Showing Posts For Roy Cronacher:

Misconception: Legends & Weapons?

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

By no means are weapons tied to a specific legend. Revenant weapons are usually themed in feel and playstyle with a legend to create a comprehensive package if you want to play a certain way, such as sword, shiro, and the devastation line for physical damage. But that doesn’t mean that they aren’t meant to be mixed and matched as well to create unique and interesting builds. There are a lot of really cool builds you can make by trying out different combinations.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Roy, how will Healing Power & Siphon scale?

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

You’ll have to wait to play with it

WHENNNNNNNNN?! :E
yeah, I know, when it's ready (tm)

Soon™

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Roy, how will Healing Power & Siphon scale?

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

in general in GW2:
IF lifesteal scales: (it doesn’t always. it depends on the skill, food effect, rune, sigil)
~the damage from lifesteal / siphon scales from power
~the healing from lifesteal / siphon scales from healing power

Exactly.

If the healing part of the siphon traits scales off healing power, it would make healing power a decent stat for Shiro/Ventari revenants, since you get benefit from both Legends. Since the damage portion scales from power, it would make Zealots a decent set for that build, having both damage and sustain with group support.

It scales like the necromancer’s life siphon traits; power increases the damage and healing power increasing the healing of the life siphon. You’ll have to wait to play with it to see how it scales.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

that's it I quit

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

So Roy, my Rev build that I have in mind is a little costly in energy. Mind sharing that command? I could use a little “energy buff” if ya know what I mean. :P But in all seriousness, I’m so pumped for the next chance to test some of my build ideas for rev and see what I can make work. Also thanks for listening to the community’s suggestions on revenant. One of the best things I read in the changes was the cast time reductions on some of the skills, I actually fangirled a little bit over these changes (and I’m a guy so that’s some serious stuff lol)

Sorry it’s only for internal testing.

Glad you are excited. I’m just as excited to get on with all of you and try it out the changes on live, see how it feels, and what adjustments to make for the next iteration.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

that's it I quit

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

=(

Hopefully perception will be a bit different next iteration.

Don’t be sad, we know you’re putting effort into this.

I can totally see DPS Revenant being a thing, even if theoretical dps is still way lower then Warrior/Guardian/Elementalist.

The problem is that Revenant is not going to have much more survivability. It’s going to be kill before getting killed.

Tank Revenant won’t be possible if things don’t change.

Good thing that things can change.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant is a Big Problem

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

I know those feels. I’ve been wanting a rev on live for a while. I do have and enjoy playing all professions though.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Changes

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

self-applied conditions will be changed to no longer use your condition duration so they feel less punishing

What about our condition damage? Does it still apply to self-inflicted damaging conditions (torment in this case)?

P.S. Can necro corruptions get this fix?

Unfortunately, right now we only can do this for non-damaging conditions. Ideally we’d allow damaging conditions to use your condition damage still(otherwise damage would be so low it’d be essentially no penalty), but not duration.

Yes, necro corruptions can for the non damaging ones, like Revenant.

What about stack transfering? As of beta, didn’t only 1 stack from you get transfered to your target while in Mallyx elite form? Is this going to be changed to transfer the entire stack over?

It’s doesn’t transfer, just copy each condition type on you. It’s designed to just copy over one stack of each condition type on your character with each pulse. With the lowered pulse time change, this means you’ll be able to stack up conditions copied especially when you have some condition duration.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Weapon Swap Sigils

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

The sigil type CDs are universal for sigils of that type. That means you can only trigger Sigil of Battle, for instance, once every 9 seconds regardless of whether that comes from a legend swap or a weapon swap.

This.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

that's it I quit

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

just found this… hilarious.

=(

Hopefully perception will be a bit different next iteration.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Weapon Swap Sigils

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Now that the Revenant has weapon swapping, will weapon swap sigils still trigger on Legend swapping? Sorry if this has already been asked.

On swap sigils will trigger both from weapon swap and invoking a legend for the next iteration you all get to play. It’ll be a thing we have to see how it plays out and address whether it stays or goes away after the feedback we get.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Changes

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

self-applied conditions will be changed to no longer use your condition duration so they feel less punishing

What about our condition damage? Does it still apply to self-inflicted damaging conditions (torment in this case)?

P.S. Can necro corruptions get this fix?

Unfortunately, right now we only can do this for non-damaging conditions. Ideally we’d allow damaging conditions to use your condition damage still(otherwise damage would be so low it’d be essentially no penalty), but not duration.

Yes, necro corruptions can for the non damaging ones, like Revenant.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Changes

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Roy, please, give us clarification on sword skill 3 if it has evade/invulnerability.

