Hmm. Jebor had Juggernaut on engineer while guesting in POI:
https://youtu.be/EcdUMSq_mdU?t=2473
Ah true forgot about that!
Sadly it was on an asura & kind of hard to see from far though. :P Still nice though, thanks!
Would be awesome! :P My engi is a Charr but race or gender doesn’t matter.
I quite like that. Would like to see some pics though but I guess no one really took screenshots. xD
I’ll get to chrono & test builds asap. Then explore the new maps & do fractals or something.
And then pvpvpvpvp.
Yeah, noticed this as well.
Nice change.
Anyone has pics of the Juggernaut effect on a scrapper?
I know some probably asked before but couldn’t find anything.
I like the Juggernaut’s effects but I never really used hammer on any class before.
And since i’ll probably use Hammer on my engi I was thinking of getting it (also because i’ll probably end up playing Revenant a lot)
I just haven’t seen how the Juggernaut silver armor effect looks on medium armor.
I want to know if it looks good before I decide to crat it. :P
The same big gyro that gives away your position in pvp scenarios, and aggros nearby enemies in PVAI scenarios, and explodes when destroyed, and does damage to enemies when it blows up, revealing you if you are stealthed, yeah…
Which will be fixed by release (i hope) its sill somewhat useful since they cant target you, they dont know how many are in there and in wvw it will be harder to spot a gyro in the dostance than a group of people.
Either way. The wiki got fixed. No perma stealth with sneak gyro.
Well kitten.
/15 kittens.
Am I just not understanding this correctly or does the Sneak Gyro pretty much grant perma stealth now?
Duration 30 sec
Cooldown 30 sec
The cooldown starts upon summon rather than upon the gyro death.
Either that or something got edited incorrectly on the wiki.
Thanks thanks thanks!
This clears up most of my concenrs about Scrapper. I already loved playing Scrapper during the beta and now i’ll just love playing it even more.
My only “big” concern is the actual Function Gyro. Even though it’s supposedly working properly now, (thanks once again!) it’s still something that’s very situational.
Most other mechanics really define their elite spec or are useful pretty much all the time.
Reaper’s shroud changes the way they play.
Chronomancer’s Continuum split can see use everywhere by resetting their cooldowns.
Druid’s Celestial Avatar: healing raids, wvw zergs, pvp allies,…
Daredevil’s extra (modified) dodges for more survivability, damage,…
etc.
Most, if not all (i haven’t played all myself) either change the way a class plays completely or just have mechanics that are useful anywhere in the game.
Scrapper’s Function Gyro does NOT change the way Scrapper plays in the slightest and neither is it useful other than maybe pvp or smallscale wvw roaming.
In PvE its not even hard to res people yourself don’t need a Gyro to do it for you and in WvW zergs it will just die too fast to matter, even if it does get buffed health.
And even in PvP and roaming its VERY situational.
Who knows, maybe something gets added to it in the future.
Only other thing i want now is to see how the Juggernaut effect looks on medium armor, might have to start farming for that. :P
ANET DOES NOT WANT PLAYERS TO PLAY DUNGEONS AS FREQUENTLY AS THEY DO TODAY.
It’s kinda sad when a company wans their players to play their content to a lesser extent.
Well at the end of the day, if they split up the rewards evenly between all of the PvE gametypes and regularly update dungeons then i’m fine with it. It would be nice if people could actually CHOOSE what they do to get their money instead of being FORCED to do dungeons just because they make the most money.
Still sucks for those who prefer dungeons though.
Dungeons are probably the most popular PvE aspect in the game.
Source, or is this just false-consensus effect?
It’s an estimated guess, hence why I said “probably”
People forget that when the game came out, dungeons offered very little reward and people complained about it. People forget that they asked ANet to offer better rewards with more challenging content. People forget that they asked ANet to nerf the zerker meta.
The PvE rewards aren’t being ended — they are moving from dungeons to other content, thus giving us better rewards for the (theoretically) more difficult content.
It’s going to take some getting used to and who knows if ANet’s implementation of this will be as good as they seem to think it is.
tl;dr it’s too soon to tell if this will be good for the game or not; it’s not too soon to say that it fits in with what players have been asking for (in a “be careful what you wish for” sort of way).
