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Unpopular opinion: I like Untamed


Arheundel.6451

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1 hour ago, InsaneQR.7412 said:

Well it woudl really depend how the skills look. Atm hammer is per default a Cc weapon taht becomes very offensive. They could put this on its head and make offensive weapons defensive, singelmtarget now AoE and and vice versa. WH could regain unblockable back for Untamed, LB could become more shotgun like for Zerg gameplay, SB could gain range and more CC, Dagger could gain a shadowstep, Torch could produce linear AoE fields that blinds and Burn etc.

Generally there could be a lot tomplay with IMO but alas Anet chosa the more simplistic route and gave Hammer the two weird forms. 

Hammer be a singular form that gains best of both world nstead of a transform would be also a very good option to make untamed less convoluted (for example H5 CCs, if a target is already CCed it CCs at a lower duration but with more damage etc.).

Anet does not need to touch any core utilities or skills, not even do that much effort if they want to provide an offesive unleashed "form" with any weapon and specially with hammer, by triggering a "one wolf pack" extra strike when the Unplayed disables a target while in goo mode would be enough. 

No need for dual garbage or anything. All weapons (or most) works with it, even sword mainhand would gain this extra strike in the ambush. That's for the goo swapping deffensive/offensive. You as player knows: When i am not in goo mode i do less damage than when i am in goo mode. I do CC in both so when in goo mode although less hp / more squishy i am more dangerous. 

Keep in mind those skills do 0 damage in WvW / PvP so thus suddendly the Unplayed has a reason to use the hammer in competitive modes. 

The solution is so simple yet still ignored. 

Edited by anduriell.6280
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9 minutes ago, anduriell.6280 said:

Anet does not need to touch any core utilities or skills, not even do that much effort if they want to provide an offesive unleashed "form" with any weapon and specially with hammer, by triggering a "one wolf pack" extra strike when the Unplayed disables a target while in goo mode would be enough. 

No need for dual garbage or anything. All weapons (or most) works with it, even sword mainhand would gain this extra strike in the ambush. That's for the goo swapping deffensive/offensive. You as player knows: When i am not in goo mode i do less damage than when i am in goo mode. I do CC in both so when in goo mode although less hp / more squishy i am more dangerous. 

Keep in mind those skills do 0 damage in WvW / PvP so thus suddendly the Unplayed has a reason to use the hammer in competitive modes. 

The solution is so simple yet still ignored. 

Actually quite elegant tbh. But maybe they didnt ignored it but just didnt came up with it in the first place. Would solve a lot of the jankiness that hammer brings and make the spec more interesting across the board.

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I'm having a ton of fun in both PvE and PvP with this spec. The area of the game where this spec is not fun at all is WvW. It is utterly dead on arrival in WvW because ANet has never addressed the issue of pets being unable to survive in big fights. But considering I had low expectations, the fact that its good and enjoyable to play in 2/3 game modes is a pleasant surprise. 

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I ran a hammer/twin axe Marau Untamed build for a while and I'm quite satisfied with the specialisation despite any unpopular opinion. 

 

If I compare with my power soulbeast build, which is still my favorite build, I have an easier overall PvE experience being able to perform AoE damage more easily. I like the Axe unleash attack! I think the best way I could describe it's gameplay is really "Power CC!", where you remain powerful while your best defense is disabling your enemy. There is some strong survival utility as well (that healing skill!). I didn't find it any less strong than the Soulbeast with the right traits. This might no be factually true, but it isn't that obvious.

I do agree though there's that tiny detail missing to make it a distinct spec over others.
It does feel somewhat of a cheap implementation of just slapping the Beastmode's skills on pets . Seriously wth... it is so cheap that even the description is the same as many skills refer as YOU doing something instead of the pet! 
https://imgur.com/KIWrUqT
Unleashing pet giving it skills that has nothing to do with the pet and Unleasing Ranger that only fully works with a single weapon also feels very cheap. At least there's some decency in term of traits available related to who's unleashed.

Edited by MathiasXII.7240
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For PvE I'm mostly enjoying it. Getting to CC Bonk things is fun

Though in any PvP scenario (or WvW in my case) yeah I don't touch it. It's purely a PvE Open World Spec for me for the time being. Gotta admit though, the amount of times Ambush skills don't hit anything because of the bad weapon skill slot is annoying

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18 hours ago, ChronoPinoyX.7923 said:

 

Though in any PvP scenario (or WvW in my case) yeah I don't touch it. It's purely a PvE Open World Spec for me for the time being.

For me, this is direct to the point of the especs.  They are designed to shine in niche settings/content but may be overshadowed by other especs in other settings/content.  Personally, I'd run untamed over druid in open world pretty much every time.  I don't dabble much in competitive modes, so I can't really speak to them, but I understand why soulbeast is better there than other especs.

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On 3/2/2022 at 6:08 PM, Donut.6914 said:

The area of the game where this spec is not fun at all is WvW. It is utterly dead on arrival in WvW because ANet has never addressed the issue of pets being unable to survive in big fights.

Which means it's no different from core, druid or soulbeast. Did you expect it to suddenly be meta for zerging, lol?

I find it an excellent roamer/smallscaler, in particular a trapper disruption build. Even though the cd reduction trait is kitten in WvW spike trap has such a low cd it's pretty much on a couple seconds every time you look at it after having used it, lol.

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I dislike the current pets thing no auto cast. The class is growing on me but Core is just easier to use. Im a marauder build and backpiece is dragon so is my bow and my necklace. I like that its a bit more on the tanky side however the pets needing me to trigger their skills is a bit of a issue.

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8 hours ago, Dawdler.8521 said:

Did you expect it to suddenly be meta for zerging, lol?
 

