anyone can dodge that.

As for the salvation traits:

  • Disarming Riposte is pretty kittenty and could seriously need the icd cut in half.
  • Eluding nulification should be much lower on icd. I understand having no ICD would cause people to double dodge in some situations which shouldn’t be rewarded to cleanse, but 10 seconds is just so long and causing it to be so random you cannot expect it to be any good. A 2 seconds ICD would make double dodging not rewarding but still making the trait worth picking.
  • Tranquil Benediction needs another boon such as might or a very short duration (1s) protection. These 2 boons are too easy to gain and non stacking, which makes it pretty not noticeable.

Unrelenting Assault is massively OP

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BlackDevil.9268

I think people are blaming the wrong skill. While it does quite a good job and could get a 2 seconds cd increase, I rather think that shiro’s healing skill Enchanted Daggers is a huge part of the problem. This skill deals quite frankly about 1/2 of the damage when used in combination. However, this is only in a 1v1 setting. If the base healing is increased of this skill, the damage and healing is nerfed slightly and unrelenting assault gets a minor cd increase, there literally shouldn’t be anything to blame on this skill. There are so many more skills that are strong in 1v1’s but much worse in team fights. People should just learn to counter/handle it, like with any new strong skill.

How do you counter sword 3?

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BlackDevil.9268

Shocking aura, be near allies, teleport to allies so you drag him into death, retaliation, torment. Hell, dodging once already neglects 40% of the damage. It surely is a strong skill that could need some cd increase, but it surely isn’t over the top.

Still lack of swiftness skill. The only class

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BlackDevil.9268

The title is slightly misleading since swiftness is not exactly mobility. While I agree certain legends needs some sort of mobility boost like centaur, which should honestly get a minor trait (Or baseline) granting 25% movement speed while being centaur, I don’t think the biggest issues for most specs will be swiftness. You could agruably also complain about the lack of might certain classes can stack compared to others, but as long as there’s no valid argument given it’s just as pointless as this thread.

So I’d like to know what the OP concerns are when talking about the short amount of movement speed. Because so far I don’t see jumping puzzles (which are made to do without any speed boost) as a big profession issue.

My [big] Revenant Rework

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BlackDevil.9268

In this post I’ll be talking about the Legendary Dwarf Stance King Jalis. This legend is probably filled with the best designed skills so far on the revenant, which in my opinion is quite sad since this legend still lacks quite a bit. I feel like this legend is very WvW based, but can still cause some nice plays around being solo.

King Jalis

  • #6 Soothing Stone : Good healing, nothing to change.
  • #7 Inspiring Reinforcement: Nice skill. Only thing I dislike is the speed of the path being thrown down, but can live with that.
  • #8 Forced Engagement: Pardon me? 50 energy is way too much for this skill. We’re talking about a 2 seconds stun that can be evaded quite easily, has a fairly long cooldown, is single target and pretty much does nothing besides that. You would need to have an ally being able to smash this person, because you’re literally out of energy after casting this skill unless you have been enjoying spamming 1 for the past 5-10 seconds. The energy cost needs to be reduced to 40, maybe even 35 and have a 0.25 casting time reduction.
  • #9 Vengeful Hammers: For a ranged legend this skill feels so wierd. It doesn’t really deal much damage and overall it just doesn’t do much actually. It’s not like an enemy is gonna back off for a bit till you have put your swinging hammers on the ground. I would probably add a low duration cripple on it and increase the radius to 240 so you can run away and hit your enemy while he tries to get to you. This should help ranged specs a bit with the survival but also makes it easier to land your attacks on hammer, easier to keep your enemy closer with you in your fire field on your mace and easier to keep them with you so you can get your staff auto attacks off.
  • #0 Elite: The description needs to be a lot clearer and it’s casting time could definitely get a reduction. 2.75 seconds is so easy to interrupt and once that happens it’s pretty much GG because your energy should be super gone. I’d suggest somewhere around 1.5 seconds. The reason I leave this skill a bit like it is, is because I’m not 100% sure what it actually does and how it actually works. This is mainly cause of the bad description.

(edited by BlackDevil.9268)

My [big] Revenant Rework

in Revenant

Posted by: BlackDevil.9268

BlackDevil.9268

This is my third feedback post about the current revenant and in this post I’ll be discussing the pro’s and cons of the mace and axe and about the legendary demon stance Mallyx.

You can find my feedback about hammer in my first post and feedback about staff and ventari in my second post.

