I have only ever really used the racial skill norn bear form for thumanovas fractal – heat room. Aside from that they are terrible. Although there is an occasional mist-fire wolf (but that applies to all races).
In my mind there is a very simple fix to traps. Simply make it so you can throw them 600 range. And change them to symbols, I mean most guardian traits are for symbols so why make a whole new kind of aoe for guardian. At this point I might take lb… maybe if all the rooting etc gets fixed but probably not. But I’m for sure not taking a worthless trap when I could instead use a 16 second cd 2k+ heal/condi cleanse or an aoe boon that heals me when used… If they are changed to symbols at least you could trait for them to give chance at burning/vuln and some healing. Its not amazing but at least it would be something! Just my input on the subject. =P
Once you are lvl 80 travel the map, try the different content pvp/wvw pve dungeons/fractals, silverwastes etc etc. After that its all fashionwars 2, its about collecting skins.
I agree that these changes would be good and at the same time not overpowered/spammy. At this point the skill isn’t reliable stability even if you are standing on it because its such a short duration and there is a brief overlap between application intervals. The cooldown is fine but with such petty stability duration/no stunbreak its a pointless skill to use. If you are using for weakness application use vengeful hammers and you get a much better result anyways.
Oh they are? didn’t know that, then in that case why the heck wouldn’t they make them indestructible….
Yea I agree they used to have some serious dps output. But now they are primarily for survival not damage. If they get destroyed you die, where as before if they get destroyed you deal less dps. Its a lot more of an issue in my mind now then it was before.
Easiest fix imho is to remove the projectile component, keep only the animation and add an invisible moving aoe under the rev.
Exactly my thoughts. Why can’t it be a pulsing AoE, centered on you (with limit to 1 or 2 targets), that just looks like hammers?
my best guess? as a dev too, i immagine they spent a good deal of work to make an infinite projectile spinning around you. The idea is super cool to. Throw that away is harsh :-|
So here’s another suggestion, isn’t possible to make projectiles indestructible? at all?
Perhaps they want a projectile block to defend against hammers. But it is making conflicts with walls. Though hammers aren’t exactly that high of dps not sure why they need to be blocked/reflected. But that might be one of the issues maybe?
Beta slots unlock during next beta then lock after its over. Revenant will be usable once HoT comes out. Though you can use revenant during the betas as a beta slot.*
I vote for a rifle (some kind of ghost-busters theme) that applies torment/burning. Every class and their dog have GS.
Or if they are willing I would always be for land spears (could be thrown). But I don’t think that’s ever gonna happen.
Ahh, but no class has a Ranged condi GS. Besides that, Rifle is a terribly boring weapon!
well staff usually is boring too but they managed to twist it ;-)
I’d second to a rifle too, even if it doesnt perfectly fit the class (firearms vs mists power dunno) i’d like more of them used!
If they make it like warrior rifle where it just shoots then yes I agree it would completely suck and be boring. But if they made it kind of like ac path 2 ghost busters themed I think it could work.
Also I would love it if they made it melee AND ranged, similar to revenant spear. Maybe slot 1 is a ranged condition applier and if they get close skill 2 acts as some sort of close range ghost flamethrower. Skills 3-5 could be a projectile/knockback bubble, and some kind of aoe fields (kinda like guardian skills on lb). I dunno just some random Ideas that could be fun. A duo purpose weapon (especially one that isn’t used much) could change a lot of how we play.
I vote for a rifle (some kind of ghost-busters theme) that applies torment/burning. Every class and their dog have GS.
Or if they are willing I would always be for land spears (could be thrown). But I don’t think that’s ever gonna happen.
True that could be cool, but I feel they need to implement a drop down/unlockable rune system before I play around with any combinations. I have my ascended with travelers runes already. I’m not gonna destroy the runes to try another or make another set, just not worth 50g.
So really what it comes down to is just get runes of the traveler for your revenant because its gonna be better then anything else they come out with. =)
Can you PLEASE make it so that hammer 3 doesnt return you back? Itd be nice to see some monility with hammer
Why would you need a gap closer on a weapon that does more damage at range?
Hammer 3 was kinda nonsense before, but now it’s perfect since it has an invulnerability frame that makes it useful in many situations (it’s free damage)I think you guys are missing the point here. If they allowed you to activate the button again to stay where you cast it rather then return this skill would become way more versatile. You guys are forgetting it is ground targeted and doesn’t require a target. This means that you can also use this as a gap creator. On the flip side you could use it as an initiate if you planned to switch to melee hammer 3 in and then once you land weapon swap. The weapon of course would retain its current functionality of just being able to use it and return to your location provided you don’t hit the button again. This would give the Hammer a much needed disengage as it currently doesn’t have one as well as add some more versatility to it. The only possible problem that this suggestion can present is that it might be considered too strong.
