So, all of the argument back-and-forth between the “elites” and the “casuals” seem to address the idea of buffing and nerfing as an absolute – the idea of “buffing elementalists” is generalized to impact all levels of play for a class, while “nerfing other classes” are mistaken as nerfing all aspects of those classes. The idea is that any nerfs or buffs will ripple through all levels of skill and cause imbalances at the higher echelons of the game, somewhat like the insane builds that appeared at the BWE periods.
The only question that I ask is: why does balancing have to be that extreme? Many of us have already identified one of the core problems of the class, which is the very high minimum skill required to perform adequately with the class. In a nutshell:
- Elementalists are currently balanced at high skill levels and very weak at lower (average) skill levels.
- Numerical benefits and straight buffs will make the class balanced at lower (average) skill levels but broken at higher skill levels.
Thus, I would like to propose an alternate idea to balance the two levels of gameplay: adding a new weapon – the Greatsword – to the class.
The greatsword, for elementalists, will basically serve as a newbie-friendly, higher damage weapon with considerably lower versatility than any of the other weapons. Most of the skills on the weapon will deal damage close to BWE1-BWE2 levels, although the weapon will have much lower versatility and a lot of the abilities will become very similar to each other (possibly even with shared cooldowns to ensure the concept of “lower versatility” is enforced). The weapon will only have a single, long-cd fire combo field and fewer AoEs, would have mostly targeted condition infliction, and would have very low variety overall in favor of straightforward damage and a few elements of control, making it an less desirable weapon for upper echelons of play.
The idea for the greatsword is for it to be a weapon that is more friendly to newer players. A player using the GS can rack up competitive amounts of damage with relative ease compared to the other weapons, but would be restricted in the number of tricks that he has at his disposal (shared cooldowns, cloned skills between attunements, etc.). Because an elementalist does not have weapon swapping, this would allow the elementalist to be a bit more newbie friendly than it currently is without heavily impacting the “elite” players.
What do you guys think?
EDIT: To add to this, it would be nice if the greatsword could somewhat be a “learning weapon” of sorts to get players used to their traits, managing boons and cooldowns, and overall understanding the mechanics of the class. I do not know how this would be done or if this is possible, but it would get more players interested in a complex class like an elementalist without pushing them all away due to the initial barrier of entry.