Man I literally said in the post that I had low expectations, so no I didn't expect it to be meta. Its just silly that 6 months ago we all said pets are counter intuitive to a "front liner" spec, ANet ignored us the whole time, and now we have a dysfunctional front liner exactly as predicted. With that said, I take back my earlier statement about Untamed being dead on arrival in zerging. I have been playing a lot of WvW the last few days and I'm managing to find some success as a brawler, it just requires 10x more effort than my Scrapper does while still being less effective. But it's not completely worthless like I initially thought it was. 

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Well after play untame for the past 4 days 

After love and hate relationship with it.

Ifound abuild that i absulotly enjoy to play and yeha untame feels great.

Tanky as hell and can hut quit decent.

I dont think it is good for wvw but for pvp and open world pve i hqve blast

Didnt try it in end game contant

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I really didn't like it when I first started playing with it but it has really grown on me. Power build was fun and all but I'm having a great time with a condi build (and the ugly duckling Wallow). Do I like it better than Soulbeast? No, but it's a fun change of pace. There's just a lot of things to micromanage so it takes a while to get into the rhythm of it. I also love how much sustain it has; I've gone down exactly once since I started playing with it, and that's even with soloing some difficult content. 

Right now my biggest complaint is the stinky aura on my pets when they're unleashed. My poor white tiger looks like she hasn't had a bath in months!

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I really enjoy the theme and the buff passing is something that sounds like it can eventually be interesting, but I'm also super disappointed in it being more or less the same playstyle as core/soulbeast in spvp.

Like, it didn't enable any sort of different playstyle, it's just core drake ranger with a 900 teleport, and a LOT of that strength comes from core traits.

 

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6 hours ago, Shagie.7612 said:

I really enjoy the theme and the buff passing is something that sounds like it can eventually be interesting, but I'm also super disappointed in it being more or less the same playstyle as core/soulbeast in spvp.

Like, it didn't enable any sort of different playstyle, it's just core drake ranger with a 900 teleport, and a LOT of that strength comes from core traits.

 

It's all about timing the ambush skills and make good use of the aoe block/boon rip. Untamed is not 100% polished and will definitely get some changes in the not far future, but for now fighting an untamed is completely another ballpark compared to soulbeast, where the latter is more about burst, the first is more about wearing down the opponents by offering better resistance to boonheavy enemies and ranged pewpew pressure with foes like quickness scrapper and cele renegade or even pewpew condi thief, immobilze DE. The ambush life steal is an integral part of Untamed sustain and they hit quite hard ...all of them with my favourites being : shortbow - GS.

-I really wish for more boonrip but it'll have to do for now

-Not really happy with the stability uptime, you cannot be very aggressive without a GS, which limits build variety for small scale

-We really need a better visual cue for ambush skill icon, we need something that a quick glance from the corner of the eye is enough, right now you need to actually time/look to see when the icon is up...which is rather tedious 

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On 3/6/2022 at 7:11 AM, Arheundel.6451 said:

-We really need a better visual cue for ambush skill icon, we need something that a quick glance from the corner of the eye is enough, right now you need to actually time/look to see when the icon is up...which is rather tedious 

There is a visual cue on the health bubble, but it's not very obvious.  Maybe a change there or drop some icon on top of it to make it more visible.

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On 3/1/2022 at 10:11 AM, anduriell.6280 said:

Yes it is an unpopular opinion but i think you don't need to apologize, you like it and that is fine. I personally find it depressing even for openworld PvE. Doing bosses or story instances in Soulbeast feels better than trying to do them in the untamed.

In have to say the simple fact that knowing there is no progress for me as the pets are terrible and the spec is garbage taints the rest of the expansion for me. EoD feels empty and dull. 

As a matter of fact I can see the potential you see on the elite which is the saddest part of it all. I could point out some details about the "balanced pets", for example:

* What thought process followed a dev to put a boomerang blink with no damage in a melee pet, It is a blink but it can't be used as a close gap and it doesn't do any damage, evade  or any other effect which justifies the skill. What is the point of the skill.... 

* Same goes for the rest of the pets: Uninspired and bland. We are not talking about damage or utility, the design itself is garbage. Example: Why the turtle couldn't be dedicated as support with the mortar thing being the autoattack. What's the point to have an slam in there or the bite in a defensive pet. Wouldn't be better to have a ranged autoattack and the rest of the skills dedicated to support the team.... 

* using hammer feels like spamming all the skills for no return. All skills look the same i can swear i think Anet even removed some animations like in Hammer#5, Hammer#3 and Hammer#4. The originals were bland but this ones are just gargabe tier. 

It does not matter at this point. Anet will not fix this garbage tier elite spec, anet can not fix the pets so they new pets at least makes sense, the only out they have now is to delete the soulbeast so they artificially make an spot for the new spec. 

They more or less fixed the Willbender... Couldn't do a thing about the ranger.  And nobody likes this spec. 

Hammer is a clustered mess of a weapon. The pet skills are condi-oriented with support flavour, while the spec itself is a power-based pseudo-CC tank with its healing traits.

Soulbeast and druid both had an identity: soulbeast is either a selfish DPS spec or a trades in some of that DPS for group-wide enhancements (DPS).
Druid is a support healer with options to slot in slightly more damage or CC.

I like the Untamed Ambush mechanic, I think it feels great. But I'd lock pets to one and offer different abilities based on their type. You need to reduce the amount of micro-management (currently with F1-F7, untamed/normal hammer skills + weapon swap + pet swap). It just does not flow. More is not always better, especially when the hammer skills completely change with the spec mechanic - it feels super bad to use since they share the cooldown.

Add untamed/normal versions for every weapon, but make it more like kneel/unkneel on deadeye (smaller changes) than current. At least IMO. It's really difficult to muscle-memory at the moment.

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