Showing Posts For Gomes.5643:
As far as I know “Rata” is the asurian word for “City”. Therefore the term is not wrong. Even if asurian takes his style out of latin that does not mean that every asurian word has an latin word as counterpart.
I also liked the old mallyx much, much more.
For what I understand the reason why they changed it, is because they dont like that mallyx players get angry at sujpporters that want to condi cleanse them.
Couldnt that being solved making on of the skills to an second uptime skill with low energy costs which also prevents yout conditions from beeing cleansed?`Or directly designing one trait like – “You get 20 % less damage from conditions but while in Mallyx allies cant condicleanse you”?
The Content will get easier with time passing by.
And the reason for that ist not that Anet just nerfes them (at least I hope not) but simply because the “hard core” player (who also an huge faction that dont think of themselves as hard core player) will learn more tactics to bet the jungle and adjust the build to the main weaknesses they have. And then share it with the rest of the playerbase. Look at dungeons. Look at the silverwaste. Look at any other content.
The right build and the right tactic is so much more important then having exotic or legendary equiment. They determine if you fail horrible or can clear the content rather smothly.
So my tip to anyone who has trouble with the difficulty of the jungle. Look in your classforums for tips and builds. Or ask ingame what the “hard core” – player are running. We should be the friendliest community ever, right guys?
Hi,
as some of you might notice, the difficulty of the open world was a little bit increased with HoT. Some of us (like myself) find it great that they are forged to alter their playstyle and builds. On the other hand I can understand why many gw2-players are frustrated by this development and bring their complaints into the official forums.
What I definetly dont want to happen, is that Anet removes that difficulty and effectly makes the jungle to a second orr, where just can run through and ignore everything.
As an solution I suppose that everyone that was already made this altering process and have fond an good-working, easy, build will post it here. I think that most people have problems with the new contend because their build is still optimized on the “just zerk it down” – meta from the core game.
So I hope that everyone who has troubles in the jungle can find a build here to test and hopefully have through this a much better enjoyment of the addon.
Please arrange your build like this:
Class:
Link: to for example http://en.gw2skills.net/
short explanation how to use it
works good against this enemies (or in this zones):
has problems with/negativ points:
So then I will start.
The Machoist-Berseker
“Rage requieres pain”
Class: Warrior – Close Combat
http://gw2skills.net/editor/?vJAQRAse3XnMdAthgdhAmkCElilgAzYBUCDAItgaQ17d5WdvuA
This build combines the new stunbreak skills with the “Defense”-Greatmaster Trait “Rousing Resilience” to give you an goodly amount of sustain. Im using Berserker-Gear and was dying all over in the jungle but with the and +1000 Toughness you can go berserk and still tank a lot. The use of it is also very simple:
Get hit by any cc that comes at you.
Leap in, dogde in, beg the big hammer frogs to smash their hammer into your faces. Outrage has a ******* 10 sek cooldown. You can stunbreak anything that comes at you. Endure Pain is just to protect you while using Frency and in the rare case that you got cc´ed while Outburst is on cooldown. Use headbutt if they dont want to stun you.
For the rest – go in activate berserk and just spam your axe skills until everything is dead.
The most important thing is that you bind outburst to an key that you can easy press (like “R” or “G”)
positives: Good against everything that has lots of cc´s. And in the jungle that is basically everything. Did good work for me while traveling solo (you still cannot ignore everything, but fighting should be much more easy). Didnt test it for the big zerk events but it should work fine their. Just get a little back and let healing signet heal you when endure pain is on cd and you got lots of damage from the boss.
Also headbutt and shield 4 give you a good amount of stun to break bars.
negatives: Well you need Berserker-Spec. And Outrage is sadly really far behind in the row. So it could be a little hard for non main warriors which dont have collected that much heropoint in the old world. But on the other hand you can just swap the Elite with your favorite one and outrage with “shake it off” to have a build which is a little less effectiv but still holds the spirit.
