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Taril.8619

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Posts posted by Taril.8619

  1. @Kodama.6453 said:I kinda don't want turrets to be based on race, simply because I prefer the mechanical aesthetics of them and my main engineer is a Sylvari. Would feel pretty bad if I end up with plant turrets.

    Maybe some plant-mech hybrid? Or mechanical plants instead?

    Either way, some Race based flavour would be cool as opposed to the current meh aethstetics or being forced into something Charr like.

    @Kodama.6453 said:The problem I see with turrets keeping auto attacking is that they probably will never be allowed to be actually good in any game mode, just like they are right now. Because they might potentially be too good in PvP. I think we need a deeper mechanical change to them to allow them to perform well.

    They could always be decent in PvE, much like Necro minions which are meta for Power Necros.

    It'd just be PvP/WvW where they will fall a little bit flat because of things like how OP they could be for contesting control points or just how meh in general most things are in blob wars...

    Though at least in WvW, having turrets that are worth keeping up would at least provide potential use of Experimental Turret because boon generation. The only thing that would be missing is some form of interaction to allow the turrets to actually keep up with the blob... Which I'll get onto later in this post...

    @"Dawdler.8521" said:Static combat and janky mechanics that lag behind the player does not work good in GW2. It's the same reason warrior banners has been sidelined, it's the same reason "traps" are barely used as traps but rather melee AoE

    I'd point out that Traps are used as melee AoE due to the nature of them being required to have an enemy stand inside them. Which, when they're a big glowy red circle, is never going to happen as an actual "Trap"

    It's the same thing with Necro Staff's Marks, you have to place them on top of the enemy, because no-one's going to run into the giant red circle.

    As far as empowering turrets with the mobility required by something like WvW... It's possible to put in some synergy with Tool Kit to allow repositioning of turrets.

    Since, Tool Kit is already themed to have Turret support (Due to healing turrets with its AA's)... If you could do stuff like pull your Turrets to you with Magnet (With reduced recharge when targetting your own turrets) and change the interact effect of turrets from detonation to picking them up while having the kit equipped (Replacing your #1 with deploying the turret in front of you), maybe even turn Box of Crap into something that lets you gather up your turrets to move multiple at once.

    This could allow for someone to keep moving their turrets with the flow of the fight, without having to just destroy them and wait for their CD's again (Which is often best anyway because outside of their Overcharge upon deployment they're pretty meh anyway)

    Unrelated additional idea:

    I was thinking about a replacement for Thumper Turret for something Condi based, so that with my previous post, there would be 2 Power turrets (Rifle + Rocket), 2 Condi turrets (Flame and this new one) and 1 Hybrid turret (Chemical). So I present:

    Sawblade Turret - Shoots piercing sawblades at enemies stacking bleeds on them. Overcharge: Faster attack speed, shoots 3 sawblades in a cone pattern.

    Toolbelt skill Buzz Saw uses electromagnets to cause 5 sawblades to spin around you for a few seconds, dealing damage and applying bleed on each hit.

  2. Honestly, it'd be super cool if Turrets had a design that was dependent on your Race.

    So Asura turrets would look like the hi-tech ones the Inquest use.

    Sylvari turrets would look like their racial skill plant turret thing.

    Charr turrets would look like their various tanks/cannons.

    With Human and Norn also getting some unique race themed looks (From what I can remember, I'm not sure if I've seen anything particularly "Turret-like" from Human and Norn)

    As far as turrets themselves go:

    I'd want them to stay auto-attacking. That's like the core idea behind independent turrets, they control a zone because they shoot at whatever comes into their range. Your suggested non-auto attacking turrets sound like glorified "Mines" (In the sense of how Engie's in-game Mines are manually detonated, rather than actual mines or the mines that enemy factions use that auto-detonate in proximity) sitting around doing nothing until you tell them to do something.

    However, overcharge being the activated skill rather than detonation would be welcome, especially as it would make maintaining them more beneficial (Especially Healing Turret which is notable because the best way to get healing from it is to plop it down and insta-detonate it while its Water Field is active for the AoE heal combo...)

    For turret changes, I'd like to see:

    Healing Turret - No regen on the self heal, but an increased heal amount. Periodic AoE pulse healing and Water Field with no Regen 5 targets. Overcharge: Big heal, cleanse conditions, apply Regen 10 targets CD of like 30-40s.

    Rifle Turret - Raw damage, no condi's at all. Shoots targets with piercing shots. Overcharge: Increased fire rate and damage output, attacks also shoot an additional round.

    Flame Turret - Reduced power damage, longer Burn (At least 3s burn duration so it can maintain 100% burn uptime) causes a Smoke field upon deployment. Overcharge: Instead of shooting flames in a cone, it shoots fireballs that have increased range and splash in an AoE around the target, burning duration is increased.

