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Hooglese.4860

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Everything posted by Hooglese.4860

  1. Alright, this is a big list of feedback. I get that I'm yelling into the void but sometimes that's good for the soul. Core Mechanic (Dodge) The change to the dodge is interesting because it works for rev due to all of the professions defensive options from weapon skills, however there's a lot to be desired. The grandmaster traits changing the endurance count and ability is an interesting idea but I don't think it works due to the way the game's been designed. Some things in the game simply must be dodged or you die and you want to be not dodging as long as possible so the choice that gives you more frequent, shorter dodges is going to be the best choice. I think the idea of having 3 choices is fun though, although Vassals of the Empire fills the same role as Forerunner of Death and there's going to be an objectively best option between these two option. Vassals of the Empire could be a mobility or condition damage oriented dodge since the others are damage and defence. Ex: You move 50% faster while dodging. Skills Alliance Tactics/Energy Meld (F2): This is a poorly implemented ability. It has a cast time, moderate cost and long cooldown to gain 50 energy for your 50-150 energy pool. This ability should have both cost and cd however it shouldn't have a cast time since dodging is something that you need to do in an emergency. It would also be nice if it filled your endurance for a variable cost depending on your max endurance but that's not happening. Energy meld and Alliance Tactics should also be separated. When you're in the alliance stance you might need the energy for the dodge but don't want to swap skills and vice versa. It would also fix the CD issue with Leviathan Strength. Greatsword: The base criticism of it is that it's damage is low and while that's true, its also lacking the defence and control options that other weapons provide. It would be nice if phatom's onslaught provided vigor at the cost of more energy. The auto attack chain is literally just the reapers and that' s disappointing. Phantoms Onslaught (3): The visuals of the skill are almost non-existent. You run forward with a mist filter over you then you do a basic swing. There are enough visuals for greatswords in the game that this is just lazy. The distance charged is also quite slow in comparison to the other options revenants have at their disposal. Imperial Guard/Truestrike (4): The visuals for Truestrike are also extremely lacking. It's just a normal attack. The cost and cooldown of this ability is also far too high. Eternity's Requiem (5): I'm unsure if this was just for me but the circles were almost invisible to see. Not as a defender but as an attacker. Legendary Alliance: The stance is Assassin Stance stapled onto Centaur Stance which might be the worst combination of stances you can take. Being an all in aggressor then switching to a self-sacrificing, all-in healer doesn't work because the latter requires you to get out of harms way which you can't do. I thought briefly of the profession as a tanky type however the Saint Viktor skills actively harm the Vindicator. This might be the worst part of the profession and needs to be looked at, if not fully reworked. Many other's have said that Saint Viktor shouldn't be heal support skill set and I agree. Selfless Spirit/Selfish Spirit: These two heal abilities are by far the worst in the profession. The long cast time is pointlessly cruel because it opens you up to being interrupted, and since its a channel, the CD goes on full cd. The choice to make it a 10s cd is interesting but the heal is simply too ineffective and shouldn't be a long channel or at least it should provide stability. Nomad's Advance/ Battle Dance (6): Nomads Advance is too short of range and the cooldown is too long. Scavenger Burst/Tree Song (7): These two skills are interesting but again they're really weak with high energy costs for very little pay off. Tree song should also provide Vigor instead of regeneration since there is a vigor trait but no way in Alliance stance to gain it. Reaver's Rage/Awakening (8): Again, weak. The stability given is so small that it's not noticeable. Awakening should also provide stability to all allies as well as yourself. Spear of Archemorus/ Urn of Saint Viktor: These elite skills are abysmal. The spear doesn't pierce and does such little damage that it's not worth casting. The Urn is maybe the worst ability in GW2. It costs health, 10 upkeep and you cant heal while its active. On top of that you have to succeed at a 1s cast time to disable it, all for a mild heal and resistance. There should not be a cast time to negate such a heavy cost that you impose on yourself. I understand that requires a rework and we won't see that but in it's current state it's baffling. It requires you to be in the front line but not take damage or get disabled, which is what happens when your in the front line. Traits The GM are the core mechanic so I won't go over them again. Leviathan Strength: This talent requires you to be in Alliance Stance but is really good. If they split Alliance Tactics and Energy Meld then this would be a well made talent. Amnesty of Shing Jea: This talent is competing with Leviathan Strength for the same slot but both are only boosting Alliance Stance. The boons should also be swapped because Luxon skills are violence oriented and Kurzick are heal oriented. As it is though, it's a mediocre trait but either it or Leviathan Strength should be put into the major line. That or rework this one. Reaver's Curse, Angsiyan's Trust and Song of Arboreum. All these talents increase your endurance pool without changing your play style. One will always be the best option and at the moment Song of Arboreum is winning. Angsiyan's Trust: This trait shouldn't give allies any endurance and give the vindicator more. The debuff shows that there's a potential for a problem so why not just make it give a large amount of energy to the Vindicator? Ideally, again, full rework because of point 3. Song of Arboreum: This is a really good trait and a really good idea for Vindicator. However there is no vigor in the Vindicator specialization outside of this trait. I get that Vigor is a strong boon but there are a lot of places that it could be placed. (Any of the greatsword skills, replace it with the other strong boons in the Kurzick skills). Vassal of the Empire: Again, this needs to be fully reworked. Forerunner and this are going to be contention for the same role in the same slot. Ideally, it should give superspeed and chill on land for a more PvP oriented GM trait. TLDR: There's promise here but the spec is weak and messy. Numbers need to go up and traits/skills need to be tightened up.