Also has very little condition clear (probably buy sigils for that). And obviously is bad against any enemy who counters close combat – just leave them to others.
Extra: This build also works fine against the nasty little Pocket-Raptors – Just go in with your shield and press 5 when they jump at you. You will negate their burst and shield master will grand you up to 10 might. Which helps a lot when you cleave them down with your axes and berserk mode afterwards.
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Well, actual you can play your Elite-Spec really soon. You just doesnt have anything unlocked which make the game a little bit harder. On the other side you have the “I leveled up and got a new skill/trait etc” feeling back from the original level phase.
I personally started with a think 100 points from old tyria and right at the start turned to druid. And then unlock the spekittentle by little while playing the game.
For me the only problem with the elite specs is that the hero challanges are just some random tasks lorewise. It would be much cooler if they were actually connected to the elite spec lore. (Like helping druids to do something or meeting the scrapper warband in the jungle).
Is it confirmed that taunt goes through a breakbar? Because basically its just a status effect like an stun so it should damage the break bar instead of actually taunting bosses.
(And I think in the Wyvern fights you also saw that the Wyvern was not really interested in the taunting Revs)
1. Daredevil
This is how Elite Specs in my opinion should work. Take something from the ground class and make it big. So that the differences in Gameplay are underlined. Also has lots of Synergies in the spec and with other specs of the thief.
2. Druid
Also a nice well rounded concept. Sadly no real synergy with the ranger. But bonus points because of the completly new angle.
3. Berserker
4. Reaper
Also nice. Taking one point (Reaper for example the chill) and focussing on that. New cool ways of playing the class without feeling like you play something totally different.
5. Scrapper
6. Herald
Also have both a cool theme, but didnt appeal from gamplay as much as the others.
7. Chronomancer
Really cool idea, but i think the the new skills are basically just boring AoEs. The Time aspect is only in the f5 and the new boon visible. I would really like if Anet brings more play to the wells. Would increase the rating to at least 3.
8. Tempest
Dont really see the concept behind it.
9. Dragon Hunter
The opposite of how a Elite spec should work. Has no connection to the Guardian. Has not really a clear theme…..
They get new pets cO. I dont really get your point.
Wisps are still nature spirits, its never said that they are in anyway related to the sun. Not everything that shines is sunenergy. When thats the case also the original druids are just oak hearts made out of sunenergy. And then the theme would fit even more
Ok maybe skill 1 is astral. But you get the point that it is logical for a nature worshipper to have at least one sunrelated skill? Also all 3 skills have nothing to do with the ascending theme the astral form has.
Staff 1-3 skills are also astral-themed, staff 5 not classifiable, the glyphs being a middleground, more elementalist-esque than in line with rangers nature magic.
Thats not true. As you can read here: http://wiki.guildwars2.com/wiki/Druid , non of the Staff skills is in any way related to astral magic.
Skill 1 is Solar Beam. Ok the Sun is something cosmic, but also the Source of all life – it would be really weird if someone who “worshippes” nature would ignore the sun.
Skill 2 is Astral Wisp. Even having “Astral” in name, an Wisp is an nature spirit. It do not come from the moon. Also Skill 3 says: " Become a wisp of natural energy "
Skill 3 is Ancestral Grace, see Skill 2 for that.
Also Skill 5 is an Barrier with pretty little Flowers on it – that is plant themed for me.
Also keep in mind that the understanding of nature for the old druids is more than plants. They had in deep connection to the water in the jungle, so its not far-fetched that also the sea and the earth were important to them. So if you put everything together you have one ascended “astral” theme (as they manage to ascend in their ways and were also deep worshippers of melandru, so some divine tone should be there), an nature-plant theme(obviously), an nature-earth/sea etc theme (as said above) and to some kind an nature spirit theme (deep connection to the jungle and everything that life in it), that all has to be part of the druid.
Therefore I think the balance is quite nice. An Druid who would just be some kind of “Plant mage” would not really fit into what Druids in Guild Wars 1 were.
