Elementalist damage + quick suggestions + Dev feedback request
in Elementalist
Posted by: Prince.3682
I know theres been a number of these threads but hopefully we’ll get some dev feedback eventually. Maybe we are balanced exactly as intended (and perhaps they can say so one way or another) but I still believe we should be able to dish out damage so I’m holding out.
As much as I’d like to say otherwise, I agree that our damage is lacking compared to our inherent survivability. Or perhaps its simply that our burst is so easily avoidable and inefficient. (churning earth is a great example, followed by DT and even burning speed, and even firegrab has such a small range it should have a better damage (wasn’t it higher in beta?))
Hopefully alleviating any L2P comments, I’ve got 1200+ tournaments played so far and a rather high win rate. Apologies if that sounds conceited, it is not my intent, I just hope it lends some small bit of credibility to my claim.
I could be biased of course but you really don’t see cries of OP ele dps on the forums. You even see dps cries on guardian forums of all things.
I really think its an issue currently. I’m sure it must be difficult to balance with the utility we have but something really has to change. More hp would make bunkers even more absurd.
And tweaking damage on abilities would help with risk vs. reward – but it would be bad if it crossed the threshold and people started running 30/30/x/x/x glass that megaburst people like thieves do.
Nerfing instagib specs like bs thief would help a lot as well though. The damage doesn’t even have to be killed but spread it out.
Shortening our CDs a bit would help us but not really fix the issue. we have so many abilities it takes much longer to execute them and people have so much more time to react.
Perhaps making our burst more reliable, make firegrab a leapfinisher like heartseeker (seeing as how they do equal damage anyway) maybe even make it do X% more damage when below X%. But even then the CD on FG is horrendous.
I have a couple other quick suggestions.
Churning earth – add pulsing damage to the charge up. People can still walk and dodge out of it but at least we aren’t then taking a huge drop in dps.
Magnetic Grasp – currently this acts as a self immobilize as well which is bad, make this pull the target to your position.
Ride the lightning – add a 1s daze to the blast effect. RTL is amazing, bugs aside, and this might be a big request but I think it makes sense.
Shatterstone (Scepter Water 2) – add brief chill effect, perhaps a blast finisher as well
Burning Speed – make this lunge -at- the target like a leap attack. This would help d/d a lot. A close range squishy fighter should be fearsome when up close, however this ability punishes the d/d ele being up close to your target, you have to get at range again to use it which is a huge tell to competent players.
The best change you can do for ele is make attunement recharge a flat 9 seconds, or lower, and make arcane tree points grant something different than attunement recharge.
@Devs if any are reading – Can you please give us ele loyalists some feedback on how you feel about state of the elementalist currently? Are things currently in line with your overall vision? Or are there substantial changes to be expected?
Any straightforward information would be extremely appreciated. Even if its to say some of our hopes for ele are unreasonable. Then at least we’d know not to hold out for something that’s not coming.