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Shao.7236

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Everything posted by Shao.7236

  1. It's not so much that it lacks complexity, it's there but in a variety of forms that comes off the same skills as you mix up stuff constantly. It's like playing Elementalist without having to keymash to be effective and the balancing act is energy.
  2. There's no real rhyme or reason when to use it because it's extremely opportunist and situational. The only VERY valid time that you should keep the passive up is if people are boon stacking, the latter is always up to you.
  3. Revenant is way more proactive by default contrary to Elementalist and against any professions Revenant's entire mechanic is always there compared everything else differentiation. This is what makes the profession strong to begin with, it's quite easy to get the last word if you have temperance.
  4. 3 seconds in each part was a lot to decide on what you could do next, in part of these 2 you'd definitely find yourself using the heal at least in between for poisons sake. If EM could by itself just ignore Poison I'd be happy without the condition damage immunity, I simply think that since Revenant has not as many clears or transfers Vs Necromancer that it's warranted that the healing should at least give some breathing room for the player to deal with conditions. As it is PA is more of a suicide button, so is Herald Mallyx passive in their current state with how easily poison can ruin everything.
  5. Resistance was busted because it was abundant, not because the mechanic was. Nobody cared to play Condi Rev until people like me brought it to light that transfers were good then everyone decided to just max stack Resistance OVER actual transfers because stuff like Rune Of Resistance and Demonic Defiance existed and made spamming conditions better than actually trying to play the game with any coherent thinking, in typical anet fashion they nerfed the traits before the Rune then nerfed the Rune and after that completely made Resistance useless as a whole without even putting Poison in consideration, completely killing Mallyx off viability unless you're playing Herald because they had to even make transfers worst on Core. Making Empowering Misery able to ignore Poison or straight up ignore condition (Be damage only or if you really want debilitating ones as well.) for a set amount of time is far from OP and unique to a set cooldown, the legend encourages the players to stack as many, I shouldn't be punished for playing the game properly and especially with how easily accessed Poison is. Make the effect last for 2 seconds and you basically resolved all the issues that Mallyx suffer from in PvP/WvW, back when Resistance was immunity to all damage I played with only Pain Absorption and Ancient Echo which was just 3 seconds each respectively and it was plenty to make the legend good on it's own but has cast/costs to be effectively healing, the skill by default has a cast time so it's not like people can easily get away with it. Sure was having fun on herald transferring insane mega stack burns in TFs mid in PvP and having somewhat the ability to risk that again is IMO fair within 2 seconds Example here; .
  6. @SeTect.5918Gets the idea why. Regardless, the best buff they can offer to Mallyx is an unique immunity to condition damage for a set amount of time after using Empowering Misery, it taps into the initial design of the legend without making it the main course of action to go for. Not only that but it would also allow for immunity to poison effects which is the main detriment as to why Mallyx is in the bad spot that it is, at the same time you're not buffing Glint synergy to heal from condition damage because one skill function works against the other, Poison is also known to debuff Infuse Light unlike old Resistance would prevent it. It keeps healing in check while not at the total mercy of Poison which wrecks Mallyx currently, it's a win win in balance terms.
  7. You want to have the utility and sustain to duel? Play with Jalis, that's how the class is designed whether you like it or not and thats never going to change. Shiro/Glint is a roamer glass and only good at hit and run, always was, always will be.
  8. Can't take your view seriously if you think Jalis is trash. I lost it at Vindicator not being "viable". Most of your points makes for such a generic view of not wanting Revenant to be Revenant but something else altogether or completely ignores the bigger picture. Class is easily 90% polished and only need minor changes/reverts and bug fixes at best. It seems way too common lately that if something doesn't carry the player it's automatically bad now and that's just not the case with how GW2 works, it has way more grey than the black and white you're implying.
  9. In PvE sure? In WvW/PvP sounds busted and but also has disavantages. Raw dagger damage is already high and there's many ways to use the daggers very quickly, turning it into burst like damage is going to create complains. Besides having them used so fast can play against the user as well if facetanking to pressure since the idea behind daggers is keeping up with damage without having to worry about healing.
  10. For 1v1 encounters definitely. Hammer was always good in WvW because you can fire and forget CoR in a mob and the last hit was easier to manage than in PvP where there's not a lot of map where you could make use it of. Foefire was the last one I remember landing 16ks on light armored but even that was stupidly hard to try. It is a heavy slow hitter that pays off, afaik not often thought to be good because players think it's easy to dodge but thats where the skill ceiling comes from, figuring out when dodging is no longer the option. That goes with a lot of weapons but this one quite in particular. Even if people didn't know about it, FE had 600 range a bit ago and that made landing CoR with it a very delicate task. Overall still, just being up in your face which is a normal thing to do would just pay off the opponent. I'd argue that Hammer is superior to Shortbow in everyway just because it has very high projectile hate and that's not counting in with Dome of the Mists. Fact they built in piercing in Shortbow does make it a bit better but generally still utility wise, you can't depend on Shortbow like you can with Hammer. I've literally never lost against one and anything that is ranged usually I win those encounters hands down simply for having Field of the Mists.