Mace-Axe and mallyx are condition based. They’re all about close-mid range and like to cause a lot of chaos on the field. Though this sounds strong, it does lack some survivability and harassment.

Mace:

  • #1 The auto attack is strong but could need some improvements on the base damage and scaling as it’s fairly weak with a power spec. The chaining effect on #3 could also need some improvement by making it a bounce skill instead of chainging towards targets right
    behind them as it’s pretty unreliable.
  • #2 I don’t know what I find worse: The immense long casting time or the poor range of the skill. Since when is 480 a thing? This skill needs to be much faster on activation time (0,5 seconds) or be 600 units range. Either way it also needs a buff on the burning. Increase the burning to 2 burning ticks instead of 1. With the current damage modifier on burning this skill certainly needs a big buff. Another thing I’d like to change to this skill is the cd and the duration of the field. It doesn’t feel like it can be combined with stuns or immobilizes too much due the short duration. Increase the cooldown to 8 seconds and increase the time of the field to 6 seconds.
  • #3 The skill is… decent. It surely looks better than it is in practice. The blast finishers can be counted as 1, unless you are blasting a big field like healing rain of elementalist. Other than that it does weak damage and… well.. nothing else. I’d suggest this skill to cause stun on hit. ( 1 second per hit)

Axe:

  • #4 Nice skill, but it seems bugged as the final damage is not added into the game it seems. Fix this bug and immobilize the final target while still chilling targets passing through. This opens up a lot more synergy between skills.
  • #5 Increase width to 360, Other than that it seems fine.

Mallyx:

  • #6 Remove the self weakness or instead of healing for more conditions on you, heal more per condition transfered to an enemy. Like this the heal becomes offensive and allows you to to harass players more, though it makes the heal slightly weaker once you have no enemies around you to target. Give it 600 units range.
  • #7 Pain Absorption: Reduce energy cost to 25 so you’re not bursting all your energy in 1 skill. It’s not even cleansing the conditions and might even hurt you more than it helps you or your allies. Not only that but it only transfers 1 condition. Might aswell make that 3 conditions and increase the self-resistance per condition by 1 second. Like that you can actually build up some decent resistance.
  • #8 Banish Enchantment: Good skill. Might increase boon removal to 3.
  • #9 Unyielding Anguish: Can’t synergize this skill with anything currently as far as I’m concerned at least. Though the skill is good, but the self-cripple needs to be removed. This negates all disengage possibility with the profession.
  • # Elite is fine.

(edited by BlackDevil.9268)

My [big] Revenant Rework

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Posted by: BlackDevil.9268

BlackDevil.9268

In this post I’ll be talking about staff and it’s lacklusters. You can find my feedback about hammer in my previous post.

Staff is designed as a very supportive weapon with some new mechanics for healing. Though the skills are pretty lackluster on what they do.

Staff:

  • #1: The auto attack is nice but feels slow and weak in damage. The scaling on power could be improved and the casting time overall could need a small improvement of 0,25 seconds.
  • #2 Honestly the worst skill on the weapon, if not the worst and boring skill in game right now. The first part makes no sense. The damage is very poor and the casting time is pretty long as it does nothing besides damage. The 2nd attack is also very bad as it’s casting time is very long, the damage is poor and the weakness is so short it’s not even worth casting it. In my opinion the first part should be removed or the second part should give a 5 seconds weakness and protection around you for 5 seconds. In both cases the casting time should be 0,5-0,75 seconds for both skills.
  • #3 Wait… Block and blind at once? What’s the point of that? Rather make it so you heal yourself and your allies for each block you get and remove the blind part or give blind to the enemy every time you block an attack of them. That way you can stand near an ally and blind 1/2 of their aoe attacks.
  • #4 This skill should be able to cast during running and have it’s energy cost be reduced to 10. With such high cooldown it shouldn’t also have such high energy cost. Increase the radius to 600 too. I understand the ventari is based on short range heals, but with the current mobility the range surely needs to be improved as your ally is most likely already dead before you can even get to him to heal him.
  • #5 Good skill. No changes here.

I’ll continue with ventari as this legend is pretty bound to have with staff.It’s a very supportive legend and I like it a lot. The heals aren’t instant so you will need to look at your health bar constantly and due the fact that it doesn’t really have one skill that burst heals you for 5-6k it certainly requires you to keep your health high all the time for possible burst. My biggest issue on this legend is the synergy between skills and the energy management of certain skills.

