Sylvari Racial Design Flaws

Sylvari Racial Design Flaws

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Posted by: Sunju.8310

Sunju.8310

It’s silly to give us Racial abilities that are so crap that they can’t even compete with any classes slot and elite skills. I desperately want to use these abilities, but they’re useless, not even just worse than, but full on useless, except Take Root and the Fern Hound, but even those range from blech to mediocre on the comparison scales. The Healing Seed has its moment, but it impossibly steals aggro off mobs I’ve been wailing on for 10-20 seconds and gets destroyed before it does much of anything. This is the case for every single Sylvari racias, the getting one or two hit by weak mobs, the grabbing aggro out of nowhere, making these all really cool…distractions.

This has all been said before by an ocean of people with working brains and basic expectations. It’s been made quite clear that racials aren’t supposed to be on par with class abilities, which is a poor design philosophy from the “FUN” perspective, but Sylvari got the shaft and the barbed hooks and duct tape with this. All of our racials have health, can be targeted, can take AoE damage, CAN’T take hits without being destroyed, don’t fulfill what they promise in any way that can be considered satisfactory; seriously, five seconds attack time on the Seed Turret? Who thought that was a good idea? They’re lucky to get one shot off per fight! Incredibly slow attack speed makes them feel lame, poorly thought out, immersion shattering, boring, hack-job, etc… Battle is a beast borne of lightning speed, fury and skill. Seed Turret in its current incarnation is a mockery of battle and it sings it’s uselessness out to the world every time it’s used. Chances are it gets attacked and one hit before it even fires.

This isn’t the kind of thing I expected from Anet, what with GW2 having excellent combat. Unfortunately, the entire list of Sylvari racials range from absolutely pitiful to mediocre. Double the HP on ALL Sylvari non-elite abilities, reduce their aggro to the absolute minimum so PvE monsters don’t constantly attack them, raise the damage of the turrets, including the Take Root turrets, drastically increase the attack speed of non-Take Root turrets even if it means lowering the damage though a damage increase would still be necessary to make them competitive, let us tear down ALL turrets by interacting with them so that we can force their cool down timers to start when we choose. Etc….etc…

Actually, that about covers it Players love the freedom of customization that GW2 engenders, which makes it somewhat offensive to show such disregard for racial abilities, especially for the Sylvari skills. I ADORE the lore, the species, the style, the atmosphere, the graphical designs, the dialogue, kitten near everything about GW2 really. However, dangling all these excellent conceptual abilities in front of us would’ve been bad enough, but to dump these half-done, hare brained attempts at a finished, balanced spell kit is insulting to everyone, including those to whom the blame falls. Sylvari with genuinely functional / valuable racials are a dream that every Sylvari player undoubtedly holds in their heart of hearts.

With all that in mind, can we PLEASE throw away the design philosophy responsible for the drastically unimpressive, nigh useless, racial abilities being less valuable than class skills? More is better, and having valid racial skills that are, say 5-10% lower damage or duration or have slightly longer cool downs than comparative class abilities, then the design philosophy, which I imagine is intended to prevent unbalanced flavour of the month species / class combos, can still be satisfied without spitting in the eyes of everyone who isn’t a min-maxer, or kittenting in the cereal of every Sylvari player who hasn’t yet fled for greener MMO pastures.

“A favourite war hero of mine got his tongue shot out.”
“How’d that happen?”
“He doesn’t talk about it.” – Stephen Fry

Sylvari Racial Design Flaws

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Posted by: Coarr.3286

Coarr.3286

the root is great for 100b + eviscerate in wvw

[care] Coarr Ix – Ranger
Kodash
Stomp some Piken!

Sylvari Racial Design Flaws

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Posted by: Morrigan.2809

Morrigan.2809

I love Take root, seriously- I use it on all my Sylvari’s
Seed Turret I have found useful to pull agro away for me for a second or two- I actually use it a lot on my Ranger

Gunnar’s Hold

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Posted by: Eurhetemec.9052

Eurhetemec.9052

I love Take root, seriously- I use it on all my Sylvari’s
Seed Turret I have found useful to pull agro away for me for a second or two- I actually use it a lot on my Ranger

Take root is an extremely strong elite by racial standards. I think the OP is being pretty darn silly. Also the monsters attacking the turrets is a feature, and a VERY useful one.

Sylvari Racial Design Flaws

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Posted by: Toli Rosca.9041

Toli Rosca.9041

I always find it a useful destraction, too many enemies for my elementalist to cope with, just pop a seed turret and they’re too busy killing that to worry about me. And the take root ability is just epic. I never found the healing seed to be all that good though, but then not all races get a racial healing skill.

Sylvari Racial Design Flaws

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Posted by: synk.6907

synk.6907

Take root is a great way to avoid incoming damage, imo, with the benefit of creating a few distractions. It’s one of the few racials among all races that I tend to actually use.

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Posted by: Donari.5237

Donari.5237

The racials have always been designed to be less powerful than profession-based skills, so as to avoid people feeling they must roll a specific race to be competitive. That’s not likely to change. They’re meant for fun and flavor, not for min-maxing.

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Posted by: Ellisande.5218

Ellisande.5218

I think Take Root makes up for the suckiness of the other abilities because for a lot of the other classes it gives us the ability to do what we otherwise couldn’t do, become invincible for 2 seconds. Plus all the little turrets that pop up do very good damae and provide aoe aggro to help take the heat off your character.

I also like summoning the big spirit Oakenheart because it just looks epic.

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Posted by: Anthony.7219

Anthony.7219

Summon Sylvan Hound (and summon druid spirit) last 60 seconds… They aren’t the strongest summons but they last twice as long as most others.

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Posted by: JohnCrow.7482

JohnCrow.7482

Take Root has saved my life so many times in WvW. The turrets are just extra icing – I haven’t noticed there damage – but whatever they do is just a bonus to me surviving to fight another day.

The other elites are “meh” – personally I think all temporary summons should do a crap load of damage (and probably last 30 seconds).

The utilizes are….situational – that’s fine. Im sure others (some in this thread) can find a use for them in their build. I think racials are more for flavor.

Healing seed….I like it…but I think it should come with a water field

Frequent devil’s advocate.

Sylvari Racial Design Flaws

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Posted by: Electro.4173

Electro.4173

Seed Turret has 1500 cast range. Put it on top of a rock or something that an enemy can’t get to. Can even throw it on the side of a steep mountain or something. It’ll survive much better that way.

The root utility can (and will) be destroyed easily, but even if it is destroyed its still a decent Immobilize. Most Immobilize skills don’t last more than a few seconds anyway, so the time taken for the enemy to stop and destroy the root combined with the initial immobilize still combines into an effective snare. Provided you aren’t throwing it at an enemy who’s already slashing away with his melee cleave, anyway.

Take Root is amazing. Lots of free damage, lots of distractions, and some invulnerability. I’d actually say TR is the strongest racial in the game.

The two summons are… eh. They’re summons. They’re never all that effective as it is. As summons go they seem pretty average, though longer duration if they don’t die from damage.

Healing Seed is terrible, that much I’ll agree with. I still don’t understand why Healing Seed generates any agro at all, much less the high amounts that it seems to.