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Omg, thank you Anet!

in Mesmer

Posted by: Dastion.3106

Dastion.3106

It’s an amazing change that will make PvE as a Mesmer (or Ranger) way more bearable.

or necromancer >_>

Certain builds of Necro :P (And Engineer, Guardian, Ele, Thief, plus various racials).

I was referring to the professions who have pets as part of their mechanic and can’t opt out :P Though Necros definitely have some pet heavy options.

Could we please get a explanation about GS1?

in Mesmer

Posted by: Dastion.3106

Dastion.3106

  • Hits 5 targets in a line (compared to 3 for cleaving attacks).

It only hits 3 targets max. Your target plus up to two between.

Omg, thank you Anet!

in Mesmer

Posted by: Dastion.3106

Dastion.3106

It’s an amazing change that will make PvE as a Mesmer (or Ranger) way more bearable.

Let's see your Revenants!

in Revenant

Posted by: Dastion.3106

Dastion.3106

I’m a fan of how his basic look (face, hair, skin colors/glow). I need to get him into Mistward armor though, it shows off Sylvari way better.

Attachments:

Core game Hero Points

in Revenant

Posted by: Dastion.3106

Dastion.3106

It might have something to do with the WvW hero challenge voucher thing. Where you can acquire items that randomly complete a Heroic challenge for you thereby not forcing WvWs to go into pve.

It’s still likely a bug though.

PSA: Mistward Armor bind on acquire!!!

in Revenant

Posted by: Dastion.3106

Dastion.3106

People’s Revenants don’t have way points yet, while their old characters do. So it’s logical that many people might try to go do the collections quickly on their other characters.

It’s not exactly intuitive to assume that you could then acquire the armor on that character (i.e. a Mesmer) and have it bound to them.

Thanks for the PSA OP :-)

DWARF STANCE - 5 SKILLS?

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Posted by: Dastion.3106

Dastion.3106

Yup. The skills missing from Jalis are the Legend and the Heal – both of which are unlocked for free.

OP got my hopes up for a minute that they’d leaked inactive utility skills they’d planned on adding

Energy, energy ... energy.

in Revenant

Posted by: Dastion.3106

Dastion.3106

The issue overall is that the whole Revenant design is restrictive. You get two sets of 6-0 skills, sure. But you get very little build customization compared to every other profession and all of your skills are restricted by the energy resource.

Hopefully they’ll eventually come to their senses and add in some variety of utility skills for each Legend, but Energy management via Frequent Legend Swap seems to be the design. That frequent swapping is likely why Revs only had one weapon set to start – they probably felt juggling both sides of your bar may be too much.

Chronomancer wells unlocking without training

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Dastion.3106

Did you ask Robert Gee about this bug? I bet he said, “Oops, oh well.”

(edited by Dastion.3106)

Phantasmal Defender Redesign Suggestion

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Posted by: Dastion.3106

Dastion.3106

Defender does not need a rework. It would be well worth taking for the party damage mitigation if only its health were higher.

The brunt of the suggestion is a thematic redesign. They gave us a second Shield wielding Phantasm so it would be nice if they were thematically differentiated.

Phantasmal Defender Redesign Suggestion

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Posted by: Dastion.3106

Dastion.3106

I primarily wanted to just retheme it to something other than a Shield since we have that already. Even if it was exactly the same as it is now but wielded a banner it would at least be thematically distinct.

F5 fixed for HoT

in Mesmer

Posted by: Dastion.3106

Dastion.3106

I use Alt + 1-5 for my profession mechanic buttons, it’s easy enough to reach. The F keys can be a pain with some of the ground targeted Engineer tool belt skills.

Phantasmal Defender Redesign Suggestion

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Posted by: Dastion.3106

Dastion.3106

With the change of the Phantasmal Avenger (Shield Phantom) being a shield wielding melee Phantasm this skill is a little redundant thematically. So I had the following suggestion to breath some life into this Phantasm.

