Cross Post, Highly Ele Relevent

Cross Post, Highly Ele Relevent

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Posted by: Swiftwynd.1685

Swiftwynd.1685

https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Combo-Finisher-Overhaul/first#post5611323

This post discusses a proposal for updating Combos + Finishers to make all of them relevant for all modes of game play, and encouraging a variety of build stat combinations to maximize their effectiveness.

The primary mechanic change is that all effects produced from Combo Fields and Finishers will take the highest “stat” of the two players to produce the final Effect.

For example, a Berserker ranger shooting a Projectile Finisher through a Sinister Elementalist’s Fire Wall will use the Elementalist’s Condition Damage and Duration on the resulting Fire Projectile Finisher.

Additionally, all “Armors” from the combo fields would be correctly worded and coded as Auras, and this would have another very pertanent effect on Auras: Any Aura would also use the higher “value” stat between the two players, and would count as being activated for both players to trigger any traits or runes.

This would mean that, for example, if you applied Lightning Aura to an ally by placing a field or using our Aura Share, it would use the highest daze duration modifier between the two players, AND any Dazes it produces could trigger Lightning Rod.

I’d love to hear your feedback on this post and that one, weather you agree that such a system would be healthy and promote better group play, or if you think it would completely disrupt the game in an unhealthy way.

Eager to hear your collective thoughts!

Cross Post, Highly Ele Relevent

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Posted by: nearlight.3064

nearlight.3064

This would be cool but will probably never happen. The devs have issues implementing changes that involve creating new coding as opposed to simple changing numbers and adding effects, as evidenced by typical balance changes and the fact that teleporting through purging flames still burns you, along with so many other weird coding bugs in the game.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

Cross Post, Highly Ele Relevent

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Posted by: Senario.2038

Senario.2038

If by highly Ele relevant you mean that the suggestions generally make ele fields weaker and require ele to spec into stats that would be better served on other classes.

Nerfing ele blast finisher on water for example would only serve to make druid more popular as druid doesn’t rely on blast finishers for their tons of healing. Ele however needs to blast theirs and generally it isn’t worth it speccing into healing power heavily as you have three other attunements which do not benefit at all from it.

Nerfing fire fields, might stacking is probably some of the only reasons dagger dagger can exist. And some other variations of a melee ele. You have to sacrifice a lot to get the defenses needed to even have these builds and generally that will mean less power because you need toughness and vitality. Might lasting longer just means it’ll take longer to stack that might and that is generally time that will result in a loss of dps.

Not to mention the only real field that is better is probably static field and earth attunements 1 and 5. You get a lot of vulnerability yes, but you have to sit in earth to stack it.

(edited by Senario.2038)

Cross Post, Highly Ele Relevent

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Posted by: Leo G.4501

Leo G.4501

If by highly Ele relevant you mean that the suggestions generally make ele fields weaker and require ele to spec into stats that would be better served on other classes.

That’s a highly subjective viewpoint you have there…

Nerfing ele blast finisher on water for example would only serve to make druid more popular as druid doesn’t rely on blast finishers for their tons of healing. Ele however needs to blast theirs and generally it isn’t worth it speccing into healing power heavily as you have three other attunements which do not benefit at all from it.

Nerfing fire fields, might stacking is probably some of the only reasons dagger dagger can exist. And some other variations of a melee ele. You have to sacrifice a lot to get the defenses needed to even have these builds and generally that will mean less power because you need toughness and vitality. Might lasting longer just means it’ll take longer to stack that might and that is generally time that will result in a loss of dps.

Not to mention the only real field that is better is probably static field and earth attunements 1 and 5. You get a lot of vulnerability yes, but you have to sit in earth to stack it.

tl;dr “So I can’t blast water fields for max benefit + blast fire fields for max damage anymore!?! kitten idea!”

You kind of skim over the point that such a system would take whomever would get the best results’ stats so if you were an offensive specc’ed ele blasting your own fields, that makes this:

“Nerfing fire fields, might stacking is probably some of the only reasons dagger dagger can exist. And some other variations of a melee ele. You have to sacrifice a lot to get the defenses needed to even have these builds and generally that will mean less power because you need toughness and vitality. Might lasting longer just means it’ll take longer to stack that might and that is generally time that will result in a loss of dps.”

…a moot point as well as this:

“Nerfing ele blast finisher on water for example would only serve to make druid more popular as druid doesn’t rely on blast finishers for their tons of healing. Ele however needs to blast theirs and generally it isn’t worth it speccing into healing power heavily as you have three other attunements which do not benefit at all from it.”

…if said ele is built for support.

The reason the combo system is so superficial outside of blasting fire and water fields is because of how they’re balanced against the various combos and field effects. If the combos are to be brought up, likely something needs to be brought back in line…possibly the “self-combo” aspect for the sake of “team synergy” if need be.

Not that I agree with the OP’s ideas, but it’s not a uncommon view that many blast combos are too potent, projectile combos are forgettable and whirl combos are just uncontrollable projectile combos. So things need a looking at…

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Posted by: Swiftwynd.1685

Swiftwynd.1685

This would be cool but will probably never happen. The devs have issues implementing changes that involve creating new coding as opposed to simple changing numbers and adding effects, as evidenced by typical balance changes and the fact that teleporting through purging flames still burns you, along with so many other weird coding bugs in the game.

I agree that the scale of such a change of this size and scope would take a significant amount of time and resources for the developers to get it done right, and would likely have a huge list of bugs at first, but i think this change is necessary for improving the use of combos and they should take there time implementing this well after hots launch.

(edited by Swiftwynd.1685)