I don’t think there’s a specific “why”. Its just something that happens with Sylvari likely related to mesh / skeleton differences from humans and that Anet has never really bothered to fix outside of a few times when it was ridiculously bad.
Yah, I noticed this right away when they introduced them. Especially in maps that are mostly brown like Dry Top / Silverwastes. I actually ran right past the skill point inside of the Vinewrath cave half a dozen times on one of my characters who didn’t have said skill point before I even realized I didn’t have it yet.
Honestly don’t know why they changed the old symbol. Yah, the old symbol was for skill points, but since skill points no longer exist… I dunno, may as well just use it, far as I’m concerned.
It certainly stood out WAY better than the current icon. At the very least, if you don’t revert to the old icon, make it a different color. Something that stands out more than dull brown.
I give the suggestion a giant “heck no” just for the idea of changing the animation on Ghastly Claws. GC is seriously one of my favorite attack animations in the entire game. I absolutely love the look of my necro spinning his axe in front of his hand all telekinetic-like. They already ruined the auto-attack animation, don’t ruin Ghastly Claws too!
And anyway, I don’t really think axe needs a complete rework. There’s nothing wrong with it at a core level, it just needs some buffs and tweaks. 3-target cone cleave and a whirl finisher on Gastly Claws, blast finisher on Unholy Feast (I also like the idea above of actually stealing boons instead of just stripping them). Damage boost all around. Change those things, then see where Axe sits before looking at it again for further needed improvements.
(edited by Electro.4173)
That would make more sense with the name of the shout, at the very least. Transferring multiple conditions would certainly make me think of making the target suffer a lot more than a single cleanse / transfer. Most of the other shouts have fitting names, but this one is just off to me. The current iteration is more like “mild inconvenience”.
They haven’t stated exactly how Elite Specs will be unlocked. About the only thing they have said about it is that they will need to be trained using Hero Points the same way that you needed to unlock all your other trait lines / utilities after the core specialization patch a few months back, and the hero points needed to train them are going to be beyond what you get just for pinging level 80 (unless you don’t train all of your core specs and save points for the elite, anyway).
Of course, even that was said quite a while ago and was met with a fair amount of backlash from some players (mainly PvP / WvW players who don’t want to play in open world to do hero challenges just to unlock elite specs, as well as some people with tons of alts who don’t want to gather points with multiple characters). So its possible that’ll change, though it seems unlikely since if they gave you enough hero points to get your elite spec just from leveling then the whole purpose of having hero point challenges in the world would become null and void aside from just getting things early while leveling.
Personally, I’m hoping for some lore-related quests to unlock the elite spec initially. I want the elite specs to feel like part of the world that you have to learn, not stuff that just pops up out of nowhere. So, like, Druid would be learned by doing a questline with a Druid NPC, throughout the questline you learn bits and pieces about the Druid combat style until finally at the end you fully unlock it, and then you can spend your hero points to level it up (or maybe you’d even be able to level up small parts of it throughout the questline, and by the end you can complete it). But that’s just me.
It didn’t work during the beta, but I’m assuming that’s a bug / oversight, since they’ve made it clear they want to make elite spec skills and traits synergize with normal specialization trees. Hence them doing stuff like making each “shroud” skill affect the various shroud forms and not just Death Shroud.
My guess would be that the skill is programmed to proc Signet of Wrath specifically when you get the “on hit” burn from using Justice (the one that gives you the blue flame effect on hit), and since Spear of Justice doesn’t have that given that its a direct attack instead, it didn’t work. But hopefully they got enough feedback about it during the beta that it’ll be fixed for the next iteration.
I think part of the problem is that what players consider a “role” and what devs consider a “role” aren’t always the same thing.
Many players seem to be looking at it from a meta perspective. DPS-based, condition-based, tank-based, ect. Whereas the devs don’t always seem to consider it in those terms, but rather in more broad ways or overall concepts of gameplay. So the devs might look and say “Yeah, that’s a unique role separate from the normal gameplay of the profession”, the players might not see the same thing.
