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Vennyhedgie.5369

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Posts posted by Vennyhedgie.5369

  1. Pretty happy with this weapon in PvE to be honest. The only thing I'm not a huge fan of is skill 4 counting as a lead attack, as it can throw some of the combos off, but it's probably something muscle memory will settle in with time so I'm not terribly worried about it.

    I was able to hit 30k+ on deadeye on literaly my very first try without knowing how to play the weapon (or Deadeye for that matter) much, so that's concerning. Other tests on Daredevil / Specter were like 10k lower.

    • Sad 1
  2. Okay wow yeah this is way worse than I expected.

    I was trying to be optimistic but no, this is terrible guys. This has to be looked at. 

    What is this weapon's purpose? For a condi weapon it only has one condi. Either give it more or just remove torment and have it be a pure power weapon, as the power scaling isn't even that good. Which is sad because after some tests I got better results with a power build over a condi build.

     

    But as I said back in the preview thread, my main concern is the need to spam a ground targetted skill 5. This is cumbersome and uncomfortable. Abyssal Raze should be skill 2. This is our bread and butter. At worst it should be 3, but definitely not 5.

    • Like 4
    • Thanks 3
  3. 2 hours ago, SWLDguitar.5746 said:

    You don't see a problem with this? WoW Spores vs GW2 Mines  I bet if i looked hard enough (not about to put that work in, it definitely exists) i could find a Venthyr ability that looks JUST like these "mines."

    Mist energy would be mostly greyish with some red, not black. Proof, mists are grey  See swords.

     

     It's a ripoff, it doesn't make sense, it goes against profession identity, it's CRAP! 

    If anything, the mines look like FF14's Dark Knight's Abyssal drain: https://i.ytimg.com/vi/D_Q0EwVLS5A/hqdefault.jpg

    Honestly the entire kit's effects scream Dark Knight to me, which is honestly fine for revenants since they do have a bit of that vibe, and there's a market for edgy characters. Though I wish it kinda swapped kits with greatsword in that sense.

  4. 4 hours ago, ippy.9048 said:

    Well, equip the legendary hammer and use #3. You can see the beautiful spinning trajectory of the hammer. Of course, it wasn't specifically created for the Elementalist, but it looks as if it was. And in fact, it has special effects.

    It doesn't have a unique effect, the Dragon legendary hammers just have a different projectile effect. It can also be seen on Revenant. Juggernaut still has the liquid silver, and Sharur has the glowy rune thing.

    • Like 1
  5. On 6/14/2024 at 8:16 PM, Reznov.5423 said:

    It was 60. They raised it to 70 because of dawn trail. I would say if you finish heaven's ward story in free Trial and are not impressed, you can uninstall the game, unless you play it for Cat girls like me.

    It's been 70 for about a year now I think.

    Since FF14 has been brought up though, and relating to Warrior. I've always felt like warrior was just incredibly boring to play in GW2. The OOMF just wasn't there with the skill effects in terms of impact and sound. It just doesn't sell the fantasy. It feels too floaty.

    On the other hand at some point I tried warriors on WoW and in FF14 and both of them actually ended up being surprisingly fun, which I wasn't expecting coming from GW2. Very satisfying attack patterns, the effects feel punchy and dangerous. The devs should really look at those and take notes.

    • Thanks 2
  6. On 6/23/2024 at 2:35 AM, StraightPath.3972 said:

    Polar opposite of me then. The more I think about it, the more excited I get and ideas pop into my head.
    But to sum it up real short on my end - from where I stand spear's design is solid, the only make or break being the numbers.
    Both dps and healing from shards need to have proper values to matter, and encourage build craft.
    Still it's far easier to adjust the numbers if they are off, than a bad weapon design and I'm totally not talking warrior spear... maybe.

    But you can already do that with Greatsword and Swords...

  7. 1 hour ago, Ravenwulfe.5360 said:

    Which still wouldn't make sense since every other class has a quickness build and a perma quickness build at that. So why aren't their spears just as slow? I mean hell, not to be pendantic about it since Engineer is one of my main three I play, but that use to be the quickness spec for the longest time and going to be blunt, Engineer spear seems to be the winner this time around.

    Thief spear stole the show for me. It's 100% a PvE weapon because I don't think you're gonna be hitting many combos considering they reset if you miss one of the skills, but I will commend them for making a weapon interesting to use in PvE on thief.

  8. 3 hours ago, astralrisotto.3206 said:

    We need to provide more vision on this. It's a UX error that can be easily rectified before going live. I'm confident they will refine animations, numbers, and so on, but having the highest impact ability with a tend to press it more than once in the last slot (#5) seems odd. You're absolutely right about placing it in #2. I'd like to provide proper feedback once the beta starts, but having the pulling ability in #5 seems okay-ish.

    Thanks for this! I actually work on game design myself so I probably care about this kind of stuff more so than other players. Talking about numbers feels kinda moot cause those are easy to tweak, and very rarely are they relevant until we get our hands on it. I think talking about how it's gonna feel to play is more important.

