Jump to content
  • Sign Up

Noktiel.9075

Members
  • Posts

    10
  • Joined

  • Last visited

Noktiel.9075's Achievements

  1. Every time I go underwater I am reminded again just HOW bad the vindicator dodge is underwater. On land the dodge takes 0.8 secs , feels fluid and great. Underwater however you do the dodge, then you do like a 3 sec long cast which can be interrupted by other spells and only then do you deal the damage and more importantly trigger the traits. This feels HORRIBLE. Arenanet, please, for the love of God, fix the dodge underwater to make it bareable. Speed it up, remove the cast, just do something. Please.
  2. Hello, Now that the beta weekend has concluded, I figured I'd give my personal feedback here. Most of these thoughts have probably been already voiced but nonetheless I'm going to share them anyways. I'm going to split my feedback into the following sections to allow for easier reading: - Role and Purpose - Greatsword - Legendary Alliance - Dodge Mechanic - Traits Role and Purpose I'm pretty sure I'm not the only person who was expecting Vindicator to fill in the competitive power dps spec niche in PvE - you know something that can actually compete with Dragonhunter and Holosmiths and Soulbeasts in Fractals or Raids. And right now it's simply not there. Power Ren is benching higher then Power Vindicator and that really shouldn't be the case. Furthermore ArenaNet tried pushing the support aspect again into the spec, and honestly I believe it has no place here - we already have Support Ren, Alac Reng, Support Herald - but I'm going to touch upon this in the Legendary Alliance section a bit more. Anyways I believe Vindicator should be a power DPS spec predominantly, benching around 40k DPS, and it's simply not there. Hopefully yet. Greatsword Honestly I was hoping for the floaty Balthazar animations when it came to the GS, but alas it's not meant to happen, as sad as it is. But honestly I'm happy with the GS skill set we got regardless of that - it's pretty solid, fund and well rounded. I would make some minor-ish adjustments though. First of all coming back to my initial point of Vindicator being a power DPS spec, we need to buff them numbers. As basic as it is, I say let's take literally every single GS skill and multiple the damage number by 1.4 - this would be a good start at getting us where we need to be. Next let's go skill by skill: GS 1 (auto-attack chain) - honestly beside the already mentioned number adjustment I think this can stay as is GS 2 - Buff the numbers and I'd personally like to see a different character animation here. I'm not expecting to get a full bunch of new animations but 1 new one would be nice, like a slam over the shoulder or something GS 3 - basically great, just please fix the distance bug - it doesn't travel 900 range, not even close. Also considering that GS doesn't have any cc on it, may be add 1-2 sec of slow to this skill? GS 4 - block is neat but may be buff the counter-strike part of the skills and increase the window to use it a little bit? GS 5 - awesome skill, I don't even mind the re-used reaper animation, my main suggestion here would be to remove the damage-reduction component when hitting the same enemy and may be reduce the radius of the attack? So same number of hits but all of them closer together. I think it would help the skill to be more impactful. Legendary Alliance On paper 2 legends in 1 sounds hella fun and great. But the current implementation feels clunky and unrewarding to use instead of awesome. I think the main problem is the purpose of the spec. As a DPS player you don't want the supporty skills of Saint Viktor, they feel like a detriment most of the time, and as if they're just in your way (which they are). Same goes for support players and Archemorus skills, though I guess to a lesser extent. You know when the current implementation would work perfectly though? If both legends were offensive. If both were designed around being DPS tools, you wouldn't mind being stuck on either side - since you would always have some tools at your disposal that you actually want. Maybe if we could pick Vizu instead of Viktor for when we want be a DPS player, and have Vizu skills be offensive too - then the current implementation can work. Another way we could salvage the current situation is the idea most players mention - only have the skills flip when the player uses F2. Yep, this would reduce the flavour of the spec, but at least the gameplay would be better and give the player control of how the want to play the spec. Not as exciting but it solves the problem. My last proposition for salvaging the situation - would be another fairly