Showing Posts For DiogoSilva.7089:

Upcoming Revenant changes for BWE3

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I really agree that Mallyx elite should still copy conditions to its enemies. In fact, after reading everyone’s comments, I’m totally convinced of that.

I mean, mallyx STILL has resistance. Mallyx STILL absorbs conditions from its allies. And Revenant is STILL weak to conditions overall. The synergy is still there!

Spreading them to enemies was really, really lovely. It was unique, flavorful and gave us a way to handle conditions while still preserving our weakness to them. “We die to conditions easily, but if you spam them to me, you’ll die with me!” How cool is that?

I do agree with Roy’s comments on how the self-condi concept worked poorly with allies, and I definitely understand that it is no longer Mallyx main theme, but condi-spreading should still be a viable secondary theme/ subplaystyle, in the sense that the elite skill should still retain its copy effect.

Besides, without it, the elite is boring. Torment spreading is cool, but not cool enough by itself. 10% stat boost was always boring to me. But condi spreading? That was so exciting! Any player would look at that and ask to themselves “how many cool things can I do with it?”, even in solo PvE content.

Please, bring back the old Pain Absorption + Embrace the Darkness combo. Even without self-conditions, players will still love the old elite’s functionality. Even without self-conditions, there’s still enough synergy there.

Outside of that, I’m totally fine with Mallyx “simpler” playstyle. In fact, I prefer it that way. Self-condis were an interesting concept but it was weird in real-time and even worse in general pve, imo, so the new version is more straightfoward useful/ effective/ to the point. I just don’t want to see condi-transfers to go away from the elite. The new Mallyx still has the tools for it to work, the elite would still be useful beyond that, and it would grealy help to retain Mallyx unique identity after the removal of the self-condi concept.

(edited by DiogoSilva.7089)

Unnerf Unyielding Anguish

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Posted by: DiogoSilva.7089

DiogoSilva.7089

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.

Upcoming Revenant changes for BWE3

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I’ll be honest. Mallyx was very unique, but it didn’t feel as fun to play with as I was originally expecting. Making it simpler and more straightforward is, IMO, a good decision. HOWEVER, I agree that it lost a bit too much of its flavor. I would personally like to see more spreading and corrupting, even if not done in the same way than before.

Pulsating Pestilence needs an added trigger, I think. It should only trigger at 3+ conditions on you, or else it’s going to be randomly wasted.

Devastation’s switch is very interesting, but I wonder, aren’t Ferocious Strikes and the sword trait almost fighting for the same spot now? They are pretty much slightly different variations of + damage, except one is broader while the other only affects swords. Seems uninspired to me. In my opinion, the ferocity trait on dual wielding should be kept, and Vicious Lacerations changed to something different.

I still have my doubts on Shared Empowerment usefulness, but glad to see a buff.

The recharges are a good thing. Revenant is not a thief, it was meant to have CDs + energy costs since the beginning. And that’s what’s happening.

I also have a few questions:
Is sword’s AA animation still being worked on?
Does shield’s 5 skill still have that drawback?

(edited by DiogoSilva.7089)

We still haven't had a final word on racials

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Posted by: DiogoSilva.7089

DiogoSilva.7089

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.

Roy,

Ask someone at Anet to make Mistfire wolf a minipet and give it to all those who bought the heroic edition.

This way, people won’t feel like they’ve wasted their money when they decide to upgrade it for the wolf and learn the hard way that they won’t be able to use it on their revenant.

Mordrem Invasion Feedback [merged]

in Guild Wars 2 Discussion

Posted by: DiogoSilva.7089

DiogoSilva.7089

When GW2 has the reputation of being a poorly rewarding game, when the community has criticized the game for that for 3 years, when Anet devs became sensible to the problem and started to invest heavily on new reward structures… you would expect something better than what we have gotten in the past. It happens to be right the opposite.

  1. This game has achievements and collections. None of those systems were used to improve the rewards.
  2. This game is a RPG with experience points, loot and magic find. All completely ignored.
  3. This game has exp and magic find boosters in the gem store, that can also be obtained in-game every once and then. Yet, they have no purpose.
  4. This game is a MMORPG, while events take half an hour only to offer you nothing if you get disconnected.
  5. This game has an event reward system based on tiers that does nothing at its current implementation, while plenty of feedback has been given to improve the purpose of bronze-silver-gold rewards. No improvements were done, while event tagging continues to be a thing. Players are still punished for investing their time into any event at a time. Players are still rewarded for mindless tagging and minimal effort.
  6. This event was meant for new players to enjoy, yet most good rewards require a significant gold sink (plus, they can’t level their characters).

