Yarr! I be keeping me pirate runes, Matey. Yarr! You’re welcome. Yarr!
What's the point of nerfing elementalist?
Yarr! I be keeping me pirate runes, Matey. Yarr! You’re welcome. Yarr!
Those unintended functionalities really are deserving of a nerf.
Fiery Rush is nothing sort of ridiculous when used in an exploitative way, and nerfing it will help bring the skill in line and weaken dungeon stack play a bit. It won’t do much to address stacking, but it is a step in the right direction.
You’ve got to be kidding me. Right now elementalists are one of the more desired professions in dungeon runs. They’re desired for a reason. One of those reasons is that certain skills, particularly the 4 skill of the fiery greatsword, can do many times more damage than the most powerful weapon in the game. On what world is that fair?
Those unintended functionalities really are deserving of a nerf.
Fiery Rush is nothing sort of ridiculous when used in an exploitative way, and nerfing it will help bring the skill in line and weaken dungeon stack play a bit. It won’t do much to address stacking, but it is a step in the right direction.
Pretty much this ^.
Though I like doing dungeons and fractals, my guild and me usually play “the way it’s used to”, meaning almost no stacking, ppl that prefer to range do range etc.
So I never actually tried the FGS “trick” myself, just knew it from videos and forums.
Until yesterday when we tried out Ascalon p3 with only 3 players. Thinking about the burrow part my wife brought her ele… and what can I say? Out of curiosity I asked her to summon a FGS at Kholer when he was backed up against a pillar and tried the untargeted Fiery Rush & Whirl combo on him- taking almost 50% of his HP.
This is just so broken, the only shame is it didn’t get nerfed earlier.
Leader of “Servants of Balance” [SoB], a small guild endemic to the FSP.
The FGS skill 4 is way overpowered. It’s true that survivability was substantially harder than with almolst every other class – at least I have my hard time as berserker ele. The rest: i wait for descripton what they will change exactly (or did i miss leaked information?).
‘would of been’ —> wrong
Hey guys, guess what, nerf fgs and elementalists are still meta. It’ll have negative effects on some classes (ranger for instance), but ele is still the best dps in this game, dungeons runs are slower, but there are still the same. Ever tried to fgs mossman or Archdiviner at scale 50? I’m playing guardian with my guild, and if i miss an aegis or if i use it 1/2 sec too late, we’re all dead. The best way to get rid of the fgs meta for a while is giving us new content.
Those unintended functionalities really are deserving of a nerf.
It’s been in the game since 2 years… what’s next? Salvaging dungeontoken armor/weapons is unintended aswell and will be removed?
Currently playing Heart of Thorns.
Hey guys, guess what, nerf fgs and elementalists are still meta. It’ll have negative effects on some classes (ranger for instance), but ele is still the best dps in this game, dungeons runs are slower, but there are still the same. Ever tried to fgs mossman or Archdiviner at scale 50? I’m playing guardian with my guild, and if i miss an aegis or if i use it 1/2 sec too late, we’re all dead. The best way to get rid of the fgs meta for a while is giving us new content.
Which is why the nerf won’t be so bad. Ele’s will still be some of the best DPS in the game and it’s not like they’re going to nerf FGS and not give us anything out of it.
I keep hearing about new animations, usability buffs, etc.
If they do nerf FGS and give us squat out of the deal, then yeah, anger would be justified. But FGS is pretty OP ATM.
It should still remain a very strong “screw this, I’m gonna break the status quo” skill (it’s an elite after all)…
But, not to the point of absurdity where it trivializes dungeon runs and world events.
If a nerf is coming over all we can only hope it’s a fair nerf. That FGS is still a very strong, very cool elite conjure, and that we get love elsewhere.
(Or hey, make FGS non-elite and give us a new one maybe? Just thinking out loud… )
I find it hard to believe rangers are gonna get so much love in this patch, but then Anet would turn around and kitten everyone else off…
(Though, it would be pretty funny in an ironic way if that turns out to be true)
Recent work shows elementalist has been getting some great balance. The buffs to Armor of Earth CD and returning SoR’s power in PvP were good calls. Staff buff was great.
Can only hope for more of the same. I can almost forgive the Ride The Lightning nerf. Almost.
Yeah, better that they fix these imbalances.
Even when I play as Healer/Boon support Elementalist, Ice bow and FGS are pretty much mandatory, since they’re also demanded by some players…
I rarely do PvP or Hard PvE, unless it’s organized.