    • Like 1
  9. The slow animation is honestly what baffles me the most. This is, and I don't use the word for emphasis, literally the slowest auto attack in the game by a huge margin. It's even slower than hammer used to be, which they just fixed on recent balance patches. 

    I'll admit, I see the value of a slow attack. If the attack is slow on a heavy weapon like the hammer, it does make it feel impactful (assuming the damage is there). Spears are NOT a heavy looking weapon, in fact quite the opposite. They look nimble and versatile. Quickness should NEVER be considered baseline. All classes in the game now have a way to give themselves quickness, and even if you don't, you still can use quickness sigils if you need to.

    How did that get past even to the beta is honestly shocking. 

  10. 7 hours ago, LichOverlord.6329 said:

    I must admit, I feel the same way

    I really want Axe/Spear to work on my mirage, and I'm going to try my damndest to make it a viable build (burst with spear while upkeeping mirage mantle and using axe/shatter to reapply torment/confusion), and the problem im running into is that it works *on paper*, and it LOOKS like it would be a viable build, but it lacks a needed weapon trait synergy that all specific weapons have

    Every build for mesmer relies on at least one vital trait that specifically functions off a specific weapon, and I just don't see that as being good for the class in a design space

    That actually doesn't sound viable at all considering Axe is almost exclusively condi and Spear is exclusively power. 

  11. 20 minutes ago, SWLDguitar.5746 said:

    The pull ability, that's it.  However, the skill should be reversed.  It should PULL enemies in first, and the damage should happen at the end.  Every game mode needs CC to happen at the correct time, not at a delayed time.  Trying to cc a Break Bar 3 seconds after it occurs is pretty much useless.  Trying to Pull enemies off a wall in WvW, WILL NOT HAPPEN WITH A DELAY.  Overall though, it's still not good since it's a basically a weaker Gravity Well with a new graphic. 

    You realize you're comparing Gravity Well, an Elite-Spec Elite Skill, to a weapon skill with like a 15 sec CD? If anything this should be compared to the focus pull on mesmer, which also has a slight delay.

    • Like 2
  12. 6 hours ago, hash.8462 said:

    I'm seriously starting to get worried about the tooltips because they're becoming infinite walls of text... they already go out of screen in FullHD, I think we really need some option of miniaturization.

    It's really weird because they already have a system for this with certain traits having tooltip pages. They could try to port that functionality over to skills as well.

    • Like 1
  13. 1 hour ago, Markus.6415 said:

    It is not a bad argument, nor are Ele Warhorn or Mesmer Dagger bad examples. This is solely my opinion and the things i witnessed in the past. I'm here to add my personal thoughts and concerns on the matter. I'd be glad if you could appreciate as this and not try to render it the wrong opinion.

    Looks like power ranger really has a broad range of viable weapons due to the balance changes in the past. I can't really tell because i don't play it often and don't look what the players in groups are using mostly, but it's definately not the case for all professions.

    What Noro said is true though. The problem isn't that there's always a mathematically best option (there always will be). The problem comes when a weapon is better at everything, like Ele warhorn.

    Ranger weapons are, for the most part, doing roughly similar things. One might have a slight advantadge over the other, but they are balanced in a way where even the best ones are not far ahead by a huge margin, so it allows players to pick whichever they prefer even if the performance is slightly worse because no one is gonna care about a 3% difference.

    For example, ranger one hand sword is technically the best one, but it has a lot of animation lock/forced movement skills, which I've always disliked, so I've always prefered using Greatsword instead. Yes, it might not be necessarily as good, but if you're not having fun playing the game then what even is the point then.

  14. 11 hours ago, mirage.8046 said:

    I have been vouching for sword, axe, spear (on-land and UW), and even trident to count as blades because Virtuoso has zero reason to use anything that isn't dagger or greatsword, whether the build is for power or condi. The blade mechanic is great, but because the 4 said weapons don't count as blades, there's no reason to use them when they can't even trigger traits like Jagged Mind and Deadly Blades. It's been an inconsistent design since Virtuoso went live. 

    Mesmer is in a really weird spot where I feel like it's the only class where the developers draw a hard line into what weapons they want you to use. Instead of encouraging creative buildcraft, they have stupid traits that say "No, you WILL play alacrity mirage ONLY with staff. You WILL play virtuoso ONLY with the Dagger/GS". 

    If it was just the dagger I would understand, because it's the weapon the elite spec came with, similar to how Holosmith buffs sword or Untamed buffs hammer. However, the deliberate choice to include specifically greatsword and nothing else feels like a very clear case of playing favorites, and it annoys me inmensely.

    The staff mirage case is even worse when Solar outright came out and stated that he just wanted that to be a thing specifically.

    • Thanks 1
  15. Honestly the more I think about it the less excited I am for it. Axe already has an execute playstyle. Greatsword already has an execute playstyle.  Idk this just seems like retreading the same ground a third time.

