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Yasai.3549

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Everything posted by Yasai.3549

  1. I think Renegade can rival that once again tbh. The Soulcleave burst is pretty stupid damage and Breakrazor heals a massive ton. It's a rather effective Cele build if you run Invocation Corruption Renegade. Can even run Devastation if you want Battle Scars generation but honestly Corruption is more damage due to Torment spamming with Mallyx and Shortbow. Not to mention rather decent sustain with Soulcleave. Between having high Prot uptime by just chucking summons out and perma 25 might, you're kinda set.
  2. I think this point is the entire reason why it feels bad and everyone hates it.
  3. Ground Targeting. I don't see why so many supports can just ground target stuff and BOOM BIG HEALZ but we're stuck with Barrier pulsing that needs to follow 1 dude and that's on top of our Autochain also providing barrier already.
  4. Jalis/Alliance is pretty much the best open world set for Vindicators. It's just packed with all you need to survive, especially Jalis' hammers and stability road allow you to face tank many encounters. Ventari's Tablet only refreshes when it is resummoned via any of its ways which make it extremely unwieldy to use as an on-demand anything if what you're looking for is sustain because while Ventari can heal and cleanse as you wish, some effects require the empowerment. You're better off with Viktor Alliance stance which offers great healing and cleansing as well.
  5. No one does tbh. Because Renegade somehow finds some use in WvW roaming I'm guessing. Ironically, Kalla being the Legendary Guerrilla Fighter has one of the worst kits for actually fighting enemies while being mobile. Literally everything she has can be walked out of. People find much better use with Renegade's entire shortbow playstyle with Shiro of all Legends which is hilarious to me since Shiro is the Legend with the most nerfs due to "problems" without prompting a "hey maybe we should rework him a little?" and instead Kalla gets reworked into being a weird wonky version of her previous state.
  6. Well having two utility sets in Alliance as a whole breaks the mold which is a design choice for Alliance stance in particular. Ironically, the skills were meant to be flip skills so it wasn't even initially designed to be so egregiously different. Even so, no Legend, not even Glint, actively encourages the player to heeheehaha and throw all their Energy down the drain for maximum effectiveness. Granted, it's interesting for Soulcleave to have synergy with the other utilities instead of just being a Siphon buff and Fire field. The way they did it just isn't it.
  7. But that's literally how new Kalla Stance is supposed to work? You're meant to throw Soulcleave down first and then start spamming the other utilities so that Soulcleave does her Bonus attack in an AoE for more damage. Soulcleave is literally the keystone here for your burst rotation as it does the Bonus attack for spamming other Renegade Stance abilities.
  8. Literally needs none of these because Herald is already a boon generation powerhouse. Revenant doesn't really need boon generation or a tether, it just needs a good solid weapon to supplement healing by allowing them to heal from a distance rather than melee melee melee melee. Ventari's tablet is like the only sort of healing you can use from range but if you heal this way, you are not healing people you're stacking with because somehow Anet still doesn't give Revenant the ability to Ventari skills from their position and tablet, like a Scourge does. Scepter just needs to be able to heal from ranged to be a decently good set, and without clunky ally targeting mechanics. Make it simple: Scepter 1: Shoots out waves that grants barrier to allies and damages enemies. Scepter 2: Casts on ground, pulses barrier per second and explodes for a heal at the end. Can recast early to pop it for the final heal in case you really need to use it immediately on someone who's dying. Give it a Blast finisher. Scepter 3: Cast to link up to 5 allies. Gain barrier up to 10% of the damage these allies take. When duration ends or the player recasts early, consume all barrier currently on you to heal in a 600 radius aoe for the same amount.
  9. The reason they feel underwhelming is because it's fundamentally anti-Revenant in design. The March balance sent it down a path which is even MORE anti-Revenant. Spamming your utilities like piano keys is the anthesis of Revenant gameplay where the cost of the utilities are made high so that you can use them multiple times back to back, but you usually have to wait between each cast due to the Energy regeneration period. THIS IS AND WAS THE POINT OF REVENANT ENERGY. Kalla's old summons were functionally kitten but they still supported this logic to some extent. Band Together completely disregards it, and that's why they feel much weaker or dare I say it WORSE. If they really wanted to make Kalla a spam-type Legend, they needed to reworked her harder in order to break the rule by design. The ONLY Legend that actually benefits and desires anti-Revenant gameplay are Glint Facets, specifically because they are designed to be that way. None of the other Legends are, and should, behave or encourage the same sort of playstyle.
