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Loki.4871

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  1. For me it's Mallyx's healing skill, though it's pedantic. In Guildwars I, Mallyx's entire mechanic/gimmic was becoming stronger the more debuffs you put on them, with the demon's healing ability consuming all debuffs; the more debuffs consumed, the more it healed. So it should really work more like the heal for Jalis.
  2. A power revenant that focuses on Shiro and Jalis might be interesting-you're not tough in the "will take a hit and not lose a big chunk of health" but if you're aggressive and good at dodging the big hits, impossible odds will keep you going in most fights without any difficulty, and the really bad moments Jalis with his hammers should keep you going.
  3. I was hoping for some comments when a revenant is using him in cantha (akin to kala gets some with her mace, certain food[s?] and statue) but I'm yet to hear anything. To cap it off, my human still has the same dialogue about hoping to see cantha, that still doesn't match the speech text!
  4. My problems with the legend is pretty much the same as with the beta -For an elite who's about two figures 'working together' the two skillsets are entirely divorced. You could delete one and it wouldn't affect the other. -There is little incentive to alternate between them unless you have something like harrier (ie, power and healing) stats in your build. Middle line traits should be stronger to encourage this, or even allowing you to enable a first beta style flipping (with buffs as a carrot) to encourage thing. -When you get off the mount you're always on the kurzick stance. -Either because I've been trained on two dodges or the stamina regen simply isn't enough (or cap is too high), Vindicator can't dodge often enough. I can prop this up with rune of the firework, and I know some utility skills give stamina on hit (making them very limited on single target tough bosses) but I think Vindicator should simply get either a reduced stamina cap (for the sake of example, 65 stamina instead of 100) so it's easier to dodge. Right now, it's asking for too much with too little being given back; something that could be solved with tweaking some numbers and/or traits imo. All the master traits are about how you get your stamina back, which I feel is a terrible waste and a symptom of the elite's problem; too much stamina is needed for leaping; better to merge the master traits, make some new ones (eg, greatsword cooldown+other effects for one) and make the current master traits all a minor trait and give the vindicator something else. Master and grandmaster are both buffs to the dodge that don't really make the elite 'pop'. Daredevil's grandmasters are all a dodge effect, sure, I'm not sure copying that for the vindicator is such a good thing when it's so hard to leap regularly.
  5. General stuff: -The elite spec has very poor CC -As others have mentioned, if you're trying for a damage build reverting to Viktor's support/heal build everytime you mount up or whatnot is quite annoying. -Heals are generally pretty good, but have a massive flaw; the 'little bit of healing over 4 seconds' means as a "Oh dear, I need a quick shot of health" moment usually ends quite badly. The long activation/channel time also means traits that fire when you use a heal (such as the mist dome) don't fire until after it's over. Which could potentially be very helpful if it fired while you were channelling -I actually miss the utility flipping. I know this is even more work, I would like to see an F4 that enables/disables the original skill-flipping. -Someone suggested the dodge-leap have the Vindicator get a mists effect when they jump up, dissappearing before they pop back and slam into the ground. -I still wish the landing from the dodge did a blast finisher. Greatsword: -Overall it feels better. Coupled with the prior knowledge of knowing Greatsword 5 is actually a pretty decent heavy-hitter, it feels like it's hitting harder overall. --Greatsword 4's blocking audio (specifically, the 'clang' when it successfully blocks and attack) seems too loud, it seems to drown most stuff out. -Audio for attack swings is the same as swords, as I mentioned in a previous post somewhere. The attack sound of the one-handed sword being used for the two-handed sword might be feeding into it feeling underpowered (deciding whether it actually is or isn't requires more time imo) -Greatsword 3's dash is... fine. However, I suggest a more pronnounced mists effect, and it's quite jarring how the character simply stops mid running animation. I suspect this is a code/engine limit. -Greatsword 2's attack animation doesn't really feel like it fits. This may simply be a "Get used to it," however the visual feedback of a 180 degree ground-shatter doesn't really feel like it fits with the swing animation, I keep expecting to so a more forceful/vicious swing. -Reaver's Rage Stability feels like a strange thing to have (you're probably going to pop it after you'd be hit with a cc), but there's also moments where CC gets spammed so... eh. Plus, since it's the vindicator's only CC so it's not unle -Nomad's Advance The impact radius of 180 means unless everyone is stacked up you're not getting much bonus