The rewards are abysmal. They are truly, truly terrible. In a genre that greatly relies on progression, sense of achievement and item collection for playing pleasure, GW2’s Mordrem Invasion is almost devoid of that. In a game that wants to value cooperation and bring new players in, Mordrem Invasion happens to be a caricature of one of GW2’s biggest design weaknesses, the rewards.

Every single reward item is insanely calculated to be as stretched and grinding as it can possible be, leaving the whole experience feel soulless, and as dry as a desert.

(edited by DiogoSilva.7089)

This is the worst PVE event ever for GW2

in Guild Wars 2 Discussion

Posted by: DiogoSilva.7089

DiogoSilva.7089

Welcome to the F2P future of GW2

Mediocre content, bad rewards and failed design goals (lol @ this event being targetted at new players) have been part of the GW2 experience for a long time.

Glint's ground symbol animation

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Posted by: DiogoSilva.7089

DiogoSilva.7089

The phoenix-style glint symbol looks really cool, and I don’t mind having it always on. It’s the circle that gets old fast the more time I spend roaming. More opacity/ transparency to the circle would be cool, especially outside of combat.

Glint's ground symbol animation

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I love it. Very fitting and cool!

I love it too, it just gets old fast if you have to watch it all the time when you’re just relaxing and exploring a map with swiftness on.

Thus why I’d rather have it appear only while in combat.

Glint's ground symbol animation

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Hey all,

Am I the only one that dislikes having the ground animation on upkeep skills all the time? I understand the intention (it visually tells you how many upkeeps you have), and its pretty by itself, but it gets annoying to watch all the time when you’re outside of combat and simply want your swiftness buff. It clashes with the legendary’s footstep effects, and you’re pretty much stuck to having it glued to your character while roaming. And roaming is something that you’re going to do for the entire game.

My suggestion to Anet is to make it pop up/ fade in only while in combat.

Facet of Nature Bug [merged]

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Create a new character, and you’ll have it.

Please take a new bank snap shot for BWE2!

in Guild Wars 2: Heart of Thorns

Posted by: DiogoSilva.7089

DiogoSilva.7089

That’s how I feel.

I wonder, if we create a new character, will we get access to our most updated version of the bank/ wardrobe?

Play for Free Confirmed [merged]

in Guild Wars 2 Discussion

Posted by: DiogoSilva.7089

DiogoSilva.7089

You are pretty right with your last paragraph. the guild im part of well one of them, went out in force and welcomed new members to the game in Plains of Ashford, it was pretty fun!

And I’m having a lot of fun with the people I’ve convinced to join. It’s intriguing and refreshing to have more people to talk with about GW2 in real life, and this generates a lot of interest.

Play for Free Confirmed [merged]

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I’ve convinced my brother and my girlfriend’s sister to install the game. They’re now enjoying it more than what they thought they would.

Free to play will also be great for the pvp community to grow.

Overall, this was a well thought change, with well thought restrictions. Good job, Anet.

So what you are saying is that there is no way they would play the game if it cost even a penny but since its free, no loss, and that is a good thing? HAHA

Both of them are now considering buying HoT when it comes out, if they remain interested in the game until then.

So it is indeed working as it should. Free to play is a great opportunity to hook players first and then make them spend money.

Both my girlfriend and my sister’s girlfriend have already spent some money on League of Legends too, another free game. If League of Legends wasn’t free, they would have never tried it up, because they weren’t initially interested in it.

In fact, the main reason why my girlfriend plays GW2 is because I paid her account for $10 during 75% discounts, or else she wouldn’t have tried it. Since then, she has bought, with her own money, HoT and a few gem shop items (while I got the $10 refund upon her HoT’s purchase so, technically, it has always been free to play to her).

The clear contrast between the examples I have provided and your 5-line laugh show the level of over-reaction happening in this thread. Generally, everywhere else, the community’s response has been pretty great at helping newcomers who ask for help.

(edited by Moderator)

Play for Free Confirmed [merged]

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I’ve convinced my brother and my girlfriend’s sister to install the game. They’re now enjoying it more than what they thought they would.

Free to play will also be great for the pvp community to grow.

