FGS controversy

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Posted by: Zelyhn Lekovitch.2867

Zelyhn Lekovitch.2867

Many vocal players have recently asked for a nerf of the Fiery Greatsword’s Fiery rush. Their argument is that this skills deals extraordinary damage and therefore it “trivialises” dungeon fights.

I would like to respond by saying that asking for a nerf of this skill is completely wrong.

First, please understand that I am not a fan of the skill. I never liked it, even though I main an elementalist in a prominent speedclearing guild. The point I will make here is that asking for a nerf is a huge mistake.

Is FGS making fights easy?
Not quite. It takes skill to use it properly. The KING fractal tournament showed that FGS cannot be so simply used in all areas of the game. In fact, it is an extremely risky move. Risk should be rewarded.

Will a nerf of FGS make fights more interesting?
No. Of course not. Fights were boring even before we started spamming fiery rush everywhere. A nerf would only make boring fights last longer.

Why are people complaining then?
Because PvE content is boring. They are confusing the symptoms with the cause. FGS abuse is a symptom caused by the extreme dullness of dungeons. Nerfing FGS will only move players to the next best thing, and the content will remain just as boring. Then what, people will ask for a nerf of 100blades? Strange that most people complaining about FGS are warriors, who used to have the best toys in the old meta!

What should those unsatisfied people complain about then?
About PvE content, and mainly the reward structure. I will surprise no one here if I say that fractals are the most balanced PvE component of the game. Yet this content is extremely unrewarding compared to other dungeons. Consequently players spend more time in the bore-fest that are most explorable paths. If rewards shifted away from boring content and moved into challenging areas instead, people would complain much less. Of course, the best would be to have only interesting content. All mobs in PvE do not move dynamically (while attacking), therefore the PvE game is polarly different from PvP. Such imbalanced create absurd gameplay. These are examples of game areas that should be asked to work on instead of blindly nerfing FGS.

Now what?
Too late. Short-sighted stubborn people complained too much. The devs will take the easy way out. PvE content will become more boring, and in the end more players may simply just leave the game. Wrong move all the way.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

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Posted by: Arenzo.3298

Arenzo.3298

now everyone will roll norns and use bear form rush

if FGS gets nerfed hard that is

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Posted by: oxtred.7658

oxtred.7658

I agree with you, fgs is just a tool to make easy runs less boring. I guess the main concern from experienced dungeon players come from record runs. For now, all the strats involves fgs, making it dull to watch, and most inexperienced players just see the “fgsploit” and then come here complaining. Just like eles disliked being left out from cof P1 4zerkwar1mes groups ( wich was silly, I know), all non-eles users don’t want their classes to be subpar because bringing an fgs is, for instance ,better than a frostspotter ranger. I’m obviously not objective, as I play ele most of the time in dungeons, so keep that in mind. Also, the great damage from fgs makes it easier for inexperienced groups to succeed without proper stacking tactics in easier dungeons, and therefore gives them bad habits. It doesn’t reward good players, because even those 2wars/2eles groups usually have enough dps with fgs to not bother with offensive support. Maybe lower the base damage output of fgs but make might stacking more useful on it? But doing this would lower even more ele solo usefulness, so that’s a bad idea.
Imho, the only way to please dungeon runners is to make new content, where FGS will take time to achieve reliably ( at least when we’ll be learning the mechanics), but that’s an old dream.

If you’re on EU and need help to get into dungeons, pm me.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

FGS rush gives a clear advantage to teams with an ele on 3 out of the 4 PvP maps. not to mention it makes bringing an ele into dungeon runs mandatory.

it’s not about skill required to use it (puh lease, kiting a mob into a wall is painfully easy), it’s about eles being waaaaaay too strong, to the point of being mandatory, in PvE dungeon runs, and being clearly at an advantage on tPvP.

FGS rush needs a nerf, but on the PvE side that nerf needs to come alongside some changes to bosses so they’re less HP sponges and more, well the enemies and bosses we’ve been fighting the past two months in living story.

LegendaryMythril/Zihark Darshell

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Posted by: Harper.4173

Harper.4173

I sort of agree with the OP.
The main problem is not that it makes bosses easier to kill but that we haven’t had any new content in almost 2 years and it’s making the game suffer.

