An Elementalists View of the Current State

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Posted by: ryston.7640

ryston.7640

Some of these are suggestions, some of them are just problem identification.

1) Observer mode so we can have more informed discussions about balancing specific classes.

2) Downed States on Thief, Mesmer, Warrior, and Guardian need to be nerfed.

3) Thief, Mesmer, and Guardian have a significant advantage over all other classes. No other class fills a role these three don’t already do better / none of the roles filled are more important than simply having an extra one of these 3 classes.

4) The majority of Ranger pet abilities need to be instant, or closer to. The animations for pets right now are poor.

5) Elementalists have a few bugs I’ve written about in other threads, additionally I suggest weapons be either damage or condition damage themed, rather than having this change with attunements.

6) The amulet/jewel simpilization has significantly reduced the complexity and variety of build options for each class. I appreciate the simplicity it has brought to the ragdoll UI, but it has come at too high a cost.

NOTE: If you fix 1, 2, and 6… you could probably wait a month or two and see where things go before fixing the others. I think part of what put Mesmer/Thief/Guardian so far ahead of the pack is the fact that they work well with existing amulet options and have extremly powerful downed states.

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Posted by: Ako.6051

Ako.6051

Good.
Constructive criticism like this is what is needed to fix the game.

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Posted by: Chuckiefresh.6583

Chuckiefresh.6583

I agree with what you saying OP. Elementalists in particular need some love. I lick my chops every time I see an ele because 90% of them are a free kill for me. Then there are maybe 9% that are tanky support types that are slippery and nigh unkillable without focus fire. Finally there is the 1% that are incredibly skilled that give me a great fight but they work twice as hard to do what most other classes can do with far less effort and skill.

Hats off to the good elementalists that have the determination and perseverance to still use them in their current state. I’ve played enough pvp over the years to recognize skilled players when I see them.

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Posted by: Wolfe.3097

Wolfe.3097

a weak class complaining about more powerful classes

ive seen nothing but “my class sucks, x y and z is OP NERF”

tiz sad really.

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Posted by: Xahz.8406

Xahz.8406

Some of these are suggestions, some of them are just problem identification.

1) Observer mode so we can have more informed discussions about balancing specific classes.

2) Downed States on Thief, Mesmer, Warrior, and Guardian need to be nerfed.

3) Thief, Mesmer, and Guardian have a significant advantage over all other classes. No other class fills a role these three don’t already do better / none of the roles filled are more important than simply having an extra one of these 3 classes.

4) The majority of Ranger pet abilities need to be instant, or closer to. The animations for pets right now are poor.

5) Elementalists have a few bugs I’ve written about in other threads, additionally I suggest weapons be either damage or condition damage themed, rather than having this change with attunements.

6) The amulet/jewel simpilization has significantly reduced the complexity and variety of build options for each class. I appreciate the simplicity it has brought to the ragdoll UI, but it has come at too high a cost.

NOTE: If you fix 1, 2, and 6… you could probably wait a month or two and see where things go before fixing the others. I think part of what put Mesmer/Thief/Guardian so far ahead of the pack is the fact that they work well with existing amulet options and have extremly powerful downed states.

I don’t get the problem with the amulet/jewel system, although I agree with your other points. What’s the point of having rings, necklaces, bracelets whatever when you’re just going to buy them all to facilitate the same build with the same stats?

I think fixing bugs and clarifying tooltips is a really high priority as well. As a necro, we have a bunch of utility skills that sometimes just don’t work (Corrupt Boon, Spectral Grasp, Necrotic Transversal etc…). And so many of our traits just say “Steals health when you…” or “Increases the damage of…”. Steals how much health? Increases the damage by how much?

Also, the stats needs to either be explained in game or on the wiki or something. Its really vague how much damage toughness actually reduces, or how much power actually increases your damage. Healing power and Condition damage are even more ambiguous, I’m pretty sure there are hidden coefficients depending on the heal or condition but the game certainly doesn’t tell you them.

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Posted by: Dreadspectre.3456

Dreadspectre.3456

Wtb rings. Tired of having an entire build hinge on the one item that possesses way too many(also too high of points)stats on it.

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Posted by: Dreadspectre.3456

Dreadspectre.3456

The point of having more jewelry is that you’d be able to actually customize your stats more.

As it stands now your stats are from three places: Base, Traits, Neck. You could say runes but they are pretty small.

