Showing Posts For ThatDamnRat.1236:
Support is already in the meta.
Bring boons, strip defiance stacks. You’ve done your job.
Support is not about stats for the Nth time.
And that’s the problem, Healing power is at the moment kind of superfluous. You don’t need it to heal effectively or provide support, for most classes it does next to nothing. My thoughts is heals needs to scale much more on healing power and have their base values rammed into the floor, so if you want your heal to be effective you have to invest in healing power, and if you want to full zerk, fine, but you better not get hit – ever.
That is contrary to this games point. The point is that you DON’T need to run any one specific stat. Sure soem of the playerbase has decided that they expect people to wear zerker gear, but that is inherently different than making the game impossible without a specific stat. You’re hinging dangerously on imposing the tank/heal/dps trinity, and nobody wants that or we’d be playing a game where the trinity exists. This game has it’s own trinity, DPS/Support/CC. And each class can do all of that. It makes for very fast party grouping. Unless you’re very picky in which case that is the fault of those people and not a system wide design flaw.
Okay, people need to get over their fear that the trinity will somehow make every thing awful, because the trinity is already in the game, you have damage, you have support in the form of healing and boon giving powers and Tanking in the form of Damage resistance stats and protection/Aegis. You pretty much CAN"T avoid the trinity as all the trinity really is is the most distilled form of the basic elements of a tactical combat game. It’s there in your game already, all over your character. In attempting to remove all Anet have done is kitten the tank/Support elements and turned the game into a boring DPS race. Hell games which were actively designed with trinity in mind have trouble avoiding DPS overbearing everything, I certainly saw it become an issue in City of Heroes, particularly the last incarnate trial vs Emperor Cole, and it had full tanking mechanics with aggro management and involved support classes that were fun to play.
Because as you say, all classes can perform all roles, my suggestion wouldn’t impose a role on you, it would simply counter-balance going pure DPS meaning we’d perhaps get more varied builds and a trend hopefully to mor ebalanced and well rounded characters, not one-trick ponies.
At the moment GW2 doesn’t have a trinity, it has a unity, from there a trinity is a step up.
Support is already in the meta.
Bring boons, strip defiance stacks. You’ve done your job.
Support is not about stats for the Nth time.
And that’s the problem, Healing power is at the moment kind of superfluous. You don’t need it to heal effectively or provide support, for most classes it does next to nothing. My thoughts is heals needs to scale much more on healing power and have their base values rammed into the floor, so if you want your heal to be effective you have to invest in healing power, and if you want to full zerk, fine, but you better not get hit – ever.
Maybe I have issues with OCD— but adding weapon swap is the stupidest thing they could have done. Revenant was SUPPOSED to match Elementalist and Engineer, to be the heavy armor profession without weapon swap. You wanted more versatility, and to not be locked into certain skills in any way? Go about it a different way— like attunements, or kits, or, you know, channelling different Champions. But weapon swap? Now there’s no balance. 3 Light, 3 Medium, 2 Heavy.. oh wait, here’s another heavy, good there’s balance. 1 ‘no weapon swap’ light, 1 ‘no weapon swap’ medium, 0 ‘no weapon swap’ heavy… oh wait, here’s one, oh wait, never mind, we don’t like consistency.
Actually the stupidest thing they could do is either of things you’ve suggested. They would create an enormous amount more work for a product that’s timely delivery is already looking dubious and create an enormous balance headache.
I mean yes, the symmetry would be nice, but as it was the class just didn’t work, this is the simplest solution to make it somewhat playable.
Will we see the return of Zealot's gear?
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
Given their track record so far, we’ll be lucky if two-thirds of HoT content isn’t removed within a month of release, much less actually getting content back.
Not to be excessively white knighting or anything, but is there any evidence that the sword stuff isn’t for ele too? One of the things they mentioned was making it easier to add new weapons to existing classes.
Each specialisation get one additional weapon, so it can only be one or the other – not both.
SirDrygan, that does not absolve Anet, whose goal is not, nor should it be, to enforce the meta but rather to keep all various stat combinations and builds relevant to prevent the game becoming a stale boring shin-kicking contest. Promoting that kind of disharmony by telling players to gtfo, just because they dared to vary slightly for the meta is unhelpful.
I’d say just give the wurm a rest till they fix it, if it’s not paying off you can always find something better to do with your time, and they should be able to tell if the event has been abandoned.
