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Biggest Issue I See With Scepter


nosleepdemon.1368

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...Is what flipping skin am I going to use for it? It's got to match up with my eye melting orange/red/blue/white colour scheme AND with my alternate weapon (probably Aether). Honestly, did ANet not THINK about this?! Jeez. Looks like it's up to us to figure it out, like usual. What skins are you lot eyeing up for your new weapon? I am thinking maybe the volcanic one from EotN (can get it off WvW reward track)

https://wiki.guildwars2.com/wiki/Volcanic_Stormcaller_Scepter

or maybe one of the ones on sale right now from the set

https://wiki.guildwars2.com/wiki/Queensdale_Academy_Wand_Set

 

Edited by nosleepdemon.1368
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6 minutes ago, Ravenwulfe.5360 said:

Seriously that is your biggest issue not the fact that it's a laughable support weapon, or even the fact it's a melee weapon instead of ranged, or promises big things for melee damage that will likely end up not being all that great?

pretty pessimistic without even testing it 😉

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16 minutes ago, arazoth.7290 said:

pretty pessimistic without even testing it 😉

I mean, they tell us what it's going to do, give a demonstration, it's hardly pessimism so unless the barrier is awesome (because the might is going to not do much for a class that already can heap on the might) or the damage is significant, it's being way tooo generous that this weapon is going to be chosen over what we already have. If it was an attempt to try and make the shield more palatable it didn't do it. You are being way too optimistic in this instance.

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6 minutes ago, Ravenwulfe.5360 said:

I mean, they tell us what it's going to do, give a demonstration, it's hardly pessimism so unless the barrier is awesome (because the might is going to not do much for a class that already can heap on the might) or the damage is significant, it's being way tooo generous that this weapon is going to be chosen over what we already have. If it was an attempt to try and make the shield more palatable it didn't do it. You are being way too optimistic in this instance.

the synergy of the weapon strengthening it's effects to unknown degree is what makes it more interesting. It's well thought and the weapon has some range it looks like. So from the looks it's a medium ranged weapon with a pull to hold targets close if chosen as option too or shadowstepping on allies for support. The only laughable thing would be if it does too low damage or barrier, which ez can be adjusted if needed. 

If you compare it from what it can do to staff alone, this fills in a lot too

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If they can add a small heal to Serene Strike [First part of the Scepter auto-attack chain], I'll be happy as a Heal Herald.

Also if Otherworldly Bond [Scepter 3] added a 3rd implementation of targeting which could be self applied to the Revenant if they had no target when the skill is used. This would allow the Revenant to position themselves properly when the tether reaches max strength, aka Otherworldly Attraction to provide barrier to allies around you. Instead of always being at the mercy of the positioning of others to apply your AoE barriers.

 

Edited by Royal Grand Majesty.9852
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7 minutes ago, Royal Grand Majesty.9852 said:

If they can add a small heal to Serene Strike [First part of the Scepter auto-attack chain], I'll be happy as a Heal Herald.

Also if Otherworldly Bond [Scepter 3] added a 3rd implementation of targeting which could be self applied to the Revenant if they had no target when the skill is used. This would allow the Revenant to position themselves properly when the tether reaches max strength, aka Otherworldly Attraction to provide barrier to allies around you. Instead of always being at the mercy of the positioning of others to apply your AoE barriers.

 

The scepter strengthening on skill 2 is nice. But I a most interested if on skill 3 strengthening it. Will it increase only might stacks, more vulnerable stacks or raw damage? It might even strengthen it by giving other effects, like a heal for example at certain level 🤷. So I am curious how vague they are with that description atm

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33 minutes ago, Royal Grand Majesty.9852 said:

If they can add a small heal to Serene Strike [First part of the Scepter auto-attack chain], I'll be happy as a Heal Herald.

Also if Otherworldly Bond [Scepter 3] added a 3rd implementation of targeting which could be self applied to the Revenant if they had no target when the skill is used. This would allow the Revenant to position themselves properly when the tether reaches max strength, aka Otherworldly Attraction to provide barrier to allies around you. Instead of always being at the mercy of the positioning of others to apply your AoE barriers.

 

Would also like to add the following, since I was un-able to edit my previous post.

I understand it makes no sense if it's a tether being applied to your-self. But surely A-net can implement a new ability if Otherworldly Bond is self-applied. 

For Example: Otherworldly Attraction -> Otherworldly Resolution.

When Otherworldly Bond is self-applied instead of gaining a Tether, you could become a Beacon.

Also if Otherworldly Bond is self-applied we could gain a small effect in-exchange for missing out on the Shadow-Step if tethered to an ally an max tether strength.

Maybe give AoE Resolution or Cleanse?

Edited by Royal Grand Majesty.9852
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2 hours ago, Royal Grand Majesty.9852 said:

Would also like to add the following, since I was un-able to edit my previous post.

I understand it makes no sense if it's a tether being applied to your-self. But surely A-net can implement a new ability if Otherworldly Bond is self-applied. 

