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Lydradon.3087

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  1. Thanks for the upfront Patchnotes and showing us that you still intend to find a Balance between Power and Condi Builds. One Thing i wanna point out, since the Launch of End of Dragons the Vindicator Healingskill "Selfish Spirit" is bugged and only Heals 5x 714 Health wich adds up to a bit over 3k, the Tooltip clearly indicates that its supposed to Heal 714 Health per Target struck wich means 5 Targets x 5 Ticks = 25 Hits wich would add up to 17.850 HP. It worked properly in the Betas but since Release its bugged and cuts the Survivability of Vindicator in pieces. Not being able to Heal properly in Enemy rich Encounters is a bit of a Problem. Please have somebody look into that, so Vindicator can Heal himself properly again.
  2. The Main Problem with the Survivability of the Vindicator at the moment is, that Selfish Spirit (Archemorus Healing Skill) only Heals 5 Ticks of 714 (Baseheal) instead of the intended 714 Health per Target Struck by Selfish Spirit. Wich leads to a reduction of the Heal to 1/5 of its Potential and only getting ~3.100 Health instead of up to ~15.000 Health is a heavy cut in Survivability, for as long as the Heal-Skill isnt fixed. Beside that, a lot of Survivability depends also on Positioning with this Class.
  3. Since the Start of End of Dragons it seems, that the Luxon Part of the Healskill "Selfish Spirit/Selfless Spirit" doesn't work properly. The Skill "Selfish Spirit" only heals 5 Ticks of 714 Health, in contrary to the 714 Health per Enemy struck, stated in the Skill Discription. The Skill "Selfless Spirit" properly Heals up to 5 Targets 5 times 714 Health. This Bug seems rather small but leads to making Vindicator a Lot less durable in Fights then intended. Since the Elite Spec lives in the Heat of the Battle, not being able to Heal properly is a bit Frustrating.
  4. After 4 Days of Testing the "Vindicator 2.0" i can say, that Arenanet improved it a lot compared to the First Beta. The Reworked Switching of the Utility skills was much needed and makes it now realy Enjoyable to play. The rebalanced Dodges now have each purpose and viability in different Encounters and are extremly satisfying to use. Now to the Parts that still need some Improvment and/or a bit Tweaking/Changing: Starting with the Greatsword: Phantoms Onslaught: It seems the Skill has some problems with properly propelling the Player the correct distance, either we dont use it correctly yet or the Game doesnt want it to go the Full 900 Range (Needs to be looked into). Also the hidden Mechanic of it that it generates Fury per Hit should be realy listed in the Skillnotes, since its the Number 1 Fury-Generator of the Vindicator. If its a Bug then please dont Remove it, keep it but Balance it properly. 1-2 Seconds of Fury would be enought, per enemy Struck, to fully utilice it for proper Might generation since Incensed Response just needs Fury Procs to work. (Currently it generates around 4 seconds of Fury per Enemy struck with 50% Boonduration.) Imperial Guard/True Strike: The Block now works properly and the 0.25 seconds Delay for True Strike prevents you from double casting it (Thumbs up, good change) the only thing i would see improved is a bit more Counter Damage and maybe a Stun like Sword Offhand on Mesmers. (Vindicator needs some CC for Defiance Bars.) Eternity´s Requiem: The skill in Beta 1 was very clunky and unpredictable, but now its just "Hit 1 Target often and some others Random." If you want to make this skill an Attack that Heavily Damages 1 Target i would suggest to Redesign it into 1 Heavy hit with some wind up time and a Big Stun. Also please switch the Animation to something more Rev like, for Example an Overhead Swing like Ranger Greatsword 2 or a Ground Stomp Like Guardian Greatsword 4. Onto the Utility Skills: Selfish/Selfless Spirit: Good Heals a bit Situational, but the Vindicator is made for Big fights, so they Balance themself. Maybe a bit Tweaking to make them a bit stronger. Nomads Advance/Battle Dance: Good skills, Movement Into or Away From the Enemy, simple and necessary. Scavenger Burst/Tree Song: The Changes worked fine and now Vindicator can properly generate Fury/Might and Quickness. With my 50% Boonduration build, Scavenger Burst was able to upkeep Might, Fury and Quickness on me for fights with 3 or more Enemies. Treesong is now a very good Choice should you or Companions have problems with Conditions. Reaver´s Rage/Awakening: Thanks to the Small CC on Reaver´s Rage Vindicators are now able to utilise the Minor Trait Contained Temper properly and generate a good amount of Fury, wich is very important for a Selfsustaining DPS in PvE. Beside from that change the Skills are a good Balanced Self or Team Stunbreak with a good Extra to use offensive for Stability and AoE Damage/Teambuff options. Finally the Elite Skills: Spear of Archemorus/ Urn of Saint Viktor: To be called Elite Attacks/Skills these 2 need to be buffed, Spear a bit more then the Urn. As i already stated in my first Feedback for the First Vindicator Beta. Spear of Archemorus needs to be Penetrating and needs a CC (At least 3 Second Stun.) and its a big Spear with a Lot of Time to wind up and Hit, dont be afraid of making it hurt enemies thats what it should do anyway, so give it the treatment it needs and let us show our Enemies that running away is never an option against a Vindicator. For the Urn the Changes made it a lot more Enjoyable to use, you dont kill yourself that fast and if you are low on health you can quicktap it to get some health and boons for yourself and players around you, maybe just pumpt up the numbers a 3000 heal on 25% or below is okay but not worthy of an Elite Skill, maybe give the Baseheal a Buff so its 1-1,5k so we heal for about 6000 Health when we are below 25% that would be just the right amount for a Revenant to be back up above 75% wich is the minimum Treshhold for the Urn. At the End i Thank everyone who took the time to Read trough this Feedback and i hope everyone is Hyped for the Release in February 2022. Thanks to all the Devs who listed to our first Feedback and keep it up. At least I Enjoy it to help you create Elite Specializations that are Viable and Fun to play. Cheers and Enjoy the Weeks to Come until the Release of End of Dragons.
