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DonArkanio.6419

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Posts posted by DonArkanio.6419

  1. > @"Lan Deathrider.5910" said:

    > > @"Shao.7236" said:

    > > > @"Lan Deathrider.5910" said:

    > > > > @"Vancho.8750" said:

    > > > > > @"Shao.7236" said:

    > > > > > Full Counter daze duration added way too much sustain over time for how freely accessed the skill is.

    > > > > >

    > > > > > It already counts as a nearly unstoppable evade, having the extra 2 seconds was like making it 250% more effective than a regular one.

    > > > > They could give distortion to SB at this point, FC has a laundry list of stuff so it can pretend it is an invuln but no really, it doesn't do damage or much CC.

    > > > > I wonder if it is worth the one less adrenaline bar and level 2 and 3 bursts .

    > > >

    > > > Just give it _some_ damage back and it would be fine.

    > >

    > > Or even better, it's called full counter. It should return a certain percentage of damage from the last attack. I said that about a year and a half ago.

    >

    > That may be hard for them to code up... Not that I disagree. Still it was easy to allow for the negligible damage because of the 2s daze, but now its just a normal daze length, and last I checked other skills that daze like that tend to do damage post CC nerf.

    >

    > How about just make it a 0.5s daze and give it a 0.75 coefficient in return. That is auto attack levels of damage.

     

    Well, there are Healing skills that heal player with damage received - so I'm sure they could to the opposite. I think the idea of returning damage rather than having a set number is pretty neat.

  2. > @"Bellbirds.1679" said:

    > @"DonArkanio.6419" But is it REALLY what people want? Nobody WANTED Minecraft, but turns out people really /WANTED/ Minecraft, once it was offered.

     

    I think nobody asked for this, but once these items started showing up in the GemStore people have become willing to spend hundreds of dollars on it.

    People like to flash and shine, it's a status. Just like a fast and loud car that everyone hates hearing outside their window.

     

    ANet shouldn't have introduced these items in the first place, now it's kind their way of making money. I'd say we are likely to see the increase in quantity of this laser shining garbage. Even after watching End of the Dragons teaser I can say it's going to be an eye-burner.

  3. Well, GW2 nowadays looks just like any other flashy MMORPG, because ANet wants it to make as much money as any other flashy MMORPG on the market - and these skins earn them a LOT of money.

    As sad as it is, today's MMORPGs aren't made around believable world-building, inspiring characters and aesthetic visuals. Also the fact that we, the players who started playing GW2 at launch, are now 8 years older makes us more picky and knowledgable in terms of game.

     

    I would compare today's Guild Wars 2 to the latest Star Wars trilogy (7, 8, 9). It just reflects what the market and target wants. What might have first been a revision and expansion of original Guild Wars is actually gone, literally. It's like a never-ending TV-series that does whatever it can to make people watch.

     

    The bigger part of online gaming industry has really turned into a huge supermarket. But, being able to turn off all that eyeburning noise would be much appreciated.

  4. My feeling is that the entire Renegade was designed with Raids in mind. Before Path of Fire Revenant wasn’t the best option to plat that mode.

     

    So, as above, Shortbow is a good weapon for huge stationary targets which means nothing outside of Raids or the Inquest Mega Golem world boss in Mount Maelstrom. It can feel pretty good when you land your skills but the performance drops dramatically when it comes to moving targets. This applies to the entire Renegade Specialization since your whole utility bar, even heal, works like that.

     

    There is a PvP build that utilizes Shortbow but using Power. And a guy actually managed to get Legendary league with that build. But it required a lot of workarounds and some things use very weird mechanics, so take away a single thing from it and the build stops working.

    People have been complaining and requesting a rework of SB since PoF, but because Renegade performs great in Raids (for which it seems to be made), ai don’t think the devs are going to do anything about it.

     

    TL;DR

    The Shortbow is just impractical in most scenarios.

  5. I strongly agree with you.

     

    The game is about fun, and fun has many faces. Failing is part of the gameplay. Sadly, once we get the grasp of Raid mechanics it becomes pretty bland after first few clears. MMORPGs that focus on builds more than player's reflexes are always going to go that way.