For example, the devs seem to see Tempest as a different role because it incentivizes specific frontline positioning and hanging in attunements for longer periods of time rather than the usual Elementalist attune-dancing. But players looking at it from a meta perspective just see “another frontline support set”.
In regards to Tempest specifically as well, I kind of find it funny that so many people are opposed to the core concept of cutting down attunement dancing. I remember at launch there were frequent posts requesting the devs to cut back on the need to attune-swap constantly and let people specialize in one specific element. And yet now, when they’re doing exactly that both with Tempest as well as some of the changes to core specs (at least to some extent) people are like “F no, we don’t want that! We need attunement swapping!”. Granted, the rewards aren’t at all there yet to actually properly incentivize staying in one element, but so many people seem opposed to the very concept itself now that people have gotten used to the “norm” of attune dancing.
Blah. One of the two classes I don’t have, so this one is going to be pretty underwhelming for me. But I suppose that was bound to happen eventually.
Guess they can’t go anywhere but medium armor classes after this week >.>
To say that not a single issue raised by feedback was addressed is a huge exaggeration. No, they didn’t fix every single issue, and they do seem to have ignored a few of the larger complaints, but there are definitely some changes in there that I saw suggestions for.
My Guardian has a crystalline theme to her weapons.
There are quite a few choices that fit that motif, but I think I’ve settled on Odanta (the Ambrite longbow) and the Daydreamer Longbow for the time being. I may add the Warden Longbow or the Zenith Longbow at some point as well, once I hit the point that I want to expand to 3 skins instead of just 2 for my Guard.
Already have the Daydreamer skin bought and sitting in my Guard’s inventory. Still need a lucky Fossil drop to get the Ambrite one, and have had pretty bad luck with those lately it seems. Gone through around 100 keys without one.
I like the idea of enhancing auto-attacks in general. It would indeed help with what Tempest appears to be aiming for, which is less focus on attunement-dancing and more focus on staying in a single attunement for longer periods. That said, I have 2 major problems with your idea specifically.
One is that I don’t think giving you special auto-attacks is the answer. For one thing, it makes weapon choice less impactful, since no matter what weapon you’re using you’d always end up with the same overload auto skill. Which would be boring. And for another, it would be very development-heavy and make Tempest give a lot more than any other elite spec by far. Sure, the devs have already said elite specs aren’t mean to be equal, but Tempest giving new auto attacks, the 4 overloads themselves, 8 new warhorn skills and 6 shouts would be a bit beyond “unequal” IMO. I’d much rather they just enhance the auto-attacks we already have then give new ones.
And the other problem is that the power levels between weapons and attunements are already so lopsided that it would make adding the bonuses very difficult. Like, Fire on Staff is already very good to camp in some situations, and even Scepter / Dagger are useable to camp for certain periods. So you wouldn’t be able to add much, if any, improvement to those without making them potentially OP. Whereas something like Staff Air or Dagger Earth are just woefully lackluster and would need a lot of help to make an attunement camping “strategy” worthwhile.
I guess I’m in the minority that actually rather dislikes the changes.
I mean, sure. Reducing damage fits much better with Jalis’ overall theme of shrugging off hits, if that’s what you consider to be a “tank”. Maybe its just because I play Pokémon, but I personally I feel that “tank” usually means being able to both take damage and dish it out, not just take hits while hitting like a wet noodle (which would be more of a “sponge” to me). And I feel like having the hammers as a DPS option allowed me to actually use more defensive-oriented weapons (namely staff) without being completely terrible at DPS. In fact, Staff + Jalis was one of my favorite weapon / legend combos period. And I feel like I’m not much going to like it now.
Of course, I’ll have to wait to actually play it before I can say for 100% certain or anything, but I don’t have a great feeling about it in any case.
