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elluka.5970

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  1. Since I have test the skill animation on catalyst with hammer / guardian with hammer / scrapper with hammer, I'll just view it as a bug. The hammer animation on untamed skill 1 auto attack is extremely bad, most skill input can't overwrite it when auto attack is on its animation. Sure hammer is more or less clunkier, but this issue is significantly bad on untamed, its like playing this game at 600ms ping. This issue is more obvious when player don't have quickness, and even when you have quickness, this issue sometimes make a weird input delay and character don't act how player want it. I can't use skill 2 / skill 3 / skill 4 / skill 5 / most of utility skill with cast time to responsively cancel or overwrite the skill 1 animation, but hammer ambush skill(also on skill 1) can easily be interrupt by almost any skill immediately , is someone kitten me? In some way, I'm fine with ambush skill can be interrupt by most of other skill (and it's super highly responsive), but why can't normal skill1 auto attack be the same? that's my question. I'm not asking for any sort of damage buff or quicker animation or cast time, just make normal skill 1 animation act like hammer ambush skill (can be overwrite by other skill input very responsive). So at least the hammer action on untamed will be good.
  2. Please make skin better if this is easy to implement. Free alter version of heavy / medium / light "Foefire Chest" skin to only have the upper half but not the lower strip leggings part. Free alter version of heavy / medium / light "Foefire leggings" skin to only have the bandage on legs part but not the strip leggings part . Automatically unlock if player already own the relative skin of original version.
  3. I tried virtuoso only few day, there is new thing there but just not enough, not as much as the fresh concept chrono / mirage provide. I almost feel like I getting a fairly new mechanic : F1~F4 brand new shatter skill and such style, and that's almost all this e-spec offer me . The feeling of dagger skill is boring and soft, the visual effect has nothing to do with dangerous blade, instead it looks like elegant feather floating on the wind, and that's a serious issue for me, not impactful at all. The utility is mostly boring, and it tickles. The elite is the most hilarious one, the micro hitbox and the damage, there is nothing special to make it an elite skill. This let me think the utility and elite skill has almost no meaning for me, I feel like I'm playing a 1/3 new elite specialization. I don't care about the damage, and meta or what so ever, the first thing came to my mind is the flow a class can provide, the rotation, the movement, the skill connection, the mood forming by animation. If some profession doing busted damage but have mostly same pattern and the skill, rotation is boring as fk , then what's the point of it? I believe a truly enjoyable skill / rotate design should let player feel engage and excited even without showing any information of damage number, just so fluent and nice to connect the skill itself Not for the numbers, just for the fun. ---- Your idea is such a inspiration to me. When I first saw this long-waiting specialization, I'm hyped for the description : sharpen their mind into deadly psionic blade. Then I think why just sharpen their mind into psionic "blade"? it can be any iconic weapon in psionic form, and perhaps this make it the truly unique identity for virtuoso. I got some phantasm skill imagination base on your idea. Its like elementalist's conjure weapon, but in a psionic form. Its like guardian's spirit weapon in a non-physical way, but player do the fancy attack themself. mostly remove the phantasm preparation movement, straight up cast the new special phantasm skill. Makes it more direct, active and close to the theme of this specialization. -Sword 5 phantasm : Forming a temporary psionic sword, leap forward to stab your foe. If land the stab then daze for 1 sec then doing 180 range, unblockable blurred frenzy for 1sec. If using sword / sword weapon set, you instead forming dual psionic sword, doing double hit → double damage. -Greatsword 4 phantasm : Forming a temporary psionic HUGE greatsword, spin yourself and throw it out, it spin forward to 600 range in wide path - I'm talking about revenant's Jalis stone road wide, not virtuoso's kitten thousand cuts wide. So the trigger range is no longer 1200, but it becomes a close to mid range(600) heavy damage AOE. Also I 'm not a fan of mesmer doing the phantasm berserker movement, because that animation has already used by warrior's GS3 and elementalist's elite fire GS3, and it will mess with the camera movement a bit, which is not good for the facing mechanic on bladesong shatter skill. If using Domination adept trait - bountiful blades, the psionic greatsword deal 80% damage, but travels back along the same path, doing double hit. Also the Domination adept trait in virtuoso : special phantasm skill deal 25% more damage (since no longer have clone or phantasm as illusion). -Pistol 4 phantasm : Forming a temporary psionic double revolver, while unload 12 bullets to your foe, you can move while shooting and move 50% faster. bullets can pierces, and hit up to 900 range. -Staff 3 phantasm : Forming a temporary