Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: DiogoSilva.7089
in Guild Wars 2: Heart of Thorns
Posted by: DiogoSilva.7089
A good videogame should be about the journey, not only about the destination. As long as the journey to horizontal progression/ elite spec unlocking is enjoyable, then it fulfills the basic need of what a video game should fulfill: being enjoyable.
in Guild Wars 2: Heart of Thorns
Posted by: DiogoSilva.7089
I don’t have any issue with the number of points needed. None what so ever.
I’m highly sympathetic to the ones who aren’t too happy because ANet decided to wait until 3 days before launch to let people know how many points despite players asking for weeks.
I can understand that, but it’s also possible that Anet’s final decision on those numbers was only done relatively recent.
How I play my class… Not so much – I just feel locked out of the entertainment I paid for.
But sense of progression IS entertaining. Have you never played any other RPG? The entire genre exists and is popular because people ARE entertained by progression (among other things too, of course). Even the entire facebook/ browser casual gaming fad relied on RPG progression mechanics to keep players addicted (regardless of how flawed those casual games may have been generally).
I mean, what do people expect when they decide to play a MMORPG?
GW2 promised a grind-free experience for vertical progression, but it did never promise a progression-free experience.
in Guild Wars 2: Heart of Thorns
Posted by: DiogoSilva.7089
Great decision ArenaNet.
Most people that play RPGs like a sense of character progression.
Since now our character progression is horizontal progression with elite specializations, I am very happy to see that I won’t get my full elite spec on the first 5 minutes of the expansion.
I hope no amount of QQ and backlash is enough to make you guys change course
I totally agree with this.
The main reason why I and many, many others love the RPG genre is because, among other things, there’s a very strong sense of gradual progression. That is half of a RPG’s gameplay experience. Instant gratification goes away as fast as it comes, while earned gratification is lasting feeling.
I can understand why people with alts might find repetitive progression annoying. For that, there’s always a solution that Anet can do: make the hero point scrolls from wvw also obtainable/ purchasable by characters that have completed the new magumma maps, so that players can use them on their alts.
But outside of that? Outside of players with a lot of alts, this “content gating” is not only expected by any RPG, but also desirable to create a sense of personal growth. Masteries are cool, legendary collectibles are cool, but they’re not everything, and not all players who love progression might find them enough to satisfy their playing experience. Elite spec progression fills an important hole.
(edited by DiogoSilva.7089)
in Guild Wars 2: Heart of Thorns
Posted by: DiogoSilva.7089
That’s a joke right? While ranger pets are more or less a thing because they have to be, Ranger Nature Spirits, Guardian Sprit Weapons, and Necromancer Minons and even Elementalist Elementals are extinct as an entire class of utility skills in sPvP and WvW. Even Engineer turrets have largely been bred out of the competitive environment and you can’t expect gyros or Reaper’s shambling horrors to change that.
PvP is in a much better spot without AI dominance. Better for the players, better for the viewers, better for everything.
EDIT
At least, that applies until some AI builds are redesigned to fit better in the format.
Yup, that’s a thing. Rite of the Great Dwarf procs when hit at or below 50% HP and makes Rite of the Great Dwarf provide 50% condition damage reduction as well.
I like that number. 20% felt underwhelming for a costly elite skill. It wouldn’t save your life when you would need it to. 50% seems much more appealing. I hope Vengeful Hammers gets a similar consideration/ treatment, because spending your entire energy for 20% damage reduction is equally underwhelming.
Players who enjoy playing dungeons will have either lower income or will have to play content they do not enjoy as much in order to maintain their existing level of income.
Meanwhile, players who enjoy pvp, who enjoy wvw or who enjoy simple map exploration are not as well rewarded, which will get improved upon, while dungeons are giving too much and are going to be nerfed.
Hmm. Focus on Gear gated instances and raids. How…“innovative”.
The Brave New MMO didn’t live long.
Let’s not act as if poorly-made dungeons are more “innovative” than raids and fractals.
Aa another person mentioned I didn’t think about.
