How is Legendary Armor a casual oriented item? "Casuals"couldnt care less about Meta changes, making stat swapping less beneficial towards them
It’s the opposite – casuals care less about finetuning the runes to their build, and so they can make greater use of stat swapping than hardcores.
, the cost of Legendaries is a roadblock for most “casuals”.
Nope, just a long term goal. Yu can’t get them in day, a week, even a month, but if you really want it, you will eventually get it. Or at least it was like that for the past legendaries.
Pvp and FotM have special Legendary back pieces not obtainable anywhere else
yet, as you noticed, a legendary backpack has two different ways of acquisition. It’s only a skin that is exclusive.
Easy open world PvE has Legendary Weapons which aren’t obtainable if you don’t do open world PvE
Untrue. There was at least a handful of those given out as rewards for sPvP tournaments. Besides, map completion is a really low threshold to pass.
Raids will have Legendary Armor not obtainable anywhere else. From the very beginning of the game There has been items exclusive to specific game modes.
Raid is the first of such gamemodes that is in itself extremely exclusive. That is the problem.
Okay. Who’s saying that there will never be some sort of legendary armor outside of raids? Did anet state it anywhere?
Also, how are raids excluding people? Please tell me because they sure as hell are not.
Shadowstep is dodgeable enough, honestly.
What people seem to forget is that he (and many other bosses) steal boons on plenty of scales, so he gets Quickness which makes him seemingly go at sonic speed and makes his breakbar so difficult to break. So what you want to do is make him not get quickness or at least make sure he can’t enjoy it for long.
Gw2 FAQ:
What’s so special about Legendary weapons?
Cosmetics, prestige, and convenience. Legendary weapons are very expensive and time-consuming to craft, and typically have much more grandiose visuals than other skins. Their stats are identical to ascended weapons, but unlike ascended or lesser gear, players may change the attribute bonuses of their legendary weapon at any time while out of combat.Notice that skill is not mentioned here. Just wealth and time investment. They may be “prestige” items, but it’s a different type of prestige than the one that is constantly referenced in this discussion.
No people are not happy if you force them into content they don’t like only for rewards.
Yes! That’s the whole point! Of course, you do realize that it’s an argument against exclusive rewards in raids, right? And a really kitten ing one at that?
And you can buy raids, so in the end, it is still based on your wealth.
I must be living on a different planet than those that see the chill nerfs as “buffs”.
Chill applying bleed is indeed a buff in PvE, less so in WvW and PvP I’d argue
Bleed on chill is only a buff in PvE team fights against major bosses when running a condition damage build.
Do pve people actually bother to switch to staff/shroud or do they just camp scepter? Thought most of their bleed came through minions and scepter? I honestly don’t know but curious as I thought about gearing my necro for raids instead of WVW.
Shroud still has the only good movement skill for a necro, soul spiral and exec scythe (the ice field now ticks bleeds and the whirl finisher applies even more)
No need for staff in PvE, though yeah, it’d be good for tagging and I can see it having use in WvW
Focus is a better offhand for pure DPS, so you’d want to have both D/Wh and D/F as core necro.
just a couple questions from a guy that is not playing atm.
OP elite specs – pre or post HoT?
dungeon recipe= dungeon rotation?Thank you for your time by the way
OP elite specs = stuff like reaper, tempest… basically the new trait line every class got
dungeon recipe = dungeon recipe. Crafting recipes which let you craft specific trinkets. These can go for reasonable amounts of money.
Rewards are fine now, they weren’t even that bad before but everyone was focused on the liquid gold and was too busy looking past that for the aforementioned recipes, the dungeon specific drops and most important the materials dropped inside those dungeons.
I must be living on a different planet than those that see the chill nerfs as “buffs”.
Chill applying bleed is indeed a buff in PvE, less so in WvW and PvP I’d argue
Bleed on chill is only a buff in PvE team fights against major bosses when running a condition damage build.
A condition trait is a good in a condition build, what surprise. It was never a good trait on power builds to begin with imo, it was just the best choice we had as power. You also have access to chill field + whirl finisher on your own and long fights is the only place where this mattered anyway.
I must be living on a different planet than those that see the chill nerfs as “buffs”.
Chill applying bleed is indeed a buff in PvE, less so in WvW and PvP I’d argue
The only person who traps you inside said content is yourself. Your fault.
You clearly were not paying attention. Read it again and come back with the correct answer.