While I agree with you, I still think its a really risky if not stupid thing they’re doing by changing dungeon rewards.
The only valid reason for reducing dungeon rewards is to counter inflation but then again, there are other ways to do this.
My biggest issue is that if anet does it wrong, it might kill dungeons and if that’s the case it will “leave behind a wasteland of content” which Anet seems to be against. So i’m both surprised and sad that this is their solution.
But yeah, I guess we’ll have to wait and see how it all plays out.
I always liked doing fracs coz the ascended stuff u get from it is nice ( too lazy to craft). The fractal skins are nice too..
And dungeons are indeed old content because anet doesnt update or balance them at all anymore. Thats all anet’s decision.
If they wouldnt have updated fractals it would be old content as well.
And the reason why people dont do aetherpath is coz the reward isnt worth the time and effort put in completing it.
But yes i do dislike the dungeon meta myself. I just hoped anet would try to change it instead of killing dungeons. And still, same stuff happens in fractals so I dont see the point.
That thought crossed my mind as well haha.
Honestly though, Dungeons, fractals & world bosses are the game’s endgame PvE content right now. Adding raids and the fractal changes with 1 dugeon and a world boss woulda been fine. Not give us raids, 50 more lvls of the sam fractals and nerf dungeons…
Feels like we’ll have less to do in HoT than we have right now when it comes to endgame PvE.
If any reward is unhealthy for the game and should get nerfed its the silverwastes farm.
But nope. It just feels like anet is being (i’m sorry) selfish and doesnt like dungeons so they try to sneak them out of the game, even though theyre the most successful PvE aspect in the game.
Dungeons were confirmed to be in maintenance mode quite a while ago with fractals being their focus. Dungeons simply weren’t popular enough to warrant further development, which is why they were dropped early on. They used to test various types of content through the living world releases, and by participating, you were voting for that content. Maybe there were also issues with the current dungeons since they were rarely fixed and also considering that the original dungeon dev was fired long ago.
Nerfing the rewards will likely just revert them to what they were originally, before they increased the gold reward to give a bigger incentive. Dungeons are too exploited and ArenaNet likely doesn’t want to waste any resources to fix them, so they took the simpler option.
Dungeons are probably the most popular PvE aspect in the game. Dungeons not being popular enough is just wrong.
All they did with giving every dungeon gold / path is force people to do more diffirent dungeons than just cof p1 to make money.
Yes this is the feeling im getting.
I dont mind if anet shifts the money making to fractals as long as they keep giving people reasons to do other du geons like idk.. maybe add ascended mats or gear to dungeon merchants.
Dungeons are one of the big things that makes a MMO and dungeons are also the thing PvE players enjoy the most.
PvE players already play Fractals a lot and as far as I know raids will be a weekly thing. (correct me if i’m wrong.) So all this does is give those PvE players less reasons to do dungeons.
Nerfing the dungeon rewards serves absolutely no purpose in my opinion.
What’s wrong with gaining money in dungeons? Isn’t that what dungeons are used for in 99% of the MMO’s?
We already haven’t had any new dungeon content in about 2 years (last one being Aetherblade path, which was great in design & difficulty but terrible reward wise cough see the issue here? cough) and now even the rewards will get nerfed?
This is a big slap in the face of the PvE players who enjoy doing dungeons and who would like to see new dungeon content in the future.
I’m not a hardcore dungeon runner myself, I enjoy doing a bit of everything in the game but honestly, i’m more annoyed at anet trying to get rid of dungeons. Shoving it away as if it was some kind of failed project they only want people to forget about. (Even though dungeons are one of the most successful aspects of the game.)
Whats wrong with farming dungeons? It’s what people do in a lot of MMo’s and people seem to quite enjoy that stuff. So I don’t see why farming dungeons in GW2 has to chance.
It would be nice if there would be more PvE content to do so players can actually choose what they find more enjoyable (and not decide what to do depending on what rewards the best.)
