I’m not a fan of the pulsing immob on this trait. It should be reduced to 1 application of 3 sec of Immobilize. That’s still allows for an absolutely incredibly 30% uptime on immob from this single trait
admittedly this is pre patch but… If only this guy had had a light field, maybe then he would of been saved: https://www.youtube.com/watch?v=lmfp92Y_UtU&feature=youtu.be
Oh my. Those few times where the stars align and Mistrust goes absolutely mad…
pretty much. its easiest to do actually when theres more people around, more rupts=more confusion. its a great build for yolos but…. its very easily killable and stab does a lot of negative things to builds running mistrust.
however. when it works it works well.Which, if you think about it, is great balance for the trait and builds that rely on it. It has a clear counter through stab, but if it isn’t countered it can be absolutely devastating. However, that is tempered by the fact that the build itself is relatively easy to kill if you focus it down.
pretty much. The power of the trait is very strong, but honestly i don’t think it needs to be nerfed because as you said its balanced through other methods, being very easy to counter and through the fact that if you trait down that line you lose almost all sources of sustain. The build works very well in decently skilled hands, especially against idiots, but it faulters very quickly against people who know what there doing.
I don’t really think basing any build to be balanced based on a limited-access boon is a good idea.
Basically the same argument as ghost thief being totally fine because people can reveal it. Although even the ghost thief really doesn’t have amazing kill pressure. It’s more or less just a PITA that gets people only when they literally run no bonus health and zero cleanses at all anywhere in their kits.
It may be “balanced” because sometimes it gets shut down, but the game really shouldn’t be Build Wars.
But that’s just me.
Normally I agree with you, but here I disagree. Ghost trapper thief and mistrust mesmer are not even in the same ballpark. For one, ghost thief is a problem because it breaks a fundamental game mechanic. It can damage you without breaking stealth. That’s just fundamentally broken which is why it needs to be addressed.
Secondly, while a reveal is the only way to go about fighting a ghost thief, you can easily fight a mistrust mesmer without stab. All stab does is completely shutdown any advantage mistrust may have given them. But even without it, you can still fight them. With ghost thief, if you don’t have a reveal you can’t fight them.
And even if you disagree that stab is merely an advantage against mistrust mesmer and believe that its required, consider the fact that every single class has access to stab. The access is not great on some classes, and it does require sacrificing a much stronger skill or line, but each class has access to stab. However only 3 classes have access to a reveal skill that doesn’t require a target to cast (AKA the only 3 that work on someone already in stealth), and of those 3 skills, 1 of them is a trap that the thief would have to wander through in order to trigger. So even if you believe that stab is a necessity to fight mistrust mesmer, you can’t deny that at least all classes have access to that, whereas really only 2 classes have meaningful access to an AoE reveal that would be needed to deal with ghost thief.
When you say shatter build a lot of people will think power shatter builds. Those are completely different and revolve around trying to down someone before they can react, but then they are vulnerably until their skills come off CD. I don’t see many people play it anymore because it doesn’t offer enough reward for the high risk involved with it.
And yes the main focus in PvP will be on shatters because of how PvP plays out. Its quick fights with people that will react to your actions. In PvE where attrition is more important, the focus would be on keeping condition based phantasms out and not shattering, to keep the stacks high. But that isn’t feasible in PvP because of how long it takes to get 3 condition phantasms out, and it would just drag fights on forever.
Honestly, this looks more like a thinly-veiled gripe about not being able to raid with necromancer than a sincere suggestion. So many of the OP’s posts trend that direction.
Raids are terrific as is, and the rewards are appropriate to the skill and coordination required to complete them. If you want LIs, raid. If you have trouble finding a group that accepts you, start your own (or join a raiding guild).
Don’t blame me for the Meta, if I were going to exclude whole classes it sure wouldn’t be Necro.
Don’t blame the meta for not being willing to learn a new class. See how pointless of an argument that is?
If you want to play necro in raids then make sure you are kitten good at it. Groups will take you. If you can’t find a group to take you regularly then consider rolling another class.
What type of content do you want to do with your mesmer?
Are you talking about PvP? Because for PvP that’s actually a good condi build. You trait your shatters to apply confusion and torment if you want to take domination. Then you load up the enemy with shatters. Staff has a built in low CD stunbreak and clone generating skill with phase retreat that is perfect for this. Then you kite and outsustain with shield and BF while the confusion and torment stacks take enemies down.
