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Lobomon.6210

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  1. So that's why the HP shown in the Pet Management window also doesn't match the HP the pet actually has. Yes, I was and I noticed the 30% increase from Fury but I thought it was intentional and just wasn't mentioned in the trait. This always comes back to the same thing, they need to clean up the pet bugs and stats.
  2. My number one request for Ranger is that they revisit and update the pets so we have more choices! Some of them have become really outdated. For example, why would I use a Bear when I can use a Jacaranda that has the same toughness and, even though it has less HP, it has more base power, an excelent healing skill, CC and a great damaging ability. Druid weakens the pet and SB merges with them but the Untamed is an elite spec that wants to make more use of the pet so this is becoming a really apparent issue. Make tooltips clearer, specify when traits/skills affect the pet, clean up the Pet Management window and the stats (they don't match what the pets actualy have). Also, some abilities have the same name even though they are different abilities like the Feline, Boar and Greatsword 2 'Maul' or the Feline and Bird 'Slash' autoattack. For me, the main point has to be diversity! Even in the same families there could be some diversity in the pet abilities or stats. The pet archetypes don't have to be Soulbeast only, they could influence the base stats of the pets, instead of being defined just by family. Most core game pet abilities are also very bland and uninteresting compared to the expansion ones (for example, birds' Quickening Screech which only gives swiftness - could also give quickness which is an excelent boon and it's right there in the name of the skill haha- or cats' Bite which is basically the autoattack but with more damage). I am not saying every pet should have different abilities, that would be extremely hard to make and balance, and some common skills helps tie the families together. Yet, I think there are so many thing that could be added like: -- Executioner style abilities - pretty self explanatory, predatory animals like the feline line (example only) that hunt their prey could have a boost to some abilities if the enemy is below X% HP as if they're close to getting the kill); -- Extra Crit Chance abilities - similar to the Jaguar's Stalk but skill specific rather than a general status since that's already the Jaguar's identity; ^As a follow up to this point, it's weird to see some pets like the Owl whose primary attribute is Precision and does not have any condition damage abilities, with 0 Ferocity and 700 Condition Damage -- Conditional abilities - do X more if Y condition is met (similar to the Iboga's Consuming Bite which deals more damage for each condition or the Wallow's Undead Plague which increases poison duration on CC'ed foes); -- Mob abilities - for example, Sand Lions are cool/annoying in the open world using the sand shields to repel projectiles and the pet only gets a roar that inflicts blind because the other abilities were used up with the "family" abilities that all Felines have (Bite and Maul); -- Better diferenciate single target pets and AoE pets - this is somewhat already in the system with drakes being more AoE and others like Felines and Birds being more single target but if that's the identity you want them to have, make them the best at that. Another point is that the Beastmastery trait line isn't used as a pet trait line but as a Soulbeast buff line. Maybe rework some traits or buff the existing ones to specifically enhance pets or their abilities. Oh and please please please make Vow of the Untamed give the pet the damage boost if the pet is unleashed. Sorry about the long wall of text, but I always end up getting too excited about this topic and my brain starts working double time thinking of cool stuff for pets.
  3. https://imgur.com/a/QLCq9nb In the first screenshot, my Owl has 104.5% Crit chance with Fury but not all attacks are critting the golem (I believe those are from the 2nd hit on the autoattack). In the second screenshot, I tried with 99.80% Crit Chance (without spotter) and the result was a lot of non critical attacks. This one could have been bad luck but it seemed like a lot of non crits for just RNG. Seems like a bug to me, as the tooltip doesn't have any specifics, or is this the way the Birds' autoattack is supposed to work?
  4. I thought this too in the beta 4 but I now think it does apply. You don't see the increase on the tooltip but if you check combat log in a chat window, you can see it's dealing more damage.