You clearly are delusional if you think ANet is forcing you to run the content just because there’s legendary armor behind it (which you STILL don’t know how it looks and it won’t give any actual gameplay advantages). YOU want the shinies, YOU force yourself to run this content. ANet simply tries to lure you into said content to try it out. That’s not forcing.
You can’t as of now.
They wanted to ship it with the april patch but weren’t able to as they encountered a problem of those +5+5 infusions going invalid and thus deleting themselves when trying to changing them to +7+5s, so it’ll have to wait, sadly.
NOBODY, least of all ANet, benefit from trapping players in content that those players are not enjoying.
The only person who traps you inside said content is yourself. Your fault.
Make Lornarr not teleport up during the ice spikes anymore so that you can DPS him while they fall down; gives you the option to either pull him out of the aoes/play safe or just keep bashing his face in while dodging.
What if anet adds a different set of legendary armor to easy mode raids then, same functionality, different set? Would that appease you guys?
I’m really not sure what else to suggest.
I really think your focus on rewards and not fun is a HUGE problem going forward with this idea though.
I still don’t see what would be wrong with a no-special reward (i.e. only lootbags, rares, exos and gold) easy raid mode, if that ever comes (and it’s gonna take up a lot of time, no matter what others say… reasons have been mentioned a few pages ago) so that you can practice and then have an easier time in the actual raid. Wanting raid exclusive rewards in easy mode straight off the bat screams laziness on side of those demanding it.
If they want to bring Death Shroud in line with Reaper Shroud, they’ll have to rework DS completely. It’s that much of a mess imo. It has virtually no strengths and only weaknesses.
Projectiles need to be faster, #2 shouldn’t even be a projectile in the first place, #3 is just absolutely sad, #4 is a joke thanks the the long cast time and the fact there’s no stability whatsoever in DS (except the one stack you could get from FitG but lol that isn’t gonna save you when everyone can pull CC out of their kitten, #5 is okay I guess but could be better.
Auto should be a 50% chance projectile finisher and explode on impact in a small radius (not more than melee weapons would have cleave-range and the actual target doesn’t take damage twice and yes that means it would likely lose its ability to pierce)
Dark Path should be… well, if it’s gonna stay a gap closer it should be a shadowstep or alternatively, function similar to Death’s Charge, but instead chilling foes you touch on your way and then finishing with the chill/bleeding AoE. This way it could actually be used as mobility skill without having the advantages of ground targeting.
I honestly don’t know what to do with Doom, maybe add boon steal? idk. RS3 is just a straight upgrade, but adding stability to it seems so off.
Life Transfer should have a) a faster channel time while doing as much damage as it does now (i.e. less ticks, but higher damage per tick along with higher life-force regen per tick) or grant a bunch of stability-stacks when you start to channel. As it is now, everyone and their mother can interrupt/avoid that skill without any problems whatsoever and it’s just not worth it at all.
No clue what to do with tainted shackles, really. Maybe add hard cc if the bind is allowed to expire?
Some of you make it seem like it’s going to be walk up to boss and blow it up in one shot.
In case you’re not aware, this is pretty much what the “pro easy raid”-guys in this thread suggest/expect from easy mode, at least some of the most vocal ones here.
What I actually haven’t heard is from that most people justity the nerf by stating that you just need to combo RS#5 and RS#4 to get a decent return back. But isn’t that in itself a nerf because you have to input more to get the same result? You can’t use that whirl finsiher for something else. What about someone who actually combo’s RS#4 with another field isn’kitten nerf to them because they will not get their return in bleeds back since they didn’t combo the ice field?
Thats logic and we have a freedom not to believe in it.
Best forum post 2016 right here.
But is that a good thing? I’m one of those people playing during the PvP season, and I HATE IT. It’s just awful, and it makes me like the game less and less the more I have to play it, but I do have to play it, otherwise I’ll never get those Ascension wings, and all my previous time sunk into the project will have been a complete waste. Does ANet benefit from causing player to HATE the time they spend playing their game? You seem to think so, and for the time being ANet seems to think so, but I don’t see the logic in it.
Yes it is a good thing.
The problem is not with the concept, it’s with you. You want to get everything even though you don’t like the content; you’re missing the point. You should be playing content you like and using rewards as validation to complete that content, not seek the validation in content you don’t like.
He gets it.
Either you bite the bullet and want the shiny so badly that you put up with the content you enjoy or you don’t want the shiny badly enough and just let it be.