  2. It's really unfocused and clunky. Everything about the spec feels slapped together and self-defeating. Like the dps dodge lasts the longest, so your dps goes down. The f2 that gives you your dodge back has a cast time, so you cant get your dodge back in a pinch. The channelled ability needs to be cast to stop it, and it hurts you with a minimum cast duration at -10 energy/s. There are so many poor decisions in the spec that it's hard to see the spec is anything but rushed/unfinished.
  3. I kinda want the dodges to be separate too. Its weird to have the heal dodge share animation with the big blast one and makes it hard to judge in combat. At least a colour shift for each of the three options.
  4. Damn these are really close to my wants, except I want dual skills for rev and Archemorus+Saint Victor for the summon also I really want pistol for Ranger just to have a ranger with a big iron on their hip.
  5. Fair, I just thought kuzricks culturally bunker down and luxons are nomadic but either way. As for the name, GW has never had accurate specs/weapons like a Herald is a person that tells news/messages so the weapon should be warhorn but we got shield. I did think of a Kuunavang related name (since she granted players celestial skills in GW1) but she has no real title. Idk some weapons are the focus like Deadeye. Either way this is a pure flavour weapon, that might not even be viable since you need to be running power and condi for it to be optimal. I do get that it would be hard to make, so if it has to be combined I'd want it to be a midrange weapon but keep the melee skills as well as the ranged 4. The F2 is gone for this spec to balance out having access to more diverse abilities. If energy is too hard to manage it can be added to the traits of the spec in the minor line since players would always grab it if theres an option. Off the top of my head it would be something like "Upkeep skills cost 1 less pip" since Ancient Echo nets a conditionaly 1.22 energy a second, and this gives a conditional 1e/s in such a way that gives players more utility/damage. That's why I did a mild rework of it, swapping the Tablet skill with Natural Harmony (so now Natural Harmony is skill 6) so that all dual skills are tablet skills that give more versatility to it. Imo Ventari is so all in on it's legend that it dominates your build and could use a soft rework so that it can work with the revenant's mobility.