Phantasmal Commander: Summon a banner wielding Phantasm to lead your other Illusions. Existing illusions switch targets to assist the commander when he is summoned. The commander maintains range and provides nearby players a buff that redirects a portion of the damage they take to your illusions.

The maintained range and spreading damage among all illusions gives the Phantasm a bit more longevity (though the percentage would need to be reduced) and the retargetting of illusions gives some unique options. Otherwise it acts as the Defender did but rethemed to differentiate it from the Avenger thematically and also making it a potentially more useful group defense tool.

I also quite like the idea of a Utility Phantasm wielding a Banner (a recognizable utility skill type).

(edited by Dastion.3106)

Least to Favorite - Rate The Wells!

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Posted by: Dastion.3106

Dastion.3106

I like them all pretty well.

;)

From veil bots to alacrity bots.

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Dastion.3106

It’s not as if our PvE utility prowess has ever been that varied. Feedback and Timewarp basically sums it up.

Odds are more likely that each party will have a Mesmer with 4 Wells and Timewarp. The brief Alacrity from the trait won’t be worth passing up all that quickness and slow, especially with Revenant 50% uptime and boonshare potential for those whose Core DPS won’t be helped as much by Alacrity (Thieves, Eles, and Revs in particular).

Even then there is potential for non-Alacrity builds. A Chronomancer with Illusionary Inspiration, Mimic, Signet of Inspiration, Well of Action, and Time Warp can share out some serious quickness (and other boons) with a Herald buddy in his party.

Beta Weekend Druid Feedback Thread

in Ranger

Posted by: Dastion.3106

Dastion.3106

AF Building needs to be tweaked. Staff builds it much too fast and any other weapon builds it too slow.

Celestial Avatar needs some diversification. Mainly in that skill 1,3, and 4 are rather similar. Leave skill 1 as your spammable heal and skill 4 as your emergency big AoE heal that requires positioning. Change skill 3 to stunbreak on allies instead of healing them.

Also, allow Druids to enter this form at will, remove the duration limitation and instead make each skill have a fixed AF cost. This allows you to better control HPS.

Make Surge of Mists Ground Targeted

in Revenant

Posted by: Dastion.3106

Dastion.3106

I would like it if it used a like targeting reticle like Druid Staff 4 does.

[BWE3] Revenant Feedback Thread

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Posted by: Dastion.3106

Dastion.3106

Said this last BWE, but some minor customisation within legend choice by adding a single extra skill per legend would be helpful in allowing you to synergise your legend choices better.

I’m with you there. But so far as Roy appears to be concerned comments such as these might as well not be made. He’s never commented on this no matter how many times it’s been brought up.

Legend Particle Effects at Character's Wrists

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Posted by: Dastion.3106

Dastion.3106

It seems pretty reasonable to me to have the particle effects fade when not in combat or when your weapons are stowed. Sometimes I like seeing my full armor set without particles over them non-stop.

Perhaps they could fade after a minute or so out of combat?

[poll] Will you be maining Revenant?

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Posted by: Dastion.3106

Dastion.3106

You’ll hardly get very clean data by posting this on the Rev forum. Those with absolutely no interest in the profession don’t come here :P

I did vote “No” though. I’ll have a Revenant, but I’m sticking to my Mesmer main.

[BWE3] Revenant Feedback Thread

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Posted by: Dastion.3106

Dastion.3106

Sword AA and Sword 3 are WAY to powerfull for how easy they are used, especially Sword 3 seems like a direct upgrade to some other burst skills, most noteable, Mesmer sword 2. Thats just way over the top.

Don’t discount the Mesmer Blurred Frenzy (#2). It has a significant advantage on Unrelenting Assault in that you can use it to avoid damage without requiring a target. It’s also AoE damage whereas Rev Sword 3 is single target random strikes.

What i love brutal blade for.. (vid for dev)

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Dastion.3106

What exactly is going on in this video? To me it looks like he’s not even hitting the initial attack most of the time. Is he showing the uneven terrain destroying the projectile?