For Example: Otherworldly Attraction -> Otherworldly Resolution.

When Otherworldly Bond is self-applied instead of gaining a Tether, you could become a Beacon.

Also if Otherworldly Bond is self-applied we could gain a small effect in-exchange for missing out on the Shadow-Step if tethered to an ally an max tether strength.

Maybe give AoE Resolution or Cleanse?

 

2 hours ago, Royal Grand Majesty.9852 said:

If they can add a small heal to Serene Strike [First part of the Scepter auto-attack chain], I'll be happy as a Heal Herald.

Also if Otherworldly Bond [Scepter 3] added a 3rd implementation of targeting which could be self applied to the Revenant if they had no target when the skill is used. This would allow the Revenant to position themselves properly when the tether reaches max strength, aka Otherworldly Attraction to provide barrier to allies around you. Instead of always being at the mercy of the positioning of others to apply your AoE barriers.

 

To add to the previous suggestions, I believe there to be quite a few problems with Otherworldly Bond [Scepter 3].

* Firstly due to it being a Tether in combination with a Charge-Up mechanic, I can see people intentionally moving out of range with the goal of breaking it on purpose.

* I can see people who are targeted by this, intentionally placing them-selves in harms way, hoping the Revenant to Shadow Step towards them into a dangerous situation.

* New-comers might not be aware of this ability and think it's a Mechanic within the game, where-by it would be in their second nature to try and break the tether.

* Due to this ability being an Up-Keep skill, it will place quite a high burden on Quick Herald players, who are already juggling their abilities to out-put Quickness with higher Energy Management.

*Combining the points I made above, It would feel very bad if you invested a-lot of Energy into a tether to only be intentionally or un-intentionally broken by a another player before Otherworldly Attraction could be activated.

*Lastly as I mentioned in my previous post, I see a-lot of problems when you are at the mercy of the Positioning of others.

In Summary,

These problems could be resolved if the Tether is only visible to the Revenant casting the ability.

How-ever the down-side to that is in Co-ordinated play, it would be beneficial for others, if the tether is visible so they can position them-selves appropriately for maximum efficiency for their group.

Edited by Royal Grand Majesty.9852
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7 minutes ago, Royal Grand Majesty.9852 said:

 

To add to the previous suggestions, I believe there to be quite a few problems with Otherworldly Bond [Scepter 3].

* Firstly due to it being a Tether in combination with a Charge-Up mechanic, I can see people intentionally moving out of range with the goal of breaking it on purpose.

* I can see people who are targeted by this, intentionally placing them-selves in harms way, hoping the Revenant to Shadow Step towards them into a dangerous situation.

* New-comers might not be aware of this ability and think it's a Mechanic within the game, where-by it would be in their second nature to try and break the tether.

* Due to this ability being an Up-Keep skill, it will place quite a high burden on Quick Herald players, who are already juggling their abilities to out-put Quickness with higher Energy Management.

*Combining the points I made above, It would feel very bad if you invested a-lot of Energy into a tether to only be intentionally or un-intentionally broken by a another player before Otherworldly Attraction could be activated.

*Lastly as I mentioned in my previous post, I see a-lot of problems when you are at the mercy of the Positioning of others.

In Summary,

These problems could be resolved if the Tether is only visible to the Revenant casting the ability.

How-ever the down-side to that is in Co-ordinated play, it would be beneficial for others, if the tether is visible so they can position them-selves appropriately for maximum efficiency for their group.

I don't see the friendly tether seeing much use outside of group play and if someone is trolling like that there they're likely to be kicked for it. 

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24 minutes ago, Eekasqueak.7850 said:

I don't see the friendly tether seeing much use outside of group play and if someone is trolling like that there they're likely to be kicked for it. 

The problem I see is that this is a timed ability, where people with ill-intent could easily estimate when the tether is at maximum strength and immediately position them-selves in harms way or with the use of movement abilities break it.

Sure you as the Revenant player could just not activate Otherworldly Attraction, to avoid shadow-stepping to them.

How-ever you just invested a-lot of Energy in an ability and best part, which is the AoE Barrier to all allies around you is negated.

Your suggestion of kicking only works if they are in the group.

This ability would be used every-where, I don't see why It would only be used in groups like you suggested.

Sadly people intentionally breaking your tether is just One of the many problems that I listed above.

Edited by Royal Grand Majesty.9852
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5 hours ago, Ravenwulfe.5360 said:

Seriously that is your biggest issue not the fact that it's a laughable support weapon, or even the fact it's a melee weapon instead of ranged, or promises big things for melee damage that will likely end up not being all that great?

I think the main elephant in the room is how the Energy costs are gonna look PLUS an Upkeep skill tied in. This is a first, we have literally nothing to expect regarding an Upkeep style skill on a weapon, when Revenant weapons tend to just cost upfront Energy plus have a lower than normal cooldown ranging from 5s to 15s. 

