Showing Posts For Harddrive.2738:
The problem isn’t specifically about needing 150, but the degree of difficulty in getting them in a timely manner.
I don’t think its that far a stretch to say the average player will only be able to get 1-4 per week. Putting the grind somewhere between 9 months and 3 years, which considering is HoT content puts completion into the next expansion or very close.
It should be 1 per boss per day, max 9-15 weekly. If you only do VG you can get 7 weekly, this entices you to try for other bosses but doesn’t flat out screw you if you can’t.
They claim the journey is the hard part. Which is ironic because they don’t actually develop new content for that, just place triggers in already created content.
I’m wondering where the 6 months went, give 1 person half a week and they could probably sketch out a event paths for ALL the legendary weapons. Add 5 more people and I don’t think its that hard to think it could be fully implemented within 1-2 months. Add animation developments and troubleshooting and reviews, and 6 months seems very plausible for all the weapons, or at least the core ones (know one cares about water weapons).
If they really only have one weapon to add after 6 months, they should fire that team. More like they probably did and are now moving the replacements to other area’s.
That said, their whole argument is fundamentally incoherent. They want to make it hard but because its hard they don’t have time to do it. If the current ones are any indicator they are for the most part flavorless anyway. Make a flask to hold electric charges, 90% of the events have no relation to electricity.
(edited by Harddrive.2738)
After 5-6 months its basically unfathomable that they couldn’t release something when you have a team of 5+(?) working on something like this. When you think of content, legendaries should be a fairly small check mark on things to get out of the way.
They are either screwing with us and will release all of them on Friday or someone(s) got fired for incompetence and this is the resulting cover up excuse.
When you tell people to get a head start on crafting and then pull back on it….. A lot of very expensive un-usable gifts happen.
6 months of work suggests a lot of work should have been done. Based on the idea that 1 takes 1 month of work (as quoted in guide chat), they should have been able to release 1 every 4-6 weeks fairly easy.
I mean they seriously didn’t work on ALL of them at once, thus leaving them all just half complete….. right?
Yes pairing system is terrible.
Based on the patterns I’ve seen it would seem one of 2 things is happening.
A) Trying to keep the general masses in the lower divisions, having everyone in the top tiers wouldn’t look good. Someone’s got to win/loss but if you force it to be even then most won’t go anywhere.
In my case it was always a 4/5 on tier, then it force pairs you 3-4 times in a row with terrible players. And it just cycled over and over in a very noticeable pattern.
B) There algorithms are completely out of whack due to lack of testing and/or bad insight. They probably rushed it, tuned it to the point where it didn’t blow up and rolled it out the door.
Ya….. its always nice to think you can wear legendary (whatever) on multiple characters but based on the current system if you want more then one, your going to have to pay for it.
What I hope they do, and I’ve wondered why they haven’t for a long time is to universally unlock the armor skins to all weight classes. The character models are universally accessible regardless of profession so there is no good reason such a lock is in place.
What is the definition of negate.
Will this trigger on any block? (ex. Aegis)
Will it trigger on a missed attack (blind/dodge?)
Any attack that would have hit if not for _______ effect?
What happens if its negated multiple times in a row? (long block time) Will you still get the bonus on the next attack that hits?
Does the recharge trigger start on the negate or the 150% damage hit?
They won’t make a rune that favors one legend over another. That means DPS, conditions, tanky type effects/modifiers are probably out.
Revenant energy bar is essentially a thief bar with larger numbers. Thief’s have a modifier, I don’t see why it would be crazy to do it with revenant.
Upkeep stuff might be to complicated for a rune but getting [fixed amount of energy] on hit or being hit with a cool down seems reasonable.
They say a lot of stuff only to do it later, like an expansion, or legendary armor.
The key features of revenant is the control of the mists and its energy bar.
If they did anything it would likely be:
1. faster legend swapping, maybe with a trigger effect or on hit effect
2. lowers energy costs on skills (fixed or %)
3. lowers upkeep energy consumption by 1-2(energy bar not per skill), it would not increase your recharge rate. If you had fury facet on, its like its only 1 upkeep, or swiftness is 0 upkeep.
