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Reaper Changes for Next BWE

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  • Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 5s to 3s.

Euuhm is this a decrease or just a mistake? :P

Sorry, that’s a typo. It’s an INCREASE from 2s to 3s. Fixed now.

Revs get BWE feedback changes

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Posted by: Robert Gee

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Sorry guys! This one is taking a little longer to get written up, but we are working on it!

Reaper Changes for Next BWE

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Posted by: Robert Gee

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Thanks to everyone who posted feedback on the reaper from this last BWE. I spent a lot of time during the weekend reading over as many posts as I could both here and on reddit and taking notes. I noticed a few trends show up that I’d like to try and address before the next BWE and I wanted to let you know about some of the changes that I’m working on.

Greatsword cost/payoff ratio was undertuned
The original intent here was to make GS feel like more of an AoE weapon while dagger felt like more of a single target weapon. We tuned the damage ratios accordingly so that greatsword would have higher dps vs 3 or more targets as we didn’t want to devalue dagger as a melee weapon. However this didn’t account for the difficulty of actually hitting with greatsword skills, and when we took that into account it made sense to increase the damage multipliers on the core damage skills. There are some other QoL changes made for Greatsword as well which I hope will improve your experience with it in the next beta test.

  • Greatsword Auto Attacks – Fixed incorrect range facts. These attacks have the same range as normal Greatsword Attacks. Added lifeforce gain to all hits 1/1/3. Increased damage of all attacks by approximately 20%.
  • Fading Twilight – Adjusted animation speed to smooth out attack sequence for non-human rigs.
  • Chilling Scythe – Increased chill duration from 1.5s to 2s.
  • Gravedigger: This attack now has 100% recharge when it hits a foe below 50% health. Increased damage by 50%. Increased recharge from 5s to 8s.
  • Death Spiral: Increased range from 170 to 220. Increased width of cone by 33%.
  • Nightfall: Changed animation. This skill no longer roots you to cast. Removed camera shake.
  • Grasping Darkness: No longer poisons and instead inflicts chill for 4 seconds on hit. This skill now fires at your target instead of using your facing direction. This skill will no longer fire if your target is behind you.
    • Grasping Darkness is a very complex skill under the hood and integrates programming and art in a very specific way to work the way it does. As a result, changes that would be simple for another skill (like giving it increased range) are very difficult and require coordination from multiple disciplines. I’ve made a few changes that I believe are safe for this BWE that changes the skill to be enemy targeted instead of using your facing direction. We’ll be keeping an eye on this one to see if it needs further tuning in subsequent beta events.

Shouts are weak and feel clunky to use in combat
We were concerned about the possibility of instant damage spikes and trying to emphasize the slow thematics of the specialization when we made these skills. After seeing how things worked out on Tempest we think it’s safe to lower the cast time of these skills as the “slow” theme can be expressed through other methods like greatsword and reaper’s shroud. As a result, many shouts have had their cast times significantly reduced. Additionally I’ve moved some of the reward for hitting multiple targets with these shouts to be baseline, so they should feel a little better when there are less foes around. Also, new minion type for “Rise!”

  • “Chilled to the bone!”: Reduced cast time from 2s to 1.25s.
  • “Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.
  • “Suffer!”: This skill is now instant cast. Lowered damage. Increased chill from 2s to 3s
  • “You are all weaklings!”: Now grants 5 stacks of might baseline plus 3 per target hit.
  • “Your soul is mine!” Increased healing power attribute multiplier to 0.5. Now grants 5% lifeforce baseline plus 3% per target hit

Reaper Shroud 2 has targeting/control issues
Sounds like a lot of you guys accidentally ran off of cliffs with Death’s Charge :P so we’re changing this to be more like the Warrior Sword skill Savage Leap. It will no longer go through targets you have selected, but will go its full distance if you have no target. Because it does very little damage while dashing I’ve allowed it to continue hitting even when you hit walls, we’ll be watching this next BWE to make sure it doesn’t turn into another Fiery Greatsword Rush though. Reaper Shroud has also has a few other general usability and bug fixes.

  • Reaper’s Shroud Auto Attack – Fixed skill facts interaction with Unyielding Blast and Reaper’s Might traits.
  • Life Reap (Shroud 1c) – Increased lifeforce gain to 1.5%. Fixed bug with number of targets not being listed.
  • Death’s Charge – Now dashes to a target, rather than in a direction. No longer passes through your target. No longer stops hitting if the player hits a wall.
  • Infusing Terror – Fixed a bug which caused this skill to begin recharging while it was still giving stability.
  • Soul Spiral: Reduced recharge from 40s to 30s. Fixed number hits skill fact to show 12 hits. Fixed duration skill fact to list 3s duration.
  • Executioner’s Scythe – Made adjustments to hitbox to make the initial attack more reliable. The hitbox for the primary attack is now the entire area of the ice field (still only hits 1 target).
  • Reaper’s Onslaught: Fixed a bug which prevented the attack speed modifier on this trait from working properly. This trait no longer recharges Death’s Charge on kill, but instead recharges all shroud skills by 5s on kill.