Ventari:

  • Ventari’s tablet (project tranquility + ventari’s will): I love the tablet, but sometimes it just annoys me how bound I am to keep spamming 6 and not being able to do anything else. While the healing is very nice I don’t feel like pressing anything else besides natural harmony and very sometimes protective solance for some projectile absorbtion. This skill shouldn’t have a casting time. It should work with all other skills and be able to move during your casting. This certainly still requires you to spam 6, but during this you can do all other skills. Along with this the speed the tablet moves needs to be increased by 33%, it’s range needs to be increased to 1200 units, it should have a slightly longer cooldown (4 seconds) and along with the higher cooldown it should have a 25% healing increase. This should make it work much smoother and less bound to spamming 6 and have it’s energy cost go down by just keeping it with you.
  • Protective Solace: Increase radius to 300. 240 is way too small. Other than that it’s a fun skill.
  • Natural Harmony: Amazing skill and has great synergy with the tablet skill. No changes here.
  • Ourifying essence: This skill should work like natural harmony but with 1 second delay instead of 2 seconds and it should have 25 energy cost. After all, it heals much less than natural harmony even with all condition removed and it only heals once it removes conditions. I honestly feel like I’m lacking so much energy while playing ventari. I’ll be healing allies, but once I need to strip conditions I don’t have enough energy to strip them. Maybe also give resistance to the allies once you strip 3 conditions off them. Like this you can prevent a condition burst on your ally giving great support what currently is not in the game yet.
  • Elite – Energy Expulsion: With my changes on the tablet, the tablet should be able to move while casting this making it an exploding moving tablet, which is much less obvious than it is now and much more skilled based. Along with this the casting time could need a reduction to 1.5 seconds as the energy cost is already very high.

(edited by BlackDevil.9268)

My [big] Revenant Rework

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Posted by: BlackDevil.9268

BlackDevil.9268

This is my (quite long) feedback on the revenant currently. The main problem with the profession in my opinion is the mobility, casting time and energy management.

I’ll start off with my most annoying thing about the revenant: The casting time. Some skills are just too easy to dodge due the animation combined with the casting time such as hammer #5. Other skills are just too slow for it’s damage and almost any burst will negate you to counterburst due the slowness and just makes you instalose the fight due no mobility. This is a big issue on the hammer skills.

Hammer:

  • #1 Auto attack is soooo slow. I almost feel like i’m tickling people by spamming 1. Whereas mesmer has good auto attack support, hammer just totally lacks on this part. This is due that the hammer attacks are not well designed for PvP. I feel like they work like mesmer attacks due the piercing, but deal a lot less damage, are slower and hit less time resulting in less ‘’crit sigil’’ procs. This all adds up into a very weak auto attack.
    My suggestion: Reduce the casting time to 0,5 seconds. This skill should have it’s casting time by traveling, not by casting it.
  • #2 With such low cooldown and energy usage there’s almost no reason to not use this skill if it’s not on cooldown. Meaning it almost replaces the auto attack. While I absolutely hate how much certain skills cost of energy, this skill surely could be improved. Sadly there’s no CC effect that knock enemies up in the air, so I’d say: increase the cooldown to 6 seconds, increase the energy cost to 10, give every pulse a stun that increases it’s duration (0.5 – 1 – 1.5) with range and reduce the casting time to 0.25 seconds. This skill should have it’s casting time by traveling to the enemy, not by casting it.
  • #3 This skill is nice, but lacks some things. For example it causes you to eat all damage on the way and it’s very slow while it’s effects aren’t that amazing. In general the skill needs an evade during the cast so you don’t eat all damage on the way. This skill can be made into 2 things imo:
    1. Allow skills be casted during the cast of phase smash. Like this you can combo it with other skills to create very long casting skills and with it’s cooldown this opens up the possibility to make skilled combo’s. Along with this the casting time needs a reduction to 0,75-1 second.
    Or:
    2. Reduce the casting time to 0,25 seconds and make it so you actually leap to the place and stay there, rather than leaping back. Cause chill on the starting spot of the leap, cause blast on the end and remove 1 condition.
  • #4 The casting time… oh my… The absorb field feels a little bit buggy on the edges and it seems like you actually have to exactly face the enemy to block the projectiles. Honestly this skill should either be instant, or have a 0,25 seconds casting time. Like this you can react to certain skills much easier and combine it with the auto attack much better to life steal.
  • #5 Well here we go again… Casting time: Once npc’s can side step your stuns you can be pretty sure something isn’t working as it should. The casting time should be around 0,75 seconds, the hammer drop down should require 0,5 seconds making the skill go 0,5 seconds faster and being able to cast during the hammer drop down time. Like this you can combine this skill with #2 much better and makes it a little bit harder to dodge since currently it can even be side stepped so easily.