As someone who would have liked at least 1 new dungeon in HoT I am quite salty. (And yes I do enjoy Fractals regularly and I did enjoy the raid during the beta.)
Even though I don’t really agree with OP, I do feel like anet wants us to just forget about dungeons.
Close to NO new dungeon content since release and now after 3 years they’re going to nerf the rewards as well?
It’s pretty much slapping us in the face saying “no u don’t get new dungeons, now we’ll give you less reasons to do them too.”
But it all depends on how they do it i guess… gotta wait and see…
tick tock tick tock Hope we hear something about this issue soon
We prob won’t hear anything about it.
We’ll just see it when HoT releases.
Sneak: Grant 5 sec of Stealth to you and allies & dazes up tot 5 enemies in a large radius (stealth radius) for 2 seconds.
you do realize dazing enemies would put reveal on you and make all that stealth irrelevant
Key word “you”.
Sure if ur solo its not gnna do much. If used in group fights it still stealths other people.
Enemies get dazed, allies can jump out of stealth & attack them.
The enemy won’t know how many are still stealthed. Might give them a false sense of security, thinking there’s only one, then others jumping out to kill them instead.
I wouldn’t want all gyros to be invulnerable to damage. Just seems to be a lazy way to make them not die instantly.
Give them more hp and give the function gyro protection when you stomp/res and i’m happy.
And there’s still counterplay even if u can’t damage them. Dodge/block, Reveal the sneak one.
Only one without counterplay would be bulwark one & purge one.
Eh I kinda wish the Gyros had diffirent effects when destroyed.
Medic: Heal & cleanse a condi of you and allies.
Blast: Blast finisher & aoe knockback.
Purge: Rip 3 boons from up to 5 enemies.
Shredder: Shred armor of up to 5 enemies (10 stacks of vuln)
Bulwark: Grant protection & Aegis to you & allies.
Sneak: Grant 5 sec of Stealth to you and allies & dazes up tot 5 enemies in a large radius (stealth radius) for 2 seconds.
That and I feel like the Function Gyro needs to actually do something in combat. Even if it worked as intended, having a “mechanic” that doesn’t improve the specializations core elements (daze, superspeed & leaps (through combo fields)) just doesn’t feel right.
I feel like when the Function Gyro is off cooldown it should do something that improves what Scrapper is good at.
It should be out at any time (unless on cooldown after stomp/res) and be invulnerable. When you send it out to stomp/res it becomes vulnerable.
When its off cooldown it appears next to the scrapper and shocks enemies you daze for some extra damage.
Fits with the lightning theme and works well with what scrappers are good at: dazing. A tleast that would make it a bit more useful and less situational.
Everything about scrapper disappointed me except hammer. The worst designed elite spec out of all
To be honest I think Scrapper is very well designed. Just a very bad implementation in the actual game and the one spec that needs the most work/fixes out of all of them.
This is something I realized as well. Why would you not spec Chronomancer?
Most elite specs give the class a way to play diffirently. Either a new playstyle or make one of their underwhelming & weak playstyles a lot stronger. (Giving you a reason to play the base specs sometimes if you want to stick to a certain playstyle or if u want to play build thats stronger without the elite spec)
With chronomancer though, they just buffed up all of the old mesmers builds & specs.
Condi shatter, power shatter, bunker, boonshare, lockdown and even phantasm builds to a lesser extent. Giving you no real reasons to play the older mesmer specs.
The only reason to play base mesmer is because Chronomancer might become too complicated for some.
Oh maybe if you want to play some PU Condi clone build or something. But… well yeah….
The channeled block is great. Sure it feels less skillful but its something mesmer lacked.
Honestly I was kind of dissapointed by the fact that Shield #4 was a single block (which mesmer already has 2 of.)
Mesmer lacked a proper defensive weapon. Now they got it.
Yeah I hate how condis keep getting nerfed every single patch.
I feel like they do it because condi mesmer has so much survivability. They usually have more toughness (and vit if dire), block with scepter, escape/defense with staff, stealth, blink.
Imagine if a mesmer could just burst tons of condis then jump around kiting for days like trololololol hahahaha letting the condis tick.