I would be totally for this, make it work like sword 2 on thief and you can return within a couple second window if want. Plus revenant currently has no real leap skills for ooc (mallyx utility does not count as it hits nearby animals and has only 600 range, and you stick at end of leap) and this would be sweet. I doubt they will actually do this but I would be all for it!
I think at one point they said revenant will be quite mobile out of combat. To address that simply having access to swiftness does not make you mobile. Leaps, dashes, blinks, shadow steps etc etc are what make you mobile.
(edited by Kronos.2560)
I don’t think it’s acceptable that they get destroyed by walls. They should persist as an AOE skill.
I completely agree with you. Though I am still happy there was at least a response stating it was intentional.
Oh that’s good to know! I knew I overlooked it somewhere. Thanks! Not the answer I was hoping for but it looks like they are supposed to disappear. Shame, oh well. I guess I’ll just have to avoid using the Jalis legend in some of these maps.
I just want one extra utility per legend. Just like how each utility category on other professions has 4 skills each.
At this point I am fine with how revenant is right now. But I do find myself avoiding a skill or two most of the time. It would be nice to have at least 1 extra skill we can mix into bar instead of the set 3. Would make a for a lot of variety. But either way I’m content at this point. Just crossing fingers they change at least mistfire wolf to energy one of these days.
I agree these would be fun, but extremely overpowered. A perma pulsing of frost or chaos armor is just way too op. Wouldn’t matter how you changed the numbers its just too much. I think many of the elites are in a decent spot right now. Although it could be fun to tweak with some traits to make some skills give an aura effect when used.
I would suggest in every elite, the upkeep cost would be high enough that it CAN’T be permanent.
Also, I don’t see how frost is any more powerful than the current iteration of the dwarf elite damage reduction.
If that’s the case then why have them be upkeep if you can only use them for 4-5 seconds?
And with Jalis if it was only frost aura then it wouldn’t be but its aoe damage reduction, 10% toughtness and frost aura. (plus frost aura is granting area chill)
“Current Jalis Dwarf Legend Elite (activation):
AOE Damage reduction for 5s
Changed to (6+ upkeep):
10% Toughness to self & allies
Pulse Frost Aura to self & allies"
I just don’t see a reason why these need to be upkeep skills. Why not just a single pulse on use of elite and keep it as is. Would kind of make the whole process simpler all you would need is a trait.
I agree these would be fun, but extremely overpowered. A perma pulsing of frost or chaos armor is just way too op. Wouldn’t matter how you changed the numbers its just too much. I think many of the elites are in a decent spot right now. Although it could be fun to tweak with some traits to make some skills give an aura effect when used.
Has this been answered in the main thread? Just wondering if I might have skipped over it.
Frankly speaking it all depends on the build, usually an ele can be harder to play for example. But if i just use a staff and sit back and nuke. Well its about as easy as it gets. So really you can make any class easy or difficult depending on how you build them. Overall I think mesmer is a little harder with thief being in the mid range simply because they aren’t as versatile/able to take a lot of punishment and live.
I think it’s rather funny that so many people are complaining how shield is awful, yet there are people in the Guardian forum who would be happy dancing if they could get the shield skills rom Revenant.
Totally true ha ha, I for one have no complaints at all with revenant shield. Yes its situational, but its still really good if use correctly. I’m very happy to actually have a shield be usable and not something that hinders your damage/survival by a long ways.
Instead of having the one vine growing over your left shoulder they could make it so there’s 4 vines or so all growing out around from the center of your back
I would use Mawdrey if this was the design.
I actually made mawdrey because I thought it would keep evolving to this design with 4 or 6 vines growing out kind of like sclerite karka shell but much better looking. . Was sorely disappointed. But maybe they will let us upgrade it to legendary that would be sweet!
I wouldn’t be opposed to the idea of a trait that lets you get 2 seconds of resistance on legend swap. But I agree at the end of the day there is still no good way to cleanse conditions at this point.
If this happened the conditions would have to be pretty amazing, I can just see it being kind of weak and annoying, you lose your 15 seconds of protection and handed out 3 seconds of weakness. YAY!
Why make a whole legend for racials? Plus you’d have to do it for each race.. terribly time consuming idea. Just convert mistfire wolf and the racial elites over to 50 energy with a 30-60 cd. Let them be swap-able and wammo its done.