(edited by BlackDevil.9268)

And yet another Mesmer nerf

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Posted by: BlackDevil.9268

BlackDevil.9268

Wanted to clear something up:

Power Block had its damage unintentionally increased with the 6/23 release. The reduction wasn’t a “nerf” – it was a bug fix. It still does the same damage it did before the 6/23 release.

As for Maimed, we wanted to address it before the build went out but we ran out of time. I agree that it would have been better to have adjusted it before you guys got your hands on the new build, but there just wasn’t time. Sorry about this.

For staff cd trait – conditional recharge is something new we’re trying out. The high cd reduction uptime that we were seeing right out of the gate wasn’t something we felt comfortable with. If it feels really weak after this we’ll come back to it and look at it again.

Anyways, as Peters said, we’re keeping a really close eye on everything right now and things will definitely continue to shift as we discover and evaluate how things take shape across the game.

Hope that addresses a few of your questions.

Night!

Honestly I, and probably the majority of the community, think that fixing bugs should be number 1 priority. I can understand for that fact why the PB damage has been reduced, but I honestly don’t feel like it’s the right time to start balancing already. Like you said yourself on the PvP section already: patch been live just a few hours, maybe a few days by now. It’s seriously too early to tell if a trait is too strong or not unless it’s absolutely outstanding. You don’t nerf a skill by 250% and then only watch if it’s too weak. Of course it’s too weak. There’s literally no reason for anyone to start focusing on getting chaos armor currently specifically, while it was a thing before the nerf. Your playstyle would be different from builds without the trait. While now it’s just straight up a bonus, but nothing you can work with a lot.

Maybe instead of nerfing everything into the ground and then buffing it 2 years later because it felt weak, start nerfing skills step by step. One way to ruin your community and unleash the devil on the forum is by the way Arenanet has been nerfing and buffing skills. Too slow and too big changes per step.

P.s.
All I see are positive bug fixes at all other classes while Mesmer has plenty too. Might consider fixing those too if you start nerfing also.

Mesmer Rune Bug

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Posted by: BlackDevil.9268

BlackDevil.9268

The 6 mesmer rune (+33% daze duration) is bugged.
It decreases daze duration, instead of increasing it.

Can Arena hold WvW GvG's ??

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Posted by: BlackDevil.9268

BlackDevil.9268

Ineptitute ICD

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Posted by: BlackDevil.9268

BlackDevil.9268

Shatter blinds now too (Dueling Major), we will cause soooo much blind after the update – its worrying actually.

That’s just 1 blind per shatter… 1 confusion is not gonna bring much more to the table.
Cause what are you gonna choose rather:
Blind on shatter + 10 sec icd per target blind on block/evade + confusion on blind
or
1.5 sec reflect on dodge + 15% faster scepter attacks + 20% faster recharge scepter skills

I would rather choose #2 unless the blind radius around you with shatter is big enough to actually cause it on more than 1 target even if you don’t hit the shatter on those targets. (around 600 radius )

Guild halls arena

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Posted by: BlackDevil.9268

BlackDevil.9268

There are custom arenas and unranked queue for that.

That’s a lot of extra money. You have to buy the CA, then pay for it every day. If you want to test builds against friends/guildmates or have a 1v1 or 2v2 tournament with your guild the guild arena is a much better place for that than Forest.

As of now there is absolutely no reason for PvP guilds to own a GH and that’s sad.

Well, since you have to do PvE for it and it most likely will be on large scale to do so, I don’t see why 5 man PvP teams would even want a guildhall. And honestly, every team has a CA already or has access to other CA’s.

Ineptitute ICD

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Posted by: BlackDevil.9268

BlackDevil.9268

By the looks of it only the blind. They said you would be able to stack massive amount of confusion with this trait with the amount of blinds you have as mesmer. (Which I kinda disagree on but oh well.)

Chronomancer compared to other specialisation

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Posted by: BlackDevil.9268

BlackDevil.9268

but the tradeoff we do have (sacrificing a traitline for the Chronomancer tree) is still significant

that’s the same tradeoff every other elite specialisation has too. Chronomancer has less tradeoffs than any other elite specialisation by keeping f1-4 and getting f5 additionaly.

