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Heinel.6548's Achievements
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Well, you did clear up me mis-remembering the chronology of DE, and yeah they are all easy to put together after the fact, but didn't address my point. In the dragon story, the story beats specifically tell you the meta is part of it. Such is not the case for the soto story until the most recent patch, and they done so by breaking the fourth wall also.
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Am I remembering it wrong? But I'm pretty sure for DS, DF, and DE in their respective story episode, in game dialogues explicitly state that there will be multiple teams simultaneously assaulting the dragon, and the player character is to join one of the efforts. In DF, you even hear progress updates from the meta team from Taimi. But if there's something like this in Soto's dialogues somewhere, I definitely missed it.
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Bug reports and feedback for the new Renegade stance.
Heinel.6548 replied to Katary.7096's topic in Revenant
The thing about Band Together is that they actually had a far superior implementation of it in Ventari's Tranquil. Ventari skills also can be empowered by summoning the tablet. You get an effect put on you that gives you the bonus, it doesn't change the skills themselves. The current band together is really quite terrible. Not only do you not know when it's actually up, the flipping animation also disables the skills temporarily, so if you don't chain the skills immediately (need energy or whatever) you can get into a situation where you press the button and nothing happens. This doesn't exist with Tranquil. They re-invented the wheel and made it triangular. It's quite the disaster. -
Ideas to make Renegade feel better post patch
Heinel.6548 replied to owencr.5469's topic in Revenant
Also darkrazor only deals 200 defiance now, NOT the stated 600 on the tooltip (and what the previous version did). Tested on the golem. It's either not working correctly or this is a straight nerf with a tooltip lie cover up. It also does like 1 sec of cripple, which isn't on the tooltip. -
TBH I don't think rifle needs to be any more potent in healing than staff currently can manage. It'll be nice to have a direct heal skill so you can heal when you can't summon. But the biggest problem with healing mesmer is always going to be the fact that you need a persistent enemy target to do anything. The open world event has only trash mobs? Sorry no boons for you. Your instanced PvE boss just phased? Sorry no boons for you. For as long as this handicap is in place mesmer support will remain second rate in PvE. My personal wishlist for rifle is for its clones to behave more like renegade spirits, you place them (and they could be kneeling and immobile) but you don't need a target and they just hit whatever close by from range, and shatter in place. While we're on this if ego restoration trait summons a clone that slaps the mesmers themselves and hence be persistent until shattered is also a welcome addition, and would do well to put mesmer on par with other support specs.
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This really sound more like a learn to play issue. The duration of the dodge and the size of the ring are all different for all three types. You just need to learn to memorize them, the same way as you would if they were color coded instead. Let's talk about things that are not working or visually unacceptable, not things that are already working well as intended.
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The high upkeep can be useful for the legend as it is now because it is the only upkeep skill in the legend across both kurzick and luxon, and the rest of the abilities have very long cooldown (by rev standards). It's actually difficult to drain your energy for charged mist for your legend swap without this. You could press all the buttons and swap, but considering 66% of utilities in this spec are reactionary skills, you'll just be wasting a lot.
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You confirmed that the current implementation of the skill has a self defeating mechanic.
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This is one of the criticisms as well. In PvP, where this spec actually matter, everyone is gonna interrupt your drop so you kill yourself.
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Upkeep isn't really the problem. The real problem is this skill require you to be on the verge of death to get the full drop effect. If you mitigate the damage with barrier, you are nerfing the skill itself.
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I just have to add to the chorus denouncing the Kurzick elite. Everything about this skill is wrong. Bad animations, long cast time, useless effect, possibility of producing negative utility... even in a full heal build you do not want to use it. With the heal dodge as spammable as it can be, you barely have time to use your utilities or weapon skills, and definitely not enough time (or energy for that matter) to use a elite that costs so much time to execute. A skill that better not exist (to make way for the Luxon elite) is a dead weight and bad design. It needs to be reworked.
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Well, for a bit of a silver lining in all the negativity, vindicator as it appears seems extremely casual friendly. Maybe even more so than heralds, as you don't even need to worry about energy. GS has a lot of vulnerability on skill 1 and 2, and that means battle scars and self heals. Just cleave away and watch your health go up. If you also take the heal dodge, it cost the same as the normal dodge and looks like the dodge frames are longer, so you actually get more evade than normal and it also heals and gives you barrier. The alliance stance shananigans may seem complicated, but you don't actually have to take it. just use shiro and turn on impossible odds and you'll probably fare better than average player in open world.
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The point is, it doesn't matter. The stab on the skill is only there in case you press the button too quickly and group stunbreaked before the stun occurs. But it only effects 5, so no one will bother with it, the same way no one touches the stab mantra on FB. Edit: Actually now that I read the tooltip again it appears the stab is self only, as it is a stun breaker that has a cast time, and all of those have that.
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Yes. 1 second group stability is going to make all the difference. I think I have had enough copium for the day.