Beta Weekend Scrapper Feedback Thread

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Posted by: Dastion.3106

Dastion.3106

The Function Gyro needs to be a bit less selfless. The stomp aspect of it is only useful in PvP, the rez part of it is nice but also a bit too selfless. A scrapper running through HoT content solo might not get to use it as much – whereas other profession’s elite spec mechanics are always present and useful.

I’d suggest making the Function Gyro auto-deploy on yourself if you go down (assuming it’s charged).

Also, in general, Gyros need to have a better buff range and move faster.

BWE3 Chronomancer Feedback Thread

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Dastion.3106

So long as something is going to be done about Pets and Minions in PvE by time raids are introduced I’m fine with it. I’ve always thought Illusions should have a durability mechanic (X strikes to kill) rather than health bars anyhow. That way you can summon clones with the same health % as the Mesmer. i.e. 2 hits to kill a clone, 3 for a phantasm. Signet of Illusions adds an extra point of durability.

I feel that the drawbacks of the Avenger are made up for by the fact that the skill itself is also a very potent block AND you can use it twice (summoning two Phantasms). The sheer extra utility in the skill and extra phantasm production have to be taken into account when considering what the Phantasm does.

However, I would ask that the Illusionary Defender have his mechanics changed so it’s not so similar. Perhaps he could channel a block while taking damage for allies.

(edited by Dastion.3106)

BWE3 Chronomancer Feedback Thread

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Dastion.3106

I just dislike having another melee shield phantasm. Why can’t our shield phantasm actually use his shield like – you know – a shield? Either that or throw it like captain America :P

But seriously. Let him channel a 3s block every 6 seconds (50% block uptime). When he channels the effect he pulses Alacrity to nearby allies and slow to nearby enemies… Or maybe enemies he blocks are slowed. The idea should be that he’s getting up in the enemy’s grill and disrupting them by being a literal blocker.

Herald's horrifying ground effect

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Posted by: Dastion.3106

Dastion.3106

I dislike it because it’s always on even if you don’t have Glint Legend equipped.

Nope. It disappears when you switch legend.

Sorry – I was referring to the fact that if you don’t use the Glint Legend you still get the whole huge thing just to use Facet of Nature.

[BWE3] Revenant Feedback Thread

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Dastion.3106

Add one more Utility per Legend so that we can do a modicum of build diversification and I’d be sold. However, at this point I’m beating a dead horse on this subject. I’ve spent months trying to get Roy to explain why something so seemingly simple and huge to the profession’s quality wasn’t done but I’m beginning to suspect he’s not allowed to talk on that subject. I’d understand if they just didn’t have the tech to do it with the Legends… But otherwise it perplexes me.

Otherwise, I love the profession concept (Rapid swapping to get Energy back is growing on me, though I quite disliked it at first).

It would also be nice if the Legends were slightly more than just a set of skills, like how Elementalists get the various effects for different Attunements. (IE Send a condition to an enemy when swapping to Mallyx, copy a boon from an ally when swapping to Glint)

(edited by Dastion.3106)

No revive skill on revs

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Posted by: Dastion.3106

Dastion.3106

For whatever reason ANet decided against allowing Revenants to have more than the set 3 utilities per Legend.

That means you’re likely never going to get a revive skill unless that changes because those skills are too niche to fit into a hard coded skill bar.

Herald's horrifying ground effect

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Dastion.3106

I dislike it because it’s always on even if you don’t have Glint Legend equipped. The way the elite spec is created seems to be pushing you to use the Elite spec utilities – something no other Elite spec has to contend with. Your F2 skill is even a Legendary Dragon ability.

IMO the F2 skill should have been thematic to the Herald – but not a Legendary Dragon ability. Perhaps an aura effect based on the current Legend.

Why is there no infusion slot?

in Fractals, Dungeons & Raids

Posted by: Dastion.3106

Dastion.3106

Maybe ANet just assumes no one is masochistic enough to run a high level fractal without getting any reward for it? :P

BWE #3 - NOW!

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Posted by: Dastion.3106

Dastion.3106

Ok, soooo… ~looks around with stern countenance~

You guys were just trying to jump the gun a wee bit, eh? Maybe were at the log-in screen and hopped? But now, all is well? You can make a beta character, hmmmmm?