    I love the versatility of MMORPGs, but because of that they lack in the depth of each mechanic. It's like the jack-of-all-trades, master of none. So rarely any content will be as challenging as single-player RPGs and rarely any story will be as engaging as any RPG. And because MMORPGs are this kind of always-in-development, people will have their demands, and will be vocal about them. Whether Devs should listen to all, I don't think so.

     

    For me it feels as if everything in online gaming revolves around **optimization**. Once I follow that path, the whole enjoyment, for me, simply goes away. Just after getting my Legendary Armor I instantly stopped playing GW2 for a long time. I knew what I signed up for, but I still was like "That's it?". I just slammed my way to the shiny reward, the skin and the legendary that lets me optimize my gameplay even more.

     

    And if I start feeling trapped by the game's design to be in the loop, that's when I stop playing. What is the point?

  6. > @"Thornwolf.9721" said:

    > I feel like this is the shiro I had hoped we'd of gotten when he was revealed; What we got was kind of a mess and I honestly feel it doesn't truly fit him. Here is to hoping that they remake him like this, I enjoyed the read and can't give you any more thumbs up..

     

    Yeah, looking at the Original GW boss mechanics Shiro had, I really think that except the skill names not much of actual Shiro was left. The whole Jade-green concept seems pretty cool but I don’t feel all that powerful, when 4 of my skills do; Movement, movement, speed, heal + buff. At this point Jade Winds seem like the coolest actual skill in the kit for me, just because it does something different than the rest of the kit.

     

    Thanks! Glad you like it.

  7. > @"LucianTheAngelic.7054" said:

    > Obligatory “I disagree with most rework ideas” post.

    > I appreciate the effort that was put in, but it seems to trade some of the current fluidity of the spec for theme, which imo is bad. Also some things are fairly overpowered for the current meta while some things were nerfed for no reason (phase traversal to range 900 for example, why?). Also you (probably accidentally) deleted the current viable traits for PvE 34k dps Power Ren, with unsuspecting strikes, assassins presence, impossible odds, and dance of death all getting changed functionality. With all of those changes PvE power rev would become a dumpster fire again.

    >

    > So I don’t think it needs a rework, even if it sounds cool, since it’s still meta in pvp and finally performing well for dps in PvE.

    >

    > I will say though that Echoing Banishment sounds pretty cool. As much as I love Jade Winds thematically i feel Echoing would be more interesting. And meditation of the reaper would be great if Infuse Light didn’t already exist like you said.

     

    Actually Riposting Shadows (current Phase Traversal) was nerfed because it has no CD and deal big unblockable damage. And since Revs with Shiro are most likely running double Swords, there will be a lot more movement in the kit that is cheaper. Deathstrike’s CD is lowered, and you get a flip skill. I wanted to make Shiro less slippery, and focus more on sustain and speed.

     

    I agree with the PvE side. This could arguably be a nerf for Revenant, but as Renegade shows - it’s all about numbers. The Quickness wouldn’t find much use in Raids as it’s already near permanent. But we could always tweak the Battle Scars numbers in PvE.

    I deleted the +10% and +20% damage traits simply because I wanted something more interacting, though I don’t disagree that Shiro needs these traits. But, a rework is a rework, so I thought - why not?

     

    Also, as a Minor Master trait, I added attack-speed increase for each weapon in hand, so this could help with the overall damage. And the Deathstrike hits based on the missing health of target, so this one could also be nice to keep up the damage output.

     

    I believe that Shiro could use an update to unify its kit as a whole. Though it’s currently pretty focused on raw power damage, I think his kit is all over the place.

     

    Anyway, thanks for the feedback, I’m glad you enjoyed!

  8. > @"Yasai.3549" said:

    > I like the general approach to the kit but some feedback here :

    >

    > - I feel like Shiro should be more focused on offense and rewards being on the attack. While the proposal fulfills this somewhat, I feel like it could stand to be MORE aggressive.

     

    > **Feedback on Impossible Odds** :

    > I think that instead of just curing 3 Conditions, it should transfer Conditions on hit, up to 5 hits.

    > Shiro users will then have to keep up the aggression to reap the rewards of the Condition cleansing.

     

    I thought about transferring condis but that is already Mallyx’ job so I didn’t want to take it away from it. But yeah, it’s a good idea.

     

    > **Feedback on Meditation of the Reaper** :

    > Very cool idea.

