In essence, if one is playing elementalist, the fire attunement will occupy a vast 70% majority of one’s time, but I am curious as to why arenanet has yet to comprehend the extremely poor consequences of such game design?
There exists 4 elements, and even if a player has tossed all their traits into a specific element, no single element should be our main focus for more than 40% of the time. Incidentally, it is even the 15th trait bonus that gives you an effect whenever you attune back into a trait you’ve spend more than 15 points on, and therefore if you’re not trying to abuse that by constantly switching elements then something is clearly off. While most players that are spending too much time in fire trait and not in any other trait are obviously and clearly playing elementalists wrongly, I cannot help but question whether or not arenanet is also not addressing the simple and obvious fact that the traits are simply not well balanced compared to each other.
Damage is a good thing, but utility can be just as useful given the right circumstances; this is why elementalists had the weapon swap taken away and instead reimbursed with the four elemental attunements. If all elementalist players were polled as to which element they spent the least amount of time in, while I certainly cannot back up my guess with hard facts, but I am guessing that the element you would get as your answer is water, roughly 5% of the time.
As a rough estimate, I would place the average amount of time that all elementalists spend in a specific element to be 5% water, 10% air, 15% earth, and 70% fire. Any of you may feel free to correct me, but do understand that my estimation is A: based on most “newer” elementalists to have a preference for almost permanently staying in fire, and B: that most elementalists have deemed the benefits of air redundant since its primary goals (damage and mobility) are defeated by the attunement of fire and the fact that speed buffs don’t stack, respectively.
Ideally, the goal is for the combined averages of all elementalists to be attuned to all elements equally, ergo, 25% of the time per element. Should I be questioned as to what this would mean for our less than ideal sample pool of online players, I would hazard a guess at either 15% water, 20% air, 40% fire, and 25% earth (given the propensity of a majority of players to want to contribute via damage dealing, and the game’s built in systems of being far more rewarding to players who dealt damage).
In order for this to be achieved, the benefits of other elements should be far more emboldened. It is pure foolishness to think that no elementalists wish to play support; and yet when I asked a friend who does so, he described it vaguely as a “punishing experience”, when all he wanted to do was apply conditions to enemies and buffs/heals to allies, instead of the traditional damage. Of the skills found in water, few are desirable, and of those, a vast majority have overbearing consequences of use (for instance, a personal favorite is Frozen Ground, but a 40 second cooldown for a spell that can be countered simply via cleansing of the condition, and no damage added on, is simply not tempting enough for use).
The other element would be air. While the damage portion leaves not much to be desired, it is simply not used for damage when held up to the scrutiny of any elementalist that has tasted the amount of damage that fire attunement can serve up. I humbly suggest that whilst an elementalist is attuned to the element of air, perhaps speed buffs could stack, as this would put a larger emphasis on the mobility provided by the air element.
As for earth, while I personally think that the characteristically slowness one would expect from an earth element to exist, in practice, becomes too easily predicted and thus nullified with ease by any competent player, or by an artificial intelligence that lacked the awareness of what it had accomplished. As a modest suggestion, I would wish for the element to become more practical, ergo, perhaps arenanet could consider the possibility that out of the 20 spells in an elementalist’s disposal, in every situation, at least one of those spells can easily be predicted and thus be treated by the elementalist’s peers with levity, and in certain extremities, vilification, making the entire experience a difficult endeavor.
I would like for educated discussion, with reasons and examples backing up any claims, and if change is to be advocated, I sincerely hope that the person would include a rough idea of how such change should be brought about.