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Sir Vincent III.1286

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Everything posted by Sir Vincent III.1286

  1. Flying Cutter - Flurry trigger should be 2 hits. The damage simply lacking compare to GS1. Bladecall - Projectile needs to be faster and homing back to the Mesmer instead of following a straight path. Unstable Bladestorm - Effect is not very clear. How damage does it deal to targets inside the bladestorm? How often do they get hit? After testing, "damages foes it passes through" doesn't seem to happen. Damage only applies when the blades shoots out. Blade Renewal - CD is too long - Should be a stun break Psychic Force - Should not be a stun break - Reduce CD if stun break is removed Jagged Mind - has a 100% chance to apply bleed on crit...why not just say it applies bleed on crit straight up? - Why GS is considered as Blade, but Sword isn't? Blurred Frenzy and Counter Blade should both be the type Blade Duelist Reversal and Psychic Riposte - should trigger on "block and evade", instead of "block and dodge", because it triggers on evade (e.i. Blurred Frenzy) Infinite Forge - it's rather useless - It's better if it restocks 1-3 Blades whenever you use Bladesong. Bloodsong - this trait necessitate that you also take Jagged Mind which means there's no other way to build around this GM trait -- in other words, it's useless without Jagged Mind - If the Dagger skills applies Bleeding, then this trait makes sense. Otherwise it's a waste of GM slot. Overall feel - It's a fun E.Spec specially with Sword/Sword build. - Dagger skills need work (see above)
  2. Reversal of Fortune - Need better visual tell when it triggers. The VO is great but a visual tell will help a lot. - When used with Smiter's Boon and Monk's Focus, it heals a whole lot even when not triggered and heals over the tops due to low CD and two charges. Holy Reckoning - When used with Phoenix Protocol, it heals for a lot. Phoenix Protocol - This conflicts with Absolute Resolve and Battle Presence, not very clear which effect happens.- It's not applying Alacrity -- or the Alacrity icon doesn't show up. Suggestions - Power for Power should give more Power per Toughness loss. Even a 1:2 is still reasonable given how squishy they become. - Lethal Tempo's duration should be 10s at 3% dmg and 5s at 5% dmg (Tyrant's). - Tyrant's Momentum --remove the Justice increase duration -- add 2s Quickness every time Justice triggers instead. - Deathless Courage needs a rework. This is the only GM trait that reduces the duration of Virtue and doesn't really do anything beneficial to anyone, not even to the Guardian. Willbender has tons of survivability thus this trait won't be of any use. - Flash Combo - more damage Overall feel - Willbender has a lot of mobility, in fact too much, but no damage. It moves to location but there's nothing to do but move to another location. I'm not really sure what you're trying to do with this E.Spec but -- where's the damage??? - The sword skills also need improvements. - Keep in mind that this E.Spec is following the footsteps of the Firebrand. So in terms of damage and support, Willbender doesn't bring enough to the table that Firebrand already do better.
  3. When the wing transition to the backpack it disappears for a few seconds. it's the same bug when it transitions from backpack to wings. This graphic glitch is not noticeable in the Lightbinder Blade backpack to glider transition because it has a flashing effect to hide the transition, which is very clever -- however, the glider to backpack transition also has the disappearing bug. On to positive note, I think the animation on the Draconic backpack is awesome, especially on how it animates when jumping. Other wing backpack, like the white feather wings, behaves like a cape. So, I'm really glad for this added balancing/stabilizing effect on the Draconic wings. I really appreciate small details like this, it makes me feel satisfied of my purchase. EDIT: Actually when I don't lean forward, the the transition is barely noticeable. This graphic bug only happens when I lean forward while gliding and my character staggers when I land.
  4. The Rifle kneeling mechanic was designed when Traps still exists. On my first run with DE, I constantly use Ambush Trap to have a reliable NPC to tank for me on a low cooldown. Now that Traps has been replace by Preparation, it's rather inconvenient to use kneel in PvE without a group. And yes, the "diversity squad"'s AI is stupid and bugged most of the time so I learned not to rely on them. Due to these setbacks, I found that it's far more easier to build around Stealth. So even without a group or an NPC tank, every season story mission is soloable with Deadly Arts + Shadow Arts + Deadeye. You don't really need a high DPS in season story missions as long as you don't die on a single hit and you can manage your stealth very well. I know the appeal of using the Rifle, but this weapon requires a group in order to access its full potential. If you're going solo, use stealth and kill stuff with a full Malice stack Malicious Back Stab. You can stick to using the Rifle, but keep in mind that you are choosing to kitten yourself when better options are available. Most Marked targets die before an opening sequence is over. When I try pve stuff I still normally take Malicious Intent anyway but Collateral Damage and Cloaked in Shadow keep the pace mostly. I think OP would have fun playing mostly on rifle with whatever weapon switch is most fluid for them to help with crowd control and thinning. Rifle is awesome, use it a lot and even Kneel when it feels right, but OP definitely shouldn't rule out a backup weapon switch that they might have fun with. You're right, but eventually I've ended up using my "back-up" weapon full-time -- until I ended up just dropping Rifle (unless I'm in a group) later on.
