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DonArkanio.6419

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  1. I have actually had (and still do) the same feeling about Renegade when it came out. And I agree with what you are saying here. I genuinely think that e-specs released after Herald don't fit Revenant. To me it looks like someone had an idea of a specialization and just threw it on the class rather than fitting it to its mechanics. Even though I am now used to playing Herald I think the concept is just amazing. A great design - you actually have 2 sets of skills in one legend. While consuming the upkeeps you gain an active powerful skills but lose the pulsing boons. Vindicator felt odd to me since the very first Beta Weekend. And now I know it's because that this specialization doesn't really make any sense. I remember a couple months back people talking about a dual-legend concept of Svanir and Jora which seemed pretty great. ANet decided to make that dream come true and failed miserably, in my opinion. First of all, I am not a fan of any modifications for the dodge mechanic since I believe it creates unbalanced matchups in PvP (looking at Daredevil, Mirage). Secondly, the great sword could not exist as it doesn't bring anything new to Revenant's playstyle aside from bombarding enemies with big damage (well, actually Renegade already does that with Citadel Bombardment). The Kurzick and Luxon legends, as you already mentioned, don't synergize with each other. And I'd even say that they don't really synergize with any of the core legends. The utility skills of Vindicator are just the most plain and boring stuff. Jalis creates an actual sidewalk and turns people into stone dwarves for a moment. Mallyx (even though it's been butchered since HoT launch) is an extremely original design, pulling all the debuffs and condies on itself to benefit from it. Ventari introduced a mechanic of a player-controlled totem. As for Shiro, I still think they could do better. Vindicator brings non of that stuff, non of that flavor that makes the Revenant in the first place, and it's sad. I haven't bought the expansion and I'm not planning to at the moment, since pretty maps and new Netflix-type drama storyline doesn't appeal to me. I believe professions are the most important part of Guild Wars, and when these are lacking, nothing can make up for it to me. Sadly, for me, EoD doesn't offer what I would expect from a company that originally introduced Revenant.
  2. Legendary Alliance Stance could use 2 separate icons (orange and blue). This way we will know which legend we are swapping back to when we are on a core legend. It could be pretty helpful in my opinion. Especially in competitive scenarios. Let's say you're fighting someone and all you see is the original orange-blue Alliance icon. That doesn't tell you which of the 2 legends you are going to swap back to. And in case you forget, you might evade backwards instead of dashing forward. Happened to me a couple of times and I think it could be a useful addition.
  3. The animation for Vindicator's dodge could be jumping in and out of the Mist Portals. Something similar to the VFX on the character during regular dodge, Sword 3, Staff 5. Or a portal resembling one from Renegade's Citadel Bombardment, or the Revenant's Mail Courier. I think this would perfectly fit the profession's theme and look so much better than the weird 100m jump.
  4. Hey, since the devs are already fixing some of the critical issues Vindicator has, I'd like to suggest something completely unrelated to balance or performance of the e-spec. I think it could be a cool idea if Vindicator's dodge animation looked as if Revenant teleports in and out of the Mist Portals. The jump on dodge is weird to me and out of place for this particular class. **This change would mean embracing Revenant's theme as a Mistwalker.** We see these kinds of mist animations on regular dodge, Staff 5, Sword 3, Axe 4. Or portals such as the one from Renegade's Citadel Bombardment, or Revenant's Mail Courier. Also I think that this isn't impossible to implement since the Vindicator already has all of the needed animations.
  5. Make dodge function like a longer version of Daredevil's Vault staff 5. This way V button lets you choose the area to dodge, once you click it, you jump up to the air, the circle shows up and you land on the spot. And add the ability to jump over terrain. but honestly, I don't have a clue why Vindicator even has this weird dodge mechanic to begin with. It feels pretty random
  6. I second every single word OP says. Spent some time playing Vindicator and sorry to say it, but the animations are cheap and skills themselves are uninspired. When in combat, the greatsword animation are unreadable. Not that I had high hopes after the Renegade. But the new legend feels completely out of place to me, both the utility skills and the new F2. I am seeing a shift in ArenaNet's art direction to very simple, saturated and colorful which I am personally not a fan of. And this transitions to icon skills.