Besides, in case you didn’t realize: Content has to be incentivized in order to make players try it out and hopefully stick to it. If you could get everything everywhere or you’d have five different paths across all the game modes, why would you ever have to try something else?
ANet wants you to try out and play various kinds of content so that you have seemingly more things to do, thus hopefully don’t burn out as fast by doing the same stuff over and over again, ultimately making you stick around and giving them profit in some way.
What I wanted to ask though and forgot about: Why do there have to be rewards for an easy mode raid, when all that it should be is a training ground and a way for everyone to experience the story?
Dhuumfire 2.0
Chill durations broke PvP with perma-chill, not condition damage.
/15 char
why was power reaper then not op?
Because power reaper doesn’t get a chance to hit in the first place :^)
Raids as a, lets say game mode, are by default something that requires a higher amount of skill, communication and concentration and are the most difficult content a game has to offer PvE-wise.
What you are trying to do is making a whole game mode adapt to you instead of adapting to said game mode or simply letting it be. This is completely nonsensical.Again, I have no interest in causing the game mode to adapt. The existing mode can stay 100% exactly as it is. No adaptation whatsoever.
What I’m asking for is merely an alternative, something that provides the elements that I believe most players would enjoy, while culling out the elements that most players do not. You’d be right to be upset if I were suggesting that the result would be the ONLY raid left in the game, it’s not the version you want; but I’m not asking for that, the version you enjoy would be left alone. This would be an alternative, for people who can’t enjoy the version you enjoy, and one that they can play without harming the version that you do enjoy.
i.e. making it adapt by adding an easy mode to something that should not need an easy mode since it is supposed to be difficult.
I’m aware you want a second variant of the raid, an easier one, but I simply do not think it fits into this type of content, especially when every other type of PvE-content is easily conquerable by everyone.
The only way an easy mode would ever make it into the game should be without any rewards or progress for anything related to raids whatsoever, so that it simply serves as training ground for the actual raid.
No. Exclusive access to those rewards is not a part of the raid. The raid is about the challenging content involved. You may not like to share, but it’s something they teach in preschool now, as an adult, you’re expected to deal with it.
Can you get the special rewards offered inside the raid somewhere else? No? Guessed so. The rewards are raid-exclusive and given out for conquering said challenging content. Pretty simple concept, easy to grasp, easy to understand why an easy mode would either need no rewards or new rewards which then can also drop in normal/hard/whatever mode since it’s the more difficult variant.
You’re also taught as child that you don’t get everything thrown at you and that you have to learn/work for things you want, but this seems to be a lost wisdom these days.
As for your point regarding selling; yes, this is some sort of problem. However, if someone buys the raid this also means that, at the same time, there is a group of people who do these bosses with less manpower than you are supposed to have (if running with 1-2 player less is necessarily more difficult is another thing)
Also, to be honest, I don’t really care much about the value of the rewards found in raid or anywhere else in this game. If I did, I would’ve stopped playing GW2 forever a long time ago since there’s pretty much nothing in this game which has actual value in terms of showing skill. What I simply don’t like is how many people act as if they’re entitled to get a free ride through raids along with rewards. People who buy raids at least have the “decency” to pay others to carry them through, indirectly paying for the rewards and directly paying for the additional effort the group goes through.
If you are interested in the raid encounters but not in the difficulty associated with them, you are not as interested in raids as you might think. What you are interested in are the rewards, not doing the encounters. If that is the case, please just do content you enjoy and buy raids so that you can get your shinies.
You appear to be missing the point. The current implementation is somewhat hamfisted, with the “everyone who owns HoT has of course fully explored the area” assumption causing problems. Besides, after an update is the best time to mention issues like this. They expect to hear from us.
What daily expects you to have that done?
I can’t think of a single daily which would cause problems for players who just got HoT/didn’t play much HoT yet.
Sanctum Scramble which is daily today? If it isn’t fixed yet, a mesmer can portal you in without you having to do the story. Maybe events in later maps (Tangled Depths)? Just run through the first maps quick, ignoring everything on your way, maybe taking some waypoints and node along.
Dailies are meant to make people poke at various content from how it feels to me, besides the obvious “log in every day and do stuff for at least a few minutes” and that’s what they’re doing fine. No need for changes, really.