  5. Since you have trouble with surviving and write about "stationary dps", I assume you're constantly kneeling. So... don't. Don't be stationary, don't use kneel. If you want to facetank (which doesn't mean you shouldn't use evades), play DD with invigorating precision from CS. If you want to play a ranged glass dps, be ready to behave like one. Class design should account for that.Its kinda obvious that I have to kite around, I spent the first fight in Season 2 kiting around a pack of 8 ads constantly respawning and had no help from the companions, why even have a kneeling mechanic where there is no use for it.Anyways, I have obviously made a mistake with my class choice. The mistake is not the class of choice, but tactics applied with the class. Many new players made a common mistake of relying only on ranged attacks, and suffered greatly from the relative penalties. Happens to all class. To pit it simply, rifle only hit a single enemy at a time therefore is not ideal for dispatching multiple foes. I want to play a ranged class, not a melee hybrid.If I cant kite and do effective dps this role is pointless.Guess I am done here, thanks for your suggestions.Please consider this thread closed. The kneel mechanic on a class type like DE was a poor choice or atleast how it was implemented. Reroll ranger and ur problems will be solved with a class that not only has equal dps but way more flexibility and build choices for what ur looking for. Turret dps done right = MM sniper in SWTOR.I don't want to insult anyone so I am just going to leave it at that Ranger is not my thing. Have one at 80 btw.Without a companion to tank/heal for you, you'd be in the same boat in SWTOR.
  6. The Rifle kneeling mechanic was designed when Traps still exists. On my first run with DE, I constantly use Ambush Trap to have a reliable NPC to tank for me on a low cooldown. Now that Traps has been replace by Preparation, it's rather inconvenient to use kneel in PvE without a group. And yes, the "diversity squad"'s AI is stupid and bugged most of the time so I learned not to rely on them. Due to these setbacks, I found that it's far more easier to build around Stealth. So even without a group or an NPC tank, every season story mission is soloable with Deadly Arts + Shadow Arts + Deadeye. You don't really need a high DPS in season story missions as long as you don't die on a single hit and you can manage your stealth very well. I know the appeal of using the Rifle, but this weapon requires a group in order to access its full potential. If you're going solo, use stealth and kill stuff with a full Malice stack Malicious Back Stab. You can stick to using the Rifle, but keep in mind that you are choosing to gimp yourself when better options are available.
  7. This is the way. It actually isn't. If there's a problem here, then this doesn't solve it in the slightest. Having a class needed to counter itself is pretty stupid in the first place. ....@Sir Vincent III.1286 said:Spellbreaker, for example, can participate in this with their Sight beyond sight, but instead of applying Revealed, they can simply see anyone stealthed, either transparent or shadowy form. That's not what he quoted and as you can see he picked different parts from different posts not including the ones he didn't want. Not that "spellbreaker for example can participate in stealth games by equipping the skill" changes a lot here for me. Revealed is problematic, removing it solves that problem. No, not really. To both of these statements :DBasically this thread and your proposed changes are suggesting that stealth is too strong and need a counter. What you're proposing here doesn't solve the potential problem, thief still will be balanced with stealth in mind, except this time the stealth will be stronger against classes/buidls without "former reveal" and nullified against builds with "former reveal". Also consistently nullified against other thiefs. This is by far not a solution to anything, that's just making stealth mechanic more polarized depending on what you play.Solving a problem would be making the mechanic more consistent as a whole instead of picking "you either have x and you win or you don't and you lose" route. Your solution doesn't balance the mechanic, it just decides who can participate and who can't.Revealed has a fundamental problematic function: Shuts down the whole Shadow Arts trait line by preventing re-stealth for a certain amount of time. I don't see stealth too strong at all and I don't want any counter to it. Detecting/seeing hidden/stealth is not a counter, it's just a tool -- Revealed is a counter and a very hard and debilitating one too. I don't want it and have always been against it or any ideas that uses Revealed as a foundation. Abolishing Revealed is the first step. Second, give Thieves the innate ability (no traits needed) to see/detect all hidden within 900 range. Stacking stealth will not matter since other Thief and those profession that has tools to see/detect hidden will see/detect them without shutting down the whole Shadow Arts trait line. Using stealth attacks will simply drop the stealth. Now if you're concern about those professions without stealth detecting tools, then that will be the profession's problem that the Devs need to address. In fact, I don't really care if every professions has a stealth detecting tools as long as it doesn't shuts downs my whole Shadow Arts trait line. Flickering shadows will activate in stealth instead of when revealed. Changes has to support the Shadow Arts, not suppress it.
