I had this idea while posting about Ele spec problems in another thread, but before I explain I’ll explain where I’m coming from in terms of game balance.
I’ve been a fire nuke since before Guild Wars had a secondary title. I found the GW2 staff to be boring for me, though, so I went D/D. I love it. The play style required for D/D is so in-your-face and speedy. But we don’t have henchmen and heroes anymore, so the squishiness of an Elementalist is more evident than ever. And our ability to nuke just doesn’t seem as powerful any more.
So like a lot of people, I’ve been forced to adapt. And the only real way to adapt is to pump points and gear stats into defense and survivability, like 30 Water. And it’s nice, actually. I can hold my own more than ever, I like some of the new things I’m able to pull off (Evasive Arcana), and I still feel agile. But I don’t feel powerful. Sure, I can solo a Champion now, but it takes forever. I just do not feel that strong. It’s just slow attrition, like bleeding to death from a paper cut.
Imagine if rather than Mohammad Ali’s rope-a-dope technique involved hanging in there as his opponent tired and then coming out swinging in full force later, but rather that it meant that he just waited until his opponent died of hunger.
That’s what it feels like for a defensive Elementalist. I believe the term is Bunker?
But we don’t have much choice, do we? Because going the Power/Prec route with traits and stats means giving up our survivability for pretty minimal offensive return.
So here’s my idea for a solution that doesn’t involve nerfing Eles into the ground, or buffing them into gods, and I want to hear people’s thoughts on it:
Remove armor class restrictions
The classic trope is that spellcasters wear cloth, rangers/rogues wear leather, and warriors wear chain and plate. But that doesn’t really make sense, does it? Wouldn’t you want the best armor possible no matter what your class is? It makes sense for rangers, rogues, and warriors, but it doesn’t make sense for spellcasters.
And it certainly doesn’t make sense with the current state of Elementalists. We’re forced wear cloth armor, but we’re also forced to pump all points into defensive and supporting traits.
Think about it: What is Vitality and Toughness if not invisible armor? So we’re still forced to wear cloth armor, but then we just put on invisible plate armor over top of it?
Why not just let us wear medium or heavy armor? Then we wouldn’t have to pump so many stats & points into defense. Then they could potentially afford to buff us offensively and/or nerf us defensively.
And before you anyone says, “But then what’s to keep Elementalists from still pumping all their points into defense/support and becoming an unstoppable tank?”
Add a caveat to wearing the wrong armor for your class that makes something slightly less effective the greater the disparity is between class and armor. For instance, the higher the armor, the weaker the Water and Earth benefits (or the class equivalent).
In The Elder Scrolls: Oblivion, if someone wore an armor type they weren’t skilled in, their magic was less effective.
So we could get better armor, which would allow us to survive more easily without speccing for Bunker, and we could finally afford to put points into Fire/Air.
Not only would it open up a lot of options for customization in terms of gear styles, but I think it would finally allow the Elementalist to the the jack-of-all-trades they’re meant to be and open up a lot of specialization options.
It’s not perfect and would take some tweaking. And maybe it would just be easier to buff Power/Prec. But I think it could work
So, is it a good idea, or am I just crazy?