My guild (besides me) is kittening drowning in T7 mats and chests to the point where someone got two chests, a golden skin and what I think was a T7 mat today from a single set of dailies, so yeah, we’re just unlucky (but at the same time, examples like the aforementioned one are extremely lucky too, “normal” loot should be something between those two extremes)
Don’t PUG.
In general, doing any group content in any game ever with a PUG is a less accessible experience than finding a group of like minded players with similar interests.
Your mistake is attempting to treat content designed for static groups of players as content designed for PUGs. The fact that people PUG raids doesn’t mean they were designed for it.
Raids really are designed for players that take the same or nearly the same group of ten individuals, learn the encounters together, and progress on to the next encounter. They were designed that way because its a subset of the community (progression/mechanics endgame PvE) that GW2 was previously not creating content for.
The redesign for fractals and subsequent removal of plans for future dungeons is the PvE content they have designed around PUGs. They’re short, bite-sized instances where you’re not overly inconvenienced be someone leaving or needing to kick people.
It’s hard to PUG raid simply because the entire concept of raiding as a style of PvE play is about as anti-PUG as you can get.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
this, so much this.
Just because there are pugs doesn’t mean you SHOULD pug.
Raids are content meant for static groups and you should treat it as such; don’t start by trying to pug, start by trying to find friends/like-minded people (for example here on the forums), form groups, practice etc. – Pugs are your last resort, not your first place to go.
With the amount of posts regarding this exact topic one would believe you could fill 20 squads with new players trying to learn raids easily and still have enough players for more.
Also, don’t say raids/raid-lfg are in a horrible state because you start with the worst option of tackling the content available instead of starting with a much better one.
At this point I’m 100% convinced that Ohoni is throwing the biggest bait and is extremely bored.
Raids as a, lets say game mode, are by default something that requires a higher amount of skill, communication and concentration and are the most difficult content a game has to offer PvE-wise.
What you are trying to do is making a whole game mode adapt to you instead of adapting to said game mode or simply letting it be. This is completely nonsensical.
The only way an easy mode would ever make it into the game should be without any rewards or progress for anything related to raids whatsoever, so that it simply serves as training ground for the actual raid. However, I fear you’d complain that there are no rewards for what you’re doing and that it is a waste of time.
But even then, this would already devalue the items gained in raid as it would be much easier to see the mechanics, practice them and then move on to higher difficulties.
I’m genuinely curious though if you apply the same thing in real life; do you try to make everything adapt to you, even though it would be much more convenient for everyone (besides yourself, I guess) if you were the one adapting?
Golden Relics are also limited to Fractal level 50+, just like legendary armor/components should be limited to the normal mode raid
Nope, you’re wrong about the Golden Relics.
You have higher chances to get good drops on high scales and high level dailies have more rewards added to them which you can’t get in lower tiers.
Nope. Wrong.
Sorry, I get you want your little bits of entitlement, but as you said, a Precursors can drop from a Moa, as such, there is nothing currently in the game that justifies the total lock out you all want.
And most assuredly not in fractals.
Anet confirmed multiple times higher scale dailies have higher chance on rare/good loot and simply finishing a high scale gives more EXP/loot than finishing the same fractal on a low scale, yet I’m wrong.
???
Might as well make everything purchasable if that’s the case.
you dont have to make everything purchaseable, just make every drop have a use. clearly outdated and outclassed stats have no use.
You are aware that salvaging ascended accessories can yield a drop worth multiple hundreds of gold? Of course that’s RNG on top of RNG, so this is not the best solution, but still better than absolutely nothing.
Doesn’t fractals work this way right now? Higher fractal gives you a better chance at better rewards.
Gonna step up on this, and say “Nope”, it’s RNG, you can pull awesome from a level 12 fractal, and complete trash from an 83.
You can also pull a pre from a Lv2 moa if you’re lucky and never get something from fracs.
Does that mean farming low level moas is more rewarding than fracs? No.
You have higher chances to get good drops on high scales and high level dailies have more rewards added to them which you can’t get in lower tiers.
As for raids, easy mode should only reward the guaranteed exotic and rare + gold I guess, maybe a small amount of shards. No minis, no asc gear, no insights etc. and you also shouldn’t be able to unlock the raid mastery track by doing easy mode bosses; the effects granted by said track should simply be permanently active in easy-mode raids.
+7AR+5Stat Infusions (!!!!!!!!!!!)
them birdies on reddit say only reason we dont have this (in some form or other) yet is cuz its still in progress and didnt make the cut for this quarter… and would have deleted our current infusions if they had shipped it this patch lol.