Also – the fact that fractals are still very unrewarding is odd to the extreme.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: Bhawb.7408

Bhawb.7408

There is a single skill that triples the DPS of two players in a group; that isn’t balanced. This isn’t just a matter of making bosses trivial (which it does do), this isn’t a matter of it taking skill (because in many cases it takes absolutely no skill), this is the fact that one skill is completely dominating the entire game mode.

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Posted by: Veckna.9621

Veckna.9621

Quite the dilemma, to support the fiery rush nerf and watch all of them non-main elementalists struggle to survive because they wouldn’t be able to melt a boss in 2 seconds or to not support the nerf and keep on happily stacking elementalists for our dungeon runs… Both sides have their merits to be honest.
The lack of quality elementalist play in recently submitted speedclearing records has made it painfully clear that proper elementalists are a dying breed and for this reason I feel moved to support the nerf. And in most situations one is able to Fiery Rush a boss down without much effort in either avoiding damage or other bothersome things to consider, so I can relate to the people that believe it is too ‘faceroll’.
Although, given how the overall damage of every profession was brought down by the ferocity update and considering the possible upcoming damage nerfs for professions other than warrior I don’t think nerfing it would be the best way to go about it unless they blatantly desire to change the high-end PvE scene.
We know that ArenaNet will always have the casual player and PvP in mind first when balancing the game so this nerf could potentially not happen in September’s Feature Pack as when evaluating the situation closely FGS is more of a boon to less experienced players allowing them to make up for any lapses in their individual play in terms of avoiding damage and mechanics with the sheer amount of damage it does or they could go their usual ‘build diversity’ way and decide berserker’s gear shouldn’t rule the scene . I don’t expect it to affect more experienced players, I’d still run at least 2 elementalists even if it the nerf hit anyway… Persisting Flames you gotta love it, oh wait and aren’t elementalists the top DPS class in PvE currently even without using Fiery Rush anyway?

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Posted by: LaronX.8079

LaronX.8079

I agree. It is boggling my mind of they want to move away from the trinity yet implement bosses for the trinity. Let’s face it most bosses in dungeons are just damage sponges maybe a interesting mechanic attached to them. If you look at them most could be played with the trinity just fine with out a change or anything. And that is just wrong. Enemies should move and try to avoid our damage. Some bosses already have dodge move but they tend to use it only offensively as part of an attack and it really doesn’t matter if they dodge stuff with it. Making bosses have small active heals you can interrupt ( making interrupting more and frequent useful ) dodges amd movement around the player and actively avoiding AoE . Would improve a lot already.

Blub.

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Posted by: guywithcrabs.7890

guywithcrabs.7890

The thing thats more concerning is why bosses are able to be pulled into to corners or knocked into corners. Making Bosses not just another mob in a dungeon and actually a boss (which in almost every MMO i’ve ever played this is the first that bosses are so easily manipulated) that controls how the fight goes. For example the Shadow of the dragon fight in the recent LS update, i enjoyed this fight much more than most because the boss controlled how the fight went, instead of your group. I’m an Ele and the real concern isn’t FGS but the stupidity of the bosses we fight.
Just reiterating my point of its not the FGS its how bosses are not actually bosses

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Posted by: Atherakhia.4086

Atherakhia.4086

Question: Is the skill working as intended?
Answer: No.

Question: Are people abusing the mechanic and it having unintended consequences?
Answer: Absolutely. It’s therefore an exploit.

I honestly don’t know why we’re even arguing these facts. They’re facts. ANet tried to fix this in the past for WvW and PvP for these very reasons but Fiery Rush remains. The fact that it trivializes PVE or that PvE would be boring without these exploits is irrelevant.

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Posted by: oxtred.7658

oxtred.7658

Question: Is the skill working as intended?
Answer: No.

Question: Are people abusing the mechanic and it having unintended consequences?
Answer: Absolutely. It’s therefore an exploit.

I honestly don’t know why we’re even arguing these facts. They’re facts. ANet tried to fix this in the past for WvW and PvP for these very reasons but Fiery Rush remains. The fact that it trivializes PVE or that PvE would be boring without these exploits is irrelevant.