simple one. Give Vindicator a new buff, similar to lethal strikes of Willbender, called Cooperative Empowerment. Each skills of both Archemorus and Saint Viktor legends would give a 1-2 % increase in strike damage and healing. Each new application increases the stacks and refreshes duration. Max 10 stacks. F2 gives 2 stacks. This way it, the idea plays into the Alliance aspect of the legend thematically, as you're rewarded for using both legends, and gives players a reason gameplay-wise to care about using the skills of the legend, they don't care about currently. So to sum up this section I would like one of the following scenarios to happens: Rework Saint Victor skills to be offensive in nature or give the option of picking Vizu for a second set of offensive utilities Lock the flippy skills to only flip upon activating F2 Give a buff to the spec that rewards you for cycling through utilities Other than that some buffs to Archemorus skills would be nice. I'd really like to get 1 upkeep skill here that buffs your damage for the familiar Revenant feel. Also I'll agree with literally everyone about the elite skills - Spear of Archemorus should be unblockable and hit like way harder, something like 10x, at least in PvE. Urn of Saint Viktor just feels horrible to use, allowing us to double tap and reducing upkeep would be a start, but in general I wouldn't mind having the whole skill reworked. Dodge Mechanic Here I'm going to start of with saying that the idea and animation is great, love it to be honest. But the numeric execution is bloody horrible. I guess this section is going to bleed into traits, but I feel its worth separating it. First of all, I'd prefer getting 2 charges of dodge. Given the other limitation, and how central the dodge mechanic is to the gameplay, having only 1 sucks. This is further reinforced when your single dodge costs as much as 3 normal dodges, has to be used offensively to keep up the only damage modifier on the spec at the moment (hence you essentially have zero dodges), takes you out of combat for like 2-3 sec AND doesn't even do much damage. So my suggestion would be to have 2 charges and all of dodge variations should have the animation speed of Saint's Shield (or at the very least Imperial Impact should have the same animation speed as Saint's Shield, and Death Drop should have the current animation speed of Imperial Impact). Endurance requirements should be severely reduced for Death Drop and probably Imperial Impact too - right now they feel horrible. Endurance requirements on Saint's Shield feel decent though. Lastly the rewards for using the dodges - Saint's Shield is alright again. If my other ideas were to be implemented (so 2 charges, faster animation, less endurance) may be we can keep the current numbers for damage. But if not, then there should definitely be more of a reward for using them, especially Death Drop. What makes this even more ridiculous is with Death Drop you're taken out of combat for 2-3 seconds, can do nothing in the meantime, the evade frame doesn't last the whole time, and when you land you do a whopping 20k damage on a crit. Whereas over on warrior, for the Dragon Slash, you have to remain stationary for 5 secs (so not that much longer), can teleport and put up aegis in the process, and and the end you do 500k damage. The difference is too huge, especially given that the drawbacks are fairly similar. Traits So for this section I've already covered the dodges (and hence the GM traits) in the last section, so that's done. Other traits aren't particularly fantastic in my honest opinion though. Master traits are ok I suppose, especially given how important endurance is on the spec. But all 3 could probably use a buff to be honest. Reaver's curse in particular seems to be way better, so at least buff the Angsiyan's Trust and Song of Arboreurn. Adept trait's feel pretty meh. I say rework Leviathan's Strength to give a second damage modifier to spec and reduce GS skills CD. I'd probably increase the potency of Amnesty of the Shing Jea too. In general I feel the traits are missing a damage modifier trait (other than the dodge one) to get Vindicator to a competitive level and GS skill cd reduction trait too - may be these 2 can be combined. Minor traits are fairly decent though Conclusion Overall I like the spec it feels fun, but it does still need a fair amount of adjustments to get it to a competitive level. The dodge mechanic most importantly needs numeric tweaking to allow the spec to not feel cumbersome. Lastly we really need to allow the spec to have an identity, either through player choice, or just locking it in in general - and I believe that identity need to be a competitive Power DPS spec, a niche that's hasn't been filled since 2015 in PvE. Once that's done, and the numbers are adjusted, the spec can really shine and feel awesome. Again these are just my 2 cents on the topic, I'm no pro player, but I have been a revenant main since HoT released and I do hope my opinion is at least heard by the devs. Thanks you for reading and looking forward to Beta Weekend 4 to see how things get changed. P.S. Thanks for giving Revenant a Greatsword, been praying for that for years now, and it's great to finally get it.
