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The Gates Assassin.9827

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  1. Relics don't have any sort of sorting feature whatsoever and it makes it impossible to do find anything with them. I made a quick Google sheet that helps find them by sorting them. You can filter by the columns to help find things. All the text is updated via a python script so the text should be correct. No guarantees that I'll keep it up to date forever and any inaccuracies from the Wiki are gonna be mirrored here. To filter the rows: 1) Go to Data -> Filter Views -> Create a new temporary Filter View 2) On Columns B through N, you can click the three lines to sort it or filter things out. https://docs.google.com/spreadsheets/d/1u2A9UaBmg8Uf8D5mu4fnazwlZEgmhkfJsdFU-TN3QNI/edit#gid=1806650617 Also, to ANet, please add good searching for PvP relics. It's impossible to find anything since you can't even search for text in the relic descriptions.
  2. This is just a bunch of random thoughts about what they might need to solve and do to make the Relic and Weapon stuff work. I'm super excited about this all and I love having all these questions: Weapons Tied to Elite Specs: Some weapons are heavily tied to a profession mechanic (Sword on Holosmith references Heat). Will they just remove this and it will be weaker off spec? Will they create a new method of triggering the bonuses? Elementalist New Skills: Ele is going to get a bunch of new skills. Warhorn and Pistol are both one handed weapons that will have weaved combo skills! New Weapon Theming: The new weapons are not going to be created for a new elite spec, so they have to just tie directly into what it means to be the original core version of that class. How are they going to make shortbow do that for Engineer? Pistol Ele? Rune Diversity: Will we be getting all combinations of stats, including ones that might not exist? Will Divinity's all stats still exist? What about things like Expertise and Concentration? I could imagine a rune that's Concentration/Ferocity that we haven't seen before. Rune Condition Reduction/Increases: Will there still be runes that change condition, stun, or boon duration? I could see these being rolled up into a Relic. For example, instead of +4% protection duration, +6% protection duration, it's just a relic that increases protection duration by 15%. Relic Utility Types: Right now we have 8 runes with ties to utility skills (Cantrip, Glyph, Shout, Stance, Trap, Well, Banner, Conjure). I could imagine a lot more candidates that would work between multiple specs (Meditations, Signets, Mantra, Physicals, Elixirs, etc). Clean Up Relics: Will the UI help with finding ones I want? For example, I looked at the diversity of the 6 slot effects and they kind of group decently Increase Stats Increase Specific Condi/Boon/Disable duration Decrease incoming Condi/Boon/Disable duration Gain Boon on trigger Deal extra damage Trigger skills Remove/Transfer conditions Summoning So pumped to try this all out!
  3. Spoilers for EoD! TL;DR: I dislike the fact that when fighting bosses in PvE instances that if you go down, the allies res you, but the allies can never go down. If you full on die from multiple downs, you respawn still in battle with the boss at the same HP. If you refuse to get up, the allies will still deal damage for you and try to res you from death. You literally cannot lose! I just fought the Mai Trin / Scarlet boss fight. Besides some minor gripes with one of Scarlet's attacks, I absolutely loved this boss. Honestly, so much of the PvE so far has been great! My issue comes in the fact that my allies absolutely ruin the boss for me. I have a bit of bias here because I generally find most PvE content to be very easy. I usually take off all of my armor and trinkets because otherwise I literally feel like I'm slapping dummies in the mists. That said, I'm realizing why I find PvE to be easy: It's actually hard, but the mechanics designed for worse players to get back in the fight ruin it. When I was fighting Mai Trin/Scarlet, I went down at one point. Almost immediately my allies went to res me. This is actually great! It feels like I'm on a team with them. My issue is that I put in absolutely no work at all to keep them alive myself! They're literally legendary creatures with incredible amounts of health and effectively cannot die. So, I have this res bot that cannot be killed. Fine. Maybe the boss has to be so hard that I die multiple times in a short period of time right? No. Because when I fully die, it gives me a prompt to either restart the entire instance (including all unskippable walking scenes) or restart in the same battle with the boss at the same health and state! So if I want the challenge of actually beating the boss without fully dying, I have to completely restart everything! I can sympathize with the fact that it's probably hard to reset everything properly without causing some bugs, but this fact absolutely kills bosses for me. I sort of just go "Well, I guess I win then...?" I tried to get even further with it and refuse to get up. Like maybe my allies will die eventually or something? No. They ressed me from death!!! Do ya need me for something NPCs? Cuz it seems like you have it handled! At this point, I realized that I'm basically just making it so this ends earlier because all mechanics can be done by the NPCs! Being stuck in combat like this removes a really cool aspect of the game: planning your build around the encounter. I realized when I died that I'd much rather take Elixir R for the dodges. Unfortunately, there was literally no way that I could restart and try that out because it would require going through so much unskippable story content! Ideas to Fix It: On restart from checkpoint, reset boss health and state (Medium Change): It might be frustrating for newer players, but I think it's pretty fair. It might require redesigning some bosses to be a bit less beefy because they tend to be bullet sponges anyways. What I'm imagining is that you take the current boss, set it's health to whatever makes sense and leave it where it stands. So for example, if I'm fighting Mai Trin part 1, reset to full health on death. If I'm on the Scarlet fight, just reset scartlet, but not the full boss. If I'm on part 3, only reset to 33% health (or whatever it was). It requires remember a tiny bit more state, but hopefully that shouldn't be too bad per boss fight. Have allies able to go down (Medium Change): If they can go down, now bringing res skills and survivability is actually useful! They can be tough, but if it feels like I'm the only vulnerable one, it sort of cheapens the fight. Further, I don't really feel connected to my allies if I can't do anything for them! They should be giving me reses/buffs/combo fields and I should be giving them reses and support as well. If I had to guess, they're invulnerable because they would just go down every fight if they aren't and players probably hated it. That said, I don't think I've ever seen them be useful outside of being a res bot, so there wasn't a great reason to keep them around anyways! Maybe making them more integral to fights and vulnerable will make it more interesting! It makes me think back to that fight in Ascalonian Catacombs where the boss drops rocks from the ceiling and your allies creates a bubble to keep you alive. If they go down, you're gonna get it. That's such an amazing fight and working to keep your ally alive is super tense and fun! I argue it is because that ally is very useful to defeating the boss. Add a small delay before going for res (Easy Change): Right now, NPCs will just hug me the whole fight and res me the moment I go down. I don't even get to really appreciate it sometimes. Add a break bar or vulnerability to resing allies (Easy Change): If you go down in a really bad spot, you deserve to fully die. It should be a slightly tense moment of "is my ally actually going to bail me out here". What if you had to actually distract the enemy while they res so they can get you back up? Reset puts you outside the combat (Hard Change): I fully respect that this might be difficult to do. If it is at all possible to reset to just before the fight, I think it would add a lot. First off, you can now change your build to try to better counter the boss. You get a break from the intensity to plan your strategy.
  4. Does it fit more tho? This class feels more like a Warrior/Engineer, so gadget feel like a really natural fit to me.
  5. If this is done, we can have a rune that runs off of gadgets. Combat Stimulant: Pretty much a gadget. Flow Stabilizer: Gadget Bulletproof Barrier: That's practically Engi skill at this point Electric Fence: I mean come on. Dragonspike Mine: It literally has the word mine in it. Engineers have a gadget called Throw Mine. Tactical Reload is the only one that doesn't match the gadget feel. Rename it to match. Done. In short: I want a gadget rune because I play engi and I'm a spoiled brat. Gadget builds are sub par and a rune might be fun.
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