Also, this new traitline gives something useful for most builds and the f5 is useful for every build, maybe stronger in some than in others, but in any case it’s very very strong.

I would go as far as saying that continuum split is THE most valuable skill in the game simply because it allows you do double cast any other skill (and even multiple skills) you want to, and in addition to that resets your HP back to the initial cast point.

So yes, i think the tradeoff you have to make in order to get access to continuum split is IMO way too low for most builds and even non-existant for some builds. While all other elite specialisations (so far) always have a clear tradeoff. The amount of new weapon skills we get is completely unrelevant for this.

So what you’re saying is that chronomancer is so strong it’s mandatory for every mesmer build once it has been released, meaning every mesmer is almost forced to buy the expansion resulting into more money for arenanet?

What were you supposed to get out of this thread? Not even all elite specs has been released, let alone the balancing, let alone the actual in game experience of the elite specs. By the looks of it, you’re having a delayed rage on a skill you find OP. These kind of threads are usually being made within 1 hour after the release, not after 1.5month.

@TyPin.9860 there is very little counterplay to continuum shift. even in the worst case scenario where you acomplish nothin while in continuum shift because your enemy blocks/evades/stuns you or whatever, you still lured those cooldowns out of them which you couldn’t have done without the f5. Either way, the f5 is a flat buff upgrade, be it super strong or only somewhat strong doesn’t matter. The point is them getting a flat upgrade instead of a replace like the other elite specialisations.

That’s also bullkitten. The cooldown, as they said, will be amazingly high. You’re giving up illusions you could’ve shattered otherwise and you only have a short time to handle. On the minimap there will even be an item you can destroy to get the mesmer out of the form and get teleported back to that spot. Like that you can just get the mesmer completely off-guard. There’s enough cons and counterplay to the skill for what it does and it’s surely something that makes up for the kittenty wells and lack of new skills we get.

(edited by BlackDevil.9268)

Guild vs. Guild confirmed!

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Posted by: BlackDevil.9268

BlackDevil.9268

Arenanet surely has been doing a great job communicating with DPS and it’s amazing they give such detailed answers already such as the size of the ring.
What they do have to understand though, is that the size is just not big enough. 3500 would do the job, but that’s a pretty big improvement. Sure it would be nice to have the size of OS, but that would be kinda unrealistic for a guild hall.

Size surely does matter for this fact and it should be #1 priority on changes for the arena. After that, they can look at things like a timer, spectator mode and ranking.

I don’t know about anyone else, but I wanted more like a Mini WvW type GvG. Kinda like that new stronghold map but with way more people. I mean the Arena brawl thing is cool and maybe we’ll get some interesting styles at a later date like “King of the Hill” that would be very fun. But what I was hoping for was a temporary mini WvW type map with balanced teams.

This is possible. You can pretty much do anything in the arena. It doesn’t force you to go with a specific number. You can even do it with your own guild alone.

IDK if im reading it right. But does it say its only 5v5?

There’s no limit on the arena, and if there was one it would probably come down to 100 or so.

Guild vs. Guild confirmed!

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Posted by: BlackDevil.9268

BlackDevil.9268

Guild vs. Guild confirmed!

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Posted by: BlackDevil.9268

BlackDevil.9268

I think it’s around 20-30% smaller than OS arena, just trying to look at player sizes gives me this impression. Maybe it’s because of no stairs on the sides just making it look like that, we will see…
Halls Arena: http://imgur.com/AqhJqKb,nqVXPvn,EhV0Wwg
OS Arena: http://imgur.com/IeFyqXJ,EEevbPc

No, it’s rather 20% of what OS is now. You’re being tricked by the spectator size. Just remove that with photoshop or paint and you’re be left with a tiny ring where max 10v10 can take place.
Honestly I’m not surprised if they screw it up on purpose. They just wanna give a big fat finger to the people trying to force GvG into the game, so they just add every deathmatch game mode with every number besides the requested one.

Signet of Humility

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Posted by: BlackDevil.9268

BlackDevil.9268

Moa is meta already so don’t see why you wouldn’t go for a better version of it.

Chronomancer compared to other specialisation

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Posted by: BlackDevil.9268

BlackDevil.9268

Maybe because mesmer get’s an off hand weapon, while the elite specs you have mentioned get a 2-h weapon. Not only that but f5 is just 1 extra skill, while the elite specs such as reaper get 4 new skills, though replace the current abilities. If they would’ve reworked f1-f4 I suppose you would have some argument, but as it currently stands it’s fair enough.