Chill uptime is difficult to maintain
It seems like we went overboard with how much we limited chill in the last update and you guys are having a hard time applying this reliably. We’re going to tune this up for the next BWE primarily through traits as well as some small increases to baseline chill on skills.

  • Chilling Nova – Reduced ICD from 15s to 10s.
  • Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 2s to 3s.
  • Cold Shoulder – Fixed a bug which caused this trait not function while downed. Increased chill duration modifier from 10% to 20%.
  • Deathly Chill: Doubled damage values.

Finally here are some things that won’t be changing and why:

  • Augury of Death – I heard a few good suggestions to make some of the recharge bonus on this trait baseline, however due to the way this trait is set up it’s a little complicated to do this and have the skill facts match up. Along with the other changes made to shouts I’d like to leave this alone for now and see how the other changes affect its value.
  • Soul Eater – Similarly to Augury, this trait is heavily influenced by the current power of greatsword. It sounds like it’s a little weak right now, but I’d like to see how the other changes to greatsword affect the weapon before modifying this one.

These changes are all in iterative development so it’s possible that there will be more changes, less changes, or different changes from the ones listed here when the next BWE rolls around. This is just a snapshot of the changes I’m working on now.

(edited by Robert Gee.9246)

Chronomancer Changes for Next BWE

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Thanks for all the feedback that was posted over the beta weekend. I spent a lot of time reading over all the posts I could on chronomancer and making notes to figure out what to change in preparation for the next BWE and I wanted to post here to let you know where things are headed.
The good news is that Chronomancer seems like it’s in a pretty solid place. The number of bugs was low and general sentiment seemed positive for how things are working so far. As a result I’m only looking to make a few adjustments between this BWE and the next one. Let’s go over the changes and the thoughts behind them:

Gravity well: Changed functionality. This well now pulls every pulse for a total of 3 pulls. The final pulse grants 5 stacks of stability to allies in the area.

  • General sentiment from feedback was that the PULL was what was important to selling Gravity Well rather than the float. We’ve gone back to the earlier version where it does the standard 3 pulls but pulled out the ending stun to prevent kitten long AoE CC. I’m still a little concerned about how hard it is to stun break this thing but since it’s got a relatively long cast time and moderate area of effect I think it’s safe to try.

Echo of Memory: Fixed a bug which prevented this skill from working with the traits Illusionist’s Celerity and Persistence of Memory. Lowered slow applied by phantasm from 3s to 2s.

  • The slow from these phantasms seemed a little too good considering they could hit multiple targets (especially if you got 2 of them out). With the fixes to traits that lower the recharge of this skill it seemed appropriate to reduce it a bit.

Well of Eternity: Lowered cast time from 0.75s to 0.25s

  • The idea behind this skill has always been to wait for the big heal at the end, so it didn’t make sense for the cast time to be as long as it was. Healing numbers still might be adjusted in a future BWE.

Chronophantasma: Increased Daze duration from 1s to 1.5s

  • Did anyone try spamming Illusionary Berserkers with Continuum Shift and Chronophantasma? This specific combo isn’t the only reason we are adjusting this trait, but we are watching the types of spikes that are coming from Chronomancer in general.

Illusionary Reversion: Updated functionality. You must shatter at least 2 illusions in order to generate a clone from this trait. (You do not count as an illusion towards this total.)

  • Yeah I know this one probably stings but when we started looking at it it was pretty silly that this trait could let you get so much power out of just using all shatter skills back to back.

Alacrity
The last few changes are related to alacrity. We felt that as it was currently, alacrity wasn’t hitting the right level of impact due to how easy it was to get from the minor trait and how little you could share it with allies. These changes are intended to try and improve how alacrity feels to interact with though traits and skills.

  • Flow of Time: Reduced alacrity per shattered illusion from 1s to 0.75s
  • Improved Alacrity: Increased alacrity duration bonus from 33% to 50%.
  • All’s Well that Ends Well: Changed functionality. This trait now grants 2s of alacrity to allies standing within the well when the well ends.

Slow Stacking
Finally let’s talk about Lost Time. Currently we don’t have plans to change this trait for the next BWE but it’s on our watchlist. This is trait is pretty fun and synergizes well with the other traits while working into the theme of chronomancer. However it can get a little blown out when used with certain skills (looking at you Spatial Surge). We’ll be keeping an eye on this one during the next beta event.