psionic staff, firing powerful energy beam toward target that can pierce, up to 900 range. if beam touch enemy, each hit apply vulnerability, plus fire or torment condition. final hit apply double stack and remove 2 boon. if beam touch ally, each hit apply fury and might. final hit apply stability and convert 2 conditions into 2 boons. -Focus 5 phantasm : Creating a energy field around the mesmer that absorb projectiles and will be auto charge up to 3 sec. Each time absorb a projectile, gain might, fury and vigor. After 3 sec, explode with massive single hit damage within 180 range and apply 20 stacks vulnerability for 10sec. Its a blast finisher. Absorbing any projectile make full charged field explosion unblockable. Player can use other skill while energy field exist, but weapon swap detonate it immediately. Energy field can be manually detonate before full charged(3 sec), but doing 50% damage and vulnerability stacks. -Torch 5 phantasm : Spreading a psionic gunpowder, causing blind, then quickly ignite the powder with torch causing big explosion in front of you within 240 range, dealing massive stack of burning and daze for 1 sec. --- Other than virtuoso's own phantasm skill, I got some idea about dagger and utility skill -Dagger 3 : Remove utility : rain of sword, dagger 3 skill change to : throwing a powerful psionic dagger onto target location up to 900 range, calling a storm of dagger around it and get larger gradually. First hit of dagger landing cause cripple. Dagger is non-destructible. Storm radius growing from 180 to 300 then disappear. (Slow travel storm with random lucky hit? Come on you got better move...) By merge the utility rain of sword to dagger 3, make dagger more appealing as a mid range weapon. Now we got an empty utility space to create something. -Utility sword of decimation : Change to guillotine of decimation : become a 2 hit skill. first hit dropping a psionic shackle from the sky, remove 2 boons and make foes immobilize. second hit dropping a gigantic psionic guillotine. guillotine cause 100% more damage to immobilize foes, and 100% more to CCed foe. So if someone is CCed and immobilize, guillotine dealing 4 times damage. Downed foes / enemy with defiance bar always taking 4 times damage by guillotine. --- To me the problem is not the number, the skill flow matters more. Scourge is one of the example of extremely boring playstyle to me, basically put some dirty weird shade at some place, and pulsing some weird thing around that shade, that's about the 80% of skill flow I feel, just boring as fk to me. That's some random idea from my head, If they can make virtuoso's phantasm interesting, I'm willing to pay half price of the expansion just to play such a class...
  4. Just play it for days using hammer, I'm not even a half professional player in either pve or pvp, just give some perspective on the playstyle of this e-spec. 1. PLEASE make unleashed ambush can't be trigger by auto attack setting when it is set to key number 1, maybe temporally disable it and can only be use by player press skill 1 when ambush skill is open for 4 sec? I have encounter this situation million times when I want to combo with hammer skill 2 / 4 and it just interrupt the unleashed hammer ambush skill and waste it. REALLY ANNOYING. Or a easier solution, make ambush unleashed ambush skill can only be interrupt by weapon stow / weapon swap, but not by skill 2~5. 2. Change unleashed ambush skill CD to10 sec, to synergize with weapon swap CD. so player can have clear mind of when the ambush skill is gonna be ready. But still don't make it can be trigger CD reduction by fervent force trait. Make something overpower then nerf somewhere else is one of the least thing this specialization need right now. 3. Let ambush skill have tiny but intense special visual effect around the skill 1 button when it is available (even make a green frame around the button would do something). similar effect appear on skill bar like berserker go into berserk mode / soulbeast merge with pet This will help player more aware the unleashed ambush skill is up. 4. Make hammer 1 unleashed ambush skill a whirl finisher, to enhance the combo utilizing with several skill. Make hammer 4 skill a blast finisher, to enhance the combo utilizing with several skill. (I mean come on, it's 1 sec long cast time and even have three blast wave, make it a blast finisher please?) 5. Add extra effect to perilous gift (untamed heal skill) : 1. when player would take lethal damage, ignore it AND HEAL pet base on percentage of their missing hp. 2. when perilous gift effect exist (last 3 sec), your pet become immune to any damage and CC. This open some offensive tactical use? ------below is something I wish it to improve personally 1. Make exploding spores(untamed utility skill) knockdown enemy when they get hit by at least 3 spore instead of all 6. this skill is cast around player, for some enemy it's not that easy to hit all 6 spore and trigger knockdown... 2. Change hammer 1 unleashed ambush skill cast time from 2 sec to 1.5 sec. It's kind of big damage skill, but 2 sec cast time is too long....
  5. yeah, you two has similar opinion, If let shroud 5 of scourge (around 5k barrier) have mini cast time, player can actually stun them and try to kill, that sounds like rather easy to change. But F2~F4 also have mini cast time, it's make it sounds like plain nerf again...
