Warlord Sikari (80 Scrapper)
Warlord Sikari (80 Scrapper)
What happened to the Axe changes?
They’re coming with the upcoming balance notes for the core classes. They will likely all come at once. Beta/Elite spec changes are a separate topic from base class changes. I haven’t heard a more definite time-frame on the core changes though, all Gee told me a week ago was that it was delayed and would be some time after the Elite spec changes, which is now apparent.
Warlord Sikari (80 Scrapper)
The necro subforum is one of the whinier forums imo. However, a lot of the whining often happens to have good reason backing it.
Thief is the new necro.
Thief issue is a bit different though, to be fair. I won’t disagree they are in a rough spot, but there’s still a difference between “terrible and unviable” (necro) and “boring and unfulfulling and limiting role” (thief mobility and spike +1 role).
The reason it’s different is necromancer needed, or needs in some areas, buffs to be on par with their role and mechanics. Thief on the otherhand is role-locked. They can’t realistically make them better 1v1/team-stay fighters without nerfing their mobility because they’d just become a super-powered roamer, which created a rather dynamic dilemma on how to actually fix it. Not only that, but most necromancers can agree on “buff us”. Thieves however might not be so quick to agree on hot topics such as “would you lose mobility, such as short bow 5 for better combat capabilities”.
In short, Necromancer has a simple issue and easier to agree on. Thieves are up against a real issue that could be a pretty big test for the community, developers and balance.
Warlord Sikari (80 Scrapper)
I am not sure if this idea was brought up (the thread is getting a little long) but how about if they just change EtD and Pulsating Pestilence into condi transfers.
Pulsating Pestilence would be 25% chance to transfer 1 (or 2) condition(s) and EtD would transfer 3 conditions every 3 seconds and keep the some of the torment functionality as well (might be too strong but you can always adjust stacks/application).
This way Mallyx can still be Revs way of dealing with conditions but there is also counter play as well (opponents see EtD up and stop applying conditions to Rev). When your free of conditions you can drop out of EtD and use other skills/legends.
Pain Absorption can also remain as is and would help give Mallyx group support and allow Mallyx to load up for Embrace the Darkness.
PS. Roy I really appreciate all the work you’ve done with Rev. It’s really shaping up to be an amazing class and all the other changes seem really great (or in unyielding anguish case not great but understandably necessary).
Not to kill the Revenant fun train, and I do enjoy Rev, I would be very frustrated to see classes watered down anymore and Necromancer lose yet another niche.
Now, an empowerment when given a condition while EtD is up or a mirror effect (conditions applied also apply to the applier) might be neat, but no direct transfers. In the case of making EtD a mirror, though, it might be a bit too strong.
Warlord Sikari (80 Scrapper)
You’ve opened that gate, though. You can’t go back to Engineer. You’re one of us now….
One of us…
One of us….
Warlord Sikari (80 Scrapper)
“In all seriousness, however, the profession is one of my favorites and it has had solid long-range”
As i read this i thought which after they nerfed granades?
Im still laughing at this because those grenades must be pretty heavy to only throw them such a short range XD. Its like someone broke the throwing arm of every engineer in the entire realm of Tyria.
To be fair, you could throw them further than anyone could shoot a rifle, so there’s that…
Rangers can still throw a torch further than they can shoot a shortbow.
Warlord Sikari (80 Scrapper)
It’s a little bit of a pain, but engineers have been know for rocket thrusters.
I do wish we still had an evade on our great sword. Not sure I necessarily want more mobility but I do think GS5 would be better as a reverse shadow-step without a projectile, just an obvious animation so that we could keep people from fleeing instead.
Warlord Sikari (80 Scrapper)
having a root on Shield 5 makes shield not even worth taking
We may simply have to agree to disagree. I think it will be phenomenal in PvE. Situational, yes, but it isn’t your main heal, so that’s perfectly ok with me. It isn’t a skill you are going to spam on cooldown.
I wouldn’t even take it in PvE at all. Could you find a use for it in PvE? Yes.