You seem to be perfectly aware of what is intended or not, are you a dev by any chance?

If you’re on EU and need help to get into dungeons, pm me.

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Posted by: guywithcrabs.7890

guywithcrabs.7890

If the games dungeon’s weren’t about bringing X boss to X wall to stack and kill it, FGS wouldn’t be a thing in the first place.

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Posted by: Atherakhia.4086

Atherakhia.4086

Question: Is the skill working as intended?
Answer: No.

Question: Are people abusing the mechanic and it having unintended consequences?
Answer: Absolutely. It’s therefore an exploit.

I honestly don’t know why we’re even arguing these facts. They’re facts. ANet tried to fix this in the past for WvW and PvP for these very reasons but Fiery Rush remains. The fact that it trivializes PVE or that PvE would be boring without these exploits is irrelevant.

You seem to be perfectly aware of what is intended or not, are you a dev by any chance?

They attempted to fix the problem due to it being exploited in WvW and PvP. Only a [censored] [censored] thinks it’s working as intended.

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Posted by: oxtred.7658

oxtred.7658

Remember when they fixed the fgs rush+ blink thingy? They stated that was an exploit. They are aware of how fgs works, and if they ever nerf it, it’s because people cried enough, just like spider queen. How exactly is fgs rush an exploit? What mechanic does it bypass?

Your [censored] [censored].

If you’re on EU and need help to get into dungeons, pm me.

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Posted by: Atherakhia.4086

Atherakhia.4086

Are all PvErs this naive? Or is it a unique gift?

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Posted by: nightwulf.1986

nightwulf.1986

Remember when they fixed the fgs rush+ blink thingy? They stated that was an exploit. They are aware of how fgs works, and if they ever nerf it, it’s because people cried enough, just like spider queen. How exactly is fgs rush an exploit? What mechanic does it bypass?

Your [censored] [censored].

I’ll try to describe the issue as I understand it, feel free to say how unreasonable this sounds. If the conditions are met, when a boss is against a wall and fiery rush is used properly, you can cut the bosses health down dramatically in a very short period of time. There are several videos demonstrating this. What is being argued is that few if any other skills are capable of pumping out this level of damage in a short period of time under any situation. Reflection skills like Feedback and Wall of Reflection came under scrutiny for similar reasons. The skill does not appear to be balanced against the potential damage output of other skills in a big way.

Are the conditions to meet this damage threshold using this skill situational? Obviously.
Is it easy to meet these conditions?
From the number of dungeon speed run videos demonstrating this technique, it seems that it is possible to fail to meet the conditions necessary to pull this off but far from difficult with coordination.
Should mob mechanics and boss fights be altered instead of messing with the damage potential or functionality of the FGS?
Maybe. However, it wouldn’t change the fact that this skill on this weapon would still have a much higher damage ceiling than other skills. It’s either a problem or it isn’t.
How quickly does Anet expect players to take down bosses and how fast of a kill should be allowed under very specific circumstances?
This is probably what they are going to ask themselves when reviewing Fiery Rush. I don’t think any of us knows but again, changes to Reflection skills seem to suggest they are leaning towards not letting players find niche situations that are easily reproducible that allow them to kill a boss very quickly.

Just because the devs leave something alone for years doesn’t mean its a feature. And yes, problems in the game are found by people crying about/reporting issues. If you find something worth crying about, feel free to report it. Not everything people cry about is changed by the devs. They either agree with it or they don’t.

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Posted by: nightwulf.1986

nightwulf.1986

I don’t want to sound like I’m talking past the issue the OP raised and how they are approaching it. I actually agree with some points, namely that FGS is not an issue in all areas of the game, nerfing it will not make fights inherently more “interesting”, players will find the next best way to maximize DPS, and that PVE content still could use some work. However, I think the OP’s interpretation at what the perceived problem is and the potential fix ignores the skill balance issue entirely. And I believe that is still an issue. Whether or not the next best dps skill is found is not an issue so long as the skill is within a reasonable distance of the next best option. “Reasonable” in this context is always going to be where players disagree with each other and devs disagree with players. Players will always try to find the best dps option and it’s the dev’s job to see that that option (or preferably “options”) is where they want it. The way I see it, FGS damage potential can be brought back in line with other skills to address dungeon specific problems (possible skill split even) and we can get better PVE content/rewards. Both are issues. Asking to address only one or the other is ignoring something that needs to happen in either case.