They keep saying they’re going to convert “some” of the legends for underwater.
I’m very much suspecting the reason for that “some” is Ventari. I don’t think they’ll convert Ventari to underwater combat at all, since it would completely alter the entire dynamic of the legend. And I also see no reason any of the other legends wouldn’t work underwater. Ventari really seems like by far the most likely culprit for the repeated use of “some” to me.
Suggestion: Pact Commander Swiftness Toggle
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
I most definitely support a toggle of some sort.
I hate doing jumping puzzles with swiftness, makes everything much less precise. And while there aren’t a ton of JP’s in cities, there are enough that I’d rather just be able to shut it off when I’m doing them.
I agree on both counts (the sound and the visuals). I was hoping for something a lot more magical looking than what the current Longbow has. I mean, the visuals on the attacks other than the auto attack are decent enough at least, but the auto visuals are meh and the sound effects are pretty awful all around.
I’m hoping they’re still sprucing up that sort of thing, considering the devs have already confirmed that Tempest’s warhorn will be getting new sound effects. Please let Dragonhunter be getting improved as well!
Also, I’d like to specifically point out that the “boom” sound effect (AKA the same sound that happens when you use Empower) that happens when the arrow bounces is terrible. And makes no darn sense. And is really, really terrible.
Yes, its triggered by wards / sanctuary. Those are considered knockbacks. Wards can even trigger it multiple times, assuming you’re fighting an opponent dumb enough to run into it that much (AKA during PvE).
I don’t think its triggered by Maw since that’s considered a pull instead of a knockback (same with Binding Blades).
I believe the full list of things that can trigger Dulled Sense would be…
Ring of Warding
Line of Warding
Hunter’s Ward
Sanctuary
Banish
Traited Longbow attacks with Heavy Light
Shield of Absorption
Hammer of Justice doesn’t work with it ATM. Unclear if its a bug or if its because its technically not the Guardian causing the knockback, but either way I’d love to see it changed so that it did work with HoJ.
I would also be all in favor of it working on pulls as well (which would allow it to work with Dragon’s Maw, Binding Blade, and Spear’s Wrathful Grasp), as getting more options to proc the trait would be appreciated. Heck, I’d almost suggest making it work on any interrupt ability in general sort of like Lightning Rod on Elementalist, which would allow it to work in addition with Weight of Justice, Bane Signet, Wave of Light as well.
Or they could… I dunno, make the traps good enough that they would be considered over other stuff?
Adding a special utility slot specifically for traps because “they aren’t good enough for normal utilities” just seems like an utter cop-out to me.
We had a villain. She was named Scarlet.
And the entire time she was part of the story, people were complaining about her being terrible and saying “Get back to the dragons!!!!!!”.
So yah, I’m not holding my breath for another villain any time soon.
I’m fairly sure the reason they don’t let you toggle shoulders is because the shoulders aren’t separated from the rest of the armor on outfits. A big part of the reason they’ve been doing more outfits is because they’re easier to make than armor, and one of the reasons for that is because they don’t have to break the sets up into pieces but rather can make everything a single model / mesh.
Allowing helms and gloves to be hidden is easy, because they’re at the edges of the model. So cutting off those parts is simple even if they aren’t pre-separated (although even then you can get some oddities, like the Balthazar outfit helmet). But shoulders are in the middle of the outfit, so in order to make them toggle-able they’d have to specifically separate the shoulder mesh from the rest of the outfit, create what would be under the shoulderpads, ect. Which they COULD do, sure, but it would run contrary to outfits requiring minimal work to create.
I played male Sylvari for my Reaper, and… yah, most of them were pretty lackluster.
Your Soul is Mine was alright, but the rest of them sounded way too happy. I mean, I understand that Sylvari always have that sort of carefree sound to their voices in general, but I was expecting a little more menace for Necro shouts at least. Not Nolan movie Batman “growl” but a something at least a little more dark. Some of them didn’t really sound like shouts either, just kind of normal speech.