I’m mainly talking about SPvP and WvW. Movement is everything in those two areas. In WvW, if you get CC’d or use a skill that locks you into place, like 100B, you’re more than likely dead and just rallied any foe that hit you.
In SPvP, same thing. You leave yourself wide open for a burst as soon as the block goes down.I fully understand it’s not a main heal. My primary issue, is that where I would be using shield the most, i.e. SPvP and WvW, that root is a death sentence. You’re essentially putting a target above your head and shouting “Look at me, I’m unable to move, drop all damage on me in 3 seconds!”
You’re no more vulnerable afterwords as you would be with it standing on point…? So use it, block/heal and hold the point with a great block and if you’re really worried about getting stomped on after it ends have your finger on shiro evade and duck out of there. The only issue the skill had before was that it prevented point capping. Now, you’re going to be there anyways, there’s really no major draw backs to it in spvp except that it can’t be used TO flee, but that’s not the purpose of it. Use it to block and heal then flee.
Anywhere else, just use sword offhand. No way to make everything perfect for every situation, you have flexibility.
Warlord Sikari (80 Scrapper)
He said he’d get to them at a later date. Those change notes were going to come with this but they were delayed, so he has to post them at a later date. They seem to want to sync class released date, likely to avoid riots. So we have to just be patient. :P
Warlord Sikari (80 Scrapper)
I still wish they’d move Dhuumfire to curses (this might make a lot of other people mad, but I’d like to see it as a GM in curses) and the degen from Soul Reaping base line.
Would make for much more open diversity and more fun IMO. Probably not too likely though. Would probably be a bad thing for pure condition builds unfortunately, wouldn’t know, I don’t play them much, but I imagine pure condies wouldn’t want Dhuumfire competing with lingering curses. RIP dreams of Spite Curses Reaper of glory. <\3
Warlord Sikari (80 Scrapper)
Make it instant and give it Reveal. Bump cd to 30 or 35 seconds. Not sure about the boon rip part…
I’d mostly be happy if it was instant and revealed. That’d be the bee’s knees.
Warlord Sikari (80 Scrapper)
Once they buff axe, I wish they’d touch up on OH Dagger. If Offhand Dagger:
- #4 was unbloclable and velocity increased slightly (to be more reliable like Putrid Mark, where this is almost just a slightly weaker version of it) and
- #5 Cast time was greatly reduced as it still has an animation time and possibly gave some life force per enemy struck.
I’d be super thrilled. If love if Axe+Dagger became a viable staff substitute for power builds.
Warlord Sikari (80 Scrapper)
Shivers of Dread feels so wasted, as reaper only has 1 native fear skill on its skillset. Staff and Spectral Wall could benefit as well, but why should i pick Spectral Wall as utility skill?.
Please merge Chilling Darkness onto shivers of dread. Adding one reaper native blind onto one reaper native fear doesn’t seem so OP for a grandmaster minor.
Plus the trait has been pre nerfed to work with reaper skills.
That’s what I had mentioned before. No one without reaper (ok maybe very few) use Chilli g Darkness anymore since it was nerfed for reaper. The least they could do is merge it into Shivers of Dread, which is currently pretty useless, and just make it proc from either Blind or Fear with a 4 or 5 second ICD. Then we’d at least have a good enough chill for while we’re actually in shroud so we’re not kited into oblivion.
Warlord Sikari (80 Scrapper)
I still wish they’d do something else. Blood magic is for stealing life. Reaper needs more access to standard Necromancer things.
I still Suggest:
- Soul Eater rips 2 boons per target hit. Heals for 100 per boon ripped.
- Augury of Death – Shouts ‘consume’ 1 (Or 2, but unfortunately, might be too strong as an adept with 2) conditions, healing 100 per condition consumed (only on self) and make it a 15% base cooldown reduction + 3% per target hit. (Total of 30%)Reasons: Reaper loses a lot of base necromancer synergies that cover these gaps in curses(or Death, condition removal)/spite/SR. Adding a bit of boon removal to SE keeps some extra boon removal in the class but less corruption, saving that for more specialized trees. And consuming conditions adds some non-hit based (transfer) condition removal which the class could use.