I like the Design of the Elite Spec very much. It has an unique taste which keeps it distant from other classes that where also called Druid.
I also like that the Druid focusses on Nature instead of transforming to animals, as GW Druids didnt have that much of an special connection to the wildlife (over beiing part of nature).
I also do not agree that the Druid is heavenly focussed on astralmagic design. Only the 5 Skills of the new form have that, the Staff and the Utility-Skills are designed in a more “earth-way” of Nature. Even the Glyph of the Tides, as they are characteristical for the sea. The old druids most likely even didnt know that tides were created by the moon and they also saw water as something purifying so its not that far-fetched that they also included tides in their understanding of nature.
So I think the balance their is quite nice. You basically have an nature-worshipper who can ascend and have then an cosmical touch. Just like the GW1 Druids did. (Ok we dont know about the cosmic touch because the Druids werent that talkitive back then. But Cosmic also implies understanding of higher concepts – compare it to “Nearer to the Stars” from Cantha – which fits actual good in this context.
So basically I like the Elite Spec. Also the healing theme. It would be perfectly if they change the Healskills to a little bit more proactive way, but its a good start.
Sadly I dont see much Synergy with the rest of the Ranger – but maybe the big Balanceupdate will change that.
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Unfortunely you might have to wait a little bit. Therefore (hopefully) the next contentpack will be much bigger than season one and two together.
The more importand question is: What is that for an armor on your Character in that picture?
That’s why summing up atrocities by different atheistic states and comparing’em to theistic ones makes no sense, not adhering to a belief isn’t by itself one, it’s a part of the ideology but it’s not the defining one.
No it´s actual makes sense. People who instumentalize ideologies to gain power and surpress other ideologies are normally more interessed in “how do I use this ideology to make a group of people do what I want” then acting “good” in the sense the ideology understands it.
In the end it all comes down to create a majority of the “good guys” and a precise picture of some “enemy” which you can hate/kill/surpress as you want and any ideology which can provide something like that will be used to achieve that goal.
Therefore, I dont see the difference between “We are Christians/Muslimes/whatever and they are not, so we have to kill them” or “We are Communists/Germans/whatever and they are not, so we have to kill them”.
To come back to the original topic. I find the idea of factions that are trying to fight smarter than just your normal raider really interesting. Fighting from the shadows and trying to get the hearts and minds of the people (or äh … frogs) makes an much more interesting enemy than youre standard undead or bandit.
I also would like to see a little bit more grey factions. Like the Mursaat from GW1 (before War in Kryta) – factions which are doing bad things to prevent even worser things from happening for example.
I would also really like if the player (and the pact) also are trying to act a little smarter. Everything they are doing right now is punching everyone in the face who look suspicious. Give at least us whisperes the opportunity to solve the problems with brain (like starting a revolt so that more liberal leaders come to power (dregde) or something like that) than just brute force.
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- Crusader
- Templar
- Seeker
- Justiciar
- Patron
- Warden (for that rename Sylvari NPC Wardens to Preservers)
Crusader: Hey my Mesmer is an Crusader too (its an vigil rank). So that will have basicaly the same problem as “Dragon Hunter”.
(Außerdem bin ich auf die deutsche Übersetzung dann gespannt – “Recke” ist meiner Meinung nach ein furchtbarer Name für eine Spezialisierungen und die eigentliche Übersetzung “Kreuzfahrer/Kreuzritter” geht nicht, da es das Christentum in Tyria nicht gibt.)Templar: Templar were called Templar because they protected the Temple in Jerusalem and the people who travelled there – as there is no Temple in the Maguuma-Jungle (at least none of an accepted Tyrian religion), so they are no Templar.
Seeker: I dont think it fits to the skill … they hunt big enemies in the jungle and dont seek something …. but if the originstory would be changed (like introducing some kind of “holy grail” aka anti-dragon-artifact-thing … why not).