You do know you can change the keybinds right?
We are not martial artists, there are zero skills at the moment that show that except for dodges, i just cant see the stealthy thief being turned into some guy running around flinging his staff everywhere. And im not just voting rifle, i would like a stealthy mace type thug character. And dual swords.
This is the problem with the thief. Anet has pushed the stealth angle so much that a lot of people think that is all they are good for. No, the thief DOES have a martial arts theme, hence the acrobatics line. In fact you could also link both Deadly Arts and Critical Strikes to martial arts.
As to skills that can feel martial arts like, we have the following:
Weapon Skills
Death Blossom (whats not martial arts about a spinning leap over your opponents head?)
Heart Seeker (a leaping dagger strike, seems pretty martial arts to me)
Flanking Strike (another dodge roll with sword in hand)
Disabling Shot (a backwards leap while firing a bow)Other Skills
Withdraw (another dodge roll)
Roll For Initiative (yet another dodge roll)
Dagger Storm (spinning and throwing daggers)
and I would consider Scorpion Wire as kind of martial arts skill too.Then you have the ninja style skills (a ninja is a martial artist that often used staff as a weapon):
Blinding Powder
Smoke Screen
Caltrops
Venoms
TrapsOverall, I think the thief would fit the shadowy staff wielding martial artist very well. I also think they would fit the sniper theme too, but personally I would prefer staff.
Furthermore, a specialisation has it’s own trait-line and set of utilities to add a martial artist vibe to the character. I’ve never really liked the mace idea for thief and I can see how rifle would be problematic from a balance standpoint, at this point staff make far more sense to me than any other possibility.
It’s sad by I have to be honest, “tempest” suggests calling storms, and what better way to “call storms” than with a warhorn right guys?
For those who played D&D, particularly 3E and 3.5, Tempest was a dual wielding class that was nimble and a fast hitter.
So a lot of people (myself included), when learning that the name would be “tempest” thought it would be a fast attack / fast movement specialization that would bring interesting burst options.
Basically we expected something like this:
http://i258.photobucket.com/albums/hh275/Ravingdork/GenasiElementalTempest.jpg
But now you can imagine our disappointment when we are offered with the prospect of something like this:
http://i.huffpost.com/gen/1251788/images/r-MAN-WITH-HORN-large570.jpg
Which is Fighter prestige class not a mage class so completely irrelevant.
I don’t quite get why people are in such a froth over this, Warhorn fits very thematically with the Tempest concept when sword doesn’t really. But I really don’t buy that ele’s need a close melee weapon, they are the squishiest of classes and the closest this game has to a traditional mage, they really don’t belong in close quarters combat.
its definitely a possibility but if we assume everything in the data mining is specialization weapons then theirs that second staff that doesn’t look druid like and the weapon that is druid like is a torch which because they announced on stage that it was going to be staff feel like that would cause a bit of a backlash if they changed that
We can probably safely rule the torch out as a druid weapon as torch is a base ranger weapon already.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
1 thing can explain. they need money to survive. pre-purchase can gave income NOW.
any also explain why they release new item on TP more frequently. cut of the team to develop LS. half year item. this can cut off lots of cost.
Interesting reading, for those who are sure that only those being vocal are those unhappy with the HoT situation.
Great post, as I have a background in sales as well.
I’m a big believer in #3.
3. The probability of selling to an existing customer is 60 – 70%. The probability of selling to a new prospect is 5-20% – Marketing Metrics.Which is why bundling the core game with HoT DOESN’T make sense.
See that just make me less inclined to buy the expansion, if they are in financial dire straits, I feel like I’m better off cutting my losses rather than getting further invested in a game that is just going to disappear when NCsoft pulls an EA on Arenanet, like the did with City of Heroes.
Exactly, anyone who was really interested in the game would’ve bought it by now, it’s not like WoW where it’s been around long enough for a whole new generation of potential players to have grown up.New players that pick this up now a liable to be tourists who won’t stick around for the long term, and thus won’t end buying many outfits or pet rocks – which is wher they should really be making their money.
It’s hard to really say what the value is on the information we have, particularly as the value of a game is a pretty nebulous thing to begin with, especially once digital distribution enters into the picture, where the only cost to create a new copy is bandwidth, which as an MMO they’re paying for anyway.
