Jump to content
  • Sign Up

Razor.9305

Members
  • Posts

    26
  • Joined

  • Last visited

Everything posted by Razor.9305

  1. The explanation you provided makes a lot of sense, and I think it checks out given it is worse on Strength (which has the longer cast time). Now 400+ days since the issue was introduced, I still hope this can be resolved. Seems like a simple case of cooldown variables not accounting for the cast time as they did before. It significantly impacts everyone playing Herald, which is now a lot of people since the the past year and a half. Here's to hoping it won't need to wait as long as Core Value did to get a fix.
  2. Love to see some love for Ranger Greatsword! Though with how strong both Sword and Axe were made to be, I think it could be good to reduce those weapons rather than bring everything else up to match. In any case I think Maul should really hit harder than it does, it would now be equal in damage with Pounce and still less than Splitblade. But I'm certain this may replace the choice of Hammer in many cases.
  3. I hope it's possible to get some more attention to this issue, as it is still in the game. Both Elemental Blast and Burst of Strength have about 1 seconds longer cooldown than their 'passive' counterpart. It's been almost a year and this severely degrades the enjoyment of the specialization.
  4. Thanks for documenting this! However, this only happens if you do not have any other facets active! As long as at least one facet is active, it will keep pulsing every 3 seconds as intended. It seems that True Nature affects the timer for the draconic echo pulses if there are no other skills keeping it ticking.
  5. I appreciate that this skill is being kept in line with the game in general, but I think the passives per legend were only viable when applied to a large amount of targets. With how weak most of the Facet of Nature passives and their active counterparts are, it would be great to have another look at this skill. A possibility could be to return to the original One With Nature skill that applies multiple boons and have True Nature always apply the same passive buff. I think that would be generally accepted in all game modes and would make Herald feel closer to what it was originally. Appreciate if you could give this one a thought!
  6. We appreciate that you are working on it, but why was this not communicated? Can't we just have transparency about what features are advertised that did not end up getting implemented?
  7. I see a lot of replies from PvP/WvW players and I'm very happy about that, because at least on the high-end of PvE I'm certain that almost everyone hates this change. If you use to to dash to a target, the fire field does not hit the target and can sometimes be a full hitbox size away. It seems to have been introduced to have players avoid leaping off edges, but now it essentially means it's not even worth using in the first place. I've played ele a lot in open world even if it isn't my "main" class and this is a really bad change for casual players as well. Being able to use that mobility and evade to get away from bad situations is really important, and having to detarget to get that back is extremely unfortunate. In short, this is a bad change for every single game mode and player and I'm sure the devs are going to follow up on that.
  8. Hi, First off, I'm positively surprised by how fast this was originally addressed after the patch. However, the issue seems to persist. Original issue - Facet of Strength cooldown was still 15 seconds, despite Burst of Strength being changed to 12 seconds. This meant that while the skill had a cooldown of 12 seconds, it was locked out by its flipover skill for 15 seconds. The persistent issue seems to be similar; Facet of Strength now has a proper cooldown of 12 seconds, but the flipped skill Burst of Strength has over an additional second remaining when the Facet is activated. I estimate roughly 13.2-13.5 seconds total cooldown for Burst of Strength. Example While this is a much smaller issue, it is still the same problem. Edit: There is no issue with Facet of Elements - Elemental Blast after the patch, and it does not have this persistent issue as described. I was able to reproduce this issue with Facet of Elements as well. If anyone has ideas as to why this happened or have a different diagnosis I'd be happy to hear it, but I don't expect this to be fixed anytime soon as it likely has lower priority. Instead of being 20% longer cooldown than intended, it's now just 12% longer. TL;DR Facet of Strength/Burst of Strength and Facet of Elements/Elemental Blast still have mismatched cooldowns.
  9. Very impressed with your update to Herald facet cooldowns, it improves quality of life so much! These changes probably make Herald way too strong in PvE, but better reduce the coefficients instead of the cooldowns. Ideally, we'd go back to 10 seconds on Elemental Blast as it was before, but I can live with this. Here's to hoping you stealth-fix Core Value as well 😉 I do miss some attention on Renegade, playing it as a boon support still requires over 80% boon duration and that's neither fun nor easy to gear for most players. This could pretty much be improved with increasing Righteous Rebel's effectiveness.