  7. I think that the theme is there, it somehow fits lore and leaves some room for interpretation. About the combat though. - Having 2-in-1 legend is a great idea, but the execution feels very weird and unintuitive to me. - The utility skills are somewhat random but check all the boxes; mobility, boon, stunbreak. - The energy drain on Urn is nuts. - F2 zwapping skills inside legend is cool and requires planning. The 25 energy cost is a bit too much to me. - Elite spear throw is.. just a damage skill. **Greatsword** - auto attack lacks any animation. It honestly looks like hitting with a stick. - GS 2 is a pretty basic will that does it's job, though it very reminds me of Hammer 2. Also, the animation of the skill being just a copy-paste auto attack is uninspired. - GS 3 is a cool skill with awful animation. That mini run before teleporting doesn't do the job for me. - GS 4 I don't like it. I'd rather get the Block on Off-Hand Sword 4 back and change GS 4 to something else. - GS 5 This skill feels great to use. It reminds me of Trident 5 and it's a powerful burst.
  8. Hey,I'd like to highlight some of the bugs and inconsistencies that Revenant has across weapon skills. Some of them actually affect the flow of gameplay. Coalescence of Ruin (Hammer): lacks sound effectsdisappears on uneven terraindisappears randomly if cast when movingdoesn't hit targets in melee rangeit's been in the game for months nowSearing Fissure (Mace): the fissure appears outside theactual hitbox, behind the player and part of the hitbox stays emptyjust like the CoR, the bug's been here for monthsSpiritcrush (Shortbow): unable to be cast from behind or side. Not particularly a bug, just feels really bad.Surge of the Mists (Staff): the wind up feels forced, it's clunky and looks badoverall, I think that the updated version of this skill looks very uninspired and lackingPortal Fire and Torrential Mists (Trident): the skills are identical, although the Portal Fire (2) can be cast without a target, while Torrential Mists (5) can't.Weapon skills overall: nearly all of them share the same 1-2 sound effectsSharur (legendary hammer) mutes the sound of Hammer Bolt skill (1).I don't think fixing these should be much of a problem. Especially since all the other classes are being bugfixed on a monthly basis. Honestly, it bothers me that these things still exist and have been in the game for such a long time now without being addressed at all. So, if you have noticed any other bugs feel free to add them in the comments.
  9. The GW2 Upgrade, that got me a Mistfire Wolf elite skill.
  10. Just give it some damage back and it would be fine. Or even better, it's called full counter. It should return a certain percentage of damage from the last attack. I said that about a year and a half ago. That may be hard for them to code up... Not that I disagree. Still it was easy to allow for the negligible damage because of the 2s daze, but now its just a normal daze length, and last I checked other skills that daze like that tend to do damage post CC nerf. How about just make it a 0.5s daze and give it a 0.75 coefficient in return. That is auto attack levels of damage.Well, there are Healing skills that heal player with damage received - so I'm sure they could to the opposite. I think the idea of returning damage rather than having a set number is pretty neat.
  11. I think nobody asked for this, but once these items started showing up in the GemStore people have become willing to spend hundreds of dollars on it.People like to flash and shine, it's a status. Just like a fast and loud car that everyone hates hearing outside their window. ANet shouldn't have introduced these items in the first place, now it's kind their way of making money. I'd say we are likely to see the increase in quantity of this laser shining garbage. Even after watching End of the Dragons teaser I can say it's going to be an eye-burner.
  12. Well, GW2 nowadays looks just like any other flashy MMORPG, because ANet wants it to make as much money as any other flashy MMORPG on the market - and these skins earn them a LOT of money.As sad as it is, today's MMORPGs aren't made around believable world-building, inspiring characters and aesthetic visuals. Also the fact that we, the players who started playing GW2 at launch, are now 8 years older makes us more picky and knowledgable in terms of game. I would compare today's Guild Wars 2 to the latest Star Wars trilogy (7, 8, 9). It just reflects what the market and target wants. What might have first been a revision and expansion of original Guild Wars is actually gone, literally. It's like a never-ending TV-series that does whatever it can to make people watch. The bigger part of online gaming industry has really turned into a huge supermarket. But, being able to turn off all that eyeburning noise would be much appreciated.
  13. This is actually a very strong request. And the fact that we already have the VFX and skins in the game makes it obvious that it's the way to go. This would make Engis so much more interesting to me.
  14. Yup, it's the most boring design in the game since the first Beta Weekend of PoF
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