Did the blade actually do damage on the way back? So does this mean we will have a dps loss?
It’s also a nerf, yes.
But with this nerf, it creates new opportunities to buff the weapon elsewhere. Especially, to buff Precision Strike.
@Roy, add Rift Slash’s delayed damage to precision strike as well.
Now that you took away some ranged power from the weapon for the sake of a QoL change, you may as well as add it to sword #2, so that revenants can still aoe bomb during farms. Precision Strike chill is cool in some scenarios (especially in pvp), but generally underwhelming and forgottable elsewhere. By adding a delayed damage to precision strike’kittens, much like what rift slash already offers, you’re adding some uniqueness back to the weapon, some aoe/ ranged power back to the weapon AND making the second skill more relevant across all areas in the game. Besides, it would make the weapon more cohesive by having two delayed rift bombs instead of just one. That’s my suggestion.
Will the ranged damage still be there, even if it’ll no longer count as a “projectile”, or will it be completely removed?
It’s probably going to be like silverwaster’s carapace armor acquisition. They’re probably going for something similar with the new maps.
There are other ways you can get boons besides facets.
The hidden 1 second cooldown is going to make that strategy very unreliable. You’re not exactly going to waste a skill or a dodge to apply boons just for the sake of this trait, and those may very well happen while the trait is in cooldown. It may be pretty cool on regen/ prot ventari and jalis stability, but you’ll always have to manage a hidden cooldown to maximize it, which no one will do it at the heat of battle.
I think GW2 needs new trait cooldown technology to allow you developers to do the following:
This trait can only proc up to X times every Y seconds.
This would give you power to design cool traits like those without forcing the player to manage and get drowned by hidden/ invisible cooldowns. It’s a lot more intuitive that way.
This kind of technology could do wonders not only for this trait, but for many others. For example, there was this time where you had nerfed elementalist’s GM water cleansing-on-regen trait by adding it a cooldown. That cooldown single-handely made one of the most interesting and synergic ele traits into something clumsy and unreliable. When you reverted that change back a time later, the trait could shine again. But with better CD technology, like the one I’ve mentioned, you would have the freedom to put cooldowns on synergic traits without destroying their synergy.
In general, any trait that asks the player to make an entire build around it is more enticing when it lacks cooldowns or features flexible “you can proc this that many times until cooldown” tech. The fact that a flat, traditional, rigid cooldown exists in this trait “for the sake of balance” effectictively makes what could have been a very enticing build-me-around-it effect into what it currently is a unfun “manage hidden cooldowns in your head and hope to get it right” playstyle.
All this UA talk reminds me of all the noise about Hundred Blades around launch. Once people learned to dodge, it wasn’t an issue.
HB can be walked away, and it roots the warrior without granting evasion. Let’s not compare one skill with a lot of counterplay with another with minimal counterplay.
I think that the heal and the elite are at a decent place, while the entire utility set is underwhelming.
Inspiring Reinforcement – If you don’t need stability, all you’re left with is a weak lightning field and weakness. Weakness is only applied at casting, so you must hit with the skill in the first place. There’s no cripple or anything of the sorts. You’re basically spending a lot of energy for an underwhelming weakness effect in those situations. And then, when you DO need stability, the skill is simply too slow to protect you against quick stuns, while leaving the field will automatically put you vulnerable to CC again because of how little stab lasts.
I do not mind the amount of counterplay it offers, but it needs a significant buff on what it offers. Cripple procs, perhaps?
Forced Engagement – This skill does nothing in PvE most of the time, except at breaking defiance bars. 2 seconds of taunt/ slow pretty much means you’re aggroing and weaknening a single attack. A single non-boss attack. If your target is melee, chances are, they won’t even have a chance to get close to you, so any retaliation you might have on you is pointless. This skill is entirely balanced around CC in PvP and around defiance bars against bosses, and is thus treated merely as another interrupt skill.
For taunt+slow to florish in normal PvE, it needs to last more, a lot more. 6 seconds, 8 seconds or 10 seconds. If not, then there’s almost no distinction between this skill and a generic daze, outside of a few subtle details.