The skill isn’t the problem, the designs of the encounters are.
Yeah, better that they fix these imbalances.
Even when I play as Healer/Boon support Elementalist, Ice bow and FGS are pretty much mandatory, since they’re also demanded by some players…
yup, any party, only wants eles for fgs/icebow.
you don’t have fgs on ..and it’s like “wtf…fgs, ele???” …..
anyway, they’re only changing skill 4, and probably just lowering the numbers as oppose to changing the skill. probably something similar to the dagger rush.
if the change completely, I’ll be sad, I like fiery rush XD
__
they’re improving tornado and the glyph storm!, so looking forward to that.
and the trait that’s “too hard” to use effectively, what trait is that? probably arcane blast?
(edited by Taygus.4571)
The skill isn’t the problem, the designs of the encounters are.
Or partially problem because of both, but I guess it leans more to bad game design.
I rarely do PvP or Hard PvE, unless it’s organized.
The skill isn’t the problem, the designs of the encounters are.
Unfortunately, nerfing a skill is easier than changing the design of each encounters the skill could be used to.
The skill isn’t the problem, the designs of the encounters are.
Unfortunately, nerfing a skill is easier than changing the design of each encounters the skill could be used to.
Well, have you tried Claw of Jormag recently? it is not hard to change encounters and they really changed that one. See all the ‘Zerkers’ go down pretty hard and fast.
Also, A.Net looks at data from encounters and what skills do what damage. They don’t nerf just because.
Hopefully they nerf elementalist sustain. After patch when the warrior gets nerfed, if ele does not follow suit then expect 6 months of elementalist dominance in pvp where they can both sustain and do insane amount of damage with little effort ( they can already do that but at least the current warriors and thief rivals that and keeps them in check).
You’ve got to be kidding me. Right now elementalists are one of the more desired professions in dungeon runs. They’re desired for a reason. One of those reasons is that certain skills, particularly the 4 skill of the fiery greatsword, can do many times more damage than the most powerful weapon in the game. On what world is that fair?
100b/axe warrior does almost same damage as FGS. And i’t wont get nerf but BOOST (axe gets boost, period, as in GS F1 too). So if FGS must be nerfed, warrior must be similarly nerfed.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
Warriors do around 13,000dps, fiery Greatsword wielders do around 40,000. On what planet is hundred blades even close?
The skill isn’t the problem, the designs of the encounters are.
Unfortunately, nerfing a skill is easier than changing the design of each encounters the skill could be used to.
Well, have you tried Claw of Jormag recently? it is not hard to change encounters and they really changed that one. See all the ‘Zerkers’ go down pretty hard and fast.
Also, A.Net looks at data from encounters and what skills do what damage. They don’t nerf just because.
Some nerfs that happened to the rangers in the first year of the game suggest otherwise. I still remember them nerfing shortbow. Not because there was anything wrong with the weapon itself, but because they wanted more people using longbow, and were unwilling to admit that LB was just seriously underpowered and in need of buffs.
If they had actually looked at the “data from encounters and what skills do what damage”, arriving at the right conclusion wouldn’t have taken them an additional year.
Remember, remember, 15th of November
Yeah, better that they fix these imbalances.
Even when I play as Healer/Boon support Elementalist, Ice bow and FGS are pretty much mandatory, since they’re also demanded by some players…
yup, any party, only wants eles for fgs/icebow.
you don’t have fgs on ..and it’s like “wtf…fgs, ele???” …..
anyway, they’re only changing skill 4, and probably just lowering the numbers as oppose to changing the skill. probably something similar to the dagger rush.
if the change completely, I’ll be sad, I like fiery rush XD
__
they’re improving tornado and the glyph storm!, so looking forward to that.
and the trait that’s “too hard” to use effectively, what trait is that? probably arcane blast?
I’m not even sure it’s the numbers they’ll change. Logically they’d probably put in a check to verify distance of the aoe (since the unintended side effect for anyone not in the know is if you target yourself against a wall and DONT target the mob you can make every single tick of the aoe trigger in one spot which is where the mob is) , prevent the triggers being triggered when on top of each other.
Fiery rush has got to go and hopefully you can reuse fgs and dont suicide with tornado
Warriors do around 13,000dps, fiery Greatsword wielders do around 40,000. On what planet is hundred blades even close?