Do you happen a link to the post where it was mentioned? Kinda curious now.
Much appreciated, thanks.
Friggin forum bug.
The raids are not hard. What makes them hard are the time-gates. Eliminate the time gates and have tiered rewards based upon the time it takes to down the bosses.
You clearly haven’t played the raids because the timers are not what make them hard.
Correct. Eliminating the time gates (enrage timers) would not make the fights face roll easy. However, it would go a long way to addressing the build/profession/player diversity issue.
By adding enrage timers to every single encounter, they are effectively saying “Zerker/Vipers or go home – and please don’t bring your dps ranger.” Even with every other mechanic they put in the fights, the CORE mechanic of every fight remains – kill fast.
Removing enrage timers would fix that. Adding in tiered (gold, silver, bronze) reward levels based on kill speed would ensure that teams that do the fight EXACTLY as anet intended are still rewarded for that effort – and for those teams who continually suffer or have issues (and there are many out there – no matter what people want to say on these forums) – they would have the option of going more survival focused (with the understanding they would get a lesser reward).
I would hate to see raids become super easy, but I do believe there is way (possibly the one I and others outline above) to make them a little less punishing and open to groups who just want to have fun and experience (read – actually do not just see on youtube) the fights without the high levels of dedication (again, understanding they would get a lesser reward).
I am very optimistic and pleased to see they are at least considering alternatives (even though I will most likely continue tackling the fights at max level – I do enjoy the challenge). I hope they come sooner rather than later. I know a TON of players who would enjoy this content who simply aren’t interested in the current difficulty level.
You can play most classes with power or condi builds
Rangers, despite what many think, aren’t fixed into a healer role with healer gear, they support the group with heals while also providing offensive buffs and dealing damage.
If you remove enrage timers, it gets even easier to faceroll your way through encounters with heavy defense and even with timers, it has already been done - There is also plenty of kills of stacking various classes x10. Build diversity in raids is there. Of course, only few builds are considered optimal but that’s the whole point behind something being optimal – it’s the best you can pick in a situation, if everything was the best then that would be very silly to say the least.
+7AR+5Stat Infusions (!!!!!!!!!!!)
them birdies on reddit say only reason we dont have this (in some form or other) yet is cuz its still in progress and didnt make the cut for this quarter… and would have deleted our current infusions if they had shipped it this patch lol.
Do you happen a link to the post where it was mentioned? Kinda curious now.
Reduce vuln stacking across the board on other classes, give power necro some sort of monopoly on it, also give necs a trait in spite which adds a debuff upon applying vuln after 25 stacks are hit which lasts until x hits are dealt and increases damage dealt further (basically bonus vuln stacks). Would already go a long way making a power-necro more desirable since vuln would be more scarce, the bonus dps is wanted and power necro can add even more to it while sticking to the “debuffer”-theme necro has.
Imo, vuln-stacking in PvE is… well, kittened as it is now. In group content it’s pretty much almost capped, no matter what, simply because there’s so much vuln thrown around passively from traits on multiple classes, that’s before actual skill-usage.
Sadly, Anet still refuses to create seperate PvP and PvE-balance so that’s not really going to happen as it is balanced in PvP.
The raids are not hard. What makes them hard are the time-gates. Eliminate the time gates and have tiered rewards based upon the time it takes to down the bosses.
lol
…There was a reason people only did swamp, it was so stupid easy that is was pretty hard to screw up…
Uhh the few times I pugged high-ish scale mossman people either tried to bug/exploit him or died horribly trying to kill him the normal way. The reason they went with swamp is because it’s the fastest fractal and because they were able to exploit the kitten out of it. lol
For those who actually know how to fight mossman properly, it was just “it’s the fastest fractal”.
Dailies are so much better now, so are instabilities. Some more adjustments, finally +7AR+5Stat Infusions (!!!!!!!!!!!) and some changes on AR in general and we’re good.
Like it or not, RNG is what keeps many people chasing the carrot on a stick. RNG is an important part of any MMO, as frustrating as it can be
From dulfy’s AMA summary: increased on 26-50, slightly decreased on 51-75, but you have a new tier at 76-100, so your overall chance is increased.
So is it better to do highest daily tier to complete all in one shot or tier by tier?