Justicar: Title of high-rank soldiers of the white mantle. I dont think that Loyalists of the krytan crown would like to be called that way …. but some commanders of the holy pact are fine when there are called “Thiefs” ….. so that dont seem to be the problem. (Auch hier wäre die deutsche Übersetzung interessant: Richter? Rächer?)
Patron: from lat. patronus -> pater=father …. so like valkyries
Warden: Dont like it, but it isnt that bad.
- Crusader
- Templar
- Seeker
- Justiciar
- Patron
- Warden (for that rename Sylvari NPC Wardens to Preservers)
Crusader: Hey my Mesmer is an Crusader too (its an vigil rank). So that will have basicaly the same problem as “Dragon Hunter”.
(Außerdem bin ich auf die deutsche Übersetzung dann gespannt – “Recke” ist meiner Meinung nach ein furchtbarer Name für eine Spezialisierung und die eigentliche Übersetzung “Kreuzfahrer/Kreuzritter” geht nicht, da es das Christentum in Tyria nicht gibt.)
Templar: Templar were called Templar because they protected the Temple in Jerusalem and the people who travelled there – as there is no Temple in the Maguuma-Jungle (at least none of an accepted Tyrian religion), they are no Templar.
Seeker: I dont think it fits to the skill … they hunt big enemies in the jungle and dont seek something …. but if the originstory would be changed (like introducing some kind of “holy grail” aka anti-dragon-artifact-thing … why not).
Justicar: Title of high-rank soldiers of the white mantle. I dont think that Loyalists of the krytan crown would like to be called that way …. but some commanders of the holy pact are fine when there are called “Thiefs” ….. so that dont seem to be the problem. (Auch hier wäre die deutsche Übersetzung interessant: Richter? Rächer?)
Patron: from lat. patronus -> pater=father …. so like valkyries
Warden: I dont think it fits the more offensiv theme of the spec.
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Because anything else is translated too. Thats a thing for immersion and so on. You basically have two options: You pretend that those guys in the fantasy land speak english or that they have their own language (New Krytan) which is just translated so that the players can understand it. And if the second option is the case, you also translate it to german etc. That are unspoken translation rules in fantasy literature.
if this tempest nonsense would be really the name of this specialization, then consider Tempest being the most dumbest idiotic class name ever in gaming history.
If I will see later there such idiotic junk like “Sturmwind”, “Unwetter” or “Windsbraut” that will be absolutely immersion breaking beyond all what logic stands for, then I don’t know, if I will laugh or cry over Anet…
Probably the name of the specialization will have a slightly different name then its correspodending Traitline – like in the original traitline (i will keep that name to not confuse it with the new specializations) are called “Fire Magic” and not “Pyromancer”.
So probably we will have “Tempest” as an Elite-Specialization and its users will in reference to the legendary ascalon artifact be called “Stormcaller” (oder eben “Unwetter” und “Sturmrufer” auf deutsch, wobei ich dir zustimmen würde dass Tempest als Klassenbezeichnung im deutschen kaum zu übersetzen wäre, aber nach “Widergänger” traue ich denen alles zu).
So Ranger will probably have Druidsm as actual Traitline when becoming a druid.
The funny thing is that with every restriction of build diversity someone stand up and say: “But now we will have better balance!”.
It was the same when Guild Wars 2 originally released and the old Guild Wars 1 fans complained about locket Weaponskills. So I´m really interessed if that promised “better balance” really happened. Unfortunaly I am not really into PvP and in PvE you can do what you want (unless you want to do speedrun). So hopefully anyone can answer me if we know have that paradies of balance which justifies the 90% reduction of Build Choices at the start of GW2?
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I´m 90% sure, that the Beta will exactly include anything that was included in the Demo and Pressevent. So no new information there.
Well I want that fake Patchnotes from GW1 back.
I also hope for fake specs for the profession, evtl. letting us play as absolut overpowered specs (like commando-class).
Well, one interview describes a skill of the Jalis-Form that is not shown in the PoI – so there is still hope that every legend gives you a little pool of skills.
