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Yasai.3549

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Everything posted by Yasai.3549

  1. If it's going to be Focus and Summoning, it'd rather it be an extension of Legends. The two "summons" would be drawing out an extension of the currently invoked Legend and summoning an offensive or supportive minion/reflection of the Legend. So the kit would be: Skill 4: Skill relating to the invoked Legend Skill 5: A summoned spirit/minion/echo which attacks or supports depending on the invoked Legend.
  2. Like Scepter 2 and 3 ideas, still think autos should be a 600 range wave of energy that cleaves allies and foes, granting barrier and dealing damage.
  3. It's interesting until the target walks behind a pillar and you aren't able to keep up because you are not using Sword 3.
  4. If you're using it in competitive just for damage, it's literally pointless to keep it pulsing either. The max scaling for it in competitive is 25% per tick with 25% max bonus damage. This skill is an absolute joke to the point it's only useful for Barrier and at that point, it should just pulse on the Revenant player themselves. Dumb skill, dumb weapon, dumb design, complete hogwash.
  5. Long Answer: Yes. Short Answer: Ye. However, if you ever find reason to use Elder's or Core Value, you *can* opt for those instead. However if you're more interested in Speeding around IN COMBAT then yes, you need it.
  6. Which was the point of Retaliation because it was only "good" on players with High Toughness, which was what made Tank builds actually have abit of bite and not totally useless meatshields. And its removal was not due to PvP. Retaliation in PvP is a joke due to how weak trinkets were to orient builds around. It was a WvW targeted balance because Ele Staff 5 onto 10 people with Retaliation will instantly down themselves.
  7. QDPS Herald is one of the best and less intensive QuickDPS roles. It's definitely better than things like Berserker where you actually have to pop a vein spamming your stuff non stop or else you drop Quickness. I mainly play Revenant in WvW where I'm a sucker for punishment and play either Core Power (the absolute worst Revenant build) or Celestial Renegade (If I feel like taking a dump on anyone cocky enough to run at me)
  8. Retribution used to make sense when it revolved around RETALIATION not RESOLUTION. Its design was: - Stack Retaliate - Null or reduce ranged incoming damage, forcing the enemy to fight in close range - Beat the stuffing out of them with DBT + Sustain/Vicious Reprisal - Win the duel with retaliation damage supplementing your own damage It was a traitline that hinged upon this Boon which deflected hits on their attacker, which makes the traitline desirable to use as a sort of "tank traitline" and win by countering incoming hits. I would like this back again, even if Retaliation never comes back. Simple thing they can do immediately is make Vicious Reprisal do retaliation damage when the Revenant has Resolution. As of now Versed in Stone is simply the best GM trait because of the innate stunbreak as well as Condition resistance for niche builds that even want to run Retribution at all. Another thing is Close Quarters being straight up worse than Planar Protection. Would change it to a trait where Legend Swapping taunts nearby enemies with an ICD.
  9. IF Expose Defenses was changed to refresh on Legend Swap it would be great too. Generally don't want things that require external input to heavily affect the performance of a trait. In regards to your second point: Brutality from Devastation and Song of The Mist (Shiro) from Invocation, and most PvE and PvP builds do use Shiro despite his state.
  10. Toyed with "upon Vuln application" and "When hitting a Vuln enemy" but realized not every single Revenant weapon is able to apply Vuln reliably. Of other Strike oriented weapons, Hammer and Shortbow are unable to properly apply Vuln without Lightning Fields for example and such a trait would be too weak to have difficult conditionals. Only benefactors would really be Sword and Greatsword. Alternatively, gain +1 Pip Generation for 5 seconds when you gain Quickness.
  11. Pass. This is the sort of thing we are trying to actively move away from because we don't need Traitlines being held hostage by their respective Legends. It's one of the reasons contributing to poor Revenant build options and choices. Corruption has 1 Major trait held hostage by Legendary Demon Stance. Devastation has relinquished their Major trait to affect other Legends. Salvation has relinquished their Major trait to affect other Legends but their Minor is held hostage by Centaur Stance. Retribution is completely neutral. Invocation is completely neutral. Renegade has 1 Major trait held hostage by Kalla Stance. Herald has 2 Major traits held hostage by Glint Stance. Vindicator has 1 Major trait held hostage by Alliance Stance. Ideally I want all these Majors tweaked to affect other Legends at a lesser degree and for that one Salvation Minor to change.
