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Catilleon.9258

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  1. First of all, I will say the understand the importance of GW2 having this kind of multiplayer mount. There are people who will never touch this, I am one of them, but likewise this is a unique thing and it deserves to exists. That the only new mount this expansion has such niche appeal is extremely lame and kind of laughable. It's like expecting fishing to be a tentpole of your expansion. Now for my feedback on what I could actually test which is the driver portion only... it's fine. It's too big and it gets caught on level geometry a lot. It handles like a truck which is unique but not particulary fun to me. Though if people are racing these things there must be some appeal to people. The flight is super useful for covering for the weaknesses of the mount getting caught on things but I would use just about any other mount most of the time. Some more niche criticisms, I think it might be good to have one slam that works as it currently is and one slam that actually dismounts you so the character can start combat. The skin is very aesthetic but a little weird outside of the Canthan expansion it would be nice to have an easily earnable alt-skin that uses core-game aesthetics. Maybe hide it in a little quest even though I'm sure you'd just sell it. In the end I don't see myself using the Seige Turtle very much but it is fundamently fine on a game design level.
  2. Well I more or less agree with everyone else's sentiment that this misses the forest for the trees. Solving a problem by creating the same problem. And it would probably make trait choices more restrictive, ironically. Though I'm curious about what your intentions for gear was in this theoretical scenario. Would gear now have no stats aside from defense rating and weapon strength, making them a vehicle for runes in terms of build customisation. Or would gear now have all the stats that aren't Power, Condition Damage, or Healing Power. Making stat combinations more of a mix and match.
  3. I'm going to very negative I don't like most things about this class. Firstly the gun. It functions like a lesser Engineer's pistol. I didn't even know that was possible. Fine it works you're a Necro with a gun that's fun but it could so be much more. On skills, lLook the main thing with Elixirs in when you have them on Engineer they interact with the Toolbelt so there it's not just having a button than gives you buffs. But on Harbinger right now that's exactly what they are. The only way they interact with the class mechanic is adding Blight and you could very easily not even notice the impact until you're dead on the ground. You made Holosmith you can do a better risk and reward system than this. That had gameplay but this is just not proactive. Give us Blight spenders at the bare minimum. Twisted Medicene can make a powerful support spec but also the most boring support spec in the game. You just press buttons off cooldown and hope you're team doesn't let you die. Finally shroud. I don't like this shroud it's like it was cobbled together from the skills off the chopping room floor. It's 1 and 2 skills are still ranged so why give a gap closer, let alone two. A shotgun effect and a limp control AoE do not justify killing yourself in a pack of enemies. Harbinger fails on class fantasy and design. There is no reason to play this over Reaper and Scourge unless you just want to pew-pew for a bit.
  4. Now I'm not a huge Mesmer main. I really enjoy Mirage and I really want Virtuoso to work. An elite spec that decouples Mesmer from clones is great to have, for some people a staking resource is much more pleasant to roam maps with. Likewise Dagger didn't click with me immediately but now I can see where it fits around the rest of the weapons, it definetely needs tuning but a good addition. Problem is seems that a lot of traits which affect clones don't interact with blades. So right now blades feel kinda limited in scope. The elite skill is also so weak and it's easy to whiff with. Skills in general are luckluster, I wish they had more utility instead of mostly raw damage. And finally Rain of Swords and Sword of Decimation are the same skill it feels really wasteful to have them both on your utility bar.
  5. Willbender feels nice and dynamic to play but I just don't know if the animations are fluid enough for all the movement the spec can facilitate. It's favourite looking of the three specs and possibly also my favourite to play but it's held back by some inherant design flaws. Needing to have a lot of enemies around to trigger enough ticks is not great. It's really situational and the kit doesn't do enough to group enemies together. The elite actually pushes enemies away which is a mistake. The spec is isolating an enemy but it would actually kill them much more efficiently if their four friends were nearby. You can grab a greatsword for it's pull to alleviate this and since the off-hand sword is so lackluster I don't see a reason to use dual swords in this dual swords spec. It's unfortunate.
  6. Am I the only one whose annoyed that the original poster never explained what their point was? It's someone imageposting an obscure meme, you can't just leave it at that.
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