… The thing is. It only works in 1v1’s in pvp & wvw roaming. Which isn’t being balanced around.
So nerfing condi mesmers serves no real purpose competitive wise.
Oh and please give us confusing combatants. Still kittened about that.
(edited by glenndevis.8327)
They really weren’t thinking when they gave engi a trait for +25% stun duration when engi only has access to 2 stuns, hammer 5 and Supply Crate
This
I concur as well. I expect the trait to be one of the first things Irenio fixes.
It makes no sense, but we have known that since the PoI.
That.
They should make daze +25% and -25% as well.
I was using/trying the Medic Gyro as well and I personally like it more than the turret.
It sucks AI pathing wise but the leaps through teh tool belt skill are quite nice, and a water field that moves with you? yes please.
If only it didn’t die instantly & sticked to you like it should…
I’ve played around with Chronomancer a bit more and i’m really happy with the way ittis right now.
One note though
Echo of Memory: Like I said in a previous post, I love the new block.
The phantasm however is just dissapointing now. Just dies & does nothing.
Instead of Alacrity & Slow, it would make more sense if the phantasms casted Taunt instead.
If they’re going to die they better die while tanking a few auto attacks possibly saving someone. Would also go well with the “shield” theme as well.
A defensive CC focused phantasm instead of a damage one.
Even though I really doubt Anet will do something about the fuel thing. I sure as hell hope they at least have the staff polished and fix Gyros to a state where they’re actually useful.
Then I’ll be happy.
Yeah I was thinking about something similar.
Have a fuel bar above your dodge one. Have it fill while you have no gyro’s out but have it decrease when you have 1 or more gyros. Making it empty faster with multiple gyros out. (like +20% fuel consumption / gyro or something.)
I was also thinking abou giving the trait Full Salvo (or replacing Decisive Renown and make it a major adept trait, swapping it with Shocking Speed) an extra thing.
Posted it somewhere in the feedback topic as well.
Make it reduce the cooldown of the Gyros depending on how much fuel is left when you destroy your Gyro.
+75% Fuel left: 30% cooldown reduction.
+50% Fuel left: 20% cooldown reduction
+25% Fuel left: 10% cooldown reduction.
So many opportunities to do something with the "Fuel’ but nope. We can only hope.
First of all. I’m really enjoying Scrapper.
Just fun to play with a really interesting design.
However, It just doesn’t function the way its supposed to in my opinion.
Hammer skills:
-Auto attack chain: Its slow & weak compared to most other auto attack chains in the game. I feel like a hammer is supposed to be slow & strong so I thinkthis auto attack chain could use a nice damage increase. (like at least 20%. Could be fixed by buffing the hammer trait.)
-Rocket Charge: A lot of fun to use but this skill seems kind of buggy. Sometimes just misses half of the hits even though the target isn’t doing anything. Damage wise I feel like it could use a slight buff.
-Shock Shiels: Nice but kind of sucks coz it only blocks in the front. Damage & vuln should be only in the front though.
Gyros:
Even though I LOVE the concept of the Gyro’s, they just don’t seem to be implemented well.
Haven’t used or tested them much at all just because they’re more or less useless right now. They die way too fast, don’t follow you as closely as they are supposed to. Messed up AI.
It’s a shame because if they would work as intended in the description & live stream they would be quite useful. Toolbelt skills look fine too.
I also feel like the duration should be longer. The fuel system could kind of be reworked.
Give Scrapper a fuel bar like druid has their celestial avatar bar or revenants energy. Make them gain fuel when no gyros are out but lose fuel slowly when a gyro is out and they lose fuel faster if they have more gyros out.
Medic Gyro: Seems decent, nice toolbelt skill, short duration though. AI is messed up as it just flies around sometimes way too far away from me.
Blast Gyro Tag: Too slow to be a reliable CC
Bulwark Gyro: I like the concept & the toolbalt skill is nice. But it has the same problems most other Gyros have; messed up AI, too short duration, too squishy.
Purge Gyro: Same problem as with other Gyros. Would be nice if it could strip boons from enemies within its radius as well.
Shredder Gyro: Seems to be quite good but its still squishy.