I think a lot of people don’t know how to “properly” use FGS since I see a lot of ele’s in dungeons using it but 90% of them have the mob targeted since they do that leapy animation rather than the “running into the wall for a couple seconds” animation.
“Finally, we’ll be addressing the Tornado and Fiery Greatsword elite skills; we’ll make some usability improvements and tone down some of their unintended functionality.” made me think that they are surely going to nerf elementalist.
Well, you do know an Ele is more than those two skills, right? And you have to admit that FGS especially is heavily OP atm (insane mobility and dmg) comparing to other classes ‘elite’ skills..
Commander – Jam Death [Jd]
Fissure of Woe
This reminds me of when Ash Legion Spy Kit was nerfed.
Those unintended functionalities really are deserving of a nerf.
It’s been in the game since 2 years… what’s next? Salvaging dungeontoken armor/weapons is unintended aswell and will be removed?
Bad argument.
The long-term existence of something does not, in itself, justify it as a mechanic nor does it necessarily imply that it was intended.
Anet is notoriously slow when it comes to fixing issues, even ones that are mode-breaking and clearly unintended. This goes back to to Guild Wars 1, where competitive missions (FA and JQ) were broken for months or even years. FA was particularly bad, as there were multiple long-standing exploits that broke the mode in favor of the Kurzick side. Bonders being capable of single-handedly protecting a gate NPC from the other side of the door allowing them to be 100% safe while also making the NPC nigh-invulnerable save to rarely-used specific counter-builds? Check. A frequently-abused bug which could render a Luxon Siege Turtle unusable and kept a more useful one from taking its place? Check.
Not only was that a PvP mode, but the effort required to change it was a minor fix to a major problem for a popular mode. It still took them a hilariously long time to fix it – a couple years from the release of Factions, if I’m not mistaken. And this was when Anet was a dev team that was more focused on the steady improvement and maintenance of their game.
Yeah, better that they fix these imbalances.
Even when I play as Healer/Boon support Elementalist, Ice bow and FGS are pretty much mandatory, since they’re also demanded by some players…
yup, any party, only wants eles for fgs/icebow.
you don’t have fgs on ..and it’s like “wtf…fgs, ele???” …..
anyway, they’re only changing skill 4, and probably just lowering the numbers as oppose to changing the skill. probably something similar to the dagger rush.
if the change completely, I’ll be sad, I like fiery rush XD
__
they’re improving tornado and the glyph storm!, so looking forward to that.
and the trait that’s “too hard” to use effectively, what trait is that? probably arcane blast?I’m not even sure it’s the numbers they’ll change. Logically they’d probably put in a check to verify distance of the aoe (since the unintended side effect for anyone not in the know is if you target yourself against a wall and DONT target the mob you can make every single tick of the aoe trigger in one spot which is where the mob is) , prevent the triggers being triggered when on top of each other.
but it works like that with the dagger rush and the staff backward cantrip (if you aim it right XD..)
I’m not sure turning off the triggers will be as easy as say, I think adjusting the numbers is probably simplest. unless they found a way to “stop” it running when it hits a wall? instantly turning off the skill? idk, I suppose well soon see.
As a WvWvW player i dont give a kitten of FGS! My fear is about Tornado!
I hope they are not going to disable Tornado+Meteor Shower combo or eles are left without any good elite skill . This is mosly the only reason to use tornado for an ele ( except push down ppl from the rope ! XDD ) . Plus i use it only for the duration of the meteor shower , once meteor shower is finished i switch out of tornado, that’s all the tornado is good for.
http://wiki.guildwars2.com/wiki/Tornado
Weapon strength is set at 811.
Base Power is tripled.
Base Precision is doubled.
Base Vitality is doubled.
- Due to to the power multiplier while under the effects of the transform, Tornado can be used with damage over time skills like Meteor Shower as damage is calculated dynamically.
(edited by strifer.7986)
“we’ll make some usability improvements "
I assume this has to do with the tornado.
The skill isn’t the problem, the designs of the encounters are.
Unfortunately, nerfing a skill is easier than changing the design of each encounters the skill could be used to.
Well, have you tried Claw of Jormag recently? it is not hard to change encounters and they really changed that one. See all the ‘Zerkers’ go down pretty hard and fast.
Also, A.Net looks at data from encounters and what skills do what damage. They don’t nerf just because.
Some nerfs that happened to the rangers in the first year of the game suggest otherwise. I still remember them nerfing shortbow. Not because there was anything wrong with the weapon itself, but because they wanted more people using longbow, and were unwilling to admit that LB was just seriously underpowered and in need of buffs.