  3. I'm sorry but you're wong. An elite spec will give us 1 weapon, the only exception to this rule has been spellbreaker for warrior, who are a special case since they are a weapon master. So we have an option between a 2 hander which brings a full kit of 5 skills that can synergize with our other power load out (sword/sword) or a single mh OR oh that would leave us with half a load out. The choice seems obvious. Let's say we get a GS - our power spec would be sword/sword and GS on weapon swap. 10 skills to work with for our hopefully strong rotation. Obviously not all skills will be used but you get the point . Now let's look at an alternative, let's say we get mh axe. What would the load out be? Sword/sword and mh axe/oh axe? Well that doesn't really work, oh axe is more of a condo/utility weapon. And there's no other choice. The scenario becomes even worse with something like oh dagger where we would be looking at sword/sword + Mace/dagger oh which is completely useless for a power spec (which is what we direly need). We have nothing to pair with a new mh or oh, cause our 4 core 1 handers are already paired. This brings me back to the original point - a 2hander is an obvious choice. We don't have GS, longbow or rifle currently, and GS is again the obvious choice - it would look great, work great and please a ton of people, me included. Furthermore, a kitten rev spec wielding a GS will definitely be appealing to someone who hasn't played the game and entice them to try the game and buy EoD, and surely more so than something like an oh dagger. As for your point about nerfing, anything can be nerfed, not like 1handers don't get nerfed. And a 1 hander is more likely to arrive dead from the get go, due to the lack of synnergies I've outlined above, and hence it won't even need a nerf, cause it would be dead from the get go. So yes, GS is the best choice. GS or riot.
  4. I really don't think the icon is depicting a weapon. What rev needs as far as weapons go is a GS though - a power cleave GS.
  5. I certainly hope it won't be dual dagger and obviously a mh axe would be essentially useless. A mid range power gs would be be amazing though. DPS support is still support, alacrigade is essentially guaranteed a spot in every group. So asking for a 3rd support spec whilst we have a grand total of zero competitive power DPS specs just seems dense
  6. Sceptre doesn't fit on rev. We only have sword MH + OH, Axe OH, Mace, MH, Hammer and Staff by default. Sceptre with sword or axe OH doesn't make any sense. Besides a revenant is supposed to be a mist warrior As for daggers, like some one already said its too close to sword/sword to be substantially different. Besides what we lack is power cleave weapon, and gs makes way more sense for that than daggers do. Lastly, just as many people use daggers as gs, so no - gs is not overused, last round of especs no one got gs, so this round rev should get gs as a kitten power cleave weapon it deserves.
  7. Dear ArenaNet, I have just 2 wishes. Wish number 1, and this is the important one - please for the love of god let the next revenant elite spec be a power DPS spec using a greatsword. Wish number 2 please reveal it in the August Beta event. You see my birthday was on the 27th of July and I really hoped that the reveal of a power DPS GS wielding rev spec would be my present, and I don't mind if it comes a little bit late, but please let it be. I've been waiting for it for years now, and I can only take it so much longer. I'm tired of arguing with strangers on the internet, so please just grant the release of knowing the truth. If I have to wait for months to find out whether I can rest with ease or drown in sorrows, I'm going to go insane. /dramaticPostOver
  8. I voted Greatsword. I pray that we get a Power DPS spec that can actually push out competitive numbers. And I can already see some skills, imagine the opposite of axe 5, a line that pushes away enemies rather than pulls them in. Or a shockwave that u send out , that you can teleport to. Add an air spin and repetitive stab , and you got an awesome toolkit.
×
×
  • Create New...