Laughable support weapon isn't even in my list of worries either, it's the fact Staff is JUST THERE and not receiving any updates for awhile. I'm just annoyed as a Revenant player that alot of our core kit is fundamentally BUTTOCKS that new toys don't excite me more than a nice rework here and there. So far, most of our Espec weapon additions are great. (Minus Shield, which really only used for Handkiting in PvE) Our core options on the otherhand. Barf. Needs abit more options. 

Here's to the Scepter attack chain at least being Hybrid scaling or some kitten but it's looking to be a Power with Barrier application, meaning Condi players gonna just go back to sleep. If Anet throws us a bone, maybe the tether skill applies Chill ontop of Vuln. Now that would be sum gud stuff to use with Abyssal Chill. 

Edited by Yasai.3549
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I'd love the tether to have some range on first cast so I can then have a pull for walls in wvw

*Edit - After re reading. They can just back up out of range before reaching 'maximum' power and break the tether. So nvm that fantasy 😕

Edited by Santo.2419
Re read the skill
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13 hours ago, Royal Grand Majesty.9852 said:

The problem I see is that this is a timed ability, where people with ill-intent could easily estimate when the tether is at maximum strength and immediately position them-selves in harms way or with the use of movement abilities break it.

Sure you as the Revenant player could just not activate Otherworldly Attraction, to avoid shadow-stepping to them.

How-ever you just invested a-lot of Energy in an ability and best part, which is the AoE Barrier to all allies around you is negated.

Your suggestion of kicking only works if they are in the group.

This ability would be used every-where, I don't see why It would only be used in groups like you suggested.

Sadly people intentionally breaking your tether is just One of the many problems that I listed above.

Then dont tether them, just theter another non troll player. If youre in a party and a player start trolling like that, its immediate kick, no problem. In a non serious environment, why tether a player? i prefer to tether a boss to make CC, its more useful

I see a lot of potential with this weapon, first it doesnt replace another weapon in the revenant repertoire, which is good because at least the other weapons will keep being usefull. Tethering per example in nayos meta another player to get behind the rocks in the final boss encounter sounds attractive. Tetherin to Soo Won in Dragons end as a CC sounds good too.

Imagine now WvW. ooooh god this will be glorious, death griping that kitten into the zerg, Scepter will definitelly see some action in pvp.

 

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18 minutes ago, Gustaff.6581 said:

Then dont tether them, just theter another non troll player. If youre in a party and a player start trolling like that, its immediate kick, no problem. In a non serious environment, why tether a player? i prefer to tether a boss to make CC, its more useful

I see a lot of potential with this weapon, first it doesnt replace another weapon in the revenant repertoire, which is good because at least the other weapons will keep being usefull. Tethering per example in nayos meta another player to get behind the rocks in the final boss encounter sounds attractive. Tetherin to Soo Won in Dragons end as a CC sounds good too.

Imagine now WvW. ooooh god this will be glorious, death griping that kitten into the zerg, Scepter will definitelly see some action in pvp.

 

If I read well you have too use auto attack to strengthen the 2 scepter skills, including tether. So you to first get some closer in range before you can use the pull

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4 hours ago, Gustaff.6581 said:

Then dont tether them, just theter another non troll player. If youre in a party and a player start trolling like that, its immediate kick, no problem. In a non serious environment, why tether a player? i prefer to tether a boss to make CC, its more useful

I see a lot of potential with this weapon, first it doesnt replace another weapon in the revenant repertoire, which is good because at least the other weapons will keep being usefull. Tethering per example in nayos meta another player to get behind the rocks in the final boss encounter sounds attractive. Tetherin to Soo Won in Dragons end as a CC sounds good too.

Imagine now WvW. ooooh god this will be glorious, death griping that kitten into the zerg, Scepter will definitelly see some action in pvp.

 

Your suggestion to just not tether, isn't a fix. It's just a Temporary Solution.

Don't forget majority of the players in GW2 play Open World, which majority of the time by design isn't structured and in-fact Pugs.

To be able to keep track of which individuals 'Trolls' not to tether is an added hassle.

Sure you can add a Personal Target to a player that is a good team-player per say, but that's an added step that other-wise didn't need to be taken if the ability cannot be abused.

You're the second person to direct the issue towards coordinated group play, you do realize that this issue will persist mostly in un-coordinated pug groups.

Why would anyone risk being labelled a troll in the community, let alone in a structured environment where every-one is grouped and a bad apple would be clearly visible and risk a kick / block. 

Your comment " why tether a player? i prefer to tether a boss to make CC, its more useful ".

To that I answer, your personal preferences on how a skill should be used is completely Irrelevant, please bring something more constructive than "Why do X, I clearly would rather do Y"

I mention again, people un/intentionally breaking you tether is just One of the many issues I see with Otherworldly Bond [Scepter 3]

I see a-lot of potential for this weapon too, in-fact all these new proficiency weapons are incredible.

The difference between me and you is, I'd rather address the Issues that could arise with this weapon, rather than just say "Everything is fine, you just need to take these precautionary steps to avoid these pitfalls".

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