Glad to hear it. I’ll have to make this up somehow to the half a gazillion people I was pinging about this.

I’m glad you’re in now. Have fun!

I can’t make a character Gaile – but it’s because I’m stuck at work. Help

Unload 26% dmg increase (Thief P/P3)

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Dastion.3106

The unload they were talking about was specifically to do with thieves. That was why it was under the thief’s patch notes. Why would anyone think this relates to Mes?

Because when the phantasm skills were initially created they modeled the damage after their counterparts. One would think that if the counterparts are ineffective then the skills themselves are also ineffective.

A skill being modeled after another skill doesn’t mean that have to be balanced in tandem. That’s a logical fallacy. You don’t balance skills in a vacuum like that. Thief skills have a whole different recharge mechanic (Initiative) than Mesmer skills do so each kit of skills has to be considered in how it affects the whole profession. The IDuelist can attack every few seconds, you can summon up to 3 of him, you only need equip the pistol as an offhand, etc. Meanwhile the Thief version requires you dual wield pistols and is restricted by the initiative mechanic.

Just because they reused existing animations on Mesmer Phantasms doesn’t equate to them being the same skill.

Unload 26% dmg increase (Thief P/P3)

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Posted by: Dastion.3106

Dastion.3106

@Kent:

The skills are modeled after their counterparts, but if it’s illusionary unload instead of just unload, then it should occupy a separate database entry and probably wouldn’t be accidentally changed. I don’t know for sure though, haven’t tested.

I know this.

The point I am try to make this that they MUST buff the damage on the duelist, or else they are going against the very logic by which they buffed unload. It the damage doesn’t cut in on the skills we model then our skills must too be changed.

No they don’t. This is ridiculous logic. Some of the Phantasms may use skills very similar to other professions but they aren’t linked to them.

They balance the Mesmer’s offense based on what the Mesmer can bring to the table. The same for thieves. Thieves got their pistol skills buffed because the pistol set was under performing and they wanted to make it a more attractive option. The Duelist is already an excellent Phantasm and performs well. Any buffs it would require would be because it’s under performing in the Mesmer kit.

Mesmer changes september 29th

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Dastion.3106

Phantasms just aren’t a concept that has much of a place in GW2, not with the sheer amount of cleaves and massive AoE “dodge or die” attacks.

I wish they’d do the rest of our Phantasms like the Shield one. Make the Phantasm a side effect of another core action. I always liked the idea of the Mesmer performing a spell/action then summoning a Phantasm that repeated the action. So the Disenchanter should appear after the Mesmer has already cast a cleansing spell (getting rid of the potential blindness on himself).

You kidding me?

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Dastion.3106

Comparing yourself to Druid is fruitless. Rangers received more than any other profession. Whereas everyone else received modified existing mechanics or perhaps an extra button to push, Druids got a whole new mechanic nearly on par with Deathshroud in its complexity (it doesn’t have the trait support ds does). This is on top of getting a 2 handed weapon and Glyphs as their utility. The rule we’d seen so far that seemed to say “2hander = tweaked existing mechanics, offhand = new additional mechanics” was thrown out the window. Though perhaps the stricter role the Druid elite spec has offsets this.

Excepting the Druid, The Daredevil mechanic effects aren’t necessarily bad compared to what everyone else received. With the exception of Druid everyone else who received a two-handed just got replaced mechanics (Virtues/Deathshroud). Thief’s dodge mechanic specialty is an oddball like the Engineer function Gyro – but I like that not every elite spec need deal directly with the profession mechanic.

The intrinsic issue with Daredevil is that it forces you to change your dodge. Not everyone wants to dodge further or be caught in extended animations. I personally found the dodges annoying because they were hard to utilize offensively while in melee and forced me out of range.

Having the Daredevil dodge be a slotted F3 or something would be better so that you can still utilize the normal shorter range dodge when you need it.

Dragonhunter Vs Druid Dragon pets?