Also, it really bugged me that some of the shouts played a normal little “grunt” during the pre-cast animation before the shout itself. Probably was especially noticeable because male Sylvari have one or two grunts that are particularly grinding (the one I’m thinking of is a high-pitched “uwah!” type grunt). I can’t remember for 100% sure which shout it was, but I want to see either Rise or Suffer? Either way, hearing that high-pitched “uwah” before the shout made it even more silly sounding.
(edited by Electro.4173)
I’m not 100% rigid about absolutely NEEDING to do them every single day, but I’d say I do them the majority of the time.
Unless its a double-fractal day, as I don’t do fractals nor WvW or PvP.
Wish New Wep/Skills Are Available Out Of Spec
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
I can certainly see why people would want this.
But at the same time, it would undermine the whole point of elite specs. That point being that its supposed to be a meaningful choice, something you have to strongly consider slotting or not. Something with a lot more impact than a normal traitline.
If you got everything for “free” without even using the spec, then its nearly as meaningful of choice at all. Then its just another normal traitline, nothing “elite” or different about it at all.
Seems to me there’s a pretty even mix of wood faced and leaf faced options for female Sylvari, but perhaps some of what I’m seeing as leaf / flower you see as wood?
Oddly enough, Reaper was the elite spec I was least looking forward to of the 4 revealed, and yet it ended up being my favorite one to play by far. Going to be so hard to go back to my normal Necro now >.>
Reaper Shroud is a ton of fun, the high mobility combined with the nice melee damage makes for a great and enjoyable combination (and different than normal Necro). And Greatsword is a nice “active” weapon, lots of good skill use rather than just auto-attacking, which I love.
Which isn’t to say I don’t have criticisms. Which mainly boil down to the following…
~ Greatsword ~
1 – Damage feels a bit low for being a slow, seemingly heavy-hitting attack. Which, to some extent is fine as it encourages more frequent skill use. But I still feel it could do with a slight damage increase. And maybe a bit longer chill uptime to help with nailing your other attacks.
2 – Really doesn’t feel rewarding enough considering the huge windup and lack of secondary effects. Damage doesn’t feel bursty at all, even when you drop below that 50% threshold and can “spam” it. I was running a Fire / Air sigil combination, and the only time the attack felt powerful is when one (or both) of those proc’d at the same time. Also, I’ll echo what others have said about the reduced cooldown being somewhat awkward as you can’t really do anything else but start your AA chain (then end it prematurely) in that 1-second time period, BUT I’d be fine with that personally if the damage was boosted to the point where it really feels deadly.
5 – Really needs to be cursor-aimed. In its current incarnation is so hard to hit with reliably due to its wonky trajectory, especially on moving targets. I’d also suggest that it needs to hit a wider arc. Not a massive increase, but maybe make it a 45 degree angle instead of what it is now (which feels like a 25-30 degree one). Both of these would really help you snatch moving targets, which would be really nice.
~ Shouts ~
- Your Soul is Mine is terrible for healing. I certainly appreciate the fact that its a heal skill that gives life force, that’s unique and I love it. But the heal still needs to not be terrible. Obviously it can’t be an amazing heal AND extra life force, but it doesn’t have to be quite as low as it is.
- Suffer seems to be kind of lackluster in everything. Brief AoE chill, a single condition transfer, a bit of damage… it lacks focus, just does a little of everything but does nothing particularly well. Also, none of it seems to fit with the shout itself. The rest of the shouts make sense with their effect (You are all weaklings = inflicts weakness, Nothing can save you = can’t save yourself with blocks + reaper gets a power boost, Rise makes minions rise up), but condition transfer / chill doesn’t really seem to fit with “Suffer”.
- Chilled to the Bone could stand to cast a bit faster. I get that its a large AoE stun, but it still seems like it takes an eternity to go off.
