After playing Daredevil what I really want most is an “Invisible” dagger skin. Please please give us the ability to punch everything ever to death. I really like the physical skills and this is all I need.
It’s getting a little tired the entire “Upcoming content will have stuff that you can’t just dodge to survive.” quote. Everyone is focusing on the word dodge, rather than the word JUST. Much like when everyone focuses on “No trinity” thinking it means that they never intended anyone to be able to set themselves into any kind of specific role, which it does NOT. Yeah, maybe dodging alone won’t be enough for raids, but there is a reason Druid and Revenant have strong dedicated support specs. Maybe you will have to rely on your team-mates to some extent. SHOCK, a raid that requires support from your other party members. There are plenty of reasons to be annoyed by the elite spec of Daredevil, but THIS PARTICULAR QUOTE is not one of them. There will still be a place for high evasion, just like there will still be a place for some zerkass damage dealers. It just means the entire party can’t be ALL dodges or ALL berserk etc. etc. You will need some diversity.
I think the point that most people are missing is this: While the other elite specs mostly seem designed to fit in with current builds and either compliment or amplify them in some way, Dragon Hunter or Druid seem to be elite specs that have to be built around completely from start to finish. It is true that a full heal elite spec or a full ranged damage elite spec don’t really amplify anything those classes were already able to do, I think you could get a lot of use out of them by simply reversing the mindset about them. Just my two cents, though.
Personally I agree with the nerf, even in pvp, because of one thing: Stronghold. Currently the “strategy” is to have four offensive players attack down the lane and escort door-busters while one person sits back and spams the NPCs down the lane. Assuming that those four pushers are all shout traited guardians, six seconds of swiftness x4 = 24 second perma swiftness (i.e. the total duration of the cooldown.) This is BAD for a number of reasons, not the least of which being that this particular strategy is toxic and idiotic.
Personally I am particularly annoyed by the fact that people would rather find a way to break the gameplay mode than actually play it as intended. This is a matter for a different topic, though, and to me the nerf makes perfect sense.
I was merely pointing out that they can and WILL split skills for pvp if they think that the nerf/buff of a skill will balance poorly. In this particular case, though, it would be a bad idea to split.
I’m just hoping Zealot Druid becomes a thing. No seriously, I really want to see Power Precision Healing Power EVERYWHERE in HoT.
Pure PvE/WvW nerf.
Everyone who did not see it coming was either not playing PvE or has a strange sense of balance.
Giving one of the currently most desired classes in PvE one of the best near spammable damage multipliers was a bit insane.
45/36 is fine.
If it was a pure pve/WvW why the kitten did they apply this for pvp lol.
Name 1 skill that has a different funktion between PvE and PvP in this game. Just 1 please.
Yeah, I thought as much.
“Save yourselves!” The durations for all of the boons you gain are shorter in pvp than in pve. There are others as well. The guardian trait that heals on dodge roll, for instance. These two were already named and listed in the thread if you read it all. Clearly you did not.
The pve reason it is being nerfed is basically that a team of 5 guardians could keep 100% uptime of quickness (With or without the trait) for the entire party using only one skill, not to mention the short recharge condition cleanse that comes alongside just traiting it down to 24 seconds. It really trivializes some aspects of gameplay. Why nerf it for pvp as well? Who knows, except maybe because the new “meta” in stronghold is basically to just play “Rush the goal line” instead of actually playing as intended.
Birthday presents worked this way in GW1 also, long before any kind of cash shop existed. It has always been this way, on a character by character basis.
Attack skills that restore energy rather than consume it. The conditional weakness on staff 2 could instead be turned into a conditional energy restore and I believe it would have far fewer complaints (maybe make a nod to GW1 and rename it to Zealous Sweep?)
If not adding ways to increase the energy regeneration, perhaps a slight reduction in the energy used instead, perhaps as a feature of the trait that corresponds with each legend e.g. “Natural Abundance: Create energy fragments around Ventari’s tablet when using a legendary centaur stance skill. Legendary centaur stance skills cost 10% less energy to cast.”