(Namely the article describes a rune the Rev can cast whichs falls from the skies and create a savezone that your enemies cant enter – but probably that skill is long gone or reworked into the roadskill, even if the dont sound close.)
Personally I would prefer to shift the system and make the weaponskills freely choosable. This would solve any kind of customizationproblems and the weaponskills are not really stilistic bond to the weapon but more like "cool ways to play with the mist).
If thats not possible make at least traits for the revenant that let us customize our char.
Im also really interested in how this topic effects the pvp play of the revenant. All you do is to pick “3 Weapons (1 real one and 2 legends)” and that determine every skill you can choose. Arent you really predictable for everyone else? (Not a pvp pro so maybe someone can answer me this)
Keep in mind that the first area we are entering in HoT is the place where the pact fleet was defeatet by the modrem. Where else should be a huge battlefield in the jungle – I think it is really fitting there.
Also I´m 100% (ok lets say 90%) convinced that the “exploring old places” etc content will also play a huge role in HoT – just look at the old cities that are shown in the trailer. Its probably the main theme after escaping the modremforces that were sent to clean up survivors of the pact.
I think questions like “how many maps will there be” or " when will it come out" will not be answered. Or in a way we all know.
What would really interest me is, if the the specialazations will work the “old” way of “everybody shall do everything” or they allow you to specialize al little bit more.
If you look on the legends of the revenant – they are highly concentrated on a specific theme and supporting each other (like collecting all conditions from the team on you and then give them to your oppenent back with the ult). I would like to see that in the weaponsskills of the specialazations too.
So basically the question would be: "Are the Specializations created on the principle “Every class (spec) should fulfill all roles” or a they concentrated on on specific gamestyle like CC, Conditions. Boons etc?"
Inspiring Reinforcement: Create a stone road that damages and weakens foes as it’s created. Once it’s created it will pulse, granting stability to allies.
Third utility skills shown while under Jalis’ legend. Too similar to what you described to be a different skill.
Äh, no. A road is not a rune. It do not fall from the sky, it appears before you. And pushing enemies away is definitly not the same than granding your allies stability. If these two skills are the same, than Cronacher is bad at explaining things or the writer of the article had same weird dreams. The only similarity they if is that they weaken your enemy, bur with this argumentation “Call your arms” and " Fierce Blow" fom the warrior would also be the same skill.
Well it is without doubts the new defiant mechanic …….
Well probably it is confirmed that we have an choice for choosing at least utilities from a pool.
Because of this:
“Cronacher describes one of Jalis’ utility skills. Revenants using this legend will be able to call down a rune from the sky that damages and weakens enemies as it descends. Once it actually hits the ground, it will push enemies away in order to form a safe space for allies.”
Does anyone recognize the spell that is described in the interview? No, me neither. But it is an “Jalis-Skill” and we know five other “Jalis-Skills” – so there have to be an pool of skills for every legend.
Hi, while rewatching the latest PoI, I noticed some minor details I want to show you. Of course you can also use that thread to discuss your findings that werent explained.
1. New Defiant-Mechanic
While fighting the big dragon they unintentionally revealed an information about the new defiant-mechanic. As you might saw in the last HoT-videos (for example ready up) the defiant-stacks are replaced with an bar that loweres for every CC that is hitting the boss and slowly refills. The new information is that this bar is not always active (for the minor bosses at least). In the dragon fight you see an red icon instead the blue one – indicating that the boss is vulnerable to CC.
Better proof for this is shown a little bit earlier when they fight a Troll-Boss. First the bar looks like (picture 1) and the player is able to taunt the boss – indicating that other ccs also will work, then the boss start the big hit and the bar suddenly change to (picture 2) – now the boss is immun to every cc.
2. Group Content aka instanced boss fight
Im really not sure about this but I think that the big fight against the wyvern is actual part of an group content instance, an adventure. And not part of the event chain it is going on.
arguments:
1.) It was mentioned that the wyvern is designed for a 5 man group, which would be weird if it is an open world content.
