Jump to content
  • Sign Up

Gyousa.5609

Members
  • Posts

    40
  • Joined

  • Last visited

Gyousa.5609's Achievements

  1. I do appreciate posts like this, so thank you. Some insight I want to give as an end-game casual player who engages with harder and more organised content when I feel like it, I want to play it in different ways from time to time. And I've had this weird, twisted, sickening fantasy of wanting to use Untamed in high end PvE content ever since it was revealed. But it's been 4 months since EoD released and Untamed is so far behind Soulbeast I wouldn't dare burden groupmates with such an underwhelming build. This patch changes basically nothing in that regard, and now it's another 3~4 month wait until the next patch which might? Maybe? Make Untamed functional, if that fits the vision of the game or whatever. Or it might not. I do not know, but it's the one thing I'd really like to do. And until I can do it, I feel very little of my casual drive to log in and engage with content.
  2. Pretty sad about the lack of Untamed changes. That spec made me most excited about EoD but launched like it was half finished. I know the dev who worked on it designed it through a PvP lens, but that's exactly what I mean. Shipping a spec that only works in one play mode is a terible idea. It's been 4 months since EoD launched and Untamed is still not relevant or fun in any of the content I play. Some coefficient changes on a clunky weapon isn't fixing that. So I guess I'm waiting another 3 months for the next quarterly balance patch before the spec might be usable? Or will it just get some depressingly ineffective tweaks like today?
  3. I think this underpins my frustrations with Untamed as well I love the pet warrior fantasy, and White Lion were rad. I wish Untamed had that vibe, but it's far too clunky I think
  4. Would really appreciate some kind of direct communication about Untamed, similar to how the Catalyst changes got documented. Hoping for some meaningful changes coming soon, but a lot of problems I have are in the design of the spec which can't be fixed just by tweaking some numbers.
  5. Title, basically. Every pet having the same 3 Unleashed pet abilities sucks and willl forever make the spec look unfinished until this gets changed. It's such a bizarre, limiting design choice. Same as how each weapon was given special Unleashed skills, so should different pets. To me, it's such a glaring break from the usual comprehensive interaction with class mechanics we see in elite spec design. Rangers are a flexible class and the pet system is an extension of that, but Untamed pushes every peg into the square hole. It feels silly that Soulbeast introduced the archetypes like Stout/Ferocious/Deadly etc which is a good framework for highlighting the differences between certain pets, but Untamed doesn't work with it. It sucks as well because it could serve as a point of difference from Soulbeast since Untamed can switch pets in combat and have strategic access to a broader variety of skills, which Soulbeast cannot. At this point I'm not sure if it's just me, but it's such a glaring oversight in design that Untamed will always feel unfinished to me until different pet families or archetypes get access to different Unleashed abilities. My ideal set up would be: Unleashed skill 1: Comes from the pet family (i.e. feline, bird, bear etc) Unleashed skill 2: Comes from the pet archetype (i.e. Ferocious, Deadly etc) Unleashed skill 3: Can either be generic to all pets, or comes from the archetype I think that way every pet would feel unique while Unleashed and representative of the fantasy the spec is trying to push. Right now it doesn't feel like our pet is expressing the raw power of nature, but rather it's been taken over by it. And the raw power of nature is unfortunately bland.
  6. Have had two runs fail with good groups now because we get a phase with 3 tails that are timed in the worst way possible. Feels like such an awful way to fail, especially since one of the runs we were in the last phase when we got 3 tails without ever seeing a breakbar and ran out of time at 5% when we went into the last phase with a huuuuuge lead on the timer. I really hope we see some kind of rate limit to the tail, it feels like the single most overwhelming factor in how long each phase takes when you get back to back spawns.
  7. I think the meta is great, just in need of a few tweaks. Most obviously is the green circle skip, I don't think it's intended for us to interact with these mechanics like this. I think this is just a poor execution of the idea. Second is the timer. I love that the fight is mechanically engaging, but the timer causes a lot of groups to fail who otherwise could struggle through with just another 2-5 minutes. I think that leaves the fight in a healthy spot where failure is still a possibility, but it's less strict. Your analogies to other games just come off as odd, it's okay to be frustrated by an event that needs a bit more time in the oven but basically every thing you've presented as a problem goes away with a handful of number changes, bug fixes and re-implementing the green circle mechanic. You don't need to ramble out an essay which pre-empt counterpoints. I think most people agree the event needs a few changes.
