I noticed recently that I physically cannot pull off some of the combos that the “pros” do in some of their YouTube videos or on Twitch. I can press all of the buttons quickly but it just seems that the skills do not activate fast enough. It’s not a huge delay but definitely enough to notice as a reasonably experienced player.
Examples: Overcharged Shot on Engineer isn’t exactly instant cast. There’s like a little 1/4th to 1/2 second delay. Same with Elixir S.
I know fractions of a second don’t seem like much, but when creating and using combos it can mean all the difference in the world.
*My questions: Do others have/notice this slight delay? Is there any way to fix it? Is the delay just a part of the game mechanics?
Note: My ping is usually around 50ms to 100ms. I post this in the PvP section because I feel like competitive PvP players would have the most experience in noticing or reducing any skill delay.
I am also having this issue. My warrior rampage skills are delayed noticeable .
Also I can’t land mace stuns because of the server.
Who would even play that? Zvzers want to “tune” their gear so they’re out of the equation.
I would, if it had good mechanics. Which is why I suggested it.
The most fun Instanced PvP I ever had was in Vanilla WoW’s Old AV. That was 40vs 40 not 30vs30 and it was always populated. So I don’t see where the argument that larger scale Instanced PvP can’t have a population.
What made it fun was how it was a combo of world PvP structure capture (WvW) but with balanced group numbers of (small scale Instanced PvP) and also featured interesting PvPvE gameplay with powerful NPC’s back then that could do big damage to a player.
I would gladly take a hybrid of WvW and SPVP for something like this, win siege weapons and keeps, and NPC, but all with a controlled population of 30 per team.
The fastest way to level your Revenant would be to stockpile Tomes of Knowledge now to use on your Rev as soon as HoT is released and you get him/her to a bank.
Remember, if you have an Experience Scroll from Birthdays/5k chevo milestone, you’re already at level 20, so you’ll need only another 60 tomes to hit level cap.
I want to know of other ways besides SPvP can I get ToK. I hate SPvP in this game.
I think I answered the question. He feels that Specialization won’t help when he hasn’t seen or heard or played anything of them. That’s silly to me.
Specialications will just give you one new weapon (lolshield for a mesmer) and some utilities. They won’t change what’s wrong with some core professions unless they would rework them which will not happen. In other words, revenant is being designed with the experience gained from the design of failed core professions. What devs showed during the PoI was that every skill has a reason and was created with that mindset. Even autoattacks. Plus traits.
How do you know it won’t change the weakness of the profession when they’ve said some specializations would alter the core mechanics of a class? Now I’m not saying it will, I’m just asking you how you know it won’t.
In my opinion, all you’ve got is assumptions and theories, not fact. And you’re not even sure the Mesmer is only get a Shield. Every other class that we know of, (engie, Necro, Ranger and possibly Guardian) is getting 5 skills, just because you only saw a shield does not mean they aren’t getting something else.
Chronomancer is shown using Sword along with the Shield.
So that argument that they can only use one weapon, may not hold up.
Mesmers already have main hand sword.
I know that. But we were told Specializations get only 1 new weapon. They never said old weapons can’t still be used, and they never said that old weapons used won’t also get new skills for the specialization.
That Chronomancer’s sword skills may in fact be unique to the Chronomancer and not the Mesmer.
Thanks for the correction.
Please Anet tell us what changes are being made to under water combat.
In the mean time, what changes do you all want to see happen to improve Under Water combat?
Racial Legends (if Racial Skills are blocked)
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
I enjoy Racials. I honestly want more,. They may be weak, but they have a purpose in unique builds. And they fun. The OP idea makes a lot of sense.
This is starting to sound more and more interesting.
Collision Detection seems cool.
Will this lead to Body Blocking?
Because with Taunt, Slow, new Defiance system and Body Blocking,
The controller role just seem way more fun to play in HoT than it did in Vanilla.
What’s your thoughts on this?
Is it like Skyrim where you can see your hands or weapon, or just like gw1? I wish it’s like skyrim, that’s a whole new game experience.
no point since its not aim based.
I also agree with the OP. Level experience is even worst now under the NPE and bores more of the avg MMO player. NPE only appeals to grindoholics
Sword Mainhand and Sword Offhand
Staff
Hammer
Axe Main Hand and Axe Off Hand
Mace Main Hand
Shield Off Hand
Great Sword
Warhorn
Scepter
BIG IF:Rev Utilities are locked to channel
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
it’s not a big if, it’s exactly how revenants work at the moment.