2.) After the first event is finished – a new adventure spawned (picture 3)
3.) The helicopters they used to get to the dragonfight spawned right after the message with the new adventure appeared – not after the second event (that with the vine and the helicopterbombs etc) was finished.
So I think this is one example of this much noticed “group content”
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Its interesting because it means that bosses are no longer immun to CC. Instead they “activate” there “Anti-CC-Stance” (Sorry dont know the english term) when they use that shiny big one-hit abilities. Just compare it with the Troll-bosses when they are showing the dwarvenskills. When the troll is fighting normally the icon is red and the bar grey – the moment it starts it superattack the icon turn blue (in the way we already see it ingame) und an blue bar appears.
Hey thanks – when you have recorded the stream can you please relook the scene at the boss fight what were unintentionally revealed there. I mean the scene where the player always said “I shall not klick on the boss because it will reveal something” and then he clicks on it (I think he was in downstate for the second time there) and ruby just facepalms afterwards. Sadly it was to fast to notice something important….
Or maybe we will have only 3 utility skills per legend, with 6 or more legends. It would be more utility skills than other professions, but they would be easier to create since they don’t have to be balanced against every other skill, rather just against the weapon skills and the other skills in the same legend.
But that would mean that the revenant will also have 7 or more Traitlines, as Mallyx and Jalis Ironhammer have there own and there is also one for general invokation.
I really doubt that this will be the case.
I do not want my trait lines pre-selected for me, though. Choosing legends should not strong-arm you into choosing matching trait lines.
You dont have to pick them. It´s similiar to the other classes – when youre running a signetbuild it is probably wise to choose the signet-recast-reduction-trait and invest in that line. When you are using an Hammer the trait which reduces the recast of all hammerskills will be useful, but you dont have to pick it. When you think another trait is more important then pick that.
It is just my imagination or are they increasing the range of supportive skills? The “new Plague-Signet” from the Revenant has in my openion a much higher range then said Signet from the necro.
So the latest PoI showed how the Revenant will work. Every legend has its own skills, it is not working like the glyphs at all.
So back to our customizationproblem. As every legend is tied to an trait-line I suppose we have 4 legends at all (Jalis, Mallyx, Shiro Tagachi?, Rurik?). With 20 Utility-Skills per class that would mean you have 1 Heal, 1 Elite and 5 Utility skills with each Legend.
Well it is better than just having your legend choose your Utilitybar completly, but it is still significally lesser customization than every other class. But I already wrote my solution for this problem on page 6.
In the end it may be good that the customization is such a disadvantage on the rev, because that class outstyles anything I have ever seen in any kind of game. (The Mechanics, the animations, the elites, the skillshots, the fact that the invoked legends F****** TALK TO YOU!!!!!111 )
So I expect a lot from the specializations. And I hope that some of the new mechanics (exspecially skillshots) will be used in the “normal” classes, too.
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Please keep in mind, that with the specializations new legends probably will be included. With that System Anet had to invent and balanced every utiltyskill again the moment an new specialization is implemended.
Also it seems that the goal behind the legends is to make the related skills iconic and interdependent. There is a limit how you can implement that, without changing the skills so much that it requires the same work as if there are 4 different skills which just have an little overlap .
Just think about the elites that are known: For the legendary dwarfenlegend we have “Rite of the great dwarf” an iconic, lorewise grounded Eliteskills that turn every Ally into stone and highly increasing there power and defense. How exactly shall that skill work in the demonform? Only way i see is, that in demonform it changes to the that margonite-summoning ritual from nightfall, turning every ally into an margonite (which requires a new texture other the the stone ritual) and granting them more Conditiondamage (probably increasing with exery condition on them) and a long lasting “Resistance”-Boon to make him immun to the Conditions he applies on him self (which requires completly new balancing then the stone ritual).