I don’t see what this would add to the game. All you did is shift the gate for raids from player skill to the gold cost of obtaining 150 AR and the ascended gear to put the infusions in.
It can, as seen by Temporal Curtain. But I don’t think tying it to iWarden would be a defensive use of it. It doesn’t fit that well, and doesn’t feel defensive when tied to the phantasm. On top of damage, iWarden absorbs and/or reflects projectiles, so it would make sense for its on cast effect to be something else of a similar defensive nature. Which would be something like regen or aegis. Or hell maybe even a mini feedback around you for 2 sec when you cast it
Yea, so far I have only attempted that one on my necro because I didn’t actually stumble upon the path to it until I got around to completing my reaper spec. I imagine its possible for all of the specs to solo it if you are careful with your positioning and take down the larger golems first.
+10000 for the bookshelf idea. I love collecting these lorebooks in game, but its getting impractical to carry them around on my characters.
I also would like as a more general QoL update, any item that exists solely to fill out a collection should be auto consumed when you pick it up. That way, if it does stick around in your inventory you would know it has another purpose.
admittedly this is pre patch but… If only this guy had had a light field, maybe then he would of been saved: https://www.youtube.com/watch?v=lmfp92Y_UtU&feature=youtu.be
Oh my. Those few times where the stars align and Mistrust goes absolutely mad…
pretty much. its easiest to do actually when theres more people around, more rupts=more confusion. its a great build for yolos but…. its very easily killable and stab does a lot of negative things to builds running mistrust.
however. when it works it works well.
Which, if you think about it, is great balance for the trait and builds that rely on it. It has a clear counter through stab, but if it isn’t countered it can be absolutely devastating. However, that is tempered by the fact that the build itself is relatively easy to kill if you focus it down.
Given phantasms temporary nature, I actually think all boons and personal damage modifiers we get should be shared with them by default. A trait to give them alacrity whenever we got alacrity (or more generally, a trait that gave them any effect other than stealth when that effect was applied to us) would be a really nice addition though.
I actually think iWarden should be a defensive cast in nature due to the defensive nature of the focus. Possibly causing weakness or blindness, or even giving us prot/regen/aegis when it is cast. Look at the focus as a whole. It provides swiftness to us, cripples enemies, pulls enemies, and can be traited to reflect projectiles to keep us safe. Overall its heavily defensive in nature, so I don’t think an offensive cast on iWarden fits thematically.
Skill types and unique class effects are not the same thing. Some people are having a really hard time with the notion that alacrity was a special effect that was deemed too powerful to be kept to a single class, yet none of the other ones were deemed that powerful?
Personally I want to see several changes made to the dueling line, and that would include changing deceptive evasion as well. The reason I wanted to put the condi clear on desperate decoy though, is because you would then have to choose between buffing your pistol or giving yourself some condi clears. I also don’t like passive stealth application, and so getting rid of desperate decoy was a natural pick for me to rework.
If its the golem one its pretty kitten easy to solo on a few professions. I did it solo on core necro and never dropped below 50% health
I think flax also dropped partly because JS made his update on the economy post and basically told everyone
“There’s a metric kittenton of flax on the market, its only expensive because you guys are willing to pay a ridiculously high price for it for no reason.”
The dueling line needs to get a decent condi clear. I think that desperate decoy could be made into a pretty powerful condi cleanse that would be perfect for duels. Change it so that evading an attack transfers 1 condition from you to each illusion (so up to 3 transferred total) with a 15-20sec ICD. Its fairly weak on its own, but you could combine it with light fields (WoE or focus) and/or domination signet trait for pretty solid condi cleanse in a duel situation without being forced into the inspirations line.
Alacrity was a elite spec exclusive effect, just like GotL, and it was given away to a core rev spec. It wasn’t like stealth or invuln because it was designed with chrono and only chrono in mind.
And going off of your argument, banners and spotter/Assassins presence/etc etc should all be shared as well because they are just buffs that “are not bound to a class”.
Basically all of the arguments I’ve seen for sharing alacrity are bad arguments, because they would also necessitate sharing banners and other unique effects around. The only argument that is a good one is that alacrity was too powerful to be kept as a chrono exclusive. But then again, the same argument can still be made for GotL since its still a 10% group DPS boost.