    Chemical Turret - I like the idea of this instead of the Net turret. Though, I'd see it as something that shoots globs of chemicals at a target that leaves a patch of gloop on the ground (Similar to how Fanged Iboga pet pukes on stuff), impact and patch of gloop applies poison and vulnerability with the patch applying it every interval (Interval of 1s). Overcharge: Increases the splash size and thus the ground patch. Causes 2 stacks of poison and vulnerability per instance. Also applies random Boons to allies in the area (Swiftness, Vigor, Might, Fury)

    Toolbelt skill Acidic Mist releases a PBAoE spray of chemicals that strips boons off enemies and cleanses conditions from allies every 1s interval for 4s.

    Rocket Turret - Shoots rockets at enemies with higher than other turrets ranges, attack rate improved to 3s interval down from 4s. Overcharge: Fires salvos of smaller missiles every interval at up to 5 targets in range. Each missile can hit up to 3 targets. 3 missiles per salvo. Interval is 1s.

    Toolbelt skill Rocket applies knockdown.

    Thumper Turret - Deals damage in a PBAoE and applies Cripple. Overcharge: Increased attack rate and attacks also apply Barrier to allies in the area.

    • Like 1
  3. @Mobian.8256 said:I don't really think build diversity matters that much when more often than not you aren't going to end up using a core class to begin with, in almost any circumstance, outside of not having an elite spec unlocked. (Or in pvp, in some cases.)

    I would also argue that yeah it does feel like kitten to level a class, but the whole point of it is to learn it, and ultimately go to an elite spec.

    But that's the point.

    Since, due to how OP Elite Specs are, given that in most cases they haven't been successfully balanced as sidegrades and are instead direct upgrades, you end up with reduced build diversity because you literally have no reason to do Core builds in many circumstances as well as having leveling focused entirely around "Get to level 80 so you can start playing your class"

    @Mobian.8256 said:I literally don't understand this lolI've never heard someone call it a fail in design, because I've never heard anyone complain about not being able to play a base class in FFXIV in all my years.

    1) The devs themselves called it a mistake.2) It's the reason why no Expansion Jobs have core classes3) There are quite a lot of complaints about not being able to play base classes. Notably a lot of people wanting to play Rogue (Or Thief) instead of Ninja as well as people wishing for Conjurer as a job (Not to mention how many years people have been asking for more element skills for WHM instead of only Stone and Aero... Then instead we have Shadowbringers delete Stone and Aero and give them Holy spells instead lel)4) There are also a ton of complaints about how Bard doesn't feel Bard-y enough, because of the devs trying to cater to Archer players.

    @Mobian.8256 said:More over they could buff/change weapons in general, even if E-Specs were direct upgrades.

    They theoretically could, yes.

    But there's little reason for them to do so if the entire focus is on churning out new E-Specs constantly.

    It's only if Core builds are viable and useful that it makes sense to add new stuff to Core, otherwise any new stuff that may be added to Core could just be thrown into a new E-Spec.

  4. @"Mobian.8256" said:I personally don't think that elite specializations need trade-offs, because there shouldn't be a reason for you to want to have to go back to a base class, they should be upgrades to a class that bring in more, and make it more engaging.

    I disagree.

    I feel it's boring design to have Elite Specializations be powercreep over Core builds, since it severely reduces potential build diversity, since your only "Choice" is between 2 Core specializations because the 3rd is always going to be whatever is the most broken Elite spec.

    Having an actual choice of 3 specializations from Core or 2 from Core and an Elite is more interesting as there's more focus on what you want your character to be able to do as well as synergy between specializations and more emphasis on Elites doing a specific thing (I.e. Their change to class mechanics)

    Not to mention how it makes it feel like crap to level a class, because throughout all of 1-80 you're playing with the Core stuff and with Elites being so OP, it means your Class doesn't really start until you've hit level 80 (Then ran around PoF/HoT collecting HP's...) - Which is literally the antithesis of one of the aspects that drew me to GW2 in the first place, which was that the journey was fulfilling and it wasn't just another "Get to max level NAO!" MMO.

    @"Mobian.8256" said:Elite specializations remind me a lot of jobs in Final Fantasy XIV, where you're given tons of new abilities that really enhance your class as a whole, and you'd never really want to go back to your base class because it's just not an optimal thing to do at that point. You play a bard, not an archer. You play chronomancer, not mesmer. Even if you share similar things, it's still a different thing in my mind all together.

    Classes becoming Jobs in XIV are one of the games big failures. Which is probably why they were abandoned almost immediately after the 2.0 release (With all future Jobs being released stand alone without a class requirement)

    Since they screw over players who wanted to play Archer, not Bard. Rogue, not Ninja. Gladiator, not Paladin. Conjurer, not White Mage. Etc.

    Which means that their later updates to the Jobs was more difficult, because they were trying to please both Archer players and Bard players (I.e. Players who just wanted to shoot people with a Bow and players who wanted to support using Songs to buff allies) which is hard to do because you're trying to cater to 2 completely different class archetypes (The end result is "Bard" in XIV plays like an Archer who has Aura buffs that only have an appreciable effect on allies if you're analysing parses...)