Guild vs. Guild confirmed!

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Posted by: BlackDevil.9268

BlackDevil.9268

it’s quite large. for sure u can do 15’s in there.

It just looks large as mentioned just a few posts above this in the video, though the inner central is only able to fight in. About only 1/2 of the terrain you see is being used for it. You can clearly see around the inner ring there’s some sort of ’’blur’’ effect which takes space and then you have the spectator ring which is also just for show.

Guild vs. Guild confirmed!

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Posted by: BlackDevil.9268

BlackDevil.9268

Wouldn’t call this GvG worthy.
It looks very small, maybe 1/4th of OS.
It can be decorated with walls and tower (I guess alright… If at least there would be enough space to play with)
It has traps, turrets and the terrain can be moved during the fight.

Of all the things they could screw up, they just had to do it with GvG. Supose it’s too hard to listen to the community…

They said you can customize the arena by adding things and going with that logic, you can take all the traps and walls away as well.

I suppose that could be possible and hopefully will work along with the lameness of some people to not screw up fights.

Arena still seems too small for a 20v20 or even 15v15. I expect it to be 10v10, but one can only hope..

Guild vs. Guild confirmed!

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Posted by: BlackDevil.9268

BlackDevil.9268

Wouldn’t call this GvG worthy.
It looks very small, maybe 1/4th of OS.
It can be decorated with walls and tower (I guess alright… If at least there would be enough space to play with)
It has traps, turrets and the terrain can be moved during the fight.

Of all the things they could screw up, they just had to do it with GvG. Supose it’s too hard to listen to the community…

X-packs should rly speed up a bit

in Guild Wars 2: Heart of Thorns

Posted by: BlackDevil.9268

BlackDevil.9268

Will everyone please stop treating stronghold like some big adddition? Seriously the “new game mode” is one spvp map. ONE.
In no way can that be considered “expansion worthy” when sitting right next to new WvW borderlands (new content equally big to old one), or Heart of Maguuma.

In spvp we have like….7 maps? Add 3 maps at least, and then we can talk about spvp getting an expansion. Right now we’re getting crumbs.

You mean aside from that it’s a new game mode with, most likely, having it’s own Go4/ESL? It’s not ’’just’’ 1 map. It’s a whole new game mode for PvP. I rather have 1 good game mode being added than 3 more boring conquest maps. There should only be 5 anyway since you’re not gonna do more than best of 5…

How exactly is it a new game mode? All they did was remove the circles you stand in… still has a 500 point cap, still has a 15 minute timer, still get the same points for killing other players, still get points for killing lord, still 5v5. It is legacy of the foefire with points for downing the gates. I was expecting this awesome new game mode but when I got there it was just legacy of the foefire with increased PvE and decreased PvP. It’s hardly expansion worthy. Maybe if they added 5-6 more maps or 2-3 new maps of an actual new game mode.

That’s like saying PvE is the same as PvP but instead of killing players you kill monsters. It’s a whole different game mode with a lot different role types. Apart from that it’s still in beta so things can change. The 15 minutes timer is only because arenanet wants ‘’fast paced’’ games, as they have stated themselves, and not because conquest has it too. They might even wanna adjust it due the critism they got on it.

Edit: The 500 points cap has a totally different meaning. They could’ve also just adjust it to 1000, but with the same result as it would have now. It’s just an easy mechanic for arenanet to give the boss points on killing. The could also just give you 1000 points on killing the boss with a 1000 points on victory win, though would still have the same result as with 500. The thing mostly is that you shouldn’t be able to reach 500 points without killing their boss beforehand anyway, so it’s not part of the game mode to reach 500 points as fast as possible like with conquest.

5v5 is the amount of people at any competitive game mode… There’s no reason for arenanet to increase or decrease it if they want to make it ESL worthy. I don’t even see why you would compare these 2 with eachother based on the amount of people.

Increased PvE? Because running to a point back and forth avoiding fights isn’t PvE? That’s how you could describe conquest. But hey, I know better than that and know in practice it doesn’t work like that. Just like how stronghold isn’t ‘’run back and forth with supplies and pve your way down to victory’‘. For the entire game mode you will have to PvP at all objectives. You don’t win the game by avoiding fights.

Like I said before: There’s no point in making new PvP maps. They’ve been there and done that and all the got is angry community.