might, greatly limiting how useful that bonus is. Consider expanding the radius to 360. -Scavenger Burst Hoo boy, the quickness you can stack up is quite alarming. This is a potential issue down the line, because it means, especially against crowds, you can easily ensure you've got permament quickness. I would reccomend it gets changed to be something more akin to how Impossible Odds got retooled from quickness into something else. I'm mentally picturing Scavenger Burst keeps the initial quickness, but for every extra foe you get... better stamina regen, more damage, damage reduction or something that's not boon duration, because some events in HoT had me clock in with 30s of quickness before I stopped trying to get high quickness duration. -Activation time for Spear of Archemorus is very, very long. Please consider adding a daze and/or reducing the activation time. ----------- I tried a healer/support build and it's pretty damned powerful, I suspect. -Urn of Saint Victor belts out some good healing, however the aura of 240 feels very poor for supporting a party. I would suggest it's expanded to at least 360 while keeping the current healing. The reduced health damage is much better, it's far more useable. When it's deactivated, consider it giving downed allies some health (or even ressurecting) depending on how much damage the player's recieved? It would be better if it ends faster or you can't get interrupted when you're trying to finish it. I would like there to be a more powerful self heal when you're low health after channelling the urn; in order to stop players cheesing it as a fast heal, have it be tied to the duration you've been channelling. EG, someone who's channelled themselves down from full health to 20% health goes up to 80% health (making the numbers up for the sake of an example), but someone who's just popped it at 20 gets the current healing. -Tree song is a very powerful condi cleanse and, if specc'd, seems to give decent regen. Is the condition removal 5 per character, or 5 total? I reccomend the description gets clarified. -Awakening is great, please don't change this. An area stunbreak that also gives protection? Yes please. -Battledance is... fine. It's decent enough skill, I can't think of anything to complain about. A dodge that makes you and allies immune to snares and gives a bit of healing, it's fine. ---------- Traits --------- -Leviathan Strength is fine, no complaints here. -Amnesty of Shing Jea doesn't feel very powerful. I know it's an adept trait, however 1 might (or a little bit of regen) in an area is... eh. Especially thanks to a grandmaster trait I'll get to later. -Redemptor's Sermon The cooldown feels a bit too long, however for what it does (and it's an adept) it does give a very powerful effect. -Balance in Discord doesn't really feel like a good trait. In my mind's eye the minor traits should ideally work on any build. This one only works when you're swapping between the stances which, as the feedback of the previous patch and implementation shows, people doesn't want to do. I would suggest you pull the "AoE boon when you use an alliance skill" off Amnesty of Shing Jea and place it on here, and give Amnesty of Shing Jea something else. Alternatively, see below. -Reaver's Discourse or Song of Arboreum should, I personally feel, be the minor master trait instead of Balance in Discord. Regardless of your build, Vindicators will be dodging and they will benefit from them. -Angsiyan's Trust has the same problem that Balance of Discord has and, indeed, the entire elite spec now has. Since one stance is for healing and another is for damage, there is very little incentive to switch your stance. Ergo, there's even less incentive to take this trait now you can stay in the stance you actually want. -Empire Divided is fine, imo. Bit more dps when you're 'safe' and a bit more healing when you'll really want it. The changes to the Grandmaster traits is good, and now the jumping is unified. Vassals of the Empire is still massively powerful with diviner/harrier stat stuff though, to the point I think the protection from it undercuts the Sant of Zu Heltzer. A bit more healing power for a few seconds is generally not as useful as damage reduction for at least ten. If Saint of Zu Heltzer gave some health regeneration (either as regen or as a trait 'gain health') or simply had a permanent healing bonus instead, I think it would be more useful. The point you'll want extra healing is usually after a spike or big hit, and with it being tied to the leap you can't truely benefit from the bonus. Foerunner of Death feels... fine. The 15s duration means you have some time to put the bonus to use. ============= Overall I feel it's better; the dodge is not nearly quite the drawback it was, the tweaks to Viktor's stance have improved it, especially the elite. Archemorus's quickness stacking is alarming however, and Nomad's Advance has an underwhelming might bonus. I still dislike the ashes themselves are what's being channelled, I'd rather they be viktor himself. Or even make the elite for both calling in Vizu for a damage/snare combo. Assests and voices are done though, and this is ultimately cosmetic complaining about the elite. A more foundational problem to me is the thing that make the stance interesting, the