The neck is the highest chunk of stats your character will get. If they were to break up the amount of points the neck currently gives out, lets say 750 in 3 stats for sake of arguement, to 3 pieces instead of one, this would allow you to mix and match stats over 3 pieces instead of having to heavily invest in 3 specific stats because thats just how the neck is.

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Posted by: Xahz.8406

Xahz.8406

The point of having more jewelry is that you’d be able to actually customize your stats more.

As it stands now your stats are from three places: Base, Traits, Neck. You could say runes but they are pretty small.

The neck is the highest chunk of stats your character will get. If they were to break up the amount of points the neck currently gives out, lets say 750 in 3 stats for sake of arguement, to 3 pieces instead of one, this would allow you to mix and match stats over 3 pieces instead of having to heavily invest in 3 specific stats because thats just how the neck is.

But how many builds need that much of stat spread? Very, very few, and they’re probably not optimal or viable either. There’s enough stat combinations for pretty much any build for any profession.

Since there’s no stats like hit or defense that you need to cap, there’s basically no reason for more than one stack stick. Having more jewelry would just overcomplicate things for newer players and give me more unnecessary things to swap out when I want to change my build

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Posted by: nldixon.8514

nldixon.8514

Some of these are suggestions, some of them are just problem identification.

1) Observer mode so we can have more informed discussions about balancing specific classes.

2) Downed States on Thief, Mesmer, Warrior, and Guardian need to be nerfed.

3) Thief, Mesmer, and Guardian have a significant advantage over all other classes. No other class fills a role these three don’t already do better / none of the roles filled are more important than simply having an extra one of these 3 classes.

4) The majority of Ranger pet abilities need to be instant, or closer to. The animations for pets right now are poor.

5) Elementalists have a few bugs I’ve written about in other threads, additionally I suggest weapons be either damage or condition damage themed, rather than having this change with attunements.

6) The amulet/jewel simpilization has significantly reduced the complexity and variety of build options for each class. I appreciate the simplicity it has brought to the ragdoll UI, but it has come at too high a cost.

NOTE: If you fix 1, 2, and 6… you could probably wait a month or two and see where things go before fixing the others. I think part of what put Mesmer/Thief/Guardian so far ahead of the pack is the fact that they work well with existing amulet options and have extremly powerful downed states.

I agree on Thief and Mesmer down states being overtuned (i.e., annoying), but what is the issue you see with Guardian and Warrior? I don’t really have any issues with either of their downed states UNLESS you let the Warrior get back up, but then that’s your own fault for not finishing him/her off quicker.

Ranger pets are also incredibly wonky and will sometimes just stand there and do NOTHING at all even when you’re attacking/being attacked. Kind of frustrating.

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Posted by: mickers.2715

mickers.2715

mesmer’s downstate is more of a disadvantage its easier to tell which is the real one as the person finishing them rather than the team-mates trying to heal them.

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Posted by: Xahz.8406

Xahz.8406

Some of these are suggestions, some of them are just problem identification.

1) Observer mode so we can have more informed discussions about balancing specific classes.

2) Downed States on Thief, Mesmer, Warrior, and Guardian need to be nerfed.

3) Thief, Mesmer, and Guardian have a significant advantage over all other classes. No other class fills a role these three don’t already do better / none of the roles filled are more important than simply having an extra one of these 3 classes.

4) The majority of Ranger pet abilities need to be instant, or closer to. The animations for pets right now are poor.

5) Elementalists have a few bugs I’ve written about in other threads, additionally I suggest weapons be either damage or condition damage themed, rather than having this change with attunements.

6) The amulet/jewel simpilization has significantly reduced the complexity and variety of build options for each class. I appreciate the simplicity it has brought to the ragdoll UI, but it has come at too high a cost.

NOTE: If you fix 1, 2, and 6… you could probably wait a month or two and see where things go before fixing the others. I think part of what put Mesmer/Thief/Guardian so far ahead of the pack is the fact that they work well with existing amulet options and have extremly powerful downed states.

I agree on Thief and Mesmer down states being overtuned (i.e., annoying), but what is the issue you see with Guardian and Warrior? I don’t really have any issues with either of their downed states UNLESS you let the Warrior get back up, but then that’s your own fault for not finishing him/her off quicker.

Ranger pets are also incredibly wonky and will sometimes just stand there and do NOTHING at all even when you’re attacking/being attacked. Kind of frustrating.

