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Eckee.4038

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  1. The Steam version is much cheaper in my region, due to regional pricing. And since Steam purchases aren't compatible with the standalone version, I have to buy standalone expac which is 1.5x more expensive. Why am I being punished for playing the game before the Steam release?
  2. I think everything in this came should cost 69 coppers. And everyone should have got everything unlocked.
  3. I don't have the expac and I still have to deal with the new runes and daily stuff etc. The changes aren't expac owners specific
  4. People are missing the part that dailies are worth more now. You don't have to do all of them but if you do, you get much more in return. Edit: Someone tell Anet PvE != jumping puzzles. For some reason half of GW2 is Jumping Puzzle-walled. Anet and their beloved jumping puzzles. Please make another category of Jumping Puzzles and let me uncheck that. I don't want to see any jumping puzzles in my life and I'm getting those left and right.
  5. If this is a common problem I'm not gonna try to fix it myself then. It's Anet's side. I'll wait for them to fix it. Thanks for the answers.
  6. I decided to reinstall the game but the launcher stopped downloading the game a bit below the playable state. It was downloading relatively fine, around 3-4 mb/s, tho my internet speed is much higher, then I checked and I saw it stopped. I restarted it, it started to download some KB/s then it slowed down and stopped again. I'm using the very same PC I played the game before, with the same OS and stuff. Win 11 Pro 22H2 I'm using standalone client, not the steam one, if it's any different. I saw someone else's post here suggesting turning of QoS Packet Scheduler, but it didn't work for me.
  7. My post wasn't directed at you, it was directed at Anet. They are the creators of this situation.
  8. Yep, my points. I don't care about the numbers, as I said before, they can be adjusted. You can create a spec with 50k dps skill, 1200 defiance damage with 12 sec stun, another skill applying 25 stacks of vuln and might. That wouldn't make it a good spec. Similarly, you can boost Vindicator skill numbers and make it a 50k dps benchmark spec, this still wouldn't make it a great spec. I'm interested in the lack of design principles. As some kind of a designer myself (architect), playing this spec hurts me so much. It doesn't carry anything from the original Revenant design principles. Some people said Renegade wasn't good either, well I agree but I tried to focus on Vindicator only because Rene is a dead horse at this point. And at least short bow skill animations and effects feel like they belong to Revenant and the trait line can be adapted to many different play styles with different legends.
  9. Sorry, I don't want to say I didn't try. At least now I gave some feedback about it and can sleep tight.
  10. It's not even a design, it's random things put together. It's nothing Revenant has ever been and I bet everything I have that it wasn't designed by the people who designed core Revenant. Core Revenant is the best class I've ever seen in any MMO. I fell in love with the game with falling in love with Revenant. Legends have so much character, whether it's skill animation or effect. You combine them to make your build suitable for different situations and change your gameplay completely even without any elite spec. They have their idle convo, voice acting, trait lines that fit and mold perfectly in different situations. I cannot stress how great core Revenant is. Just like how terrible the Vindicator is. I may sound like I'm exaggerating but listen to me first. This isn't about low/high dps, low CC etcc. I don't care about those. Numbers can be adjusted. This is about design principles behind it. Vindicator is nothing. It has no concept, no style, no attitude, no character, no synergy with anything. If it's something, it's blasphemy. It's blasphemy to this game's history, gameplay designers (especially the core Revenant designers) and players. It's either extremely, I mean very highly extremely rushed or it was designed by people who had no idea what they were doing. I really want to hear Vindicator designers on their principles behind this spec. I haven't seen anyone made any sense out of it. - It tries to have something new, new dodge mechanic, ok but why like this? Trailer says it rushes into the battle rather than dodging (not word to word), but on the contrary, it dodges more and longer than any other class tbh. It spends more time evading and stays out of combat more than anything else. It's much more AFK time than any other class. So it doesn't do what's promised. Also, what is this new dodge mechanic other than an additional AoE skill anyway? It isn't inspiring or original at all. - It has two legend skill sets in one slot. Again, why like this? Those skills don't work together, they have no synergy. They are random skills with random effects. You chose one and stay with it. There's no reason to switch between healer and dps sets in combat, they have completely different use cases. Even other old legends that are unrelated to each other have better synergy between them. Demon and Dwarf for example, have much more synergy between them than Kurzick and Luxon. How do Kurzick and Luxon belong together? What's so special between these two that they had to come together as bundle and not as separate legends? - Now we are playing with 3 legends, extra complexity, OK but what do we have in return? If you're going to put more weight on players, you