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Posted by: Wethospu.6437

Wethospu.6437

Lots of encounters become a lot more interesting when you solo or duo them. In other words, encounters become better when your group is less powerful.

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Posted by: Ignavia.7420

Ignavia.7420

Mobs should rather step out of damage and position themselves. Unless you do Fiery Rush against a wall, it’s damage is just fine. Also, did you ever try to use it against another (moving) player? They will just laugh at you. Seriously, Kholer, there are no tanks in this game, learn to dodge and kite!

(edited by Ignavia.7420)

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Posted by: Hayashi.3416

Hayashi.3416

A nerf would only make boring fights last longer.

Correct…

There is a single skill that triples the DPS of two players in a group; that isn’t balanced. This isn’t just a matter of making bosses trivial (which it does do), this isn’t a matter of it taking skill (because in many cases it takes absolutely no skill), this is the fact that one skill is completely dominating the entire game mode.

Correct…

Question: Is the skill working as intended?
Answer: No.

Question: Are people abusing the mechanic and it having unintended consequences?
Answer: Absolutely. It’s therefore an exploit.

I honestly don’t know why we’re even arguing these facts. They’re facts. ANet tried to fix this in the past for WvW and PvP for these very reasons but Fiery Rush remains. The fact that it trivializes PVE or that PvE would be boring without these exploits is irrelevant.

You seem to be perfectly aware of what is intended or not, are you a dev by any chance?

FGS skills were, and are, used together with Frost Bow skills to great effect at Tequatl and Triple Wurm. If I remember correctly, Anet did not oppose their use when asked by the players who first cleared Tequatl, as they were worried as to whether they’d be considered as exploiting.

So we have:

1. Fiery Rush usage is not an exploit
2. Fiery Rush is overpowered
3. The real problem behind the scenes is the lack of new content

And the fixes:

1. Nerf Fiery Rush
2. Create new content

Fix 1 is incomplete without 2, but leaving 1 as it is isn’t really advisable either. It’s like having a headache and an arm fracture. Curing the headache without caring about the fracture is very misguided, but it doesn’t mean that the headache doesn’t merit treatment, just that the fracture merits it A LOT MORE.

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Posted by: spoj.9672

spoj.9672

There is a single skill that triples the DPS of two players in a group; that isn’t balanced. This isn’t just a matter of making bosses trivial (which it does do), this isn’t a matter of it taking skill (because in many cases it takes absolutely no skill), this is the fact that one skill is completely dominating the entire game mode.

The problem is that anet will most likely go too far. Making it completely useless. And heres the kicker. In fractals on many bosses fgs is extremely risky to pull off. The damage it deals in those situations is justified considering the risk. If you nerf fgs you destroy the balance it has in fractals.

I wouldnt mind a slight nerf on base damage. But the priority should be new more challenging content which makes fgsing very hard or unreliable. Theres no point worrying about the 2 year old content anymore. Leave it as it is for inexperienced people and move the rewards to fractals and new dungeons.

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Posted by: oxtred.7658

oxtred.7658

Remember when they fixed the fgs rush+ blink thingy? They stated that was an exploit. They are aware of how fgs works, and if they ever nerf it, it’s because people cried enough, just like spider queen. How exactly is fgs rush an exploit? What mechanic does it bypass?

Your [censored] [censored].

I’ll try to describe the issue as I understand it, feel free to say how unreasonable this sounds. If the conditions are met, when a boss is against a wall and fiery rush is used properly, you can cut the bosses health down dramatically in a very short period of time. There are several videos demonstrating this. What is being argued is that few if any other skills are capable of pumping out this level of damage in a short period of time under any situation. Reflection skills like Feedback and Wall of Reflection came under scrutiny for similar reasons. The skill does not appear to be balanced against the potential damage output of other skills in a big way.