Nothing is set in stone right now. Developers own words…
i don’t think you understand the meaning of that. it means it can change, which yeah, i hope it does.
but “big if” means it’s really, really unlikely that something will happen. right now, the most likely scenario for the revenant is having locked skills per legend, as it is the current state of it, and one they’re happy enough with that they’re showing to the public. it’s the literal opposite of a “big if”.
No comment…
Bruno is actually right. The revenant is designed with locked utilities. I doubt they would make something than change it because people don’t like how it sounds without even testing it out. This is pretty much your spear post over again. You are claiming something to be way you wished it to but you have absolutely no proof or reference.
If the class is designed with locked utilities I doubt they would have a lot of random ones laying around and giving it utilities from another legend would simply defeat the perpose of specialized legend playstyle. Legends wouldn’t be used as these lets say playstyle changers but just as utilities holders because everyone would just chose the perfect ones for them.Edit: This is same thread made by you few days ago
https://forum-en.gw2archive.eu/forum/game/hot/Rev-6-0-are-lock-what-about-Specialization
this would be a bad addition.
Whats the purpose of FP view when this isnt a FPS game?
Most skills still are auto cast.
I thought I heard something say Necromancer was bad in PvP, but that doesnt seem to be the case.
So fill me in. I want to know what the worst class is.
I want to play the worst class in SPvP.
What class is that?
outfits should be costumes – funny, seasonal, scary, spooky etc
if an outfit looks like armor it’s just wasted potential especially when we get those instead of normal armor sets
I really want to spend more of my money for this game, they just don’t want it I presume.
@Wetpaw: both yes and no, this way outfist will be redundant because it simply makes them armor sets on different tab
I disagree. The outfits allow certain classes to dress as a different archetype.
My warrior can now dress down into a robe in combat.
Or my Necromancer can put on plated armor for combat. That’s what’s cool about outfits. I do t want that to change. I want more options for the different armor types. Also mix and matching would be nice as well, but I want more heavy armor outfits.
BIG IF:Rev Utilities are locked to channel
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
it’s not a big if, it’s exactly how revenants work at the moment.
Nothing is set in stone right now. Developers own words…
i don’t think you understand the meaning of that. it means it can change, which yeah, i hope it does.
but “big if” means it’s really, really unlikely that something will happen. right now, the most likely scenario for the revenant is having locked skills per legend, as it is the current state of it, and one they’re happy enough with that they’re showing to the public. it’s the literal opposite of a “big if”.
No comment…
BIG IF:Rev Utilities are locked to channel
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
limited customization.
People keep saying that as if doubling up on your combat utilities is more limiting than any other class. Personally, I think it’s a fair tradeoff – you get limited utilities and no weapon swap for double the utility numbers in combat. If you could bring 2 heals, 6 utilities and 2 elites for any other class, then maybe this “limited customization” might have a point to it.
because, in POI, out of combat the little arrows popped up to allow you to swap utils.
I sort of dislike this logic too. The arrows aren’t necessarily indicative of having more skill options – it’s a regular part of the way the game displays the UI when ooc (unless the skill slot is locked). However, I’m inclined to agree that there will be several different skills (say, 1 heal, about 6 utilities and 2 elites per Legend) – it just seems very restrictive to say that it will only be 3, regardless of the fact that they’re doubling up on utilities in combat because that’d be extraordinarily less utilities than any other class if there’s only 4 Legends (which the game seems to suggest, unless Revenant traits are going to be highly innovative).
The point is that it has less choices in the skills. Remember this game is build around a limited action bar that uses a TCG sort of feel to it. Well with weapon skills picked for you and the channel skills picked for you, you only get to pick which two channels to use and the weapons. That’s less choices in how we build. You may not see it that way, but glad others do and bringing attention to it.
You bring up an interesting point but that doesn’t dismiss the fact that they get twice as many utilities in active combat. Not only that, but if they go with 4 Legends (which seems to be the pattern we’ll see – one legend per trait line and one for the Revenant class) – that makes a total of 6 Legend combinations. Surely I’m not the only one who would see a slippery slope if they added in a plethora of utilities per Legend, it’d just be double the problems we see now. As far as traits – the traits are already aligned with Legends (so far), so investing into certain trait lines is an investment into your Legend choices.
If there’s anything that could, or even should, be changed to accommodate for the absolute utility skills, it’d be the other side of the skill bar – the weapon.
This is why I suggested a more advanced trait system (Big IF) they used a locked system.