  10. It is very possible that this has been a bug from the very beginning when the trait was added in 2018. The first time I tested this was in early 2021 and the trait has never had an update.
  11. All revenant builds benefit from the Invocation buffs, but they do not not amount to much, around 5% for power builds. This is not sufficient to put any power Revenant in a competitive position with other builds at the moment. As for Herald, I would just revert the buff they are adding in the scenario that these Devastation changes would be a reality. After the Tuesday patch you'll see Herald having higher damage in a group than Vindicator unfortunately.
  12. Hi, I wanted to make a simple post explaining a few small changes that would amend the current state of Renegade builds as well as Vindicator as a PvE dps build Suggestions are mainly directed at any relevant people at ArenaNet reading this, but feel free to give any thoughts on what could be better or more reasonable. The primary concerns for these two classes are the damage output and for Renegade specifically, the required boon duration. While Renegade still has a strong condition build, the power variant as well as Vindicator do not feel as impactful. While Renegade had its spot in the limelight, allowing it to be competitive should be the goal. Vindicator has never felt as strong as it should have and it is exceptionally rare to see one in instanced PvE. As for boon duration - Renegade needs around 84% at the very minimum to be a solid source of Alacrity, far beyond what any other support build requires. To address both of these concerns, we can revert two previous changes and improve a well-known trait. Devastation - Unsuspecting Strikes & Destructive Impulses On May 11th last year, Destructive Impulses was changed from affecting strike damage to affecting all damage. On May 25th, Unsuspecting Strikes was reduced from 25% to 20% strike damage to enemies above 80% health. On June 8th, the bonus damage of Destructive Impulses from wielding an off-hand weapon was reduced from 5% to 2.5% As the 'Devastation condition' variant saw massive play rate and was not halted until the nerf of Battle Scars, power Revenant builds were collateral damage of these changes. Rather than giving additional strength to Vindicator in order to make it competitive, restoring these two traits to what they were prior to May 11th of 2021, together with the upcoming buffs to Invocation, would benefit all power Revenant builds. Renegade - Righteous Rebel This trait has a short history despite its popularity. October 2nd, 2018 it was changed to affect 10 targets with Alacrity and it became meta-defining ever since. Before that change, it was not feasible for one Renegade to provide alacrity to its group due to the short duration of Orders from Above. With End of Dragons it is in the same spot as back before all that. The trait increases the radius and duration of the skill by 50%, but still requires the player to obtain a full set of either Diviner or Ritualist gear and often with a rune like Leadership on top. This does not feel great to play, and it is difficult for newer players to obtain the necessary gear. An increase from 50% to 100% would change the minimum required boon duration from 84% to 38%. Improving the duration increase of the trait would massively improve the requirements for gear as well as damage output of Renegade. Increasing the base duration of Orders from Above would have a similar effect, but would allow two Renegades to provide alacrity without even taking this trait. Therefore it is the trait itself that needs an improvement. These three changes together would put Renegade back in a competitive spot and give Vindicator a much-needed damage boost, while not surpassing any existing specializations.
  13. I and many others were hoping to see explanations behind all the changes, not just the overarching ones. I can't help but feel like certain impacting adjustments are being swept under the rug in these design notes. You describe how spirits are updated and Lingering Light is changed, but there's no mention of Soulbeast stances and how strongly they were affected. I would also have liked to see the rationale behind the numbers on the boons that were added, like why 1.5 seconds of quickness was appropriate for Herald, why 6 seconds of alacrity for Tempest and so on. I also missed some words on why critical chance was added to certain traits, like Quiet Intensity or Furious Burst as opposed to somewhere in a more appropriate traitline that would benefit multiple specializations of each class. Regardless, I appreciate that you guys stick to your word and follow-up on the changes!
  14. I just put a video up on it, it's almost 32k with allies . With the changes you can provide 50% quickness uptime with that rotation, although you lose like 3-4k dps by swapping the trait. I'm not disagreeing that it should be better, just want to clarify. Ideally the cooldown changes are reverted and the quickness is 2 seconds base, that should make it a lot more enjoyable to play. To address the damage output, fix Devastation traits instead so that power Renegade is playable again too. That traitline has been torn to shreds the past couple years.