Revenant’s are the best Healers/Support in the game.
Actually, that’d be an Elementalist.
Actually no I would have to agree with Knighthonor. If you trait it correctly with staff and ventari, you can dish out a very very large quantity of group healing. The problem, of course, being that you can’t do this while having any kind of damage at all. Elementalist still has the option of dealing some solid condition damage while in that support role.
Downed skills are the olny good thing about revenant. I found myself much stronger in downed than in “alive” form. 1 hits like a truck and apply slow, 2 shadowstep ppl bypassing stability thus it can take a while before someone stomp me, i managed to hit 7k (total amount of damage) with ability 3 as well.
Rev’s Downed 2 has to be the worst of all classes.
I shadowstepped players to put them 1 inch away from me 9 out of 10 times.
Down 2 seems to suffer from the problem a few other rev skills do at the moment. They don’t work properly with elevation changes. Assuming the skill is working perfectly, then it would be an excellent down skill, but I have noticed sometimes it barely moves enemies if there is a terrain change.
Staff 1 needs to be able to hit 5 targets
Staff 2 needs to be changed completely (LOL conditional weakness)
Staff 3 could use a trait that turns it into a projectile reflect
Staff 4 needs to be a blast finisher
Staff 5 is fine as is
I mostly agree with this. 1 hitting 5 enemies
2) at the VERY minimum removing the condition for the second swing, but really the second swing is also very slow in addition to being conditional.
3) I would tend to agree that if it’s not built into the skill itself a trait that adds reflection to it could be acceptable.
4) is just BEGGING to be a blast finisher, or possibly a stun break? I do feel that it could stand to have a reduced cast time.
5) 5 is perfect, though it MIGHT be nice to see it become a ground targetted skill more like Greatsword’s Whirlwind Attack on Warrior.
For Ventari’s Tablet, asking that the movement mechanics be removed is just whining. You can actually make some great use of its positional healing if you remember that it gives a MUCH LARGER burst of healing when you send it through allies and yourself. That makes it one of the few very spammable skills that can heal allies for as much as it is the player. The mechanic also allows you to MOVE Protective Solace based on where the action is. I would make a change to protective solace to make it reflect rather than destroy projectiles, or perhaps add an additional benefit to standing beneath it, perhaps a short duration renewing protection boon?
I find that so far Staff actually synergizes best with Jalis, Vengeful Hammers and Inspiring Reinforcement combining with the fast PBAoE of staff to do a lot of mob damage very quickly.
Currently the downscaling of Revenant seems to be very poor. I don’t feel like my damage is too low in Orr, but in Queensdale if feels like it takes WAY too long to kill anything.
(edited by Sojourner.4621)
—Female characters’ audio is male grunts of effort when moving the centaur tablet or activating the tablet’s elite explosion utility.
I think that those grunts are Ventari as you are channelling him
They are, occasionally the legends you are channeling “talk” to you.
1.) Tablet sometimes gets stuck when you move to a higher elevation than it. Seems to have problems with higher/lower ground and staircases. When you die the tablet sometimes stays out there and will not return to you unless destroyed with the elite or legend swapped.
Pretty game breaking when the object all your support skills rely on will not respond to you. By far the worst bug.
2.) Running as a female human and spamming staff 1 causes the attack animation to get jerky and reset over and over. Not sure if this happens on males. Needs an animation fix to smoothen it out. It looks like the animation is resetting too early.
3.) Whirling hammers sometimes autocancels for no reason or fails to activate, even with proper energy.
4.) Staff 4 skill sometimes autocancels itself even when not moving. Seems overly sensitive to movement. This skill sucks and should probably be changed anyway.
I agree that staff 4 skill sometimes cancels by accident, but as to whether it sucks, to be honest the only thing I think it really needs is to be made into a blast finisher. Group condition cleanse and slight heal is fine in and of itself. Maybe a shorter cast animation?
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
Thematically? That’s the best you’ve got?
/facepalm
/facepalm? That’s the best you’ve got?