  11. Hi, I've basically used this weapon in it's trash state ever since it was changed 3 years and I just want to say, if you are confused about how it's supposed to be the technically good weapon that I constantly claimed for all this time and to be sorta busted the moment the changes are released, feel free to nudge or ask what can be considered fundamentals because this weapon is EXTREMELY quirky and does not play nice with mistakes, if you are not the type to constantly (not joking, we're talking bottom barrel scrapping) attempt at giving the best value in the skills in big bulks, Hammer playstyle is not for you. At the very basics, it's a weapon that requires way more patience than what you'd find the others to do for a pay off but that plays in favor of Revenant energy mechanic to use costly skills more often because Hammer skills are cheap and you never have to use any utility as often since you're away from danger, which is why there is a immense value in condensed teamfights. As a Core player, I get to use RotGD/Jade Winds a lot while the ability to hurt multiple targets at once is not something you usually get from Revenant, that really helps a team out in attacking and sustaining. The newer changes will be a big deal because placement was extremely jank to burst anyone, now it's easier than ever as a sidenoder to fight on point rather than having to plan your positioning more than you already had to. The changes to Field of the Mists will likely be good as a counter to blinds/Aegis even though to remind Hammer is a heavy single hit which plays well with unblockables. Regardless, there hasn't been much of anything that I couldn't do with this build that I have for it's versatility and I'd recommend who really enjoy Rev to give it a shot. There's seriously a lot of funny yet already effective things available before this patch and more will come from it.
  12. Energy is simply hardcoded with no real way to be handled differently and this commitment is reflected in the gameplay as well, adding more features to Revenant is just not a good idea in the bigger picture because even if you'd start fiddling with the base of the structure, it would wreck the balance. What they are doing is enough if you can appreciate what Revenant is by default which was the point to be made, a majority often simply wish it was this or that when they never truly experience the basis to appreciate why it's the way it is and what they are missing out on, it deserves more love at the fundamental instead.
  13. I do believe that changes of the main mechanic are "welcomed" to any specs but in general because the way revenant works, it'll truly never have much of a fundamental change that touches the core aspect. You could say the same about the others that the most we'll get is drastically different skills or recently added different evades but Revenant does feel more tied down to energy hard compared say Necromancer getting it's life force repurposed in different ways, basis remains theres life force but it feels so different while Revenant Energy is never repurposed another way. Not to sound like an elitist but if people can hardly enjoy core revenant as is and not just for it's lack of number in PvE, but exclusively because elites do embrace a more CD oriented way of being, the class is probably not for the person involved, there's always a bit of core to play around with elites because theres a forced core legend in there and it's usually what you hear most of the complains from with "high costs".
  14. I have a reason to play some more again. Hammer is gonna be busted in my hands, not only did I think the only problem was just the hitbox, but they buffed it hard. That only took 3 years but there it is, that and Inspiring Reinforcement stability gap is fixed as well, what a beautiful patch. Nonetheless my criticism goes to Hammer 4 being over the top with Aegis, that stuff is just a little too much for my taste but so long it doesn't get the CD increased if it's OP, just revert the skill if needed.
  15. Old offhand? You mean Grasping Shadow with Duelist Preparation?
  16. Yes, if you use AA with light AoE, any targets you will hit will cleanse you/teammates around said target in a 240 radius, the piercing factor multiplies it too so if you hit two targets next to each other, that's 2 conditions removed.
  17. If you look at it from the grand scheme of things, all weapons do something related to their theme which would be difficult to override. Vulnerability on Swords, Torment on Mace/Axe, Utility on Hammer, Sustain on Staff. If things started to apply things the way Trident did over weapons, it would be pretty busted. They'd have to redo the weapons to work with that in mind.
  18. Renegade healing is terrible for starters. Nerfed to the ground with it's modifiers now being multiplicative you can't tank conditions like before. Summons should have a permanent stack of stability since there's so many random stuns that can ruin the entire utility set. Those are two things that would easily make it more appealing to play because you can at least withstand the more braindead type of gameplay coming from any competent plays.
