Jobber.6348 Posted September 24 Share Posted September 24 (edited) The most important change is that they should be turned into Wells and classified as Well skills. The whole summon gimmick is gone with no more Summon bodyblocking and the summoned entity needs to be removed to allow better skill placements. The weird delay which was newly baked in to work with Band Together should be removed as well. With that out of the way, some other tweaks: Band Together: Instead of forcing a playstyle which demands players chain skills, Band Together should form a more synergistic cycle with Renegade's core mechanic, Kalla's Fervor. The player should be granted the Band Together state whenever they gain Kalla's Fervor 5 times, which allows their next Kalla stance skill to be enhanced and trigger Heroic Command. Additionally, give Renegades a UI indicator above their Health and Endurance bar to notify them when Band Together is active and ready to use. Heroic Command: Remove this button. It's long been an extra button demanding attention and has never been entirely desirable to press until recently when players can no longer generate self might with Vindication. With this in mind, the fact that it has a cost and cooldown does make the skill very unattractive to press regardless. Turning Heroic Command into a skill activated when the player triggers Band Together makes more sense to me. Its Might and Fervor can be reduced from 10 to 5 by default to limit its strength since it no longer has a cost, which will then make Lasting Legacy a more desirable trait for increased Fervor and Might gain when this skill activates. Citadel Bombardment Despite its buffs, it's still a very underused skill because of how it costs a huge 30 Energy chunk and with the new Spear, even PvE builds use this skill sparingly, and not even for how Renegade is designed with Kalla's skills. It's an interesting skill but I think for better gameplay flow, it should also be removed. Vindication now turns Heroic Command into Citadel Bombardment, no longer granting Might but instead bombarding the player's location. The damage will need to be adjusted as the player can now proc Band Together more often within a cycle of 15s than the previous Citadel Bombardment on a cooldown. Ultimately, this will make Vindication and DPS builds have a more steady flow of damage. With these changes, the only command skill left will be Orders from Above. It's good to have a strong utility skill be uncoupled from other effects for the purpose of Heal/BoonDPS builds in structured instance groups, so I don't think it should be touched. Edited September 24 by Jobber.6348 1 3 Link to comment Share on other sites More sharing options...
Oldyoung.6109 Posted September 25 Share Posted September 25 if you're removing HC and CB why not just have the GM traits change an F2 skill into a different effect depending on the one you pick? Link to comment Share on other sites More sharing options...
Jobber.6348 Posted September 25 Author Share Posted September 25 4 hours ago, Oldyoung.6109 said: if you're removing HC and CB why not just have the GM traits change an F2 skill into a different effect depending on the one you pick? Because I don't want to take away Orders from Above or force people to press it off cooldown for Alac as opposed to damage. Say default F2 is Orders from Above and 2 GM traits buff it with additional effects, it wouldn't matter because players will just mash the button off cooldown anyway for AlacDPS or AlacHeal role. As a result, people will not use these GMs to their full extent based on encounter cos you will end up just blast your F2 anyway to upkeep Alac. Sure this is no problem against DPS Golem encounters but many encounters would much rather you save your burst for actual phases. And if the GMs take away F2's ability to grant Alac? Automatically a much less impressive GM compared to being able to give Alac, especially since Anet has made the meta revolve around Quick and Alac. By removing 2 underutilized buttons and baking them into natural gameplay flow, you can keep Alac button on its own which is arguably one of the reasons people even bother with Alac Renegade in modern Gw2 because it's EASY to maintain Alac. 1 Link to comment Share on other sites More sharing options...
yoghurt.3462 Posted September 25 Share Posted September 25 my only gripe with the current skills is the cooldown flip. both the mesmer and guardian spear got a better implementation of the same mechanic, and renegate is left with a clunky non-cooldown that stalls your rotation even more than targeting bugs already do Link to comment Share on other sites More sharing options...