  10. Revenant was already a foot in the grave in my eyes ever since they decided to nerf everything from Core traitlines to Shiro to Jalis instead of addressing the actual problem that was Herald Might stacking. I'm still waiting for revert buffs after they finally stamped Herald down in competitive. Where's the justice? Is this really balance?
  11. Most important and desired change for me: Increase casting range for the Summons and also get rid of their NPC model. I feel like the NPC model is still coded as a minion and cannot be placed on certain terrain. This severely affects the smoothness of Kalla.
  12. Me waking up from the dream that was spamming GS non stop and stomping people Sword really sucks right now in competitive. I just dusted them off yesterday and was playing it and I was pretty much forced to run Death Drop Vindicator to make it work. It's just way too weak on its own without Devastation's Strike Damage boost and Death Drop's addition avenue of attack and 15% damage boost. If a weapon has to rely on two traitlines just to prop it up, it's really really not doing well. On the same build with GS, I was doing way way more damage and much easier too because of all the nice cleaving and non animation kitten abilities. All I can say is that I'm glad that Scepter sucked. MH Sword is still the best power mainhand despite its bugged out 3. Also the auto sound doesn't grate on the ears anymore (Hammerbolt now wins that position) As with my own topics, I usually come back to it with additional ideas that I've cooked up so here's just a couple: Shackling Wave: - Cleaves an area infront of you (450 cone, same 6 hits but the damage is distributed much better now) - Inflicts Vulnerability (12 stacks) - No longer inflicts Immobilization, instead draws enemies in the cleaving area, knocking them down and pulling them to you. - Retains current animation speed. - Change name to Vacuum Slash (?) Reasoning: If the animation speed cannot be sped up for any reason I reckon it's fairer to the skill if it was changed from a soft CC to a hard CC that gives OH Sword set the ability to better entrap enemies as is the design of the original Shackling Wave skill. Deathstrike: - Mostly the same - Now puts the Revenant player behind their target if the first hit lands Reasoning: Oftentimes, Deathstrike's 2nd hit can miss not due to the fault of the player but because of terrain differences, movement speed, or simply bad luck when the server tick decides nope. Instead of something as obnoxious as 100% confirmed guaranteed hit with the skill's two portions being combined into one, I think it's good to have additional utility as something that lets the Revenant instantly flank the target they hit with the first portion of Deathstrike. This is also quite a huge change despite how small it is because of a mechanic built into the game which essentially "cancels" a skill if it tries to attack something that has moved behind you before the skill finished casting. A clever Revenant player will use such a flanking mechanic built into Deathstrike to avoid and interrupt enemies.
  13. You can counter Ranger Longbow by literally standing behind something. Part of learning how to Necro in competitive is clever use of terrain to make up for your limited reach and Flesh Wurm placements so you can surprise or get away as you need to.
  14. Glad you mentioned DD because it's another thing to look at comparing Dodge Especs. We're gonna bring in Mirage as well btw. DD has a unique dodge and +1 Endurance bar but what really makes them different is that the 3 GMs give different dodges. Now that's huge because you suddenly unlock 3 different functioning playstyles with the Espec. One for good mobility, one for oppressive damage, one for Condition pressure. Mirage has only 1 type of unique dodge but do you know what they have that works on that dodge? 7 different Ambushes in which up to 2 can be equipped at once. Suddenly, Vindicator feels super shortchanged with their Dodge staying the same but just different properties. It was fine because the dodge was just really powerful but then these nerfs again hammer it down to the point it's clearly a weak link in what makes Vindicator Vindicator.