    Meanwhile, for GW2, if E-Specs were sidegrades, someone who wanted to play Mesmer, could play Mesmer, while someone who wanted to play Chronomancer could play Chronomancer. As opposed to someone who wants to play Mesmer having to play Chronomancer/Mirage because that E-Spec is just objectively more powerful.

    In addition, having Core builds still be relevant, means there's more reason for ANet to bother actually implementing additional things to Core classes, such as additional weapon sets (Or buffing the current bad ones) or utility/Elite skills which would also improve options for E-Specs too. Rather than only adding things to classes via E-Specs which are only usable with that E-Spec and so becomes obsolete when they add in a new, stronger E-Spec that everyone will use.

  5. @Hitomi Shadowleaf.5629 said:Why is our community so hung up on being hybrid?

    I guess because more options is more interesting.

    @Hitomi Shadowleaf.5629 said:A hybrid literally puts you into AT BEST the middle of the pack. Elite specs are suppose to be specialized to makes good at something why would you ever want that to be mediocre?

    Elementalist says hi.

    You know, a class whom has equally viable Power and Condi builds for both their E-Specs.

    Since, it's not particularly hard to enable Power/Condi hybrid builds. You just have to have access to Power scaling damage and Condi's with traits that aren't completely specific in nature (I.e. Thief E-Specs being only Power based damage modifiers). Kalla, while a flawed E-Spec in overall design, at least does this by the way of how Kalla's Fervorbuffs both Ferocity and Condi damage meaning it scales the damage of both Power and Condi builds.

    @Hitomi Shadowleaf.5629 said:Haven't we tried that route enough? Both Kalla and Glint have been hybrid and they both are classed as Support with Kalla only being a dps for very specific bosses.

    The issue with Kalla and Glint isn't that they're inherently Hybrid, but that they are a mix of 2 completely different roles. Support and DPS hybrid always makes for a mediocre choice where it often results in mostly the Support build (See: Banner Warrior, Boon Chrono, Heal Druid etc)

    Whereas, being hybrid in Power and Condi means that whichever way you slice it, you're a DPS. You just have different flavours.

    @Hitomi Shadowleaf.5629 said:That and getting silly gimmicky weapons or specs that already exist.

    Well... As far as weapons go... An Elite Spec that is hybrid Power/Condi doesn't necessarily need to have a hybrid weapon. It could still have a pure Power weapon since it's not like Mace/Axe is terrible for Condi play (Though the lack of alternatives outside Kalla's SB does highlight the issue that is Rev's lack of weapons which, unlike Engie whom also has few core weapons, still has the ability to swap between weapon sets making 2 weapon sets of a particular type more relevant)

    Since we also have examples of E-Specs that are hybrid but also have a specific weapon type. Such as Berserker with their Condi Torch, Mirage with its Condi Axe and Chrono with its Support Shield.

  6. @"Kodama.6453" said:You still didn't respond to my point, tho.

    For the system to allow to use elite spec weapons on core would be inherently unfair, since some classes have weapons designed in a way that makes them viable solely while used with their respective elite spec, while other classes have not such limitations.

    I don't think that we should introduce something that makes the treatment of classes so unfair.

    If by "Some classes" you mean literally only Holomancer.

    No other E-Spec weapon in the game is influenced by their E-Spec, even ones that have traits that buff them are plenty viable without the trait.

    Even then, Holo's Sword isn't Necro Dagger level of trash without Heat and without the 100%+ Heat trait and would be serviceable purely for being a Power MH weapon to go with a Shield.

    Which also highlights the fact that even with Core Weapons, some are stinkers, such as Necro MH Dagger, Warrior Rifle, Guardian Hammer and Mace, Ranger Sword, Thief Shortbow (Outside specifically Infiltrator's Arrow) and Mesmer Scepter.

    Unless this is "so unfair" and thus we should be asking for these weapons to be removed?

  7. @Lily.1935 said:What would a well do on necromancer? An elite well could be interesting but what void could it fill for the necromancer?

    Well, looking at what Wells we already have on Necromancer:

    • Boon Corrupt
    • Condi Corrupt
    • Blind
    • DAMAGE (And Vuln)

    Other aspects of Necro that could be utilized for a Well are:

    • Condi transfer
    • Life Siphon (Both the well siphoning life and also the well granting allies inside it life siphon similar to Soulcleave's Summit)
    • Chill
    • Spawning minions (Jagged Horrors/Shambling Horrors)

    It could be interesting/hilarious for the Elite well to spawn horrors for each target it hits... Just this black pit that has flesh monstrosities pouring out of it (RIP Framerate). Throw in some Chill to keep enemies in there and maybe add a dash of life siphon and voila you've got yourself a new Elite well. Just imagine it with Death Nova... Such pog.

  8. @RabbitUp.8294 said:On the actual topic then, I do wish we could get a new core elite skill for each class, like they did with healing skills back in the day. They could even be pve-only if balance was an issue, but having only 3 elites is for me one of the bigger reasons why I don't like playing core (besides rev, of course, which is an entirely different beast).