Vengeful Hammers – If you have to spend your entire energy and sacrifice most of your skills in your skill bar for a 20% damage reduction, chances are, you already lost. This skill may be good when stacked with protection, but non-herald revenants have limited access to boons so Jalis is left as an awful tank without party support.
The reason why shiro’s and mallyx’s upkeeps work is because they allow for deadly combos. The reason for why glint’s upkeep skills work is because they have low upkeep costs. The reason why ventari’s upkeep work is both because the stance does not needs it to do its main job and because when you do need it, it offers 100% immunity to what you want to protect against (projectiles).
Jalis hammers stand in this weird spot where they consume all your energy like most deadly/ anti-death upkeeps, while merely offering subtler bonuses like glint’s usually much cheaper upkeeps.
Basically:
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All three of the attacks should really be a slash. No projectiles. One of them applies the delayed burst to every target hit.
There. Fixed. I know they’re trying to make it unique and creative but you never want to trade practicality for the sake of being different.
I agree. Besides, the delayed burst is already exciting and unique by itself, so the AA would still be cool with only that. This would also fix the weird attacking animations.
In compensation, Anet/ Roy can always make sword #2 stronger for those that want better ranged options, if they get to lose AA #2’s effect. And, in my opinion, they could add AA #3’s very same delayed burst to sword #2. Two skills with added delayed bursts would make the weapon more cohesive while giving it clearer counterplay (which, currently, is not at an ideal state, considering how easily rewarding sword #3 is).
Many professions have condi-transferring skills.
Roy can simply add that functionality back to the elite without having to bring back the entire theme of self-applied condi skills.
Give to EtD the old functionality back, but keep all other mallyx skills as they currently are. Simple.
I think it’s useful in combat, but it should be removed out of combat or it becomes too disrupting.
So, I finally got the chance to test the legendary Bolt on Revenant. It’s generally nice, but
Unrelenting Assault should leave a lightning trail in its path.
It would make it so much cooler. You hear the lightning sound A LOT but you can’t see anything but mist.
Just a nice QoL change to have.
All skills have skill-specific scaling factors, and can scale to stats very differently depending on that factor. For example, regeneration has a scaling factor of 0.125. It is intended that some skills scale better or worse with healing power (and any other stat).
Intended, yes, but as for that being a good thing, it may not always be.
I really hope it’s a temporary change.
Starting with Jalis and… a mace?
Erm… what? Why not make it just hammer then ?
You usually start with MH weapons because you get an off-hand reward after the first story instance.
Also, at low levels, where gear with different stats comes and goes, no one will really care about jalis + mace.
For example why is it okay for warriors and ele to have party wide 25 might stack by themselves but ranger and pet is a no?
If you’re going to nerf things should do them to every profession not just one.
In the case of elementalists, yes, it is okay. Different professions have different strengths, and might stacking was always one of ele’s base strengths since launch. Their kit is very dedicated to easily accessible fire fields and blast finishers, and generating might stacks requires specific rotations mid-combat, so it is part of their playstyle.
For the warrior, I would agree. Warrior gets a significant amount of might stacking from a single source (one trait), which is probably as bad as ranger getting massive boon uptime from a single skill. To make things even worse, most might stacking traits in this game are mediocre, and even those that get buffed, like revenant’s, get a very conservative buff, while Phalanx Strength remains GOD-tier for some unknown reason.
Even if it had to be nerfed so soon, it still is, nonetheless, a buff to the base skill from two days ago when it still had no boon interaction.
In other words, this “nerf” is still half a buff, when the full buff was discovered to be insanely broken.
It’s unfortunate how overly sentimental some players become with nerfing. If you truly believe that “those meany anet devs don’t like my class”, then we can probably conclude that they don’t like any class, considering that’s said in every single class forum.
lol at what time has Roy every impressed you with anything? He’s always been one of the worst together with Jon Peters.