Overall, this was a well thought change, with well thought restrictions. Good job, Anet.

No New Mechanic?

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Gating the main mechanic behind GM traits is not a flaw. It’s customisation.

Light Armour on Human Males... :(

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Light Armor on human males is generally mediocre to terrible. There are some great pieces here and there, but because there’s so few of them, they might not even fit your intended character’s style while the ones that do are completely ugly.

GW2 is a game that prizes itself on cosmetic horizontal progression, but, apparently, it does not have enough talent to pull it off. Some excellent armor artworks are translated poorly into the in-game models, some excellent models can’t save the terrible art that sustains them, and only very occasionally will you get a set of armor that looks both artistically and technically good.

Enchanted Daggers

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Duration is something I can play with, but there are problems which can happen because of it. For example if it was 30 second duration it means it would always be most effective to pre-cast them before a fight which is something I’m not sure I want. I’ll think about it though.

If you have full health, will the dagger hits still trigger, or will the game “wait” until you take some damage first before you get the life siphon effect? If they do trigger no matter what, then pre-casting it would be a bad idea as it could potentially waste its healing, unless the player is willing to sacrifice that for a strong, bursty initiation. And in that case, it would be kinda like medidation guardians, where their burst sequence comes at the cost of their defense, which is still healthy for pvp.

That being said, I do think 30 seconds would be way too long. That’s plenty of time for you to do anything. Perhaps 20 seconds would be enough to make it more “confortable” but, IMO, I think 15 seconds is fine as it is, too.

Good, now Roy, Where is my energy?

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Go play a bit of Guild Wars 1 to get a feel for Energy Management it might improve your Revenant.

If the Revenant’s energy management took more inspiration from GW1 then I’d be very happy indeed. Unfortunately with the exception of pip-based regen, they have nothing in common. Active skills with conditional energy gain like Power Drain and Falling Lotus Strike were what made energy management in GW1 interesting and rewarding, and I think similar skills could benefit the Revenant.

That’s an interesting point. Even though energy traits would lead to all the problems Roy described, it would be cool to see some energy management effects in the skills themselves. It’s not like revenant can customise said skills to “make them mandatory”, so energy gain would, instead, be part of a weapon’s/ legend’s playstyle.

Revenant Changes Based on BWE Feedback

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Overall I feel like that trait is lack luster, I’ll probably be re-making it when I do a trait pass. If you all have any idea feel free to shoot them out. I’ll also likely combine the two on CC traits and make a new master tier trait for that line as well.

Keep up the awesome feedback everyone!

Hey Roy,

Reflexive Summon is my single most favourite trait for the Revenant, because of the animation. Whatever you do, I hope you keep the animation there.

My suggestion would be for it to work exactly like Vengeful Hammers, and to be able to stack with it, but only be half as strong (so you would be able to get up to 30% reduction). Perhaps change the trigger, though. The on hit effect is weird, but I would personally like its trigger to be active. Perhaps on using an heal or an elite skill? My only problem with that is that it would probably compete with Steadfast Rejuvenation for the same “self-healing role”.

For the master slot, add a hammer trait.

Please remove the ICD on Shared Empowerment

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Posted by: DiogoSilva.7089

DiogoSilva.7089

5s/ 1s CD might duration traits are usually underwhelming at might stacking (I’m looking at you, guardian’s Empowering Might), but the good thing about this trait, is that you can very easily maintain 5 stacks of might party-wide (unlike those traits that depend on critical hits and, therefore, can only give 2-3 at best). Besides, there’s facet of nature to boost it, right?

That being said, I don’t think 5 seconds makes it very exciting, especially when Phalanx Strength exists. I’d rather it be between 6 (I know, that’s just 1 second more) and 8 seconds, at the very least.

Tempest Changes for Next BWE!

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Posted by: DiogoSilva.7089

DiogoSilva.7089

First of all, there will be more BWE to come. I don’t know why are you all complaining about. Did you expect the Devs to fix everything in one go?

Good job guys, that’s how you encourage developers to balance things, telling them they suck.

Pretty much did for the revenant….. reaper had major adjustments.,…

Just not the tempest

The revenant had two feedback changes so far, as there was a beta for them before BWE.

Sword Autoattack

in Revenant

Posted by: DiogoSilva.7089

DiogoSilva.7089

I’ll take a look at tweaking the sword AA animations to feel smoother.