Are the conditions to meet this damage threshold using this skill situational? Obviously.
Is it easy to meet these conditions?
From the number of dungeon speed run videos demonstrating this technique, it seems that it is possible to fail to meet the conditions necessary to pull this off but far from difficult with coordination.
Should mob mechanics and boss fights be altered instead of messing with the damage potential or functionality of the FGS?
Maybe. However, it wouldn’t change the fact that this skill on this weapon would still have a much higher damage ceiling than other skills. It’s either a problem or it isn’t.
How quickly does Anet expect players to take down bosses and how fast of a kill should be allowed under very specific circumstances?
This is probably what they are going to ask themselves when reviewing Fiery Rush. I don’t think any of us knows but again, changes to Reflection skills seem to suggest they are leaning towards not letting players find niche situations that are easily reproducible that allow them to kill a boss very quickly.

Just because the devs leave something alone for years doesn’t mean its a feature. And yes, problems in the game are found by people crying about/reporting issues. If you find something worth crying about, feel free to report it. Not everything people cry about is changed by the devs. They either agree with it or they don’t.

Yup, you’re right. The changes to reflects ( and how poorly it was done) shows that anet doesn’t like hard counter to their bosses. And yes, fgs damage is far over everything else and that’s where lie the matter. Again, since I use my ele in most dungeons, I know that fgs rushes aren’t that mindless, and some encounter requires a lot of coordination to fgs. What inexperienced players see in dungeon records is far from reality. We spend hours getting it down perfectly, and the level of coordination is extremely high. You can’t balance the game when speedruns are too fast, that’s the point of a speedrun.

Concerning your point about the devs, that’s where my opinion differ. Spider queen is a great exemple of that. It’s still easy so we don’t care, but the changes to spider queen were done to satisfy the casual whiteknights and their “melee exploit” sillyness. FGS will get the same treatment. They will nerf it, not because of the good arguments you or DnT gave, but because there’s enough spam on this forum to make them move.

Also, not directed to you but I wonder why people keep calling me a pver when they have no idea of how I play this game. And since when it is an insult to do some dungeons. Whatever.

If you’re on EU and need help to get into dungeons, pm me.

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

FGS on FotN destroying pve creatures in under 3 seconds.

Nothing wrong here. ^^

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

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Posted by: winterchillz.2564

winterchillz.2564

^ In what, level 1?

Cloud of Sparrows
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Posted by: deSade.9437

deSade.9437

There is a single skill that triples the DPS of two players in a group; that isn’t balanced. This isn’t just a matter of making bosses trivial (which it does do), this isn’t a matter of it taking skill (because in many cases it takes absolutely no skill), this is the fact that one skill is completely dominating the entire game mode.

The problem is that anet will most likely go too far. Making it completely useless. And heres the kicker. In fractals on many bosses fgs is extremely risky to pull off. The damage it deals in those situations is justified considering the risk. If you nerf fgs you destroy the balance it has in fractals.

I wouldnt mind a slight nerf on base damage. But the priority should be new more challenging content which makes fgsing very hard or unreliable. Theres no point worrying about the 2 year old content anymore. Leave it as it is for inexperienced people and move the rewards to fractals and new dungeons.

Joooeee you’re too reasonable. Start being more absurd! As in: let’s completely remove fgs from the game cus exploit.

Does anyone here reaaaaally think they’re not going to take the easy way out (huge nerf to ele/fgs) when this is the only game I’ve ever played where the hardest/élite content is much less rewarding than the easy one?!?
Let’s be honest: it will be a “fix the zerk problem” all over again. Nothing will change but runs will be made more boring. I personally wouldn’t mind a nerf to fgs’ damage because of the record runs being so so boring to watch, but nothing would change for me, really. We don’t stack ellys anyway. Sometimes we’re too lazy to fgs.
Is it broken? Maybe, yeah. Does it deserve to be completely destroyed? No, but that’s what’s gonna happen.
Anet has no shame and no care for anything when it comes to this.
Welcome to a pve game, balanced by pvp.