Nope. Every dev is “the worst” when they nerf the stuff you don’t like, and they’re all “the best” when they buff the stuff that “needed to be buffed”.
I liked what he did with the Rev. Uhhh… I’ll admit that’s probably about it.
Quite ironic actually, seeing as the Rev has incredibly good similar boon uptime.
Roy knows how to be harsh on Revenant as well. For example, the base revenant class is actually lacking at boon input. It is the elite spec that’s good at it, much like how druid is excellent at healing while the base class is anything but that. When a second set of elite specs gets to be made in the future, revenants will have to choose between herald’s boons and the second set, much like rangers will have to choose between healing or whatever the next one will bring.
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They could quite easily just make it a secondary property of the elite, that does not have to be self reliant on the ability to apply conditions to self.
Yes, that’s what I think as well. And the kit synergy is already there, even after the new changes, because the resistance skill is still tehre as well. It would bring back a very sweet and flavored combo, without having to bring back the self-applied condition playstyle that clearly didn’t work out.
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Both Druid and Ventari are awesome, but I found the Salvation trait line a bit disappointing since it was revealed, and now with Druid’s stream video, it only made that disappointment clearer to me.
The problem with Salvation is that a lot of the healing traits feel samey and fighting for the same spot. Some of them are even hard to distinguish between each other except for any mathematical calculations behind them, which, for your average player, makes their purpose and niche playstyle unclear.
Nourishing Roots vs Tranquil Balance
Both adept traits want to do the same thing: improve ally healing. Which one to pick? NR if you’re going with Ventari legend or TB if not, but that makes for a superficial question because, if you are going for TB, chances are, you’ll want to pick ventari as well to make good use of it. In the end, whichever one is mathematically stronger in practice will win and that’s it.
Hardened Foundation
This minor trait is useless without healing power. Although I understand that players should be motivated to spec into healing here, that doesn’t means they should be completely useless otherwise. It would be more practical if the effect was swapped (gain healing based on toughness) because all characters have a base toughness value, which would make it worth something even if you don’t invest in the base stat.
Invoking Harmony vs Tranquil Benediction
I’m bringing these two master traits to point out that they’re actually decent at fighting each other, because there’s a very clear distinction between them. Burst healing vs sustain healing.
Natural Abundance vs Selfless Amplification
Exact same issue with the adept traits. Both want to do the same thing: improve ally healing. You’ll simply pick whichever one is mathematically the best in practice, and ignore the other.
Tranquil Balance + Serene Rejuvenation + Selfless Amplification
One of the worst offenders. Although they’re not fighting for the same spot (they’re all in different tiers), aren’t all of them variations of each other?
Heal allies more. Heal allies even more if trigger is checked. And heal allies even more, even more and even more if you bring even more healing power through a somewhat unclear/ confusing mathematical calculation. Well, yeah.
In comparison, let’s look at Druid’s traits:
Adept: Choice between ally heal, condition cleansing and daze.
Master: Choice between ally movement support, self movement support and glyphs/ healing.
Grandmaster: Choice between healing, cleansing and CC too.
Minor traits: one improves self healing, the other improves ally healing.
Much clearer than Ventari’s, with each trait having distinct and well-defined roles, a clear synergy between them all, and no need for weird mathematical calculations nor for forcing you to invest in any single stat.
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I really only see this happening with Ventari. But if someone really wants to be stupid and ruin Ventari by slotting a racial healing skill into it, what’s really the problem with that?
GW2 is designed from the ground up to avoid, for as much as possible, situations like the one you mentioned. So if they want to be consistent with their design philosophy, then yes, that’s also a major problem.
Not sure about the shield change, as others have stated, i’m not going to stand there for 4 seconds after the initial kb when I have more important stuff to do. Unless this constantly kb’s people, it’s a weird change.
You should still be able to cancel it for the heal, I think. At least, they haven’t said otherwise.
Ah. That would be confusing, yes
.
I just saw Roy Cronacher in-game and asked him about that.
Shield #4 will apply BOTH aegis and protection.