Currently Unrelenting Assault does not evade or make you invulnerable.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Roiling Mists Clarification

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Yeah it could be potentially raised, might be a bit too weak atm.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

No cleave for sword?

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

The first and third hit of the auto attack chain hit 3 targets each, and the second part of the chain is a piercing projectile.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Roiling Mists Clarification

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Currently intended to increase effectiveness by 50%. So it’ll increase fury from 20% critical-hit chance to 30%. That bug was fixed internally and was just a display bug from my understanding.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Energy cost removed from weaponskill

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Yes, everything besides auto-attacks has an associated energy cost.

Tyvm for the extra clarification

No problem.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Energy cost removed from weaponskill

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Yes, everything besides auto-attacks has an associated energy cost.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Shiro Tagachi Heal Skill

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

It actually will have a 1/2s cast time in the iteration you all get to play, the video didn’t have the latest version. You have to hit so there is play to it, but the reward is high as it’s good added spike as well as healing.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Changes

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

We love you roy, thank you!!!

Thanks! Glad you are happy. It’s still a work on progress and I’ll be constantly tweaking Revenant to make sure it’s in a good place for launch with the help from feedback of you all.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

that's it I quit

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

<3 I got a good laugh at the title. Glad you are looking forward too it.

Thank you for listening to us.
Any news on energy cost on weaponskills? They did not seem to have it from the stream

I had an internal command on to not use energy/recharge probably. Weapon skills cost energy.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

that's it I quit

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

I am quitting every other class!

Shrio….looks more fun then thief but in heavy armor with more health

The traits look like they pair extremely well with even auto attack

Auto attack simply looks like the most fun one in this game

We can weapon swap! We can now swap to range or ventari for great heal support

Shrio simply just looks FUN. Everything about it looked like it will be fun

Dual swords! We can finally play in pve with dual swords on a heavy class that isn’t condition based

Great job anet you really really have me looking forward to revenant now

<3 I got a good laugh at the title. Glad you are looking forward too it.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Changes

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Mace
In a similar situation as the hammer, the mace wasn’t generating enough conditions to really feel like a threat. Since the mace and axe are the main condition weapons, we want to make sure they feel like they’re filling that role.

  • Echoing Eruption: This skill will now also apply 3 stacks of torment for 6 seconds when it hits.
  • Searing Fissure: Increased the burning duration from 2 seconds to 4 seconds per pulse. Reduced the casting time from 1.25 seconds to 0.75 seconds.

Axe
Just like the mace, the axe felt a bit weak for the amount of conditions it output.

  • Temporal Rift: Increased the torment duration from 4 seconds to 8 seconds.

Legendary Demon Stance
This legend was a bit clunky overall, with casting times and condition output issues similar to the mace and axe. Embrace the Darkness will be changed to help provide more condition applications, casting times will be adjusted, and self-applied conditions will be changed to no longer use your condition duration so they feel less punishing.

  • Embrace the Darkness: Reduced the pulsing interval from 3 seconds to 1 second. Decreased the self-torment duration from 3 seconds to 1 second per pulse.
  • Empowering Misery: Reduced the casting time from 1.25 seconds to 0.75 seconds. The self-applied weakness no longer uses your condition duration.
  • Pain Absorption: Reduced the casting time from 1 second to 0.5 seconds. The self-applied blindness no longer uses your condition duration, and its duration has been reduced from 8 seconds to 6 seconds.
  • Unyielding Anguish: The self-applied cripple will no longer use your condition duration, and its duration has been reduced from 5 seconds to 3 seconds.
  • Banish Enchantment: The self-applied vulnerability will no longer use your condition duration.

Corruption
Condition output will also be increased here, and the infinite resistance bug will be fixed.

  • Opportune Extraction: Reduced the recharge from 15 seconds to 10 seconds.
  • Diabolic Inferno: Increased the burning from 1 stack for 3 seconds to 2 stacks for 4 seconds.
  • Rampant Vex: Increased the torment duration from 3 seconds to 4 seconds.
  • Demonic Defiance: Fixed a bug that granted resistance when canceling legendary demon stance skills.

Invocation
There was an issue found in using instant skills after a skill completed, causing the next skill queued to cancel. That meant that whenever you had the invocation specialization line equipped, your skill queue would not work. We also lacked damage multipliers on the profession, so we’re taking this chance to remake the first two minor traits to help add more damage output options.

