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GoZero.9708

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  1. Two major issues with this mechanic: 1) The green AoE is always an indicator of a stack mechanic wherein players need to come together. At the moment there is a lot of confusion on if this is even how you're supposed to treat these mechanics. Do players stacks? Do they avoid each other like certain red timed AoEs? Do you need a minimum number of people? I've heard and tried these and nothing is clear after failing in ways just as OP says. There is very little clarity on what anyone is meant to do here. This can be remedied by making whatever is going on more visible with AoE clarification and perhaps fixing a bug with the mechanic that is preventing it from completing correctly as some people seem to believe is happening. 2) Open world events have a natural participant: the fool. I've been the fool, you've been the fool, everyone has been the fool. The "check your phone while auto-attacking the boss" fool, the "I'm wondering some random thing and checking the wiki real quick" fool, and every other moment in our lives where we are not dedicating 100% attention to what's on screen. In Fractals, Strikes, and Raids you're expected to not be the fool. That's why these things are considered high focused, intense activities. Open world is close to the antithesis of this: there will be the fool. The fool won't be optimal and the fool won't be looking. Any mechanic in open-world where a single player is designated to do something important and then expected to do or else risk a huge, punishing attack on everyone such as what you see in high-intensity activities flat out does not belong in open world content. This problem is a natural part of open-world content and cannot be remedied as you have no control over who is participating. If the mechanic truly is "all 3 green players must stack" then it needs to be reworked or removed.
  2. This. Even our support specs are nothing compared to them.
  3. I know many players here want to change how your utilities are confined to a single Legend but I think removing the Legend-locked utilities and making it a free-for-all would be a mistake. The swapping right bar is Revenant's most unique aspect and rather than making it a free-for-all, I support adding additional utility skills on each individual Legend.
  4. What would you implement as a unique mechanic in its place?
  5. The Revenant isn't so far gone that it needs to be remade from the ground up. I for one think it all "clicks" but that there's an issue of how everything runs on its own. If we're throwing out big change ideas I'll contribute my ideas. This here regards baseline Revenant without either Elite spec: Remove energy cost from Weapon skills and increase the cooldowns of each weapon skill slightly to modestly depending on the skill and original cost.Remove all cooldowns from 7-0 skills, increase their energy costs depending on how much cooldown it originally had. Upkeep utilities are one of the best Revenant mechanics but increasing their energy cost would be extremely detrimental to their viability so leave them be.Healing skills are one of the most controversial issues with Revenant. They get two but many players feel that even having two isn't enough because they're clearly balanced down because, well, you have two. This creates a playstyle problem where a Revenant playing a build that focuses on mostly one Legend and having another for hugely different scenarios will be stuck in one and not be able to change out without serious repercussions. Excluding Ventari, increase the base healing on all healing skills by a significant amount and add a 20 second global timer with a small energy cost depending on Legend to all heal skills. Exclude Ventari's Will from this timer as its healing skill functions on a different principle than the other Legends. This allows Revenant to play mono-Legends without sacrificing the principle of rotating legends to heal.Implement one additional utility (7-9) skill for each Legend that you can choose over one of the three already in place just like any other profession does. Focus these new skills on something that Revenant lacks while on that Legend but keeps in tune with the Legend. This will allow far more build customization. Putting forth my personal ideas would be based on boon-stealing for Shiro (his greatest treachery was acting as a thief as well as an assassin), additional condition removal for Jalis (having three condition removed every 30 seconds on the "tank" legend shows how backwards ANet was thinking when designing it and their complete disregard for keeping it in line to tank against relevant damage-dealing), a group barrier skill for Ventari (barrier is supposed to relate to the Earth element and Ventari is all about the Earth), and a condition copy and paste on enemies skill for Mallyx (this is one of my biggest hangsup with how Revenant was designed, with Mallyx the idea is neutralizing your conditions through Resistance and punish your enemies with them in return but the only way to do that is Pulsating Pestilence, which only activates when you swap Legends, AKA move off of Mallyx and lose your capacity to generate Resistance!)Make the damn buttons to change your selected Legends bigger already. I guarantee you that one out of every three times I go to change a legend I press the legend button and swapped my active and reserve Legend instead. Sometimes I just have to sit around for 10 seconds because you can't change Legends while that cooldown is active for some silly reason and sometimes it literally kills my Revenant because I had to swap suddenly before an engagement in WvW!With Herald, the same ideas of no-utility cooldown are still in play but work a little differently. Because