I’ve got another question. Does anyone here have any hope left of new, challenging content coming out, with encounters where easily applied tactics don’t work well anymore/are hard to pull off?

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Posted by: Jerus.4350

Jerus.4350

My thought is simply this. If it’s ruining your fun, don’t use it!

But that goes the same with reflect walls which have been called out a lot lately and we already saw a reaction about it.

It’s really easy though, don’t put FGS on your bar. Done.

If there is a lot of support for the anti FGS thing then why aren’t a lot of people avoiding it? If it’s about record runs why is there not a “FGS Restricted” set of records as well? It really seems like a problem we as a community can deal with while avoiding a nerf that would ruin some people’s fun.

Personally there are times I like it, and times I don’t. In general yes I think it’s overpowered, but sometimes those overpowered things are the reason I choose to play certain professions in certain areas because I’m not necessarily looking for a challenge but just to beat things quickly and easily. Same reason I like mesmer in some places. Same reason I like guard in some places. Same reason I like thieves stealth in some places. Same reason I like warrior banners every place or engi Vuln.

If they are to nerf it I hope they do it in a smart way. Something along the lines of cutting the damage in half and adding burning, the burning so not stacking wouldn’t be hit as hard (you’d make some some lost damage from the burning assuming you’re not already keeping perma burning). And at half damage it’d still be a DPS increase worth using.

(edited by Jerus.4350)

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Posted by: Veckna.9621

Veckna.9621

My thought is simply this. If it’s ruining your fun, don’t use it!

But that goes the same with reflect walls which have been called out a lot lately and we already saw a reaction about it.

It’s really easy though, don’t put FGS on your bar. Done.

If there is a lot of support for the anti FGS thing then why aren’t a lot of people avoiding it? If it’s about record runs why is there not a “FGS Restricted” set of records as well? It really seems like a problem we as a community can deal with while avoiding a nerf that would ruin some people’s fun.

Personally there are times I like it, and times I don’t. In general yes I think it’s overpowered, but sometimes those overpowered things are the reason I choose to play certain professions in certain areas because I’m not necessarily looking for a challenge but just to beat things quickly and easily. Same reason I like mesmer in some places. Same reason I like guard in some places. Same reason I like thieves stealth in some places. Same reason I like warrior banners every place or engi Vuln.

If they are to nerf it I hope they do it in a smart way. Something along the lines of cutting the damage in half and adding burning, the burning so not stacking wouldn’t be hit as hard (you’d make some some lost damage from the burning assuming you’re not already keeping perma burning). And at half damage it’d still be a DPS increase worth using.

I’ve actually been thinking about a ‘No FGS Speedclear’ competition for a while now.
Would be lovely to see how many elementalists people would use, given they pump out the most DPS in the game as of right now so still worth taking without using FGS, and if they’d actually not be a drag for the group.
I, for one, can’t wait to see a CoE1 speedclear without FGS especially when the 3rd Alpha gets that nasty healing bug.

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Posted by: kozmo.8760

kozmo.8760

Are all PvErs this naive? Or is it a unique gift?

Here’s a quote from an actual anet dev (topic was deleted because of attached screenshot with names, strange forum policy)

As of “right now” it’s intended “by-design” but that is not to say that it won’t be fixed in the distant future.

It’s just something we don’t currently have the resources to fix.

Above quote is from 17th February 2014.

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Posted by: Ignavia.7420

Ignavia.7420

It’s too late now anyway:

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.

Meteornado also seems to be destroyed (Source).

(edited by Ignavia.7420)

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Posted by: Esplen.3940

Esplen.3940

Are all PvErs this naive? Or is it a unique gift?

Here’s a quote from an actual anet dev (topic was deleted because of attached screenshot with names, strange forum policy)

As of “right now” it’s intended “by-design” but that is not to say that it won’t be fixed in the distant future.

It’s just something we don’t currently have the resources to fix.

Above quote is from 17th February 2014.

Which simply means:

It was implemented and therefore working “by-design”, but they don’t want to allocate man-power to fix it before the April Feature Patch.

The reason why I think it’s very detrimental to GW2 gameplay is that you’re being rewarded for misusing a skill. I remember hearing someone say if you wanted to fix it without harming the actual weapon, you simply make the trail apply burning instead of dealing damage.