This may be just my opinion, but I think that sword AA would be more interesting if it was a bit slower. No, no, I don’t meant to nerf it. It could be something like 15% slower but 15% stronger.

The reason why I think that, is because there’s too much going on with the AA (which is something I really love, btw), so it’s quite hard to read where each damage tick comes from. You have cleaves, projectiles and delayed bursts all in one. I think players would feel more personal satisfaction and reward with the skill if they had the time to understand and digest all that while they watch it unfold.

Think of an action movie where the action scenes are cut so fast that you can barely read and appreciate what is going on in the screen.

(edited by DiogoSilva.7089)

Good, now Roy, Where is my energy?

in Revenant

Posted by: DiogoSilva.7089

DiogoSilva.7089

There are no plans to add skills or traits which affect energy gain, upkeep gain, or energy cost of skills for the Revenant. These traits very quickly become mandatory choices as it means you can use your skills more often and in the case of energy, it would apply to all your skills since they all use energy. This is a dramatic increase in power across the board.

These kind of traits makes for less interesting choices and cause many problems with balance, often forcing skills to be weaker to compensate for the possibility of a player having all these traits equipped meaning they can use skills much more often then a player without them. But of course there will be balance on on energy costs and recharges of skills to make sure everything feels good and balanced for what it does in the toolkit of the revenant.

That’s a good decision and I agree with that.

One thing that players are worried, though, is how upkeep skills may make the profession way too reliant on auto-attacks. Have you ever considered experimenting with upkeep skills that remove 5 energy regen ticks instead of 7? You would still lose your energy over time, but you would only lose it by using skills yourself.

I can understand that, in some scenarios, the -7 energy pip is important for all-or-nothing decisions. Shiro’s upkeep is a good example of that – you wouldn’t certainly want players to be able to maintain it forever. However, some other upkeep skills would greatly benefit if used alongside other utilities – like mallyx elite, for example, but it happens that said utilities skills have very severe costs and, to be honest, it’s not like the playerbase would want to see those costs lowered at the cost (lol) of making the skills weaker. Another similar scenario might be with the new jalis hammers. Now that it is a defensive upkeep, you may want to combo it with your taunt, but your entire bar will be depleted very fast if you do that (well, to be honest, the taunt skill is also a bit overcosted at the moment, imo).

(edited by DiogoSilva.7089)

Revenant Changes Based on BWE Feedback

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DiogoSilva.7089

Since so many are asking for condi cleanse I’m sure it will be considered. Shiro+Glint has none.

Revenant as a whole is designed to not have much condition cleanse. That’s not to say there won’t be any tweaks for removal, but it won’t be any large changes. can’t have everything.

Besides conditions, what other weaknesses do you expect there to be, Roy?

ROYS OUR BOY <3

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Posted by: DiogoSilva.7089

DiogoSilva.7089

No AOE resistance or condi cleanse. Even on dps guardian I can have multiple aoe condi cleanses, but to achieve similar results on herald we need mallyx.
We really need some condi traits or baseline.

And I don’t really like the ui for f2. Smaller icon like shatters maybe?

Aside from that great job. Loved sword and jalis stuff.

UI is not final for the placement of the F2.

What about the sound effects? The vaccum cleaner shield and the bleargh glint were kinda… lol.

Not sold on The Herald

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I love the Herald so far. The only thing I’m worried about is how the upkeep skills may make it heavily reliant on auto-attacks.

Sword 3 not an evade?

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Besides, Unrelenting Assault has been advertised as an epic-looking and offensive skill. The general playerbase will probably want it to deal good damage, not to be balanced around defense.

I think CC immunity would be good because, even in PvE, you can get randomly interrupted out of it. Considering that you are transforming into mist, I think it would be flavorful – and needed, gameplay-wise, to get some sort of immunity, but I disagree that the skill should give full-on immunity and be balanced around defense.

So either damage immunity, or damage reduction, or CC immunity, or self stability, etc. To be honest, I think for an opposing player, it’ll make much more common sense throwing an AoE field on the zone and keep damaging the revenant while in mist, than interrupting something that fast and invisible. At least, it would probably be easier/ less clunky to pull-off, while still assuring that you get the damage you invested for without interruption.

But, say, a 50% damage reduction could be cool as well. It would still make you vulnerable, it would still be counterplayable (less with damage, but definitely with CC), but it wouldn’t be full-on suicide more neither.