I agree: we are flooded with life steals… When you hit something, you have so many numbers that you can hardly see how much damage you really do. Boon corruption would be nice, but too strong without iCD…
Ah, not sure what I was thinking, totally slipped my mind on how broken this would be sub 50%.
Perhaps a single boon corrupt would be a better choice than a double removal. Still makes it strong under 50%, but that’s assuming you and each hit and isn’t completely rendering boons null under 50%. I would rather a less powerful effect than an ICD though. ICDs muddy gameplay imo.
Warlord Sikari (80 Scrapper)
The changes look really good in my opinion apart from soul eater. I dont like the fact that now only gravedigger steals life. I think sustain wise this makes the trait actually worse then before.
I still wish they’d do something else. Blood magic is for stealing life. Reaper needs more access to standard Necromancer things.
I still Suggest:
- Soul Eater rips 2 boons per target hit. Heals for 100 per boon ripped.
- Augury of Death – Shouts ‘consume’ 1 (Or 2, but unfortunately, might be too strong as an adept with 2) conditions, healing 100 per condition consumed (only on self) and make it a 15% base cooldown reduction + 3% per target hit. (Total of 30%)
Reasons: Reaper loses a lot of base necromancer synergies that cover these gaps in curses(or Death, condition removal)/spite/SR. Adding a bit of boon removal to SE keeps some extra boon removal in the class but less corruption, saving that for more specialized trees. And consuming conditions adds some non-hit based (transfer) condition removal which the class could use.
Warlord Sikari (80 Scrapper)
Yeah, the change to Chilling Force is, in most scenarios, a buff. Against one target, there is no difference. You have to have two chilled targets, then hit each one with a separate strike to even have a difference.
That’s not entirely true. (Though the might duration is a buff), intervals allow zero hit frame delays on effect. Essentially, it was easy to get the benefit every 1 second you were attacking. With slow attacks of GS, you might trigger the 1 sec CD, attack at .8, and not get to hit again until 1.6 and trigger the 1 second from that point. In the long run you actually lose out quite a bit of potency, especially with a slower weapon. By all technicality, the Life Force generation was nerfed.
No, it is entirely true. Chilling Force before would not proc on successive pulses of Locust Swarm or a well, for example. Now it still won’t, but multiple Reapers can all get life force from the same foe at the cost of rapid hits hitting two separate, chilled targets without overlap on the first strike not proccing it on the second one hit.
The “interval” was still an ICD with all that entails, but it was on the target instead of the player.
That’s how intervals work? o.O Is there a source for that?
I was under the impression they were just personal time lapses that reset at certain intervals. Well my bad if that is the case, but I’m a bit surprised they’d design anything like that, where as what I assume was how they worked would technically be the best way to handle short ICDs to normalize against attack speeds.
Gee explained the reason for the change as to allow multiple Reapers hitting the same target to benefit in the first post.
It’s not so easy to code a proper per-enemy ICD that allows multiple people with the same ability to benefit. Unfortunately, doing that would also put a heavy strain on the server.
Consider a standard PVP match where one team is all Reapers with Chilling Force and the other team has none. That is a minumum of 25 separate cooldowns the game has to track, and this is assuming no summons, pets, or NPC’s on that map. Say one on the non-Reaper team is a Ranger. Immedietly, another 5 cooldowns need to be tracked.
Expand this to WvW where it can easily add another 300+ cooldowns to be tracked and you can see where things get dicey for the server.
So it does mention that. I had read the bullet points, must have glossed over the technical mention. Thanks for pointing that out. It was just my understanding that was how it worked when the mechanic showed up on a Mesmer trait. Excuse my ignorance on that behalf.
Well that’s sort of good news then. All around benefits. I do however still think the trait will need a bit more to keep in like with the others, but that’s somewhat of another discussion at this point.