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Posted by: Dastion.3106

Dastion.3106

Drakes and wyverns aren’t necessarily considered Dragons in the GW2 universe.

Dragonhunters don’t get anything specific against “Dragons” anyhow. They are a more vengeful and less altruistic iteration of the Guardian which vows to annihilate all things related to the Dragons, including their non-Draconic minions.

Chronomancer Changes for BWE3

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Dastion.3106

There has been a lot of discussion on this point so I’d like to explain a bit about the decision to change the Illusionary Avenger’s attack type and how we ended up with the attack that we’re showing in BWE3.

The main feedback we got from BWE2 was that the effects applied by this phantasm were unreliable and hard to control. We wanted to make a more reliable way to apply alacrity and slow that players could respond to which is why we ended up with the AoE attack.

We had tried other ideas but the important aspect of the one we chose is that it keeps the delivery method consistent. We considered many of the versions suggested in the feedback threads such as the one where he throws the shield but applies alacrity around himself, but realized that this basically amounted to two different delivery methods in one skill. While this kind of behavior is okay for player skills we felt that it was too complex for a phantasm attack. This attack already has different effects based on if it hits an ally or an enemy so it was important to us to keep the attack on the Avenger easy to understand for both allies and enemies. This is why the PBAoE version was selected.

Shouldn’t that same logic apply to iMage then? Their delivery method is the same as the old iAvenger.

Is there a reason a Phantasm needs to have a direct attack? What if he channeled a brief block effect on himself (making him a somewhat more sturdy Phantasm) that sends out a wave/ripple of minor damage (to trigger things like Sharper Images) and slow to enemies and Alacrity to allies near him?

Here, I’ll even attempt to sway you with a terrible pun. Call the effect the iAvenger uses “Stitch in Time”, then code it so that it effects 5 enemies, 5 allies but count the Avenger as one of the allies so that 9 players max are effected total. A stitch in time saves 9. It’s a very appropriate name for a deft move just before you release an expac. Soo many levels.

(edited by Dastion.3106)

Chronomancer Changes for BWE3

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Dastion.3106

I really like the direction this is going. My only real complaint is iAvenger becoming melee. I’d rather he threw his shield out and it returned to him (sorta like Path of Scars) slowing enemies hit and granting nearby allies alacrity when caught.

We already have a Shield Phantasm that charges into melee to die instantly. I’d rather not have another – though the ability to summon two on one CD does balance this aspect out a bit.

We still haven't had a final word on racials

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Dastion.3106

Why shouldn’t it still go on? It’s pretty lame that racials and, more importantly, Utility Customization are obviously a major concern to many players yet Roy doesn’t appear to be allowed to comment on it.

Explaining that Racials and Neutral skills won’t be available is the closest they’ve come, despite the broader issue having been brought up for months now.

Once the hype wears off and players realize how stale having so few customization options is maybe they’ll finally address it.

Do you think Druids will have pets?

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Posted by: Dastion.3106

Dastion.3106

They’ll definitely have pets. What we know is:

1) Rangers are getting a 2H weapon (Staff). Thus they will not get new mechanics (Like Chronomancer F5, Tempest overcharges, etc) but will instead get modified existing mechanics. Such as retooled Virtues(Dragon Hunter), Deathshroud(Reaper), Dodge(Daredevil), Res/Stomp(Scrapper), etc.

2) Data mines indicated Rangers will get Glyphs which are affected by the current active Aspect. How the Ranger determines this aspect is unsure. It could be that each pet will be given an aspect by default or perhaps the Ranger selects the aspect for each pet in the pet Menu. It could an F5 toggle but that steps into the area of “new” rather than modified mechanics.

So my guess is that you get to associate an Aspect with each pet (either you choose or it’s predefined" and swapping pets acts as an Aspect swap as well. What the aspects do I’m not sure of.

"Winds" of Chaos.....-throws ecto-

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Dastion.3106

Trivia? Let’s see…

Distortion used to be a utility instead of a Shatter (I don’t recall what F4 was or if there was one. It was in an old Lewis B video I think).