  6. You mention weaver can easily get over 7k barrier, but only once every 50 second, that's very long interval in my opinion. Also as I say, you normally want to use this big barrier skill in combat, so it's really hard to "instantly" get over 7000~10000 barrier right? That's why I think it won't effect weaver / scrapper that much, because before you can reach 7000~10000(which is not instant or am I wrong?), your barrier are already being reduce way below 7000~10000 threshold in combat. I'm not weaver expert, your call. I kind of think 10000 is too hard to trigger, lower than 7000 is bad for normal player. To me, that's plainly nerf scourge and pretty hard nerf, I kind of don't believe that would be a decent balance, you will just p*ss off lots of scourge player. I'm not saying its wrong, and even it's good...?, It just sounds like 100% nerf and scourge player gain nothing. If I play scourge I would be sad.
  7. I kind of think you misunderstand my point, my changing direction is to punish over high amount barrier spam, and not very punishing actually. If weaver / scrapper can easy create 7000 or let's say 10000 barrier (if 7000 is too low in your opinion), then I don't think it's big deal to temporally remove your speed boon for 3 sec AT ALL. In my point 2, the over high barrier value is set to 7000. If you can maintain 7000up barrier "easily" by yourself, well I think you deserve to be punish a little or even more, because you are too easy to be tanky. I mainly want to solve the instant overly barrier problem on scourge provide (that I know scourge can 2 button to get 9000 up barrier). And the amount threshold of 7000, I'm not mean you receive barrier 7000 in x sec. I mean when you HAVE over 7000 on your character in that moment. (So if you use 4500+5000+2000 contiguous , but never maintain over 7000, you are not in this case.) In a combat, you will get hit, your barrier can easily be reduced, it's not easy to have and maintain 7000 on your character unless you spam barrier skill or your teammate is troll just face roll button (you are not even getting one shot, why you put nearly 10000 barrier on yourself ???). If you did maintain 7000 up barrier, I'm sure you have way too much damage absorption. And need some very minor punishment for being too tanky. (not to mention you even want to keep your swift/superspeed, are you kidding me? have 7000up barrier and can run away?) If you can push 2 button then maintain 7000up barrier in weaver / scrapper, then my idea need to be check a little more maybe, but why you have to spam all your barrier skill all together? The barrier that's not being use to absorb damage is waste anyway. And like I say in my point 2 is : It's like you put on a really heavy clothes so you move slower. It's not like I'm nerf weaver / scrapper even more, it's to compensate the fact that when you receive 7000up barrier and not getting any hit, YOU ARE BEING TOO TANKY IN SHORT AMOUNT OF TIME. In that way, if you say remove your speed boon for 3 sec is a major nerf, I really don't know what to say. Scourge won't provide you 7000 barrier every 10 sec, so I don't think it will constantly remove your speed boon for having too much barrier, that should be rarely the case. Correct me if I'm seriously wrong on some part about weaver / scrapper(I'm not target ele mate...).
  8. 1. Make the one who is dazed /stunned, can't receive any barrier effect (including the barrier skill caster like scourge itself). Like its a armor, or a clothes you have to be sober to put on. That way, someone who abuse barrier skill can't be tanking tons of damage while being stun to hell, but still survive well (you either breakstun first, or precast barrier if you know you will 100% stunnd). Plus those class heavily rely on barrier, will need to enhance their skill instead of face roll keyboard (because when they stunned, they will not gain barrier, but the skill is still used - into cooldown). I just thought this way to solve the face roll barrier scourge, improve the skill cap of playing scourge, while not touching the barrier setting like barrier amount, or barrier fade out time. I'm not killing scourge at all, I just let it require more skill (carefully not to use barrier skill while dazed /stunned, and more critical timing of using BreakStun to use the barrier skill effectively). 2. Make the one who receive more than 7000 barrier (or some number that is too much damage absorbing), lose all of their speed relate boon (swiftness / superspeed) and can't require all of it within 3 second or what for punishment state that can't be remove (but not cripple, that's too much). It's like you put on a really heavy clothes so you move slower. So to compensate absorbing too much damage, while can't be catch by melee attack because you have swiftness / superspeed. Increase the player skill require to use the barrier effect, while not modify the current barrier amount setting, and can be counter by well timing daze / stun. I'm driven by pvp instead of pve point of view, but I think if player can easily push button to get tons of barrier while getting stun very long time then survive, that will make player feel boring, even the one who's getting barrier, no matter its pvp or pve. How do you guys think? Is it bad, really bad, or have some flaw? I really want to make a changing idea that's elegance, not heavily rely on number modifying (hard to decide the right number), or relate to core mechanism that's hard to alter or balance.
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