  6. This is just my dream. I bet its gunna be like Togo, focus and another support spec with an f2 activatable but whatever. Oracle of the MistsJust Oracle for short. I'd go with Envoy but Shiro was an envoy and we can already channel him and Oracles can communicate with celestials. As far as I can tell in the lore they're just better ritualists. New mechanic is Celestial Summoning (Dual-Skills/ Double Invocation), weapon is the greatsword and the new summon is the "Celestial Stance" which is a dual-invocation of Archemorus and Viktor. The new stance works like two stances due to the nature of the mechanic. GreatswordLet's make this fun. Inspired by Eternity and the Revenant's underwater weapons, it has two modes: Melee (Luxon) and Ranged (Kuzrick). The melee attacks are physical damage and mobility focused and the ranged mode is condi and defense based. This will be attached two the 2 ability which doesn't have another effect. To balance the weapon all cooldowns are shared so that if you switch weapons 2 is still on cooldown, as well if you use one skill 5 then swap, the other will be on cooldown. Melee ModeMelee mode is Luxon themed and it's abilies revolve around their three Queens of legend: Elora, Alua and Ione. Aesthetically it's inspired by Sekiro's Ashina style. Autochain: Crab's Strike (Strike your foe), Turtle's Bite (Strike your foe), Serpent's Lunge (Strike your foe, gain swiftness)Saintly Virtue (5 energy, 10s cd): Gain small amount Barrier and switch to the Ranged ModeIone's Claws (5 energy, 5s cd): Strike your opponent twice in rapid succession, gain might for enemy each target hit. Alua's Rush (10 energy 5s cd): Charge your opponent (Leap Finisher, 600 range). Elora's Might (15 energy, 15s cd): After a short delay, perform a strong overhead strike and knock your opponent down (Blast finisher). Ranged ModeThe Ranged mode is Kuzrick themed. The theme is based off their house's saints: Perahta Brauer, Ehren Durheim, Viktor zu Heltzer, Molodie Lutgardis and Anjeka Vasburg. Vitkor is omitted for being connected to the Utility abilities. The auto-attack is a slow (0.75-1s) 600 range single target attack (like Necro's axe) where your character slashes at the air. Ehren's Chronicles: Damage your target and apply 3 stacks of bleeding.Nomad's Code (5 energy, 10s cd): Gain Might and switch to the Melee ModePerahta's Masterwork (5 energy, 5s cd): Blind your opponent and confuse them Melodie's Blessing (10 energy, 5s cd): Evade backwards and create a rift fissure that cripples and torments enemies caught in it. Anjeka's Peace (15s, 15s cd): Channel and stun enemies in the area. If you complete the channel burn nearby enemies. Legendary Celestial StanceCelestial Stance is technically two stances due to the profession mechanic, Celestial Summoning. It invokes both Saint Viktor and Archemorus. The 8th skill is if you have Celestial Stance and Celestial Stance Equipped. Star Shine (5 energy, 30s cd): Heal yourself and remove conditions from all nearby allies.Shield of Saint Viktor (25 energy): Break stun and apply barrier to all nearby allies.Storm of Swords (40 energy): Allies near you damage adjacent enemiesSpear of Archemorus (10 upkeep): Charge up the Spear of Archemorus. Unleash the Spear of Archemorus to damage all enemies in an area. It deals more damage the longer it was charged.Star Servant (50 energy, 5s cd): Summon an astral ally to attack enemies for 5s. The Star Servant deals low damage but grants energy on hit. New Profession Mechanic: Celestial SummoningThe new profession mechanic would be dual skills/dual invocation named after the GW1 ability of the same name. It works by allowing you equip two legends in the same legend slot so you could use Mallyx/Shiro and Jalis/Ventari. The trade-off could be removing weapon swap if need be. Your 8th utility skill becomes a Dual-Skill that is a combination of both stances equipped and equipping the same Legendary Stance for both slots equips the default 8th skill. Since you can rearrange utility skills I chose the skills that get swapped for dual skills. The nitty gritty of what how Celestial summoning works is a bit more complicated than I'd hope because you can swap abilities around as you wish and Ventari is janky so I had to come up with tweaks and specifications. You can equip Legend A and B in your first slot and C and D in your second, so the UI would show two legend slots on either side of the f1 ability. The legend in the first/leftmost (which I will call the Minor) slot determines your healing skill and your 7 utility skill from that Stance. The second slot (the Major slot) determines your Elite skill and another utility skill. The utility skills chosen do depend on what slot you put them, for example Shiro's minor ability is Reposting Shadows and his major ability is Impossible Odds. The rule of thumb is the minor slot ability is the stunbreak and the major slot is the upkeep. The Dual Skill is in slot 8 and depends on what two legends chosen but not the order, so Mallyx/Shiro's Dual Skill is the same as Shiro/Mallyx. Each legendary stance will have to have one skill removed (Phase Traversal, Banish Enchantment, Forced Engagement and Project Tranquility). For the outlier Ventari, its tablet ability will be attached to its Dual Skill and its healing ability will be replaced with Natural Harmony. The minor skills are Riposting Shadows, Pain Absorption, Inspiring Reinforcement and Purifying Essence. The Major skills are