  5. As many others here i want the Vindicator to be as good as it can be on Release-Day. So i tried my best as a Revenant Player to push this new Elite Spec to its limits. With over 9000 Hours Playtime on my Revenant alone, i think i got a got idea what im doing by now and where Arenanet wants the Vindicator to stand. This whole week i tried some different approaches and read nearly each post in this section, to get also other Points of View into my perception. The Huge Problems in the Room at the moment are "The flipping Skills" of the Legendary Alliance, "The different Dodges" and there viability and as with nearly every Class in this game, "Finetuning of the Damage Numbers". Legendary Alliance Skills: Selfish Spirit/Selfless Spirit: These 2 Heal skills are in my Eyes perfect for this class. 15700 Heal from Selfish spirit if you stay in 5 Enemies is a solid Selfheal in the midst of the fight and the same amount divided on 5 Players with Selfless Spirit. It Balances itself depending on the number of Enemies and Allies around you. The 6 Utility skills follow the same logic, you want to be in the midst of the Fight and in the enemies, to profit the most out of all of them. I was able to maintain 6 stacks of Stability and 25 might alone with Reaver´s Rage when i stood in 5+ Enemies (50% boonduration on my Set i used). Same was for Scavenger Burst i was able to Buff myself 15+ Seconds of Quickness inside of Enemy rich Fights, wich DPS can do that with the use of 1 Skill. Wich by the way is ranged and hits for 10k+. Now the Elite Skills. They need improvment, not much but: Spear of Archemorus needs some Improvment, from my Testing it needs to be Piercing, and to bring it on par with other Elites and be called an All or Nothing Shot, give it a 3 Second Stun for all Targets hit, up to 5 is fine (Vindicator needs a little bit cc, Defiancebar breaking is Mandatory since HoT). Urn of Saint Victor is very problematic, the idea to make it a Self-Killing ability wich lets profit your allies is interesting but can be in long fights very... unforgiving. Decrease the Damage from 5% per tick to 1%, like the effect states. Decrease the Energy Usage to -6 or maximum -7, from -10 (-10 isnt justified with the current effects). And for the second Part of the Skill, make Drop Urn of Saint Victor an Instant-Cast, so you have an "Oh-kitten-Button" if everything goes south. And for the Overall Performance of the Legendary Alliance split Archemorus and Saint Victor, keep the F2 Skill Energy Meld on all Legends (maybe decrease the energy cost to 20 or 15) and integrate an F3 with 15 Seconds CD that allows us to switch the Utility-Skills of the Legendary Alliance when we want, so we can be DPS when its Possible and Support when its necessary. ( I read about this wanted Change from many here, and stay behind that Community Request. We support Arenanets way that Revenant is a DPS and a Support, but let us Choose wich we wanna be in the Heat of the Battle for Tyria and dont Force us into it by Switching our Skills on every use). Dodges: Saint of zu Heltzer and Vassals of the Empire are Fine as they are. Very intuitiv, and helpfull in the midst of the Fight. Forerunner of Death needs tweaking, Decrease the Evade window from 3 seconds to 2 seconds, wich also should result in and Endurance cost decrease from 150 to 100. The other 2 Dodges should cost 50 for the Healdodge (unchanged) and 75 for the Support/Control Dodge (Evade Frames then also down to 1.5 seconds). Greatsword: I Love the Greatsword, its a long wanted Weapon and fits the Revenant/Vindicator perfectly. The Casttime of Mist Unleashed should be reduced from 3/4 second to 1/2 second and increase its range to the intended 480 (at the moment it only reaches to half the Impact animation. Fix Phantom´s Onslaught to reach the 900 Dash Range and include the Hidden Mechanic of generating Fury on Enemy-Hit (wich is the mostly unnoticed way of Fury and Might Generation of the Vindicator). Imperial Guard and True Strike: Make Imperial Guard Quickness Independent (probably a bug that quickness decrease the Block-Time) and True Strike needs a bit more Damage, Range and maybe a small CC (0,5 Second Stun per Stack of Imperial Guard accumulated during the block) All in All i Love the Vindicator and Hope Arenanet takes the best of the Feedback from us, the Community and improves the Vindicator based on our provided Feedback during this Beta.
  6. After 3 Hours of Testing Vindicator in different situations i have a few suggestions: "Death from Above" : Since the Duration of it might be fixed (150 energy ~ 3 seconds of dodge.) i suggest reducing it back to 100 Energy to make the cast Faster or increase the outgoing damage and Damagebuff to make it worth the 3 second Airtime. "Legendary Alliance": The idea of having flipping skills and being a dps and support in 1 legend is a good idea, but i would rather split the legend into 2 separat legends, that you unlock as vindicator so you are able to choose either dps skills or support skills (no mixing, like 2 blue 1 orange skill, its all or nothing) and of course increase the 10 second cds of the skills to 15sec and 20sec for the spear. "Greatsword skills": it seems the greatsword 3 is missing the "generates fury on hit" tooltip, wich triggers when you hit something with it. and it doesnt move 900 range, more like 300-400.
  7. When you Dismount or Mountattack and use the "Death from Above" Grandmaster trait that increases your Endurance by 50 to 150, your energy starts at 100 instead of 150, so you cant dodge right after pulling enemies together with a raptor, for example.
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