Warlord Sikari (80 Scrapper)
Yeah, the change to Chilling Force is, in most scenarios, a buff. Against one target, there is no difference. You have to have two chilled targets, then hit each one with a separate strike to even have a difference.
That’s not entirely true. (Though the might duration is a buff), intervals allow zero hit frame delays on effect. Essentially, it was easy to get the benefit every 1 second you were attacking. With slow attacks of GS, you might trigger the 1 sec CD, attack at .8, and not get to hit again until 1.6 and trigger the 1 second from that point. In the long run you actually lose out quite a bit of potency, especially with a slower weapon. By all technicality, the Life Force generation was nerfed.
No, it is entirely true. Chilling Force before would not proc on successive pulses of Locust Swarm or a well, for example. Now it still won’t, but multiple Reapers can all get life force from the same foe at the cost of rapid hits hitting two separate, chilled targets without overlap on the first strike not proccing it on the second one hit.
The “interval” was still an ICD with all that entails, but it was on the target instead of the player.
That’s how intervals work? o.O Is there a source for that?
I was under the impression they were just personal time lapses that reset at certain intervals. Well my bad if that is the case, but I’m a bit surprised they’d design anything like that, where as what I assume was how they worked would technically be the best way to handle short ICDs to normalize against attack speeds.
Warlord Sikari (80 Scrapper)
“You are all Weaklings!”: This skill now has instant activation. Increased weakness duration from 6 seconds to 8 seconds. Removed stability.
I was really looking forward to access another ability with stability. /sigh
It was only 1 second to cover the cast of the stunbreak. o.O This version is much much more useful.
Warlord Sikari (80 Scrapper)
All the changes seem pretty good. I liked the cooldown being tied to grave digger more, and wanted to simply see a value change, but this works out nicely too. All in all looks very good. Especially the change to Rise!
The grave digger set up had some logical issues, being that usually when you could use it most, you were less likely to want to use your other skills.
Personally, I much prefer this. I wish there was less leeching on Reaper and more mix of boon removal/condition removal though. Like Boon rip on Grave Digger with trait or Condition consumption on Augury of Death when you shout (consuming conditions to heal you). Both would be more useful than minor siphons, personally.
Warlord Sikari (80 Scrapper)
I think the only thing missing for reaper for me since the first beta is to make Nothing can save you instant cast. As it’s the one skill you may want to use while in the middle of another cast. Start a gravedigger>guardian pops shelter>Nothing can save you before gravedigger hits>guardian gets executed and runs crying for mama.
That’s probably why we can’t instant cast it.
Why can everyone else combo but us? :P WTB some skill ceiling! It’s like Pistolwhip+steal, it just simply makes sense to do it that way. :P
Edit: Also makes for a good removal of blind/aegis. o.o
Warlord Sikari (80 Scrapper)
These are very very good changes. The only problems I see now are that reaper and necro are still too dependent on Soul Reaping (weapon sets need to generate more LF, vital persistance baseline), Dark fields still have combos that don’t do anything for you (leap through dark field for blind with a skill that blinds), and that suffer needs to remove 1 condition by default.
Well, base class changes aren’t going to be until a little later. Our dependencies on SR is more of a base issue, so if it gets addressed at all (which I very much do), it won’t be until then. :S
Warlord Sikari (80 Scrapper)
https://twitter.com/RoyCronacher/status/643580214451154945
Should be up soon. #Hype
I’m scared now, though.No….#soon. Dear Grenth I feel like a little kid again waiting to find out if I’m gonna be able to have ice cream…
May want to check the stickies… It’s already up. :P
Warlord Sikari (80 Scrapper)
Yeah, the change to Chilling Force is, in most scenarios, a buff. Against one target, there is no difference. You have to have two chilled targets, then hit each one with a separate strike to even have a difference.
That’s not entirely true. (Though the might duration is a buff), intervals allow zero hit frame delays on effect. Essentially, it was easy to get the benefit every 1 second you were attacking. With slow attacks of GS, you might trigger the 1 sec CD, attack at .8, and not get to hit again until 1.6 and trigger the 1 second from that point. In the long run you actually lose out quite a bit of potency, especially with a slower weapon. By all technicality, the Life Force generation was nerfed.