But IMHO I would be prepared to pay $40 for the expansion, and would probably be thinking more along the lines of $35
$50 HOT price Only! Happy to support GW2!
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
The price for HOT stand alone ONLY is $50, that is the price of the expansion…. Ok, still following…… Base game is included free to make it easier for new players to get into, which is a good thing.
I still dont understand why so many arent paying attention and think they are buying the original and the expansion.. HOT cost $50, thats what your paying for.
Oh we understand this, I and others like just don’t think this is a reasonable price especially with the actual size of the expansion’s content being so vaguely defined. Given Anet’s track record since launch confidence in their ability to deliver is pretty shaky and justifiably so.
Challange, defend the HoT expansion price
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
Thanks Arenanet, I’m happy, I understand both arguments but sso many people don’t. CORE GAME IS FREE FOR THOSE WHO DONT ALREADY HAVE IT!!!
AND EXPANSION STILL ISN’T WOTH $50 ON IT’s OWN. See I can shout too.
Only if you assume that all three levels use the full space, it’s likely that there is a lot of empty space at the canopy level, otherwise there is nowhere to glide through. Plus the vertical elements need to be logically supported by ground based structures, like large trees and mountains that will carve chunks out of the lower regions, and based on the Beta footage I’ve seen be used to funnel the players into quite linear narrow paths. Your logic is flawed, but even with the triple dipping, there would have to be a LOT of maps to justify the $50 price tag.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
I really think and advice everyone whining to stop, because they’re just overloading the servers and it doesn’t help anyone with it.
Complaining about the price won’t make it go lower, eventhough I have to admit I’m part of European countries where the average monthly salary doesn’t fit in the common rank of the European salaries, it is -quarter- of it, therefore the game would be rather overly expensive, however, stop crying and if you aren’t entirely dedicated to the game, don’t -pay- for the expansion.Stop whining about people whining. Complaining about it won’t make it stop.
See what I did there?
Plus if people complain enough maybe Anet will realise they’ve made a horrible mistake like they did with the Flamekissed armour.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
If you’re just gonna trash your account you might as well give your stuff away. We didn’t do anything to make you mad.
Plus…
Well, bye.
Evil is done when good men do nothing. If you support this then you encourage the game industry to continue being awful. So yes, you did do something to us.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
$50 dollars isn’t a lot for a good MMO. I think I am going to pay for the $100 package since it a steal.
The only theft that’s occurring is Anet stealing your money.
As for trinkets, we have alternative ways to get them (i.e. laurels, Guild Commendations, WvW tokens, etc.), so I do not see the necessity to bring JewelCrafting up to 500. It would be redundant.
To bring Cooking up to 500 would also be redundant as it would mean to increase the stats given by food buffs, which is not in line with how GW2 works (no vertical progression).
IMO, keeping those two professions at 400 is perfectly logical.
People who say this are totally uninspired and have no clues, what ANet could do all with Jewelry 500.
Theres more than enough unused potential for jewelry 500 to give it a reason to raise it to 500 too like all other craftign professions.Only because there are other ways currently how to obtain ascended trinkents also doesn#t mean, that this must be so forever the case.
Anet could change that system whenever they want or they think, the old system becomes obsolete with some made game improvements and added new systems.
We see soon massive changes to the combat system and you seriously believe, that Naet can’t or won’t change if needed also too the current system of how you obtain acended trinkets???lol, don#t make me laugh, cause if people really believe this, then this is very naive.
Just to mention some potential that ANet could add to the game with Jewelry 500 alongside of becoming able to craft ascended rings, earrings and necklaces:
- Ascended Sigils (either with a slightly more powerful effect, or with the QoL effect, that you can remove and add them to equipment as you like, making them not permanently bonded to equipment)
- Ascended Runes (see above)
- Legendary Rings, Earrings, Necklaces and their “Precursors” (for more visual fluff effects and “Skill Skins” for more visual character customization )
- Ascended Gemstones (theres ascended materials currently with no usage, Xunlai Electrum, Crytal Ore and there could be also added other missing things, like Diamonds as ascended material for that, just suprised, why there aren’t yet diamonds in GW2, when it was a material in GW1)
Just to name some of the most logical things that Net could add to the game to make Jewelry 500 a good and strong craftign job with some good unique crafting items to craft, that would allow you to customize your character more and add some QoL to the Game with it.