Also keep in mind that the channels will be the Revenant’s equivalent to Weapon Skills, because they swap out those last 5 skills for a second set of 5 skills, while the first 5 skills (weapons here) stay totally the same since they can’t swap.
It’s the same amount of skills that a Warrior gets without burst skills. But instead of two Weapons 1-5 and one set of 6-0, the Revenant gets two sets of 6-0, and one set of weapons 1-5.
But unlike the Warrior, they get to chose the skills that go into their one set which are the 6-0.
The Revenant does not get to choose the skills for their one set, which are 1-5.
That’s actually less customization not more.
BIG IF:Rev Utilities are locked to channel
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
limited customization.
People keep saying that as if doubling up on your combat utilities is more limiting than any other class. Personally, I think it’s a fair tradeoff – you get limited utilities and no weapon swap for double the utility numbers in combat. If you could bring 2 heals, 6 utilities and 2 elites for any other class, then maybe this “limited customization” might have a point to it.
because, in POI, out of combat the little arrows popped up to allow you to swap utils.
I sort of dislike this logic too. The arrows aren’t necessarily indicative of having more skill options – it’s a regular part of the way the game displays the UI when ooc (unless the skill slot is locked). However, I’m inclined to agree that there will be several different skills (say, 1 heal, about 6 utilities and 2 elites per Legend) – it just seems very restrictive to say that it will only be 3, regardless of the fact that they’re doubling up on utilities in combat because that’d be extraordinarily less utilities than any other class if there’s only 4 Legends (which the game seems to suggest, unless Revenant traits are going to be highly innovative).
The point is that it has less choices in the skills. Remember this game is build around a limited action bar that uses a TCG sort of feel to it. Well with weapon skills picked for you and the channel skills picked for you, you only get to pick which two channels to use and the weapons. That’s less choices in how we build. You may not see it that way, but glad others do and bringing attention to it.
Hoping they get rid of the useless fall damage traits please. Make that baseline or something tied into another trait.
it will probably take the whole pvp population to join in order to start a match
^^
Yup. I agree, it sure will.
And lack of these and other features go a long way to make sure that population size stays that way.
Now this is interesting. Currently PvP is 5v5. And the population is small.
Yet people claim that more people prefer small matches. How is that?
You would think that if the existing PvP mode is small teams and that is what most people prefer then the PvP population would be large.
The small scale PvP community is the niche in MMOs. Large scale PvP has always been the more popular. Usually people try to debunk this by using the argument of Non-MMOs such as League of Legends, but in most MMOs the more populated form of PvP has always been the bigger battles.
In World of Warcraft for example, AV which is 40vs40 was always the most popular until the developers nerfed it to cores players into Arena 5v5,3v3, 2v2, which they later admitted was a terrible mistake that can’t be undone.
In GW2 the main selling point was WvW and not the 5v5 SPVP that was advertised.
BIG IF:Rev Utilities are locked to channel
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
it’s not a big if, it’s exactly how revenants work at the moment.
Nothing is set in stone right now. Developers own words…
Guys – what I’m getting at is really more akin to the puppetmaster in FFXI.
Link: http://wiki.ffxiclopedia.org/wiki/Puppetmaster
The Golemancer would have a Golem that follows them around and is fully customizable. You customize it’s look, it’s stats, it’s skills. Perhaps you could make it mountable, or you could have it run around with you like a ranger pet.
The fact that Asura can use their elite skill to summon a golem would be irrelevant – An asura ranger has a pet out permanently, but still can summon a golem as well with their racial elite.
This spec differs from ranger in that ranger is about the collection of many animals, the exploration of the world, the hunt, etc.
Golemancer is about 1 single golem that you tinker with to your liking.
I like the idea of merging with the pet. I am hoping for that for the Druid if they don’t get forms themselves…
I wonder if some taunted classes/weapons will be more dangerous than others. Like somebody pointed it with the grenade example.
I would like something like this for structure PvP. With FPS genre moving into the 64 player PvP modes, and Star Wars Battlefront going even bigger than that
I would like to start seeing some larger scale structured PvP, that isn’t the same old king of the hill death match.
I would like something like a smaller scale version of WvW but with just two teams of 30 fighting against each other with siege weapons and all the mercenary units to hire to defend or attack the enemy team similar to the new HoT PvP mode, but with buildings to destroy and capture and keep lords to defend and kill.
Will Vanilla bosses and champions get some of these new Techs to redo their fight mechanics?