    > It's pretty much a Shiro version of Infuse Light with Shield 5 channel, but also has a flip which forces a Siphon in AoE.

    > I still wish that we had Enchanted Daggers though, because all Enchanted Daggers needed was a flip skill to consume all remaining charges to heal.

    > Again, rewards aggression.

     

     

    It came to my mind that Shiro’s actual Mediation of the Reaper is split into Revenant’s 3 skills. Unifying it into Shiro and giving Glint + Shield something different could profit Revenant.

     

    > **Feedback on Echoing Banishment** :

    > Might be too powerful, but again, it costs alot and lasts only 5 seconds.

     

    > **Feedback on Dance of Death** :

    > Don't like it.

    > Rev has low access to good CC abilities, or reliable CC skills.

    > I think it should just be changed to upon hitting a target over 10 Vuln Stacks for Quickness buff.

     

    Initially I thought about Quickness on Chill with ICD, or Quickness when your target’s health drops below 50%. Similar to Warrior’s trait.

     

    > **Feedback on Battlescarred** :

    > Nope, still don't like anything tied to a healing skill on Devastation.

    > Should make it do something on Evade instead.

    > Like maybe deal an unblockable hit which rips 1 boon in a 200 range upon evading an attack.

     

    This would increase the healing of each healing skill Revenant has, since you would life-siphon. It could work like the new invoke effect on Corruption. On-evade is already in Retribution and Salvation, so yeah. Again, if we didn’t have Mallyx this would definitely be a boon rip somewhere in the kit.

     

    Thanks a lot for your feedback. I like that playing Shiro feels so fast, but I believe we could use some utility other than movement abilities. Hence the Phase Traversal thing on Deathstrike.

     

     

  9. Hey everyone!

     

    Here's my another little project I've been working on for a while. This time, I tried to reimagine our corrupted assassin - Shiro Tagachi. I really like bridging GW1 and GW2, so I tried to make Legendary Assassin Stance as close to the original Guild Wars villain as possible. Some skills might seem confusing as I sticked with the current names but changed their functionality. The concept wraps up the entire functionality of assassin; with Swords, Traits, Skills and Legend itself. Also, new icons, visuals and dialogues.

     

    ____

    #important note: This is a fan project and most artworks used here are made by ANet, I just remade them to fit in the project.

     

    I hope you'll enjoy!

     

    ![](https://i.imgur.com/CJQQwu7.jpg "")

    Artwork made by Naomi Baker

    ____

    >The legendary canthan assassin Shiro Tagachi, allows to use his vicious speed and cause havoc in the battlefield for revenants who summon him from the Mists. Your weapons of choice will be the swords that will give you the ability to cut through your enemies.

     

     

     

    ![](https://i.imgur.com/32FIqnk.jpg "") Legendary Assassin Stance is a core Legend that allows revenants to summon powers of Shiro Tagachi.

     

    ##Original Guild Wars

    I always thought that Shiro summoned by revenants was missing something. This is caused mostly by having 2 pure movement skills. While this feels good to use in PvP, it also takes up 2 out of 5 skills on our skillbar. Revenant doesn't have a pool of utilities to choose from, so in PvE all we do is pop up Impossible Odds and keep spamming autoattacks. Here, I decided to give revenants some skills Shiro used in GW1. This way it's closer to the original boss. This means no more Jade Winds. While the CC with vulneraility is cool, I just wanted to make something completely different for an elite skill. Here, the legend is focusing on the sustained damage; life-siphon, while also being as mobile as possible.

    ____

     

     

    ![](https://i.imgur.com/DT9hGLq.png "")

     

     

    While the Main-hand sword stays mostly the same, I decided to give some utility to the off-hand. Duelist's Preperation comes back before Shackling Wave. This way, Shackling Wave can have a quicker cast-time because it follows a huge telegraph that is a block. Another thing is that I added an optional flip-skill to Deathstrike that allows you to teleport back to where you shadowstep from. Similar to Thief's Infiltrator Strike. I made some energy cost, cast-time and cooldown changes to the weapons as well. More in the Traits.

     

     

     

    **Main-hand Sword**

    - Auto-attack chain stays the same

    - Chilling Isolation stays the same

    - Unrelenting Assault's cast-time is now 0.5s and the number of hits increased to 7.