  12. Energy is the backbone to the Revenant but it's often forgotten that Pips are the tiny little vertebrae that make up this spine. I want to discuss today about Pips and how the Revenant experience could start looking at Pips as a mechanic and make some tweaks to traits and such to enable this much overlooked feature to be the saviour of the class in terms of balance. What we understand about Revenant is that it's supposed to be a Class where there are three key features: - Powerful Utilities - Energy costs - Shorter-than-normal cooldowns As a result, usually our powerful utilities are considered "hard to balance" by the devs (see Riposting Shadows) and when it comes to balancing, Devs keep slaughtering the skill via Energy costs as a balance mechanic. As such, the only obvious recompense is Energy Refund systems or Energy cost cutting if we ever want anything buffed to usability. Sometimes for certain modes, such refunds are even gutted to prevent too much Energy regained in a short span of time. (Competitive split for Empty Vessel and Charged Mists make them borderline useless) Now here comes pips. Pips govern the rate in which Revenants regenerate their Energy, with +5 being the maximum and fastest regeneration. But what if we are given traits that enhance this rate instead of simply dumping Energy into our hands? Would this not make it slightly more balanced, but immensely useful for the Revenant player in order to manage their resource? Take Charged Mist for example. Instead of dumping 25 Energy on us, what if, upon Legend Swap, we are given +3 Pips for 5 seconds? These +3 Pips can overcap the normal default of +5 into a +8 which makes Charged Mist a much better trait for players to regenerate Energy rapidly. And if they're a player who are using Upkeeps, they would have -3 Pip worth of Energy drain for 5 seconds! Since Corruption already has their own flavour of Pip Generation with their Replenishing Despair, why not give every Core Traitline something similar: - Invocation uses the Charged Mist concept suggested above - Devastation grants +1 Pip Generation for 5 seconds if you are strike a target under 50% HP with a short ICD. - Salvation grants +1 Pip Generation for 5 seconds if you heal an ally with your Dodge Roll - Retribution grants +1 Pip Generation for 5 seconds if you are currently under the effect of Resolution. What are your thoughts?
  13. Would really have preferred if Warband summons were more like Thief Preparations. Sounds crazy but hear me out. Renegade or rather Kalla was an Ambush style gurriella fighter so having Preparations make quite abit of sense. Instead of having Preparations just stuffed under your feet, Kalla should be a two parter: A initial effect and an activation that causes the area effect which you have prepared before hand. All Energy costs are paid when preparing, when the first part is cast. Breakrazor: Instant cast, no target area. Preparation area triggered on self that you can walk out of. Heals for a chunk initially when you first prepare it. Spring the preparation for more healing. Razorclaw: 0.5s cast time, area target. Grants you X stacks of Bleed-on-attack when you prepare it. Spring the preparation for Razorclaw to attack the chosen target area. Darkrazor: Instant cast, no target area. Stunbreaks and grants Stability when you prepare it. Spring the preparation to knock enemies back from around you. Icerazor: 0.5s cast time, area target. Cleanses conditions when your prepare it. Spring the preparation to bombard the chosen area with Conditions. Soulcleave: Instant cast, area target. Generic toggle Upkeep on and off. Additionally, Citadel Bombardment can be used to force all Preparations to cast on the Target Area instead of their original prepared areas.
  14. It's really the Energy. It was THE SHIRO PROBLEM before Shiro started to have problems. (And now, Shiro is the one with the problem magnified compared to Kalla who retained her rather acceptable yet still chunky Energy costs) Energy Costs too high and so high that Upkeep becomes less appealing and buttons are too costly to press. Her Orders also conflict with her Summons for Energy cost. Renegade has way, way too many buttons that demand pressing. We have to see what the new one does because even if it does cheapen the costs, her gameplay is actually doubling down on the whole "I have 8 buttons that all want me to press them, but I only have 1 resource bar. And that doesn't even include my weapons" Honestly if I had it my way, I'd rework Renegade entirely to not just bandaid Kalla, but clean up the Orders as well. I really think Renegade should have been focused on using Kalla stance to summon warband members and command them to do actions via Orders but ah well.
  15. 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.
  16. 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.
  17. We're already having a giggle that we have so much content without needing to pay a monthly sub.
  18. Shiro - Angered roar Mallyx - Demonic roar Jallis - Battle roar Ventari - Old man moan Glint - Old woman moan Kalla - Charr woman roar Alliance - say gex
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. Extra dialogue with Ramses and Galrath potentially bugged with missing voiceline clips during first half of the conversation.
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