    Yeah, that would be neat. Also, there's room for 2 more Elites per class, given they all have 2 Utility lines that don't have an Elite associated with them:

    Elementalist - Arcane and SignetWarrior - Shout and StanceRanger - Trap and SignetNecromancer - Signet and WellGuardian - Consecration and Spirit WeaponThief - Signet and PreparationEngineer - Gadget (I only just realize that Engie only has 4 utility types but has 5 skills in each)Mesmer - Illusion/Phantasm and Mantra

    Of course, Rev is the odd one out, given that they have 4 Elites but only 3 skills of each utility type... Though, the compromize could be a new core Legend instead of 2 Elites (Heck if I know what Engie should get instead of 2 Elites...)

  9. @Cyninja.2954 said:Read what I wrote:Monopolization is not necessary for something to be powerful. Even having over representation is already enough. Given how these weapons are currently implemented, they are more powerful than most of their core weapons, in some cases even without ANY trait bonuses.

    Yes, but you have been going on about how "IT'S META FOR E-SPEC WEAPONS!" and "EVERYONE USES E-SPEC WEAPONS!" when there are quite clearly, even at Snow Crows level of optimization, builds that forgo their E-Spec weapons even if it is functional for the role that they're performing.

    With "Over representation" being something you will need to provide evidence for, especially given my final statements of the previous post, about how classes utilize 2 weapon sets and how poorly represented some classes core available weapons are. Like for example, in regards to Power Necro. It literally only has 2 options for viable Power weapons. So what 2 weapon sets is it going to run? Does this mean that GS is over represented in Power Necro? Or is it simply a case of Necro needs more non-trash power weapons in general?

    @Cyninja.2954 said:Want me to make a list of ALL the builds on their site to prove my point? You mentioned how many? 13? (btw, condi chrono would absolutely use the mirage ax, just like some of the other builds would change, using that build as an example is quite weak since it's exatly a build which exists BECAUSE of the current limitation). How many builds are on the site? 40+?

    If you can utilize them to prove your point, go ahead. Especially factor in all the builds they have on there which are used for exactly 1 boss fight too. Bearing in mind what I just said about proving over representation.

    Also, your comment about Condi Chrono using Axe just furthers my argument, that builds will have more available options of weapons to use with unlocked E-Spec weapons. Since currently, Mesmer has a small number of Condi weapons, with it mostly being focused around OH (Torch and traited Pistol) and with Staff being a joke weapon that is inconsistent in whether it wants to be a support tool or condi weapon...

    @Cyninja.2954 said:Never said PvP is dominated, I said the weapons see use in builds which lend themselves to the weapons design, and for those builds, the elite weapons almost always see use over other core weapons.

    You said:

    @Cyninja.2954 said:even in some pvp/wvw builds e-spec weapons are dominant (if the role for the elite in that game mode correlates with the e-specs weapon design).

    Unless you were trying to make a useless point along the lines that "Builds that use E-Spec weapons, use E-Spec weapons!", which is asinine...

    Overall, PvP/WvW builds favour non-E-Spec weapons. Yes, SOME builds exist that use them, but we're apparently talking about optimal usage (As per your own quote) and the optimal builds disfavour them.

    @Cyninja.2954 said:It's called freedom of speech. I get to express my opinion, and this subject matter has been up for nearly 5 years now. Most of the time by people who put no thought into how complex of an issue this is. I simply didn't feel the need to initially put in paragraphs worth of effort for something which should be rather obvious to most. There are others threads on this issue where this was discussed, multiple times by now.

    Of course you have the right to express your opinion.

    The fact is, you don't have to unless you care enough to do so.

    Heck, if you're so sure that ANet won't be doing it anyway, then you don't even need to voice your opinion because it is apparently shared by ANet.

    If you feel that the topic has already been discussed to death, then you could simply ignore the thread and move on? Unless you actually care enough to put the effort in to make posts in topics.

    @Cyninja.2954 said:I didn't start an argument with you. You replied to my comment first. Ever since then I've been clarifying points or correcting yours.

    It matters not who started the argument, you've continued it. You could have walked away at any time. If you really didn't care, you would have done so by now.

  10. @RabbitUp.8294 said:How can you simultaneously think revenant was a mistake and also want a new class?

    It may be my error, but this thread is about new Weapons/Utilities for existing Core classes, as opposed to a New class.

    Upon rereading my title and OP, I see that it comes across as asking about a new class (Personally, I don't know where a new class would fit, what with it unbalancing the armour classes as well as many things being possible as E-Specs, even the above mentioned Wizard which could simply be an E-Spec of Elementalist that forgoes the Elements and instead gets some pure magic-y type stances to use in lieu of Attunements especially given their Arcane skills which are pure non-elemental spells)

    @Kulvar.1239 said:If only we had a 4th trait line only for eSpec and core was made into its own eSpec unlocked from level 1.

