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Yasai.3549

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Everything posted by Yasai.3549

  1. Honestly even if it were dynamic, if it came shipped with the current kit, it's still bad. Scepter right now suffers from massive functionality issues over the fact that the weapon is just lackluster. The only reason it's being used at all is because Revenants literally have no other option to fill that mainhand support niche. They nerfed mace. That's what they did to make people play sceptre.
  2. What they can do to Scepter without massively overhauling the weapon: 1. Autos faster. Just make the backswing snappier. It's all it needs 2. Blossoming Aura on self, now grants less Barrier but gains Scepter 3's boon pulsing. Remove LoS requirement for it. 3. Press to yank 5 enemies within 600 range toward you. (Think Spectral Grasp) Enemies will be marked. When attacking a marked enemy with Scepter Auto, consumes mark and causes a small explosion on them dealing AoE damage and inflicting Conditions (Chill, Vuln and Slow) Most effective when pulling several enemies together and swiping them all with Scepter Auto, causing shotgun damage and Conditions. Good for Abyssal Chill builds as well.
  3. We're already having a giggle that we have so much content without needing to pay a monthly sub.
  4. Shiro - Angered roar Mallyx - Demonic roar Jallis - Battle roar Ventari - Old man moan Glint - Old woman moan Kalla - Charr woman roar Alliance - say gex
  5. I thought so until I tried it myself in SFTA. No, it's just terrible with animation aftercast. Even if each attack comes out at 0.5s speed, the aftercast actually makes it more like 0.75s per chain step. If you notice for some weapons, they have a "backswing aftercast animation" where the weapon attempts to reset itself to the idle state so while Quickness does speed up the animation, its horrendous aftercast ruins it still. For Rev's Scepter, it's particularly horrendous, even more so than mace. Sword still remains the best and fastest.
  6. I have so many issues with Scepter: 1. Why is the autochain so slow even with Quickness? If we still had "ramping via attacks" like before, it would make total sense to balance but that's gone now, so why is this still here? 2. Literally no benefit to cancelling Skill 3, why does it have a cancel button? 3. Skill 2 and Skill 3 have very long windups. Reusing animation from things like Forced Engagement for Skill 3 is bad enough, why keep the clunky tether travel animation too? 4. OBSTRUCTED OBSTRUCTED OBSTRUCTED OBSTRUCTED. Why does Skill 2 obstruct itself on every flipping thing? 5. Ally targeting. Cos yea, torture Rev players more. Scepter is the new Herald Shield where it's gonna be used in niche situations but otherwise you're trolling if you ever want to use it as a main weapon. The whole weapon should have just been: - 600 range wave auto which grants Barrier - pulsing barrier and boons on self, stronger effect near the Revenant, weaker at the edges - Ground targeted skill that knocks down.
  7. I see what you did there buddy, but I don't disagree with it. But at the same time, it's never gonna happen and we all know it. Conditions are one problem Revenant always struggled against with one bandaid solution that is Salvation. They will never let us reduce Condi damage like that while also generating Might.
  8. It's somehow worse than beta. The fact that Skill 2 and 3 both have long ramps and an optional "just cancel this stupid thing" button is such a joke. Skill 2 should be centered on self and automatically explode after a faster ramp. Skill 3 would be better off being a ground targeted mobility leap to get players into range for their Autos, which is the main feature of the whole weapon. Move the Boon pulsing to Skill 2.
  9. It doesn't sound like it's tearing a hole in fabric every slash now, it's a more wispy sounding effect and more pronounced explosion for the 3rd chain's rift explosion.
  10. I find it absolutely hilarious that a weapon with 900 range auto chain has not one but two AYE AYE AYE AYE AYE gapclosers. This is a great competitive weapon set and for open worlds too when you get mobbed alot, which is kind of nice because often times a pure Power DPS Reaper build has struggles to sustain properly. This set will help it greatly. The key feature of this weapon set is being a Sustain/Power set. The one key problem with this weapon is Lifeforce generation on single targets. Absolutely stinks. You still will rely on GS for <50% HP targets though because Gravedigger is still very very strong, and people may still use Dagger for Dagger 2 > Shroud. OH Sword could be used if you don't need Torch CC I guess.