(edited by DiogoSilva.7089)

Sword 3 not an evade?

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Posted by: DiogoSilva.7089

DiogoSilva.7089

What I think is best:

  1. Either an evade to give this skill a defensive niche (like blurred frenzy);
  2. Or CC immunity and either more damage or cleaving to make this skill not useless when against 2+ targets.

I prefer my second suggestion, as it still retains some counterplay while not making it way too similar to blurred frenzy. Unlike BF, which is definitely a “third dodge” skill, I think players would rather have this cool-looking, epic sounding skill be more “offensive”. Thus why I prefer some CC immunity + extra damage/ cleave, instead of full on evasion.

And QoL changes:

  1. Make both this skill and sword’s AA have their damage UI indicators stack, so instead of seeing 1000, 1000, 1000, 1000 damage on the screen, we get to see it as 4000 instead.

(edited by DiogoSilva.7089)

Revenant should be Herald

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DiogoSilva.7089

It’s perfect as it is.

Herald (Glint) Details

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DiogoSilva.7089

I guess upkeeps will be something like -3/-4, so you can activate 2 and still not be out of energy in 8 seconds.
Well at least i hope you can keep at least one permanently with still a low but positive energy regen

Some are cheap, some are expensive. You’ll be able to keep multiple up at the same time. A lot of the inspiration for the skills came from what you might find a bard style class doing in other games.

I’ll be showing it all off plus some extra things on the POI this Friday which will give a much better idea of how everything works.

Some quick questions:

  1. For the purpose of rune synergy, do the Facets count as “signets” or not?
  2. Spear or harpoon for underwater? The article mentions spear, but in the interview, you call it harpoon.

(But to be honest, I always get confused between both underwater weapon types. Sometimes, the melee versions are both called spear and harpoon, while the ranged versions are both called speargun and harpoongun. And sometimes, when people refer to spear and when they refear to harpoon, they’re talking about the two different spear vs harpoongun weapon types. So confusing. :S)

EDIT

I really want to like this, but I think that upkeep skills are easily the worst aspect of the current energy system.

I disagree. I think upkeep skills are great energy sinks for whenever you don’t need to use your other utilities are your energy bar happens to be close to full. That is especially the case in PvE.

(edited by DiogoSilva.7089)

Sword 3 not an evade?

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DiogoSilva.7089

Anet might be worried about the lack of counterplay that might occur if they add evasion to it. That being said, I agree it needs some sort of defensive mechanism.

If not full-on evade, then, at the very least, the skill should give you immunity to CC during its duration. Having your opponent interrupt mist is just weird.

I wouldn’t mind if the skill was ~5 energy costier for this.

How to make energy more useful

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DiogoSilva.7089

That’s an interesting point. Sometimes I wish to change my utilities but it so happens that I have too much energy. I’m not sure, however, if that’s the result of my lack of experience at energy management, or an issue broader than that.

Offhand Sword

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Posted by: DiogoSilva.7089

DiogoSilva.7089

And I wouldn’t mind if the sequence skill was automatically triggered. Sometimes, it’s hard to read if you blocked something or not in the midst of combat, and having to look at the skill UI during hectic times slows you down.

If could work like mesmer’s counter attack skills, where a sequence skill is automatically triggered upon block, while a weaker one is available for manual input. It could then work like your suggestion, with chill instead of immobilize for the weaker version.

Swords damage.....

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Honestly, I think sword AA is strong enough already, and I’m afraid that this weapon might turn into a “spam AA all day” kind of thing. I’d rather have Anet enhance sword #2 to be more useful overall.

My feedback from playing Shiro rev

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I don’t find it good in pve at all. It’s lacking something.

Shiro's heal needs a tiny buff

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And here was I thinking that it would be a great skill to combo with quickness/ multi-hit attacks. I agree that the CD should be removed.

My feedback from playing Shiro rev

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For some reason, I think sword #3 should be placed in the #2 slot. Not sure why, probably because #2 skills are damage skills for other weapons/ professions, while #3s tend to be more utility-driven.

(edited by DiogoSilva.7089)

Beta dragonhunter feedback/thoughts thread:

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I love the traps in pve. Enemies simply fall for them automatically, so they’re pretty much PBAoE DPS.

Impossible odds?

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Posted by: DiogoSilva.7089

DiogoSilva.7089

As it stands right now, a revenant using the maximum DPS setup can’t even out damage a Phalanx Strength warrior (who provides a ton of group utility that the revenant can’t come close to matching) in an organized group.