Warlord Sikari (80 Scrapper)
You already had a 1s ICD per target, so you’d have to hit someone with dagger, then within a second hit someone else with something else for the change to be noticeable. Not that it doesn’t need a buff, but you’ll almost never notice the difference.
I think you’d be surprised, but regardless, overall, yes it’s still small. The more important part of what I said was that it still needs buffs to be useful.
Similarly, “Suffer!”.
Warlord Sikari (80 Scrapper)
Chilling Force change will almost never make a difference, as it went from a 1s ICD per target, to 1s ICD, but mult-hit attacks can proc it. So basically, the only time this would make a difference is when you were against more than 5 targets and had enough effects out that you could hit more than 5 per second, or similar situations with people moving in and out of range of hits.
Overall good changes, bit more held back than I was expecting, mostly on some of the damage fronts, and I don’t see Soul Eater competing still, but we’ve got another round to test.
Dagger would see a difference, as would Dagger+ Warhorn, and things like RS#4 which hits multiple times per second. Also Death’s Charge. It does have some impact, and while it’s not easy to gauge, it certainly isn’t nothing. Hence why I said to buff it a bit more to fill that gap and make it more useful in general, which it needed.
Warlord Sikari (80 Scrapper)
Can someone explain to me how Chilling Force is going to function now? It seems like it’s less effective with these changes. I’m still going to run it, more than likely (because brawler build with quick LF regen) but I dunno… Definitely an improvement to Soul Eater though
And yeah technically, this is a sad nerf to this trait compared to before, which was already in need of love. Sadly, I may just end up not using it in favor of the GS trait or Desc Defenses now as it just became slightly less reliable which is never fun, depending on my Life Force situation.
They should have left it an interval of 1 second and no more than 1 target per hit. Chances are it was just allowing too much through with ground target AOE in PVE (suspecting this is a Raid nerf), but if this is the route they need to take, they should really bump the LF to 1.5-2% and might to 10 seconds.
Warlord Sikari (80 Scrapper)
“Harmonious Conduit: This trait has been re-worked. Upon activating an overload, gain stability for 4 seconds. If the overload is successfully completed, gain 10% damage for 5 seconds.”
This is good, at least. Is it a single application? either way this is a change that was necessary. Now if only we could do something about Thief’s steal always ripping stability first. :P
Warlord Sikari (80 Scrapper)
I’m feeling it, I’m feeling it. Nothing bad, and I’ll probably actually run YAAW now. :P
+1 all around. Could still use some other larger changes later, but this is a great start.
Warlord Sikari (80 Scrapper)
No coments on that passive? Shadow refuge, then spam backstab repeatedly till enemy dies never being allowed to even see your character much balance, such fun.
Well, overall, I assume the post was a bit of a hyperbole, hence my sarcasm. I’d like to point out the game needs less homogenization, not more.
But yeah, the whole elite he came up with is just silly and not practical. Not to mention it completely defeats the purpose of even adding reveals to the game.
Warlord Sikari (80 Scrapper)
https://twitter.com/RoyCronacher/status/643580214451154945
Should be up soon. #Hype
I’m scared now, though.
Warlord Sikari (80 Scrapper)
No one wants an invincible thief unloading on them….but invincible warriors are ok?
Warrior are WAY more damage, maybe not on the burst…but over the 8 seconds….heck ya. Along with their knock downs….easily.
I’m gunna have to let you figure this one out for yourself… :/ This thread is going to get frustrating fast. ><
Warlord Sikari (80 Scrapper)
What? Tons of classes have this invulni button….but not thieves.
On the contrary plenty of classes have stealth AND blinks….AND have an invuln button :P
No one has the same mobility, only mesmer really has the same stealth (and no one likes mesmers anyways. :P). Homogenization is not the way for balance, its the way to create a boring game. They could just tone down mesmer a bit and buff thief in needed areas so they were more in the same spot, since they fill a similar role, and everyone would be better off.