We also have harmonious mantras, which is 3% per stack. But damage modifiers on mesmers face 2 fundamental problems.
1 – They only affect us when most of our damage comes from our phantasms. So our modifiers don’t even affect the source of most of our damage
2 – 2 of the 3 we have depend on mechanics that go away. More damage per illusion is nice, until you wake up and realize that mesmer as a class is focused around shattering their illusions. So some of our best skills completely wipe out the damage boost we get. And those skills are both offensive and defensive in nature. For HM in particular, we only get 3 stacks per mantra, which means to get the most out of it our bar has to be loaded with mantras. No other class has to run 3 or 4 skills to get the most out of their stacking damage bonus, and HM isn’t even a permanent boost, but a very short temporary one.
Lake Doric itself isn’t a too interesting zone, it’s like a Kessex Hills 2, just with more rain and the whole map is kittened up, not just around a lake.
I have to disagree with you on this point. Lake Doric is an incredibly interesting map to me. It has a wide range of landscapes blended perfectly into a small-medium sized map. It not only has these different zones, but they all feel truly different, and yet the transitions between them are nearly seamless.
It also feels like a warzone. Bands of WM mobs all around the map, siege weapons, massive WM attacks on the towns in the map, field tents, Seraph forces in disarray and just trying to survive.
But on top of that its not overly simplistic. I love how you can’t just walk straight everywhere, but have to find ways through the cliffs to get to some parts of the map. I loved the JP they put in the map (even though I did get lost trying to go through it the first time). I like the hidden areas, like with the peach daily. Its so tranquil, you would never expect that the zone housing that area was in the middle of a war if that was the first part of LD you ever saw.
Its possibly the best map that ANet has released into the game. Only maps that compete with it are VB for the verticality (even with BF I don’t feel any other map compares to VB in that regard) and the Orr maps because of their absolutely unique design and event structure
That’s forcing, not encouraging you kitten. Besides, any exp raider can foretell how disastrous it would be. Think b4 you talk.
If you get any random Joe then yes it will be a disaster, get people who play those classes most of the time and it’ll be perfectly fine.
If 10 people cannot pump out over 50k DPS between them something is going hilariously wrong and it isn’t the fault of the classes.
Let me spell it out for you cause u dont kitten get the point. It’s worse than the “pidgeonhole” meta we have atm. That’s how bad it is. I don’t care if people could pull qt numbers on each profession…its just bad and 100% forced. At least now a few classes change depending on the encounter.
Yea. Forcing particular comps would be a really bad move by ANet.
Especially some sort of comp that doubled up professions. Like some sort of reflection comp.
A mirror comp is not required by the game. You can enter raids in any comp that you want. ANet in no way whatsoever requires a certain comp in raids.
That’s forcing, not encouraging you kitten. Besides, any exp raider can foretell how disastrous it would be. Think b4 you talk.
If you get any random Joe then yes it will be a disaster, get people who play those classes most of the time and it’ll be perfectly fine.
If 10 people cannot pump out over 50k DPS between them something is going hilariously wrong and it isn’t the fault of the classes.
Let me spell it out for you cause u dont kitten get the point. It’s worse than the “pidgeonhole” meta we have atm. That’s how bad it is. I don’t care if people could pull qt numbers on each profession…its just bad and 100% forced. At least now a few classes change depending on the encounter.
Yea. Forcing particular comps would be a really bad move by ANet.
Or maybe we don’t have another support spec at all
Obviously some people do care. Don’t be an kitten just because this is an online forum
So level 80 characters can’t use these things.
Sure we can. 20 of them = 1 Tome of Knowledge, which provides 1 Spirit Shard, which you need for Ascended Crafting.
At the same time though. It does beg the question of, if you have already completed your masteries and all of the experience you gain goes towards earning spirit shards, why can’t you directly use a writ of experience to fill up that bar 5%? No more waiting around until you get enough to turn into a tome. Not sure how easy that would be to implement though
Now you aren’t making any sense. Alacrity wasn’t buffed in this patch. You still can’t get more than 100% uptime on alacrity. So its not like giving it to Revs undid the nerf it received
3s of 33% faster recharge rate (effectively just 1s faster) on a 20 energy skill and an underwhelming traitline…
I’m pretty sure it’ll remain underuse :/
Lol they couldn’t have made it baseline to the skill or something.