Sigils and Runes aren’t a jewelry-crafting thing, that would be a fairly odd left turn. Trinkets have no visuals attached to them and adding them would just create visual clutter, and take a whole lot of extra coding I can’t see Anet going to.
I’ll pay you Ascended gemstones, but is that really enough to justify the effort of grinding painfully up to 500?
As for trinkets, we have alternative ways to get them (i.e. laurels, Guild Commendations, WvW tokens, etc.), so I do not see the necessity to bring JewelCrafting up to 500. It would be redundant.
Redundancy is good.
It gets us back to the “Play how you want” design goal that ArenaNet expressed early in the game’s life. Players should have many different ways to approach rewards.
Being able to craft Ascended accessories would be a boon for players who don’t want to do guild missions (hey, they were fun the first several dozen times) or be gouged 50(!) Ecto by the Laurel merchant.
Back items are already crafted via the Mystic Toilet.
Redundancy can be good, but if the Ascended jewellrycrafting progression is anything like the other ascended crafting recipes the resources and time consumed would be so ridiculously disproportionate to the other methods. 50 ectos is nothing compared to the materials that would otherwise be consumed.
Professions have never effected the Personal Story.
It seems rather weird that they would suddenly make a completely new personal story for a single new profession due to that.It doesn’t make the timeline any more wonky than going to do the Personal Story as a Reaper for example.
Actually it does, Rytlock is Canonically the the first Revenant, and he doesn’t become a Revenant until well after the events of the initial personal story, whereas, there has been no story elements tied to the Elite specialisations, which can not be unlocked until after level 80, by which point you should have already completed the Personal Story if you do it at the recommended levels (well maybe not the last part if you’re dragging your heels). There’s a clear paradox.
In every other MMO out there, you can farm to acquire materials to create something, it takes some time, but you can, you have a DECENT drop rate. But in GW2 you can’t, even with high magic find you only get junk and the drop rate of good materials (the T6) are ABYSMAL (to be gentle).
“B-but you have moldy bags!”
Do you mean those bags that have a 0.0000000000000000001% chance of T6 mats and a lot of Thick Leather Section?Yes, it is a complain, but what i want to know is, why we can’t farm the materials? Why it boils down to farm gold like a madman in dungeons and fractals?
I think the main reason is because how the economy and tp works.
Anet tries to make it very hard to farm all the mats for your own demand because if everybody could easily farm his own mats, those that dont need it, wouldnt be able to sell their drops. That would result in alot of useless drops.
IF there goal was to prevent useless drops then they’ve failed abysmally.
New precursors and Legendaries are not tradable.
‘Completing this collection unlocks a recipe to do just that, resulting in another nontradable exotic weapon with the existing precursor skin’.
‘We also want to better preserve the prestige associated with crafting a legendary weapon, so the new legendary weapons, and their precursors, will not be tradable’.
.
Talk about closing the stable after the horse has bolted….
Given that Mordremoth seems to be mostly underground, and probably kind of stationary I’d say a couple of bunker-busters would sort him out right proper.
Ferious Winds - worst trait ever designed?
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
Let’s remember that everything ever will change about the stat system with the disconnection of stats from traits. So whatever preconceived notions you have about how people run their armor stats right now are completely irrelevant to the new system and however they will choose to incorporate stat adjustment.
Also it’s worth considering that while they are trying to preserve as many of the old builds as possible, they are also opening up the possibility of new builds.
Open your mind to new possibilities instead of treating metabattle.com like a prescriptive holy text.
How about we don’t remember things that were never said? Stats are getting less flexible and even more focused under the changes described, as most of the missing stat points are just becoming an increase to the mostly meaningless baseline, the rest an increase to primary equipment stats, making berserker gear even more focused on the power stat.
Ferious Winds - worst trait ever designed?
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
I was given the impression that the function of attributes would be altered to have effects specific to trait lines.
I looked up the bit that gave me that impression and found that it was in part 1 of the new specialization system reveal – but that the wording was a bit ambiguous:
Each profession’s attributes will be updated to have half of their functionality be part of a specialization and half of their functionality will be a baseline for that profession. For example, elementalists now have a base attunement recharge of 10 seconds, which is reduced to 8.7 seconds when the arcane specialization is equipped.