– This would let you have glint elite on (upkeep 5) and still recharge energy bar slowly or add swiftness/healing without consuming your energy bar. It would effectively allow you to keep your skills going a little bit longer.
Because of Roiling Mists trait, your precision goes a lot farther but what I found was that mixing in valk and soldiers ment very little. 3-5K or some mix of toughness adds so little to a fight that you might as well just keep all the precision.
What determines the fight is usually on your sword #4 block, evades, and glints inverting heal. If your fighting low life facet of nature or glints elite will give you protection.
Given the high power/ferocity I’m not sure if its better to run sigil of air+fire or air/force or force/bloodlust. Bloodlust full stack will push you to 3000 power but its quiet annoying to get for every new map.
I think Rune of the orge is the best option. We already have ~100% fury uptime with glint, making most of its effects useless. You get more ferocity but lose a lot of power. Rune of scholar is to situational, you almost certainly won’t be above 90% health for most of the fights. The rock dog doesn’t do much but it does randomly make them mis-target if it spawns with good timing.
This is my build mostly PvE and some WvW. Basicly just max DPS
http://gw2skills.net/editor/?vlAQNAscinvN2gS6JvQRVlbosryPUYW5IKYs8ElFNFiNMppNtBYBNwugJshA-TBSBABP8EAoU9HzUCelyvIOBADt/Ae6DA4QAAA-e
Because you get a lot of ferocity, and because you can have fury 100% up time, you really don’t need as much precision as you would normally require on other professions. I tried mixing in valk stats and soldiers with base berserker but it felt like you never gained enough to make a difference. Gaining 5K health gain vs losing 20% crit chance.
I played mostly glint, the only things I could really say need changing is the activation/consuming timing.
I thought it was instant cast, instant consume but it seemed a little sluggish when you go for the consume immediately after.
One problem that they have made better but still needs work is with sword #3 when the enemy is next to the wall or object. Before it would just cancel the skill, now it usually finishes, but still sometimes on single enemy it stops halfway and leaves you in next to the wall/corner, sometimes with a very awkward viewing angle.
I only tried it once but dwarf vengeful hammers still appears to auto cancel next walls or solid objects. I suspect its detecting a physical collision and cancels the skill to prevent it, much like how warrior greatsword throw disappears when its thrown into a wall. But this is a continuous effect skill, being only useable in open area’s seems very limiting.
I agree that we seem to be very lacking in range options on revenant.
Its like comparing Revenant hammer to Guardian staff, its utility for group content. Its not very effective in solo fights that aren’t NPC.
Your basically telling use to fight melee or go home in PvP.
I know it goes against the whole point of what your trying to do but given the very limited skills available per legend I would much rather be able to put any generalized skill from either of the legends I equipped into my skill bar regardless of if they are currently selected. The heal and the elite could stay legend select specific.
Then I could build based on how I like to play and not have to keep switching legends in battle only to get access to 1 specific skill I want with 2 others that are useless to me.
Can we assume your going to be giving us more then 3 skills per legend? We have 2 legends but that’s still a very small number compared to every other profession and I think its really obvious that not everyone is going to want un-wanted skills in there skill bar all the time.
Did they fix the object collision glitches on some of the revenant skills?
If the vengeful hammers would hit a wall or physical object the skill would cancel.
Sword #3, it randomly teleports you around the enemy(s). But if your next to the wall the skill keeps cancelling. Most likely to prevent a teleportation into the wall, rather then just picking a new location that isn’t in the wall.
You have a lot of narrow paths on the new maps with enemies on them, imagine my surprise when some of my skills kept turning off.
P.S The added affects are nice on the dwarf vengeful hammers but I have to say that 70% damage reductions is crazy. The damage was barely average as it was, but with a sword it was one of the few good synergies on revenant. Melee zone control, you control 360deg and can hit anything in that area.
Hammers will basically only function to trigger healing now, which is silly. Personally I would have keep damage the same, added a small heal per hit and only added a 10% damage reduction effect with a very modest increase in activation cost. No damage = no cast except vs melee elite/champ/boss fights.