  • Swirling Mists: This trait has been removed and replaced with Invoker’s Rage.
    • Invoker’s Rage: Gain 5 seconds of fury when you invoke a legend.
  • Revitalizing Breath: This trait has been removed and replaced with Ferocious Aggression.
    • Ferocious Aggression: Gain 7% increased damage while under the effects of fury.
  • Empty Vessel: Since invoking legends is now instant by default, this trait has been modified to make invoking a legend a stun breaker.
Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Changes

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Hey, everyone! If you caught the Points of Interest livestream today, then you’ll know that we’ve made some changes based on the tons of awesome feedback from the test weekend as well as internal testing feedback. We didn’t go over them all during the livestream, but now is the chance to do it!

These changes are made internally and will be seen in the next iteration of the revenant that you all get to play. This will be a chance to see what’s coming for the revenant and a chance to give feedback. Also, the legendary assassin stance, sword (main-hand), sword (off-hand), and devastation traits will be available in the next playable iteration, in addition to this list of changes. The blog post can be found here if you haven’t had a chance to check it out.

In general, we understand the revenant felt like it needed some tuning during the test weekend. A lot of these changes are to address things like damage output, condition output, flow, casting times, and weapon versatility. Hopefully these changes will provide a much different experience when you get the chance to play it next!

General
These are a few broader changes made to the profession. There was a lot of feedback on the lack of speed and versatility of the profession, and these are intended to help address those concerns.

  • Weapon swap has been added.
  • Invoking legends is now an instant cast by default.
  • Fixed a bug that prevented skill queuing from working correctly.

Staff
Staff damage was lower than it should have been and felt weak even as a support weapon. Damage will be increased, and the healing-power scaling will be increased to improve the staff’s support aspect.

  • Rapid Swipe: Increased the damage by 30%.
  • Forceful Bash: Increased the damage by 36%.
  • Rejuvenating Assault: Increased the healing-power scaling by 50%.
  • Punishing Sweep: Increased the damage by 33%.
  • Debilitating Slam: Increased the damage by 100%.
  • Renewing Wave: Increased the healing-power scaling by 30%.
  • Surge of the Mists: Increased the damage by 11%.

Legendary Centaur Stance
Like the staff, this stance is all about support. The scaling of healing power was a bit low, and there was also an issue with the amount of time required to control the tablet.

  • Ventari’s Will: Reduced the casting time from 0.5 seconds to 0.25 seconds. Increased the healing-power scaling by 33%.
  • Natural Harmony: Increased the healing-power scaling by 20%.
  • Purifying Essence: Increased the healing-power scaling by 100%.
  • Protective Solace: Fixed a bug that allowed this skill to block unblockable projectiles.
  • Energy Expulsion: Increased the knockback distance from 240 to 450.

Salvation
These changes will help boost the support feel as well as improve the duration of traits, which was too low in a few places.

  • Tranquil Benediction: Increased the regeneration and swiftness durations from 1 second to 3 seconds.
  • Tranquil Balance: Reduced the health threshold from 90% to 75%.
  • Invoking Harmony: Increased the duration from 5 seconds to 10 seconds.
  • Momentary Pacification: Fixed a bug in which daze was not working properly. Increased the daze from 2 seconds to 2.5 seconds, and added a 10-second internal cooldown.

Hammer
Overall, there was a lot of feedback that the hammer felt too weak as the profession’s ranged option. We wanted to keep the slow feel of using a heavy two-handed hammer, so instead we’re compensating by increasing the weapon’s damage across the board.

  • Hammer Bolt: Increased the damage by 12%.
  • Coalescence of Ruin:
    • Increased the first tier of damage by 25%.
    • Increased the second tier of damage by 17%.
    • Increased the third tier of damage by 12.5%.
  • Phase Smash: Increased the damage by 75%.
  • Field of the Mists: Increased the field’s width slightly to make it more reliable.
  • Drop the Hammer: Increased the damage by 20%.

Legendary Dwarf Stance
The casting time will be reduced here to help improve the flow of play and make it a bit more useable in a reactionary way.

  • Forced Engagement: Reduced the casting time from 1 second to 0.5 seconds.

Retribution
The changes to this line will push the profession into a more tanklike direction. We want you to feel sturdier when you choose this specialization.

  • Close Quarters: Reduced the range threshold from 600 to 360.
  • Determined Resolution: Increased the damage reduction from 5% to 10%, and increased the health threshold from 50% to 75%.
  • Enduring Recovery: Increased the amount of endurance from 15 to 25.

Continued Below…

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Thank you for Shiro/Dual Swords!

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

You all should make sure to watch the stream tomorrow.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant will not get underwater combat?