I remember some of the bosses had their fight mechanics changed once before, like when the timer bar was introduced.
Well I would like some more changes. Making bosses mobile would be a start.
The new Defiance system would also be a welcome change.
Taunt mechanics added would really spice things up!
I know HoT will have its own bosses for all of this, but come on, make the old vanilla bosses bad-to-the-bone like those as well! Please!!!
If Warriors are becoming ranged fighters, I can see them losing banners and Physicals.
This is nice,,, control is now an important role in PvE!!!
If ANet has proved anything it is that no one understands how they think and that no one can accurate predict how they’ll implement anything.
Whatever they call it, it won’t be Inventor.
I predicted the Revenant class pretty well. Check out my history. I even had the upkeep energy thing down with the many forms.
My question is what if your “Auto attack” is set to a skill other than skill #1… will taunt make the player only use sill #1 or will it actually make them use what skill is set as auto attack. And what if an auto attack skill is not set?
I think by auto attack they mean weapon skill 1, otherwise what happens to those that have no skill set to auto attack?
I agree, though what about in the few case where the Weapon #1 is a AoE ground targeted skill, like engi grenade kit?
It would likely work the same way the Grenade kit works under water, which is DD instead of AoE aim based.
BIG IF:Rev Utilities are locked to channel
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
If the Revenant utilities are locked to the channel,
I highly suggest that Revenants get a more thorough TRAIT system than all other classes to make up for the limited customization.
What I mean by this, is to cut down on the useless traits in the class, like many of the other classes have. Other classes have a lot of bad traits mixed in with the good. Well that need to be cut down on the Revenant.
I would even go as far as suggesting that Revenants get the unique option of choosing their Minor Traits as well as their Major Traits.
Also would suggest making each Trait Branch get a passive boost to their corresponding Channeled Legend that goes with that tree,
In a similar way that other classes’s fifth trait row usually has passive boost for the class’ mechanic. This should be applied to all the Revenant’s branches corresponding with the Legend it represents. The way it effects the Legend is up to you, but I believe this should be done to make up for the limited customization the class gets IF utilities, heals and elites are locked to the channel.
the one thing I like about Outfits is that I can change as many times as I want without additional cost.
Also the armor type of the Armor seems to not be bound by arch-classes (Soldier,Scholar, Adventurer)
that finisher is nice
when can I get this?
Anybody want to do a 40Rev vs 40Guards?
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Sounds fun, but how would we do it exactly?
Was thinking of instead of having a third party player film from the side like they did(since we don’t have FP view) we have a few dedicated recorders per team. 1 in front of the their team’s zerg, 1 in the middle, and one in the back.
Per team. So that’s three. We can change up views between the 6 recorders to make it dramatic as possible.
What weapon you DONT-WANT? (Specialization)
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Don’t want
Warrior: off hand pistol
Guardian: rifle
Revenant: unknown
Engineer: focus
Ranger: rifle
Thief: rifle
Elementalist: rifle
Necromancer: rifle
Mesmer: undecided
Anybody want to do a 40Rev vs 40Guards?
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Anybody interested in doing a 40 Revenant’s verse 40 Guardians battle video like the famous “40 Paladins vs 40 Shaman” video from World of Warcraft?
http://www.youtube.com/watch?v=ZDZzrikYqTM
That could be pretty cool if done with multiple camera angles, especially since we lack first person camera….
What weapon you DONT-WANT? (Specialization)
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
I don’t want any off-hand weapon as a new weapon for any of the specializations. Since that’s only two new skills.
I honestly do NOT want an off hand pistol for Warriors….
I use Wurm on my Norn Mesmer all the time, except in PvP, which I don’t play much if at all on him.
I understand why the skills are weak. This is why I would like to see more racial skills, even if weak. Because they provide something, and that’s better than nothing, and some of them are more interesting than the class skills, just way weaker.
That alone makes them fun to play. I like dropping a Golem in WvW for s*** and giggles.
Not that I expect to pwn people with it. But it’s fun!! And I like fun!!!
(edited by Knighthonor.4061)
Is it just me, or does some of the brand new traits that were added to the game a few months ago, seem very useless and out of place (both in terms of location in the tier, as well as the class)?
What’s your thoughts on this?
What weapon you DONT-WANT? (Specialization)
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
For the class you are interested in, name a few weapons that you don’t want for the specialization .
This a spin on the current topic of what weapons you do want.
Since we are told that future Specializations will come down the road, which may mean all weapons become available at some point.