When I read it, my thought was something like “Healing power now increases clone health” or “Precision decreases attunement cool downs” etc. So now I’m not as sure. But I guess it’s still possible and would make traits like these make more sense.
What they’re talking about there is the class specific attributes that were on the bottom traitline and unique to each class, like how Warrior’s discipline line has Brawn, which increased the recharge rate on burst skills, or ranger has Empathy which improves pet stats. Basically the base values will all be raised as if you had three points in the current version of the traitline, and the other three points worth somewhere else (not too sure exactly how the doing that).
It’s supposed to be restrictive, otherwise there’s no tradeoff, and someone with the specialisation has an even more significant advantage over someone who doesn’t. Hell, it’s a pretty weak-sauce limitation as it stands.
The hate and whining is a bit crazy. While I’m not thrilled with Dragonhunter, anything about it to be honest, it doesn’t upset me enough to rant and rave about. The names a bit silly, the skills for the bow seem a bit mediocre and traps just don’t sound fun. BUT, you don’t have to use it. And the new virtues sound kind of fun. We will get more info from the Ready Up Friday.
Hell it being kind of mediocre might be preferable, if they’re super OP like the Chronomancer seems to be, you would feel forced to take it, whereas it becomes a choice if the options are on Par with the core.
[FEEDBACK] Elem attunement should be baseline
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
Immunity to conditions while above a certain health threshold
Hey man, if you don’t want that, they can always give it to Engi instead
Engineers have a high health pool than Elementalists so you might actually get some use out of it, so feel free.
Because when I see legendary weapons glowing some the size of a building I know not only does this person have the best weapon stats in the game they all but sure have the gear to go along with it.
So much nope.
Legendary weapons do not have the best weapon stats in the game, they are no better than Ascended weapons. They just look more shiny and have the ability to change stats at anytime rather than the permanent choice you make for what kind of ascended gear you make. (zerk, condi, celestial, etc)
Secondly, there are many players… dare I say a majority of players that own a legendary weapon that don’t have a single piece of ascended armor. While there are some crafting requirements to make a legendary weapon, most of it consists of chucking stuff into the Mystic Forge. As long as you have all the materials needed, there is no time gate preventing you from making as many as you want as fast as you want (in theory).
So your theory is quite flawed.
And the person you’re quoting isn’t using ascended, they’re using exotic, and as such in a neck on neck fight skillwise, they’re at a disadvantage.
They could drop for you in a fractal, Teq/Tri Wurm chest. You can also obtain them from WvW Rank Up chests and some Champ Bags/Boxes.
You can also obtain a couple of ascended armour chests from achievements such as Ambrite Weapon Collector and the Luminescent Armour collection absolutely guaranteed with a full choice of stats/pieces/weights.
That’s 6/7 ways of getting it other than crafting, which is pretty reasonable considering ascended gear is only required for a tiny portion of the game.
I have almost 4000 hours played and I’ve never seen a ascended piece drop for myself. I’ve seen one drop for a friend of mine.
I gotta LOL at those examples you gave.
BTW I hate hate hate crafting. I just finished a set of light ascended and I’d guess it cost 600g when all was said and done.
you sir are the most unlucky person in tyria. I get an asc chest drop at least once a week.
Actually I’d say you’re the luckiest in Tyria, and his experience would be closer to normal
Really,that name is terrible and childish.I did not expect this from Anet…they better change this to Seraph or something ASAP !
Seraph is already in use, and even more awful.
Dragonhunter would only make sense if it specialized at killing dragons. But Anet would never design a profession that is inherently superior than others at fighting key story bosses in GW2.
It sort of does though, as it gives guardian a decent (in theory) ranged weapon which they need to hunt flying enemies like dragons.
See, it makes sense to me. What is a guardian’s most defining limitation? – lack of range.
What is the defining qualities of dragons? They fly and getting close to them ends in squishing. The Class had to evolve specifically to combat dragons.
Either Paragon or Seraph/Seraphim*, i would say.
*due of the multiple pairs of wings
The game already has “Seraph,” and they are specifically the human military. I’m pretty sure the profession won’t be named something with that amount of confusion potential.
I think the wings may just be artistic license, or a blue shading of the current black wings.
Long bow … I’m so torn which one to put on my sylvari guardian. Though Chaos and White Hart are looking best to me right now, there’s a few good ones for her. Opinions? (I don’t have the last two, so it would take major effort to get them).