  11. Extra dialogue with Ramses and Galrath potentially bugged with missing voiceline clips during first half of the conversation.
  12. Play Soulbeast with Smokescale. It's the same thing, but not buggy. My stance is that we can't have that for Revenant, then I rather not have it at all.
  13. I personally think Vindicator's Empire Divided is worse. If you're a heal build, you will never make proper use of that Power for keeping yourself (and others) topped up. If you're DPS build you will have to out of your way to keep your health above the threshold to retain that Power bonus. Both situations require you to break your build's desired playstyle in order to micromanage this one trait.
  14. Not to mention the dozen "trait reworks" that essentially leaves them unusable in any build because they wanted to "make them less mandatory"
  15. These days, I feel more like mainhand sword is slowly being pushed out. Deathstrike at the very least still has a very strong burst, a gap closer and Fury. That in itself is strong and usable with Shackling Wave's Immob that allows you to confirm the hit. When Scepter comes this week, it could be over for MH sword in competitive. Scepter being changed to cooldown and energy based Otherworldly Attact is really good for doing sick combos where you yank the enemy into shackling wave into undodgeable deathstrike. With how much Sword 3 bugs, why not just get an actual weapon which has built in CC and sustain and use it as a burst swap while maining either GS or Shortbow on the second loadout?
  16. There's nothing ally targeting can do that we can't just ground target. If a skill is specifically balanced to affect only one person, then the skill is fundamentally either too weak or too strong. Personally I would just have Blossoming Aura that is a 400 range AoE effect around the Revenant. The closer you are to the Revenant, the stronger the effect. The further you are the weaker the effect. Still encourages the player to "cleave" allies and enemies within its semi-melee range.
  17. Always enjoyed GS and if anything about it needs a change, GS3 needs better tracking and even a small gap close toward its target to confirm the hit. Otherwise, really solid weapon.
  18. Tongue in cheek expression regarding Anet's often contradictory or convenient balance manifestos for competitive that somehow always misses Guardian while hitting everyone else.
  19. Why not both for free? Anet too afraid to let people with legs walk? Bloody thing already has 25s cooldown, what more does Anet think is "balanced" when Willbender exists?
  20. Over the years, Sword has had many changes, some good, some bad, but ultimately changes that doesn't address most of its issues. Especially with Revenant moving toward a state where their cooldown + energy nature of the skills do not properly reflect the strength of these skills, I think many reasons for nerfs just straight up no longer exist. (competitive reasons) Just a few sore points I would like to mention: Precision Strike for one, wasn't a much needed change at all, being a skill with good poking range and varying amounts of damage depending if the enemy is alone or with other targets nearby. This was changed to Chilling Isolation which while good on paper, saw the loss of Swords' poking power. Shackling Wave used to be a two part skill with a block and a counter attack. Anet decided that it was too unwieldy and removed the block portion and gave us a really strong and fast cleaving skill. This is great. Then when Power Revs were doing really unreactable burst damage with PT > Shackling, they reduced the casting speed of Shackling Wave to a crawl. Then came power coefficient nerfs. Now it's just a horrendous skill that you could be lucky enough to land on a crippled enemy but it's realistically really poor damage wise and doesn't warrant such a hefty cooldown or cost. Unrelenting Assault. Bugged to hell, nuff said. This thing has been inconsistent and buggy since forever. I don't even want it fixed anymore, I just want it reworked and replaced with a consistent skill that embodies the traits Unrelenting Assault enjoys. Suggestions: Autos: shuffle attackspeeds around: s1 and s2 have 0.5s cast speed and s3 has 0.75s cast speed. The gap between s2 and s3 currently due to s2 having 0.75s cast speed is horrendous Chilling Isolation (s2): Increase radius of initial cleave, reduce radius of isolation cleave. Right now despite what the tooltip says, both the initial radius and explosion radius is the same 240 units. They should make it so that the initial cleave is much larger at 400 units while the "Isolation" radius is smaller at 240 units. This allows the Revenant to have decent range for poking but to maximize the damage, they have to get onto their target and vice versa the target has to avoid the inner cleave to reduce damage they take. Unrelenting Assault (s3): Changed to something similar to Warrior's Whirlwind Attack. You evade while dashing forwards, attacking 5 times in your path. You gain 1 Might stack for each successful attack. Removes bugginess entirely and gives it mobility utility. Shackling Wave (s4): Restore Block portion, speed up Shackling Wave portion. Death Strike (s5) Unchanged
  21. Release GS was in a good spot. Then they nerfed it. Amazing really. Sword's pretty much discussed to death. Between nerfing damage, upping cooldowns, changing Precision Strike and #FOREVERBUGGED SWORD 3, it's just a bad weapon set as well.
