Ferious Winds - worst trait ever designed?

Ferious Winds - worst trait ever designed?

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Posted by: dietzero.3514

dietzero.3514

http://dulfy.net/wp-content/uploads/2015/04/gw2-ferocious-winds.jpg

How did something so incredibly bad even make it to alpha, let alone beta? Base healing power is ZERO, and Ferocity from it? You see a plethora of Elementalists stacking healing power and wanting crit damage?

I guess it is supposed to represent the new, horrible, Air tree.

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Posted by: Nike.2631

Nike.2631

Maybe they’re going to allow heals to crit…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: dietzero.3514

dietzero.3514

Based on precision? So new healing spec Elementalist wearing Healing power/Precision/Ferocity?

Lol…

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Posted by: Dadnir.5038

Dadnir.5038

Well, I think it’s a close tie with with reduced cd for weapon skill on auto attack. But yeah, ferocity and healing power is something very creepy.

No core profession should be balanced around an optional elite specialization.

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

ferocity and healing power makes no sense at all. It is just a waste of the slot. apperently they cannot figure something out. If it would be helaing power based upon ferocity I would say mmm well that’s not so okay cause healing specs normally do not run ferocity. But ferocity from healing power is laughable,

2 big problems,

If you would scale fully into healing dmg (INTO CLERICS? you wouldn’t have precison so you do not need ferocity,
If you would invest into magi you wouldn’t get power and might get some ferocity, but you would crit less then clerics would hit base,
Or you could go zealots, combining both, but zealots is prohibitly expensive, and has healing as minor stats and no associated trinkets, especially not in ascended…

Why would ferocity from healing procvide something VIABLE? 7% is way to little as wel..

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Oh thank goodness, for a second there i was afraid that was a ranger trait, phew. Dodged a bullet there.

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I think the general idea was to force every ele into staff builds. If ele’s only have 1 viable build then it is easy to balance.

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Posted by: Adventurous Cookie.1658

Adventurous Cookie.1658

Maybe they’re going to allow heals to crit…

“Who needs a medical license when you got style?”

Anet, you’re breaking my heart! You’re going down a path I cannot follow!

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Posted by: Conncept.7638

Conncept.7638

Maybe they’re going to allow heals to crit…

THAT, unlike most of what elementalists have, would actually be an awesome trait.

That said, these stat transfer traits either need to go, or be parented with another effect. And the same goes for revive and downed traits. None of those traits do enough to stand on their own.

(edited by Conncept.7638)

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Posted by: dietzero.3514

dietzero.3514

Maybe they’re going to allow heals to crit…

“Who needs a medical license when you got style?”

Borderlands <3

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Posted by: Eponet.4829

Eponet.4829

I guess celestial builds will get some use out of it?

The other way around would make much more sense though.

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Posted by: dietzero.3514

dietzero.3514

This is from the Elementalist forum:

For a celestial ele, ferocious winds is 0.07 * 738 = 51 extra ferocity. This corresponds to about a 0.47% dps boost without fury and a 0.86% dps boost with fury.

For a zealot ele, ferocious winds is 0.07*576 = 40 extra ferocity. This corresponds to about a 0.84% dps boost without fury and a 1.16% dps boost with fury.

For a berserker ele, ferocious winds is 0.07*0 = 0 extra ferocity. This corresponds to about a 0.00% dps boost without fury and a 0.00% dps boost with fury.

So a mighty, mighty DPS increase.

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Posted by: Sieg.8439

Sieg.8439

Maybe they’re going to allow heals to crit…

That would be wonderful

Hoopa doopa.