So basicaly I agree that this system would be really cool – but I highly doubt that it will be implemended because of the extrawork Anet have with it. There it would be easier to reduce the number of legends and created a pool of abilities for every Legend.
Well in any other class we have the situation, that the weapon skills determine the core or stil of your gameplay and are fixed and the utility support them – in my way of handling the revenant it just would be swaped, so i dont think that there will be a major problem.
Basicaly we have 3 Options how the revenant can work.
1.) Weaponskills are fixed, Utilityskills are freely choosable and have an little nice extra dependend on the active legend
2.) Weaponskills are fixed, Utilityskills are fixed and highly determined to represent a specific type of gameplay
3.) Utilitskills are fixed and highly determined to represent a specific type of gameplay and the weaponskills are freely choosable.
I think most of us would value the first example highest, i dont think it will be implemended. Thats because it would mean more balancing work for Anet (all skills are influenced by at least 4 legends) and also there is the question how you can implemend that iconic character every legend shall have.
Second one obviously would be the one with the lowest individualisation (which is bad in my opinion).
So I think that the third one (or another one I didnt see) is the best one to choose.
Well I have though also about a solution of the customization problem ob the Revenant. So basicaly I´m a fan of the fixed skillsset for every Legend as it allows Anet to create a skillset that matched perfectly together and represant the historical Person it is named after. Like for example a LoL-Hero is created. I also would hate if that means that the Revenant is reduced to make three choices – 1 Weapon and 2 Legends.
So i thought of an rather radical way to solve this problem.
Make Weaponskills freely choosable for the Revenant instead.
Yes, that sound like a radical change, but hear me out.
As it looks like, the Design of the Weaponskills are not tied to Stil of the Weapon but is more like “cool ways to play with the mists”. So there is no stilistic reason why the anti-projectil-shield is only useable on the hammer or why you cant use scattering hits with an axe. Following the design of having an fixed, on the legend depending utility-bar und an freely customized weaponskill-bar allows Anet to focus on high-represantable legendary skills and simultaneously ensure enough flexibility for the player to choose his personal playstyle. Without increasing balancing work ( compared with other classes)
Just think of the last blogpost. The released skills of the axe and the mace seems to fit so well to each other, why not using them together? It would solve all the problems people have with the revenant without creating higher “maintenance”-needs for this particular class.
Would that mean that the Weaponchoice is purely cosmetic? Well yes, it would mean that. And that is probaly the only disadvantage i could think of for this kind of solution. You probaly can adjust to that by making the first (and spamable) skill dependant of the weapon your carry – but is it really a problem? The main build you use is determined by the legends you use and when i understand it correctly there are optical indicators what kind of legendacy you are currently have aktive.
I dont think that they mean 22 new skills with “a new set of skills”. The Relation between 1 new Weapon, 1 new Elite, 1 new Heal and 22 new Utility seems a little bit off. I think with a new set they mean " a few" aka 2-3 new Utilities per Spec.
I think if they include new weapons it would be part of the presentation.
Jeah but he also said that becoming a druid will get you new skills and new weapons without taking you anything (maybe change mechanic a little bit but the druid in the trailer still had his pet) – So if theres just one specialization, why would anyone choose to not do it?
Interesting idea but with your example you make holding a tower impossible:
Sneak: allows you to sneak into a tower, 3s cast time, 15s skill time, 5min recharge
at 50 pts becomes a 30s time window in wich you can enter a tower (only towers not keeps\ stonemist)
Explanation:
- send in a mesmer as a scout in every Tower
- when the enemy conquer the Tower let the scout die
- after the buff run off send in 3 thieves with that abillity
- revive mesmer and let him portal the zerg in
- congratulation to your new tower
So its absolut impossible to loose an tower more then 5 min, at least if you dont want to leave a complete group behind in every tower.
And they dont need to keep them playing. The good thing abount having no monthly costs is that you can stop playing the game and come back when new content is avaible.
Besides, skill>time-philosophy is one of the major points in the ArenaNet history and i dont believe that they will break with it.