messiah.1908 Posted September 21, 2017 Share Posted September 21, 2017 does the vigor bug with brutal momentum fix? Link to comment Share on other sites More sharing options...
ZeftheWicked.3076 Posted September 21, 2017 Share Posted September 21, 2017 The issue with profession mechanics on renegade is that **they compete for same resource with weapon and utility skills!** No other profession does that! Profession skills are meant to enhance the gameplay and be gated with their own, specific mechanics (such as cooldowns or it's own resource pool). Else yes, you do offer more options but you do not make gameplay richer, as at the end of the day cost-return scenario kicks in and either you end up ignoring F skill completely, or using it always at expense of many others given it's energy cost. Much smarter choice would be to for example have F2-F4 skills prevent generation of new Kalla's Fervor stacks for a while. Then you can use them for burst scenarios with no new kalla's fervor after-effect. That's a choice. In case of energy cost you can't speak of burst as using Citadel Bombardment for example will gut your options to use other damaging skills and the results stays roughtly the same - continual damage instead of all-out scenario. Link to comment Share on other sites More sharing options...
ZeftheWicked.3076 Posted September 21, 2017 Share Posted September 21, 2017 > @Bramley.1943 said: > I love these updates, just a quick design question.. Why does Icerazor's Ire do vulnerability damage and not chilling. The name ICE Razor... CHILLING damaged. It MUST of been planned at once stage- Was this overpowered so changed. Just wondering if there is a reason for this weird lack of skill names matching the skill? (I hope I explained this question okay) They are probs afraid of it getting way outta hand with "chilled to torment stacks" trait. Also applying 20 stacks of chill in a short time, while max stacks cap is 5 is bit...flimsy to say the least. Link to comment Share on other sites More sharing options...
Jthug.9506 Posted September 21, 2017 Share Posted September 21, 2017 > @sleight.9638 said: > Has the Blood Fury bug been fixed, that prevented it from granting the Bleeding Duration Bonus? Great question, +1 Link to comment Share on other sites More sharing options...
Jthug.9506 Posted September 21, 2017 Share Posted September 21, 2017 > @messiah.1908 said: > does the vigor bug with brutal momentum fix? FTFY for clarity: Has the brutal momentum bug where increased critical chance was being inconsistently applied while at full endurance been fixed? Great question, +1 Link to comment Share on other sites More sharing options...
Jthug.9506 Posted September 21, 2017 Share Posted September 21, 2017 > @LucianDK.8615 said: > > @Klypto.1703 said: > > I really like the changes the only potential problem I see is there is no swiftness available with any of the skills or traits. I guess the only problem will either be to choose innvocation for the small amount of swiftness or using speed sigil or traveller runes. Other than that looks excellent especially some condition management besides mallyx :D > > Mounts should fix the worries about lack of swiftness, as they are 100% increased movement speed. > > Overall good changes, though I have to agree that the Fskills seems way too costly still for what they do. Especially when considering that condi revenants usually rely on channeling their elites, then swapping legends. And the energy degen on soulceave is extreme at -9 pips. > > But perhaps Soulcleave is only meant to be situational? It would be good with a dev perspective on how they envision renegade to be played. Currently as it stands, most are only taking it for a shortbow swap to have a ranged condi wep and maybe using a spirit or two before having to swap legends while ignoring the costly Fskills. Especially when adding shortbow energy costs ontop on an already energy starved revenant. > > Also, could we get the message when out of energy changed? It says out of proffession specific energy. Why? just say Revenant energy, muchly jarring with that large message popping constantly. I would think that for condi you would go with Razorclaw and CB to burn energy while you wait to swap back to Mallyx, for a power build doing pve I would think you would use soulcleave and impossible odds on swap, for optimal rotations... I'm sure the community will figure out the optimal rotations for different specs within a week or two. Link to comment Share on other sites More sharing options...
