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VergilDeZaniah.3295

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  1. I came to report the same thing. Though I didn't pay attention if I got the reward twice or not.
  2. Just a quick remark right at the beginning of the beta. Quick Retribution still feels terrible distance-wise: if I "dodge" 300 units back and the target moves, QR is totally useless as I will simply lunge in the air without touching anything.. Imho, the distance should be at least 450 to overcome the potential escape of the target. Flowing Resolve now doesn't feel like movement. The range is barely longer than a dodge, and it feels slow. Still not convinced that Zealot's Defense should stay that way when being a Willbender: it's supposed to be a moving spec, rooting yourself in place isn't really sticking to the concept. It should be like thief: the 3rd weapon skill should change according to the off-hand. If the Willbender has only one sword, make it Zealot's Defense, if they have two swords, make it a moving skill... maybe taking inspiration from Almora's skills?
  3. A really simple feedback compared to the previous ones, I will simply focus on the design in general. I am mainly a WvW player so I'm talking about my experience in that mode only. Also, I must admit I haven't read all the feedback (yet), so I don't know how many times my remarks have already been brought up, if at all. 1. The Mech Tbh, I really enjoyed it: unlike ranger's pets, it really focuses on taking down a target. However, with the breakbar, it tends to be taken down quite easily. Maybe scaling could be taken differently (or a least damage calculation). Same goes for summon cooldown: 100 seconds is really too much. Just like everyone else, I assume the naming bug will be taken care of in later builds. Another bug is that the cooldown time on F1-F2-F3 skills doesn't always appear. Lastly about bugs, sometimes the Mech goes through walls to chase an enemy. Also, I wouldn't mind a customisation window where we would be able to, maybe, change some parts of the golem, or even complete skins (to collect like ranger's pets, imagine being able to use a watchknight!), and of course colors. As many pointed out, toolbet skills should be available when the Mech isn't out. Losing them is too big of a trade-off. Lastly, it would be great that the animation of the Mech being sent away when entering water or mounting should not be that long. Keep it for when it dies, but not these instances: sometime the Mech doesn't come back right away, or is summoned for no reason... 1.1. Traits As many said, traits shouldn't force us to choose an attribute. Mech skills should be chosen from the previously suggsted customisation window. Traits should maybe focus a bit more on signet, weapons, and maybe pushing the Mech even further (like summoning TWO Mechs, yet half as strong? Just throwing a stupid idea here). 2. Mace A bit overwhelming yet still pleasant to play. Maybe you could go a bit crazy about it and make it a gauntlet skin? You created foci looking like effects, why not create a mace looking like a gauntlet? Also, as limiting as it can be for further expansions, make it dual wielded: it would be fun to have a double "punching" engineer, fighting like their Mech! 3. Signets I like the idea of giving it to you or your Mech. However, since the Mech sometimes like to live its own life and wanders around picking flowers, signets like Barrier Signet can get a bit useless. Maybe keep the active effect on the engineer, but make a trait that, if chosen, allows you to transfer the active effect on the Mech? So, besides the obvious bugs that will be fixed, imho Mechanist was the elite spec I had fun the most fun with yet. Push it just a tiiiiny bit further and it will be perfect. Oh and also... Please fix the French name. "Méchamancien" isn't that good. Called it a "Machiniste" (it's "Reaper-Fauchemort" all over again), it sounds better.