If they had actually looked at the “data from encounters and what skills do what damage”, arriving at the right conclusion wouldn’t have taken them an additional year.
It actually had to do with the fact that the shortbow was doing more damage than the longbow. They saw that and nerfed the shortbow to bring it in line. The game does not suggest otherwise. You only see one part, your character, while A.Net has reams of data on damage, etc.
Most of us in the dungeon community saw this nerf coming, we were just hoping the devs were busier with other things, and would leave us alone in our little corner.
I genuinely don’t understand why so many people support nerfs. In the year and some that I’ve been playing they have taken far more from us than they have given.
As long as the nerf are kept to fiery rush I don’t see a problem.
However, outside of that one mechanic and the general usefulness of fields, I don’t see elementalists as being in a great place for a meta perspective.
Not a lot of build variety. And while I don’t mind seeing outlying abilities nerfed, I feel the consistent nerfing of almost everything makes the game bland.
Basically, anything that’s been a part of the game for a long enough time and is subsequently taken away leaves a sour taste in my mouth.
We’ve had the craft levelling nerf, restriction on dungeon rewards to an account bound daily, these arbitrary new trait acquisition methods. On top of all this, gold→gems has completely skyrocketed. Of course, one can offer several explanations in support of why these changes have occurred, but the bottom line for me, as a player, is that the game has become significantly less convenient and accessible than when I started.
I mean an Elementalist and always use Fiery Greatsword when approperiate and even I can see why it’s going to be nerfed.
Like the power creep in GW1, many core skills were useless compared to the new skills that every new expansion released.
Flare for example is one of the skills that were a joke among the players.
Took long time until it was looked into, they revised exhaustion into “overcast” effect that boosts some elementalist skills, like the Flare.
I rarely do PvP or Hard PvE, unless it’s organized.
….. In the year and some that I’ve been playing they have taken far more from us than they have given.
I think if you go look at ALL the balance updates as a whole, you will not be able to support this statement across the board. If you are looking at it from the perspective of one or two classes in respect to a specific game-play mode, it may appear like “everything is a nerf”. To be honest, your view of the game from a Dungeon player perspective is (per your own word) a small nitch of the game itself.
Fate is just the weight of circumstances
That’s the way that lady luck dances
As a WvWvW player i dont give a kitten of FGS! My fear is about Tornado!
I hope they are not going to disable Tornado+Meteor Shower combo or eles are left without any good elite skill . This is mosly the only reason to use tornado for an ele ( except push down ppl from the rope ! XDD ) . Plus i use it only for the duration of the meteor shower , once meteor shower is finished i switch out of tornado, that’s all the tornado is good for.http://wiki.guildwars2.com/wiki/Tornado
Weapon strength is set at 811.
Base Power is tripled.
Base Precision is doubled.
Base Vitality is doubled.
- Due to to the power multiplier while under the effects of the transform, Tornado can be used with damage over time skills like Meteor Shower as damage is calculated dynamically.
There’s little doubt they’re targetting Meteornado, and you’ve basically described the exact reason why, right down to the mentality of users.
I hope they do something like, give the tornado unstrippable stability, protection and swiftness (like some bosses have) and increase the knockback and target limit so Tornado becomes this skill that scatters stacked zergs. Maybe they could get creative and make Tornado launch foe high enough to incur some minor falling damage.
Part-time Kittenposter
As a WvWvW player i dont give a kitten of FGS! My fear is about Tornado!
I hope they are not going to disable Tornado+Meteor Shower combo or eles are left without any good elite skill . This is mosly the only reason to use tornado for an ele ( except push down ppl from the rope ! XDD ) . Plus i use it only for the duration of the meteor shower , once meteor shower is finished i switch out of tornado, that’s all the tornado is good for.http://wiki.guildwars2.com/wiki/Tornado
Weapon strength is set at 811.
Base Power is tripled.
Base Precision is doubled.
Base Vitality is doubled.
- Due to to the power multiplier while under the effects of the transform, Tornado can be used with damage over time skills like Meteor Shower as damage is calculated dynamically.
There’s little doubt they’re targetting Meteornado, and you’ve basically described the exact reason why, right down to the mentality of users.
I hope they do something like, give the tornado unstrippable stability, protection and swiftness (like some bosses have) and increase the knockback and target limit so Tornado becomes this skill that scatters stacked zergs. Maybe they could get creative and make Tornado launch foe high enough to incur some minor falling damage.