Cross Tobias.2680 Posted September 21, 2017 Share Posted September 21, 2017 > @Bramley.1943 said: > I love these updates, just a quick design question.. Why does Icerazor's Ire do vulnerability damage and not chilling. The name ICE Razor... CHILLING damaged. It MUST of been planned at once stage- Was this overpowered so changed. Just wondering if there is a reason for this weird lack of skill names matching the skill? (I hope I explained this question okay) I Have a feeling that they wont do this due to the number of projectiles that Icerazor fires and the synergy with Abyssal Chill would easily stack too many stacks of damaging conditions to a single target. That's probably why they wont add the chill effect, though I do think that the first projectile he fires should be a chilling one, and the rest cripple. this would force some people to dodge or take a face full of the projectiles (which should hurt with the damage buff) so the chill would help counter their endurance regen and burn a dodge / condi cleanse out of them. Link to comment Share on other sites More sharing options...
Gutbuster.8745 Posted September 21, 2017 Share Posted September 21, 2017 Looks better, but and apologies if it has been mentioned already. Shortbow auto attack really need to apply torment rather than bleed, it would improve the synergy with other traits and just have a better 'revenant feel' about it. I really dislike that we all of a sudden apply bleed when it's not been part of anything before. Link to comment Share on other sites More sharing options...
REKKRAP.1759 Posted September 21, 2017 Share Posted September 21, 2017 Thank you for this update. Sounds like the energy rebalance will help the flow a lot. I can't wait to play my Ritualist! Oh wait... I mean Renegade! ;-) Link to comment Share on other sites More sharing options...
Blood Red Arachnid.2493 Posted September 21, 2017 Share Posted September 21, 2017 It's not enough. All of the function skills are still too expensive for what they do. The utilities still are still too expensive for what they do. You didn't buff the shortbow, you just exchanged the negligible energy costs on the weapon for an increase in recharge time. Link to comment Share on other sites More sharing options...
LoreChief.8391 Posted September 21, 2017 Share Posted September 21, 2017 These small reductions to energy costs are only delaying the inevitable. You NEED to do an energy rework. 1. Make the default out-of-combat energy stay at 100% instead of 50%. 2. Remove energy costs from weapon skills. 3. Add traits that either increase the size of the energy pool, rate of energy generation, or decrease the rate of energy expenditure on toggle skills. Link to comment Share on other sites More sharing options...
Jthug.9506 Posted September 21, 2017 Share Posted September 21, 2017 > @"Cross Tobias.2680" said: > > @Bramley.1943 said: > > I love these updates, just a quick design question.. Why does Icerazor's Ire do vulnerability damage and not chilling. The name ICE Razor... CHILLING damaged. It MUST of been planned at once stage- Was this overpowered so changed. Just wondering if there is a reason for this weird lack of skill names matching the skill? (I hope I explained this question okay) > > I Have a feeling that they wont do this due to the number of projectiles that Icerazor fires and the synergy with Abyssal Chill would easily stack too many stacks of damaging conditions to a single target. That's probably why they wont add the chill effect, though I do think that the first projectile he fires should be a chilling one, and the rest cripple. this would force some people to dodge or take a face full of the projectiles (which should hurt with the damage buff) so the chill would help counter their endurance regen and burn a dodge / condi cleanse out of them. They could maybe just give him the same effect as the sigil of hydromancy. Link to comment Share on other sites More sharing options...
Bio Flame.4276 Posted September 21, 2017 Share Posted September 21, 2017 I still think and feel that Renegade is lackluster. Also, without Glint/Herald, the rest of the Revenant core class feels underpowered and lacking in synergy. Link to comment Share on other sites More sharing options...
DiogoSilva.7089 Posted September 21, 2017 Share Posted September 21, 2017 > @LoreChief.8391 said: > These small reductions to energy costs are only delaying the inevitable. You NEED to do an energy rework. > > 1. Make the default out-of-combat energy stay at 100% instead of 50%. > 2. Remove energy costs from weapon skills. > 3. Add traits that either increase the size of the energy pool, rate of energy generation, or decrease the rate of energy expenditure on toggle skills. Anet is intentionally avoiding nº3, as those traits would be mandatory. I also disagree with the popular opinion of removing energy costs from weapons, as that wouldn't fix the core problem, it would simply make energy management pointless. Having energy be at 100% instead of 50%, or decreasing (but not removing) the cost across all skills, seem like more interesting solutions to me. Link to comment Share on other sites More sharing options...