  19. Refer to the latest for the sake of understanding, because it truly isn't that complicated and already uses existing assets. So what's that about the purity of the class? No one "actually" plays Revenant, they play anything but what it actually is. It's supposed to emcompass something no one is truly experiencing and because this vision you speak of is lacking altogether. If the design is lacking, make it better. That's what they did for anything in this game and this should be no exception, I've went at it for nearly 4 years now and it's almost perfect to my eyes, only a few things that really stand out is why it can't perform. Anything is allowed to be different if it doesn't work. Part of why you surely disagree is because the suggestion ain't clear anyway but you can look again since I simplified it. Still, Core has all that it takes, if it was just a matter of traits then Herald with 2 core legends wouldn't perform the same or worst, same goes to all the other elites, with SotO we are already bridging a lot of what made core so limited no longer be as such. I'm looking at PvE because while I'm not maining it, its still something I play and would like to see improve and because the suggestions here is something that I know won't do much but power creep elites, I'd rather give everyone something than just elites. If you play close attention also, the benefits of this change benefits all legends but significally core because the changes improves on the main aspect of the profession and not just the niche of elites because elites rarely use two core legends, they're typically their associated legend with a core one instead. Core lacks in DPS because it doesn't have the ability to combine much skills to increase it's potential, elites do. Those changes touch on the lack of energy because upkeep is the most energy intensive but the most meaningful (Figures), however everyone wonders why they can't use anything, ask for lower costs but don't realize that it only catters to elites while core can already do what they are asking for, lowering costs will make it so core can literally use so much and still achieve nothing while elites just gets away with an extra skill which is just so unproductive for the entire profession so why not make it better for core by fixing the issue that taints everything? Upkeep is lacking on Core, you can afk on it because energy is abundant and even with all modifiers it's not enough. Upkeep is too intensive on elites because they don't get the same that cores does but it's the one thing that pumps damage so they want more to use utility. This isn't about DPS for elites regardless but for core since it benefits from it the same elites will but also get more energy to work with without changing the costs. It's hardly a rework, you're adding something into a skill that does nothing. Again, what's complicated about that? The suggestion is as simple as what Herald got over the years if not simplier because you're not adding anything new to the game, you're changing behaviors of existing features.
  20. All I can sum up prior to this quote is that all skills can't be equally compared because they are all situtionally different, making up to that for Jade Wind would definitely make CtA or EE less attractive which we don't want no? Yes they both can be used more often, yes they one can pull while the other can heal or even grant stability, but they don't have a 600 radius, they don't increase damage potential and they are not part of a power based set of utility to one of which is ultimately mandatory to reach meta levels of viability. I simply can't see Jade Wind being healthy if it can be used to the same degree of CtA or EE, I need something that proves that otherwise, I know it sounds contradictory that because Core can use it often makes no difference it should make no difference on elites but elites have the benefits of skills/traits Core doesn't have for obvious reasons and those skills defines Revenant relevance in the meta so logically why add on top of that while leaving core empty handed? This is why I think instead of just buffing by reducing which does nothing for core but adds the extra possibility of sliding one skill in an elite rotation. As for upkeep, here is a way to help understand better and do not associate energy cost with the time, 6 seconds is just a good number based on other factors. If Impossible Odds -6 -> Relinquish Power within 6 seconds, IO effect remains as a passive for 6 seconds while IO is set on a CD of 10 seconds. Else if Impossible Odds -6 -> Relinquish Power outside 6 seconds window, IO passive is not applied and IO itself is not set on a cooldown. In practice you have a generous window to earn the passive by Relinquish Power while still have energy equivalent to it is depleted until done so and with that comes the benefit of having full energy restoration with the upkeep effect however at the end of the passive you are punished for a technical 4 seconds (10 - 6 = 4) similar to running out of energy with upkeep. If IO is not turned off by Relinquish Power by the time it requires the passive to active, you simply don't get it while having full control of the skill rather than the cooldown because you went above the budget cost of -6 and 6 seconds afterward, this would be punishing the user which would make the benefits redundant. Why is the system in place? So that turning it on and off doesn't outweight the cost with the passive. That I constantly repeat as well, there's nothing to benefit as it is. Apply that to anything but urn and you cover the lack of energy and buff core at the same time. Everyone is happy.