Starting to sound over powered, there…….
Better late than never. I really think these skill issues should be taken care of sooner than later. ‘Runs off to look at the literal laundry list for the Mesmer’.
As a WvWvW player i dont give a kitten of FGS! My fear is about Tornado!
I hope they are not going to disable Tornado+Meteor Shower combo or eles are left without any good elite skill . This is mosly the only reason to use tornado for an ele ( except push down ppl from the rope ! XDD ) . Plus i use it only for the duration of the meteor shower , once meteor shower is finished i switch out of tornado, that’s all the tornado is good for.http://wiki.guildwars2.com/wiki/Tornado
Weapon strength is set at 811.
Base Power is tripled.
Base Precision is doubled.
Base Vitality is doubled.
- Due to to the power multiplier while under the effects of the transform, Tornado can be used with damage over time skills like Meteor Shower as damage is calculated dynamically.
Yeah being about to kill a small zerg isn’t that powerful. It only hits for 9.5k….
Eles may be as squishy as a thief, but Fiery Rush gave them the DPS of three thieves. Yea, this means people will probably not be able to burn through encounters like the spider in AC anymore, but this is a fair change.
Hopefully they nerf elementalist sustain. After patch when the warrior gets nerfed, if ele does not follow suit then expect 6 months of elementalist dominance in pvp where they can both sustain and do insane amount of damage with little effort ( they can already do that but at least the current warriors and thief rivals that and keeps them in check).
That’s nonsense. Elementalist’s can do sustain or they can do DPS.
Doing ‘both’ results in a character that can’t sustain as well as someone who’s full bunker, and can’t do the DPS of a dedicated DPS build.
A full on bunker ele isn’t a threat to anybody as opposed to engi bunkers and a glass ele is glassier than a thief for about the same DPS.
Maybe slightly better for twice over the risk. Maybe. Elementalist also obviously lacks the thief stealth and escape tricks.
Elementalist sustain is their ‘trick’ to staying viable, especially in melee. Moreover, it’s reactive defense rather then a thief’s proactive defense (stealth).
An ele is never going to disappear or otherwise reset a fight in the way that thieves can do at a whim.
Elementalist sustain can only handle so long before their squishy center is ‘revealed’.
The room for error is razor thin and in a prolonged fight, anyone is going to mess up eventually, let alone with 2+ people on you.
Nerfing ele sustain would kill them in PvP and they’re already terribly fragile; even with the incoming warrior and thief nerfs.
Warriors are getting essentially nothing but buffs with the only stipulation being that now they have to learn how to manage their adrenaline.
It was easy mode until this point.
Going to be a bit more like GW1 for them now. Warriors will adapt shortly and continue to be the user friendly go to class.
As long as you keep hitting stuff, you’ll never be short for adrenaline and I seriously doubt in a PvP environment you’re going to be letting it expire.
Thief is getting minor nerfs and some buffs. Relatively unchanged. Likely the same deal with ele overall. But we’ll see.
A decent warrior or a decent thief (not even good) will still make a casual ele a blood stain in short order.
….. In the year and some that I’ve been playing they have taken far more from us than they have given.
I think if you go look at ALL the balance updates as a whole, you will not be able to support this statement across the board. If you are looking at it from the perspective of one or two classes in respect to a specific game-play mode, it may appear like “everything is a nerf”. To be honest, your view of the game from a Dungeon player perspective is (per your own word) a small nitch of the game itself.
True. To be fair fiery rush is almost never used outside of dungeons, and even then it’s usually limited to specific encounters.
My statement was made in a very general way though, about the game as a whole rather than just class balancing. The last update that I can remember that was entirely positive for the players was account bound dyes, and before that the wallet. Most of the others have presented both advantages and disadvantages.
Warriors do around 13,000dps, fiery Greatsword wielders do around 40,000. On what planet is hundred blades even close?
The planet where he honestly thinks zerker warrior is top DPS.
It’s a medical condition, they say its terminal….
not to be rude, but to you fools thinking fgs fiery rush’s nerf will fix or help or prevent wall stacking…well your a fool
the only thing that will prevent wall stacking is changing mechanics to make use of a holy trinity.
its not like the fgs is on a 6 second CD either…
not to be rude, but to you fools thinking fgs fiery rush’s nerf will fix or help or prevent wall stacking…well your a fool
the only thing that will prevent wall stacking is changing mechanics to make use of a holy trinity.
its not like the fgs is on a 6 second CD either…
It won’t stop stacking. People will still stack. They won’t be able to burn through the encounter with FGS 4 though.