  15. I just consider it ill defined because it's characterized by something can be swapped out of the utility bar. Notice how Alliance Swap also disappears when you remove Alliance? It's because it's not a Vindicator mechanic, it's an Alliance mechanic. That's my problem with Vindicator: It's not really the Espec defining itself, it's the utilities you gain access to defining the Espec. And I really do not consider having funky dodge as having a strongly defined identity. And as I've mentioned, they keep nerfing the dodge too. So what's really left is just Death Drop keeping Vindicator as an option and this is after Anet's heavy tampering. It just feels bad to be pigeon holed into "using dodge as an attack" because all other options were nerfed.
  16. They really should have planned Vindicator a little clearer as to what made them unique over the other specs or builds. Dodge is just uninteresting and shouldn't have been what made Vindicator's trademark, but that was fine for awhile because Dodge was very powerful. Now they're hammering Dodge's utility down, making the only point of running Vindicator being the Alliance stance or being a Death Drop user. Of all the EoD Especs, Vindicator literally felt like "Core Plus" to me, with a majority of their uniqueness tied to Alliance Stance. If people could use Alliance stance out of Vindicator, no one is gonna use Vindicator, I can assure you.
  17. Not wrong, but it's still crap compared to Mace actually in terms of damage output. The coefficient for CoR is VERY BAD and only gets a reset for Hammer 5 landing. Mace just has 2 charges of Echoing Eruption for higher damage with no conditions. It's definitely a good alternative to Staff now, however. I started using Hammer as a swap to replace Staff and between its Evade and 1 stack Aegis + Projectile block field, it's a surprisingly good option for roaming after its autos got beefed up.
  18. Green has the absolute best layout with tightly packed towers next to Keep and rather tucked away RQ. It's also often suicide if you attempt to attack Green Keep without an overwhelming advantage because no matter what avenue attack you choose, you're walking right into several defensive locations. Blue is slightly worse but otherwise good too. Its main weak area is Dorito's Gulch and its camp because of its placement downhill and far from the protective view of Bravost and Keep. QL gets defended from up the hill with siege if your team is smart enough to use the terrain advantage and it's also a very good watchtower if allowed to upgrade because it overlooks two chokes coming into green from frogs. Red? Aside from having Veleka, Keep and OW near to each other, EVERYTHING ELSE IS A JOKE LAYOUT. Mendons is a ridiculously easy tower to flip because it is so far from keep to be protected by siege, has awkward defense spots spotting a huge bridge but no proper width to put siege on and none of your siege save mortars can reach Cata spot for Mendos. Absolute joke. Splendon is a disowned orphan camp that sits so far away from the protective reach of any towers of keeps. Gets flipped constantly before anyone can react. Anzalis is an overexposed placement with easily sieged walls facing SMC and Dredge tunnel. It gets flipped so often by all 3 sides it's almost a joke if it's considered Red leaning territory. Again, it has 0 protection from Keep and other Towers and even has a large cliff blocking gliding/los from Keep and also serves as a defensible cata spot to crack Anz open. It's a joke, an absolute joke. Then there is Pangloss which while looks great location wise, actually benefits attackers more than anything. It sabotages itself by being located inside a cave area with two chokes, meaning if a large boon ball decides to hold out there, you cannot kill them at all as the two chokes funnel you into their open jaws.
  19. The fact that Summons STILL only have 600 cast range and wonky placement on terrain is making me so sadlife about Kalla.
  20. I think your ideas are fine but this part here really got my head scratching. You do realize that you're trying to compare two weapons which have different priorities and intentions in design right? Hammerbolt is meant to be a staple damage source from the weapon set, with other skills supporting the Hammerbolt in terms of defensive skills or AoE cleaving otherwise unable to be performed with a linear projectile pierce. Fireball from staff is a filler skill and not a staple. People use Ele Staff for literally all the other reasons and Fireball is not one of them. Also, Eles are NOT okay with Fireball btw, people have been very upset with Ele staff for a very long time, I invite you to go and look into their subforum. Also factoring things like Slow and animation recovery, you will slaughter the functionality of Hammerbolt without meaning to, making it neigh useless in any content anyway because talking numbers is one thing, actually using it is another. It would be "fine" if Hammerbolt was just a bad skill and the rest of Hammer makes up for it but this is not the case. Hammerbolt cannot lose functionality.