    I'm curious about how you'd imagine that'd work.

    Like, would the Core E-Spec be a new trait line that is full of generic boosts to the class in general?

    Or would it simply be a Classes core mechanic Spec (I.e. Arcane for Ele, Trickery for Feef, Invocation for Rev, Illusion for Me(s)mer, Soul Reaping for Necro etc)?

    Given that E-Specs have a focus on their unique class mechanic in their traits, either one could be argued.

  11. @Cyninja.2954 said:So wait, PvE specs are dominated by by e-spec weapons, which makes sense since here most builds that use them are pure in their design, where in pvp a lot more hybrid approaches are needed, and even in some pvp/wvw builds e-spec weapons are dominant (if the role for the elite in that game mode correlates with the e-specs weapon design).

    Dominated, but not monopolized.

    Even if you only take Snow Crows as the epitome of PvE, you have; Power Chrono, Condi Chrono, Heal Scrapper, Condi Holo, Condi Druid, Core Boon Thief, Core Power Guardian, Power Dragonhunter, Boon Herald, Alacrity Renegade, Heal Renegade, Power Banner Berserker and Power Berserker.

    All of which, according to their optimal builds, either are Core specs (The Thief and Guardian core builds) or don't use their E-Spec's weapon.

    Also, PvP/WvW builds don't have E-Spec weapons being dominant. Most tend to favour various core weapons that fit the game modes better (I.e. Staffs and Greatswords for AoE in WvW and Focus and Warhorn in sPvP for defence/utility).

    @Cyninja.2954 said:Again, without factoring for even additional weapons or the extra work required.

    Which, again, according to YOU, may not even be relevant since we may not even be getting additional E-Specs irregardless.

    @Cyninja.2954 said:But you do you, I honestly don't care. I highly doubt this will change as I expect the devs to actually try to maintain some type of workload balance.

    Clearly you do care. Otherwise you wouldn't have come into the thread in the first place to scoff at people whom have a different opinion, nor would you have started arguing with me in regards to if E-Spec weapons are powercreep and thus would be unbalanced when allowed to be used as Core (Which, many people would argue would be weaker overall since it's oft regarded that E-Specs themselves are powercreep, with certain exceptions such as Thief, Guardian, Necro and Ranger whom have viable Core builds)

    At best, the situation is that E-Spec weapons are sometimes more acutely tailored towards a particular build (I.e. A Condi weapon). With often the case also being that given that 2 weapon sets are used for most classes (Sans Ele and Engie), that they complement what is otherwise an isolated weapon type for a build (I.e. Power Necro only had Axe/Focus before GS, due to Dagger and Warhorn being trash and everything else being Condi or Utility. So no surprises that when Reaper came out every Power Necro now runs GS + Axe/Focus. Same thing with Condi Necro, OH Dagger is trash so of course everyone is using Torch with their Scepter as Focus and Warhorn are Power based)

    This latter aspect, of their being cases where a class has few options for a particular build type to the point of not having 2 viable weapon sets with the same focus, is one of the driving forces behind a wish for E-Spec weapons to become core. So you can play more variants of such a build without being locked in to a particular class mechanic due to the E-Spec (It'd be cool to play Condi Necro while having normal Shroud for example. Or playing a Melee Condi Ranger with 2 pets etc)

  12. @"Yasai.3549" said:I think it'll be ages before Anet will ever get on that because their balance team either has trouble balancing whatever we currently have, or adds in new stuff which power creeps really really hard.

    Still, I want to see more stuff for core professions.I'm a little sick of Elite specs dominating the majority of the content, so much so that some professions are recognized by their Elite spec more than their core (Chrono was one of these for a LONG LONG time before it got hardcore dumpstered, Herald is also one of these)

    Yeah...

    It's very noticeable when ANet does make nerfs to E-Specs with the reasoning of "E-Specs are meant to have a trade off" (Such as the nerf to Soulbeast's pet swapping in combat) as it implies that Core builds are supposed to be equally viable to E-Specs.

    While in reality, various E-Specs are synonymous with various classes (I.e. Power Necro = Reaper), with a huge number of Core weapon sets and Specializations being pretty horrible compared to E-Specs (With a good number of E-Specs having decent selections of Traits to create a number of builds, with some weapons even being flexible enough to be used in Power and Condi builds such as Tempest Warhorn, Weaver Sword and Soulbeast Dagger)

    To be honest, even if they don't add anything new to classes (Core or E-Spec) a lot of classes would feel like new if they went back and revamped core weapons and specializations since there are a lot of weapon skills, traits and trait selections (I.e. Ele Water GM that is a selection between 3 support traits) that are just outright garbo.

  13. @Kodama.6453 said:Thief also already had single target dps, they still added deadeye as a dps elite spec.Yes, revenant has the core bruiser archetype, but there is no elite spec for it. And as I said, renegade already serves as revenants damage oriented elite spec.