I mean they are severely underpowered how are they ever gonna put the rev ahead of other classes by using a racial skill? The only way that could happen is put very low energy and no cd on the summon skills.
Would you consider adding 3 sec of resistance for the legend switch trait?
+1
Would love this mainly if it was for swapping any legend. Not specifically mallyx.
Resistance doesn’t deal with the conditions is simply delays the effects, which is good if it helps you deal more damage/kill the enemy but now it doesn’t do that. The only way to deal with them is hope someone in your party cures you before resistance runs out.
It’s a shame its not more wanted I guess. Cause to me the runes/sigils are a lot more important than the stats I. respect to being able to change them on the fly.
If you delete all your beta characters I think it resets your bank so if you put the runes there beforehand you can use those.
With HoT coming out soon with all its goodies. Legendary armor new specs etc. I was wondering if there are any plans on reworking sigils/runes???
2 main points
-Many sigils and runes are completely useless (not even situational) I feel they could use an overhaul. I would love to have some variety on what I can actually use. Many I feel would be much better if they weren’t so kill based as kills vs players aren’t as plentiful. (Ex. sigil of demon summoning could have 60 second cd and summon on hit, and sigil of luck could grant a boon on crit with a cd of 10 seconds). Just ideas for some of those bottom of the barrel runes/sigils.
-With legendary armor it has been brought up that you can change stats but not runes. Unless you want to spend 40g+ to replace. Each time. Second Idea is an unlocking system in armor/weapons (at least legendary and ascended) where if you apply a rune or sigil it unlocks it like in pvp with a drop down menu.
Let me know what you think of the ideas. I love to hear suggestions! Hopefully they get implemented one day. =P
I just wanted to stop in and say I’m definitely closely reading all the feedback about these changes and while I know some of you will miss some old functionality we feel it will be the right choice for the health of the game and profession for the long term. That being said I’m open to feedback and suggestions to make sure everything is awesome.
Though, I will say for mallyx most of the skills were brought into the middle-ground of meeting the condition threshold. As an example Banish Enchantment applies 3 stacks of confusion, it used to apply 2 if you didn’t meet the threshold or 4 if you did.
Also while it may be hard to see it on paper, some areas got improved such as torment application actually went up significantly. I can stack up an incredible amount internally, which is a bit scary, but we’ll have to see how it plays. It should help with making it much more of a condition damage viable build though.
Some things to note:
- Unrelenting Assault did have some bug fixes to it which should help with issues like using it and having it fail being stuck in place as it animated should no longer be a thing. It’ll just fail without playing the whole animation.
- Condition removal or resistance application has not changed, so the Revenant should have the same way to deal with taking conditions on themselves.
- The recharge for unyielding anguish was a remnant of an old change and wasn’t supposed to be there. This skill shouldn’t have a recharge and I’m thinking about lowering the energy cost from 35 to 30 to make it more usable as mobility and condition application. It also should be applying 5 seconds of torment instead of 4.
- Embrace the Darkness now applies a lot of torment in an area, twice as much as before. I’m looking at adjusting the cast time or upkeep cost for it to make it a bit more in line with the new functionality.
- Since corruption and mallyx is all about being the master of torment and being pushed more that route, I’m playing around with an idea I wanted to run by all of you. Torment is less valued in stationary fights due to the way torment functions. Since torment is the main damaging condition for Revenant, I’ve been thinking about adding functionality to a trait or maybe changing the minor 2 in corruption to increase the base damage torment does while not moving while not increasing the while moving damage to help it become more of a viable option in all areas of the game. What do you all think?
My thoughts:
-I love the shield fixes very excited to try them out!
-I enjoyed the old displacement with unyielding anguish BUT it hurt your own teams dps/melee dps so I think this change is good. Mainly with the no cd! =)
-Embrace the darkness did have times where it didn’t work as well as others so I’m leery but will embrace the change, hopefully the energy degen gets lowered to maybe -5ish.
-A trait to increase torment damage would be fantastic/the problem I have is Demonic Defiance is kind of required to be able to deal with any conditions, So basically you have to take this and the other minor traits don’t matter. I almost feel like Demonic Defiance should be a minor master trait and set in stone for the legend. (but maybe its just me). That way you can pick the one you like among the others.
Questions/concerns
-With Unrelenting Assault fix does this mean it now works when the enemy is against a wall?
-Also what about Vengeful Hammers against walls?
-What about some of the hammer terrain issues?