White Hart definitely, it’s a good looking but understated skin, and you can believe it would work as a bow, unlike that stone monstrosity second from last. For Kudzu to work, I think you’d have to add a hint of colour to your armour otherwise it looks out of place.
For most of the classes you’re forced into specific trait lines just because you hold a type of weapon.
This. So much of this. You want to be greatsword you have to get the greatsword trait and anything else that comes with it. Most of the time the traits seem well enough balanced that it’s -okay- but it still feels restricting. I should be able to play a power/condition build with a mace/shield guardian if I kitten well want to.
What you’re talking about sounds less like a trait issue, and more to do with the way weapons are designed. Guardian mace is a defensive weapon, that’s the way it’s 1-3 skill operate whether we have the current system or the new one no trait can really change that.
That is terrible idea imo. You like some spec thats norn only but hate playing as giant? Well too bad you are either forced to play a race that you find unapealling or miss on piece of content you would otherwise enjoy. I`d absolutely hate to see some cool spec locked for example for char when I dont like it`s appearance.
As these traits would have to be made for each race specifically and would probably mostly modify racial skills, you wouldn’t actually be missing out on anything.
Doing something like this will eventually require all warriors to be norn, all spellcasters to be asura, all rangers to sylvari and so on, both in PvP and in dungeons/fractals. This is the exact reason why Anet only made races important for looks and story and why Anet made racial skills relatively weak.
You may have heard of this thing found in the original GW1, and in D&D, the grand-daddy of this and pretty much all computer RPGs called multi-classing. Being mix and match options from different classes doesn’t lead to less diversity it leads to more. Your logic is especially spurious when you consider that Norn Racial skills are summons and transforms, much more spellcaster like abilities, Sylvari racials overlap Rangers, it would be needless duplication and Asura are again summon based,, what class doesn’t benefit from an extra mechanical buddy punching on for them?
No.
Race should never in any way or form be “useful”. It just stay as fluff.
Do me a favour and never design a game please? Deliberately gimping an option is bad design, you’re basically setting a trap for unwary player. If an option is going to be there it should have a point otherwise it’s something that needs to be trimmed. An argument I’ve seen may use in favour of the new specialisations system.
Thats the big question. Will the new “elite” lines be better than the actual ones? Since they aren’t added to the actual trait line selection (3 core plus 1 elite) but chosen INSTEAD the actual trait lines (2 core plus 1 elite or 1 core plus 2 elite) they shouldn’t be… but everything I read or listen from the developers make me think otherwise. The elite lines sound superior. They even have extra weapons…
I’m afraid a lot of us will see the need to switch to the new elites just to be on par with the other players.
And that isn’t good. Elites should be additions, not replacements.
I hope to be wrong, but…
But what you’re proposing would be even worse for keeping up, as the elite would stack giving those using them 33% more traits, and the potential for a huge power gap, especially for those who don’t purchase the expansion immediately.
Predict how Racials will work with Revenant
in Guild Wars 2: Heart of Thorns
Posted by: ThatDamnRat.1236
Well wait…if the Legends change every skill on the right side of the bar, will you even be able to slot racial skills? or Antitoxin Spray?
I’m probably confused but it read to me like you could only swap Legends.
On the picture of the UI bar for the Rev you can clearly see the little arrows to choose utility skill slots.
Edit: By the way I dunno if anyone noticed, but the first skill bar screen shot shows him in the Great Dwarf stance and the 3 utility skills are still in the process of swapping. What I mean is the icons are doing that vertical flip-flop thing. The #8 slot is particularly flat and you can’t see what the icon is.
Everyone keeps treating the arrows like they’re a sign, but they’re just a part of the standard UI, their presence just means the character is not in combat. Based on what has been said in the article and dev response in a previous thread, it really does seem that the legends are fixed set.
Basically Revenants buy their utilities in batches rather than piecemeal like other classes. It will be interesting to see whether they are appropriately compensated for the loss of choice. It could allow them to do some interesting things like utility sets that are very interdependent and chain together for some sort of combo?
But back to the question at hand, I suspect you may be able to swap in racials, and that is the only swaps you’ll have, or maybe there will be race specific Legends, like Norn Channeling Jorra or Asura conjuring Snaff?