Mesmer downed skill #2 was called Desperate Daze and was basically a single target version of Ranger’s downed skill #2. Then it just teleported you and summoned a clone, then they finally added the invisibility. We lucked out in that change big time.

Sword 3 actually made the Mesmer leap and left a clone behind that you could swap with. I think the skill was called “Leap” and then followed up with “Illusionary Leap”.

There was a bug that made Phantasms attack non-stop if trained with Phantasmal Haste for a whole beta weekend. iDuelists were truly feared.

Swap was a utility that effected enemy players (trade locations with them).

Sword used to be the default Mesmer weapon you began with, it was swapped to Scepter when we pointed out you couldn’t use your profession mechanikittenil you unlocked your #3 skill (which took a few dozen kills of enemies back then).

Torch’s The Prestige used to be channeled. cringe

Scepter was a terrible and slow weapon. Oh wait..

(edited by Dastion.3106)

Clone summon delay on ileap...

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Dastion.3106

At one point in beta we had exactly what Embolism said. The Mesmer performed a Leap and left a clone behind as he did. the clone then followed after. One of my favorite tricks was to leap at the enemy then roll to their other side. Attack them, and then use swap to dodge their attempted counter stroke by swapping to the clone that was bow behind them.

However, I don’t mind this iteration of the skill. The range just needs to be longer since the clone summoning effect can be dodged. If the range wasn’t so short then their original purpose for adding in the clone delay wouldn’t be necessary.

Chronomancer Changes for BWE3

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Posted by: Dastion.3106

Dastion.3106

Also – yea, another Melee Phantasm isn’t fun and this guy was already a bit too similar thematically to the Defender – throwing his shield is what set him apart.

How about making his attack a returning rather than bouncing shield toss? Slowing any enemies caught in the path of it and granting allies alacrity.

(edited by Dastion.3106)

Chronomancer Changes for BWE3

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Dastion.3106

Looks great!

Can you comment on why Chronomancers don’t receive a shield trait? Personally – I think it’s a bit silly since by choosing Chronomancer you’re already sorta specializing in Shield but the other Elite specs seem to think otherwise. I think merging it with Improved Alacrity would be nice.

Also – is Deja Vu a full channel block now like the original skill or is it still a single hit block? That seems like it might be very potent defensively if so.

Taking the "Utility" out of "Utility Skills"

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Posted by: Dastion.3106

Dastion.3106

Warning: Potentially bad math ahead. I think I made some of it up. Try to keep to the core issue folk

I love the thematics of this profession. But currently it is easily the least flexible of all of the professions. There is no utility. Despite various threads where players have finally began to complain about this Roy’s comments have indicated that he doesn’t believe it to be an issue. That if you want to play Glint/Shiro you have no ability to customize your build to help stave off conditions short of changing one of your Legends to Jalis or Mallyx.

Every other profession has (will have) approximately 5 heals, 24 utilities, and 4 Elites. There are 2,024 potential combinations of JUST the utility skills (and before you ask – I’m calculating combinations not permutations. So the same 3 Utilities in a different order doesn’t count as a new option). That means there are 8,096 combinations of Utilities + Elites, and so 40,480 combinations once you include the Heals.

Meanwhile Elite specced Revenants have a total of 10 combinations of Utility skills they can bring (6 without Herald). They also get to bring twice as many as any one else so let’s call it an effective value of 20 (12).

Now I know what you’re doing to say “Well yea, but most of those other professions skills aren’t even viable”. Fine, we’ll do an extremely frugal recalculation and say that for every profession there is only one viable heal, one viable Elite, and only 1/4th of the utilities are useful. We all know this to be patently false but I want to pad the numbers in the Revenant’s favor. This puts the numbers more on par, with 20 potential combinations of utilities if you’re elite specced and 10 if you’re not.

So to recap, our assumptions are:
1) Every Legend combination on the Revenant is viable. Granting them possible combinations of skills of 6 or 10, depending on if Elite specced. But they get double the Utility skills so we’ll call it 12/20.
2) For other professions we’re assuming that of their 5 heals, 24 Utilities, and 4 Elites only 1 Heal, 1/4th the Utilities, and 1 Elite are viable. Putting them at 20 potential combinations of skills (10 without Elite spec).

