How I'd nerf elite specs
Reaper nerf idea seems fairer than most I see. That only works out to about 65 less damage per tick, since you said base damage, which works as a decent shave.
Not bad, Supreme.
I went hard on rangers because currently that daze spam on a point is a bit too much, it’s mainly that druid adept trait +marksmanship master that bring that daze to ridiculous levels
About engi, their main source of sustain is that healing turret blast with which they can reset the fight over and over again unless you can time your interrupt..but given how most interrupt have a 3/4 cast time…even with prediction and traps..you still fail to interrupt that healing. Furthermore that elite walking shadow refuge…CD is far too low, 75s CD maybe too much, but 20s CD definitely too little
Ele
IMO, diamond skin is fine, it’s the sustain from other sources that makes the class unreasonable. It’s impossible to get/keep the ele below 90% due to the constant protection uptime (which is 20% more effective, plus the -10% dmg from frost aura, making burst impossible), heal spam, and condi cleanse. The real culprit here is the “aura,” and the number of easy, powerful synergies which can apply to it.
Elemental shielding should have its own damage mitigation buff of at most 20% (more reasonably 10 or 15). Keep in mind bastion still gives frost aura, another -10%, and I think the regen of torrents should be moved to bastion, eliminating the spammable heal entirely.
Having a trait with both an ICD and a no-ICD for two different simultaneous benefits is counter intuitive. Vigor on its own is plenty powerful, especially since it provides extra endurance with latent stamina, allowing for more frequent dodges (damage mitigation). Adding a damage mitigation buff on dodge for hardy conduit (non-stacking duration) would foster more active play.
Of course, an alternative is to remove the auras from shouts and replace them with another mechanic.
Scrap
I main Scrapper, and will tell you that it is OP, but healing turret isn’t really the problem. It’s very easy to interrupt, and with all the CC flying around I find most often my enemies probably don’t even realize they’ve interrupted it. Considering the actual heal you want is its active, with a water field that you can blast, and not the initial heal, the results are already delayed beyond the tooltip. Sneak gyro really isn’t that great either (although a longer cooldown is completely reasonable). Mortar has much more utility.
What needs a nerf is slick shoes, which puts down absolutely crazy CC, and hammer itself (either damage nerf, or its reflect/block durations need to be shortened/cooldowns increased, or both. also, thunderclap should be a light field, not a lightning field, as the instant, ranged stun is already powerful enough, following it up with three immediate dazes from the successive leaps is a bit much).
Also, rapid regeneration is a little silly. It should either give a one-time heal on application with an ICD, or a different effect (vigor? endurance maybe? idunno)
Chrono
Probably.
DH
Traps need to go on CD when they are triggered (if this is already the case then it must be bugged, because I’ve fought DH who have chained the same traps back to back as if it wasn’t), and need a major damage nerf. Compare DH traps to every other class’s trap in the game and they are on a completely different playing field. No “skill” which requires so little should be rewarded with so much damage. They also need much more dramatic visual cues (often they are literally invisible) and either the daze on trigger trait needs to go, or VoJ active does. Fighting two DH after using all your dodges on traps is like being a pinball until you die.
LB#2 also needs either a damage nerf, or a CD increase.
Herald
CD increase is reasonable, but the 7th strike doesn’t make that much of a difference. I think it just needs a faster cast time, so that a single dodge will negate much more potential damage (like the change to ranger’s LB rapid fire).
Reaper
Yeah.
Druid
The 1s daze on swap isn’t a big issue.. a bigger one is the 2s daze on kitten cooldown with lunar impact. That needs to be removed entirely unless the CD of the skill is increased. It could possibly be moved to Natural Convergence which has a 10sec CD but a 2.5sec cast time.
DD
Impact strike needs the daze and launch removed. It’s a little much when it can already basically insta-kill you when downed, it needs at least a teeny chance for counter-play.
(edited by Soa Cirri.6012)
-NOTE-
Balance: a situation in which different elements are equal or in the correct proportionsThat’s to say that my aim with my suggestions will be to make the game fun for everybody, without rendering useless my most hated opponents or overbuffing mine.
