Showing Posts For yobfael.3158:
As the title says, I really enjoyed the beta weekend event considering the bugged events in Verdiant Brink. This did feel exactly like the 2 hour session demos we got to experience with the portal drops, plus the elite specializations and full core revenant profession, which i am totally fine with.
Mob Difficulty: Overall i am really happy with the mob difficulty in this map, except for the stonescales (i think they are called that, map chat at one time was calling them mist dogs), a bit too over powered in my opinion. The rest of the mobs in terms of difficulty I am completely fine with.
Wyvern: I think you guys forgot to adjust the scaling for this guy. The 3 times i fought it, we melted it way too fast. Faster than any legendary grade, let alone dragon should be melted.
Events: Yes both chains were bugged. I did manage to find a way for the Itzel chain to not bug out on the baskets yesterday involving using a revenant spamming impossible odds for super speed and doing all the baskets in a really short amount of time. Got it to work multiple times, hopefully this will help you guys in determining the issue with that event chain. As for the Pale Reavers getting Trahearn syndrome, that chain other than killing the Vinetenders ourselves, seemed to be the only real work around for one section of the quest chain, but always seemed to bug out to an unpassable part when entering the ruins.
Adventures: I didn’t get to do these this time around. The bug one I did once, it still is a fun adventure and I really cant wait to do the other ones.
Mastery Leveling: I was disappointed i couldn’t unlock the second tier for the Itzel mastery track. It was locked this time around and I wasn’t exactly thrilled about that.. but it is what it is. As for the leveling curve, like most grinds if I don’t pay attention and push for it, just enjoy the game, I really did not notice the time it took to level the masteries. However looking at the exp gain per level, does make me wonder about the time frame to fully master a track. However when I did get the notification I filled up the experience bar, it did feel rewarding.
Revenant: Being able to play this profession in its “finished” core state was alot of fun. I also had a blast playing it. Like other posts ive seen I feel the legendary stances lack any form of synergy with each other. Im ok with this actually. I like that each legend has its distinctive roll and I feel it gives them a little more of a personality, so to speak, and i was somewhat allowed to be kind of creative(like having dual swords out, with Jalis channeled, giving me some nice defensive utilities, or having ventari out with the Tablet while fighting mobs down). I tried mixing and matching but eventually fell into the This legend, with its corresponding spec line, and weapons. I eventually fell in love with running Jalis/Shiro combo and just had way too much fun with it. The weapon swapping gave it more dept and I feel a higher skill cap with the class, now not only are u managing 2 legends with their related utilities, now your’e managing 2 sets of weapons, and I’m glad you guys went ahead and did this.
I Also played tempest.. ALOT since ele is my main of course. While i think the spec line itself along with the shouts and overloads could use a little tweaking, overall i really enjoyed it as well. I found a nice spot using Staff with full shouts (minus the heal) running fire/arcane/tempest, or at times fire/water/tempest. I didnt do any real pvp with it either, WvW for reset that’s about it. I already provided some feedback in the Ele forum on one of the feedback post.
Overall my opinion is still the same since the Portal Drop Beta, I love it. Once the kinks are fixed it ll be alot more fun exploring the jungle, which i cant wait to do. Also i noticed the little Sylvari tidbit in the story. Amazing i cant wait to play through it on my Sylvari ranger.
My thoughts on Tempest from a primarily Staff PVE point of view(mostly in verdiant brink).
I tried all wep combos out and just kind of went back into staff doing the open world verdiant brink stuff. Spent a little time Friday night trying it out with my guildies in WVW for reset. I had fun with it. Overall the Spec is a lot of fun, but needs some adjustment.
But i feel in PVE im just finding myself spamming shouts for the might gain from being traited. I also feel in general the shouts could be improved a little bit, especially the cool down on shock and aftershock. The Elite shout I found to be meh, but a couple people I partied with enjoyed the cool down reduction.
The attunement overloads. Mechanically this changed a lot of how i played in PVE. But i don’t feel the payoff/devastating effects of using them other than being locked out of an attunement for longer than usual. I really hoped Air overload would take Glyph of storms off my skill bar, however the vulnerability application on that.. could be better.
When i was using War horn i had a lot of fun with it. Played it with both Scepter and Dagger main hands. One thing i did notice. Phoenix would not blast finish wildfire’s fire field. occasionally neither did Arcane Brilliance or Arcane Blast. I do feel the war horn doesn’t bring to the table no where near close what a focus could bring, or off hand dagger.