  8. QoL Request A new Jade Bot mastery that increases the duration of the Jade Tech Offense & Defense Protocol buffs. I love that we can stack these buffs up to 90 mins, but needing 18 jade charges to get both of them topped off is a bit too much busy work. A new mastery that increases it from 10mins per charge to 20 or 30 would be greatly appreciated
  9. Really disappoint that all of the Unleashed pet skills are still identical. Would really love if they gave a new set of skills for each Archetype of pet.
  10. Really appreciate the clarity and direction of these changes. I understand Untamed has had the least time for changes, but I'm rather disappointed by the lack of differentiation between pets when Unleashed. My tiger still has the same unleashed skills as my owl, who has the same unleashed skills as my devourer etc etc etc. Please consider adding new Unleashed skills, or augmenting them by family or us the Soulbeast's Archetype, which was a great idea and can help streamline changes like this. Such a shame to see that concept not delivered on by a future Ranger elite spec.
  11. Weird suggestion, but I think it would help plug the holes in the weird fantasy/gameplay of Untamed. Something I really want Untamed to have is a kind of metronome effect to it, where you bounce the Unleash effect back and forth at a rhythm or at particular moments with specific intent instead of defaulting to sitting in whichever is most beneficial to your situation. We're harnessing the primal power of our bond to nature, and the current fantasy we were sold just doesn't hold up to the gameplay. Give Untamed some kind of momentum, flavour it with some kind of primal emotions that connect us to both our pet and nature. There should be some kind of effect that rewards you for swapping, because the new skills are unfortunatley not impactful enough. Imagine some kind of stacking buff that causes your unleash to do something immediately when you or your pet become empowered. The stacking effect could be charged by the Unleashed. e.g. I Unleash myself. Every attack I land while I'm Unleashed generates a stacking buff. When I Unleash my pet, that buff causes a special attack, or effect, or *something* to happen with increasing intensity based on stack count around my pet. And similar for vice versa, perhaps with a different effect. This also allows the Unleashed mechanic to interact with the rest of Ranger's kit and not force you to use the Hammer to get anything out of it. It has synergy with weapons like longbow and axe that are capable of generating a large number of hits in a short period of time, which I think can make some fun dynamic gameplay moments that Unleashed is sorely lacking.
  12. The pet skills are fine, but I hate how all of my pets feel identical when I unleash them. Would love to see something to differentiate them at all.
  13. Why are all the pets identical when unleashed 😞
  14. After playing Untamed a bit more I'm not sure what I'm necessarily meant to be giving feedback about, other than the spec mechanic feeling hollow. I unleash, I cover myself in goo. My hammer gets another set of attacks, which I don't always want to use and bad luck if I don't want to use a hammer. I switch weapons to use another set of cooldowns, and all that changes is the weapon skills get a slight damage bump compared to core Ranger. I unleash my pet, it gets covered in goo. My pet gets another set of attacks, which I kinda do want to use. I switch my pet but it gets the same 3 attacks. The lack of unleash skills on other weapons is painfully obvious, unfortunately. The lack of variety in the pet unleash skills is even more painfully obvious as every pet feels the same when unleashed. Overall the spec feels like core Ranger caught a disease I have to pass back and forth between my pet. At first I thought the lack of non-hammer unleashed weapon skills was the most negative thing affecting how the spec feels, but now all I can think about is how when I unleash the power of nature in my pet it's just... the same. My tiger when overcharged with natural energy is... functionally identical to my owl. To my bears. To my jacaranda, to my wyverns, to everything. There's no family identity. Nothing that screams "THIS is the expression of a cat as a force of nature!" which is different to other pets. Hell, the only thing that changes when I switch my unleashed pet is their base stats and health. And the more I play it, the more it feels samey without any hope for build diversity interacting with the Unleash mechanic in its current state. It's hammer or bust, then every pet's identity turns into the same mushy texture with the same abilities when you unleash them. We don't even get Beast ability traits interacting with the pet's unleashed abilities. Unfortunate 😞 hoping for some major changes. Edit: I'd like to suggest that each pet augments the Unleashed abilities in some way. If it's too much work to completely design a few options spread and mixed amongst the pets/families, at least have each pet contribute some kind of change to the abilities, like combo fields, or which condis are applies, maybe some pets could turn the projectile hate field into a reflect field, idk.
  15. The trait Fervent Force doesn't trigger the cooldown reduction if your pet applies the CC. If this isn't bugged and is intended design, please reconsider.
×
×
  • Create New...