should reward them more. I don't want to put much more effort into something when there's nothing to gain. That's very crucial. Kalla is very powerful for example, but its skills are stationary. Should the enemy moves out, you're screwed. You won't land your dps. Enemies can also knock them back and they suffer from blinds. If you put them at the wrong time, at the wrong place, boss can punt them across the room leaving you with nothing. For example Samarog. It's harder to land them at their full duration so they are more rewarding in return. - Trait line only leverages the problem even more. There are some traits try to encourage you to switch between Kurzick and Luxon to gain endurance, but there's no benefit to do it. Dodge gives/extend boons, but what boons? Might and regen? Everybody has got those already, and those boons are much easier to manage with other classes without sacrificing any dodge and spending AFK time. - Dodge has nothing to do with legend skills. You can't cast them while above and there's no skill you can turn on and spend AFK time above and hit enemies. On the contrary, Mallyx has torment pulses, Jalis has rotating hammers. You can turn those on and press dodge, you can hit enemies with those while evading everything. So it makes more sense to use Vindi dodge with non Vindi legends. I have lots of other complains about skills themselves but none of them should exist anyway, so it would be stupid to fix something that shouldn't have existed in the first place. You should've chosen a path, a concept and gone with it instead of having this mess that does nothing right. If you want to go with removing the dodge and replacing it with something more non-defensive/aggressive than dodge roll, you should tinker about this and form the spec around it. - Make it one skill, ok, but make it have even shorter iframe duration than regular dodge but reward successful evades more. Make us want to face enemies head on and get hit so we can 'dodge' them to gain more dps/healing/boons etc. With the current one, we want to get hit even less. Have legend skills support this dodge action. Give them unique combo fields to trigger with this dodge skill maybe? Or increase the effects of the skills with adding this dodge hit with them. Put a CC on enemy, dodge hit to increase defiance damage. Put vulnerability effect, dodge hit to increase stacks, give self might or whatever. Get hit to charge up the dodge so you can execute combos. There are so many other things I can think of, so many possibilities to make it interesting. If you want to go with two legend skill sets in one legend slot, you should for the spec around it. - Make one ranged, one melee. Make one condi, other pdps. Or make one dps and healer, like the current one, but have some reason to swap between them in combat. Maybe put down a healer skill on allies/ground; swap to dps and condi cleanse if you use certain dps skill, burst heal if you use another skill, give might/life steal whatever if you use another. So we want to switch between heal and dps to trigger different effects. You already emphasize on combo fields on this expansion, I'm baffled that you didn't introduce even simple combo field/finisher skills with these two legends. In the end of the they, whatever you choose to do, both should have skills that can be improved by the other one so we want to switch between them to utilize both. Use different combos to create different effects depending on the situation. Maybe we would sacrifice dps to deal bigger defiance damage, or provide stability. Maybe we want to sacrifice some survivability and deal more damage during that combo etc. Current skills are completely uninteresting: AoE burn damage with enough high cast time to not care about the quickness it gives. Insta cast stun break and daze. Slow short range engage skill that nobody uses to engage. And a 2k range spear that applies... torment? I'm so salty because there were so many possibilities. Because this isn't a Revenant spec at all, there's nothing Revenant about it. Other classes have something new to play with, and we've got this nonsense that will just be "balanced" in some way to deal more/less damage and that's all. End of text wall. I wish devs would actually take this seriously and I could go into more details. But this is already too much for something nobody will care anyway💩
  11. Did it again with randoms after the nerf, it failed. I'm not doing it again. I'd prefer doing it with LI gated squads, but that also requires 1 hour of lfg and another one for trying to get into the same instance. Huge effort to prepare 50 man squad and make it in time and in the same instance, not worth the trouble. I wouldn't want it easier but I want it instanced so we can form our own group and do it whenever we want. Because in the current way it's too much time investment for something 90% fails. And it's not that rewarding either.
  12. Bruh, We don't play games to "work". Obsidian Shards do not drop in full stacks. Guild Hall gives about 2 per day. I don't know about the expensive part but maybe those skins should be sold for some fishing currency instead of karma.
  13. Yep, That's actually very similar to the way I just did it. There was an LFG requiring 50 LI. We just went in with full raid builds as 50 man raid squad. My other attempts were unsuccessful and I'm not doing this with randoms anytime soon. Map instance hogging killproof required group or nope. Changes sound nice tho. Might give it that little bit of push. I'd hate if it was an easy meta where you could just tag along.
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