Kidel.2057 Posted September 21, 2017 Share Posted September 21, 2017 Am I wrong or Razorclaw's Rage has been nerfed and hidden behind an ambiguous phrasing of the note? Now it allows allies to apply 50 max stacks of bleeding total, while it had no such limit before. So basically still high energy costs instead of huge energy costs + a nerf + a fix on the absurd stun break on healing. Nice. Link to comment Share on other sites More sharing options...
messiah.1908 Posted September 21, 2017 Share Posted September 21, 2017 > @Kidel.2057 said: > Am I wrong or Razorclaw's Rage has been nerfed and hidden behind an ambiguous phrasing of the note? Now it allows allies to apply 50 max stacks of bleeding total, while it had no such limit before. > > So basically still high energy costs instead of huge energy costs + a nerf + a fix on the absurd stun break on healing. Nice. its stop stacking if target hits over 50 stacks of bleeding . basically each player can do 10 stack of bleeding before the change as the skill timer is 10 sec with 1 sec interval. with 5 allies its 50 stacks. i think maybe with 2 renegade using this skill at the same time ti cap is 50 bleed or else you could stack 100 Link to comment Share on other sites More sharing options...
Kidel.2057 Posted September 21, 2017 Share Posted September 21, 2017 What's the advantage of having energy on Kalla? Every skill has its own cooldown, energy on Kalla is completely irrelevant. It just prevents from using skills when they are off cd. "Oh look, an enemy has stunned me during an upkeep, I'll just use Darkrazor's Daring to stunbreak" Not enough profession-specific energy. Of course since it's **30 energy cost**. Please Irenio, acknowledge the fact that we basically have 50 energy, since you never reach 100 in a real fight unless you stop using skills for 5 seconds. Also all the skills that are too powerful to be spammed have high energy costs and no cd. If the energy cost is high you don't need to add cds. And vice-versa. Link to comment Share on other sites More sharing options...
Kidel.2057 Posted September 21, 2017 Share Posted September 21, 2017 > @messiah.1908 said: > > @Kidel.2057 said: > > Am I wrong or Razorclaw's Rage has been nerfed and hidden behind an ambiguous phrasing of the note? Now it allows allies to apply 50 max stacks of bleeding total, while it had no such limit before. > > > > So basically still high energy costs instead of huge energy costs + a nerf + a fix on the absurd stun break on healing. Nice. > > its stop stacking if target hits over 50 stacks of bleeding . basically each player can do 10 stack of bleeding before the change as the skill timer is 10 sec with 1 sec interval. with 5 allies its 50 stacks. i think maybe with 2 renegade using this skill at the same time ti cap is 50 bleed or else you could stack 100 So having 2 renegades is useless. Yay even harder to find a group Link to comment Share on other sites More sharing options...
messiah.1908 Posted September 21, 2017 Share Posted September 21, 2017 > @Kidel.2057 said: > > @messiah.1908 said: > > > @Kidel.2057 said: > > > Am I wrong or Razorclaw's Rage has been nerfed and hidden behind an ambiguous phrasing of the note? Now it allows allies to apply 50 max stacks of bleeding total, while it had no such limit before. > > > > > > So basically still high energy costs instead of huge energy costs + a nerf + a fix on the absurd stun break on healing. Nice. > > > > its stop stacking if target hits over 50 stacks of bleeding . basically each player can do 10 stack of bleeding before the change as the skill timer is 10 sec with 1 sec interval. with 5 allies its 50 stacks. i think maybe with 2 renegade using this skill at the same time ti cap is 50 bleed or else you could stack 100 > > So having 2 renegades is useless. Yay even harder to find a group not at all as you can rotate skills. you put vulnerability while the other puts bleed Link to comment Share on other sites More sharing options...