  21. If you truly understand the meaning of it, have you done the math? Considerably have you even put forth the limitations of such idea? Do you understand it or do I need to create a visual example? All you seem to read is CD and nothing else, do you understand the CD is conditional? * IO + VH can only add so much damage and still require active presence near target to be effective, the increase in damage is at most a noticeable but not broken change that can help core get in range of elites without breaking elites * Ventari tablet always deserved more slack on legend swap, especially with how all skills are delayed and Protective Solace according to you doesn't respect the "philosophy" but we gonna let that one slide again because for some reason that's okay? * EtD falls in the same category of Vengeful Hammers and certainly is not anymore op as an hybrid option. * Soulcleave Summit is the only noticeable DPS increase provided you can time everything right without breaking the normal rotation, the trade off exists and you simply don't gain free damage without the complexity added to it. Cancel any upkeep too early for the passive benefit and you'll have to wait for the equivalent of a legend swap and that plays on energy restoration that everyone complains about, you get 50% back for wanting to sacrifice 4 seconds of downtime for 6 seconds of passive. Not only 10 seconds is an ideal number if the passive lasts 6 seconds but running out of energy with an upkeep has ALWAYS set a 4 seconds cooldown on the upkeep, the mechanics are matching habits that already exist. You see, it all falls in place no matter how you look at it, Anet already has existing buffs icons in the status bar as well. * Herald doesn't need to be touched, all skills are upkeep based and thus making it a trait requirement makes sense. * Urn can be untouched because it's actually the only skill that has any meaning behind turning it off and Viktors upkeep is also a different case exception once again that deviants from the normal upkeep function, why should it get a free pass? No, Herald has been getting constant changes that deviates still, even Quickness that makes little sense but somehow that's fine but who dares ever try to make Core anymore interesting, reducing costs won't make it any better, only the starved elites will benefit from getting a extra button press on Shiro, that's only helping the meta and not the cry for help that core needs. Herald if anything is half of what Revenant truly is, Renegade is just AoE Revenant and Vindicator is Revenant with training wheels since no one could accept having 1 powerful evade, the biggest skill issue in this profession history so far. It's not complicated, there's nothing complicated about it, if you can wrap your head around mashing 4 keys, you can put two and two together that if you press a button twice (like on Herald which is exactly the same, why are you even using that as an excuse, upkeeps already have said cancel button). Lowering energy costs doesn't jack for DPS and Core proves that having more skills to cast doesn't make it any better when all there is ever to do is play with the same boring energy sink that are upkeeps with nothing in between legends to ever so gently be more useful for once, for real. So far all that's ever argued about is consistency yet nothing is consistent in the the history of anything that has been introduced. If Herald has the right to get constant changes that introduces new contradictory mechanics/buffs into the mix, so does core or anything else.
  22. It's literally making one more button press useful, what's so complicated about that? If that doesn't fit the theme of Revenant, there's a LOT to be said about the recent changes or additions that don't fit it either yet there they are. Herald is especially guilty of those constant changes that everyone seems to approve with open arms. It actually fixes the issues people have with energy because IO like many others are an essential part of dealing damage or achieving useful results but you always end up dry on energy because if you're not using it, you're wasting potential. So why not make it happen? Why not give people the ability to use IO and other skills by introducing a new possibility that takes away the useless feature of turning upkeep on and off to no benefit, instead make it so you can get energy restoration back early with a passive left over of the upkeep that you cut short which did cost energy to start in the first place, meanwhile being able to cast other skills like everyone wishes for instead of only making some use cases useful for lower costs since it's pretty obvious for anyone that actually plays core with all the available button presses which don't do anything useful in the grand scheme of things but people think it will. Not happy with the changes? That's okay, nothing stops you from camping IO and use it like before, so long you don't cut it short, you'll avoid the cooldown to prevent toxic spam. You buff everyone without changing anything but how on and off works while adding on top of it (And don't tell me quickly turning on and off constantly is somehow beneficial, it's a waste in everyway possible), Core legends won't be as bad for PvE because there's finally more to do than sitting on useless skills in between you can finally use something else along IO.
  23. You have the right idea just not the right concepts, most skills are fine as they are. Every single elites have something in common that core doesn't. Meaningful skills that don't require active input of the player to be effective. If IO (And all Upkeep skills for that matter) would be allowed to exist passively while still having a reason to stick to it by having other sorts or tradeoff/benefit, energy costs would be buffed profession wide and nothing else would have to be touched. This is why I personally think that taking inspiration from Herald ability to have passive after consuming a facet should work the same on all upkeep skills as well depending on their designs. All upkeeps already have a cost associated to them, their passive duration should remain equivalent to that cost or in a less complicated way last 6 seconds like Herald(pick your poison), if they are deactivated before reaching that threshold the cooldown of the upkeep skill should be 10 seconds to avoid exploiting as it also matches legend swap values. This would balance out the fact that you can now mix upkeeps (IE: IO + VH) while not abusing energy recovery because the passive could be constantly earned which will outweight energy gain for every quick activation. Some people will say that they'd hate the idea of losing the "control" of turning it on and off on a 1 second cooldown but doing that has literally 0 benefits outside not hitting someone with VH or EtD that benefits from being hit to which I say, skill issue work the upkeep better. Only upkeep skill that would need some modification is the urn but then again they could make the urn not have a passive remain since the idea behind it is to stop the skill altogether.
  24. There's a lot more hidden under the hood that's not obvious, regardless with anyone that has enough experience using it, they'll easily agree some skills are too slow and IO used to be the thing that would make it all better until the Quickness got removed. HB and DTH are in need of being sped up in that regard if there can't be any easy source of quickness. It's a fair point that extra hit on hit favors more hits per second. Wouldn't be the same if the extra hit was relative to the first hit damage.
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