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Revenant will get underwater combat. Just haven’t talked about it yet. soon™.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Thank you for Shiro/Dual Swords!

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Make sure to check out the stream tomorrow, seeing it in game does the skills way more justice then reading about them.

Are you trying to make my head explode from excitement? Is that a devious grin I see there!? O.O

I don’t think I want your head to explode, maybe excitement just up until that point though. xD

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Thank you for Shiro/Dual Swords!

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

The elite spec won’t be an underwater setup, haha. Revenant will have underwater setup, just not yet. Soon tm.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Thank you for Shiro/Dual Swords!

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Make sure to check out the stream tomorrow, seeing it in game does the skills way more justice then reading about them.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

My [big] Revenant Rework

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Keep the awesome feedback and ideas coming! There will be quite a few balance changes, among other things, to the Revenant profession the next time you all play it.

No more ideas till you dont show up Shiro and Glint (signets? why?..) so i can complain some more. Also i think we covered pretty much everything, now some people olny have a different idea how to solve these issues. Are you going to show up some changes on upcoming poi or show them on forum before next beta (without eta) will happen?

I think it would be better to keep us up to date with changes which we can discuss rather than leaving community into the dust guessing what changed etc.

Haha. yeah basically that’s what I’ll be trying to do. I’m aiming be more transparent with changes so you all know what is coming for the next iteration of the profession. Hopefully that way there can be more back and forth for getting the balance and feel of the profession in a good spot before launch.

The next iteration will have a good amount of changes, some bigger then others.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Skill Queue

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions.

Is this a fix for the whole skill queuing system (affecting other professions as well), or just for the Revenant’s case?

It’s a bigger issue with how instant skill procs work. It was most noticeable on Revenant because there was a trait firing an instant skill after every single skill use. We’ll be looking into a long term fix to improve it although it’s more complicated as it’s connected to a bunch of systems, but I fixed the Revenant specific issue for now. Basically I changed the trait.

This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions.

That was a fast fix
I feared that it would talk a long time to change/fix all the feedback you got.
Sure somthing might take a long time (Like more skills or huge changes to skills like some people suggested).

I’ve already made a lot of changes due to feedback from last weekend for the Revenant. Hopefully I’ll get to share them soon.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Skill Queue

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

My [big] Revenant Rework

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Keep the awesome feedback and ideas coming! There will be quite a few balance changes, among other things, to the Revenant profession the next time you all play it.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Resistance Exploit

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Thanks! This should be fixed for the next time you all get to play the Revenant.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

My [big] Revenant Rework

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Awesome thread, keep the feedback coming.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Skill Queue

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

I’ll look into this to figure out what the issue is as skill queue for Revenants should work like other professions.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

So much Revenant Hate

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

I suspect swords will come if shiro is indeed the 4th spec, which strong indications show

Remember, the beta isn’t the full Rev, so plenty to be added yet

That’s pretty fair. I know it’s a beta but I thought all the specs were released/revealed already for it.

We have not released all weapons and legends for the Revenant yet. Right now there is definitely a gap in the playstyles offered as we haven’t discussed the more pure DPS focused setup yet. soon tm.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

How to Improve Revenants ideas

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Thanks for the feedback. This is definitely the type of stuff we are looking for, keep it coming.

A few skills are unable to be used unless in combat. ex
-Vengeful Hammers
-Energy Expulsion (seems to require 51 energy) kind of strange…
-Embrace the Darkness
.. I think i forgot some but those work for now.

Not sure if these would count as bugs or maybe its supposed to be like that. Either way would be nice if they get fixed. Hopefully they fix them, kind of annoying to have to sit the and summon hammers after the surprise attack has happened, instead of prepping for it.

The energy mechanic is kind of weird when out of combat right now and that’s something we’ve already addressed internally. In the next iteration you’ll see it’ll have the updated energy bar.

Basically, you can’t use the upkeep skills right now because you don’t have the upkeep to spend to use them because when you are out of combat energy upkeep drops from 5 per second base to 0 when you are resting at 50% energy. In the new version you will always be at 5 per second base, it’ll instead just cap energy at 50% out of combat. Which should solve a lot of the weirdness.

The energy expulsion issue is probably a bug as it should be costing 50 energy.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Test Weekeend Questions

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Question for sir Colin will the PvE maps be the expansion maps or the orgional tyrian maps.

I’m not Colin… but… there wont’ be expansion maps in this test, you will be able to venture out in the existing maps anywhere you can currently go with your characters. =)

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenant Test Weekeend Questions

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

And thats what i been waiting for! Hopefully the gear is full ascended

It’ll be exotic gear that allows you to select the stats you want to use. You will be given multiple sets so you can try out a few different builds. Also, you will also have an assortment of runes, sigils, food, and utility buffs to customize with as well.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Rev Staff - Please let it be high DPS!