A Guardian will get rezzed 100% of the time unless you have on demand stability.

Warriors just rez themselves. Vengeance is technically fine but the trait to rally them needs to go. Even if you don’t consider them overpowered, they’re still worlds better than Ele/Necro downed state

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Posted by: mouse.1689

mouse.1689

a weak class complaining about more powerful classes

ive seen nothing but “my class sucks, x y and z is OP NERF”

tiz sad really.

Nothing he said about class balance is untrue (except Warriors’ downed state being op, imo). It doesn’t have to do with the class he’s playing, either. Mesmer, Thief, and Guardian currently fulfill their respective roles better than any other classes in the game.

No class is better than Thief at roaming. No class is better at 1v1 and trebuchet defense than Mesmer. No class is better at group support and point defense than Guardian. There’s a reason that every competitive 5v5 team runs at least one of each of these classes. That’s obviously a problem.

That doesn’t necessarily mean that those classes need to be nerfed, it just means that other classes need to be equally desirable in a competitive environment. That might mean buffs for them, nerfs for the others, or a combination of the two.

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Posted by: nldixon.8514

nldixon.8514

Some of these are suggestions, some of them are just problem identification.

1) Observer mode so we can have more informed discussions about balancing specific classes.

2) Downed States on Thief, Mesmer, Warrior, and Guardian need to be nerfed.

3) Thief, Mesmer, and Guardian have a significant advantage over all other classes. No other class fills a role these three don’t already do better / none of the roles filled are more important than simply having an extra one of these 3 classes.

4) The majority of Ranger pet abilities need to be instant, or closer to. The animations for pets right now are poor.

5) Elementalists have a few bugs I’ve written about in other threads, additionally I suggest weapons be either damage or condition damage themed, rather than having this change with attunements.

6) The amulet/jewel simpilization has significantly reduced the complexity and variety of build options for each class. I appreciate the simplicity it has brought to the ragdoll UI, but it has come at too high a cost.

NOTE: If you fix 1, 2, and 6… you could probably wait a month or two and see where things go before fixing the others. I think part of what put Mesmer/Thief/Guardian so far ahead of the pack is the fact that they work well with existing amulet options and have extremly powerful downed states.

I agree on Thief and Mesmer down states being overtuned (i.e., annoying), but what is the issue you see with Guardian and Warrior? I don’t really have any issues with either of their downed states UNLESS you let the Warrior get back up, but then that’s your own fault for not finishing him/her off quicker.

Ranger pets are also incredibly wonky and will sometimes just stand there and do NOTHING at all even when you’re attacking/being attacked. Kind of frustrating.

A Guardian will get rezzed 100% of the time unless you have on demand stability.

Warriors just rez themselves. Vengeance is technically fine but the trait to rally them needs to go. Even if you don’t consider them overpowered, they’re still worlds better than Ele/Necro downed state

They definitely have strong downed states, but Guardians won’t get ressed 100% of the time if you play smart. The easiest way is to have a Hammer Guardian/Warrior playing interference on ressers while another person finishes them off. Often times I see three or four players trying to stomp the same person which is kind of pointless.

It takes five or six seconds for Vengeance to activate, so it’s not really too difficult to stomp a Warrior as long as you don’t waste any time getting that stomp off.

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Posted by: Sjach Darasv.3729

Sjach Darasv.3729

Actually i really agree with the whole stat thing on one item. It sucks, horribly. Often times you get a neck and it gives you 2 things you want but a third that is completely useless for what you are building for. I use the clerics amulet on my necro, He has an amazing +healing and really high survivability with wells/traits for healing from them. The neck however gives +heal +tough and +pow, I would gladly trade the +pow for +vit. On the other hand the other neck has +heal +vit +cond which, with my build Cond is next to useless for me, so the toughness and +pow which at least increases the damage my wells do, though I would trade that for the extra survivability fro +vit instead anyday. Currently with the necks it’s only a partial boost, and a whole ton of a stat thats just kind of meh for the other stats you actually need from the neck.

~Lone Shadow~

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Posted by: nldixon.8514

nldixon.8514

You can change out the jewels in the amulets which gives you a little more control over the stats. Not as much as having three separate pieces of gear, but it’s something.

