Bringing down eles more (unannounced nerf)
So what you are saying is that you want the AOE arcane dmg spell to do the same damage as the SINGLE TARGET arcane dmg spell. If it was unannounced, I agree that is crappy, but the change makes sense… Why in the world should the aoe spell do more damage to each target than the single target one does to…well…one guy…
Officer of Warlords of Anvil Rock [WAR]
And that’s how it always worked! And it makes sense when you’re closer to the targets it makes more damage as you’ll also take more damage by standing near them. They didn’t say anything about this change in fact.
(edited by luxen.8376)
And that’s how it always worked! And it makes sense when you’re closer to the targets it makes more damage as you’ll also take more damage near them. They didn’t say anything about this change in fact.
If it only hit one target near you, then yes…it would make sense to do more damage…but the skill, i expect, was never designed to be a 1v1-centric skill. It is meant to hit multiple targets…that is the advantage to using it. So yeah, you will take more damage beign close to the target, but you should be trying to hit more than one person with it…which means you could be doign anywehre between 1x-5x the damage as compared to arcane blast. Oh yeah and its a blast finisher. With only 10s extra cooldown. It makes WAY more sense to NOT do more damage per target.
Officer of Warlords of Anvil Rock [WAR]
^ Still not the thread point
Fine. I agree that it was bad for it to be undocumented, as I did in the first post.
Officer of Warlords of Anvil Rock [WAR]
Kudos to A-net for starting to slide in the aoe nerfs they mentioned months ago. Thief Shortbow and now this. Wonder if there are others people just haven’t caught on to yet.
Kudos to A-net for starting to slide in the aoe nerfs they mentioned months ago. Thief Shortbow and now this. Wonder if there are others people just haven’t caught on to yet.
I prefer the version where : Beacause Thiefs dont have cds on their weapons , they have to choose between spent their resources to do damage or use it for survibility :P
Kudos to A-net for starting to slide in the aoe nerfs they mentioned months ago. Thief Shortbow and now this. Wonder if there are others people just haven’t caught on to yet.
I prefer the version where : Beacause Thiefs dont have cds on their weapons , they have to choose between spent their resources to do damage or use it for survibility :P
Their auto attack takes no resource…and right now you can literally step 2cm away and miss the shots. It’s a joke.
Good change that is..Arcanes need to do much lower damage BUT also have their cd lowered a lot so they can be used for their utility they bring.Spam them for damage has never or will ever be fun for me.
Besides is instant..instant skills never took much of skill to pull of..
Their auto attack takes no resource…and right now you can literally step 2cm away and miss the shots. It’s a joke.
Rangers have been dealing with that since beta.
Anyways, when it comes to eles…
Fine. I agree that it was bad for it to be undocumented, as I did in the first post.
You don’t make build diversity by nerfing skills people don’t use much.
Throwing two utility slots in the squishiest class away for a 1.6~k or so instant dmg spike (if you stack allot of power and a good deal of might) was nothing OP in the slightest. You couldn’t take cantrips so had an innately very frail class when pinned down. Now you can give up the still pretty solid cantrip survivability for a free auto attack or 2 worth of dmg…
Straight up halving a rarely used skill’s dmg is kitten
You have to see that at least.
Good change that is..Arcanes need to do much lower damage BUT also have their cd lowered a lot so they can be used for their utility they bring.Spam them for damage has never or will ever be fun for me.
Besides is instant..instant skills never took much of skill to pull of..
Taking arcane skills made the rest of the class take ALLOT more skill to pull off.
You give up the massive cantrip crutch for a shot at bigger spike every 20-30s so have to play a dozen times more carefully and pointedly with your dps and attunement swapping.
(edited by garethh.3518)
Straight up halving a rarely used skill’s dmg is kitten
You have to see that at least.
Rarely used because everyone ran bunker eles.. As for dps it’s a mandatory skill.
You use either for the finisher as much as the skill it’s self. Don’t care about balance, that’s silly here anyway… y the stealth tho
Their auto attack takes no resource…and right now you can literally step 2cm away and miss the shots. It’s a joke.
Rangers have been dealing with that since beta.
I like your reasoning…
Ranger dealt with it till it was fixed…now you deal with it (because it was unnecessarily changed) till it’s fixed…
No…just stop!
You don’t make build diversity by nerfing skills people don’t use much.
Throwing two utility slots in the squishiest class away for a 1.6~k and 900~ instant dmg spike (if you stack allot of power and a good deal of might) was nothing OP in the slightest. You couldn’t take cantrips so had an innately very frail class when pinned down. Now you can give up the still pretty solid cantrip survivability for a free auto attack or 2 worth of dmg…Straight up halving a rarely used skill’s dmg is kitten
You have to see that at least.
That is fair. From a logic point of view, though, would you agree that arcane wave should not do more damage per target than arcane blast? I think perhaps arcane blast’s damage should go UP to correct for this…what do you think?
Officer of Warlords of Anvil Rock [WAR]
Arcane wave also had a longer CD, which justifies it doing more damage even if it is PBAOE.
its a 10s longer cooldown…not much at all…also its a blast finisher
Officer of Warlords of Anvil Rock [WAR]
That is fair. From a logic point of view, though, would you agree that arcane wave should not do more damage per target than arcane blast? I think perhaps arcane blast’s damage should go UP to correct for this…what do you think?
If Anet was into fluid, frequent, logical updates…
I would still be on the fence, it is melee ranged which is a big hit against it and on a 50% longer CD. Being a blast finisher (odds say 3~% more dmg from might) is nifty, but not really all that amazing.
For the ideal fix from what I have seen, I would say keep the same pre patch net dmg between the skills, but the difference should be 20~% more dmg on arcane wave than arcane blast.
The thing is Anet isn’t really good at updates though, in any way, so a revert is easily the most likely and most well done ‘fix’ the dev teams can throw out with regards to this situation.
(edited by garethh.3518)
I just wanna know if this was intended or not and if it was why it wasn’t in the update notes. Purpose of the thread wasn’t to discuss both skills. Devs, a word?
Numbers change with the traits sometimes, you not using any different traits?
The wiki says the tool tip is incorrect. Did you catch that? Specifically says does half the damage. Maybe they just corrected the number.
I’m an ele, and I’m pretty sure this was just a tooltip fix.
One always showed twice the damage of the other for no real reason. That wasn’t the way it played in practice. They seemed pretty similar to me if not the same.
Yep seems like it was nerfed. The tooltips were messed up but I used to do ~2k each on the heavy golem in the mists with a zerker amulet and some points in the air traits. They do ~1.6k each now as in your screenshot.
They also nerfed blasting staff for water2 and water4.
Straight up halving a rarely used skill’s dmg is kitten
You have to see that at least.Rarely used because everyone ran bunker eles.. As for dps it’s a mandatory skill.
Unfortunately, dps /d builds got nerfed even more than bunker ele builds. And besides, even before /d cantrip boom, it was used more frequently for staff combo finishers.
But yeah, I hate it when they don’t document the nerfs, hoping no one notices.
The number of bunker eles in spvp might actually increase with these nerfs. They reduced ele mobility, survivability and damage. Bunkers have enough survivability to make up for the reduction and aren’t as affected by the mobility and damage nerf.
I agree that the wave should do more damage (range, recharge). But I’m sure everyone can agree that it’s lacking in the patch notes. Otherwise it’s going to be regarded as a bug that needs fixing.
Screen shot is from December.
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
Funny how people don’t even know their own class. Anyone not blindly trusting tooltips would know that both Arcane Blast and Arcane Wave have always been dealing the same amount of damage.
All they did was to correct the tooltip this patch.