No one wants a kitten invincible thief unloading on them, I say that fairly confidently.
Warlord Sikari (80 Scrapper)
See, you guys are seeings skills you already have as trade material for this signet.
Prove it’s a missing, but needed, piece of the thief :P
Not the signet you’re talking about. Stuff thieves have… >_>:
Warlord Sikari (80 Scrapper)
Ha ha, heu heu, I think you’re really onto something here.
While we’re at it, Necromancer gets a ground target teleport on their staff #2 with a 3 second cooldown. Not sure why some classes can press 1 button and teleport all over a map, time to even the mobility playing field.
Warlord Sikari (80 Scrapper)
Roy since you are in the forums right now do we get a BWE changes thread for rev again or do we have to wait for the next BWE to see those?
If I’m not mistaken, they want to get all of the class change threads ready to release them at once. Likely because of the issues cause from the delay on Ele/guardians at time. Just an assumption.
Warlord Sikari (80 Scrapper)
Necromancer gives the least benefits to other players when playing in a group, and still has disappointing damage compared to other classes that provide so much more than just damage. As someone with a lot of hope for necro, I’m trying to keep an open mind for some damage increases coming down the line to make reaper worth it. The original idea was that necromancer didn’t offer much to the party in terms of support/control, but they were good at self sustain and damage. Mediocre damage means the only thing necro can do is stay alive looking at low numbers, longer. Come on Robert, make us a proud (and feared) class the play! Ele has had it’s fun in the limelight
Reaper currently has those numbers you want. We just need to make sure it stays that way, and we need to make sure that base necro gets a tune up to match reaper.
Reaper is not beating staff ele in DPS. It’s close up there in the upper tiers, but it’s still not king of DPS and that’s a problem when you have classes that are king of DPS and of top of that bring so much more group utility.
That may be true, but the answer might not be to turn up the damage numbers until people die instantly to us. It would probably be better for the game if we could bring something to a fight other than DPS.
This and tone down Ice Bow and Staff Ele a tad, that’d be good. I’m generally not a fan of huge power creeps. If they are adding raids though, dps standardization is important, at least a little bit, as well as making sure each class has some sort of perk. Not make or break perks, but works that make them worth bringing.
I still like the idea of lingering curses being a group buff like spotter that increases condition duration, similar to how Herald is a boon booster.
Warlord Sikari (80 Scrapper)
Besides, you get new “racial” skills. You’re the only folks who get to use Dwarf, Demon, Centaur and Dragon radials.
Warlord Sikari (80 Scrapper)
@ Robert Gee
Where are our updates!
Give us more!!!!!
You just did this to mess with peoples’ hearts.
Warlord Sikari (80 Scrapper)
Why quit? Just don’t use the elite spec (like many guardians and elementalists will be doing).
Or just don’t use the utilities and use the Hammer/Traits.
That’s sort of the thing about Elite specs… they’re far from ‘all in’.
It is pretty all in because you have to sacrifice an entire traitline in order to use that hammer.
It’s not all in because you don’t have to use the utilities, that’s the point in regards to the AI complaint. I personally dislike Reaper Shouts for the most part, still love Reaper.
Warlord Sikari (80 Scrapper)
Why quit? Just don’t use the elite spec (like many guardians and elementalists will be doing).
Or just don’t use the utilities and use the Hammer/Traits.
That’s sort of the thing about Elite specs… they’re far from ‘all in’.
Except if the AI is tied to the mechanics change instead of the utilities and weapon.
I guess that is possible. I get the feeling due to base-traits, the toolbelt might not change much if at all, similar to Thief, but we’ll just have to wait and see.
That’s exactly what I’m excited about. They have to keep the toolbeltskills as they are, so what are we going to get? Is it something which will improve our toolbelt by adding something? Will it bring something completely independant to our toolbelt, like daredevil got one dodge bar more? There are so many possibilities and I can’t wait to find out what it is!
Weapon swap Engi. :P
Warlord Sikari (80 Scrapper)
Why quit? Just don’t use the elite spec (like many guardians and elementalists will be doing).