     

    **Off-hand Sword**

    - Added Duelist's Preperations before Shackling Wave

    - Deathstrike gains optional flip-skill _Phase Traversal_ that will allow you to teleport back to your previous location

     

    ![](https://i.imgur.com/kgxgm4w.jpg "")

    ____

     

    **Duelist's Preperation**:

    - Block duration: 2 seconds

     

    **Shackling Wave**:

    - Immobilize changed to Cripple

     

    **Deathstrike**:

    - Deals 1 hit

    - Damage depends on your target's health

     

    **Phase Traversal**

    - Range: 600

     

     

     

    ____

     

    ![](https://i.imgur.com/aAqA4Z2.png "")

     

     

     

    With the rework I decided to refresh the look of our skillbar. This isn't a huge change as it's mostly a recolor of current one. But this, in my opinion, adds to the whole experience of that fan rework. Here you can see new skill icons (mostly from Original Guild Wars). These are slightly recolored and repainted to better fit the Revenant, so a splash of grey and red did the job. I know this is very similar to Renegade's skillbar color palette.

    ____

     

    >#Skills

     

    Some skills were renamed to better fit the Original Guild Wars Shiro Tagachi. For example, Battle Scars became the new upkeep. Impossible Odds is a stunbreak and Riposting Shadow was changed from being an evade to being a target teleport. I know this is confusing but I feel like the overall kit could be pretty fun to use.

    No more Jade Winds.

    I decided to change Jade Winds into something more interactive. While the sole idea of turning everyone into jade seems cool, Shiro had a pretty cool ability that is directly tied to the Mists. I thought it would be cool to use Echoing Banishment as a new elite skill. It changes the playstyle of Shiro and allows you to be a bit further from combat while still being a big threat to your enemies.

     

    ![](https://i.imgur.com/5fpRFqA.jpg "")

    ____

    Let's dive deeper into the skills!

    ## Here are some skill concepts, so they feel fresh and distinct from the current theme. Color palette: yellow, red and misty white.

    ![](https://i.imgur.com/oxzzyth.png "")

     

     

    ##Healing Skill

    ![](https://i.imgur.com/JchbrZT.png "")

    **Meditation of the Reaper**

    ____

    Let's get crazy for a moment. I know, Infuse Light is the pain in the kitten for most of the players, so imagine we live in a world where Infuse Light doesn't work as we know it. Instead, Shiro has access to something similar that is also semi-offensive.

    This skill doesn't heal you for the full damage you receive but just the portion, let's say 40%. During the meditation you are unable to attack, but you also gain a second cast that is _Harvest_. This way, you can damage nearby foes and heal for % of the damage dealt. So you're not left with 1k heal when enemies suddenly stop attacking you.

     

    - Damage converted to healing: 40%

    - Duration: 2 seconds

    - During cast-time you're unable to attack

    - CD: 30 Seconds

    - _Harvest_ - Heal for the 50% of the damage dealt to enemies around you. (Counts as life-siphon)

    - Energy cost: 5 (+ 5)

    ____

     

    ##Utility Skills

    ![](https://i.imgur.com/mM8QoLy.png "")

     

    **Impossible Odds**

    ____

    This skill is no longer an upkeep. It now works as a Stunbreak that gives cures conditions and gives you _quickness_. I loved the original concept of Impossible Odds giving revenants quickness on demand. This was later nerfed and we are currently with that weird mix of movement speed, bonus damage and it doesn't feel good. So, a fixed quickness duration after a stunbreak can feel like a good counter attack. Also, with Revenant having energy system, this skill can be used many times giving more quickness. But in order to keep it less spammy, I added 3 seconds of CD, so you still have to be careful while using it.

     

    - Breaks stun

    - Conditions cured: 3

    - Quickness duration: 4 seconds

    - Energy cost: 30

    ____

    ![](https://i.imgur.com/qanCIjw.png "")

     

    **Riposting Shadows**

    ____

    An evade? A teleport? A damage skill? - what is that?

    So, Riposting Shadows becomes current Phase Traversal, but this time it's also a skill that deal a pretty decent unblockable damage. So it can be used as a burst, or as a gap-closer. Since the whole Shiro is going to be much more telegraphed with Duelist's Preperation and an increased cast time of Deathstrike, it's fair to have a skill that can deal massive damage and do something more.