  8. This is the way. It actually isn't. If there's a problem here, then this doesn't solve it in the slightest. Having a class needed to counter itself is pretty stupid in the first place. ....@Sir Vincent III.1286 said:Spellbreaker, for example, can participate in this with their Sight beyond sight, but instead of applying Revealed, they can simply see anyone stealthed, either transparent or shadowy form....And If there's a need to tone down a mechanic, then toning it down removing it for one class out of 9 is not a solution in the slightestRevealed is problematic, removing it solves that problem.
  9. The old functionality of the signet was that it increased the damage of your next 5 attacks by 15% when activated and nothing else. At some point, they changed it so it no longer did that and instead it increased your power by 540 for 5 seconds instead instead. They never removed the old functionality and you gained the +15% damage for your next 5 hits with it. It's now been fixed and just gives you the power. I never even noticed that it was bugged that way. lol
  10. Yeah then they lost a sale since I won't be paying 2000 gems for a weapon skin.
  11. Yeah well, I'm in a buying mood and this is a disappointment. I would pay 800 gems a skin.
  12. Why can't I purchase this alone? I want to purchase half of the skins but I am only select one per 2000 gems...Why? I don't want multiple of the other stuff that comes with the Package. :/
  13. The bottom line is, Thief will have the innate ability to see all things hidden which includes (and not limited to) stealth, traps, and preparations. Thief should also have the ability to disarm traps and preparations by pressing the interact button.
  14. Spellbreaker, for example, can participate in this with their Sight beyond sight, but instead of applying Revealed, they can simply see anyone stealthed, either transparent or shadowy form. It gives a counter against stealth but does not shutdown the whole Shadow Arts traitline.
  15. That's far too much. Imagine you need to spike a teamfight in sPvP and you get auto-revealed from behind two walls because enemy Thief just either ported in or was somehow present, so no more stabby stab for you and your teammates. Unless by see "see all stealthed characters" you didn't mean an actual reveal but a visible target that only the thief can see. You won't get revealed. Revealed is deleted from the game at this point. Only the enemy Thief can see you (and as a Thief you can see them), but you're still in stealth. So if they have no Thief, you're good at sneaking in undetected.
  16. Enough creating mechanics around Revealed and just let Thieves see all stealth characters within 900 range. No need for Revealed whatsoever.
  17. In FF14 the way they made my ninja raid / dungeon viable is having an ability that increases the damage my target takes by 5% for x seconds for the ENTIRE group, which ends up being a big raid dmg boost. It doesn't increase personal dps much, but makes me valuable and wanted in a raid where otherwise I would be just like thief.. only have dps nothing else. Yup, being a group stats stick is way better than personal DPS. You never played ninja have you? lolNope, I'm a Dragoon and I appreciate the Ninja.
  18. There were a few other daggers besides Shiro's that were skinned as dual swords, but have you seen the [insert legion] combat blade skins that were just added? Along with the really short sword from the boreal weapon set(s), it shows they're willing to add sword skins that are dagger or short-sword length. If we got off-hand sword, the elite spec exotic weapon could have a dagger/short-sword skin, and the ascended weapon could be a fancier full-length sword version. That's basically what I'm referring to. The Boreal short sword looks good and will make sense, but the other long swords look dumb.
  19. In FF14 the way they made my ninja raid / dungeon viable is having an ability that increases the damage my target takes by 5% for x seconds for the ENTIRE group, which ends up being a big raid dmg boost. It doesn't increase personal dps much, but makes me valuable and wanted in a raid where otherwise I would be just like thief.. only have dps nothing else. Yup, being a group stats stick is way better than personal DPS.
  20. We have Home Instances -- they just need to expand it to allow us to pick one of the houses as our own and customize it. However, it seems they will make EotN as "housing" instance. I'm not a big fan of the location -- I like snow landscape, but I don't want to be living there.
  21. Either you lied or you've just proven that rock beats scissors. Thanks for playing.
  22. Shadow Mage/ Shadow Thief/ Arcane Thief -- whatever as long as it uses Shadow Magic. They better not give this ability to Necro because that'd be the last straw. They've already denied S/S from the Thief when they've created the Revenant. They better keep Shadow Magic within the Thief profession specialization.
  23. Not likely. The only "assassin" that uses dual swords is Shiro and Revenant already stole that. I'd rather see the offensive side of Shadow Magic (Shadow Arts is defensive).
  24. The paper is complaining that the scissors are too sharp while the rock laughs. TL;DR: Stop wearing paper armor.
  25. We can already build Assassin. What the Cantha expansion will bring might be an evolved version of the Assassin who specializes in Shadow Magic. Shiro doesn't just use Shadow Arts, he uses Shadow Magic -- Shiro'ken's are his version of Shadow Army. Shadow Art's evolution to full-fledged Shadow Magic is inevitable.
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