Or just don’t use the utilities and use the Hammer/Traits.
That’s sort of the thing about Elite specs… they’re far from ‘all in’.
Except if the AI is tied to the mechanics change instead of the utilities and weapon.
I guess that is possible. I get the feeling due to base-traits, the toolbelt might not change much if at all, similar to Thief, but we’ll just have to wait and see.
Warlord Sikari (80 Scrapper)
Why quit? Just don’t use the elite spec (like many guardians and elementalists will be doing).
Or just don’t use the utilities and use the Hammer/Traits.
That’s sort of the thing about Elite specs… they’re far from ‘all in’.
Warlord Sikari (80 Scrapper)
Guys, cmon now. They unstickied all of the BWE2 change threads because BWE3 changes are coming soon. Relax lol….
And your point is?
My point is:
Huh. Unstickied… without a fresh update from the designer.
Weird to unsticky their own feedback thread. Hmm.
At least we should get some sort of response to all the feedback and then they can lock it.Well its over, what you see (now) is what you get (in expansion). sadface
This is silly and dramatic, there are changes to come.
Warlord Sikari (80 Scrapper)
Alright dronies, get your hype hammers ready! Forge is this week!
Warlord Sikari (80 Scrapper)
#1. 2v2/3v3 PvP.
#2. Updated dungeons with a random dungeon finder and updated rewards (so they are faster to play and more frequently ran)
#3. Ways to farm specific materials rather than farming gold for everything.
Warlord Sikari (80 Scrapper)
You guys have got to stop bumping this. It’s going to give me a heart attack. :P
Sorry, I was just kind of surprised they took it off the top, but I hope that’s a sign of news to come! Fear the Reaper!
Indeed, BWE3 class changes will be coming soon for all classes. To avoid a previous disaster though, I believe they are trying to wait and release all changes at once. (Dragon Hunter and Tempest folks were delayed and it caused some drama.) Gee had said BWE3 changes would come soon, but the class base changes, which were initially going to come at the same time, would come a bit later than previously expected. So I’d expect BWE3 changes this week (probably even today or tomorrow), and class changes sometime in the not-so-distant future.
Warlord Sikari (80 Scrapper)
Guys, cmon now. They unstickied all of the BWE2 change threads because BWE3 changes are coming soon. Relax lol….
Warlord Sikari (80 Scrapper)
You guys have got to stop bumping this. It’s going to give me a heart attack. :P
Warlord Sikari (80 Scrapper)
I tend to like it. I especially like how marks work because they’re great bait for stealthers.
To add to the echo, all I really want for staff is:
- 1 Bleed back to Mark of Blood
- 1 or 2 conditions transfered from allies as well with Putrid Mark (semi nerf revert).
- Slight changes to staff 1, adding some power/potency or utility to it. (And better graphic would be great…)
- Maybe 1.5 LF per mark, and a change to soul marks to “double the life force gained from marks”.
I’d be pretty happy with this.
Warlord Sikari (80 Scrapper)
Correct me if I’m wrong, but weapon swapping cancels an attack, IE you are in the staff1 animation and swap to dagger the staff1 won’t complete instead going strait to dagger1 start. DS is doing the same, although not continuing the auto attack engagement which is strange.
Something to note is that kits do not work the same as weapon swaps, you will continue the attack if you swap a kit or drop a kit, however if you “weapon swap” to “drop” the kit it will cancel it.
I don’t know, strange and seemingly inconsistent stuff, I figure DS should work like a kit but it seems a uniquely different thing.
There might be some confusion.
I’m referring to the part that it completely cancels your auto-attack functionality. Weapon swapping, you will continue attacking (granted, with a different attack) where as swapping into and out of Death Shroud turns off your auto attack.
It’s mostly a convenience and an annoyance factor than anything, it’s just frustrating when you expect to still attack you find your auto has stopped because Shroud doesn’t function like a normal weapon swap which maintains your “auto attacking”/“engaged” setting.
Warlord Sikari (80 Scrapper)