    I just think that it is more interesting to give these 3 elite spec roles to all the classes. Hence why I am asking for a support elite spec for my main engineer, since we already got dps (holosmith) and bruiser (scrapper) covered.

    But Rev has Glint which is an Elite spec that provides a defensive weapon as well as defensive support (You can get perma-Protection and Regeneration, in addition to your Retribution/Corruption core specs)

    For Elite Spec weapons, Rev is missing Power DPS. Glint's Shield is Support/Bruiser, Kalla's Shortbow is Condi.

    With them already having baseline defensive options through Sword MH's Evade and Staff's Block + Healing.

    Thief and Ranger really should have gotten a new role from their PoF E-Specs rather than doubling down on rDPS and mDPS respectively with Deadeye and Soulbeast (Though, they at least got a Ranged Power Weapon and a Melee Condi Weapon which they were missing beforehand)

  14. @Kodama.6453 said:Revenant has the support and dps roles covered, what is missing is the bruiser role. So I would prefer that revenant gets a weapon that has some built in defensive capabilities.

    Shield/Staff and Retribution?

    Also, Corruption.

    Rev already has Bruiser/defensive options.

    With Jalis being very much a Bruiser based Legend and Corruption spec providing a lot of defensive options for Mallyx.

  15. So, looking at what we currently have:

    We have 2 Support Elites.We have 1 with a Support weapon (Shield)We have 1 with a Condi weapon (Shortbow)

    Thus, it would make sense to get a selfish DPS Elite that comes with a Power weapon.

    With that in mind, and because getting 5 new skills > getting 3 or 2 new skills the options for such a weapon are:

    • Greatsword
    • Rifle
    • Longbow
    • Dual Pistols
    • Dual Daggers

    Unless they pull out something new like Focus/Torch/Warhorn MH or Scepter OH or an Elite that comes with 2 different weapon types for a MH+OH combo.

    Outside of that, I personally hope the weapon will be a similar style as Sword/Sword, by way of having decent Vuln stacking so that Battle Scars life siphon can come into play.

    Ideally, I'd like to see some Norn Legend. But it's unlikely given that ANet forgets that the Norn race exists...

  16. I just noticed that when doing the Personal Story quest "Close the Eye" and picking up the Senechal's Keystaff, it has Necro's GS 2 and 5 skills.

    Like, literally, the same skills. Gravedigger and Grasping Darkness.

    The only difference is Gravedigger has a different icon and deals bonus damage to targets under 50% life instead of the CDR effect...

    Did ANet literally just copy/paste these skills when creating the weapon for Reaper?

  17. Probably Elementalist?

    One of the highest parsing specs in PvE according to Snow Crows is Power Tempest using Scepter + Warhorn.For WvW, the Meta is Power Weaver with Staff or Healing Tempest with Staff.

    It's only sPvP where their optimal builds start to get more melee with Dagger/Focus (That said, some of Ele's Dagger attacks have some range on them)

    Necro also has some decent ranged with condition builds (Scourge in PvE and WvW and Core in sPvP) due to using Scepter/Warhorn + Staff or Scepter/Torch + Axe/Focus or Scepter/Torch + Scepter/Torch (For sPvP, WvW and PvE respectively though WvW can also utilize Staff instead of Axe/Focus)

  18. @Crab Fear.1624 said:A smaller pool of 10 initiative and no traits to increase its max.

    This would mean their would be an initiative pool of 10 per weapon set and each would be on separate cooldown.

    Weapon skills costs should get lower values such as the 7 should be lowered to perhaps 5, all 6s to 5, the rest may perhaps be balanced.

    Pfft...

    Like that would happen.

    More likely that we'd get stuck with an init pool of 10 and all our skills will cost 11 init because people whining in PvP about how Thief can use skills ever...

  19. "Firearms are loud, thefore scare animals away"

    Meanwhile, on Ranger... Warhorn :p

    As far as reasoning behind the lack of guns on Ranger, I imagine it's more to do with them wanting to supplement a Support build with Druid (Where something magical like Staff or Sceptre makes more sense) as well as a Melee build with Soulbeast.

    I'd quite like to see Ranger get a Rifle for DPS at some point though. So that it would be possible to play Marksman build with Farsighted and utilize Longbow and Rifle weaponswaps.

    Though, we'll see. I'd imagine the next Elite Spec for Ranger might end up being a Boon share focus to help them in WvW, meaning something like Focus would be the likely weapon.

  20. @Cyninja.2954 said:Yes, and I am looking at all game modes where elite weapons are meta and see use while you selectively take game modes or even part of game modes (like chrono in pve) to argue that their elite weapons are not as powerful as they are.

    And I'm looking at all game modes and looking at numerous builds on numerous sites.

    If Elite weapons are as powerful as you're claiming them to be, they'd see use in 100% of builds where they would make sense.

    But they are not.

    There are PLENTY of builds that forgo them in favour of core weapons, across ALL game modes.