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Posted by: Faust.8514

Faust.8514

a weak class complaining about more powerful classes

ive seen nothing but “my class sucks, x y and z is OP NERF”

tiz sad really.

Nothing he said about class balance is untrue (except Warriors’ downed state being op, imo). It doesn’t have to do with the class he’s playing, either. Mesmer, Thief, and Guardian currently fulfill their respective roles better than any other classes in the game.

No class is better than Thief at roaming. No class is better at 1v1 and trebuchet defense than Mesmer. No class is better at group support and point defense than Guardian. There’s a reason that every competitive 5v5 team runs at least one of each of these classes. That’s obviously a problem.

That doesn’t necessarily mean that those classes need to be nerfed, it just means that other classes need to be equally desirable in a competitive environment. That might mean buffs for them, nerfs for the others, or a combination of the two.

Well said

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Posted by: Im Too Godlike.5629

Im Too Godlike.5629

Nothing he said about class balance is untrue (except Warriors’ downed state being op, imo). It doesn’t have to do with the class he’s playing, either. Mesmer, Thief, and Guardian currently fulfill their respective roles better than any other classes in the game.

No class is better than Thief at roaming. No class is better at 1v1 and trebuchet defense than Mesmer. No class is better at group support and point defense than Guardian. There’s a reason that every competitive 5v5 team runs at least one of each of these classes. That’s obviously a problem.

That doesn’t necessarily mean that those classes need to be nerfed, it just means that other classes need to be equally desirable in a competitive environment. That might mean buffs for them, nerfs for the others, or a combination of the two.

Saying guardians are the best at point defense, thieves are best at roaming, and mesmers are best at 1v1 is really ridiculous. I couldnt find a more false statement on this forum if i tried. Pvp depends on skill. A guardian with a burst setup can be just as good of a roamer as a thief (often better). In short, a skilled roamer/pt defender/1v1er is better than an unskilled one, classes make no difference.

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Posted by: irakai.6891

irakai.6891

Saying guardians are the best at point defense, thieves are best at roaming, and mesmers are best at 1v1 is really ridiculous. I couldnt find a more false statement on this forum if i tried. Pvp depends on skill. A guardian with a burst setup can be just as good of a roamer as a thief (often better). In short, a skilled roamer/pt defender/1v1er is better than an unskilled one, classes make no difference.

Wrong. Classes do make a difference.

Have you tried roaming on a mesmer, which doesn’t have a swiftness buff on demand? Or point defending with a thief, where you have to stay on point or your team loses? Or tried to get a good bunker guardian off point with any class but a bunker-buster engineer? Or tried dueling a good 1v1 specced mesmer who knows your class as well as his?

There are certain things some classes can do better than others. That is a GOOD THING, because this also means every class has a counter and something they cannot do.

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Posted by: Lord Tempest.5689

Lord Tempest.5689

Saying guardians are the best at point defense, thieves are best at roaming, and mesmers are best at 1v1 is really ridiculous. I couldnt find a more false statement on this forum if i tried. Pvp depends on skill. A guardian with a burst setup can be just as good of a roamer as a thief (often better). In short, a skilled roamer/pt defender/1v1er is better than an unskilled one, classes make no difference.

You can’t roam on a guardian he may have some good burst with a greatsword it won’t be merely as good as a thief who can get from point A to B a hell of a lot faster because of his 5 skill on shortbow as well as 25% passive movement speed, and will down the opponent faster than a guardian ever could. Roaming classes can’t have too much ramp up time on their damage (like a guardian) so they can spend as little time as possible in combat, and be able to move on.

Asking a thief to bunker down a point is alsokitten even if he somehow can actually stay alive vs multiple opponents when he’s the sole focus target he has no way of actually staying on the point, no way to get them off the point (ie no knockbacks) outside of actually killing them, and some of the main defensives of a thief make him go into stealth which doesn’t let you contest nodes meaning they can get a neutralize if you decide to shadow refuge to remove conditions.

Guardians on point defense can stay alive for an extremely long time through tanking and cooldown rotation on top of that their knockback abilities allow to get some breathing room, and make even neutralizing the point much more difficult.

Even classes that CAN do both (which require extremely different trait allocation, and itemzation for either role) will still have their strengths and weaknesses such as bomb Engineers being better at bunkering outer points such as waterfall because their bombs are a lot more likely to hit targets trying to capture the point, but guardians being much better in graveyard on Foefire since it’s an extremely large node, and bombs are actually very easy to avoid while contesting it, but guardians cooldowns will still be just as effective.