  4. A really simple feedback compared to the previous ones, I will simply focus on the design in general. I am mainly a WvW player so I'm talking about my experience in that mode only. Also, I must admit I haven't read all the feedback (yet), so I don't know how many times my remarks have already been brought up, if at all. 1. Pistol Why add two daggers but only one pistol? It would have been great to make the Bladesworn an expert in guns using show-off skills (à la Devil May Cry's Dante) with crazy animations. Here, the skills barely feel useful: Gunstinger's range is too short, and Dragon's Roar doesn't feel that impactful. MH pistol is lacking, as Bladesworn is forced to use pistol as a short-range weapon. Imho, Dragon's Roar could be Gunstinger follow-up if the skill connects. This way, Pistol 5 could have another skill. The flow of battle would feel faster. 2. Gunsaber Love the idea, hate the execution. Animations should be better: why simply put a greatsword stance while the artwork is selling iaido vibes? Make it stand out, not just another recycled stance (I'm still bitter about Daredevil's and Revenant's staff). Too slow, too greatswordy, I feel like you're missing the potential of the whole spec. Dragon Slash in WvW is ridiculous: why would I put myself in such a dire situation when I can do more damage with any other Warrior, or other professions, spec? Gunsaber is finally bringing something new to the game, but in such a shape I'd rather stick to simple weapons: it's supposed to be a "stance" in which I want to stay as much as possible, not to avoid it... Also, please... Gunsaber skins (NOT in the cash shop) or simple make it a new weapon type. I know people will play pissed if they only get it for warrior, but in the end they'll forget once you add new weapon types to other classes as well. 3. Skills In one word, they are meh. It's just utility skills, nothing more: no flavor, no real impact, they simply feel "there" rather than "needed". Just as with Vindicator, I'm sorry to be negative about the spec, but I feel like you could go far beyond what we have here to make the specs feel more unique and not a patchwork of other things that don't always go well together. You are creating WONDERFUL ideas and butchering them when implementing them. I really feel like it's a waste of creativity to restrain the spec to follow "rules", just go crazy on them and make them full-fledged specs, instead of preliminary drafts that are going to be put that way in the game...
  5. A really simple feedback compared to the previous ones, I will simply focus on the design in general. I am mainly a WvW player so I'm talking about my experience in that mode only. Also, I must admit I haven't read all the feedback (yet), so I don't know how many times my remarks have already been brought up, if at all. 1. Legends While the Legends were kinda logical from a Canthan point of view, I feel like they are flavorless... I like the idea of an offensive and a defensive legends, but they don't really feel impactful as they are, especially Archemorus. 2. Mechanics Gosh I hate the new "dodge". It's Daredevil, but useless. Vindicators should get at least two dodges, or even 3 like DD (and some nerfs to the effects). The risk is really high at the moment, for a low reward. Also, like DD, they should have better, unique animations. Switching between Archemorus and St. Viktor is rather a good idea, but then F2 is way too expensive. Either don't make it an auto switch and keep the F2 cost, or leave the auto switch and make the F2 cheaper. Tbh, I'd rather go for a manual switch, AND F3 to have Energy Meld. 3. Animations So far, weapon animations look rather good. Except Eternity's Requiem: it shouldn't use the Gravedigger animation, which is way too iconic to be actually reused. Why not make something new, like throwing the greatsword and making it spin around the Vindicator? It really lacks identity at the moment. Skill animations, on the other hand, barely have any presence. Elite specs don't have any catch to the eye, barely amusing (if at all) to use and watch. 4. Skills The icons also lack flavor. They could have a better Canthan vibe. Also, the skills themselves seem unfinished: they do everything without doing anything. They feel weak, unimpactful, and rather bland in the thematics. They could use a little upgrade in order to feel more useful. Sorry for my mostly negative feedback, but I have the impression the spec could be ten times better if a little effort is put into improvement.