Um, the 4 seconds of Aegis normalization is unrelated to the Shield — that was talking about the effect from clicking f3 — Virtue of Courage’s active effect.
Shield Skill #4 was not mentioned.
Virtue of Courage is already normalized. It’s Shield of Judgment (they clearly called it by that name) that has a pve/ pvp split with its protection duration (5 and 3 seconds, exactly as they have stated), and its now going to be normalized. Except they called the boon aegis, which as the confusing part, and only later mentioned the protection effect.
You know for a brief second i thought we might see some positive changes, but no… more nerfs, shield is still garbage.
This profession is officially dead, this is no exaggeration, with the upcoming elite specs Guardians are now 100% worthless.
Aegis on shield #4 single-handely makes shield awesome. Moving bubble is a nice extra on top of it (for PvE, it’ll be awesome in PvP).
And Frost bow should just have been made an elite skill since all our elites are kitten.
Ironically,
That would have made elementalists stronger. They would gain access to Ice Bow without having to sacrifice an utility skill.
I am amused with the amount of complaints going on here about being a heal-bot and not being able to PEW PEW away in a dungeon/raid/where ever. Guys…we HAD NO PLACE before…we were taken because no one else would fill a slot. Now we should have a slot and rightfully so. We won’t be the joke profession any more and I am thrilled with that! Some players enjoy playing a healing profession and now we get the option to. If you want to still run around with your bow and bear and pew pew your heart out go for it…but don’t try to spoil the new toys for the rest of us!
You will only have a spot in the new content. You will be auto-kicked for all existing content.
New content should have the better rewards, and you can always switch back to ranger for everything else.
After raids and updated fractsl are out, do you really think people will still care about poorly-made dungeons?
I haven’t watched the stream,. Can anyone give an (unbiased, regardless of stance on trinity etc etc) synopsis/overview of the Druid?
Spam heals to fill a bar to enter a mode where your heals are stronger.
You have to worry about positioning to maximize your heals, so “heal spamming” is already going to be a more skillfupl playstyle than current meta.
Sorry guaranteed damage and people given the job of healing your unavoidable damage is not adding anything to the game.
Its a forced dependency with no depth
Raids are one of the most popular features in MMOs among players that love hard/ deep content, while GW2’s endgame never went anywhere.
“Depth” is not a word I would use to defend GW2 here.
It seems like it’s a very well made spec.
Holy trinity: DPS, Heal, Tank.
GW2 trinity: damage, support, control.
GW2 is not getting the “holy trinity”, it’s simply getting class roles that are specialized at control and support, instead of having everyone jack-of-all-trades berzerkers.
Hahahahahahahahhaahah dedicated healer. Really glad i waited to prepurchase. Gw2 was killed by hot
GW2 endgame was killed by the zerker meta 3 years ago. HoT will revive it.
I haven’t gotten the time to test the spear in BW2, but I’m personally not a fan of a weapon with two auto-attacks that tries to do two different things altogether for the sake of an old restriction that no longer exists.
Roy made a point why the condi transferring had to be removed: It simply didn’t go along with support builds which got high amounts of condi cleansing, because it’s far more annoying to get stripped of your main damage source (aside from the immensly high torment stacking) than getting killed in the first place.
That point was done for the entire playstyle, which was reliant on self-applied conditions.
People don’t see the problem with condi-transfering on the elite itself, as it isn’t very different than what other professions can do already. And that is why this issue is talked about quite often here.
#teamBringBackCondiTransferToMallyxElite
I also loved the floating hammers trait (both the animation and the fact that it was actually offensive) and, although its animation may have been a bit too flashy, I think that wouldn’t be as much of a problem if it had a shorten duration (say, 3 seconds) while having its effect made stronger.
I’d rather have BOTH reflexive hammer and the new GM co-exist together.
Wouldn’t the current change accomplish the same thing?
From a purely PvE DPS point of view, it would be better to gain 90-100% damage from torment after 3 seconds against immobile bosses that last 10+ seconds, than getting perma 75% damage. Also, my suggested change would demand more player skill and bring more counterplay opportunities in PvP, while the flat 75% damage would not.