     

    - Damage power coefficient: 1.67 (?)

    - Range: 900

    - Unblockable

    - Energy Cost: 30

    ____

    ![](https://i.imgur.com/mqPh7GJ.png "")

     

    **Battle Scars**

    ____

    Battle Scars become a new upkeep. This time, it isn't about speed or dealing extra strikes - it's sustain. Once you pop up Battle Scars, you are able to heal up pretty quickly, because the numbers increase when you're low on health. And while life-siphon also deals damage and is unblockable by design, I thought it could be a pretty cool skill. Movement and speed increase is provided via Traits, so skills don't have to do 4 things at once.

     

    - Life-siphon

    - Heal increase under 50% HP: 25%

    - Heal increase under 25% HP: 50%

    - siphon damage increase under 50% HP: 10%

    - siphon damage increase under 25% HP: 25%

    - Energy Cost: 5 / -6 per second

     

    ____

    ##Elite

    ![](https://i.imgur.com/8BXNkFL.png "")

     

    **Echoing Banishment**

    ____

    Here it is. This concept can seem kind of janky and clunky, but bear with me. Echoing Banishment will allow you to quickly resustain afar from combat, if you use it properly. The soul works basically like a real enemy, so all the life-siphon and vulnerability gets transferred onto your foe making it a good opener for a fight or a quick resustain during battle. If you happen to hit both soul and the enemy simultaneously, you deal normal damage to the target + the damage from their soul.

     

    - Soul duration: 5 seconds

    - Multiple souls possible

    - CD: 1 seconds

    - Energy Cost: 30

     

     

    ____

     

    ![](https://i.imgur.com/xUjV8L8.png "")

     

    So, when recreating a concept of Shiro, I also tweaked Devastation to fit better into the overall legend mechanic. I think it synergizes with Assassin pretty nicely, as it works with single abilities as we as the whole weapon-set of revenants. It can be also useful with legends other than Shiro, though it obviously favors it. Traits are pretty self-explainatory, so I won't talk much about them. Though I really enjoyed doing them.

     

    ![](https://i.imgur.com/A5gztzq.jpg "")

     

    ____

    ____

    ____

    ![](https://i.imgur.com/3HVClUg.png "")

     

    Upon activating Assassin Stance while in combat:

    **Shiro: Death by a thousand cuts!**

    ____

    Upon meeting a Tengu:

    **Shiro: Even though our people never came to like each other, I value Tengu for their prowess.**

    - Asura: These avian creatures don't seem to like cooperation.

    - Human: I hope to live the day we stand together to face the threats of Tyria.

    - Charr: Birds that can't fly.

    - Norn: I've heard great tales of Silverwing's deeds.

    - Sylvari: I have yet to learn about their past.

    ____

    When near _Mouth of Torment_ Point of Interest:

    **Shiro: This place. It was the source of my pain.**

    - Asura: If only we could investigate it, we'd learn a lot more about the structure of the Mists.

    - Human: The Six is no more. And Abaddon was the first to step down from their throne.

    - Charr: Shouldn't have trusted a false god.

    - Norn: Human gods are hateful and filled with greed, unlike the Spirits of the Wild.

    - Sylvari: Mordremoth was the source of mine, and I faced him.

    ____

    When in Cantha:

    **Shiro: What have I done to my home...**

    ____

    Occasionally when using _Echoing Banishment_:

    **Shiro: Meet me in the Mists!**

    **Shiro: Taste my blade!**

    ____

    Occasionally when using _Impossible Odds_:

    **Shiro: I'm unstoppable!**

    ____

    Occasionally when using _Battle Scars_:

    **Shiro: Feel my pain!**

    ____

     

     

     

    ![](https://i.imgur.com/mUhaVxv.png "")

     

    ##That's all! I hope you enjoyed the read! I'd love to read your thoughts and comments.

  10. > @"otto.5684" said:

    > I think renegade, in its current state, is an example how bad design can be brute forced into working. It is not smooth. It has glaring weakness and design failures, but it it so buffed in PvE that it trivializes everything. and since in PvP damage is close to nonexistent, the summons perform much better now. The CC summon is epic trolling.