With these assumptions the “Utility” seems on par. I mean, so long as you don’t call me out for haphazardly doubling the Revenant’s number and severely culling the potential options of every other profession.

Other Considerations
1) Revenants are locked into their skills. If you’re Ventari and don’t need condition removal or projectile blocking you’re still stuck with those skills because you want to use the Tablet mechanic to support allies.
2) Despite the assumption that only 1/4th the Utilities are viable for other professions – there will still be situations where those other 3/4ths of the Utilities might have niche uses or where someone simply likes a skill despite the ‘meta’. This is called nuance. As it stands, the Revenant will never get niche utilities like the Mesmer’s Portal, the Various Revive skills, etc. because it would be a dead-slot most of time.

Flaws
First, there are plenty – I know. I’m not taking into account the Energy mechanic that restricts the usage of those utilities (and weaponskills too – ouch) and in general I’m putting Revenant utilities on a level playing field with all others when just looking at the Elites we know that is false. Revenant Elites are basically an extra Utility. There isn’t anything earth shatteringly potent like Time Warp (except for maybe that Glint heal). In general the Revenant skills are customized to their profession just like weapon skills are for Thieves. Meaning that they’re meant to be relatively spammable and to compete with your weapon skills via the Energy mechanic. You’re also expected to swap Legends frequently to refresh your Energy to 50%. I’m not saying this is a bad mechanic at all (though I don’t favor it) – but it’s outside the point I’m trying to make that, for no reason that I can come up with, the Revenant is being limited in their Utility options.

However, the biggest flaw pertinent to the issue I’m discussing is that when comparing relative “utility” I’m taking into account the Revenant’s profession mechanic while ignoring that of everyone else. Legend swapping (and heavy handed math) is the only thing that puts them remotely on par with any one else. Meanwhile, for every 6-0 an Engineer chooses he gets an extra toolbelt skill. That’s actually basically what Revenants get just in a different manner (two 6-0 bars) – and of course the Engineer has full ability to customize which skills he slots. A Mesmer gets four(five) extra skills on theirs, a Guardian gets 3, and a Necro gets a full 5. What does the Revenant get? Nothing – I’ve already taken everything their mechanic gives them into consideration when comparing relative utility. Oh yea, they get 1 extra skill if they spec Herald.

The Point
The entire point here is that I cannot fathom why ANet hasn’t done something so simple as add one or two more Utilities per Legend to give this profession some much needed nuance. Simply doing that would increase their numbers dramatically.

Don’t get me wrong, I love the thematics of this profession. But they are designed in such an odd and restrictive way that they just don’t fit with the rest of the professions – and there isn’t even a reason behind it so far as we’ve been told. That’s bad design. They don’t even get racial skills, they can’t use neutral skills (I.e. Mistwolf) which, at the end game, isn’t a really big deal since most people don’t use those anyways. Well, except for Take Root occasionally in my case. It’s the only way I beat the Queen’s Gauntlet. Oh hey – look, there’s some utility there. Sorry Revs.

But you know what the absolute worst thing is? I’ve been asking this question for months. Practically begging Roy to comment on it, to tell us why what seems like such an obvious thing hasn’t been done and hasn’t even been commented on except for comments in the Condition weakness thread that he doesn’t see it as an issue.

I just don’t get it – surely there were more than 3 Utilities suggested per Legend in Development – why limit it to 3 and not let them choose 3 out of 4 or 5? You can’t let Revenants have racials because it breaks the energy mechanic? Why not put in a set of neutral utilities that cost energy? Doing so would set a precedent and lets you grow the existing Legends in future content expansions – or is the design of the Revenant to always be a cookie cutter profession who makes a grand total of four choices when selecting his skills (Two weapons, two Legends)?