I want to promote high decision making, creativity and cunning so…I’m against any victory achieved by using the same copy/paste rotation seen on youtubeMostly I’ll focus on ele as that’s what I play the most , therefore you’ll see some buffs only for ele.
[Again before continuing, I remind you that my suggestions are not made to make your life any easier, unless you can dodge, time your attacks/CC…I still want you to die and die until you L2P]
Tempest
1) Elemental bastion = base healing reduced by 33%
2) Invigorating Torrent = removed vigor/regen; added “2s quickness on aura use at 20s ICD + remove 1 condi on aura no CD”
3) Harmonious Conduit = new GM minor applies now 2 stacks of stab on overload , removed the dmg increase part
4) Hardy conduit= new master major- renamed( ????) – now increase scepter range by 300, scepter dmg increased by 15% [add few scepter buffs I’d discuss on ele subforum]
5 Diamond skin= applies 5s resistance when you have 5 condis on you , 20s CD ( brainless condi spam will be punished )Scrapper
1) Healing Turret = casting increased from 1/2s to 1s
2 Sneak Gyro= CD increased from 20s to 75s CDChronomancer
1) Alacrity = bonus skills recharge reduced from 66% to 40% ( Trying to create windows of opportunity for a quick attack which atm doesn’t exist)
Dragon Hunter
1) Shield of Courage = Now block only projectiles not everything
Herald
1) Unrelenting assault = CD increased from 5s to 10s CD, number of hits reduced to 6 from 7
2) Coalescence of Ruin = now hammer 3 skill , CD increased from 2 to 8s CD, base dmg reduced by 15%Reaper
1) = Chill base dmg reduced by 33%
Druid
1) Primal Echo = CD increased from 8s to 20s
2 Staff = Ancestral Grace moved to slot 5 CD increased from 15s CD to 30s CD, sublime conversion now slot 4 CD at 25s and vine surge moved to slot 3 at 20s CDI’ll leave DD and berseker out, but feel free to add them if you want and discuss about the rest
Elemental Bastion does not scale really well with Healing power and you still wanna nerf it?
-NOTE-
Balance: a situation in which different elements are equal or in the correct proportionsThat’s to say that my aim with my suggestions will be to make the game fun for everybody, without rendering useless my most hated opponents or overbuffing mine.
I want to promote high decision making, creativity and cunning so…I’m against any victory achieved by using the same copy/paste rotation seen on youtubeMostly I’ll focus on ele as that’s what I play the most , therefore you’ll see some buffs only for ele.
[Again before continuing, I remind you that my suggestions are not made to make your life any easier, unless you can dodge, time your attacks/CC…I still want you to die and die until you L2P]
Tempest
1) Elemental bastion = base healing reduced by 33%
2) Invigorating Torrent = removed vigor/regen; added “2s quickness on aura use at 20s ICD + remove 1 condi on aura no CD”
3) Harmonious Conduit = new GM minor applies now 2 stacks of stab on overload , removed the dmg increase part
4) Hardy conduit= new master major- renamed( ????) – now increase scepter range by 300, scepter dmg increased by 15% [add few scepter buffs I’d discuss on ele subforum]
5 Diamond skin= applies 5s resistance when you have 5 condis on you , 20s CD ( brainless condi spam will be punished )Scrapper
1) Healing Turret = casting increased from 1/2s to 1s
2 Sneak Gyro= CD increased from 20s to 75s CDChronomancer
1) Alacrity = bonus skills recharge reduced from 66% to 40% ( Trying to create windows of opportunity for a quick attack which atm doesn’t exist)
Dragon Hunter
1) Shield of Courage = Now block only projectiles not everything
Herald
1) Unrelenting assault = CD increased from 5s to 10s CD, number of hits reduced to 6 from 7
2) Coalescence of Ruin = now hammer 3 skill , CD increased from 2 to 8s CD, base dmg reduced by 15%Reaper
1) = Chill base dmg reduced by 33%
Druid
1) Primal Echo = CD increased from 8s to 20s
2 Staff = Ancestral Grace moved to slot 5 CD increased from 15s CD to 30s CD, sublime conversion now slot 4 CD at 25s and vine surge moved to slot 3 at 20s CDI’ll leave DD and berseker out, but feel free to add them if you want and discuss about the rest
Elemental Bastion does not scale really well with Healing power and you still wanna nerf it?