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Since it’s based around support, the odds are it won’t be high DPS. That would make it quite OP.

Yup. There is another weapon set more focused around ‘High" DPS, but can’t talk about that yet.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Is the Revenant Tablet Targetable?

in Revenant

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

The heal skill which moves the tablet is ground targeted, so you select the location to move it too.

The tablet, right now, cannot be damaged or destroyed. It’s there as a skillful delivery mechanic for all the skills as well as a way to display ‘tells’.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Revenants have only 5 skills for each Legend?

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

I expected each legend to have a bunch of utility abilities to choose from within the legend.

This is quite disappointing.
I hope I can at least change the order of utilities on the skillbar.

In the stress test beta where we first tried out Revenant, you could indeed swap the order of the 7-9 skills. I did so first thing. I assume this remained true for last week’s beta or people would have lit up the forums about the change.

In the last beta i played utilities been resetting its position every legend swap. Hopefully its olny a bug if not they better change it..

That was just a bug, it’s intended to save each bar’s skills independently so you can rearrange them how you like per legend. It’s already fixed internally.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

The Design of Revenant Traits

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Personally I don’t see anything yet which is ‘alarming’ in the revenant traits. The only thing which ‘alarms’ me is the statement made in the mmorpg.com article which said ArenaNet weren’t creating legend-based trait lines because they wanted to force players to legend swap as often as possible rather than focus on one. But here we have two revealed legend-based trait lines. Mmm.

Do we? I see one trait that actually goes with a Legend. They may have similar themes and synergy, but in no way do you have to equip Jallis to get use out of their Toughness line, nor do you have to have traits in the Toughness line to make use of Jallis.

To clarify, I didn’t mean trait lines with traits which only affected a single legend. That would be … odd for this game. I said legend-based, not legend-restricted.

Corruption is clearly based on Mallyx and retribution on Jalis. If you were keen on being as tanky and conditiony as possible you’d probably trait up both lines. I was not expecting that based on the mmorpg.com article.

Each legend has it’s own playstyle focus but so does each trait line, similar to the current professions. Traits are there to reinforce and augment your base selection of skills as you see fit in your setup. If you use jalis. but want to be more tanky you can opt for the retribution line, but if you like jalis and want more damage you may opt for another trait line.

Keep up the discussion of active vs. passive traits though as it’s good feedback and something we talk a lot about internally.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Screencap of all Revenant skills

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

…and this is why we showed all the things. Awesome job getting all the info dulfy.

Thank you for showing us everything!

Haha, np! Jon and I before the stream decided to at least quickly mouse over all traits to not take up too much time just because we were like: “Yeah dulfy will get screenshots and be able to post them all.” xD

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Screencap of all Revenant skills

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

I also hope those UI changes get spread to other classes too. They looked pretty

You’ll likely see more of it on specializations.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Screencap of all Revenant skills

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

The Torment on Temporal Rift seems wrong. it has the same damage for moving as it does not moving

Probably just a skill fact bug, I’ll look into it later.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Screencap of all Revenant skills

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

…and this is why we showed all the things. Awesome job getting all the info dulfy.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Jon Peters <3 - revenant POI awesome!

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

I’m glad you all enjoyed it!

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

The skills on the right half of your bar are tied to the legend which you are currently invoking.

Lets see if I can phrase this unambiguously:

When I am invoking Bob the Mighty, will I have a Bob-themed pool of skills to choose from when filling out my right-hand tray, or does channeling Bob the Mighty give me an absolutely specific set of 5 skills without variation from any other Revenant invoking Bob?

I realize the answer may be different for buttons 6 and 0 than it is for buttons 7, 8, & 9.

That is not set in stone yet and something we are deciding still.

As noted earlier in the thread if there isn’t a choice it appears the revenant will feature less customisation than other classes and may be quite inflexible.

There options really are the legends you bring which offer unique playstyles and skills, I can see your point though.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

The skills on the right half of your bar are tied to the legend which you are currently invoking.

Lets see if I can phrase this unambiguously:

When I am invoking Bob the Mighty, will I have a Bob-themed pool of skills to choose from when filling out my right-hand tray, or does channeling Bob the Mighty give me an absolutely specific set of 5 skills without variation from any other Revenant invoking Bob?

I realize the answer may be different for buttons 6 and 0 than it is for buttons 7, 8, & 9.

That is not set in stone yet and something we are deciding still.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.