“Nope you still have to shoot yourself in the foot by taking Salvation, delete your rev, kitten yourself” – Anet
It makes sense that they would have to trait for more support to bring Alacrity though. Hell even chronomancers have to “trait” to get alacrity outside of WoR (granted though it is a minor trait, so its a given).
And its not supposed to be 100% uptime on alacrity, just to give Rev even more party support through salvation, to make Ventari a better option if you want to support
Yup ^ which is why I am in favor of a cleansing hierarchy for conditions that is based on the direct threat they pose
Yea, I think that 0.5 second ICD is a bit too long for the move. Maybe reducing it to 0.33 seconds would have been better.
Meteor shower casts a meteor every 0.375 seconds (9 sec effect, 24 meteors). So, either ICD is less than 0.375, and every meteor can hit (making ICD pointless), or it is above 0.375 and 50% (or more) of meteors are lost. Thats why i wrote above that this ICD bullkitten is totally bad idea to try and balance this skill. And yeah, i wrote “bullkitten”, cause this idea is as bad, as creating a chimera out of bull and a kitten.
And yet, ANet disagrees with you. As the hotfix yesterday lowers the ICD to .33 seconds when under the effects of quickness.
Unhindered Combatant is just OP when combined with how much DD can dodge. It needs to be nerfed and DD needs to be compensated in other ways. Your goal should not be to bring something else up to that same level of brokeness. Roll for Initiative does need a CD reduction, it does not need to give you resistance.
I think lack of resources are more tied up in ANet trying to do too many things at once. They have at least 70 devs working on the next expac (number taken from an AMA a while back, I’m sure that number has just grown since then), devs working on fractals, devs working on WvW, devs working on PvP, 2-3 teams working on LWS3 (I say 2-3 because we don’t know if team 1 will have another episode to complete or not), devs working on raids and more. Its no wonder they have trouble finding time to balance something…..
I recall that AMA as well, after Colin Johansen left, yes?
However as I remember, MO said he had 200 devs, 100 working on ls3, 70 on the expac.
That leaves 30 for everything else. Everything
I believe it, LWS3 has been absolutely incredible quality imo, and its being released incredibly quickly. I can fully believe that they have a large amount of people working on it. Every episode has come with a storyline, a new map, a new mastery, new mobs or new attacks for older mobs, new skins, new collections etc….. And even more stuff behind the scenes. When Bloodstone Fen was released, they were talking about how one of the devs created a new tool to make placing ley lines much more dev friendly and less time consuming, just to place them in BF.
Anyone remember the old pirate ship meta? You know, the one where if you set foot anywhere near the other blob you were CC’d and dead within a second?
What about before that where you had a melee train with necro well bombs and if you got caught in that (venom share immobilise) you were likewise dead in maybe 2s?
Do you think having 2000 ping back in those meta’s would have made you live any longer than the epi meta you guys have?
I don’t think epidemic is the problem, I think the major problem is how tanky people have got and how even decent amounts of quickness, resistance and protection in boonshare coupled with all the other damage reduction you deal more damage and yet are harder to kill than pre hot.
Start making necros more vulnerable again by reducing boonshare and resistance uptime and the problem will fix itself, oh and reduce some of the conditions flying around, everyone since HoT throws out tons of soft CC.
I think that epidemic is mostly fine, but the excessive condis flying around do highlight that it should have a lower cap per condi. The tempest in that gif had 62 bleed stacks alone applied within 1 second, on top of all of the other stuff that he got loaded up with as well. That’s problematic. Other than just putting a lower cap on how many stacks epi can transfer though, I do think the skill as it is now is fine.
And I also agree that we need to reduce the amount and duration of condis and boons being thrown around practically for free.
Welcome to every other “exclusive” ability in the game.
Every other exclusive effect is still exclusive though, your comment doesn’t make sense. Warrior banners are exclusive. Ranger’s spotter, spirits and gotl is still exclusive. Engi got a new exclusive effect. Rev has assassin’s presence. Thief gets partywide unblockable attacks via basiliks venom. etc etc
Yes… I would expect that utilities and traits are exclusive. Status effects with many sources aside from only a single trait or a single utility skill have never remained exclusive.
You would expect that utilities remain exclusive, but not exclusive class mechanics? You aren’t making any sense here man
So you need 180 pips to complete the Byzantium chest. You get 10 for winning and 4 for losing (but based on some comments that may end up being buffed for super close games in the next season?), and lets assume you get a top stat 50% of the time.