  6. Having thought a bit about Blight these past days, maybe there's an option to make it more "interesting" (or at least what I deem interesting). Sorry if it has been already discussed on the topic, I haven't read the last few pages. Blight would permanently reduce your healthpool while increasing your shroud pool (along with other benefits - maybe we could also merge Wicked Corruption and Sceptic Corruption?). In other words, let's say your health is 20,000 and your shroud health is 5,000. While getting stacks of Blight, you would reduce your health to 10,000 and increase your shroud to 15,000, allowing you to stay in shroud for longer. Shroud would be used as a real second health bar (just like vanilla Necro and Reaper). In order to have some sort of control on Blight, harbingers would get F2 and F3 skills. F1 - Harbinger Shroud : nothing changes. F2 - Blight : Channeling skill. Gain stacks of Blight while reducing your maximum health. F3 - Remedy : Channeling skill. Remove stacks of Blight while increasing your maximum health. Now, elixirs wouldn't play a role on Blight, they would rather generate life force to replenish the shroud. They would remain unchanged, besides granting life force (let's say, 5% per elixir) to the player instead of inflicting Blight, and maybe inflicting a condition to a nearby enemy (so it's not simply used as a bottle of water to quench the thirst for life force 😇😜). The trait Twisted Medicine would therefore be modified, it would make the elixirs throwable, granting boons to allies in the area as well as conditions to enemies. This way, imho, Harbinger would get interesting trade-offs for applying Blight to himself, and elixirs would get a bit more interesting in terms of gameplay.
  7. A really simple feedback compared to the previous ones, I will simply focus on the design in general. I am mainly a WvW player so I'm talking about my experience in that mode only. Harbing is absolutely... meh. Shroud is fun, though I don't really get how the different "themes" are supposed to work together? 1 and 2 look more "magic", 3 and 4 "monk/brawler", and 5 is like "summoner"... I'm not fan of that "lack of continuity". Blight needs a visual indicator on the health bar, just like "Deep Wound" or "Overcast" in GW1. Blight needs to give a bit more advantages and make it a worthy sacrifice. Pistol is underwhelming... As I've read, I agree it's simply Engi's pistol but slightly different. It should stand out more and it could play on the "alchemist" vibe of the spec. Elixirs are what make the spec "meh" to me. I really don't feel like using them, they're just "sacrifice some health and gain a boon someone else could give you for longer". They need a HUGE rework... and, again, stand out as an "alchemist" vibe rather than a perpetually thirsty character. Make them either totally support (not only on self and without "Twisted Medicine") or make them a mix of boons and conditions ("Throw an elixir of ignorance, granting resistance to allies and confusion to enemies"), though Blight would not have much sense with these skills... All in all, there is a huge potential, though "Blight" and "Elixirs" don't go well together imho: it should be one or the other, as one drags the other down... Both together are actually counterproductive and don't make the spec that attractive.
  8. A really simple feedback compared to the previous ones, I will simply focus on the design in general. I am mainly a WvW player so I'm talking about my experience in that mode only. Willbender is absolutely fun to play! I really love the movements, and the lore behind the spec. Also, most traits seem rather balanced (I haven't spent that much time playing around with them), I love the risk/reward aspect. Regarding animations, most of them are really great though they lack fluidity and lock you in place. Movement skills should be a bit less clunky and maybe should have a longer range (450 for F1 and F2 is really short). As it is advertised as a sword/sword spec, I think that Sword 3 need a rework: the spec is supposed to be all about movement, and this skill locks you in place for way too long. Maybe change Sword 3 depending on the OH and make it really mobile when Sword/Sword? Sword 4 should feel more like an "execution" and be a bit faster. Most targets can run away after the first hit. Healing skill feels a bit underwhelming, especially with the amount of heal provided. As a WvW player, I feel like my heal is negated nearly as soon as it has happened. "Quick Retribution" needs a longer range: if I go back 300 with "Rolling Light" and the target runs away, QR is totally useless. "Heaven's Palm" needs a slightly bigger radius (300 would be perfect). I really love the animation of that one!
  9. Will we get to know more about "Mother" soon™? Why and how did Aurene finally start talking? Not that I don't like the idea, but it was quite unexpected ^^ Aurene having absorbed magic from Mordremoth, Zhaitan, Kralkatorrik, and Balthazar (or whatever was left), is she the strongest Elder Dragon around? Btw, how is she strong enough to keep all the magic that tortued Kralkatorrik? Not a question, but thanks for that episode, I really loved it, especially the new aspect of Kralk's personality <3
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