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Posted by: UnknownRH.4592

UnknownRH.4592

This is a boost to celestial builds. You can use celestial armour and a mix of celestial / zerker trinkets and still churn out good amount of DPS coz you have healing power which in return gives ferocity. A full glass cannon elementalist can achieve power of 2500. You will have less power lets say 2300 or something but ferocity can go as high as +200%. Right now if I use a build 6-6-0-0-2 for staff ele with full celestial armour and zerker trinkets I have ferocity 197%. Now imagine with everything the same what I can achieve in terms of ferocity with this trait. Yes I will have reduced power, precision and crit dmg from before but I will get more tankish stats compare to before along with a boost to ferocity.

Centurion in Balkan legion (SFRJ)
Warrior and Elementalist
Far ShiverPeaks

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Posted by: MaXi.3642

MaXi.3642

in theory, yes… but with a 0 base healing and such a small percentage converted to ferocity, you will get a very small amount of ferocity, not worth a trait imo… look at posts above, someone already calculated it

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Posted by: UnknownRH.4592

UnknownRH.4592

Whoever made that calculation can not be 100% accurate. Coz we do not know yet how much boost armour and trinket stats are getting to compensate lack of stats from traits. However it will not be too different but 2% -5% increase in dmg is still viable

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Warrior and Elementalist
Far ShiverPeaks

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Posted by: Eponet.4829

Eponet.4829

This is from the Elementalist forum:

For a celestial ele, ferocious winds is 0.07 * 738 = 51 extra ferocity. This corresponds to about a 0.47% dps boost without fury and a 0.86% dps boost with fury.

For a zealot ele, ferocious winds is 0.07*576 = 40 extra ferocity. This corresponds to about a 0.84% dps boost without fury and a 1.16% dps boost with fury.

For a berserker ele, ferocious winds is 0.07*0 = 0 extra ferocity. This corresponds to about a 0.00% dps boost without fury and a 0.00% dps boost with fury.

So a mighty, mighty DPS increase.

They did say during the unveiling not to get too hung up on the exact numbers (81 damage confusion and all).

The live release could end up being something like convert 25% of healing power to ferocity or something.

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Posted by: nekretaal.6485

nekretaal.6485

Necromancer’s Deadly Strength is in a similar spot.

That one converts toughness into Power, but the necromancer (as a light armor character) has little toughness and the Death line no longer grants toughness.

Does anet intend such a massive nerf for these boring % stat traits?

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Posted by: Lord Rheios.4152

Lord Rheios.4152

I can see a use for Zealot gear, assuming they make it easier to get. Although I do run an Assassin/Cleric build on my Ele for the kittens and giggles. I don’t really care too much for meta or anything. Although I also don’t intend to run Air right now, and the separation of stats from lines makes those trait seem kindof weird and unrelated.

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Posted by: Softspoken.2410

Softspoken.2410

Necromancer’s Deadly Strength is in a similar spot.

That one converts toughness into Power, but the necromancer (as a light armor character) has little toughness and the Death line no longer grants toughness.

Does anet intend such a massive nerf for these boring % stat traits?

Hilariously, Deadly Strength is much better than Furious Winds. For starters, power is usually better than ferocity in terms of damage output on a point for point basis. Plus, converting from toughness means that you have 1000 base stats, so the trait is always worth at least 70 power, even if none of your gear has bonus toughness. To compare to Furious Winds, if an Elementalist has zero healing power on their equipment, this trait does literal nothing for them. Also, the stat bonus of Deadly Strength is doubled in Death Shroud, so it’s worth more than the base 7% conversion rate.

Also, armor class doesn’t change the Toughness a character has. It changes the base Defense stat of equipment, which changes the total Armor score (Equipment defense + Toughness), but it has no effect on traits / runes that scale from Toughness.

All of that said, I’m not a huge fan of % conversion traits, since they’re kind of boring. And Furious Winds is exceptionally bad, because ferocity & healing power are specialized stats for completely different builds. Maybe if you plan on most of your damage coming from arcane skills & arcane power procs?

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: Foefaller.1082

Foefaller.1082

This is from the Elementalist forum:

For a celestial ele, ferocious winds is 0.07 * 738 = 51 extra ferocity. This corresponds to about a 0.47% dps boost without fury and a 0.86% dps boost with fury.

