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DonArkanio.6419

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Everything posted by DonArkanio.6419

  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
  15. My feeling is that the entire Renegade was designed with Raids in mind. Before Path of Fire Revenant wasn’t the best option to plat that mode. So, as above, Shortbow is a good weapon for huge stationary targets which means nothing outside of Raids or the Inquest Mega Golem world boss in Mount Maelstrom. It can feel pretty good when you land your skills but the performance drops dramatically when it comes to moving targets. This applies to the entire Renegade Specialization since your whole utility bar, even heal, works like that. There is a PvP build that utilizes Shortbow but using Power. And a guy actually managed to get Legendary league with that build. But it required a lot of workarounds and some things use very weird mechanics, so take away a single thing from it and the build stops working.People have been complaining and requesting a rework of SB since PoF, but because Renegade performs great in Raids (for which it seems to be made), ai don’t think the devs are going to do anything about it. TL;DRThe Shortbow is just impractical in most scenarios.
  16. I wish we could see the actual Revenant that was being during HoT development. Currently I feel like the devs are trying to streamline Revenant and make it just like 8 other classes, which is lol.
  17. I strongly agree with you. The game is about fun, and fun has many faces. Failing is part of the gameplay. Sadly, once we get the grasp of Raid mechanics it becomes pretty bland after first few clears. MMORPGs that focus on builds more than player's reflexes are always going to go that way.I love the versatility of MMORPGs, but because of that they lack in the depth of each mechanic. It's like the jack-of-all-trades, master of none. So rarely any content will be as challenging as single-player RPGs and rarely any story will be as engaging as any RPG. And because MMORPGs are this kind of always-in-development, people will have their demands, and will be vocal about them. Whether Devs should listen to all, I don't think so. For me it feels as if everything in online gaming revolves around optimization. Once I follow that path, the whole enjoyment, for me, simply goes away. Just after getting my Legendary Armor I instantly stopped playing GW2 for a long time. I knew what I signed up for, but I still was like "That's it?". I just slammed my way to the shiny reward, the skin and the legendary that lets me optimize my gameplay even more. And if I start feeling trapped by the game's design to be in the loop, that's when I stop playing. What is the point?
  18. Yeah, looking at the Original GW boss mechanics Shiro had, I really think that except the skill names not much of actual Shiro was left. The whole Jade-green concept seems pretty cool but I don’t feel all that powerful, when 4 of my skills do; Movement, movement, speed, heal + buff. At this point Jade Winds seem like the coolest actual skill in the kit for me, just because it does something different than the rest of the kit. Thanks! Glad you like it.
  19. Actually Riposting Shadows (current Phase Traversal) was nerfed because it has no CD and deal big unblockable damage. And since Revs with Shiro are most likely running double Swords, there will be a lot more movement in the kit that is cheaper. Deathstrike’s CD is lowered, and you get a flip skill. I wanted to make Shiro less slippery, and focus more on sustain and speed. I agree with the PvE side. This could arguably be a nerf for Revenant, but as Renegade shows - it’s all about numbers. The Quickness wouldn’t find much use in Raids as it’s already near permanent. But we could always tweak the Battle Scars numbers in PvE.I deleted the +10% and +20% damage traits simply because I wanted something more interacting, though I don’t disagree that Shiro needs these traits. But, a rework is a rework, so I thought - why not? Also, as a Minor Master trait, I added attack-speed increase for each weapon in hand, so this could help with the overall damage. And the Deathstrike hits based on the missing health of target, so this one could also be nice to keep up the damage output. I believe that Shiro could use an update to unify its kit as a whole. Though it’s currently pretty focused on raw power damage, I think his kit is all over the place. Anyway, thanks for the feedback, I’m glad you enjoyed!
  20. I thought about transferring condis but that is already Mallyx’ job so I didn’t want to take it away from it. But yeah, it’s a good idea. It came to my mind that Shiro’s actual Mediation of the Reaper is split into Revenant’s 3 skills. Unifying it into Shiro and giving Glint + Shield something different could profit Revenant. Initially I thought about Quickness on Chill with ICD, or Quickness when your target’s health drops below 50%. Similar to Warrior’s trait. This would increase the healing of each healing skill Revenant has, since you would life-siphon. It could work like the new invoke effect on Corruption. On-evade is already in Retribution and Salvation, so yeah. Again, if we didn’t have Mallyx this would definitely be a boon rip somewhere in the kit. Thanks a lot for your feedback. I like that playing Shiro feels so fast, but I believe we could use some utility other than movement abilities. Hence the Phase Traversal thing on Deathstrike.