    >

    > I have more issues now with SB and some traits.

     

    Oh yeah. I've been thinking the same thing since 2017. Just because Renegade is overloaded with numbers in PvE doesn't make it a good E-Spec at all. When I played PoF Beta Weekend I knew this is going the wrong way. Stunbreak on heal, lel.

    Renegade _meChAniC_ are the most bland and boring I've ever seen, and 5/7 skills being just a group buffs is laughable. Kalla's Fervor - lol? This is just another powercreep to make it stronger than it should be, with the mechanics Renegade has.

     

    I just wonder - if Thief's traps could get a rework, why don't Devs dare to touch Renegade? It really seems like it's some kind of pristine, perfect and untouchable E-Spec. The only change I can recall is Bold Reversal Trait giving boons instead of a knockdown.

  11. I think you are a bit salty about that OH Sword. From the very beginning I've been saying that OH Sword is a straight ripoff of the Axe, but on steroids - now it is not - because they don't share the same Condis.

     

    Shiro, OH Sword and Hammer (all power weapons), were nerfed so many times and that tells something - it isn't the numbers, it's the mechanics that are problematic.

    I don't think Shiro S/S needs 3 gap closers, if it was designed with a clear purpose. Look at Jalis - numbers did it justice. Shiro and both Swords feel as cheap as Renegade and SB at the moment, even if require a lot more skill.

     

    And no, I still don't agree on the Chill on Deathstrike - there are other ways to ensure you hit. And I'm surprised you are asking for something like this in the first place.

  12. People here are saying that new class is too much work, lol.

     

    But your class is your game, and I'd love something new. Actually, new class is a lot easier to balance than the old ones - nobody has set expectations and there are no fanboys of any mechanic.

     

    Why not just wear sword on every class and hit with autoattack through lv 1-80+

  13. > @"ScottBroChill.3254" said:

     

     

    Revenant's design is pretty clear and fair. The thing is, other classes can access mostly everything **for free** which leaves Revs at a disadvantage. I just don't think having to wait for a skill a 1-2 sec is a bad thing. But the whole GW2 works like that - skill after skill.

     

    I can see why Riposting Shadows costs 40 Energy - but this su'cks when the enemy can do the same thing and still unload the whole kit. This feels unbalanced, and Rev here is 1:8, so obviously it's easier to tweak Rev alone.

  14. Problem with Renegade isn't numbers, it's the design.

     

    Whatever you do to Renegade in PvP is going to heavily affect the balance of that E-Spec, because it's whole utility bar is **summons**. Summons as a whole is a very clunky mechanic, and it can be either completely useless (against any knowledgeable player) or OP (against any inexperienced player).

     

    What I think is that Summons should only work for the animation's sake. This way we can still feel like we are summoning our Warband without piling up the immobile, clunky and uninteractive so called spirits.

    An example would be Ranger Warhorn 5, and Warrior Warhorn animations.

     

    I don't believe this to happen, but I can only hope.

     

    Also, merging Traits isn't a good idea - let's not forget these are mostly passives, so having access to 2 in 1 is pretty, if not too strong.

    Now, whether other classes can do this and not be judged, is a different subject.

  15. > @"Raknar.4735" said:

    > I think the feather is fine. Legendaries still have their footfall, unique throw animations/projectiles and other effects, together with the legendary functionality of stat swapping.

    >

    > It's completely normal that newer skins will sometimes look better than old ones, it's the same in many games. Even in LoL many old legendary skins are lackluster compared to some of the new regular rare skins.

     

    True, but the acquistion is exclusively through real money in LoL. But I see what you're saying.

     

    And, nothing stop ANet from sprinkling some actual updates to old legendaries that don't drastically change them.

  16. > @"infrequentia.3465" said:

    > > @"DonArkanio.6419" said:

    > > Well, Quickness wouldn't be a problem if not every profession had access to it.

    > >

    > > The introduction of Chronomancers along HoT really flattened the whole Raid experience for me.

    >

    > how can a introduction of a class and with a expansion flatten your raid experience when its that same expansion and class that introduced us to raids.

    > there where no raids before that

     

    Because I can't experience the raids without having to rely on Quickness most of the time. The groups without a Chronomancers are rare.

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