For a zealot ele, ferocious winds is 0.07*576 = 40 extra ferocity. This corresponds to about a 0.84% dps boost without fury and a 1.16% dps boost with fury.

For a berserker ele, ferocious winds is 0.07*0 = 0 extra ferocity. This corresponds to about a 0.00% dps boost without fury and a 0.00% dps boost with fury.

So a mighty, mighty DPS increase.

What about Cleric’s or Magi?

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Posted by: rotten.9753

rotten.9753

What about Cleric’s or Magi?

If you put everything into healing power this trait will give you around 10% critical damage which for cleric’s would be about 0.39% damage increase and for magi’s it’s around 1.8%. In other words, anyone who even thought it would be a good idea to commit such a change to a demo build should contemplate why it even got out of his mind.

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Posted by: dekou.6012

dekou.6012

You’d think that by now ANet would realize these “you get X% more damage if you’re wearing Y” traits are awful, bland and boring. They should at least make the damage boost big and situational or… something. “Your critical chance increases by 25% for Xs after healing an ally” is already better.

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Posted by: FrozenChinchilla.5249

FrozenChinchilla.5249

Water – Grandmaster trait:
Heals can crit when effecting other players

Opinions?

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Posted by: FrozenChinchilla.5249

FrozenChinchilla.5249

You’d think that by now ANet would realize these “you get X% more damage if you’re wearing Y” traits are awful, bland and boring. They should at least make the damage boost big and situational or… something. “Your critical chance increases by 25% for Xs after healing an ally” is already better.

Actually the X power from Y toughness ones are insanely efficient on Knight’s gear. Like Warriors and Necros.

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Posted by: Leo G.4501

Leo G.4501

What about Cleric’s or Magi?

If you put everything into healing power this trait will give you around 10% critical damage which for cleric’s would be about 0.39% damage increase and for magi’s it’s around 1.8%. In other words, anyone who even thought it would be a good idea to commit such a change to a demo build should contemplate why it even got out of his mind.

Well what if the percentage of the trait were something like 20%? So if your build got like 1000 healing power, you’d get like 200 ferocity from the trait. I also wouldn’t mind an addition to the trait like 10% outgoing healing while you have fury or something.

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Posted by: dekou.6012

dekou.6012

You’d think that by now ANet would realize these “you get X% more damage if you’re wearing Y” traits are awful, bland and boring. They should at least make the damage boost big and situational or… something. “Your critical chance increases by 25% for Xs after healing an ally” is already better.

Actually the X power from Y toughness ones are insanely efficient on Knight’s gear. Like Warriors and Necros.

I meant “awful” design wise. They may be efficient, but they don’t change the way your character plays at all.

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Posted by: Soinetwa.5193

Soinetwa.5193

Water – Grandmaster trait:
Heals can crit when effecting other players

Opinions?

well with the new system it doesnt have to be a gradnmaster since ull pick one grandmaster and one adept for sure so …

I LOVE THAT IDEA
just switching power and healingpower to determine outgoing healing and allowing it to crit with precision + ferocity possibly further icnrese it would probably resulti n reaaaalllly glassy builds that support and heal like… reversezerkers AND STILL being able to do goods amount of dmg since might will give them flat power onto the ferocity and precision

this would rock (i think) even if some cases could turn out to be a bit tooooo strong
we would see i really like the idea
(maybe grandmaster since this would be build defining would be a good choice as well then switch a bit around but.. yeah)

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Posted by: rotten.9753

rotten.9753

Well what if the percentage of the trait were something like 20%? So if your build got like 1000 healing power, you’d get like 200 ferocity from the trait. I also wouldn’t mind an addition to the trait like 10% outgoing healing while you have fury or something.

I’m sure 0,78% or 3,6% dps increase is totally worth that significant dealbreaking change.