Why is this even a question; if you can do the highest tier you get more dailies done in less time, so why would you run them one by one? The rewards from the boss chest at the end of the fractal aren’t exactly overwhelming, it’s all about those wobbly chests. :P
Boxes spreading all around atm. We had boxes in every new group I was playing with. Yesterday 1 box for a Pug-player, today 1 for a guild mate, 1 for a Pug.
Even if you are unlucky, the rewards are very very very very very generous!
Hah I wish, all I got besides the guaranteed rewards is an ecto and a merchant express (which I have enough of anyway)
But yeah, the guaranteed rewards aren’t bad either.
Boss HP in the highest tier is still cancer, no matter if condi or zerk. Pure annoyance with 0 skill involved except patience & endurance.
:(Come on, it really isn’t that bad anymore. Bosses went down fine; at least on the scales that were set as dailies yet. Only one that might need a little bit less HP would be Lornarr in Snowblind, but that’s because he’s not really exciting to fight in the first place.
As you could have seen, my post was referring to the daily of the patch day. Today’s daily fractals were/are fine. 94 cliffside because this fractal + the boss hp were revamped and molten furnace because there isn’t rly a boss fight (the dredge at the end has way less hp compared to others). Mai Trin should be nerfed in hp, no matter what, it’s still bullkitten.
Yes, I was talking about the patch day-daily too. Ashym was completely fine, Dredge Suit was okay, we had to four man it so we were missing some dps and like I said, Lornarr could actually use some less HP.
Mai Trin doesn’t even take long while being the last fractal. If we were to “nerf” the duration of the fight, then she simply shouldn’t reset at 25% and the crew she summons should be more dangerous + needs to be killed in order to finish.
Boss HP in the highest tier is still cancer, no matter if condi or zerk. Pure annoyance with 0 skill involved except patience & endurance.
:(
Come on, it really isn’t that bad anymore. Bosses went down fine; at least on the scales that were set as dailies yet. Only one that might need a little bit less HP would be Lornarr in Snowblind, but that’s because he’s not really exciting to fight in the first place.
This has been brought up many times, yet there’s still no response. Really depressing, especially for those who got those infusions in many slots. It’s wasted money either way.
We did it in 7 minutes (according to the timer) and kittened up in the first phase.
Get your kitten together and it’s not really difficult/long whatsoever. Get mists potions, food and beat the kitten out of her.
Yes it is, since those who aren’t geared need this loot to gear up.
Not like ascended gear can’t drop from lower tier chests, not like you get ascended materials from dailies now, not like you’re supposed to plow through scales 1-100 in no time…
It’s much better now and actually makes you run different fractals again, even though it is forced.
Yeah he’s kinda kittened, he also simply stops attacking, only spawning portals every now and then/going into CC phase.
Apparently people crash(ed) upon getting to the second split phase on Gors too, but we didn’t try that ourselves and it might be fixed already.
What blue skins are these? o.o I have never heard of them before, please link me, someone!
They’re basically the same as the TA skins you can buy for tokens, just in, well, blue.
If you search for “of dreams” (due to that being the sigil in all of those weapons) they’ll pop up on the trading post.
With the reworked dailies and making us run up to scale 100 for more rewards, this is now more important than ever. Can we please get a response on the topic?
Can confirm, rip prices for that.
The future of our 5 man end game content consists of 3 minute 1 room encounters with no intricacy in level design, am I the only person in this entire game who thinks this is absurd?
You weren’t saying anything about the short fractals. You were saying that it’s a good idea to buff the longest one. In this, yeah, i think you’re pretty much alone.
The fractal wasn’t difficult or long because of two things
The fractal is still longer than other fractals AND more annoying on top of that due to what you’re supposed to do in there. Difficult? No. Annoying? Definitely.
So with the teaser out, they’ve apparently put at least some focus on reworking/changing things in Cliffside – among them it seems to be that Archdiviner can now use Embrace the Darkness and probably other Mallyx/Rev-Hammer skills? (Maybe I’m just kittened and mixed that up during the video since the clips are really short but meh) What do you guys think about that and also, what else do you think they’ll change?
Looks like they Changed the Archdiviner from a Necro with a Hammer, to a Reverent.
He still has his minions though – Subclassing confirmed? /s
So with the teaser out, they’ve apparently put at least some focus on reworking/changing things in Cliffside – among them it seems to be that Archdiviner can now use Embrace the Darkness and probably other Mallyx/Rev-Hammer skills? (Maybe I’m just kittened and mixed that up during the video since the clips are really short but meh) What do you guys think about that and also, what else do you think they’ll change?