  21. Hey everyone! Here's my another little project I've been working on for a while. This time, I tried to reimagine our corrupted assassin - Shiro Tagachi. I really like bridging GW1 and GW2, so I tried to make Legendary Assassin Stance as close to the original Guild Wars villain as possible. Some skills might seem confusing as I sticked with the current names but changed their functionality. The concept wraps up the entire functionality of assassin; with Swords, Traits, Skills and Legend itself. Also, new icons, visuals and dialogues. important note: This is a fan project and most artworks used here are made by ANet, I just remade them to fit in the project.I hope you'll enjoy! Artwork made by Naomi Baker Legendary Assassin Stance is a core Legend that allows revenants to summon powers of Shiro Tagachi. Original Guild WarsI always thought that Shiro summoned by revenants was missing something. This is caused mostly by having 2 pure movement skills. While this feels good to use in PvP, it also takes up 2 out of 5 skills on our skillbar. Revenant doesn't have a pool of utilities to choose from, so in PvE all we do is pop up Impossible Odds and keep spamming autoattacks. Here, I decided to give revenants some skills Shiro used in GW1. This way it's closer to the original boss. This means no more Jade Winds. While the CC with vulneraility is cool, I just wanted to make something completely different for an elite skill. Here, the legend is focusing on the sustained damage; life-siphon, while also being as mobile as possible. While the Main-hand sword stays mostly the same, I decided to give some utility to the off-hand. Duelist's Preperation comes back before Shackling Wave. This way, Shackling Wave can have a quicker cast-time because it follows a huge telegraph that is a block. Another thing is that I added an optional flip-skill to Deathstrike that allows you to teleport back to where you shadowstep from. Similar to Thief's Infiltrator Strike. I made some energy cost, cast-time and cooldown changes to the weapons as well. More in the Traits. Main-hand Sword Auto-attack chain stays the sameChilling Isolation stays the sameUnrelenting Assault's cast-time is now 0.5s and the number of hits increased to 7.Off-hand Sword Added Duelist's Preperations before Shackling WaveDeathstrike gains optional flip-skill Phase Traversal that will allow you to teleport back to your previous location Duelist's Preperation: Block duration: 2 secondsShackling Wave: Immobilize changed to CrippleDeathstrike: Deals 1 hitDamage depends on your target's healthPhase Traversal Range: 600 With the rework I decided to refresh the look of our skillbar. This isn't a huge change as it's mostly a recolor of current one. But this, in my opinion, adds to the whole experience of that fan rework. Here you can see new skill icons (mostly from Original Guild Wars). These are slightly recolored and repainted to better fit the Revenant, so a splash of grey and red did the job. I know this is very similar to Renegade's skillbar color palette. Some skills were renamed to better fit the Original Guild Wars Shiro Tagachi. For example, Battle Scars became the new upkeep. Impossible Odds is a stunbreak and Riposting Shadow was changed from being an evade to being a target teleport. I know this is confusing but I feel like the overall kit could be pretty fun to use.No more Jade Winds.I decided to change Jade Winds into something more interactive. While the sole idea of turning everyone into jade seems cool, Shiro had a pretty cool ability that is directly tied to the Mists. I thought it would be cool to use Echoing Banishment as a new elite skill. It changes the playstyle of Shiro and allows you to be a bit further from combat while still being a big threat to your enemies. Let's dive deeper into the skills! Here are some skill concepts, so they feel fresh and distinct from the current theme. Color palette: yellow, red and misty white. Healing SkillMeditation of the Reaper Let's get crazy for a moment. I know, Infuse Light is the pain in the kitten for most of the players, so imagine we live in a world where Infuse Light doesn't work as we know it. Instead, Shiro has access to something similar that is also semi-offensive.This skill doesn't heal you for the full damage you receive but just the portion, let's say 40%. During the meditation you are unable to attack, but you also gain a second cast that is Harvest. This way, you can damage nearby foes and heal for % of the damage dealt. So you're not left with 1k heal when enemies suddenly stop attacking you. Damage converted to healing: 40%Duration: 2 secondsDuring cast-time you're unable to attackCD: 30 SecondsHarvest - Heal for the 50% of the damage dealt to enemies around you. (Counts as life-siphon)Energy cost: 5 (+ 5)Utility Skills Impossible Odds This skill is no longer an upkeep. It now works as a Stunbreak that gives cures conditions and gives you quickness. I loved the original concept of Impossible Odds giving revenants quickness on demand. This was later nerfed and we are currently with that weird mix of movement speed, bonus damage and it doesn't feel good. So, a fixed quickness duration after a stunbreak can feel like a good counter attack. Also, with Revenant having energy system, this skill can be used many times giving more quickness. But in order to keep it less spammy, I added 3 seconds of CD, so you still have to be careful while using it. Breaks stun