  21. Er, they're steadily nerfing everything to do with support and healing with Vindi, making Power its only functional aspect. The only thing they aren't doing is hideously buffing or reworking Vindi to support Death Drop build but I think it's going to get there eventually.
  22. Indeed it was solid like 8 years ago. CoR was actually monstrous back then and it only had 2s cooldown. Was the good times. Then it got nothing but nerfs and bugs over the years. Good stuff. Yea.... I think you may need to be updated on what's going with the game. DTH damage got nerfed with CC damage removal years ago.
  23. Make Imperial Impact restore Energy based on how many enemies it hits with its expanded dodge AoE. PvE: 5 targets max, 5 Energy per target hit. Competitive: 5 targets max, 3 Energy per target hit.
  24. Imo DTH being made free cast was the best thing that could happen. Not being locked into the full animation is already an amazingly huge buff and I cannot stress this enough. I cannot care less if it takes the same time or longer as the old hammer drop if it freed me of animation after 0.75s max. It's still a very avoidable skill, but now it doesn't make you pose for a full 1.5s before the hammer drops. That was just bad, terrible, disgusting. FotM imo didn't need Aegis but what it could have needed is just full frontal damage block, like Dragonhunter and Warrior's Staff. CoR... man I wish it just moved away from this line shaped ripple nonsense. It just doesn't make it any more unique than other AoEs or is cool or is functional except for being BAD. What makes me madge is that it's also a ground target. Why can't I just send a ripple directly to my targeted enemy, cos it seems to be fine for Necro Sword to have a line target cleave with their Sword 2.
  25. Fantasy and Functionality go hand in hand with making a weapon feel good to use. That's the core reason some games have weapons feel good to use despite crappy balance and some games have weapons that just feel like a waste of time for how good they look and sound. Revenant Hammer falls into the latter category. While it being a slow, strong, hard hitting weapon with weight, it does not translate well into most game modes. In PvE, it's a joke for any content that isn't open world. Seriously, Hammer is just not viable at all for Raids or Strikes, and using it in Fractals is a niche situation when you're expected to stack up and cleave things down, not throw heavy hits from range. In competitive it was just plain bad plus the coefficient nerfs as well as CC damage removal made it a huge waste of time. The recent Hammer update was a huge Functionality win for sure, but I also understand that it ruins the fantasy. But hey, it feels good to use now and I think fantasy can take a back seat if it becomes more usable. I am still in mind that Hammer is just a confused mess of a weapon that needs a hard look at and reorganization of its capabilities. Either make it better for Sieging or make it better for Skirmishing. This current Hammer as of the balance pass is just a weird mess. If it is a Siege weapon archetype: - Needs to hit HARD from FAR. If it doesn't fulfil these two points, it's still a jank weapon in my books - Strength should come from mainly your ability to lay down consistent damage from range, via Autos and Hammer 2 probably. Also CoR just needs to be made more consistent and hit harder. It's such a joke damage wise right now in competitive. - Other 3 skills should be utility based and helps you keep your distance/protect your position or else there is NO POINT. (Imagine if Deadeye Rifle had a shadowstep onto the enemy, when your gameplan is to keep your range) So far this can be easily accomplished with minimal tweaks because Hammer is already built as a Siege weapon, with Phase Smash being absolutely terrible for such a weapon even if we need a defensive Evade because it not only roots your return location, you can just straight up miss the damage because it's so slow! Just a backwards roll that damages and chills enemies who are in your melee range should be able to round up the kit to be a great defensive sieging set. If it is going the Skirmish archetype: - Fast, consistent damage. Range may vary. - Utilities that enable the player and help lay down damage. - Cheap and consistent damage tool. This is also easy to tweak into from our current Hammer. Autos are already there with the new speed. CoR needs to be changed into a skill that can be used in a variety of ranges with great effect, something that's like Shortbow 2 or Warrior's Hammer Shock are great inspirations. Phase Smash can be sped up and become an excellent Evade with Damage. Hammer 4 is already perfect. DTH could be made into a melee range slam that knocks down enemies who are infront of you, letting you set up damage while allowing you to use your character to aim instead of a ground target that can be walked out of.
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