    With only PvE being heavily dominated by usage of E-Spec weapons (If you look at specifically Snow Crows, other sites have many more PvE builds using non-Snow Crows set ups)

    Which suggests that E-Spec weapons are not the end-all-be-all of weapons.

    As should be the case, given that according to ANet, E-Specs are about a trade off of what you gain vs what you lose. With it being predicated on the balance of the core class mechanic changes rather than factoring in the weapons and utilities.

    For example;

    • Soulbeast sacrifices the ability to swap pets in combat to gain the benefit of being able to merge with pets.
    • Spellbreaker sacrifices an Adrenaline bar and the ability to use T2/3 Burst skills to gain the benefit of Full Counter.
    • Chrono sacrifices their baseline Shatters which include a shatter effect centred on themselves, to gain the benefit of the Chrono shatters.
    • Mirage sacrifices Dodge Roll, to gain the benefit of Ambush attacks.

    Etc.

    If Weapons and Utilties were factored into the trade off and were considered beneficial, then E-Specs would come with more drawbacks to balance them out.

  21. @Cyninja.2954 said:

    • sword on scrapper (which allows for sword shield combo on scrapper)

    Meanwhile, several people in this thread have mentioned how Sword would suck outside of Holo due to not getting the Heat scaling...

    @Cyninja.2954 said:

    • the entire elementalist design with shared skills on weaver

    How would this be a problem?

    You realize that Weaver wouldn't get any additional skills other than those of Warhorn OH right? Since the Dual Wield skills are based on the MH weapon?

    While only Weaver would be able to access Dual Wield skills because only Weaver can straddle 2 different attunements at the same time (Meaning any other build would get the pure element attacks from Sword)

    @Cyninja.2954 said:I was addressing the comment which offered this as a balance solution, obviously showing that some players consider this all weapons available approach as problematic for pvp.

    Yet you were addressing this in response to me, and I've never put forward such a suggestion.

    @Cyninja.2954 said:Yes, there are many builds which are sub-optimal. I thought this was about top end builds or problems due to weapons being to powerful?

    Uhh... You say that like the meta for sPvP isn't Dagger/Focus on all Ele specs. With many popular WvW builds also using Staff on all Ele specs.

    Only in PvE and specifically Raids and Fractals does Sword and Warhorn become a major focus.

    @Cyninja.2954 said:The fact that sword and rifle are very close does not make sword in any way less powerful. On the contrary, sword would be a superb main hand on any non holo build for its purposes.

    Given that Sword in non-Holo would be significantly weaker due to not having Heat scaling, I doubt that would be the case.

    @Cyninja.2954 said:So the main build chrono sees use as, tank and boon support, is not considered the main thing to balance around? Shield is used on probably 80% of all chrono builds, especially now where chrono has no pvp presence.

    I see plenty of DPS based Chronos.

    Especially when you can have Renegade and Firebrand being the perma-Alacrity/Quickness buff bots.

    Even Snow Crows has Power DPS Chrono as meta for equal numbers of bosses as Boon Chrono.

    @Cyninja.2954 said:A lot of reaper builds use shouts in WvW. Not sure what you are talking about.

    That doesn't detract from my statement.

    Plenty of Reaper builds don't use shouts. PvE Reapers tend to not use Shouts. sPvP Reapers don't use shouts (Though Core Necro is the preferred sPvP build...)

    WvW Reapers are the ones who mainly use shouts. But then again, I see 90% of Necro WvW builds being Scourge.

    @Cyninja.2954 said:Dagger main is meta, even if it shares its spot with sword on dps builds.

    Most builds I see are GS/LB. Outside of WvW where if I try to look for WvW builds on Ranger I just get "Not viable" as a result xD

    It's only in Raids where I see Dagger MH being prominently featured.

    @Cyninja.2954 said:You mean besides one of THE most powerful condi builds, right?

    Given that the most powerful Rev Condi builds are Herald, I somehow doubt they're using Shortbow...

    Meanwhile for Rene, in sPvP and WvW, the meta builds are Mace/Axe + Sword/Sword

    It's only in Raids that SB is utilized.

    @Cyninja.2954 said:Break enchantments is a must use skill in WvW. As is reveal. Not sure what spellbreakers you play. Their meditations see a ton of use, as do their daggers.

    And yet, the meta build sites I visit suggest running Shouts build with For Great Justice/Shake it Off/Balanced Stance.

    sPvP shows a standard Frenzy/Shake it Off/Bull's Charge.

    While PvE is of course Bannerslave.

    @Cyninja.2954 said:Which most builds do, IF the weapon fits the purpose of the build.

    Which most builds do not.

    Even when an E-Spec build uses their utility, they tend to only use 1 or at best 2. Not Heal skill + 3 Utility + Elite which would be expected if it was powercreep over base kit.

    Many builds as I've mentioned, don't use their E-Spec's weapon.