  22. Big disagree tbh, there are things they can do for Revenant in general that they aren't doing. For one, why do Revenants have to slot an Elite Spec to access a new Legend? That's like demanding Rangers to be an Espec in order to use that expansion's Pets. Imagine needing to be Druid to use Smokescale and be Soulbeast to use Iboga. That's one of the things for Revenant that always felt weird and just plain unfair. Once we have this, we can start looking at each Spec and seeing what justifies them being a spec. Herald without Glint exclusivity is rather flaccid. Renegade actually brings something to the table because they often don't even need to use Kalla to define themselves. Vindicator has unique dodges already which isn't defined by Alliance. So the only two things left needing to be "brought in line" are Herald and Core, which need to be brought up, at least a little. What Core could use to define itself further is a "Reinvoke" mechanic on F3 which shares a cooldown with Legend Swap F1 where the player can choose to reinvoke the current Legend as if they're swapping into the same Legend again. What Herald could use to define itself further is an additional F3 which wraps up the Herald's theme of being a champion of Glint, something more related to Glint's self sacrificing personality. Idk how people would feel but I think if the current Crystal Hibernation was beefed up and turned into an F3 while Shield gained a new slot 5 skills, it would be a rather fitting change.
  23. Knowing Anet, they're gonna straight up nerf Alliance down the road by upping the Energy costs to ridiculous levels. Part of the problem of Alliance is that the skills are hella spammable for really strong effect, which makes it the defacto strongest stance because the other stances have been nerfed repeatedly in the past. But nerfing isn't always the answer either because look at the absolute state of core Legends which are almost always in shambles due to the constant nerfing. What was meant to be powerful utilities that you can use with short cooldown but with high cost became high cost with high cooldown in certain modes. Like, I just stopped playing PvP entirely after Shiro and Charged Mist nerfs because all I knew how to play was Core. Vindicator could use a balancing mechanic for its own two Alliance legends but nerfs are not the answer and never the answer. Either force the players to manage their Alliances better or limit the amount of time spent in Alliance. I for one think Alliance stance would have been kinda fun if the skills remained flip skills. Then if you really wanted to "main" one or the other as a DPS or Support, you picked Death Drop so that it will never flipped over to Saint or Saint if so that it never flipped over to Archemorus. As for the overpowered discussion... Willbender, I rest my case.
  24. I once discussed about a "tolerance" mechanic for Vindicator that would make it more interesting to play as well as dictate if the Vindicator player is more aggressive (DPS focused) or more defensive (Support focused). What this does is just how many utilities of each side you can use before the opposing side gets "fed up" and forcibly switches over. This will be displayed as a mechanic only the Vindicator UI can track where you get "charges" as to how many utilities of a certain side you can spam before you're forcibly switched. And how the player "chooses" is via the GM traits. If you take Forerunner of Death, your "Archemorus tolerance" increases while your "Saint tolerance" decreases. You can cast more Archemorus skills (around 5 or 6) before the Saint Viktor forcefully takes over and you can use only a few Saint Viktor utilities (around 2 or 3) before Archermorus wrestles control back. Vice versa for taking Saint of zu Heltzer. Which tolerance is higher also dictates which side of the Alliance stance is "flipped up" by default upon swapping into Alliance stance. Taking Vassal would be complete neutrality and gives both sides equal tolerance before it's swapped and you also gain no additional benefits at all, just equal opportunity.
  25. Literally the only interesting change because now unblockable and it does damage again with a 100% crit rate. Let's see how funny we can make this.
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