Shouts in general (including Augury of Death trait) – Too focused on multiple enemies. Its a theme, and interesting in general, but at the same time I think its a bit too skewed towards multiple enemies to the point where most of them are extremely lackluster to use at all unless you are fighting multiple enemies. Would like to see some of the base functionality increased and the scaling on multiples decreased. Still reward fighting multiple enemies, but keep them more useful against singles as well.
(edited by Electro.4173)
“While channeling” traits would be pretty mediocre WITHOUT overloads, though. So since its mostly relegated to tempest / overload, why not just make it a Tempest trait instead of putting them in other lines?
Condense the two current “while overloading” minor traits into one, and throw in a “while channeling” trait in the other spot.
My thoughts…
~ Longbow ~
1 – As many have said, it really needs a speed boost. Far too easily dodgeable at range. Wasn’t the longbow added specifically to fix the issue of Guardian not having a reliable ranged weapon? Kind of funny that it has the exact same problem Scepter already did. Also, I see a lot of “no line of sight” pop ups while using it, give that a look perhaps.
2 – Seems fine, though the damage could stand to be upped slightly perhaps.
3 – Could maybe use a slightly shorter cooldown, but other than that I love it. Don’t see why people are complaining about the damage when its clearly not meant to be a damage dealing skill (that’s what #2 is for).
4 – Projectile velocity is atrocious. That does have some perks (like the fact that you can fire off the symbol arrow then start using #5 to lock them in place as the symbol hits) but those perks are few and far between, and don’t make up for how hard it is to actually hit anything at range. Speed it up please.
5 – The cooldown, my god. Its WAY too high. Should be 30 seconds at most. Seems decent enough other than that, though it could maybe stand to be boosted up so that it always cages enemies within the border of the attack even if they dodge the final hit.
~ Virtues ~
Justice – Feels a touch weak compared to the active effect of default Justice, especially in groups (or with spirit weapons). I’d perhaps increase the burn duration or have it inflict 2 stacks per tick. Could use a cooldown reduction to make it less dependent on Renewed Justice, as it basically requires you to use it often to be good (and Renewed Justice would still let you use it even more, so it would still synergize well, just not be next to required). Also, why in god’s name is the range only 900 when Dragonhunter comes packed with a 1200 range weapon? Make it 1200 please. Seems to have major accuracy issues in general, could use some fixing on that end. Also, does not trigger certain traits (off the top of my head I know it doesn’t work with Wrath of Justice for instance). And lastly, making it a projectile finisher would be an extremely minor buff that wouldn’t really amount to much, but it would make a whole lot of sense.
Resolve – Cooldown is WAY too high for what it does. Should be more like 25 seconds untraited. Should also be a leap finisher.
Courage – Pretty nice, especially traited. Like the others, cooldown is a touch high, but not insanely so.
~ Traps ~
Purification – Due to how unwieldly it is, I’d say it needs a cooldown reduction. Sure, you can pre-cast it in get a double-heal in theory, but since it depends on getting the enemy to trigger it when you want I don’t think that’s much of an advantage to make up for the longish cooldown and moderate healing.
Procession of Blades – Should be a whirl finisher. Raw damage could stand to be a bit higher, its great when using the condition trait on a condi build but not so much without.
Test of Faith – I’d like it to proc once on trigger instead of requiring an enemy to step through the blades to get hit at all. Maybe even reduce the damage on the trigger proc if need be.
~ Traits ~
Piercing Light – Should reduce trap cooldowns to give it more use to non-condi builds (and because traps having a cooldown trait would be nice in general).
Wings of Devastation – I’d double the immobilization duration to help set up traps a bit more and just give a little extra “oomph” to the trait in general.