The stacking for that particular skill will certainly cease, because if it is fixed, it won’t work like it does now.
Ya fool.
It actually had to do with the fact that the shortbow was doing more damage than the longbow. They saw that and nerfed the shortbow to bring it in line.
Exactly. The problem was, that it was the longbow that suffered from low damage, the shortbow damage was completely fine. They “fixed” the wrong weapon – just because they were at that time more comfortable with nerfing rangers than buffing them in any way (even if it was needed).
Obviously, this didn’t do anything about LB problems, which is why, much later, it got eventually buffed not once, but twice (and from what we hear will get another buff soon).
Remember, remember, 15th of November
It actually had to do with the fact that the shortbow was doing more damage than the longbow. They saw that and nerfed the shortbow to bring it in line.
Exactly. The problem was, that it was the longbow that suffered from low damage, the shortbow damage was completely fine. They “fixed” the wrong weapon – just because they were at that time more comfortable with nerfing rangers than buffing them in any way (even if it was needed).
Obviously, this didn’t do anything about LB problems, which is why, much later, it got eventually buffed not once, but twice (and from what we hear will get another buff soon).
I hope with this update Eagle Eye might give shortbow a very minor range increase. 950-1000. But that’s just wishful thinking on my part.
It would still be a short range compared to longbow, and the fact you’d need to trait for that increase instead of it coming standard would be pretty fair I would think.
not to be rude, but to you fools thinking fgs fiery rush’s nerf will fix or help or prevent wall stacking…well your a fool
the only thing that will prevent wall stacking is changing mechanics to make use of a holy trinity.
its not like the fgs is on a 6 second CD either…
It won’t stop stacking. People will still stack. They won’t be able to burn through the encounter with FGS 4 though.
The stacking for that particular skill will certainly cease, because if it is fixed, it won’t work like it does now.
Ya fool.
Im a little confused, i know it wont stop stacking? the fgs nerf wont really effect anything. I see people saying that this nerf will make people not stack against a wall anymore which is very wrong.
not to be rude, but to you fools thinking fgs fiery rush’s nerf will fix or help or prevent wall stacking…well your a fool
the only thing that will prevent wall stacking is changing mechanics to make use of a holy trinity.
its not like the fgs is on a 6 second CD either…
It won’t stop stacking. People will still stack. They won’t be able to burn through the encounter with FGS 4 though.
The stacking for that particular skill will certainly cease, because if it is fixed, it won’t work like it does now.
Ya fool.
Im a little confused, i know it wont stop stacking? the fgs nerf wont really effect anything. I see people saying that this nerf will make people not stack against a wall anymore which is very wrong.
Well there’s your problem. Who are these people? Who said the nerf will stop stacking? At least one other person in this thread says it won’t do much for stacking.
Who’re the fool(s) that said this nerf will cure stacking that you allude to?
Sure FGS does more then 100b, BUT fgs is nerfed because it’s ‘by far best dps if used against wall’. 100b falls in the category ‘much better then almost any combo out there. Not by small margin. The 5% going to end of chain nerf is not gonna change that. If their (anet) intend is to nerf all ’superior damage’ combo’s, then 100b+ eviscerate needs to go, period. Wich aint gonna happen, wich makes the ‘100% to 15% FGS effectiveness nerf’ questionable at least. (100>15% is an estimate, we all know anet over nerfs stuff, they never nerf with a tweak, basically a 50% nerf on fgs nr 4 would already make it rarely ‘op’, a 25% (on just that skill) would totally remove any question if it’s op or not (it wouldnt be). But they will nerf more. And not give us anything back. They will make it like the engineer elite skills. Last thing elementalist need is 3 useless skills for elite skill slot. There needs to be a certain appeal to use it. And it must be better then lightning hammer cause it’s elite. So an ‘over nerf’ is totally unwarranted. And knowing 100b doesn’t get nerfed, it should stay at least as good. Wich I doubt knowing Anet’s over nerfing capabilities.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
It’s not ‘reducing damage’ it’s ‘fixing a glaringly obvious exceptionally advantageous bug’.
Everyone knows this is unintended, it feels like a cheat. The only reason people don’t like this bug fix is because the ‘status quo’ is broken to the players advantage.