As for Ice Bow + FGS Storms, that’s a different issue entirely because large hit box bosses = #rekt.
Also, the projectiles only hit places they can land, which means if you cast it on a wall, you get a more focused storm.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

They are going with the right philosophy to address FGS and tornado. Remove their unintended abuse, while making them stronger at what they were intended to be. Now let’s just hope that the buffs will be enough to justify using both skills in normal situations.

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Posted by: Advent Leader.1083

Advent Leader.1083

FGS nerf could be adding targeting to it, or as DS said above, make it apply burn ticks instead of damage ticks.

Off topic, but I’m interested in the question – DPS wise, is FGS rush higher as compared to meteornado?

(edited by Advent Leader.1083)

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Posted by: oxtred.7658

oxtred.7658

meteornado isn’t even close. And any fgs is used by a teammate as well.

If you’re on EU and need help to get into dungeons, pm me.

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Posted by: Advent Leader.1083

Advent Leader.1083

meteornado isn’t even close. And any fgs is used by a teammate as well.

Ah, I see. I thought that Tornado doesn’t have cast-time, so you can chain MS→Tornado and get full meteor hits. Seems like what it does is just boost the last few hits in MS to triple power.

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Posted by: Vox Hollow.2736

Vox Hollow.2736

To be honest, that’s a shame.

It’s isolated stuff like this that indicates the design gap between old and new content has gotten unstably wide. I kind of take fixing the problem by fixing a skill that’s otherwise okay everywhere else as a tacit resolution to solider on with content that’s holding the game back instead of accepting the whole incident as a red flag.

(edited by Vox Hollow.2736)

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Posted by: Carighan.6758

Carighan.6758

What “controversy”. The skill had a common side effect which was clearly not the intended use (otherwise you wouldn’t need to jump through so many hoops to do it).

It also happened to completely 1-spec Eles for purposes of fighting large targets. That’s always a bad thing.

I’d also bet enemy HP wasn’t balanced against it.

So in short, what is the actual problem here? It’s not like Eles magically lose their group viability. Rather, mobs no longer live or die according to model size or availability of corners.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

(edited by Carighan.6758)

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Posted by: Dual.8953

Dual.8953

meteornado isn’t even close. And any fgs is used by a teammate as well.

Ah, I see. I thought that Tornado doesn’t have cast-time, so you can chain MS->Tornado and get full meteor hits. Seems like what it does is just boost the last few hits in MS to triple power.

Meteornado is likely a PvP/WvW change as it’s way more useful on Players than Firey Rush. (Obviously)
I think the problem with FGS is it’s just so much better than everything else that teams stack Eles for it and demand Eles to run it. Firey Rush’s potential dps is head, shoulders and knees above everything else, and Ele doesn’t even need it to be amazing in Dungeons. They could remove FR and Eles would still be the highest Dps class in the game, with Fire Staff, Frost Bow and Lightning Hammer.

Registered Altaholic
Part-time Kittenposter

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Posted by: Bryzy.2719

Bryzy.2719

even though I main an elementalist in a prominent speedclearing guild.

You just lost most of your credibility right there, OP.

Elementalists have been abusing skill 4 in dungeons. Doing that amount of damage was not the intended use for that skill. This is a fix. If they don’t fix it, every other profession apart from elementalist will soon face the “NOT IN MY DUNGEON” rejection Rangers have had to put up with all this time.

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Posted by: Rym.1469

Rym.1469

They do what they want to do.

And this thread won’t stop this paintrain.

Maybe missed call and shoot in a fence, but good intentions.

Now, about new dungeons…

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: Aleth.9630

Aleth.9630

ANet tried to fix this in the past for WvW and PvP for these very reasons but Fiery Rush remains.

No, they haven’t. They fixed the teleport+rush version, which they claimed was an exploit from the start.

Nerfing it outright isn’t a hard thing to do, they’d just have had to reduce a single coefficient number somewhere in their database. Not having done that was a clear choice they followed on for over a year, as people grew more and more comfortable with using it, to the point where it’s so overused a lot of players got upset over it.