(edited by Dastion.3106)

We still haven't had a final word on racials

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Posted by: Dastion.3106

Dastion.3106

I’m guessing they might be able to be slotted into any Legend, which could be pretty convenient to replace some of the less useful Legend skills…

The problem is that they are balanced around having 1 skill bar and not 2 for the right half of your bar. They are also not made with energy in mind and would need to be changed to work with revenant, but would muddy the purity of each legends skill set playstyle. I thought I had mentioned it before on one of the initial streams, but racial skills won’t be usable on revenant.

No you didn’t mention it. I’ve been practically begging you in every thread you post to and in at least two threads I’ve created myself to answer this.

Can we assume that you’re set on leaving Revenant with no flexibility as to their slotted utilities? Having two bars, zero customization to them, and a mechanic that restricts the use of all of your skills isn’t really a good trade-off. At least give the profession some nuance – can you please answer if there is any consideration for this?

How likely are "huge" changes at this point?

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Posted by: Dastion.3106

Dastion.3106

There will be a fair amount of changes that I have planned and that have come out of the feedback from this last weekend.

What about rangers and engis? No elite spec announced yet and have only one BW left.

How will you handle the tons of feedback needed to make engi/ranger elite spec decent?^
Regards

Roy isn’t the developer in charge of the engineer or ranger elite specs. He’s only running the show for the revenant.

I’m involved with everything combat related.

The changes for revenant will be a lot of polish things, and little things from feedback. The only larger change so far is adjusting how mallyx skills work a bit so you aren’t frustrated when playing with support players who cleanse conditions. I’ll talk about all the changes when they are ready though, until then you’ll just have to #believe.

This is is the biggest thing on the table then it’s quite disheartening Roy. You have in this thread direct concerns regarding the rather inflexibility nature of the profession yet avoid commenting on them. It’s personally frustrating to me because I’ve personally been trying for months to get someone like you to comment on why you can’t just give Revenants an extra utility per Legend or if they won’t be able to use Racial skills or skills they paid a premium for (Mistfire Wolf).

But even when you finally reply to a thread which is about that topic you don’t address the concern. Why?

Revenant is Too Weak to Condis

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Posted by: Dastion.3106

Dastion.3106

Much to your dismay, Revenant’s do need a weakness.

Not so much a weakness as a glaring design hole. Mesmers are weak to conditions. They have to specifically give up needed utility space to be able to combat them. Revenants have to change their entire build to do anything against them, they can’t just give-up Portal or something like the Mesmer

1 million dollar question

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Posted by: Dastion.3106

Dastion.3106

That’s really the worst part. If you want to play Shiro/Glint for some nice offensive support then you have zero condi-cleanse. If there was an extra facet or assassin skill you could swap out to gain some ability to remove conditions that would at least help.

On any of the professions I play (Mesmer, Necro, Thief, Engineer, Guardian – though I play most to some extent) I can alter any build to include some condi cleanse if needed. I can slot in Portal temporarily for areas that call for it. Similarly, I’m not stuck with – say – a skill that Blinds while fighting Dredge(they’re immune). The Revenant, as it stands, doesn’t actually have “utility” skills, they’re just normal skills. The benefit of having two bars of 6-0 skills isn’t made up for by the lack of customization and Energy cost tied to all skills (though Energy didn’t seem quite so bad this beta.)

I could point out easily a half dozen times I’ve tried to get an opinion on this drawback of the profession from ANet. I’ve started threads that have died lonely. Everyone is blinded by the awesome thematics of the profession and now that we have a ‘complete’ profession are finally starting to see that this is an issue – one ANet likely doesn’t have time to address now.

Just one more utility per Legend would do a world of difference and set an precident for the profession.

(edited by Dastion.3106)

how you like Herald PvE?

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Posted by: Dastion.3106

Dastion.3106

Glint seems rather light on Energy usage – everything is a minor upkeep cost so only your weapons actually cost any energy. Running Facet of Nature/Darkness/Strength I was still able to spam weapon skills pretty easily. I’d mix in a double tap of Elemental/Chaos for the virtually zero cost skill usage as necessary.

This is different than the other Legend combos where I felt like I had to near constantly swap Legends so as to keep getting the 50% Energy refresh.