  15. 4 seconds baseline would mean you could play the most dps-focused rotation (4 facet activations per 20 seconds) and still almost do 100% quickness uptime, that's probably not how it should be. I know 2 seconds does not sound like a lot, but there are 6 facets after all.
  16. Thank you for making these changes so quickly, this was definitely worth somewhat of a hotfix. Since you likely read my comment about Herald's quickness I want to make a comment on the changes: 2 seconds instead of 1.5 helps a lot, but it does not actually make a difference in the skill usage - it simply gives a bit more quickness. The real problem was increasing the cooldowns. 15 second (12 with alacrity) recharges does not align well with 10 second legend swaps and players will still be forced to stay in one stance for 14-15 seconds even if the quickness output is higher. Appreciate that you are iterating on it nonetheless!
  17. With these Herald cooldown increases, you can only use each Facet once in Glint. All 6 Facets, even under the Facet of Nature buff, will not let you maintain quickness with the maximum possible boon duration. This is assuming you will be allowed to swap between legends in a reasonable fashion. Herald cannot give reliable quickness with this change. The base quickness duration NEEDS to be 2 seconds at least. Additionally, increasing the cooldown makes it much clunkier to play. This is a strong nerf pretending to be a buff. I would much rather have the cooldowns remain unchanged and instead nerf the modifiers if that is somehow necessary.
  18. They may be moving Lucid Singularity to the Master tier for example, at least I hope it will be possible to have both alacrity and Transcendent Tempest or Elemental Bastion. Having to trade away both of those means alacrity Tempest would be low on the damage and low on the healing and that would be a sad state to be in. As long as you cycle into water you can retain the passive regeneration buff, which is quite strong. I agree that staff would pretty much be the only healing option without Elemental Bastion though, but if there is any chance of a dps Tempest build, the healing build will have more than enough alacrity duration to stay in water for a while.
  19. It could be intended that if it is only your own fields, you want to prioritize the last field and I think it's good that it currently works that way. If another player were to put down a lightning field and use a finisher they would combo your first field instead, if I'm not wrong. Hopefully this gets rectified soon, though.
  20. From the August 17 patch: - Combo finishers will now prioritize using your own combo fields before those created by other players, where available. In parties, combo finishers currently prioritize the first active combo field, without priority on type. As example, a Reaper using shroud skill 5 on a Guardian's symbol will cause finishers to use the symbol and not the Reaper's ice field resulting in cleanse, but if the Reaper uses the ice field first the finishers will be of the ice-type. This functions across players within parties, I have not tested for squads or separated players. This means combo fields are now "random" instead of prioritizing the type, to access your own combo field you need to use it before another combo field is on the ground. Best regards.
  21. While it's not on the topic, I think if you did care about new players you could turn them into experienced players rather than having disdain for those you never helped. It's easy to distinguish people who are just new and about to get better in a short time and people who just do their own weird thing, not reading up on anything and not taking any useful advice. It's comical especially when you can literally share build templates and equipment or refer them to snowcrows to learn about rotation yet they still won't learn anything and do the same thing weeks, months, years later. "I have vitality and toughness gear but I can still do dps""I like dpsing with the longbow""I like using this trait line because it gives me more vitality" Sound familiar? These are the people who can NEVER be helped. They are stuck in random pug runs 99% of the time anyways but still annoying. I doesn't sound familiar at all, I think you're viewing this exclusively through the lens of hardcore content (which most people don't play at all).The things you're talking down on are good for open world and story content. Those players just don't have the same focus as you do, and that's fine, but not wanting new players to come into the game because you don't think they will be as elitist as you is a bad thing.Players do, and should do, what they enjoy the most. And that might be different from what you enjoy!
  22. While it's not on the topic, I think if you did care about new players you could turn them into experienced players rather than having disdain for those you never helped.
  23. I think the Steam release is important, we want to give the best impression of the game to new players and the character selection is the first thing you see.I'm not asking for something new, I want to hear the iconic music from years ago that others might remember too.
×
×
  • Create New...