TL;DR

You’re wrong

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Posted by: Lord Tempest.5689

Lord Tempest.5689

Some of these are suggestions, some of them are just problem identification.

1) Observer mode so we can have more informed discussions about balancing specific classes.

2) Downed States on Thief, Mesmer, Warrior, and Guardian need to be nerfed.

3) Thief, Mesmer, and Guardian have a significant advantage over all other classes. No other class fills a role these three don’t already do better / none of the roles filled are more important than simply having an extra one of these 3 classes.

4) The majority of Ranger pet abilities need to be instant, or closer to. The animations for pets right now are poor.

5) Elementalists have a few bugs I’ve written about in other threads, additionally I suggest weapons be either damage or condition damage themed, rather than having this change with attunements.

6) The amulet/jewel simpilization has significantly reduced the complexity and variety of build options for each class. I appreciate the simplicity it has brought to the ragdoll UI, but it has come at too high a cost.

NOTE: If you fix 1, 2, and 6… you could probably wait a month or two and see where things go before fixing the others. I think part of what put Mesmer/Thief/Guardian so far ahead of the pack is the fact that they work well with existing amulet options and have extremly powerful downed states.

1. Yeah spectator mode is extremely important for any game that wants to be an eSport. Demo reels would be nice too.

2. I don’t know about warrior. Their damage is really high I guess. I think engi utility is too good in downed state personally considering I can set up kills with the knockback, and pull in.

EDIT: Just in general downstates have too much utility, and shouldn’t be immediately available. Upon being downed all your CC such as hammer/knockbacks/immobilize etc should start with a 10 second cooldown so that if you linger THEN you can actually do something to punish the enemy team for not downing you quickly enough.

3. Yeah. Don’t think guardians need a nerf though only their spirit hammer needs a change. I don’t think pets should have CC.

4. Rangers are too easy to play at least with this I have to pre-emt my casts a bit adding some skill to it. They don’t need any buffs, they bring plenty to the table.

5. You want a condition based elementalist from what I can tell. This is where you seem biased. If any change needs to be done to elementalists it’s just the attunement cooldowns are far too long. That’s it.

6. It’s a balancing tool. You can’t/shouldn’t have high vitality healing and toughness as an example on a single amulet. It would mean you could have high healing, low damage in take, and high hp all at once making you unkillable on a guardian/staff elementalist. There would be too many different itemization options that could be broken for certain classes.

With last paragraph in mind they do need a power/precision/toughness amulet which would cover all their bases on itemizations that wouldn’t break the game like the aforementioned vit/tough/healing.

NOTE: Yeah. I mostly agree with everything outside of what you said about point 6. One thing that needs to be said is that dueling is actually very important in this game, and needs to be implemented soon since 1 on 1s actually do make up a good bit of the meta game. This is one of the things that should have been in the game since alpha.

(edited by Lord Tempest.5689)

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Posted by: Otiz.3259

Otiz.3259

There’s nothing wrong with attunment, this shouldn’t change. Whats your basis for such an argument?

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Posted by: Im Too Godlike.5629

Im Too Godlike.5629

Saying guardians are the best at point defense, thieves are best at roaming, and mesmers are best at 1v1 is really ridiculous. I couldnt find a more false statement on this forum if i tried. Pvp depends on skill. A guardian with a burst setup can be just as good of a roamer as a thief (often better). In short, a skilled roamer/pt defender/1v1er is better than an unskilled one, classes make no difference.

You can’t roam on a guardian he may have some good burst with a greatsword it won’t be merely as good as a thief who can get from point A to B a hell of a lot faster because of his 5 skill on shortbow as well as 25% passive movement speed, and will down the opponent faster than a guardian ever could. Roaming classes can’t have too much ramp up time on their damage (like a guardian) so they can spend as little time as possible in combat, and be able to move on.

Asking a thief to bunker down a point is alsokitten even if he somehow can actually stay alive vs multiple opponents when he’s the sole focus target he has no way of actually staying on the point, no way to get them off the point (ie no knockbacks) outside of actually killing them, and some of the main defensives of a thief make him go into stealth which doesn’t let you contest nodes meaning they can get a neutralize if you decide to shadow refuge to remove conditions.