Speaking generally and trying to imagine ANet’s position on the matter, yes, thematically. Considering they just removed the ability to throw traps because it didn’t fit thematically, I was speculating that they don’t want us to be able to throw an axe/torch/dagger further than we can shoot a bow. Makes sense.
Well shortbow needs to be 1200 range and bleed every hit without having the flank requirement but that’s another story. We’re ranger raaange that would be thematical to be able to shoot further away than thieves with the same weapon just like we do with longbow against warriors.
Anyway we need at least the extra radius for Bonfire and Whirling Defense
rang·er
?r?nj?r/Submit
noun
noun: ranger; plural noun: rangers
1. a keeper of a park, forest, or area of countryside.
2. a member of a body of armed men, in particular.
a mounted soldier.
3. a person or thing that wanders or ranges over a particular area or domain.
“rangers of the mountains”
The traditional definition of “Ranger” actually has 100% nothing do do with “ranged” combat… including the definition put down by classic fantasy i.e. Tolkein. The rangers mostly fought with swords, though they were also skilled with bows.
The “Guard” support build is largely used to deliberately keep the pet out of harm’s way IN ADDITION to buffing you. If your pet is dead then you do not gain the benefits of most traits that affect both of you. The ground targeted stealth allows you to command your pet easily to get out of the middle of enemy AoE/mobs while also giving it a way of breaking agro. If you change the fundamental function of the ability to cause the pet to run towards you instead (something rangers already have) then it doesn’t give you the same degree of control. As a short bow~sword/axe or sword/war-horn ranger a good deal of the time I am standing in the thick of the action and sending him to me will probably kill the pet just as quickly as leaving him where he is.
tl;dr I can already call the pet to me, so the current functionality is more useful.
I like that people automatically assume cool-down reduction loss means that flamethrower is useless. The condition damage boost easily makes up for this loss, and the added continuously ticking stability makes it incredibly easy for Flamethrower engineers to break away from CC chaining. A properly traited (i.e. alchemy traited Elixir/Flamethrower engi) can easily cap out 25 stacks of might in a couple of seconds with minimal effort, no blast finishes, and a set of strength runes AND do pretty potent, consistent damage (remember that the tool belt versions of the elixirs grant 2 stacks of might each also). Also notable is the fact that Most Flamethrower attacking is done at melee range and some of the /other/ new engineer traits give it a power boost as well (Increased chance to crit nearby foes, 4 seconds of fury for crits against nearby foes). Grenadier made the grenade tool-belt skill a one shot and needs to to be fixed, and “next scheduled release” probably means Tuesday.
So I was away during the edge of the mists, during which, in order to reaccess The Dead End in Divinity’s Reach you had to start the living story quest line. Because I missed this I seem to still be permanently locked out of The Dead End instance. Is there any way to unlock The Dead End now that I have missed the living story for it?
As far as as Horizontal progression goes I find that when playing through the game it is the Personal Story that leaves me feeling the least satisfied. When I first began playing I appreciated the diversity in the first few teirs of personal story, but the further up in level you get the less diverse and unique the story becomes. It eventually reaches a point where the character creation decisions and even the choice of Order makes no real difference to how the story plays out. It has made it so that completing the personal story over and over beyond the initial racial story is unsatisfying and I feel no desire to do so.
New rewards for later tiers of personal story would go a long way towards fixing this. I was also disappointed that when you earn a new “Rank” within one of the orders in Personal Story, or when you successfully help Trahearne cleanse Orr or even when you are named a commander of the pact you do not earn matching character titles for completion of these milestones. I would love to see a “Hero of Shaemoore” base title, or a “Lightbringer” title etc. Title farming was one of the things I enjoyed doing in the original Guild Wars and I found the lack of variety of titles in GW2 to be disappointing at best. To me, at least, adding personal story based titles would give me more incentive to complete the story more than once. What I would REALLY love to see is more story diversity added to later tiers of the story itself.
I’d be upset if I were paying a monthly fee to maintain my account. But I don’t so I’m not. I suppose I’ll go spend some time being productive instead.