Are all PvErs this naive? Or is it a unique gift?

What if I told you that comments that generalize with all don’t add to the convincing power of any point you’re trying to make.

I, for one, can’t wait to see a CoE1 speedclear without FGS especially when the 3rd Alpha gets that nasty healing bug.

Spam general AoE, Static Fields, Ring of Warding, done.

(edited by Aleth.9630)

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Posted by: Dirame.8521

Dirame.8521

“Unintended functionality”

https://www.guildwars2.com/en/news/balance-changes-in-the-september-2014-feature-pack/

Elementalist

The elementalist’s cantrips are popular in all parts of the game, and in the interest of promoting build diversity, we’ll be using the feature pack as an opportunity to work on other types of utility skills. For example, the fire and air storms from the Glyph of Storms will now apply conditions of their own. In addition, we’ll rework some of the new grandmaster traits that currently don’t have enough of a payoff or are too difficult to use. 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.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

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Posted by: Jagstang.6912

Jagstang.6912

Is FGS making fights easy?

It takes skill to use it properly.

Agreed. What are we going to do when we miss the wall?

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Posted by: Aleth.9630

Aleth.9630

Is FGS making fights easy?

It takes skill to use it properly.

Agreed. What are we going to do when we miss the wall?

The point is the boss not being in the wall which does happen, especially since fgs4’s patches attempt to “push” most monsters away, except for the big ones.

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Posted by: Rym.1469

Rym.1469

Is FGS making fights easy?

It takes skill to use it properly.

Agreed. What are we going to do when we miss the wall?

Lol’d. +1.

Now regarding how they’re going to “nerf” it, the answer is very easy and simple – They’ll make it like Warrior’s GS Rush – no fire trail, but one hit at the end of the cast/connect.

Here, done, nurfed.

Attachments:

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: Esplen.3940

Esplen.3940

Still think the trail should just apply burning and dissipate faster.

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Posted by: Nick.6972

Nick.6972

Nerg FGS and people just go to the next thing, be it 100 Blades or something else.
The OP said it right – PvE Dungeons are dull and boring, people just want to finish them as fast as possible.

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Posted by: loseridoit.2756

loseridoit.2756

Errrrr, the skill requires the condition that the boss stack at a wall to achieve maximum dps

I would say pve is more broken than this skill. The mob is basically too stupid to sidestep to side to avoid most of the damage,

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Posted by: BrunoBRS.5178

BrunoBRS.5178

Errrrr, the skill requires the condition that the boss stack at a wall to achieve maximum dps

I would say pve is more broken than this skill. The mob is basically too stupid to sidestep to side to avoid most of the damage,

kite mob to wall.

remove defiant stacks.

apply long stun.

FGS rush.

even if they added mobility to mobs, the damage the skill does is so absurd that you can clean a boss in just a few seconds. as it is, people would just find other ways to use the skill, no matter how advanced the AI. heck, you can do it on downed players on PvP, or on mobs on PvP (guild lord, svanir, chieftain), or structures (gates, treb). do you want the trebuchet to dodge out of the way as well?

LegendaryMythril/Zihark Darshell

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Posted by: Esplen.3940

Esplen.3940

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Posted by: loseridoit.2756

loseridoit.2756

Errrrr, the skill requires the condition that the boss stack at a wall to achieve maximum dps

I would say pve is more broken than this skill. The mob is basically too stupid to sidestep to side to avoid most of the damage,

kite mob to wall.

remove defiant stacks.

apply long stun.

FGS rush.

even if they added mobility to mobs, the damage the skill does is so absurd that you can clean a boss in just a few seconds. as it is, people would just find other ways to use the skill, no matter how advanced the AI. heck, you can do it on downed players on PvP, or on mobs on PvP (guild lord, svanir, chieftain), or structures (gates, treb). do you want the trebuchet to dodge out of the way as well?

ahhh, i get your point. For wvwvw, you arent really alone.

I dont know what to say about pvp

people would just find other ways to use the skill, no matter how advanced the AI. heck

I actually dont mind that people will try to abuse as much as they can. I mind that it became too easy to abuse it because mob ai sucks