Guardians on point defense can stay alive for an extremely long time through tanking and cooldown rotation on top of that their knockback abilities allow to get some breathing room, and make even neutralizing the point much more difficult.

Even classes that CAN do both (which require extremely different trait allocation, and itemzation for either role) will still have their strengths and weaknesses such as bomb Engineers being better at bunkering outer points such as waterfall because their bombs are a lot more likely to hit targets trying to capture the point, but guardians being much better in graveyard on Foefire since it’s an extremely large node, and bombs are actually very easy to avoid while contesting it, but guardians cooldowns will still be just as effective.

TL;DR

You’re wrong

Clearly you’ve never seen a burst guardian that knows how to leap of faith dash. You use leap of faith, cancel it at last moment so it gets sent on a 3 second cooldown, and repeat. You can stay even with a thief using a shortbow. And as for saying they cant down someone as fast? What a joke. Greatsword number 3 hits 5k+ dmg and sword 3 hits for 5k+ dmg as well. Thats just 2 skills. Dont believe me? Godly Guardian, ill show you.

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Posted by: ryston.7640

ryston.7640

So, this thread was not intended as an elementalist balancing discussion, but i want to digress:

1) attunement recharge starts at 15 seconds, with 30 points invested into arcana it is reduced 60% to a little over 9 seconds. Check that math… thats right, the 15 seconds is reduced by 2%, then that product is reduced again by 2% and so on a total of 30 times. This is the attunement bug i refer to. I honestly think a 6 second cd might be op.

2) the class mechanic on ele is attunement swapping. This also stands in for our weapon swap, and has a 15 second starting cooldown. If 1 of our attunements is a heal, and another does the wrong damage type, then there are really only 2 attunements we can sit in per build.

So our class mechanic boils down to the utility skills in water and our non damage element. Hey thats not a bad deal those are some useful buttons. But we have to land back on a good attunement after we switch to a utuility one, and that means we can only swing by every 15 seconds.

Since our 1 attacks arent that great were pretty obliged to go 30 arcana…

If on the other hand we could sit in any one of 3 attunements and dip water for the heals, then going deep arcane is optional again, like the class mechanic is for everyone else. Still often a good idea, but not so obligatory.

Now when i say sit i mean for 9 to 15 seconds, just to be clear.

(edited by ryston.7640)

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Posted by: Mojo.2691

Mojo.2691

The Ele could use a little love. IMO switching to an attunement should give you a temporary shield that helps mitigate damage (in addition to their aura). Although you could put it in their skills or builds it just feels like they could use a defensive passive for all their weapon choices that would add to survivability.

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Posted by: aleiro.8521

aleiro.8521

what is so broken about warrior downed state? and guardian for that matter?

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Posted by: ryston.7640

ryston.7640

So if you down an ele, ranger, necro… and immediately go to stomp, theyll die.

Do this to those other classes, and to varying degrees you will fail.

The warrior one is really pretty mild, but its still a cut above what i guess passes for norm.

Now this could go a number of ways, you could say… so buff those other downed states! You could say its a valid part of class balancing, or, like me, you could say that downed states add support gameplay to a game with no dedicated support class – making some classes largely self sufficient here just takes that back away. Powerful downed states are anti teamwork

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Posted by: GankSinatra.2653

GankSinatra.2653

Why is there no power/tough/condition amulet. Pretty stupid that some combinations just dont exist, this puts certain classes and builds at a disadvantage for no reason.

(inb4 blind rage) i like what WoW did, being able to transmute some stats. Say you wanna get that extra little toughness instead of hp, you can change these stats around up to a certain point.

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Posted by: uMad.5719

uMad.5719

Some of these are suggestions, some of them are just problem identification.

1) Observer mode so we can have more informed discussions about balancing specific classes.

2) Downed States on Thief, Mesmer, Warrior, and Guardian need to be nerfed.

3) Thief, Mesmer, and Guardian have a significant advantage over all other classes. No other class fills a role these three don’t already do better / none of the roles filled are more important than simply having an extra one of these 3 classes.

4) The majority of Ranger pet abilities need to be instant, or closer to. The animations for pets right now are poor.

5) Elementalists have a few bugs I’ve written about in other threads, additionally I suggest weapons be either damage or condition damage themed, rather than having this change with attunements.

6) The amulet/jewel simpilization has significantly reduced the complexity and variety of build options for each class. I appreciate the simplicity it has brought to the ragdoll UI, but it has come at too high a cost.