Impossible odds, Call to Anguish, Vengeful hammers and Energy Explosion. Dual SkillsHere are my ideas for the dual-skills. All of the Ventari alterations should be considered "tablets." Assassin + Demon: Fingers of Chaos (20 energy): Corrupt a boon on an enemy. Teleport to them and apply chill if they have no boonsAssassin + Dwarf: Chains of Enslavement (30, 15s): Pull an enemy to your location. Assassin + Centaur: Meditation of the Reaper(20 energy ): Summon Shiro's Return and attach it to your body (set its tether distance to 0). Instead of healing allies it grants battle scars to nearby allies.Demon + Dwarf: Bonds of Torment (25 energy, 10s cooldown): Bind an opponent to you for 3s. When you gain a condition that opponent gets a copy of that condition.Demon + Centaur: Apocrypha (2s)/Ancestral Anguish (10 energy + 3s): Summon the Apocrypha that removes a condition from allies every 10s. Move the tablet to target location and apply torment to enemies it passes through.Dwarf + Centaur: Tome of the Rubicon (2s)/Breath of the Great Dwarf (10 energy + 3s): Summon the Tome of the Rubicon that breaks stuns when it lands. Move the tablet to target location and remove condition from allies it passes through. Celestial + Assassin: Echoing Banishment (35 energy, 15s): send an enemy to the mist, stunning and damaging them. Celestial + Demon: Bloodspear (30 energy): Throw up to three spears infused with demonic power, dazing enemies. Interrupted foes gain confusion. Celestial + Dwarf: Light of Deldrimor (25 energy): Damage nearby enemies and grant nearby allies retaliation. Celestial + Centaur: Peace Treaty / Celestial Haste (20 energy, 10 seconds): Summon a Peace Treaty that grants 5 energy when you use Centaur skills but has a larger radius. Move the tablet, allies is passes through gain quickness and alacrity for one second.
  7. Why hammer? What's scarier, a thief coming out of nowhere with daggers and pistols? Or a thief coming out of nowhere swinging with a gigantic hammer
  8. Some pretty solid points, depressing ones at that. It implies they no longer value the player base as people and equals (ex of player base respect), but instead see the player base as a source of income/inferiors and are willing to prey on the ones of them who have addictive personalities, but what kind of person that plays a video game for 5 years has an addictive personality?
  9. Tempest is probably the worst. Renegade probably needs buffs, well not probably, definitely. All the points OP made are well founded and need addressing. I've also said similar things before. It's a poorly thought out spec. Of this iteration of specs it's definetly the worst, cause it's much less thought through than the rest but this iteration was pretty good. All the specs, except renegade, are really well done and it makes renegade the runt of the litter. What people have said in defense of Renegade is the most important thing: it's fun. It makes Herald look like a game of monopoly. It may be weaker but that can be adjusted. They could tone up f1 and f2 and change f3 with some trait changes and buffs to Kalla and fixes to SB, but at least there's stuff to do when playing it and different ways to play it. Power is good with it, bunker/support is possibly broken with it (PvE) and condi has a lot of damage, and you have to actually manage your energy. Now I'm going to rip on Tempest, the real worst elite spec... Warhorn is both a lame weapon option in function, flare and fun. No builds use it, it's just a weaker focus. There are almost no good skins for it, and the abilities look underwhelming. It's also boring, making fields that go forward and conditional support skills aren't fun to use. Shortbow at least has a purpose and does something Revenant doesn't do. Overloads are bored. They have a 4s cast time and you're always going to use them, slowing down the flow of the game. They don't work with any skill but they provide AoE auras, fields and strong effects while stunbreaking (which ele has few of). At least our f abilities are quick to instant and combo with other skills we have. Shouts may be the laziest skills. Tempest shouts just give auras. As uncreative as some Renegade skills are, they are at least each skill have to be described rather than being able to sum them up all of them in two words (give aura). Bad ideas, good execution All of tempests design is around halting gameplay. Why in any game would you want to stop playing the game?! The worst part is that it's strong. You do very little and have a huge impact. It made Elementalist not Elementalist The devs were really devoted to making one of the fastest, most complex classes in the game to be the slowest and simplest ones. D/D ele, while was too strong, did have a lot of complexities to it and you had to chain skills correctly to do it properly. Tempest skills are all focused around making Elementalist easier to use and removed the benefits of skill chaining. You can chain for higher effect but it's less noticeable. What ele was, was an all-rounder that required planning and skill chaining. Tempest made it a boring skill spammer. It's bad what we got, but it can be fixed and it doesn't ruin what we still have. Tempest ruined elementalist, Renegade didn't ruin Revenant. The play style of Renegade is pretty much the same as core Revenant. TL;DR We can rebuild it, better and stronger. Tempest can't be rebuild 1/10 bad spec.
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