That being said, I assume it may be easier to implement/ code a flat buff to a condition via traiting than adding in a conditional buff.
I think elite specs are allowed to have new strengths as long as they bring new weaknesses as well (or come at the cost of old strengths).
For example, revenant has limited access to boons and out of combat mobility, while herald has perma swiftness and is entirely designed around boons.
It’s quite possible that we may get an anti-condi elite spec someday, which will eventually come at the cost of not picking Herald.
What about this PvE-focused trait:
- If your target stays stationary for more than 3 seconds, they’ll take full torment damage (or close to full, like, 90%).
Or put that to 2 seconds to make it more viable in PvP as well, when combined with some CC-chaining.
Because players are always moving in pvp, it seems balanced for both modes. Makes torment not-useless versus bosses in PvE, while still requiring some CC play for normal PvP and PvE.
Ideas that I like the most:
EtD’s condition transfer effect being back through a grandmaster trait is also an idea that I like very much. No need to inflate energy costs because it would come at the cost of a grandmaster trait, and it would be optional so players would only pick it for the most fitting situations.
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I’ll keep reading and I’ll be open to suggestions and feedback. Just try to remember it may look more devastating on paper than it actually is in game. Some areas of this build actually got stronger.
Hi, Roy.
I do not doubt that the new Mallyx might be healthier – and possibly stronger – than the old version. My worries are – as other posters have pointed out already – about flavor and uniqueness.
The removal of self-applied conditions? That’s fine, I don’t mind that. I may even enjoy the new version because it seems to be more straightforward/ clear to use. But I ask: did the condi-transfer from the elite also had to go? It would still make sense in the new toolkit, and it would bring back the legend’s uniqueness. Besides, that was very fun to play with.
Would it really be negative for the game if condi-transfer was back to elite? Maybe it would inflate the energy/ cooldown costs, making the skill harder to use for its new intended purpose (torment application)?
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?
Seems fine, although I’m worried about the lack of counterplay.
Some suggestions about adding trait effects that may make the opponent want to move around (or force them to do so) in order to maximize torment’s effectiveness:
What do you think?
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To all the considering the Mallyx changes to be bad, consider the pre change Legendary Demon Stance:
If you play a Mallyx Rev in any group scenario, you’re gonna be next to useless due to the constant condi clears your own allies give you. Your heal skill won’t do as much and your elite would only pulse out torment.
Roy may not have presented the best solution but no pragmatic person would play Mallyx as it was – Shiro or Glint was far more impactful to the team.
Self-applied conditions had to go away.
Condi-transfering elite didn’t need to go away.
I think that’s what the community is generally arguing about in this thread.
Anet can easily add condi-transfering back to the elite while keeping its new function, and call it a day.
Because energy + cooldowns is much better at balancing skills than just having one of them available.
I know Roy is reading all these feeling the heat from the “nerfs” but you guys have to realize: New profession. New expansion. If you have to put things on the butcher block, do it during beta and not after release.
I still hope we can get a compromise with anet about the Mallyx elite skill.
If the self-condi concept was not working well enough and had to be butched, so be it. But the elite should still transfer conditions to enemies. Many reasons have been give for this: to preserve some of mallyx unique flavor, to justify the elite’s cost, and also because there’s still enough synergy left with the toolkit to make it work and it’s just plain fun and exciting.
It’s also quite a simple change, because it only requires to revert back a single effect from a single skill, and not the entirety of the changes done to the legend.
They need to stop adding kitten cool downs. It’s ruining the class. Why should revs have to deal with the double punishment of energy AND a cd?
Energy + cooldown is excellent to balance a class, and revenant was always meant to have both at the same time.
Rev utilities were NOT always meant to have both. They only started adding these recharges after.
I understand that, but it has not been working very well.
Crystal Hibernation is the big question here. Block, so you get conditions now?
It seems a weaker version of Sword#4, just longer but blocks you in place.
It still regenerates health.
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