I want to see eles removed from the whole healbot role that anet forced on them
Let’s keep the support option still available to use but with less self tanking option, on the other hand I’m trying to propose a viable non OP suggestion to make burst ele finally a reality, without having massive profession redesign.
My nerf to elemental bastion simply makes meta aurashare less tanky in general during team fight, but in 1vs1 you still good to go as long as you know what you’re doing.
Reason why I’ve removed protection, vigor and regen from tempest line and proposed to add a flat single condi removal to aura use no boons or healing
-NOTE-
Balance: a situation in which different elements are equal or in the correct proportionsThat’s to say that my aim with my suggestions will be to make the game fun for everybody, without rendering useless my most hated opponents or overbuffing mine.
I want to promote high decision making, creativity and cunning so…I’m against any victory achieved by using the same copy/paste rotation seen on youtubeMostly I’ll focus on ele as that’s what I play the most , therefore you’ll see some buffs only for ele.
[Again before continuing, I remind you that my suggestions are not made to make your life any easier, unless you can dodge, time your attacks/CC…I still want you to die and die until you L2P]
Tempest
1) Elemental bastion = base healing reduced by 33%
2) Invigorating Torrent = removed vigor/regen; added “2s quickness on aura use at 20s ICD + remove 1 condi on aura no CD”
3) Harmonious Conduit = new GM minor applies now 2 stacks of stab on overload , removed the dmg increase part
4) Hardy conduit= new master major- renamed( ????) – now increase scepter range by 300, scepter dmg increased by 15% [add few scepter buffs I’d discuss on ele subforum]
5 Diamond skin= applies 5s resistance when you have 5 condis on you , 20s CD ( brainless condi spam will be punished )Scrapper
1) Healing Turret = casting increased from 1/2s to 1s
2 Sneak Gyro= CD increased from 20s to 75s CDChronomancer
1) Alacrity = bonus skills recharge reduced from 66% to 40% ( Trying to create windows of opportunity for a quick attack which atm doesn’t exist)
Dragon Hunter
1) Shield of Courage = Now block only projectiles not everything
Herald
1) Unrelenting assault = CD increased from 5s to 10s CD, number of hits reduced to 6 from 7
2) Coalescence of Ruin = now hammer 3 skill , CD increased from 2 to 8s CD, base dmg reduced by 15%Reaper
1) = Chill base dmg reduced by 33%
Druid
1) Primal Echo = CD increased from 8s to 20s
2 Staff = Ancestral Grace moved to slot 5 CD increased from 15s CD to 30s CD, sublime conversion now slot 4 CD at 25s and vine surge moved to slot 3 at 20s CDI’ll leave DD and berseker out, but feel free to add them if you want and discuss about the rest
Elemental Bastion does not scale really well with Healing power and you still wanna nerf it?
I want to see eles removed from the whole healbot role that anet forced on them
Let’s keep the support option still available to use but with less self tanking option, on the other hand I’m trying to propose a viable non OP suggestion to make burst ele finally a reality, without having massive profession redesign.My nerf to elemental bastion simply makes meta aurashare less tanky in general during team fight, but in 1vs1 you still good to go as long as you know what you’re doing.
Reason why I’ve removed protection, vigor and regen from tempest line and proposed to add a flat single condi removal to aura use no boons or healing
Why don’t you go with your original decision and just make it so that elemental bastion scale well with healing power?
Now we can open up, cleric/settler/zealot builds?
-NOTE-
Balance: a situation in which different elements are equal or in the correct proportionsThat’s to say that my aim with my suggestions will be to make the game fun for everybody, without rendering useless my most hated opponents or overbuffing mine.
I want to promote high decision making, creativity and cunning so…I’m against any victory achieved by using the same copy/paste rotation seen on youtubeMostly I’ll focus on ele as that’s what I play the most , therefore you’ll see some buffs only for ele.