Conditions cured: 3 Quickness duration: 4 seconds Energy cost: 30 Riposting Shadows An evade? A teleport? A damage skill? - what is that?So, Riposting Shadows becomes current Phase Traversal, but this time it's also a skill that deal a pretty decent unblockable damage. So it can be used as a burst, or as a gap-closer. Since the whole Shiro is going to be much more telegraphed with Duelist's Preperation and an increased cast time of Deathstrike, it's fair to have a skill that can deal massive damage and do something more. Damage power coefficient: 1.67 (?) Range: 900 Unblockable Energy Cost: 30 Battle Scars Battle Scars become a new upkeep. This time, it isn't about speed or dealing extra strikes - it's sustain. Once you pop up Battle Scars, you are able to heal up pretty quickly, because the numbers increase when you're low on health. And while life-siphon also deals damage and is unblockable by design, I thought it could be a pretty cool skill. Movement and speed increase is provided via Traits, so skills don't have to do 4 things at once. Life-siphonHeal increase under 50% HP: 25%Heal increase under 25% HP: 50%siphon damage increase under 50% HP: 10%siphon damage increase under 25% HP: 25%Energy Cost: 5 / -6 per secondElite Echoing Banishment Here it is. This concept can seem kind of janky and clunky, but bear with me. Echoing Banishment will allow you to quickly resustain afar from combat, if you use it properly. The soul works basically like a real enemy, so all the life-siphon and vulnerability gets transferred onto your foe making it a good opener for a fight or a quick resustain during battle. If you happen to hit both soul and the enemy simultaneously, you deal normal damage to the target + the damage from their soul. Soul duration: 5 secondsMultiple souls possibleCD: 1 secondsEnergy Cost: 30 So, when recreating a concept of Shiro, I also tweaked Devastation to fit better into the overall legend mechanic. I think it synergizes with Assassin pretty nicely, as it works with single abilities as we as the whole weapon-set of revenants. It can be also useful with legends other than Shiro, though it obviously favors it. Traits are pretty self-explainatory, so I won't talk much about them. Though I really enjoyed doing them. Upon activating Assassin Stance while in combat:Shiro: Death by a thousand cuts! Upon meeting a Tengu:Shiro: Even though our people never came to like each other, I value Tengu for their prowess. Asura: These avian creatures don't seem to like cooperation.Human: I hope to live the day we stand together to face the threats of Tyria.Charr: Birds that can't fly.Norn: I've heard great tales of Silverwing's deeds.Sylvari: I have yet to learn about their past.When near Mouth of Torment Point of Interest:Shiro: This place. It was the source of my pain. Asura: If only we could investigate it, we'd learn a lot more about the structure of the Mists.Human: The Six is no more. And Abaddon was the first to step down from their throne. Charr: Shouldn't have trusted a false god.Norn: Human gods are hateful and filled with greed, unlike the Spirits of the Wild.Sylvari: Mordremoth was the source of mine, and I faced him. When in Cantha:Shiro: What have I done to my home... Occasionally when using Echoing Banishment:Shiro: Meet me in the Mists!Shiro: Taste my blade! Occasionally when using Impossible Odds:Shiro: I'm unstoppable! Occasionally when using Battle Scars:Shiro: Feel my pain! That's all! I hope you enjoyed the read! I'd love to read your thoughts and comments.
  22. Oh yeah. I've been thinking the same thing since 2017. Just because Renegade is overloaded with numbers in PvE doesn't make it a good E-Spec at all. When I played PoF Beta Weekend I knew this is going the wrong way. Stunbreak on heal, lel.Renegade meChAniC are the most bland and boring I've ever seen, and 5/7 skills being just a group buffs is laughable. Kalla's Fervor - lol? This is just another powercreep to make it stronger than it should be, with the mechanics Renegade has. I just wonder - if Thief's traps could get a rework, why don't Devs dare to touch Renegade? It really seems like it's some kind of pristine, perfect and untouchable E-Spec. The only change I can recall is Bold Reversal Trait giving boons instead of a knockdown.
  23. I think you are a bit salty about that OH Sword. From the very beginning I've been saying that OH Sword is a straight ripoff of the Axe, but on steroids - now it is not - because they don't share the same Condis. Shiro, OH Sword and Hammer (all power weapons), were nerfed so many times and that tells something - it isn't the numbers, it's the mechanics that are problematic.I don't think Shiro S/S needs 3 gap closers, if it was designed with a clear purpose. Look at Jalis - numbers did it justice. Shiro and both Swords feel as cheap as Renegade and SB at the moment, even if require a lot more skill. And no, I still don't agree on the Chill on Deathstrike - there are other ways to ensure you hit. And I'm surprised you are asking for something like this in the first place.
  24. People here are saying that new class is too much work, lol. But your class is your game, and I'd love something new. Actually, new class is a lot easier to balance than the old ones - nobody has set expectations and there are no fanboys of any mechanic. Why not just wear sword on every class and hit with autoattack through lv 1-80+
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