Sneak Gyro: Way too slow to be reliable stealth.
Function Gyro: Nice design but it shares the same problems as the other Gyros once again. Way too squishy, messed up AI. By the time it starts doing what its supposed to do i stomped 10 enemies.
I feel like the Gyros would be a lot better if they actually sticked to your char like glue. had AT LEAST 50% more health and had normal AI pathing like minions, clones or pets. (even though i’ve noticed the new pets acting strange sometimes as well.)
Traits:
Shocking Speed: This should be the first minor trait. Swap places with Decisive Renown
Decisive Renown: Just feels boring & underwhelming to me. I feel like Scrapper already has enough res/stomping tools with the Function Gyro & Stabilization Core (if only it would work properly)
Change this to: Evading an attack granst you Stability & Superspeed. (3sec)
(take stability from Perfectly Weighted.)
Impact Savant: Just stun is way too little. Make it Stun & Daze and this trait would be great. Especially since Scrapper seems to be a spec that seems to focus a lot on dazes, having a trait that only works with stuns is kind of out of place.
Perfectly Weighted: Give the stability on dodge to Decisive Renown. Change this to 20% Damage & 20% attack speed. (Or just make the base Hammer stronger)
Final Salvo: Seems solid. I however have a suggestion for this trait if the “Fuel” system i mentioned earlier could be implemented as a Scrapper mechanic.
Additional to the superspeed & lightning field the trait reduces the cooldown of the Gyro depending on how much Fuel was left when destroyed.
30% reduced cooldown when +75% fuel is left.
20% reduced cooldown when +50% fuel is left.
10% reduced cooldown when +25% fuel is left.
TL DR:
Scrapper is fun to play.
Hammer auto attack & #3 need a damage buff. Hammer #3 needs to have its accuracy fixed.
Gyro’s are kind of useless & need more health, need their AI & pathing fixed and they need to stick closer to the Scrapper. They also need a duration increase & health increase.
I tried something similar in the last BWE. Gravity well can cause a decent amount of aoe confusion with mistrust.
I just feel like confusion damage needs a buff. It’s not strong enough (on skill use. Especially since it got patched to have a damage over time effect.)
Chronomancer feels really strong. If its “OP” I have no idea, we’ll only know that after a while.
A lot of the well skills seem to be diffirent and a lot more useful than before. \o/
So my feedback:
-Echo of Memory: I like how it can block multiple hits. Feels more useful as a defensive skill.
-Well of Eternity: I prefer the condi cleansing it has now over the vigor it had before.
-Well of Recall: I liked it more when the alacrity came first but this way is fine too.
-Well of Action: Not sure how this worked before but I like how it kind of works like a mini Time Warp.
-Well of Precognition: This well improved a lot, It feels rewarding now. The pulsing blur at first is a lot better than waiting 3sec for a defensive skill.
Note: This well gives 1 sec of stability but its not in the description.
-Gravity Well: This is how it should be: great CC and feels like proper “gravity” I don’t mind that the stability is gone.
Traits:
Haven’t tried the slow/interrupt traits much.
-Time Catches up: Just a great trait. I used to hate it when enemies just run away from the shatters. Now they actually have to dodge.
- All’s well that ends well: A lot better than removing conditions. Now Chronomancer has a reliable way to keep up a bit of alacrity to support their party.
To be fair I would LOVE some sort of trinity. Maybe not the old trinity everyone got bored of. But in an action combat based game like gw2 having a trinity-ish system would certainly be interesting.
i already tried it in tera.
playing solo was highly entertaining, playing in groups was boring and sleep inducing (comparitively) Because the amount of attention i had to pay to not getting hit, or mitigation was low (tank holds aggro) and i didnt really have to worry about my hp much even taking regular unavoidable type dmg, because the healer was healing it.and that game was designed from the ground up to support a trinity. I dont think gw2 will implement a more compelling trinity style with a few tweaks.
To be fair, GW2 & tera combat are very diffirent.
And how much attention do you have to pay in GW2 to not getting hit if everyone just bursts everything down in a few seconds and if you down, you get back ressed up in less than 3seconds?