-One main concern is with Pain Absorption. What is the point of this skill now that you can’t send condition damage back to enemies with elite? In just about every example I can think of using this skill will get you killed or hurt. (where as before it was in order to deal more dps but now it doesn’t?). I guess I just can’t see someone intentionally using this skill when they have no way to cleanse themselves of the conditions when resistance ends. I guess overall I’m just wondering if this skill will be addressed/changed?
Thanks for all the great changes! Keep at it! Looking forward to the responses!
I’d be all for a shadowstep skill like thief on downed. It beats the placeholder that is there now.
Just add either condition transfer on use of Mallyx elite or a conversion of conditions to boons while elites is active. Like 1 condi to boon/transfer per 1-3 seconds. That would fix the condition problem.
It never removed conditions I agree, but it kept people from stacking more onto you because it would hurt them as well. Now there is no way to fight back.
He probably doesn’t play revenant and now that Mallyx can’t fight back against conditions is loving the idea of steamrolling us.
Waant meaning full was thinking similar to what you said 1 per 1-3 seconds kinda thing. But I agree he was better before but if you can’t change it back why not make it at least usable?
Had an idea that maybe making Embrace the darkness convert conditions to boons when active could maybe salvage the elite.
So Mallyx was gutted a bit. It now pulls conditions from allies to… Just sit on them? I think pain absorption needs to be completely changed if this change sticks OR Embrace the darkness should pulse conditions to boons on yourself. I think that could fix the issue. Cause right now its a huge energy cost (-8 degen) for a little torment…
So basically my solution is add a condi to boon converter when Mallyx active.
Any other ideas on fixing? No point arguing about what’s already done, lets find a way to make it work!
They messed around with stuff like this with stuff like black cat and queen bee. I wish they would put auras and footsteps into wardrobe. Lets us unlock cool effects for the weapon you like instead of having to use a meh weapon just for the effects.
I agree with the 5 second cd instead of 10 if it needs any at all.
10 second cd and 1/3 of max energy seems like too much.
I think this should apply to any armor that you put runes/sigils in.
But I doubt it would effect the economy that much. People still get new armor and need new runes. Also the way it is now you put an expensive run in your ascended and… never change it cause it would cost 60g to do so. So we are already at the point where it effects rune/sigil prices..
I don’t love the Mallyx changes but no point crying over it. Now that Mallyx can’t send conditions back to enemies all we can do is wait out the condition duration.. As we no longer want conditions on us with this new iteration of Mallyx can Pulsating Pestilence TRANSFER conditions instead of simply copy them? Or maybe the heal can consume conditions? Its just now that we don’t want them whats the point of making it based on how many you have?
Also Vengeful Hammers still get destroyed against walls etc.
I personally would like to see a little change in the Salvation traits because you kind of HAVE to be ventari to run this seems a bit biased. I would like to try it out with glint instead of ventari but its just soo weak and many require ventari to even work. (more so then with the other trait lines where you can mix n match)
Aside from that changed look good for the most part. Thanks for all the great work!
I kind of agree, now the only option is to just sit there and wait for conditions to expire. Can’t even really fight back ha ha. Instead of being at a disadvantage with conditions now we are gonna get steamrolled! Wooo are you ready?!?
On a side note they changed pulsating pestilence to 25%. But now that the whole Mallyx idea has changed why does it simply copy conditions? Why not make it send conditions instead?
I love running vengeful hammers, but it completely sucks when every group wants to stack in a corner and they just poof disappear. .. I have a feeling you’re right… sadly =(
I’m quite happy you can now stack torment with it, but I agree a lot of the fun the skill had has now died.
Vengeful Hammers was a great fix for the jalis legend but if they simply disable when hitting walls/rocks/trees etc etc. It makes them useless. Is there no plan on fixing this? Is this how they are supposed to be?
If you keep the racial skills as they are now (aside from healing) how could it possibly not work? Does it make you stronger? If anything it will make you weaker… but isn’t it up to us to choose? Basically every single racial skill has an extremely long cd and terrible effect, why not let us swap a skill for it? Who cares if it doesn’t cost energy it still has a huge cd for a crummy effect. Just saying.
At least give us mistfire wolf, or at least convert mistfire to energy usage!
I’m crossing my fingers for racial skills, they suck but they still might usable in place of some of the not used skills. Or if they want the extra work they could make them have no cd and use energy only. Ha ha I’m just imagining being able to summoning like 20 of the useless norn wurms. Would be awesome. =)
During last beta if you activate glint then jump underwater the passives still keep applying. So its basically there anyways! =P