(edited by BlackDevil.9268)

X-packs should rly speed up a bit

in Guild Wars 2: Heart of Thorns

Posted by: BlackDevil.9268

BlackDevil.9268

Will everyone please stop treating stronghold like some big adddition? Seriously the “new game mode” is one spvp map. ONE.
In no way can that be considered “expansion worthy” when sitting right next to new WvW borderlands (new content equally big to old one), or Heart of Maguuma.

In spvp we have like….7 maps? Add 3 maps at least, and then we can talk about spvp getting an expansion. Right now we’re getting crumbs.

You mean aside from that it’s a new game mode with, most likely, having it’s own Go4/ESL? It’s not ’’just’’ 1 map. It’s a whole new game mode for PvP. I rather have 1 good game mode being added than 3 more boring conquest maps. There should only be 5 anyway since you’re not gonna do more than best of 5…

No reveal this week?

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Posted by: BlackDevil.9268

BlackDevil.9268

Well… since the WTS finals are the 8th of August I suppose we will have to wait at least 2.5 more months till the expansion releases. So enough time for all releases.

(edited by BlackDevil.9268)

X-packs should rly speed up a bit

in Guild Wars 2: Heart of Thorns

Posted by: BlackDevil.9268

BlackDevil.9268

I don’t even consider this a ‘full’ expansion.

Expansion to me is new class, another playable race, new skills for all classes, and another FULL continent to explore.

HoT is giving us what 35% of that. Three years later…

You mean aside from a new pvp gameplay mode, new WvW maps and a totally reworked trait system? All I see is lacking is the least important which is a new playable race.

Inspiration "changed a bunch"

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BlackDevil.9268

Revenant - Jack of all Trades, Master of all

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Posted by: BlackDevil.9268

BlackDevil.9268

Ah my bad, my bad
I forgot there is absorpion and reflection. But that matters little in this instance. What matters is that with ventari specced reve you got 1 man mobile, projectile denial for a group of ppl, with very small downtime and ability to move with the group.

It’s ok to have mobile projectile denial, it’s ok to have it in a form of zone which protects party.
It’s NOT ok to have it just cost energy, meaning fast recharge, and it’s not ok that only revenant gets such option, while everyone else is for major part stuck with far inferior solutions.

If you think that’s not OP then here’s a challenge for you:
Think of stronghold and escorting doorbreakers to enemy gate. Now you find me a profession that will do equally good at the job (i won’t even ask for better) as jalis+ventari specced revenant.

Gosh I don’t know, maybe just kill the dude? CC him? If he stays in ventari he can’t even damage you. The most he can do is 1 knockback which should be fairly easy to dodge if you’re not standing right next to him. The only way he will be able to support the doorbreakers is by healing anyway and to do that he’s almost forced to stay in front of them. Just find a way to get him behind his doorbreakers and you negated already 50% of his heals to the doorbreakers.
A healing staff ele can pretty much bring out maybe even more support due more CC to keep you away and swiftness which revenant lacks quite a bit once staff is picked.

Edit:
You can also CC the doorbreakers which might trick him to go into jalis to give the doorbreakers stability. While he’s in jalis you should be able to kill the doorbreakers before he can heal them again. If he uses legendary dwarf stance he should be out of energy once he pops back into ventari so he shouldn’t have energy to heal by then. Or if you’re on condition spec you can condi spam him once he’s in jallis.

(edited by BlackDevil.9268)

Revenant - Jack of all Trades, Master of all

in Guild Wars 2: Heart of Thorns

Posted by: BlackDevil.9268

BlackDevil.9268

Every hero has it’s pro’s and cons and it’s counterplays. I think it’s wrong to make such statements whether it’s strong or not by what you have seen currently. Everything is still under construction and only a few people have been able to experience the gameplay as revenant with the energy management.

Apart from that it’s pretty safe to say that once a revenant goes into ventari he’s pretty bound to go into healing power which is fairly useless for all other hero’s so far known. By doing that he’s just wasting potential damage and seeing the numbers on staff in the stream it seems pretty underwhelming. But hey, like I said: Pro’s and cons. The pro is nice healing, the con is bad damage. Not to mention it barely has any support besides healing. If an ele or bunker guard would put some effort in healing and supporting they would probably come very close to bring the same support. Maybe not in therms of healing, but they will come close by compensating with boon share, which the revenant lacks quite a bit.

(edited by BlackDevil.9268)

Ventari staff/tablet/traits from livestream

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Posted by: BlackDevil.9268

BlackDevil.9268

Well tbh its pointless discussion. I suggest to take a look at shoutbow. 0 stability yet hes doing more than fine at supporting and healing.