I’m not saying the whole tank, heal, dps trinity should come to GW2. But some sort of teamwork & roles would be really nice so not everyone is just another DPS.
Let’s say Druids become the meta healers. They can’t burst heals constantly to keep everyone alive, they can save people with some burst heals but once it runs out they won’t be able to keep up the idiots who just stand in aoes or just facetank bosses.
Support should be support and not babysit people who get caught by every single attack.
To be fair I would LOVE some sort of trinity. Maybe not the old trinity everyone got bored of. But in an action combat based game like gw2 having a trinity-ish system would certainly be interesting.
No kitten there will always be a meta.
There’s nothing wrong with there being a meta.
And elitists will always be there no matter what meta.
The problem with this meta is that its so boring to the point that it’s unhealthy for the game.
Things have to change for the game to be more fun again. A more diverse meta.
I don’t care if the meta becomes something like 3 DPS, 2 Support classes. At least there’s more diversity in builds.
Having a crapload of stat combinations just to use 1, maybe 2 of those stat combinations is just beyond stupid.
If the trinity is lazy & unoriginal… then what is a group full of zerker dps classes doing the same thing?
That’s far more unoriginal & lazy than the trinity.
Sure it’s been overdone in plenty of mmo’s… because it’s actually good.
Having a change in the trinity is a good thing. The same thing over and over again gets boring but to completely get rid of any type of roles is bad. Having everyone be the same thing “DPS”… well THAT is lazy & unoriginal.
I think in a game like GW2 having 2 roles would be nice.
1) Damage (not only high DPS but also might stacking, aoe quickness, other buffs that increase your party’s damage.)
2) Survivability (no… not tanking but everything alltogether: party damage migitation, healing, CC, aegis, protection, taunt.
Having these 2 roles would make PvE a lot more interesting in my opinion. Have every class get access to both roles (not at once. more like having diffirent builds. Not just ZERKZERKZERK)
Let’s say you love playing Ranger but your party needs more survivability. Swap to druid & heal, CC, cleanse for your party
And this is what i’m afraid of.
I know dungeons have been forgotten for way too long. But its still one of the things that brings a lot of money in. Which sucks & gets really boring.
I really hope this won’t be the case. I hope they will do something even though I doubt it myself.
I would like to see a “tank” just like we now have a “healer”
Druid isn’t going to just keep a party alive for a long amount of time that’s getting beaten by a group of mobs. But it heals and i hope it will be useful.
I think gw2 could use a “tank” that controls enemies, blocks AND dodges attacks (not just facetanking & being a hp sponge) to migitate damage on allies.
It would be a nice thing to have shield skills (for all shield wielding professions) have some kind of taunt on them.
I know a lot of people got bored of the ‘trinity’ in other mmo’s (non action combat based ones.)
But in an action combat mmo like GW I can see it as a very fun thing to do.
Just because the TANK IS TANKING doesn’t mean that the others should just stand there spamming their rotation. Mobs & bosses have AOE attacks, Tanks can lose aggro (I think it wouldn’t be too hard to make an aggro system where its not rediculously easy to keep aggro. I think letting 1 guy in the part be able to have aggro 100% of the time would get boring indeed. And some bosses would need more aoe attacks tho.
Just because the HEALER IS HEALING. Doesn’t mean that allies have to be stupid and get hit by every attack. The ‘healer’ will run out of cooldowns to spam or condi cleanses.
But for a system like this to work, the PvE needs to become a LOT harder.
I really like dungeons in games like Tera. A game with action combat WITH trinity.
Tanking doesn’t mean just facetanking/hpsponging bosses till they die. It means being cautious, blocking/dodging at the right time.
Right now zerker too op. Actual teamwork not required. Pve gets boring.
Not saying GW2 needs a trinity. But gw2 does need some kind of teamwork & roles.
There being no roles is another reason why the zerker meta is so strong. Who cares if a DPS dies? There’s still 4 more dps classes killing everything.
If every class has their role, every person matters. Everyone will have to stay alive or the whole party will wipe. More defensive, supportive stats & builds will be needed to prevent anyone from dying.