[Again before continuing, I remind you that my suggestions are not made to make your life any easier, unless you can dodge, time your attacks/CC…I still want you to die and die until you L2P]
Tempest
1) Elemental bastion = base healing reduced by 33%
2) Invigorating Torrent = removed vigor/regen; added “2s quickness on aura use at 20s ICD + remove 1 condi on aura no CD”
3) Harmonious Conduit = new GM minor applies now 2 stacks of stab on overload , removed the dmg increase part
4) Hardy conduit= new master major- renamed( ????) – now increase scepter range by 300, scepter dmg increased by 15% [add few scepter buffs I’d discuss on ele subforum]
5 Diamond skin= applies 5s resistance when you have 5 condis on you , 20s CD ( brainless condi spam will be punished )Scrapper
1) Healing Turret = casting increased from 1/2s to 1s
2 Sneak Gyro= CD increased from 20s to 75s CDChronomancer
1) Alacrity = bonus skills recharge reduced from 66% to 40% ( Trying to create windows of opportunity for a quick attack which atm doesn’t exist)
Dragon Hunter
1) Shield of Courage = Now block only projectiles not everything
Herald
1) Unrelenting assault = CD increased from 5s to 10s CD, number of hits reduced to 6 from 7
2) Coalescence of Ruin = now hammer 3 skill , CD increased from 2 to 8s CD, base dmg reduced by 15%Reaper
1) = Chill base dmg reduced by 33%
Druid
1) Primal Echo = CD increased from 8s to 20s
2 Staff = Ancestral Grace moved to slot 5 CD increased from 15s CD to 30s CD, sublime conversion now slot 4 CD at 25s and vine surge moved to slot 3 at 20s CDI’ll leave DD and berseker out, but feel free to add them if you want and discuss about the rest
Elemental Bastion does not scale really well with Healing power and you still wanna nerf it?
I want to see eles removed from the whole healbot role that anet forced on them
Let’s keep the support option still available to use but with less self tanking option, on the other hand I’m trying to propose a viable non OP suggestion to make burst ele finally a reality, without having massive profession redesign.My nerf to elemental bastion simply makes meta aurashare less tanky in general during team fight, but in 1vs1 you still good to go as long as you know what you’re doing.
Reason why I’ve removed protection, vigor and regen from tempest line and proposed to add a flat single condi removal to aura use no boons or healing
Why don’t you go with your original decision and just make it so that elemental bastion scale well with healing power?
Now we can open up, cleric/settler/zealot builds?
Currently the base healing of EB is like 700 with no gear, a 33% reduction is a little more than 200 pts knocked off
All of that seems reasonable to me.
Just because I can, I’d still like to see the movement speed minor on Chrono shifted to Domination.
Swapping out either Fragility or Dazzling. Pref Fragility. But the PvE guys might not like that, which is why Dazzling is on the table, since Daze isn’t really used in PvE, and I don’t think the vuln from that counts for too much in PvP. But lockdown builds might dislike that as well.
Replace the minor trait “Time Marches On”’ ’s effect with a 25% reduction in slow effectiveness
about your feedback, that we don’t even read it.” ~ Crystal Suzuki
There is one thing i dont understand. Why put a scepter trait in the tempest line? Scepter is a base weapon so all it related traits should be in the base trait lines.
Apart from that i dont think the your proposed changes are bad.
Reaper nerf idea seems fairer than most I see. That only works out to about 65 less damage per tick, since you said base damage, which works as a decent shave.
Well, imo reaper is the most balanced and well designed spec HoT introduced.
Mostly because it’s actually a different playstyle than necro and not just a straight up upgrade. Even though it’s stronger than base necro (and tbh not by a lot) it’s mostly a matter of number tuning.
So good job to the dev who worked on reaper this is what an elite spec was supposed to be imo.
The foremost issue is Celestial amulet. It offers way to much stats compared to anything else, 30% extra to be exact. Nerf that by 10-15%.
Then start looking at traits that can turn a glass into a bunker and a bunker into an immovable rock.
Most of these changes are awful, without any insult intended.
Druid staff is already a mediocre weapon. And hardly anyone uses Primal Echoes because 1, Druidic Clarity is practically mandatory in this meta and 2, the daze often overwrites another stronger daze.
Yep, Druidic clarity is the top trait for pvp in the adept tier
Why would you put a scepter trait under tempest? Core profession weapons should not rely on using an elite spec to be playable.