Worst case, with 0% win rate, this averages out to 9 pips every 2 games, which means you would need 40 games to complete the Byzantium track, at 19 completions needed (according to you, I have yet to check how many ascended shards it gives now), this would mean you would need to play 760 matches worst case to get the ascended armor, not counting the games required to get to Byzantium.
Assuming 50% win rate, this would average out to 7.5 pips per match, or 15 for every 2 matches. That would require 24 games to complete a byzantium track. At 19 completions needed, you would only need to play 456 games, not counting the games required to get to Byzantium.
So substantially better assuming 50% win rate than what you estimated. I do think its steep, but it could be worse.
Such a shame that the ele isnt in a group with a rev or anything (yes this is sarcasm).
Yes, epidemic being obscenely overpowered is totally OK because another obscenely overpowered mechanic like having close to 100% uptime on resistance exists…
if the ele in the revs group was positioned where he should have been he would have had the resistance and all other boons which the rev had is all im saying. if he was where he should have been and had the resistance, he would have had enough time to react. If he didn’t react at all thats on him and the people around him cop the epi. or visa versa if the rev is oblivious to what is going on around him.
If your in an organised group and you run away from your support classes you need to rethink your gameplay because 9/10 you get punished for it.
Congratulations, you missed the point. The fact that there is an abusable mechanic allowing you to completely ignore a major part of this game’s combat is no healthier than the fact that there is an abusable mechanic allowing necros to one-shot people with impunity.
and you missed the point where i say if he had resistance up from the rev in his party he would have had time to react. you only need a few seconds of resistance to manage it.
Nope, you still missed Fay’s point. Epi could come at any time, and in a large fight it can range from hard to near impossible to see the Necro cast it. If it is killing you in 1-2 ticks that means you have 1 second max to react and get resistance up to counteract it. With a half second cast time on PA from Revs, this is reduced to 1/2 second to react after being hit by an epi bomb, and its not your own reactions that will save you, but those of someone else.
Realistically the only practical counterplay to this is to have Resistance up a substantial % of the time, closer to 100% the better. Which means the only practical counterplay is perma-Resistance or kitten near close to it. And that is also fundamentally broken.
If the only realistic counterplay to epi bombs is another equally broken mechanic then it means both need to be nerfed, not that both are somehow balanced because both of them are OP.
So yes, Roll for Initiative does need a CD reduction, but giving it a baseline CD reduction, as well as 3 sec resistance is too much. Resistance is already too widely available and needs to be tuned way back
I don’t main any classes, play all of them equally.
But I don’t agree with the meteor shower nerf, it’s a risky move, you basically can’t move for 3secs to get optimal dmg… The lightning overload is not risky since you can move and still get optimal dmg so the nerf was fine.
Yea, I think that 0.5 second ICD is a bit too long for the move. Maybe reducing it to 0.33 seconds would have been better.
I’m still worried about the impact that the release of Leg Armor will have on MC. I can see it temporarily increasing the price of MC, but I don’t have faith in the price to come back down naturally
Yup. Thankfully anet are still watching this, and will react if the market does break because of a change in demand (eg: armor).
Don’t expect a day one reaction, of course, since just like the lillies being in high demand triggered by the current story, if it settles out people can either “pay high, get content early” or “pay low, but get content later”.
ANet won’t interfere with MC again.They said in the last AMA that they are happy with the incoming supply vs outgoing supply, and that won’t change even if the price goes up to 4g each. ANet would leave it there. If they felt the need to interfere more with MC then they already would have done so
There was a bug with one of the bosses that allowed people to get this title with little to no effort, and people who got it legitimately were kittened off (rightfully so) that people had used an exploit to get a title that was supposed to show how well you can play the game.
The new title was released after this was patched, so you can’t cheese it
You don’t need them, the extra boon duration from them allows you to use less commanders gear and/or less exotic trinkets with platinum doubloons, which increases your personal DPS. In the end you staying alive and keeping quickness/alacrity up is more important than the 2-5k extra DPS runes of leadership would allow you to get.