That’s not true at all. Once a warrior get’s focussed he is a quite easy target to focus down too. The difference is that warrior has 27-28k hp with the support spec, while the revenant will be forced to sit on 16k because of clerics amulet. Yes it will have a lot toughness, but this doesn’t cover up compared to the 11-12k extra hp a shoutbow warrior has. Not only that but a shoutbow warrior has a lot more mobility so far known which makes it easier to kite and most teams want their shoutbow warrior(s) to run with balanced stance, so they don’t blow up instantly once they get CC chained.

Rebember that stats will be separated from traits which cuts him by 3k hp. Cele also will see a nerf by 10% cutting his hp even more (and defense). Warrior also has lower amount of armor and no protection. He also doesnt have Rite for 50% damage reduction, stab on demand, projectile block. Yes ofc he doesnt have everything at once buts its really down to player skill how well he will bunker. It wont be easy to play but definitely rewarding.

Lets also not forget that bunker guardian had 11k hp and he been doing quite well.

About the build, this is what i have in mind for now;
http://dulfy.net/gw2traits#build=AgYEZAK8A6w~

Adept could be swapped for blinding truths, Revujelating for Summon and Invigorating for Equilibrium.

Ps Cele Ventari+Mallyx with mace/shield might work great as well for more offensive type

That surely looks a lot more promising than I firstly thought of, but still doesn’t impress me too much.
I still remain with my statement that too many skills do the same. I was at least expecting some more boon-share. The projectile blocking is nice, but 240 is a very small radius to support your allies with. Especially for the costs you’ll most likely in PvP be better off using that energy for healing skills to compensate for the extra damage you took from the projectiles.

The support a revenant can give with that build mostly relies on very close range. So say you are with a 5 man you will almost have to zerg around to benifit from the nice healings of the ventari. Just get a good guardian ring when you stack for the healings and you can expect to be bombed down. But I guess that’s kinda counter play.

Ventari staff/tablet/traits from livestream

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Posted by: BlackDevil.9268

BlackDevil.9268

1 stack of stability for a short amount of time and a stunbreak on legendswap won’t save you. a dead revenant is not healing anybody. and if you go jalis your healing is gone for 10 seconds.

Not if you use staff with nearly perma stability from Jalis on a point.

That’s kinda the point, you don’t have that and will never be able to get that. Most heals are pretty delayed and you need some sort of setup of at least 2 seconds before you’ll be able to start healing yourself and your allies. So far there are already limited options for stunbreaks and stability for revenant and the new/last hero will probably not add that too.

We got a hero for:
Support boon
Support heal
Condition damage
? -> most likely plain DPS
? -> Dunno what else should be a hero, maybe a CC-based/ Aoe based hero?

If you actually wanna build a full on support class, it will be possible. But I just don’t feel like that it will be much more useful than Bunker guard with the current skills and trait and will be much squishier and easier to bring down with a CC chain, eventhough the higher hp pool.

The condition removal is very nice, but doesn’t cover for what it lacks.

Edit: Apparently there will be 5 hero’s

Well tbh its pointless discussion. I suggest to take a look at shoutbow. 0 stability yet hes doing more than fine at supporting and healing.

That’s not true at all. Once a warrior get’s focussed he is a quite easy target to focus down too. The difference is that warrior has 27-28k hp with the support spec, while the revenant will be forced to sit on 16k because of clerics amulet. Yes it will have a lot toughness, but this doesn’t cover up compared to the 11-12k extra hp a shoutbow warrior has. Not only that but a shoutbow warrior has a lot more mobility so far known which makes it easier to kite and most teams want their shoutbow warrior(s) to run with balanced stance, so they don’t blow up instantly once they get CC chained.

(edited by BlackDevil.9268)

Ventari staff/tablet/traits from livestream

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Posted by: BlackDevil.9268

BlackDevil.9268

Too many skills doing the same. You can’t build a whole hero around 1 apsect of ’’support’’. The heals surely need to be a lot more exciting and with so many instant casting skills there should be some sort of stun break trait with an ICD. If you get stun locked you’re just bound to be a 2nd necro with a lot of toughness instead of health.

Mesmer is quickly becoming the most OP class

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Posted by: BlackDevil.9268

BlackDevil.9268

Out of all statements, I like the title the best.

‘’Mesmer is quickly becoming the most OP class’’

Quickly, as in last buff for mesmer was months, if not years ago.