No.

This trait is an epitome of bad design, to say the least. It needs to be scrapped and replaced by something that actually is about dealing damage since this specialisation is about dealing damage/cc.

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Posted by: Palador.2170

Palador.2170

Water – Grandmaster trait:
Heals can crit when effecting other players

Opinions?

I kind of like this idea.

Sarcasm, delivered with a
delicate, brick-like subtlety.

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Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

I have a feeling it’s meant to be the other way around.

7% healing power based on your ferocity.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA

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Posted by: TheRandomGuy.7246

TheRandomGuy.7246

I have a feeling it’s meant to be the other way around.

7% healing power based on your ferocity.

We already have air trait called Soothing Winds. 7% precision to healing power.

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Posted by: Electro.4173

Electro.4173

They’re changing base stats / armor stats around to compensate for the fact that trait lines no longer give stat points, they’ve already said as much.

So we don’t know for sure if base Healing Power is going to be 0 any more. Its possible it’ll be made 1000 (or whatever the new default for all character stats is) along with the usual base stats, and then the heal skills rebalanced to make up for the difference, which would make it a more appealing trait.

If it were implemented into the game right now as it is, then yah. It’d be absolute garbage. But lets wait to see what changes with along with the trait system before we jump the gun and proclaim that it’ll be terrible then.

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Posted by: dietzero.3514

dietzero.3514

Base healing will stay at 0. There is no reason to put it at 1000.

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Posted by: DieFinn.3594

DieFinn.3594

Hm, maybe it is a typing error on anets side. They tell us everytime this should be the basic idea and they need to adjust the numbers, so i think maybe there are spelling and typing errors too. Imo it would make sense to assume they mean somethink like: 7% from your vitality goes into ferocity.

If they really mean healing power, I am not sure if they hasn´t lost a few cups…

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Posted by: Belenwyn.8674

Belenwyn.8674

Maybe future the group content favors healing power in several encounters. Maybe heals can crit in future.

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Posted by: Sariel V.7024

Sariel V.7024

I guess celestial builds will get some use out of it?

The other way around would make much more sense though.

Best fit is probably Zealot. 2nd best Cleric.

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Posted by: Ignavia.7420

Ignavia.7420

Hm, maybe it is a typing error on anets side. They tell us everytime this should be the basic idea and they need to adjust the numbers, so i think maybe there are spelling and typing errors too. Imo it would make sense to assume they mean somethink like: 7% from your vitality goes into ferocity.

If they really mean healing power, I am not sure if they hasn´t lost a few cups…

They mean healing power, but they said on the stream that they are not happy with it and my add another 7% gain from precision. I still think they should bring Bolt to the Heart back down instead and make it a 15% damage increase below 33% health, though. Otherwise staff is going to be the only good weapon in PvE as it does not rely on conjures or Fresh Air.

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Posted by: dietzero.3514

dietzero.3514

Maybe future the group content favors healing power in several encounters. Maybe heals can crit in future.

Trait would still suck, unless it had a massive percentage attached.

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Posted by: Coinhead.7591

Coinhead.7591

Hi,

This trait was not in beta. And when it was showed it was instantly said that these traits are not permanent.

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Posted by: Mo Mo.1947

Mo Mo.1947

Let’s remember that everything ever will change about the stat system with the disconnection of stats from traits. So whatever preconceived notions you have about how people run their armor stats right now are completely irrelevant to the new system and however they will choose to incorporate stat adjustment.

Also it’s worth considering that while they are trying to preserve as many of the old builds as possible, they are also opening up the possibility of new builds.

Open your mind to new possibilities instead of treating metabattle.com like a prescriptive holy text.

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Posted by: rotten.9753

rotten.9753

Let’s remember that everything ever will change about the stat system with the disconnection of stats from traits. So whatever preconceived notions you have about how people run their armor stats right now are completely irrelevant to the new system and however they will choose to incorporate stat adjustment.