The Traits. From a PVE’r perspective (I dont do speed runs, I run meta builds, but more on the casual side these days, not serious or anything) the spec line could use some adjusting. I honestly felt lost in what Anet is trying to make tempest do with the line. A glorified Auramancer? If so, auras could really use some work in that case. Im not calling for damage modifiers or anything but the way Elementalist Spec lines are, each line is pretty specific. And i just dont quite feel that with the Spec line for Tempest.
Anyways this is my thoughts on it.. Overall i really enjoyed the Tempest, just needs to be adjusted a little bit more i think
I have been putting together like a centralized guide to all the information regarding Heart of Thorns for my guildies that I plan to continue updating as new information is released. After showing it to a friend she suggested I share it with the community.
So here it is.. a google docs i put together with alot of copy and pasting and links for all the information about the expansion so far. (I know im still missing stuff and missing updated information.. its a huge work in progress)
Any feed back would be appreciated.
Thanks
http://tinyurl.com/o6zbdn2
I’m just curious if the beta weekends will give us a beta slot or not. I ask cause I’d rather not take my current toons through the beta events, and wait for them to venture through after the expansion goes live.
Figured I’d go ahead and leave some feedback and impressions on the beta test. Thank you Anet for the opportunity to play the beta, and for creating this world I love so much.
no TL:DR (sorry)
Overall the Beta was fun. I really like the direction everything is going though, it still needs some tweaking.
- In the Story instance, npc’s need a little tweaking, especially reactions from npc’s (more specifically at the end) could be a done a littler bit better. hard to really give much feedback with out giving out any spoilers.
- I loved seeing my character talk and respond to events in both the open world and story instance, that was probably the first wow experience(open world) in the beta for me. In the open world with all the chaos going on more specifically the area where you’re first ported in. The event where you’re helping the pale reavers give cover fire to your allies blow, my character’s response felt too casual in the tone, when responding to the “Hey the commander is here to help” dialog. even some of the npc’s interacting with each other amidst the chaos felt a little too casual.
- Open world events: The Itzel events were a lot of fun and enjoyable to play. The Pale Reaver escorts were fun, but not as fun as the Itzel and the last event in that chain was a bit too long, with champ the pale reavers were shooting down re spawning too fast, and maybe could use to some scaling adjustments? Also I was really involved in the event chain, there was no exp rewarded after completion. The Wyvern fight was probably the most fun I’ve had fighting any champ/legendary in the open world. The night time events felt a little too repetitive, hold this and escort this npc to this place. it was fun for the first little bit, but too repetitive I gave up and spent the rest of the night time doing more exploring. I also feel the night time cycle might require a bit too much coordination to work out in the open world? The 2 adventures I played, I enjoyed them as well.
- The Revenant: (disclosure: Celestial Gear, will not discuss damage) This class was a lot of fun. I didn’t like the hammer as much as the mace/axe combo. The legends were really fun, I didn’t feel the 2 current legends worked really well with each other. The animations were fun, but sometimes a little distracting to me, especially when out numbered by mordrem, and using the elite skills, however i really wouldn’t want that changed by any means. I didn’t mess with the traits as much, so i cant offer any feedback on how well they work, however my favorite minor trait had to be in invocations (I think it was a GM minor, Switching legends is instant, instead of a short channel), this made the class a lot more fun to play for me, and allowed better on the fly switching of the legends.
- Masteries: A little confusing at first, I probably missed something in the tool tips about how they work, but overall, satisfied with the system once i got it figured out. It was nice to actually think about exp and being able to see the impact gaining exp can do have, besides levels and skill points.
- Gliding and mushrooms: I only have one thing to note about gliding that i feel could use a little more work. If your’e on unlevel ground, or even level ground and hold space bar long enough, the glider would deploy. And it would trigger on wep swap sigils and legend change traits. A couple of times i would go past a mushroom and it would trigger the dialog for press F, I was trying to loot a mob and it sent me flying away when i wasn’t on the mushroom.
A few minor bugs (listed in the bug thread), but nothing game breaking. Overall quite impressed with the direction the map is going. Really looking forward to exploring the new areas and playing the open world of the expansion in the future.
Bugs i spotted:
Wyvern fight near the Itzel grounds: Wyvern would phase in and out during the fight, the hit box would still be there, but the Wyvern itself would disappear and come back.
Rytlock in the story instance was a little pixelated at first.\
Cut scenes seemed to be lower definition then normal
The black wall at the entrances of the cave.
Not sure if bug but i noticed when jumping if i held the space bar down long enough the glider would deploy, even when not intending to deploy.
Overall great beta test, barely any FPS drops with everything on high(or maxed), did not notice any lag at all. Tho i do feel the objective in the map itself is a little vague?
Its fixed. Myself and a couple friends were able to finish it yesterday. The mote took a couple seconds to show up on my friends run. but that is about it