P.P.S Please tell me your going to add more then 3 skills per legend? I’m tired of having only 1-2 useful skills in the bar. Taunt on dwarf is kind of useless 99% of the time, I’d like the option to put something else there.
Dwarf brick road skill can be useful but shouldn’t you get 1 stack of stability on cast?
- Oh look incoming knockdown!! Cast, get knocked down, gets stack of stability.
I pretty much main guardian as a default and I’m not liking long bow.
The arrows are super small and you don’t hear the sound of bow like you would on a scepter and without the visualization you naturally keep looking back to the cast bar to make sure he really is attacking.
I wish skill #2 could be used while moving, feels very awkward to be running around trying to flank the enemy and have to keep stopping for a minor skill with a fast recharge.
Skill #3 should be auto target (your selected target). Your not going to be able to see, target, and cast in time to stop a projectile coming from the sides or flanks. Its really hard to do even with the enemy is right in front of you. I’m pretty sure most people will never even bother with it as its just troublesome with no real benefit.
I’d like skill #4 to be auto target as well but its more of a personal preference then it being absolutely terrible, like skill #3. It feels like it should either auto target your enemy and get everything else around as a bonus or you make it stronger and larger and make it the #5 skill. If it was stronger and larger then being a target effect would make sense.
Skill #5, its a complete copy of ranger long bow #5 graphic mechanic but completely useless in combat. Does almost nothing sits on cool down forever.
As is, there is almost no chance long bow would make for a suitable weapon replacement for scepter as a guardians ranged weapon.
Maybe someone else already brought it up but the dragon hunter spear of justice doesn’t interact with the trait skill that is suppose to recharge it on killing an enemy. I can’t recall but I also don’t think it blinds enemies when you activate spear of justice, but I might be wrong as that’s a bit harder to notice in a large fight.
(edited by Harddrive.2738)
Feel my Wrath is really good for PvE.
Combine it with greatsword, normal mobs literally evaporate. Veterans don’t last much longer. I’d call it a time saver, doesn’t really affect the outcome.
Its really annoying being a guardian in WvW. The increase in DPS across the board means our low life pool puts us on the defensive vs just about everything.
Got to complain a bit more, the 100% berserker builds don’t care that they lost a chunk of crit damage cause the fundamental core of how they play it doesn’t change. They still deal a lot of damage, primary power, then crit.
However for hybrid builds they are utterly screwed. After more playing its just become stupid how much harder it is to play with celestial, the bonus to other stats does nothing that you could possibly detect in real time. I went from 94% crit dam to 52%.
dps is ~20-25% lower, due to celestial power is not that high. After hours of trying there just isn’t any good middle ground left; if you go defense you can’t kill them fast enough, more power your one big squishy target. Middle and you suck at both.
It really does boggle the mind why they are afraid to give Celestial armor the stats that would make them a tier 1 armor set.
Very high crafting costs compared to other armor.
Very long crafting time.
Very few professions can make celestial work. (guardian, elemental, maybe thief?)
Celestial quiet frankly needed a noticeable boost in some way, not a mega nerfing.
Fact that traited crit damage is 10% lower as a default, most celestial armor should have been left as it was or only have a slight reduction (sword, chest).
Adding complaint to the celestial rebalancing, completely out of wack.
It would seem that rather then try to make a mathematically balanced system your trying for a visually balanced system.
Celestial Greatsword as a example, all the stats are 89 post patch. Before patch crit damage was 11%, so lets say you want to nerf ~20%, and we will round meaning that should make it 9% crit damage.
That means we should have 135 ferocity on the greatsword, it wouldn’t match the other stats but it would make sense. Or any multiple of 15 considering all celestial is lv80 gear.
However you instead gave it 89, matching the other stats causing a massive reduction 5.9% (~6%) crit damage. Because you couldn’t even give us that 1 extra point, there is a strong possibility that the total summation of all the other points will result in a round down.
It just doesn’t make any sense how you did it. You came to nerf berserker, not celestial.
The 6.5% bonus to other stats, basically useless. The gain per piece is so small that even when you add them up you very likely couldn’t see any game play difference unless you pause frame and pull out a calculator.