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RavionTriamor.2590

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  1. Hi Anet! I like the idea of the Vindicator a lot, but I also have to agree with a lot of comments in here. It seems to me that you were unwilling to kill your darlings. For me the Vindicator is missing a clear concept. You guys wanted to do something with an alternative dodge, 2 Legends ("because 2 are better than 1") and a greatsword. Now you have different mechanics that don't work well with each other. The Dodge: If the Vindicator would deal condition damage a 2,5 secs dodge would be nice. Also for a Tank build being untargetable for 2,5 secs while still holding the aggro seems really good. For a Power build it is terrible. When i remove myself from the game I can't hit stuff for that time. My suggestions: Reduce Maxium Endurance Saint of zu Heltzer: 50 Vassals of the Empire: 25 Forerunner of Death: 25 or 0 but longer duration of Forerunner of Death Dodge Duration Make it in general the same as Saint of zu Heltzer. Maybe half a second shorter even. Radius Players coordinate and stack. NPCs don't. Also more damage. Saint of zu Heltzer: 180 Vassals of the Empire: 240 Forerunner of Death: 300 2 Legends, better than 1? The idea of having two Legends as one seem fun and interesting. The mechanics are not. It feels like the controls of my abilities play against me. I played for a long time Weaver. Switching between different Attunments was smooth and the abilities synergized with each other. I can't say the same for the Vindicator. Archemorus and Saint Viktor are not different playstyles but different builds forced into one. I have no idea which stats i should play with this. I will loose out on a lot of my abilities stat-wise alone. Why would i want to heal with my Power build? Saint Viktor is useless to me. If i would play as a healer or supporter Archemorus is just a waste of space. For example: I play as a melee damage dealer. I won't turn around to aim with Tree Song and give a group of supporters and Range DDs an embarrasingly low Regeneration buff. Why do i have to aim? Make it an AoE around me. A healing field to combo with my dodge would be nice for example. Scavenger Burst is an attack skill that I can throw in front of me. That works fine. Also the idea that skills should perform better the more targets it hits is just stupid. On paper it looks like a cool idea but when do you fight against more than 1-3 enemies when you roam and have them nicely stacked so you can hit them with your skills? When you fight against a train in WvW? In specific situations in dungeons maybe? They are useless in bossfights. Completly. Sorry for ranting. Back to topic: Switching between Legends I prupose to change the Legends swap in a way like the Elementalist does it. Let me switch on 1 between a non-elite legendary stance and the legendary alliance and 2 to switch between Archemorus and Saint Viktor. This way i have actually control over what I'm doing and i can switch to the part of the legendary alliance that i actually need. Healing The healing abilities are just bad. We stand in melee range. We have no way to pull the enemies together for more healing or we heal the same amount without the possibility to get a bit more by healing allies. Just why? Utility Yeah, I don't know. The whole hit more get more concept doesn't work here. And make Tree Song an AoE around me or give me a healing well that i can combo with. Elite Spear of Archemorus: The Spear should feel like a powerful ability but doesn't. Give it more Damage and increase it the more health is missing. Give it a feeling of a real heavy impact by knocking my target away/prone. And also make it an Single Target Finisher! It takes time until the spear is thrown and it is easily dodgeable. Even down targets can escape it. Mesmers, thieves, elementalists etc. It would take skill to use it in pvp fluently. Which makes it even more rewarding. Urn of Saint Viktor: Just burn it. It's so unbelieveable bad that i have no idea how to salvage it. It deals damage to myself and can actually down me. It blocks all healing and deals damage to myself? Wtf? What is the intended use for a melee damage dealer? I stand in the front and take easily hits from bosses or just regular enemies and then I'm supposed to use an Ability that blocks me from healing and deals damage to me so i can provide 5 allies around me with a joke of healing and protection? The healing well of the ranger is better than that burning pile of ....Ashes. Give me atleaste a tradeof for the health I'm so selflessly sacreficing. Let a big shield or SOMETHING. Nice concept idea but in game i wish i could unselect it so i don't press it by accident in my bar. The Greatsword: I like it so far, but it should be improved. More Damage, The Chain should have something on the first hit and the charge should be longer. But I'm sure others have better ideas how to deal with the Greatsword. Overall i like it. It's just a little clunky/unconvinient to use. Feels like something is missing, but i can't put my finger on it. So far thank you, Anet for your good work and I hope you can use a lot of the input on this thread to improve the gameplay and that End of Dragons will be a great success!
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