    Also, IF these things were supposed to be powercreep over base kits, then there wouldn't be any Core builds. Yet, Core Necro, Core Ranger, Core Mesmer and Core Guardian see play still (Depending on game mode)

    @Cyninja.2954 said:Your main problem here seems:A.) you keep switching between game modes you argue

    That's because balance requires thought of all game modes...

    @Cyninja.2954 said:Not even going to answer this. The developers have made statements how much work it takes to balance around split skills. There is nothing which suggests that making changes as they are asked for here is in any way less work. On top of all this being additional work for future development.

    Except, again, I don't suggest the split skills thing. Like I've mentioned repeatedly now.

    Also, you said it yourself, that it's not guaranteed that we get any more E-Specs so "Additional work for future development" is by your own account, not even guaranteed.

  22. @Cyninja.2954 said:I could strait off the bat name at least 4-5 combinations of elite spec weapons which would be a total pain to balance when used with a different elite specialization based on their utility alone.

    Such as?

    @Cyninja.2954 said:That was not what I was referring to primarily though. I was referring to the fact that a change like making it only pve viable (which was suggested as a way to avoid balance issues) would cause even more splits to development and work.

    Though, personally, I don't ask for such a thing.

    I really don't see the need to specifically make it a PvE only thing. Especially given how many E-Spec weapons simply aren't used.

    @Cyninja.2954 said:That is your interpretation (and a very limited at that) given how almost all elite specs make use of their unique weapons and utilities, it is very clear that these weapon are either:

    They do not.

    There are many Elementalist builds that use Staff as Tempest/Weaver or use D + F/D instead of Sword. As well as many Weaver builds that don't use Stances.

    A lot of Engie builds still just use Rifle and don't use Exceed skills (With usually the 1 they use being Laser Disc but Exceed skills would also be less desirable without Holo due to heat bonuses)

    Pretty much no Dragonhunter uses Longbow and builds tend to only use 1 Trap (Procession of Blades)

    Most Chronomancers don't use Shield and typically only the Boon focused variety use Wells. Also, Mirage only uses their Deception skills due to the Mirage trait Self-Deception without it these builds wouldn't use them (Maybe Jaunt would still be used in PvE given that Mesmer Elites are underwhelming there)

    Plenty of Reaper builds don't use Shouts, especially Raid builds which tend to favour the Minion skills and Well of Suffering. Though it's worth noting that GS and Torch are both used a lot in Necro mostly because their core weapons are pretty trash.

    Few Ranger builds use Dagger MH even fewer use Stances or Glyphs.

    Few Revenant's use Shortbow or Shield.

    Few Thief's use either Physical or Cantrips.

    I can't find any Spellbreaker builds that use even a single Meditation. While I can only find a few Berserker builds that use Torch.

    If these things were "Direct upgrades to core" then you'd expect to see every build running their associated weapons and a full suite of their unique utilities.

    If these things were in tune with the E-Spec, you'd see much higher representation of their utilities and likely a higher volume of a particular build type on a specific E-Spec (Especially a build type only created with an E-spec). But we see plenty of cases where an E-Spec opens something like a Support build but still has Power AND Condi DPS variants (I.e. Chrono, Herald, Renegade, Druid, Firebrand and Tempest)

    If these things were balanced as a package deal, they every build would be running their associated weapons and full suite of unique utilities because they would be balanced around that. In reality, there are plenty of times where core weapons and utilities are used instead, which leads towards GW2's entire ethic of "Play how you want" which allows you to pick specs you want, weapons you want and use gear you want to try and make things work. That is until E-Specs introduced the whole "You MUST play with this E-Spec to use this weapon that isn't really tied to the E-Spec in any way"

    It would be a different story if all E-Spec weapons were like Holo Sword, in that they utilized the E-Spec's unique mechanic in their functionality, which would make them more focused around being paired with said E-Spec. But this is not the case. All E-Spec weapons except Holo Sword have 0 interaction with their E-Spec (Before you argue Thief Rifle, Deadeye provides the Malice scaling mechanic to all weapons not just Rifle), with additionally only a few E-Specs even getting a Trait to buff the weapon.

    But as it stands, the majority of E-Spec weapons are simply designed as regular weapons, which makes them feel like they could become core without much issue.

    @Cyninja.2954 said:No, it is exactly the reason to not ask for changes which increase workload.

    If I personally had to chose between making weapons available to core or getting a third elite specialization, I'd go with a new elite specialization all the way and every type of implementation which supports or helps this outcome. Increasing already high workload is as such not my first choice.

    Increased workload?

    Because of?

    Adding 2 additional Adrenaline tiers to Warrior Dagger and putting Malice scaling on a Malicious Hook Strike?

    Those would be the only additions required to allow current weapons to become core. (That and adjusting the weapon unlock part of the E-Spec to be global. Which is already partially the case, given that you can equip E-Spec weapons after unlocking them even without the E-Spec equipped and save them to loadouts. You just miss the ability to use them)

    Unless you're still talking like EVERYONE who wants E-Spec weapons to be more available specifically wants some random PvE split that would require more work.

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