Its bulkitten, Mystic Coin not balanced and it wont till all HoT legendary wepaons published. I will remind all of these when MC hit 2g. Dont say it won, coz it will, every events,items, skins etc need coins, more skin puttin into game creating more demands for coins. And why ppl talkin without think and just focusin price of MC? Think and compare with other that u makin legendaries. Are u okey with it that u even not spendin 250g for all mats but just for mystic coins? If u okey with that i have no words to say for u. And we will see when legendary armor hit the game. Probably coin will hit 3g.
The price has appeared to have stabilized at the beginning of last December. I’d say that it’s balanced. Balanced doesn’t mean that the price level is favorable to everyone.
I’m still worried about the impact that the release of Leg Armor will have on MC. I can see it temporarily increasing the price of MC, but I don’t have faith in the price to come back down naturally
@Chase – Again missing the point. When the fractal ascended vendor was introduced it was marketed explicitly as an alternative to crafting to get ascended gear. And the extremely high price was the opportunity cost, you were trading in a bunch of extra gold to sidestep the annoyance of crafting ascended gear.
Now, you save little to no money (and even lose some depending on how much you value your fractal relics), yet have more crafting to do just to purchase the ascended armor than it takes to outright craft it. Where is the alternative? Why was it implemented like this? A lot of people were expecting a significant liquid gold cost and then a non tiered crafting recipe. Something to show you have 500 crafting, but its stupid simple to actually craft the token. This is not what we got. Instead we got ascended crafting 2.0. All that changed is ANet shifted around what materials you need and standardized it more across armor tiers. That’s it. You are still crafting your ascended armor.
Well values such as cd timers should be stored in such a way so that a single value can be edited per game mode and all algorithms using that value will now use the new constant. That doesn’t take much time.
This.
Balance patches are done slowly not because of manhours, but because they need to do proper data collection. It typically takes at least two months for the meta to shift out and often longer. S5 was a good example because it caused a bunch of meta shifts independent of any class changes.
This isn’t a MOBA where you can just whack random things with a sledgehammer every 2 weeks and call it balance.
Waiting for the meta to settle before balancing is a horrible idea. It almost guarantees that nothing substantial is changed, because there are still dozens upon dozens of skills and traits that no one uses, so ANet has little to no data about how they should be changed so that they become a good choice. Simply lowering CDs and increasing numbers to make skills viable is something that a few of them do surely need, but that ends in straight powercreep and isn’t the healthiest option.
We should be getting fast balance changes that don’t give a kitten about the meta. If something is underused it needs buffed. If something is literally always on the bar or always one of the traits picked then it needs to be looked at and possibly redesigned (or have a lot of other things brought up to its level)
I think that 10 stacks at most per condition would still be reasonable considering the low CD of the skill. That’s still 10 stacks of bleed/burning/confusion/torment/poison you can theoretically apply to people every 13.5 seconds. In other words its almost 1 stack of each of those conditions per second, per epimancer. That’s still ridiculously strong, even if it does require setup.
Really man? Of all the complaint threads about revs getting alacrity, at least this one is unique and isn’t a QQ thread. He put a light spin on it, chill the kitten out
@maddoctor – Yes, its substantially cheaper than it was to buy ascended armor from teh fractal vendor pre patch, but this sidesteps the real issue. This was supposed to be an alternative to crafting if you wanted ascended armor. Now it costs about the same as crafting, yet requires even more crafting than regular ascended crafting. So you can no longer bypass crafting (even though when teh vendors were introduced it was specifically so that we didn’t have to craft it if we didn’t want to), and you don’t save any money this way even though it requires more crafting than actually crafting ascended armor
I think transferring confusion is fine, but I also think that we should get a cleanse hiearchy for conditions. They need to be cleansed in a logical order, not FIFO and not randomly.
The order doesn’t matter. Activating most skills to remove confusion triggers its damage. Just trying to get rid of the conditions kills a player. For example, activating an elite to trigger Lyssa runes will often kill a player.
There are a few passive ways to get rid of it but they are pretty limited.
A – There needs to be a cleansing hiearchy period, not just for this specific issue.
B – Of course if you trigger an effect to cleanse by using a skill then you will take the condition damage. If you use a skill that cleanses first this wouldn’t be a problem.
Welcome to every other “exclusive” ability in the game.
Every other exclusive effect is still exclusive though, your comment doesn’t make sense. Warrior banners are exclusive. Ranger’s spotter, spirits and gotl is still exclusive. Engi got a new exclusive effect. Rev has assassin’s presence. Thief gets partywide unblockable attacks via basiliks venom. etc etc