    • Like 1
  16. 4 hours ago, Bomboed.5697 said:

    It could be a new type of condition, which stacks damage, but not duration, and has a baseline duration of 10 sec for example.
    So basically it could be a delayed burst damage condi: you stack it on enemies, it deals some DoT damage and then explodes for huge damage based on number of stacks.

    That'd be interesting, but it'd be a bit too hard countered by condi cleanses. The issue would also be the application of it from different sources, kinda like the issues we had with conditions when the game launched.

  17. 13 minutes ago, Malus.2184 said:

    My main issue with the spear is that ANet tried to make it an alternative short bow when it should have been an alternative greatsword.

    1. Speed up all the animations. Right now they have the velocity of a sloth stuck in cement.

    2. Rework the whole thing so it gives multiple condis because one condi in PvP and WvW is indeed worthless.

    3. Either give it 900 range or make it a melee weapon. 600 range is a weird and useless range.

    Idea for rework

    Skill 1: AA chain, if only melee have it apply 1 Torment on the first attack. 1 Burning on the second. 1 Burning and Torment on the third.

    Skill 2: Wide slash that applies Burning, and Torment, and does something to SKill 5.

    Skill 3: A rush that applies Weakness and Chlled, and does something to SKill 5.

    Skill 4. A block/parry, channelled ability, each block/parry affects Skill 5.

    Skill 5.  The big one, ammunition and cooldown, and applies more Burning and Torment in the area hit.

    We only have one ranged power weapon, thus we also only need one ranged condi weapon. This should be a melee-based condi weapon. Right now you have the greatsword pairing well with the sword and with mace/axe practically being a set of one weapon we need another to go with that. This way it would be mace/axe paired with the spear.

    I'm not a huge fan of advocating for full reworks because it's just not feasible at this point. This isn't an engie shortbow situation. What you suggested also sounds literally like Greatsword skills but condi, which isn't terribly interesting.

    I think the range component should still be viable, just make it at least 900. Having spears being a hybrid between melee and range is good and gives it a unique niche.

     

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  18. Mainly cleave and avoiding projectile hate. A lot of necro's condi comes from projectiles (especially pistol and harbinger). The other option is scepter wich... is kind of meh, and we've been playing that for 12 years. Something new to spice things up would be neat. A more pure condi weapon that doesn't rely on gimmicks like condi transfer, which are also just kinda horrible feeling to play with in PvE would be welcome. 

    • Like 1
  19. 9 minutes ago, StraightPath.3972 said:

    I'll answer the real (implied) question you're asking:

    Because scepter, pistol, torch, scourge and harb.
    If melee condi option gets introduced, current meta dps ranged options would have to take a hit
    to keep things fair (melee dps > ranged dps because ranged dps is more consistent and safe).
    And that would cause a kitten storm the size of Australia..

    This has never been true in GW2 and never will.

  20. 7 minutes ago, Dirame.8521 said:

    That wasn't a condition. That must have been a hex. The condition for Lightning/Air is Cracked Armour which is Vulnerability in GW2.

    Are you talking about GW1? I'm talking about a completely different game, Gigantic.

    If so, there's something different than Cracked Armor called Shock / Major Shock. It's mostly on Tripp's kit, but I think there were a couple of characters who could also apply it someway. I believe Roland can apply it through traits, as well as T-Mat.

     

  21. 18 minutes ago, StraightPath.3972 said:

    Spear has a very clear purpose (provided a-net does not botch the numbers).

    PvE - number 1 power dps weapon, ahead of GS.
    PvP - chase and execute weapon, great for roaming and side noding.

    And I forsee a lot of builds being created around it.

    Okay then let me ask you this: Why create a weapon solely to replace existing ones? Why not create a weapon that at least brings a new playstyle?

  22. You know, an electricity based condition would have been a nice addition. I know confusion is used as a substitute on occasion but considering Engineer and Ele exist, it would've made sense here AND it could've also been brought to the Air pistol, instead of being the awkward one element on pistol that isn't used for condi. 

    In the game Gigantic (which fun fact, some original GW2 devs worked on!), they have a similar condition system with bleeds and burns, and there's a Shock condition there, dealing DoT and then a massive spike of damage when it expires, causing a lightning strike AoE on whoever had it. Obviously that would not work as well in GW2 because you typically don't want your DoTs to expire, but rather keep rolling, but some sort of unique effect would be cool.

  23. Hard disagree here. I actually feel like this is, by far, one of the best designed weapons in the entire game. The way the combo attacks system is designed, feeding into also the 4 skill and stealth skill, while preventing deadeye from overusing it, is pretty kitten clever. Well done team, this one stole the show for me.

    Yes, numbers might have to be adjusted but that's trivial compared to the core design, and this one was mechanically the best one by far, even surpassing Ele (but not Weaver, what they did there was also very clever).

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