NOTE: If you fix 1, 2, and 6… you could probably wait a month or two and see where things go before fixing the others. I think part of what put Mesmer/Thief/Guardian so far ahead of the pack is the fact that they work well with existing amulet options and have extremly powerful downed states.

1. I agree
2. None of them are OP. Its also weird you didnt mention Engineers ressing themselves by premptively using elixer R. mesmer is fairly weak unless you are ignoring the real one letting him stack 20 stacks of confusion for no apparent reason. (the real one has a bright red arrow over his head, and his blink is random he could blink right into your stomp).
3. Not true. I may just copy and paste what I keep saying to everyone else. Basically no class has a straight advantage each class can do a set of things but within those set of things they can either do it better or worse than other professions. Based on utility, damage, survivability etc.

4. Havent gotten to mess around rangers enough yet.

5. Though you didnt say it many others in the thread did. Elementalists are hard to masters, and their combos are difficult to land. However given you are bulit properly they can easily nuke players down and have good survivabilty. You can watch some streamers play ele if you dont believe me.

6. I agree

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Posted by: Vandal.8029

Vandal.8029

Downed states are pretty good imo. It is very easy to stomp every class if you do it quickly, except maybe a thief and mesmer but they also make it harder for their teammates to res them. Every class has access to blinds and stability and you should always be using them when stomping. I find blinds the best because they are usually instant and have short cd’s, so you can cast them while channeling the stomp. If your class doesn’t have a blind or stability then I would designate someone else to stomp.

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Posted by: uMad.5719

uMad.5719

Downed states are pretty good imo. It is very easy to stomp every class if you do it quickly, except maybe a thief and mesmer but they also make it harder for their teammates to res them. Every class has access to blinds and stability and you should always be using them when stomping. I find blinds the best because they are usually instant and have short cd’s, so you can cast them while channeling the stomp. If your class doesn’t have a blind or stability then I would designate someone else to stomp.

You forgot block, distortion, or stealth

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Posted by: Wildclaw.6073

Wildclaw.6073

So, this thread was not intended as an elementalist balancing discussion, but i want to digress:

1) attunement recharge starts at 15 seconds, with 30 points invested into arcana it is reduced 60% to a little over 9 seconds. Check that math… thats right, the 15 seconds is reduced by 2%, then that product is reduced again by 2% and so on a total of 30 times. This is the attunement bug i refer to. I honestly think a 6 second cd might be op.

15/(1+0.02*30)=9.375. Arcane trait line doesn’t decrease your cd. It increases your recharge rate. (it used to decrease your cd by 1% back in BWE1 btw)

2) the class mechanic on ele is attunement swapping. This also stands in for our weapon swap, and has a 15 second starting cooldown. If 1 of our attunements is a heal, and another does the wrong damage type, then there are really only 2 attunements we can sit in per build.

This is the biggest problem with elementalist. Especially with the damage in many attunements being fairly horrible.

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Posted by: mouse.1689

mouse.1689

Saying guardians are the best at point defense, thieves are best at roaming, and mesmers are best at 1v1 is really ridiculous. I couldnt find a more false statement on this forum if i tried. Pvp depends on skill. In short, a skilled roamer/pt defender/1v1er is better than an unskilled one, classes make no difference.

Cool. You should totally hop on your Elementalist and duel me.

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Posted by: Seether.7285

Seether.7285

So if you down an ele, ranger, necro… and immediately go to stomp, theyll die.

Do this to those other classes, and to varying degrees you will fail.

Wtf are you even talking about man, have you played the game recently? Ranger has an AE daze on the #2 which is available immediately and necros have a fear on the #2 which is also available immediately.

Eles are the only free stomp in the game. They probably deserve some sort of single target interrupt on their downstate, but they have so many get away/survival options built into their class that I think their current downstate skills might be justified.

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Posted by: Bulblax.3809

Bulblax.3809

Absolutely nothing OP about Mesmer downed state. They lack an interrupt/pushback like others have, and they rely on the #2 as a replacement.

You know they’re gonna use it: pay attention to where they re-appear and stomp them, nothing they can do. Their #3 is just a single target damaging ability that dies in 2 hits, no issue there. Stop being lazy, learn how classes work, and counter it. Just because you have to think when facing a Mesmer doesn’t mean NERF NERF NERF.