flipping between skills, is missing. Now there's essentially 2 elite stances sharing one slot; one or the other could be cut with little impact beyond which one the player's favoured. The utility flipping was undeniably frustrating when a player wished to use specific builds (I found a support vindicator *far easier* this patch) but the option to still have the first beta's implementation would be nice as I mentioned. The above is only emphasised with the lack of interaction between the two alliance skillsets. I would, with my ideal vision of the Vindicator, be playing broadly speaking what's in this beta, with an F4 to enable the previous beta's utility skill flipping. When skills are activated, you would get a bonus to using it's 'opposite' (20% stronger effects?) to encourage working with the skill flipping, but have the option to lock the alliance skills, allowing you to sit and focus a specific role if you wish. Effectively, you could play it as this beta, or enable it to be played as the previous beta, with large bonuses to the 'flipped' skills. A more extreme implemetnation perhaps would be for the skills to use % values of your stats if not above a certain threshold. Something to allow a healing statt'd character to get 'full' benefit of the luxon skills, and kurzick skills would function vice-versa, allowing a dps build to use the support skills 'properly'. The mastertraits focus far too much on the dodge. If the dodge is proving to be such an issue that people need to trait and use skills to recharge it, one (or even two) of the minor traits should just be changed to make dodging easier, either by taking functionalitry of existing traits or new ones (eg, 33% faster dodge regen) so something more interesting can take their current place. Some of my more thematic complaints still stand, however I understand that in regards to those little can be changed.
  6. Suggestion for the greatsword: currently it's using the same swing sound as swords; perhaps feedback would be improved if it used a 'heavy' swinging sound, perhaps the hammers? Or a new one entirely?
  7. I reccomend a revenant-style effect to the hud, an 'unleashed' style borders with the vines and shimmering when the unleashed mechanic is on the player. While ambush mode is activated it could be a bit more 'overgrown' with it retreating when it expires? When you unleash the pet, the border effect moves (visually or just dissappearing off the player's bar and appearing at the F buttons) to the pet's skills. Idea to this is it would allow a player to very quickly and easily see who's got unleashed, now that it's no longer a permanent visual effect on the characters.
  8. It appears to reset to the Viktor every time you pop on a mount. I would suggest that like petswap, the swaps get an out of combat cooldown of 1s.
  9. I've been checking over my keybinds in preperation for the beta, and I discovered that while the game lets you use F6 to toggle the pet's stance from passive to agressive, the options only lets you assign proffession skills up to F5.
  10. Had an idea someone else has probably thought of, but what if the elite for both stances (or an F3) for Vindicator was Vizuna? I won't lie, I've not really thought the details out but broadly speaking I'm thinking you have her come in to inflict damage and/or a snare, 'marking' the target for the Vindicator to do extra damage on the target.
  11. Pretty sure Krytra got retconned hard into the caucasian lands, most of it isn't even tropical anymore.
  12. This is definitely my attitude. I've got a wait-and-see to this, in the "...alright, I didn't see this coming. I'm curious now" sense. As others have mentioned, it's probably playing up the shadow magic aspect from it's Guildwars I incarnation. Which could be interesting.
  13. Been playing a bit more, going to add two feedback points -I reccomend adding an F3 for (out of combat?) reorganising of the utilities, allowing you to go into the next fight with all luxon or all kurzick quickly and easily. -I've realised that the greatsword and vidicator have no hard CC, such as a stun or daze. I feel this is a massive flaw for... well any content, and should be rectified
  14. I can't speak for others; I understand what you're saying, I dislike it though. One of the interesting things (I didn't mention, I realise typing this) is how the skill flipping can really shake up your combat. Opening with one skill will change the 'rhthym' of the battle with something to when you open with another. This is something I rather enjoy, as it means you can get to adapt on the fly to things happening unlike any other class or elite spec. I would like this interaction to be played up more however, as I mentally imagine this 'cycling' is an echo of the battle with Shiro: one Achemodus attacking one moment, before Viktor defends in another, or Viktor creating an opening that Archemodus exploits. If anything, I feel this should be leaned into somehow mechanically. That activating a luxon skill could 'prep' it's kurzick counterpart or vice versa for a more signficicant effect. EG, you use the kurzick leap, and then the luxon one gets some kind of bonus; more damage, a cripple, better cooldown, less energy cost... something.
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