Hunter’s Determination – I flat-out don’t understand this trait. Why stability on a ranged attack? Might be useful if you got stability BEFORE the shot to cover the windup time (perhaps with an ICD if it was changed to that, so that it would cover maybe only 1 in every 3 shots?), but after? I dun’ get it. Also, I’d throw a longbow cooldown reduction onto this trait even if the stability does get changed, I don’t understand why there isn’t one in the Dragonhunter line and this is definitely the best place for it (could put it on Heavy Light, but I don’t like the idea of forcing everyone using Longbow to use Heavy Light as it can be a touch annoying).
I double checked and I did buy the Dreadnought armour on a warrior before looking at it on a revenant. Must just be my account then. Thanks for the help!
Did you purchase the armor before or after you created your Revenant?
The beta copies your main account at a specific point (most people assume its when your first beta character gets created, though I don’t know that its ever been confirmed if that’s the exact point or not). Any changes to your main account after the point where the “copy” is made won’t have any effect on the beta version of your account.
You should be able to go and buy the T3 armor now on your beta account without losing money on your main account, though. Unless you just don’t have enough gold.
The fact you channel an Overload and can’t swap to another element needs to go. Currently if you channel Fire Overload > swap into air it’s interrupted.
While it is contrary to all other Ele skills, I’m pretty sure that’s the intended behavior and I’m personally fine with it. You’re supposed to be overloading your current attunement, so logically swapping to a different one would mess up the overload. You can’t be overloading yourself with fire and then go into water partway through, then you’re not channeling fire any more.
The overloads overall just need to be more rewarding. Right now the only one that really feels like its a real boon to use is Fire.
Water is… I dunno. Water has some use, its a pretty huge burst heal, but the problem is that by the time you get into water, wait 5 seconds for the overload to become available, and then finish the channel (where the bulk of the heal comes in) you probably don’t need the heal any more, because you’re either dead or you’ve avoided the danger. You need to be a psychic in order to get the heal “when you need it” as the amount of pre-loading you have to do is so high (unless you’re just going to camp water so that you can jump straight into the overload). The persistent condition cleansing through the channel is nice, but it kind of suffers from the same issue where if you need cleansing right now then the time it takes to reach overload status is too long.
Air is WAY too weak. Damage is pathetic, range is lackluster, lightning field duration is an utter joke (the field is shorter than the channel to create it, and that’s just silly). I’d increase everything across the board, ESPECIALLY the field duration. That thing should last like 6 seconds at the bare minimum, IMO, maybe even make it a super long duration field in order to differentiate it a bit from fire. Especially since the “pulse boon” is swiftness, which is much less useful than the regen / might / protection pulses the other OL’s give (most of the time, anyway). The rest of the overload needs to be strong to make up for the less useful boon. I know they said during the Tempest POI that they were playing around with the idea of making it a larger AoE, but sadly it looks like that didn’t really happen in time for this beta.
Earth is kind of mixed. The Protection procs are great, and the break bar is nice to make it less interruptable than the other OL’s (which is a huge problem). But offensively, its very meh. I know its not meant to be super damaging, but it still needs a damage buff or some bleeds or something or else its basically just a skill you can sort of use to set up damage for your allies and nothing more (and even that depends on enemies standing around letting you cripple / immob them).
Warhorn overall seems pretty good, though a few of the skills could use some work.
Water Orb moves too fast to really use as a water field (especially for allies who have to react to the orb being spawned and act before it moves too far away, where at least the Tempest knows in advance when its being used), I’d probably slow it down to the speed of Air5.
And speaking of Air 5, I’d say it needs a sizeable increase in how far away from the orb enemies can be and still get shot at, because right now it just gets out of range of an enemy too fast to really do much (or make it even slower, I guess… either way gets the job done, though a range increase would allow it to chase enemies better which I imagine is part of the point of the skill since they mentioned it during the POI).