of how Facets work on the Glint Legend, you can't manually deactivate them without swapping Legends, depleting your energy, or consuming the Facet and forcing it onto cooldown. Simply put, I would maintain how they are now but remove the cooldown after activating the Consume Facet and instead make each Consume Facet require an energy cost. If you're above that energy cost, you will consume the Facet, use the skill, and it deactivates but if you're below the energy cost you simply deactivate the Facet. This will create a need for Energy above neutral energy generation while on Glint because of the weapon skills no longer costing energy. The global healing skill timer would only affect Consume Facet of Light allowing Glint's Legend to use the Regen Facet freely and if activated while the cooldown is still in place, it will simply deactivate the Facet much like if you had not enough Energy for the other Facets. I have many ideas for Renegade but none that I could solidly put into words for this post. The most immediate change would be to disconnect the GM traits from "Improved Kalla's Fervor". I said this before the Lasting Legacy nerf and I will say it again, tying so much damage into that Trait is unhealthy for the trait line. Renegade is built as a damage spec and that additional damage from that trait suffocates the viability of the other two GM traits. While Righteous Rebel got a big buff, it's still caught in the limbo around Lasting Legacy. Make what "Improved Kalla's Fervor" is baseline to Renegade (so that each stack of Kalla's Fervor always grants 3% condi damage and 50 ferocity) and instead make Lasting Legacy more about offense boon support. Adding group Fury to Lasting Legacy would be great as it would provide a source of Fury to Renegade besides the lackluster "gain Fury when you hit a 50% health enemy". Renegade has two traits in Renegade's trait line that activate when gaining Fury yet only has that one source of Fury that only begins to activate after something you're fighting is half defeated. This would allow Renegade to look at their GM traits more actively depending on their party composition like many other specs do: they can take the Might and Fury from Lasting Legacy if the group needs it, they can take the Alacrity from Righteous Rebel if the group needs it, or they can take the additional damage from Vindication if the group doesn't need the Renegade to provide any more support. This change would be extremely healthy for Renegade.
  6. It's to entice you and give you more reason to buy into the game. not telling you to F.O. it's your perspective and instinct playing into that decision. I have Path of Fire. It's just my observation for players without it. Every time during the events there's a few death icons far behind the mount train and I can't help but feel sympathy. I understand the sympathy but like ya'll acting like $30 is alot lol. Really it isn't even if you are a kid with no job or can't work $30 isn't alot of money. This isn't like I said before 1920 or some great depression. Also just stating the facts the truth anet themselves state even backing with proof. hate me all day long but truth will always be the truth. The truth is holiday events shouldn't feel like you're being punished for not buying the shiny new thing. They're there to be silly fun stuff. Core players are already keenly aware that they're missing something by not having PoF. They don't need further reminders during the Mad King or Wintersday events. I don't mind them using them to get a lead on events but that ONE event is unfairly based on access to mounts. Hey i understand your concern but I'm not anet arguing with me not really getting you any where at all just sets you up for me to say more truths take it to support if ya concerned might get more attention that way ;)I'm not arguing with you. This is a forum of discussion and we're discussing.
  7. It's to entice you and give you more reason to buy into the game. not telling you to F.O. it's your perspective and instinct playing into that decision. I have Path of Fire. It's just my observation for players without it. Every time during the events there's a few death icons far behind the mount train and I can't help but feel sympathy. I understand the sympathy but like ya'll acting like $30 is alot lol. Really it isn't even if you are a kid with no job or can't work $30 isn't alot of money. This isn't like I said before 1920 or some great depression. Also just stating the facts the truth anet themselves state even backing with proof. hate me all day long but truth will always be the truth.The truth is holiday events shouldn't feel like you're being punished for not buying the shiny new thing. They're there to be silly fun stuff. Core players are already keenly aware that they're missing something by not having PoF. They don't need further reminders during the Mad King or Wintersday events. I don't mind them using them to get a lead on events but that ONE event is unfairly based on access to mounts.
  8. It's to entice you and give you more reason to buy into the game. not telling you to F.O. it's your perspective and instinct playing into that decision. I have Path of Fire. It's just my observation for players without it. Every time during the events there's a few death icons far behind the mount train and I can't help but feel sympathy.
  9. Would have supported the defense of mounts until they added a core event to Mad King tailored to people with mounts and throwing up a middle finger to anybody without them. You know what happens when you race on foot in the labyrinth? All the mounted players finish way before you can hope to reach the three minute timer after the first finish and you have a thousand mobs between you and the goal.
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