Bovan.9481 Posted September 21, 2017 Share Posted September 21, 2017 > @Kidel.2057 said: > Am I wrong or Razorclaw's Rage has been nerfed and hidden behind an ambiguous phrasing of the note? Now it allows allies to apply 50 max stacks of bleeding total, while it had no such limit before. It was utterly broken before. What it used to do was apply a bleed on every single hit for the people effected. Getting 200+ stacks of bleeding in a raid setting per cast really wasn't that unheard of. Even attacks that hit multiple targets would apply a bleed to every target hit, and that for every person effected by the spirit. You could tag entire enemy zergs by just putting down the spirit in WvW. The duration of those bleeds weren't all that long to be fair, but when I did some calculations it still did an absurd amount of damage for the cooldown and energy cost. It's still a very good skill, but now we're looking at 45-ish stacks of bleeding. Much more reasonable. Link to comment Share on other sites More sharing options...
Euthymias.7984 Posted September 21, 2017 Share Posted September 21, 2017 Not sure if its been said anywhere, but Short Bow needs a bit more utility on the movement side. Its just damage, damage, more damage, did you ask for damage (with slow), and a knockdown. Couldn't Sevenshot/Bloodbane at least be an evade while firing? You'll need some form of movement with a skirmishing weapon like a Shortbow since you wont have the safety of 1.2k range. Link to comment Share on other sites More sharing options...
otto.5684 Posted September 21, 2017 Share Posted September 21, 2017 > @Euthymias.7984 said: > Not sure if its been said anywhere, but Short Bow needs a bit more utility on the movement side. > Its just damage, damage, more damage, did you ask for damage (with slow), and a knockdown. > Couldn't Sevenshot/Bloodbane at least be an evade while firing? You'll need some form of movement with a skirmishing weapon like a Shortbow since you wont have the safety of 1.2k range. It was mentioned before that neither SB or Renegade provide any mobility, evades and blocks. Not even swiftness. There has been no response at all in that regard. > @messiah.1908 said: > > @Kidel.2057 said: > > > @messiah.1908 said: > > > > @Kidel.2057 said: > > > > Am I wrong or Razorclaw's Rage has been nerfed and hidden behind an ambiguous phrasing of the note? Now it allows allies to apply 50 max stacks of bleeding total, while it had no such limit before. > > > > > > > > So basically still high energy costs instead of huge energy costs + a nerf + a fix on the absurd stun break on healing. Nice. > > > > > > its stop stacking if target hits over 50 stacks of bleeding . basically each player can do 10 stack of bleeding before the change as the skill timer is 10 sec with 1 sec interval. with 5 allies its 50 stacks. i think maybe with 2 renegade using this skill at the same time ti cap is 50 bleed or else you could stack 100 > > > > So having 2 renegades is useless. Yay even harder to find a group > > not at all as you can rotate skills. you put vulnerability while the other puts bleed Or neither? Outside of the CC break why would you every waste you energy outside soul cleave? It out dpses both utilities and provide sustainability as well. Link to comment Share on other sites More sharing options...
EnidLarr.1478 Posted September 21, 2017 Share Posted September 21, 2017 is shortbow rev good with condi or power? Link to comment Share on other sites More sharing options...
Euthymias.7984 Posted September 21, 2017 Share Posted September 21, 2017 > @EnidLarr.1478 said: > is shortbow rev good with condi or power? It just isnt all that good. Mace/Axe seems more likely to generate the bulk of your condi damage while SB would be something to keep some condi pressure going when you can't be in Melee range. Link to comment Share on other sites More sharing options...
guildabd.6529 Posted September 21, 2017 Share Posted September 21, 2017 > @"Irenio CalmonHuang.2048" said: > * Razorclaw's Rage: Added a removal limiter on the unique buff to prevent it from blowing out. Now has a maximum grant of 50 stacks of bleeding over 10 seconds if affecting 5 allies. So 10 stacks bleeding per ally? Link to comment Share on other sites More sharing options...
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