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Rasp Sabreblade.5421

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  1. Lower map cap- unlink servers and groups who can’t get in will move to server’s they can play on
  2. I just love the revenant posted updates. Fixed issue, fixed issue, fixed issue, seven shot now paths to target and reduced sustain. Haha.On that note. Please fix the following issues.revert hammer skill 2 back to paths to target. The point and fire is to clunky for a #2 weapon skill. Also please make jalis stone path an area around you or cone shape infront of player. While your at it. Make renegade skills Aoe’s or Wells or something other than killable minions with high energy costs and long recharge rates.
  3. Honestly. I think is a bad decision. It would be better to make legendary armor cheaper, but maybe more hoops to jump through. The same goes for legendary weapons, amulets, trinkets.For example. Anet should be working on an easy mode and a hard mode before doing this. People could get multiple sets by doing content, vs. this swapping equipment.
  4. passive proc'ing traits need to be removed and need to be changed to - you make this type of action and this type of result happens. example - you hit someone with boons, you remove 1 boons or covert 1 boon or steal 1 boonany skill that has a passive, needs to be made into an ammo type skill. This included the F1-F3 of guardian. Invulnerability needs to have a break barWarrior - Bulls Charge needs to have a target to work. Same should be added to the the greatsword; Whirlwind attack and Rush.Ranger - Rapid Fire needs to be tuned down to 5-7 shots from 10.Make ALL mobile aoe damage skills static. Where you place/active it is where is stays.Herald utility skills need to use the ammo system, but use energy.Renegade utility skills need to all have energy upkeep with a flip over skill so the avatars are maintained like an AoE instead of instantly being deleted in WvW. Then if they just run out of energy nothing happens, but with the flip over skill you can explode them to cause some AoE effect. ie...Ice Razor Ire can explode to freeze, or have a trait that changes the explosion from a damage/condi to a heal/boon. remove all traits giving a passive speed boost. ie... warriors sprint tratitremove the adept trait as a free trait and make 4 trait lines to choose from. A. damage, B. Condi/boon block-remove, C. heal/boons, D. Trait line specificmake grand master traits modify game play - NO, OH KITTEN SAVE MY REAR PASSIVE PROC STUFF!!!traits should only do 1 thing. currently traits do this and that, plus something else. ie... warrioris sprint does to many things. It should either break immob or increased dmg when you have swiftness, but NOT give you swiftness. Swiftness should have to come from somewhere else.remove some stealth from skills and/or traits. Or adjust the chaining ability and/or modify the in-out of combat activation.Extra suggestion not related to skills:Use some LWS maps as base maps for new WvW maps and release these 1-2 a year 2 weeks before the next LWS/Epilogue. You have the assets, why not use these for other game modes. example. Bitterfrost, Istan, Kourna, Droconis Mons (triple helix)could be some very interesting WvW maps, with some modifications. The Astralarium from the Damain of Istan could be a very interesting pvp map with a few modifications.
  5. Rev doesn't need a major overhaul. Rev needs more utility skills and each legend needs an F2 - especially Venturi. Venturi F2 would stow the tablet and make it a selfish version or a group. Then the traits would have a "does this while stowed and this while not stowed". If there was a major change. The only major thing I would change, would be changing the glint utilities to a signet/ammo variant. Then renegade would be more like how glint currently works.
  6. Quite honestly. The thing I miss the most from GW1 is each basic skill did 1 thing or 2 based on a specific condition it had to fulfill and some Elite skills would cause multiple actions or AoEs. Plus, enchantment/boons were limited in there application based on caster and recharge. Whereas, in GW2 there is just too much boon application & too many actions that do way to many things at once. Boons should be much harder to apply and condition application should be more limited in terms of - X profession applies 1 condition, but do to traits, when you apply this condition it applies 2 more condition. Boons should be a nice bonus once in a while based on a specific skill (in GW1 Rangers, Paragons and Warriors didn't have boon/enchantment access without the secondary profession), not a mandatory thing to function. However, I guess if boons don't get toned down, then make boon removal hurt a lot more.
  7. The real question should be: Why didn't we get a GS when we got renegade? The kalla statue in the Black Citadel is wielding a GS, and not a shortbow. maybe Anet should ninja fix the statue to match the shortbow we got with renegade.
  8. I think this would be really unbalanced. Imagine running full zerks gear with shiro, and you swap when are low on health, because you are running a healing/toughness/vitality set with venturi which heals to full up while shiro is on cooldown. then swap back and start zerking again. However this leads into an idea I expressed before. Remove runes from armor and have it as its own thing off to the side - this would also allow for swappable runes sets. Next make minor & major runes more valuable by removing the minor and major portion from the major and superior runes. So each rune grade only has 2 stats. then you only need 3 slots to equip runes - a minor, major and superior slot.I know that there is a stat increase from the minor group of the minor rune to the minor group of the superior rune. The big question then - is that % difference really important? This might even be something that could translate into PvP - maybe. So back to @Carighan.6758 thought. If all other professions have a swappable rune set out of combat, maybe with the Revenant - the runes could be linked to the legend. You wouldn't get a crazy overpowered build (not that I can see, but I am bias - its my idea) by just adjusting a few stats from runes, but it would allow for some push and pull with you stats, but not a complete change. Side note 01: Please make this change. This would allow for Glint and Kalla to be used underwater. Glint should use the ammo system with glyphs and Kalla gets the mobile upkeep skills like glint has now, but with the renegade utilities.Side note 02: yes having 1 equipped weapon that changes with the legend would be really awesome in theory. implementing would be more difficult. But imagine hammer and staff being a ranged weapon with one legend and melee weapon with another. We would definitely need more utilities for each legend if this happenedSide note 03: Make the Revenant spear as is, a land based weapon for base Rev.
