Feedback for Tempest:
Gamemodes: PvE, PvP
Environment: Dungeons, Open-World, Raids, Conquest
Gear: Ascended Celestial, Ascended Berserker
I’m not going to touch on balance that much but rather a few QoL things that I think would make Tempest feel alot nicer to play.
Swap attunements during an overload
Attunement swaping has never interrupted any skills for elementalists in the past and skilled elementalists use this to their advantage in order to gain damage modifiers or other bonuses.
Being stuck doing nothing during a four second channel just feels horribly clunky and boring, not to mention the dissapoinment when you swap attunements a split second to early and forfeit your overload completion bonus.
Allowing elementalists to swap attunements while overloading wouldn’t be that huge of a power increase since they still can’t use any spells in the new attunement less they interrupt the overload (except for auras).
Preferably the overloaded attunement’s cooldown wouldn’t start until the effect is finished, aborted or interrupted, while the new overload’s cooldown would start instantly when you swap. This strikes a nice balance between making swaping attunements during an overload overly potent and having you simply forfeit spells without any rewards.
Range indicators for all overloads
Currently both the air and the water overload does not have any range indicators at all. This is not such a big issue on the water overload since it features a clearly defined area where the effect occurs.
It would be really nice if every attunement recieved either a range indicator or a visual “indicator” similar to the one on the water overload.
Because consistency.
Buff arcane abatement
This is more of a general topic but with Heart of Thorns coming there are going to be alot more situations where you find yourself taking falling damage and/or dropping onto your target from above.
Now, it does admittedly feel awesome to drop onto somebody’s head with a ring of fire but quite frankly the trait itself is really measly. Some love to all of the falling damage traits would be really appreciated and make you feel alot better about using them, especially if they had some effect that is useful in open-world exploration such as passive movement speed or increased jump height (though that might be broken).
Shiny effects
Classes like guardian and necromancer get really fancy effects behind their skillbars and revenant, being the new class, tops them all. The elementalist skillbar, however, leaves quite alot to be desired as it’s completely void of any special effects at all. This is despite the fact that we’re talking about an elementalist, user of [fire/water/air/earth], meaning I’d be really easy to come up with four different background effects for the different attunements.
Fine-tuning “rebound”
The way I see it, rebound is one of two things;
A. It’s a “This is it, boyz!”-skill, which you pop and then go HAM.
B. It’s a clutch twitch reaction full party wipe save skill.
Depending on what the skill is supposed to be I believe that it should either get;
A. Increased buff duration and slightly longer cast time (prettier too, floating elementalists look really epic).
B. Shorter, perhaps even instant cast time and then give some sort of penalty to the elementalist, e.g. health cost or animation lock (floating character doesn’t hurt here either).
Right now, even though the concept is really epic, it’s basically a “when you fall below X% health do Y”-trait, but in AoE. Super powerful elite skills that have a trade-offs are much more fun.
That’s all I got (though I do not consider it exhaustive), so thanks for the lovely beta-weekend and for your hard work trying to get raids up and running, it’s really appreciated!
(edited by Shuai.7435)