From what i’ve seen & heard, anet is trying to get rid of the unhealthy zerker meta. (which i completely agree with, it just has to go.)
But how are they going to get rid of it for dungeons and such?
We haven’t heard anything dungeon related so I wonder how they’re going to do it.
I know they’re trying to change the AI but I don’t think the zerker meta is going to dissapear just from that.
NEW MAIN!
1) Chronomancer: as a Mesmer main i’m really loving chronomancer.
Awesome!
2)Druid: Didn’t play ranger much & wasn’t hyped for Druid but i’m very impressed. I hope druids will be really useful for dungeons, raids,…
3)Scrapper: just looks fun, Gyro’s also look very interesting.
4)Daredevil: How good it will be, i have no idea but it sure as hell looks like fun.
Cool:
5) Herald: Just looks nice. Gotta try it out at some point.
6) Reaper: Was more hyped at first but other specs overtook reaper for me.
Meh:
7)Tempest: I really like elementalists but Tempest doesn’t do anything special for me. Will most likely just stick to base ele when i play him.
8/9)
Berserker: Never been too much of a warrior guy & haven’t been a fan of torches either.
Dragonhunter: like the concept & i used to like guardian, just got zero interest in the spec.
I can’t agree more with op.
I really hope to see the zerk meta go. If it stays, druid will be more or less useless.
If it goes, Druid will be great.
I can’t wait to see people & classes have ‘roles’ in PvE. Something that actually requires teamwork.
I was never really interested in Ranger, or Druid. Neither do i enjoy playing "healers’ in other mmo’s. But Druid looks like a lot of fun and far from braindead.
Looks kittening amazing! Just… wow.
Now hope it’s actually gnna be useful.
I’m not too worried about no damage, that’s what your weapon swap weapon is for I guess?
And I thought the staff auto attack was dealing decent damage as well.
I strongly disagree with op.
I was thinking before that a lot of Rangers might dislike Druid. And a lot of non-Rangers will probably love it. (Unless you’re a narrow minded metazerk kind of elitist.)
As someone who hasn’t really played Ranger much before and hasn’t been hyped for Druid at all, i’m really loving what they’ve made of it.
Design looks just amazing. If “healer/support” would be come an actual meta thing in GW2, Druid looks like the most fun kind of healer/support i’ve seen in any game.
I’m really liking the astral/celestial theme as well.
How useful Druid will actually be in the game, I have no idea. But it sure as hell looks like a lot of fun, well designed and a step in the right direction to get rid of the unhealthy zerker meta.
Now we can only hope Anet actually gets rid of the zerker meta.
Something nice to do would be
Pulse 1: Pull inside
Pulse 2: float 1 sec
Pulse 3: knockdown
I remember someone saying that 3 pulls + float was too much CC.
The float alone made it borderline useless.
Now we get 3 pulls but no float which makes it a lot more useful than a float after 3 seconds.
I think its fine the way it is right now.
I’m loving Choronomancer more than before now.
Gravity Well is a lot more useful now (wvw & pvp wise. PvE wise time warp will remain the best.)
Loving the new well trait now. But some of the wells are still kind of underwhelming.
Well of Recall feels so… mmh now with wells giving alacrity when they end.
Well of Precognition… i feel like blur effect at the end doesn’t feel good to use. Blur is something you want to use in reaction to a large incoming attack. Not something you get after being in a circle for 3 seconds.
I feel liek the unblockable attacks & blur effect should be switched around.
Well of Eternity… just doesn’t feel useful at all. by the time the well ends people are dead already or have moved away from it. Not sure how this could be made more useful. having it pulse aoe heals would be better i think but still wouldn’t make this great.
For the shield skills… PvE wise shield seems very underwhelming but I don’t think it was designed to be really useful in PvE anyway. I can see it having some use in WvW or PvP though.
Trait wise everything seems amazing.
Anyone been trying them out?
I love the new well trait. Gives mesmer a lot more Alacrity support & self alacrity. Makes them actually worth using right now in my opinion.
Also…
I love how they actually gave us back the pulls & removed the float instead.