Air 4 just seems kind of wonky and doesn’t really seem to work properly half the time. I can use it on two enemies and visually hit both of them, but only one gets pulled, that sort of thing. Could use some looking at for functionality tweaks and perhaps a range increase to make it a bit more reliable (horizontal range / AoE that is, or in other words how far from the center it’ll pull enemies). I’d also appreciate an “arrow AoE” type activation like Air#5 has, as that would allow you to aim it between groups of enemies to pull them all into the center more easily.
I’m going for a female Asura for my Revenant. I don’t really like to play the humanish races as I see enough humans in everyday life, I want to use fantasy races in my fantasy games. And as far as those fantasy races go, I already have 3 Charr and 2 Sylvari but only 1 Asura, so there’s clearly a gap there that I need to fill.
That said, I won’t be using any Asura Revenants during the betas, as I want to keep the animations and voice acting a surprise for when HoT releases and I start my Revenant proper. Assuming we do indeed get all 5 races for Revenant today, I’ll probably go for a Charr.
(edited by Electro.4173)
I’m not using them during the BWE, as I’m kind of using the betas as a chance to just go wild and use random skins I’d normally never get a chance to use on my main characters (why use the same skins I see all the time anyway?), but…
I think I’m going with an ocean theme on my Revenant once HoT comes out proper and I can start my actual main Revenant. No real reason for it in terms of Revenant “themes” or anything like that, there’s just a handful of ocean themed weapons I want to use (namely the anchor hammers and the Shark Tooth axe / sword, and some of the Orrian weapons are also pretty nice) and it seems like an interesting weapon theme to play around with. Different enough from most of my other characters that it can stand out, and not a theme that I see other players using much.
I don’t really know, honestly.
On one hand, I’m really eager to try out elite specs, but on the other hand it might be kind of nice to experience them for the first time on my normal character and not a beta dummy character. So from that perspective, maybe I just want to focus on Revenant. But on the other other hand, if I don’t play the elite specs then I can’t give any input on them.
You can buy it from the Laurel Vendor. Its under the “Living Story Season 1 Rewards” tab.
Not sure you’ll find anything that fits every criteria you have.
If you were just looking for a coatless look, I’d say the T3 cultural chestpiece would be a good choice. The full set of T3 DOES have a coat / skirt, but unlike most its attached to the leggings and not the chest. So the T3 chest along with basically any normal pants will give you a look with no skirt / coat whatsoever. But that one does have sleeves on the upper arms and wraps on the lower, so that won’t give you the bare arm look you want. Plus I’m not sure if you want to mix and match.
The Gem Store Viper’s Armor set has one completely bare arm if you hide shoulder armor and gloves. Its not entirely without a coat, but what it does have is pretty minimal. So that’s a possibility.
Perhaps they’ve decided that since they’re going to do an in-depth look at the specialization during the livestream anyway, spending the time to create a teaser trailer is a waste of time.
The problem with letting you have both at the same time is that it would basically make Reaper a straight upgrade to regular Necro. Which they don’t want to do with Elite Specs, they want to keep the base specs relevant and make it a valid choice to pick an Elite or not (and once more elites are added, choose a specific elite), not just make everyone spec into the Elite all the time.
The only elite spec that doesn’t really follow that at the moment seems to be Chronomancer. I mean, yah, Tempests can choose whether to overload or not and don’t technically lose anything, but they are going to have to alter their playstyle in order to use Overloads (as most Ele play revolves around frequently cycling through attunements).
But since Chronomancer’s single additional skill isn’t really a massive mechanic change or anything like all the other Elites have gotten, even that seems reasonable to me.
Does the complete lack of underwater weapons on your list in the OP mean that you don’t plan on doing them at all, or does it just mean they won’t be done until after everything else?
Also, any chance of setting it up so that the thumbnail images are a bit bigger / clearer (or have some sort of size change slider?). The one thing I really liked about your old galleries is that it was so easy to browse the page and find good looking stuff since all the images were decent size and crystal clear, but the thumbnails on the new one are so small and blurry that you almost have to click on some of them to view the full detail page to even see them properly. Makes it harder to browse.