Where are you getting your information. The Revenant hasn’t even been tested yet since the buffs/Shiro were added.

He probably did some math.

Impossible odds?

in Revenant

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DiogoSilva.7089

Rage is better. Revenant gets +10% crit rate and +7% damage from traits under fury, plus the normal 20% from the boon and 7% from the rune. 25 might is easier to achieve and mantain, expecially in pve and wvw, so you’re comparing a 5% with a 42% damage increase (factoring only 100% crit damage).
It’s math.

Price doesn’t really matter, since Revenant is the first class that gets so much boost from fury.

Also in group play both are outshadowed by scholar runes.

First, trait is +30% crit rate (not +10%). (20% from Fury + 30% additional from GM trait). I’m not sure if did math or just did the napkin version and compared Fury/Ferocity against Might/Power only without other boons and total boon uptime.

I’d like it if there was an actual Rune alternative.

As confirmed by Roy, the trait gives 50% of the usual + 20%, so it’s 30% total (20+10). He also sait it may be buffed. Description is misleading

Yeah, I’m looking at buffing it because 10% crit for a GM trait is a bit weak. Might try making fury 100% better so it’d give 20% extra crit.

Revenants may get some access to swiftness. When it’s ready™

Hey, Roy.

One of the interesting things about the fury trait, is that it could be really cool to increase gear diversity, because it would allow non-precision builds to critically hit often enough. The problem, however, is that if it ever gets too high, zerker builds would abuse it. :P

What about this crazy idea:

  • While you have fury on you, if your total critical chance is bellow 50%, it becomes 50%.

Sure, it would be kind of niche (precision builds would never take it), but it could open some cool possibilities.

Just some brainstorming.

Weapon Swap nd Legend Swap

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DiogoSilva.7089

Isn’t first attack a 3 targets cleave?

First attack is a 3 target cleave, second is a 450 range piercing projectile that returns at the end of the path, and the final one is a three target cleave that also applies a delayed AoE explosion on those three targets.

The whole chain is about as far from single-target as you can get.

It’s also the most interesting AA in the entire game.

Anet, please ignore the anti-weapon swappers

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DiogoSilva.7089

My main problem with weapon swapping is not that it exists, but that it will give to the profession way too many “do nothing” skills that have to be chained together.

For example:
1. You press \ to swap weapons, but have no energy left to use the weapon skills you want, so you have to:
2. Press F1. However, if the legend you’re swapping to happens to be Ventari, then you’ll also have to:
3. Press 6, unless you want to lock yourself out of utilities simply because you wanted to swap your weapons.

That’s 2 or 3 button presses that do nothing. That’s 2 or 3 buttons that you’ll have to press before even using your desired weapon skills from the weapon you just swapped to.

And that’s just clumsy and not streamlined at all. It can, however, be fixed without having to remove weapon swap.

Remove weapon swap

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I think some people are disappointed because the main feature about the Revenant was supposed to be utility swapping, with devs hyping early on that revenant’s utilities would be awesome and make up for the lack of weapon skills.

Reality is, revenant’s second half bar is just like any other profession’s utilities. Situational, context-sensitive and with elites that are barely stronger than normal utilities. This makes legend swapping – the main feature of the revenant, a lot less interesting, to the point that if players had to choice between weapon swapping and legend swapping, and if they could only choose one, they would probably pick weapon swapping.

This makes revenant a lot more similar to existing professions (which by itself might not be a bad thing), with the clumsy drawback that, while other professions can swap weapons and use their weapon skills right away, revenants will have to swap legends every time they want to swap weapons in order to use their skills right away. Oh, and in turn they gain a new set of situational utilities, which they might not even want to – but are forced to – to regain energy so they can use their weapon skills in the first place.

In the end, legend swapping feels underwhelming, and I think some players feel that the addition of weapon swapping is a sign that legend swapping will stay as it is.

Remove weapon swap

in Revenant

Posted by: DiogoSilva.7089

DiogoSilva.7089

I don’t usually weaponswap a lot, while I do use a lot the F1 class mechanics.

Is it confusing to spam adrenaline skill on warrior and also having to swap from time to time? Nope.
Is it confusing to constantly spam F1 on guardian (renewed justice) and also use the other skills, while also swapping? Nope.
Is it confusing doing 4 (soon 5) shatters on mesmer and also having to swap? You get the idea.