  9. The way the legends function is fine - each one basically has a different play style, but need to be more defined. The real issue is lack of skills or meaningful traits. each legend should have a condi clear, and the healing shouldn't be weak as shit. I hate getting hit with huge damage and the only way to really heal is heal with one legend and then swap to the other legend quickly, just get a decent heal. unless that heal is shiro, where the heal is worthless and mitigatable with all the blocks/invulns/blinks/stealths/dodges available to some classes. When you hit the button is should just heal you and steal health from your target (unblockable/non-mitigatable), but if you have no target it just heals whatever the full amount is. This is just a Christmas wish, but having a trait in renegade - like the one that gives protection to allies, but instead removes stealth at a 360 distance around the avatars and another one that knocks down foes in the area. These would make up 3 flavorful traits. The new elites specs should either add something really different or super charge the functionality of one of the existing play style. I don't think we are to a point where super charging a play style should happen yet.
  10. Yep we need at least 2 more utilities per legend and a set of generic utilities for invocation. Maybe a something that would max out our energy or give us something like barrier to you energy bar - so instead of maxing at 100%, maybe we can get 150%. Then Anet could give us an extra main and/or offhand weapon to go with it. However, I posted this somewhere else - reduce energy cost and recharge time by 50% for 2 weeks or a month and see what happens. If it seems OP at that point then re-adjust.
  11. I voted Ax, but now thinking about it - I should have voted Dagger - Main and offhandOff-hand dagger would pull target to you – like offhand previous version of offhand sword and thief’s scorpion wire When we go to Cantha I want to be able to channel Kanaxai or Urgoz as a legend or get 2 new legends for my Revenant. Also I would like to see the Revenant have weapon spells ( think GW1 ritualist ). However, they bind the Rev and the enemy and each would have the effect. examples below. Splinter Weapon - causes dmg to foes around you and around your foe to their allies when they use a skill. Nightmare Weapon (upkeep) - steals health but you do less dmg to foes around you and around your foe siphons health from their allies for you when they use a skill. Wailing Weapon - interrupts/blinds foes around you and around you foe to their allies when they use a skill.Weapon of Aggression - you and your allies gain swiftness, whereas your foe and their allies are slowed.Weapon of Fury – pulls and removes all conditions from you and your nearby allies (3-5) and transfers them to your foe, but only for half of the duration. So if you only/allies had 1 stack it would transfer that, but if you/allies have 5 stacks it would only transfer 2, whereas as 6 stacks would be 3.Vengeful Weapon - steals health from foe you do damage to and gives health your ally who your foes does dmg to.Resilient Weapon (elite) - you and your allies gain health regen and 100 toughness, while your foe and their allies looses health (bleeding) and 100 toughness So it is all about doing AOE dmg and making your foe cause AOE damage to their allies and themselves - sort of like torment but not a condition and only lasts for 3-5 secs or a certain number of hits.
  12. The 7 changes (not complete overhauls) I think would make the most difference (plus would make most of them work underwater) are as follows: add 2 more utility skills to each legendevery base legend needs an F2 ability that is specific to the legend you are using, and Herald/Kalla would add extra F abilitiesGlint/Herald - needs to be switched to use the ammo system. Anet already switched a bunch of other skills to and leave the F2 the upkeep. Also get rid of the big dragon animation on the elite skill - it sucks to have such a huge telegraphed elite.kalla/renegade - needs to be changed to work how the current Glint/Heralds functions, with the mobile AOE with upkeepsmake the Invocation line all about invoking the legends. so base it on when your swap you legend and whether your health is high/low, energy high/low, condition/boons, # of enemies/allies around you. This means every trait not just 3 of the 12 like it currently is.(someone else suggested this, but it was a cool concept) Make the Venturi/Salvation have 2 different modes - stowed and not stowed. So this means your utility skills 6-0 would work similar to how they work now, but stowed would be more selfish, whereas summoned would be more group focused. Your F2 skill would summon and stow the tablet.remove the little healing orbs that venturi and the staff drop and just make it an AOE.This one is an overall comment towards all professions.Make each trait actually mean something - get rid of the minor trait line and just give us 3 or 4 choices in each line(currently some are meaningless/useless - so there could probably just be 3 like it currently is). Plus, make it a choice and a difficult choice at that. You can have this or that - NOT both or all. traits should be about flavor, not if you have a permanent speed boost or do 7% more damage. If a profession needs to have these types of traits, then Anet was either being lazy or profession need a boost somewhere and should be looked at.
  13. while i think there needs to be a bunch of changes to the revenant. I am satisfied with the concept, but I do think a number of issues need to be addressed in some manner.However, not to be mean but the whole idea to make everything a ground targeted tablet really makes me cringe. The rev couldn't even enter the water, because we wouldn't have a single legend that would be useable.
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