  5. There were too many posts to read them all but these are the visual bugs I got up to now. Mostly minor but some, like Soo Won's wave ripple attack being almost invisible (couldnt screenshot properly), were a bit harder to deal with. -Echovald Tengu clothing -Arborstone banners and some floor and pillar pieces -Forged Catapults in the Junundu Rising meta -Coalescences in Dragonstorm -Rev's Dwarf F2 and elite (both on me and on someone else) Prints can be seen here: https://imgur.com/a/2iLQh5L
  6. Hello! I am enjoying the Untamed but these are some of the bugs I found. In the build menu, when the pet is unleashed, the skills that show on the tab are bugged (shows 3 F2 skills). Beast abilities for the turtle and the Phoenix are not labelled as such and therefor are not procing some Beast ability traits (a general pet bug and not specific to Untamed but since they were added now, I'm posting them together). From the small bit of testing I did, they were putting out weakness from the Beastmastery Master trait, but not the Taunt from the Grandmaster one. Prints from these bugs can be seen below. https://imgur.com/a/ERYEaMh
  7. I didn't play the Vindicator in the first beta but this is my feedback from my time playing in this beta. I really liked the greatsword. The auto flows nicely, skill 2 feels powerful, dash and block are also good, especially the small window of time you have after the block to use True Strike and the 5 is new and looks good, both in damage and in animation. Regarding the traits, and the recent feedback from the community wanting more Condi/Power/Support lines, I think the traits are fine, since there are already powerful Condi Builds on other specs and the traits offer different ways to play (like solo vs group play). I prefer this kind of design over Condi vs Power traits because it gives more build diversity. A couple points to notice would be: The Adept minor trait (Tenacious Ruin) doesn't explain the access to Legendary Alliance Stance and only mentions the dodge, unlike other elite specs which mention all the new tools the spec has. Master minor trait (Balance in Discord) doesn't trigger on Alliance Tactics but on Energy Meld (probably went off when the skills were split). Master trait Angsiyan's Trust has reduced effect on other vindicator specializations. What does that mean? Is it other Legends? Is this just a remnant of the previous version of Alliance Tactics being activated on other legends? If it keeps giving reduced endurance on legend swap in other legends then that reduces build diversity. Players may want to play Vindicator but not Alliance Legend and get punished for it. From a balance perspective, 10 endurance isn't that much now that all dodges are 100 endurance. I'd even point out that Alliance Legend gets two activations on this trait (on legend swap and on Alliance Tactics) so I don't think full effect on other Legends would be too much. Grandmaster Trait Vassals of the Empire is only showing the boons and the boon extension on the tooltip when the trait is selected, while the others always show their full effects when hovered, even if not selected. Really looking forward to playing this Spec on my own character.
  8. My feedback from the small amount of time I played the spec is that the Ambush attacks feel very good and actually encourage triggering them for the added effects, however, I don't feel very rewarded for Unleashing the pet other than to trigger the Ambush back on me. Not even the Unleashed pet abilities (F1 F2 F3) would make me want to Unleash the pet, especially because I don't feel the reward for using them over keeping my damage bonus, and they even lose their Beast ability which usually comes with strong effects or utility (either from traits or the actual skill). I also think the bonus for using the Unleashed abilities on a CC'ed target is weak compared to the actual effect of the skill. My idea for the spec was to be a bruiser where I either Unleash the pet and I CC enemies so the pet can deal more damage to them, or I Unleash myself and the pet can CC enemies so I deal more damage, and that doesn't really happen. Maybe the Grandmaster minor trait "Vow of the Untamed" could also grant bonus damage to the pet when it's unleashed (and maybe even the damage reduction when not unleashed so the pet can be more durable) or there could be a trait that makes the pet deal extra damage to CC'ed enemies, or at least on the Unleashed F1 F2 and F3 abilities, or just roll that into the actual skills. Also, I believe there's a bug with the Adept Trait "Blinding Outburst" where it's not granting the 25% damage increase to the Venomous Outburst (Unleashed pet F1), at least it isn't listing it in the description of the skill (I tried doing a couple tests and I think it's not actually applying it) https://imgur.com/CmbpZPO This part may be just muscle memory at work but I don't think it makes sense to swap the keybinds around for the pet skills. I'd keep Attack, Return to Me and Guard/Avoid Combat where they are on base ranger and add the other skills on top, including the Beast ability. However, I can see a reason to move Return to Me to F2 and put the Beast Skill on top to always keep the commands and the skills aligned between every available mode / spec. This would be big QoL because imagine playing until lv 80, learning that sequence and then have it change, and then play some Druid or Soulbeast and have it change back again. While the past two specs either weakened or removed the pet (by merging), this spec brings more focus into the pet, so changes to the pets themselves would also impact this spec the most. This isn't only Untamed related but maybe the pets can be looked at in general to be more diverse, especially in terms of stats within the families to have aggressive squishy, bruiser and tankier ones (maybe even related to their soulbeast archetype?). Because even with Soldier's equipment + dolyak runes, a lot of families have more toughness than me so they take the aggro, leaving me with some choice of species, but from very few families (around 4). I believe families could have different attributes within them like a murrelow could be a more offensive bear with less HP and toughness, or a Fern Hound could have less offense and be more Supportive than the other canines. Maybe even look at whole families like Devourers who are ranged but have high toughness so they end up tanking (lower toughness and increase Condi application?). As you can tell, I really like the pet aspect of the class so I'm really looking forward to playing this spec and I can't wait to play with the new EoD pets.
  9. Just a small bit of feedback. I believe I have found a bug. The Master Trait "Sharpening Sorrow", which gives Expertise when you have Fury, is giving 6430 Expertise instead of the listed 150. In case it's some weird interaction, and for additional information, I'm using the preset build and just swapped that trait so my base Expertise was only 78. https://imgur.com/ResG6F1
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