(edited by Electro.4173)
I’m not entirely convinced its armor and not part of the Tempests’ visual style, honestly. It looks like there’s already shoulder armor on the character, plus the way the lightning from above actually goes into it… I dunno, maybe its something related to the way Tempest casts their spells or something. It sort of reminds me of the elemental rings that appear around your arms based on attunement on a normal Ele, but in a different location. And said rings on the arms are conspicuously absent, so maybe the shoulder ring replaces the arm ones to visually separate Tempests from normal Eles?
But if it is armor (or a backpiece, perhaps), its pretty interesting. Could definitely see myself using it. Having it change on attune swap would be amazing, but I kind of doubt that would be possible in the game engine.
(edited by Electro.4173)
Its pretty odd that there hasn’t been a gem store update recently, especially since they’ve already added a few items to the game (which were at one point showing up in the wardrobe but have since been removed) that have yet to be released. Not to mention the stuff from those 1-day sales of the past they could bring back. So its not like they have nothing to add, they just aren’t doing gem store updates for some reason.
They’ve basically all but confirmed (if not confirmed outright) that there will be more elite specs for each profession. But not with HoT. Everyone gets one to start, then they’re going to expand the system in the future. One of the big selling points of HoT is that its setting a lot of groundwork for the future, and elite specs are one of those things.
My personal feelings on the matter is that its largely because of the data-mined sword skills. Once you get people expecting one thing then give them something else, a lot of them will be annoyed about it just by sheer virtue of it being not what they were expecting.
Certainly one of the downsides of data-mining in general.
Yay, we’re back to specialization reveals. I’ve been (im)patiently waiting for the return to spec showings.
Also quite excited to see what they can do with Ele. I actually find the warhorn fitting and intruiging.
I’m guessing the engine restricts customization options to a certain number per race, so Asura probably don’t have a slot open for chooseable facial hair ala humans and norn (as they use their ear styles for that slot).
They could add a new face or two that had facial hair built in, though, I suppose.
I agree TC, I think its a little underwhelming considering the concept of the skill. Most hammers are huge, and yet the projectile is miniscule. Even if the concept is that you’re throwing a mist energy blast and not the physical hammer (not sure if its meant to the be hammer or an energy attack) it seems pretty small considering the source.
The recent update actually helped the situation some, at least in terms of ascended Zealot’s gear (or Keeper’s more specifically).
Because you can actually do the Ascended conversion recipe and end up with Keeper’s gear, which means you can craft a normal Ascended item and then convert it into Keeper’s without having to pay the asinine prices needed to get the actual recipes.
I mean, granted its a Band-Aid fix at best, still leaves Keeper’s gear more expensive than most other stat combinations just due to the cost of Watchwork Sprockets, and only works for Ascended stuff (which means anyone who just wants to run Exotic is still stuck paying WAY more than any other exotic item). But its something.
I feel like the legends talked more in the various dev demonstrations of the Revenant than they do now that we’re in Beta. Dunno if they specifically toned it down or if its a bug / oversight. Heck, maybe some of it isn’t implemented at all, as I remember the devs saying that the legends may sometimes start talking to you just randomly and your character would respond to them, but I have yet to hear anything like that.
Its going to be worse now as many people are playing around with them for the first time, so a lot of people are going to be spamming attacks just to see the visuals because its the first time they’ve seen them in person.
I don’t understand why people are even forging stuff on the beta account. Unless you aren’t aware that nothing transfers over, why torture yourself with the possibility of a precursor you can’t keep?
And also what poster #2 said.
I’m sure there will be an underwater weapon eventually, its just not done / revealed yet.
There are a handful of other LS1 items that are also unavailable. The Toxic Injector Backpack comes to mind, for one, and I’m pretty sure there are a couple others.
Whether its an oversight or intentional, who knows.