Also it’s worth considering that while they are trying to preserve as many of the old builds as possible, they are also opening up the possibility of new builds.

Open your mind to new possibilities instead of treating metabattle.com like a prescriptive holy text.

Exactly. Now you won’t have a single stat point put into healing power without having a gear that gives it. Which means this trait is even more worthless and should compete with zephyr’s speed as well as lingering elements. The competition is getting tough.

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Posted by: Dastion.3106

Dastion.3106

I was given the impression that the function of attributes would be altered to have effects specific to trait lines.

I looked up the bit that gave me that impression and found that it was in part 1 of the new specialization system reveal – but that the wording was a bit ambiguous:

Each profession’s attributes will be updated to have half of their functionality be part of a specialization and half of their functionality will be a baseline for that profession. For example, elementalists now have a base attunement recharge of 10 seconds, which is reduced to 8.7 seconds when the arcane specialization is equipped.

When I read it, my thought was something like “Healing power now increases clone health” or “Precision decreases attunement cool downs” etc. So now I’m not as sure. But I guess it’s still possible and would make traits like these make more sense.

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Posted by: dietzero.3514

dietzero.3514

Let’s remember that everything ever will change about the stat system with the disconnection of stats from traits. So whatever preconceived notions you have about how people run their armor stats right now are completely irrelevant to the new system and however they will choose to incorporate stat adjustment.

Also it’s worth considering that while they are trying to preserve as many of the old builds as possible, they are also opening up the possibility of new builds.

Open your mind to new possibilities instead of treating metabattle.com like a prescriptive holy text.

What in the name of God are you talking about?

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Posted by: Knighthonor.4061

Knighthonor.4061

http://dulfy.net/wp-content/uploads/2015/04/gw2-ferocious-winds.jpg

How did something so incredibly bad even make it to alpha, let alone beta? Base healing power is ZERO, and Ferocity from it? You see a plethora of Elementalists stacking healing power and wanting crit damage?

I guess it is supposed to represent the new, horrible, Air tree.

OP has a strong point tho…

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Posted by: ThatDamnRat.1236

ThatDamnRat.1236

I was given the impression that the function of attributes would be altered to have effects specific to trait lines.

I looked up the bit that gave me that impression and found that it was in part 1 of the new specialization system reveal – but that the wording was a bit ambiguous:

Each profession’s attributes will be updated to have half of their functionality be part of a specialization and half of their functionality will be a baseline for that profession. For example, elementalists now have a base attunement recharge of 10 seconds, which is reduced to 8.7 seconds when the arcane specialization is equipped.

When I read it, my thought was something like “Healing power now increases clone health” or “Precision decreases attunement cool downs” etc. So now I’m not as sure. But I guess it’s still possible and would make traits like these make more sense.

What they’re talking about there is the class specific attributes that were on the bottom traitline and unique to each class, like how Warrior’s discipline line has Brawn, which increased the recharge rate on burst skills, or ranger has Empathy which improves pet stats. Basically the base values will all be raised as if you had three points in the current version of the traitline, and the other three points worth somewhere else (not too sure exactly how the doing that).

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Posted by: ThatDamnRat.1236

ThatDamnRat.1236

Let’s remember that everything ever will change about the stat system with the disconnection of stats from traits. So whatever preconceived notions you have about how people run their armor stats right now are completely irrelevant to the new system and however they will choose to incorporate stat adjustment.

Also it’s worth considering that while they are trying to preserve as many of the old builds as possible, they are also opening up the possibility of new builds.

Open your mind to new possibilities instead of treating metabattle.com like a prescriptive holy text.

How about we don’t remember things that were never said? Stats are getting less flexible and even more focused under the changes described, as most of the missing stat points are just becoming an increase to the mostly meaningless baseline, the rest an increase to primary equipment stats, making berserker gear even more focused on the power stat.