I hope this post has helped to explain our thoughts on the current state of Chronomancer and as a reminder these changes reflect our current thoughts and plans for the next BWE. We may add, subtract or change notes between now and then.

About Gravity Well and its design

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I’d like to provide a little context for this discussion as I think it’s important to understand what led us to change this skill in the first place. I’m going to avoid talking about my personal opinion here as I’d like all the feedback from this BWE to be as unbiased as possible.

We discovered pretty early in testing the following problems with the first version:

  1. Stun breaks were pretty much useless against this unless they also gave stability because the pulls were so close together that you still couldn’t escape. The pulls were also so close together that you couldn’t even dodge roll between them if you got caught by one of them.
  2. The full duration of the disable ended up being around 5 seconds total, which might be okay for a single target skill, but was pretty out of line for a skill that could hit 5 targets.
  3. The skill had a lot of different things going on and was difficult to parse for those who saw it for the first time.

The first two factors in combination created a very oppressive skill which had a very limited number of response options. The third issue wasn’t as important as the first two, but was indicative of the skill being overly-complex and needing some simplification.

I hope that helps. I’m looking forward to reading your feedback on the Chronomancer from the BWE!

Reaper shroud underwater ?

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Reaper Shroud skills all work underwater. Shout skills don’t for this BWE but I’d like to eventually get them working for a future one (and for expansion release).

Anyone seen a new Tooltip on R-Shroud#3 ?

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I gathered they would nerf chill duration on some things because the way it stands with runes, sigil, and food along with the cold shoulder trait you can hit 100% chill duration or 60% in PvP.

This was indeed a big reason for the reduction in chill. It was pretty easy to make a build with the previous version that kept an enemy chilled 90-100% of the time (even in PvP without food). The current iteration is shooting for something in the area of 50-70% in order to provide windows for counterplay.

Could Robert Gee be more transparent with us

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Regarding general silence, it’s mostly due to how busy everything is at the moment, but also due to how a company as large as ArenaNet works. I’ll see if I can explain a few things to put the situation into context.

Right now I’m waiting to get feedback from the upcoming beta weekend on Chronomancer and Reaper, but I haven’t worked on either of them specifically for several weeks. Many of the changes you’ve seen from Gamescom were locked down weeks ago in order to assure the stability of the floor demo and the upcoming beta weekend. With a game as big as Guild Wars 2 it takes a long time (and a lot of QA effort) to make sure big events like Gamescom go smoothly. My work over the last few weeks hasn’t been for Necromancer or Mesmer and is actually been for the Warrior elite specialization (which I probably can’t say anything else about). I’m also fixing bugs on live for ALL professions this week and next which has kept me pretty busy.

Now this isn’t to say that I’m not paying attention to what’s being said or what’s been said in the past. I take notes on threads I think are relevant for when I have time to work on them. I have notes on things to improve with both axe and scepter as well as a note about skills that we could add projectile blocking to (incidentally RS 2 blocks projectiles because of a suggestion I read here). These are changes I’d like to get to and see happen, but right now iteration on Reaper and Chronomancer are probably going to take priority over that once the beta finishes.

I hope that clears up a few things. I’m not really as talkative as Roy or Karl, but I’ll see if I can show up now and then to answer the occasional polite question.

The Robert Gee Appreciation Thread

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Wow, everyone I’m really touched to see a thread like this and I’m really glad to see everyone having so much fun with mesmer since the patch. We’ve all been working on these changes for many months and it’s a really weight off my chest to finally be able to play these changes on live.

I want to clarify though that a lot of the changes you see aren’t my work alone. While I was driving most of the mesmer changes and pushed some of the more… shall we say “extreme” examples coughmimiccough, many other significant changes (like Illusionary Persona becoming baseline) wouldn’t have happened without feedback and suggestions from other folks on the skills team like Roy and Karl as well as our dedicated team of testers.

Praise Lyssa and have fun with the new traits!

Unicorns 4 Life
—Robert

Mimic and Mantras (sequential skills etc...)

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Posted by: Robert Gee

Robert Gee

Game Designer

Mimic is scripted to only affect mantra actives. If you cast a mantra active it will recharge in 1 second (generally I wouldn’t advise this since most mantra actives recharge in 1-2s). If you use a mantra preparation skill while Mimic is active nothing happens since the preparation skill goes away to be replaced with the active.

Portal is a special case for Mimic. Only Portal Exeunt will consume the Mimic charge and it will cause the portal entrance skill to recharge in 1 second. You can cast mimic, then portal entrance without consuming the mimic charge.