Jobber.6348 Posted September 26 Author Share Posted September 26 (edited) 19 hours ago, yoghurt.3462 said: my only gripe with the current skills is the cooldown flip. both the mesmer and guardian spear got a better implementation of the same mechanic, and renegate is left with a clunky non-cooldown that stalls your rotation even more than targeting bugs already do It just irks me how perfect the skill energy cost to piano the skills line up exactly with how much Energy Charged Mists will give you on a fresh swap. It's like they simply threw up a meta build and balanced it based on that and called it a day. It's disgusting and unnatural. If a day comes when Charged Mist changes in any fashion that takes the base Energy from 75 down, it's over, their design just fundamentally shatters and breaks. Here's the calculation: Energy per Summon, plus Soulcleave as the combo starter: - Soulcleave: 5 energy and stops Energy from generation with a -5 Pip which is exactly the amount of pips to prevent generation. What this actually gives is additional strike attack and heal per subsequent summon, so on a Heal or Strike build, the damage and heal is not negligible at all. - Razorclaw's: 25 energy - Darkrazor's: 25 energy - Icerazor's : 20 energy 5 + 25 + 25 + 20 = exactly 75 Energy Breakrazor not factored in but you can probably factor it in regardless if you tap and untap Soulcleave once the Band Together combo kicked off. Disgusting design. Kalla should not have ended up like this. The big joke is that now Spear-Mallyx is so strong that Kalla loop is used only to hit Icerazor + Razorclaw and use Citadel Bombardment then leaving the stance. People just don't wanna deal with this crap stance so they can go back into Mallyx asap in order to do the big juicy with Embrace the Darkness and Spear 5. Edited September 26 by Jobber.6348 4 Link to comment Share on other sites More sharing options...
arazoth.7290 Posted September 26 Share Posted September 26 (edited) 6 hours ago, Jobber.6348 said: It just irks me how perfect the skill energy cost to piano the skills line up exactly with how much Energy Charged Mists will give you on a fresh swap. It's like they simply threw up a meta build and balanced it based on that and called it a day. It's disgusting and unnatural. If a day comes when Charged Mist changes in any fashion that takes the base Energy from 75 down, it's over, their design just fundamentally shatters and breaks. Here's the calculation: Energy per Summon, plus Soulcleave as the combo starter: - Soulcleave: 5 energy and stops Energy from generation with a -5 Pip which is exactly the amount of pips to prevent generation. What this actually gives is additional strike attack and heal per subsequent summon, so on a Heal or Strike build, the damage and heal is not negligible at all. - Razorclaw's: 25 energy - Darkrazor's: 25 energy - Icerazor's : 20 energy 5 + 25 + 25 + 20 = exactly 75 Energy Breakrazor not factored in but you can probably factor it in regardless if you tap and untap Soulcleave once the Band Together combo kicked off. Disgusting design. Kalla should not have ended up like this. The big joke is that now Spear-Mallyx is so strong that Kalla loop is used only to hit Icerazor + Razorclaw and use Citadel Bombardment then leaving the stance. People just don't wanna deal with this crap stance so they can go back into Mallyx asap in order to do the big juicy with Embrace the Darkness and Spear 5. 👍 Edited September 26 by arazoth.7290 Link to comment Share on other sites More sharing options...
Arklite.4013 Posted October 1 Share Posted October 1 I just want renegade utilities to properly snap to the current target like every other aoe does (including F3 in the same spec) 2 Link to comment Share on other sites More sharing options...
Angesombre.4630 Posted October 2 Share Posted October 2 (edited) If only he could change the way the renegat's utility skills work in the well. I'm getting fed up of not being able to put the skills down with that nice little sentence: “There is no valid path to the target". This trick has been around since the renegat came out. And it's still the same crap. Edited October 2 by Angesombre.4630 1 1 Link to comment Share on other sites More sharing options...
arazoth.7290 Posted October 4 Share Posted October 4 QoL changes to make kalla stance abilities placeable everywhere like wells can, would be nice. And the F-skills being more useful/smooth and no energy cost ln these F-skills since stance abilities and weapon abilities already cost a lot of energy. Besides if they made that finally happen, the biggest issues are solved then. Only maybe looking into then the following traits=> Lasting Legacy, Bold Reversal, merging "Blood Fury and heartpiecer" as 1 trait. 1 1 Link to comment Share on other sites More sharing options...
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