So tell us what weapons interest you the least as a specialization for each class.
What’s some ideas for the Revenant’s support oriented legend?
What you believe it will be?
I hope Anet show us what skills it has soon.
I’m reading this skill as ‘bad idea to use on melee players who it won’t affect at all other than to reck yourself’ whilst being ‘stop those annoying ranged squishies from being able to play whilst you drag them in range of your heavy armored melee blob’.
Or to put it another way: those with natural regen like warriors and guards (and leeching like revenants) will laugh if you use this skill, whereas squishies will be prevented from using any survival skills, heals, combos whilst being dragged to an almost certain death.
Seems fair.
Likely won’t get people off of walls, but would be cool if it did.
But also keep in mind its god for getting enemies to walk into a death trap known as a zerg
AngryJoe Interview - HoT Questions for Devs?
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
When is this presser?
The class is simply a spiritual channeler.
They hone energy from the mist itself. Their limit is based on their gear and experience, just like any other class.
Rytlock is the first, and he couldn’t have been a Rev for too long, so he not going to be as powerful as say a Dragon or something. Same rules that are bound to any other class that draw energy from other sources.
Currently when a commander tags up it shows the color and the name, and that’s it. On my server the common practice has become to tag blue for public zerg, purple for havoc, so on and so forth. However, while my server is heavy into WvW as a tier 1, there are still plenty of people who are either new or casual that don’t know what each color means and get easily confused. It would be great if we could get options for short descriptions to follow a commander’s name when hovered over on the map, and even if the text were to float below the floating commander icon on their character. This would go a long way to alleviate confusion in regular WvW, and towards facilitating multiple tags in EotM without the drama that usually accompanies such an occurance.
The descriptions I would be most interested in seeing would be:
1) Public Group
2) Havoc Team
3) Guild Group
4) ScoutI’m sure there are plenty of additional descriptions that the WvW community would find desirable, and surely PvEers would have input as well. This would hopefully be a small, inexpensive tweak that would greatly improve the quality of game play for new players and help lower the learning curve for WvW participation.
I support this idea.
It’s not the turret engi’s fault that so many self-proclaimed “gud” players can’t l2p.
Less nerf for viable builds, more buffs for less-viable builds.
This^
I believe the Turret Engineer is OP in SPvP, but no more nerfs…
how about Buffing weaker classes and builds…
No, this is so incorrect. It’s okay to buff weak stuff to meta (aka broken) stuff when the broken stuff is at a workable level. Right now, the strong things are -so strong- that buffering weaker stuff to the level puts us right back in the same situation right now. Nothing should be buffed until we get rid of stupid things that lack counterplay (aka anything that is worth playing).
Back on topic: the argument that turret engineer is overpowered is irrelevant. The build is broken in the fact it’s high reward for literally doing nothing, AND that is’t super boring to play against. In game design you should consider both playing for and against. The strength of the build doesn’t matter, the problem is it is bad design and bad to play against.
Turret engineer shouldn’t be nerfed, it should be removed entirely.
no, because Turret Engineer is only strong in SPvP, everywhere else in the game its not strong.
This is exactly why I dislike small scale PvP, because Small Scale gameplay make certain classes more stronger than they actually are in any of the rest of the large scale gameplay elements. SPvP is a small part of the game.
This is a PvP forum. We talk about PvP here. And you obviously didn’t read my post, because the argument of strength is completely irrelevant, it’s just not good game design that it exists and something should be done about it. This applies to all game modes.
And WvW is also PvP, and I dont want to see a class get nerfed over some stupid small scale PvP balance.
Minds well balance all classes around 1v1 if thats the case and make all classes the same!!
Leave the nerfs to where they belong, not to other areas of the game where those nerfs wasnt deserved.
Speculation on new weapons for professions
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Here are my Weapon Ideas for the new Specializations:
Warrior
- Staff (used like a Spear)
- Pistol (off hand)
Thief
- Staff (Used like a Bo Staff)
- Rifle
Guardian
- Sword (off Hand)
- Long Bow
Engineer
- Hammer
- Mace (main hand)
Necromancer
- Great Sword
- Short Bow
Ranger
- Staff
- Hammer
Mesmer
- Shield
- Dual Daggers
Elementalist
- Dual Swords
- Hammer
Anet said only 1 new weapon.
Also, keep in mind that the NPC Heroes have some “unique” profession skills that are NOT available to the player professions.
But I doubt they would use that for a class reveal trailer, you think?