It may be harder to manage more skills and stuff, but if making the class harder to use opens up new possibilities, I’m fine with it.

Plus Revenant will never be a button smashing class like ele or thief. You can’t simply keep swapping weapon and spam skills, because you have an energy cost.
You can give Revenant >9000 sets of weapons, the skill throughput will always be the same as 1 or 2 weapons.

Plus that’s not even comparable to what Engi has to do with 5 toolbelt skills plus many kits.

My problem is not with the number of skills available to the revenant. I can easily manage that. Afterall, I’ve played ele for two years.

The problem I have is with the amount of buttons that “do nothing unless you press yet another button”. It creates this feeling of redudancy, and it is something that you don’t see in any other class. All the examples you have given are skills that immediately do something. Pressing F1 with your warrior triggers your adrenaline skill. Pressing F1-4 with your elementalist changes your skillset. All those effects are immediate.

In contrast, there are several situations with the Revenant where you must press not one – but two or three times different buttons to even do a single action. The worst case example is the one I have given in my previous post. If you need to weapon swap but have no energy left, you will also have to legend swap to be able to use the secondary weapon skills. And if that legend happens to be ventari, you’ll also have to manually summon the tablet. That’s three button presses before you even do a single, meaningful action. It’s slow and inelegant.

To give an example, imagine that the game would force you to manually use skill 1. Imagine that there would exist no auto-attacking feature. Would that make the game harder? Would that make every profession automatically have more skills available? No and no. It would simply make the game more inconvenient to play, more clumsy and repetitive.

I don’t want less skills for the revenant. I want the existing skills to feel more responsive and immediate, so that the playing experience becomes smoother. Thus why I strongly suggest auto-summon tablet for ventari, and weapon swapping resetting your energy just like legend swapping, to avoid plenty of situations where there’s excessive button pressing for nothing.

Remove weapon swap

in Revenant

Posted by: DiogoSilva.7089

DiogoSilva.7089

I was against weapon swapping not because it wouldn’t help the revenant, but because it would be confusing and button-spammy when coupled with legend swapping.

Now that weapon swap is here to stay, I hope they find a way to streamline its play feel. Pressing two buttons to make Ventari work is not fun. Having to press two more buttons every time you want to swap weapons but have no energy left, or even three buttons if the legend you’re swapping to is Ventari, is incredibly unconfortable.

Revenant's Starting Weapon

in Revenant

Posted by: DiogoSilva.7089

DiogoSilva.7089

Aren’t all starting weapons one-handed so you can have your off-hand reward by the end of the first instance?

Mace is more straightforward, but sword has a cooler auto-attack which will make lv1 instances less boring.

Let's Vote ONLY! (Tempest)

in Elementalist

Posted by: DiogoSilva.7089

DiogoSilva.7089

1, because it looks really fun to play with and brings some interesting ideas (party-wide stun breaks) while further developing other mechanics (auras). The massive AoE also seems a lot of fun for general pve while farming or doing events, as it does not forces you to stick to a single attument (fire staff) nor is it way restricted by range (d/d). The animations are also one of the best so far.

Jalis and Tempest

in Revenant

Posted by: DiogoSilva.7089

DiogoSilva.7089

Protection and retaliation fit Jalis like a glove, yet, there’s so little of either of them. It seems to me that they are trying to find alternative, more visually-striking mechanics to replace boons with the Revenant. So, in a way, transforming allies into stone is their own version of protection and vengeful hammers is their own version of retaliation (likewise, staff #2 is another variation of retaliation’s flavor).

Sure, there’s always retribution’s traits, but they feel kind of underwhelming. Protection is tied to incoming disables, retaliation only lasts for 2 seconds and the grandmaster retaliation trait has almost nothing to synergy with.

They should rework retribution’s trait line much the same way they reworked invocation’s fury traits.

Tempest & Warhorn confirmed – Feedback [merged]

in Elementalist

Posted by: DiogoSilva.7089

DiogoSilva.7089

The tempest looks awesome, guys, and I wasn’t even particularly excited for warhorn.

Weapon Swap Sigils

in Revenant

Posted by: DiogoSilva.7089

DiogoSilva.7089

I like that both swaps work with those sigils. It gives revenants that subtle advantage that elementalists and engineers already benefit from, but I don’t think it’s a particularly bad thing.