Today I reached my 100th PvP game of Tempest and I would like to analyze its new mechanic (overloading). I’ll write about the relation between cost and reward.
Cost
1- Wait 5 seconds in an attunement:
This wait-time ruins your attunement rotation. Being an elementalist you don’t want to stay in an attunement more than 3-3.5 seconds as you want to cicle fast in order to get more healing, boons, damage and condition cleansing. At the same time the autoattacks are usually underwhelming which means that you are basically going to waste a couple of seconds every time you prepare to overload.
2- Channel the overload during 4 more seconds:
This makes you extremely vulnerable to any kind of burst damage, condition and CC.
3-While overloading you are still locked in the same attunement:
Since you had to wait for 5 seconds earlier and now you are channeling for 4, all your other attunements are recharged already (5+4=9 is the attunement recharge).
Being forced to channel means that you are being extremely innefficient as you are wasting a whole rotation of boons, healing, condition cleanse and damage.
4- The overloaded attunement becomes locked for 20 seconds
20 seconds is the 200% of the base recharge rate which is huge. Not only you ruined your current attunement rotation but you are also paying with the following one.
We lost 1 rotation and made another one inefficient and therefore we are losing a ton of value (boons, damage, healing, condition cleanse). At this point you will be thinking that the reward is going to be insane. I have bad news.
Reward
1- Fire: Pulses burning and 5-6 ish might. You can get more might if you decide to stand in the small area and not move (root yourself, more drawbacks to get the full value).
2- Water: Cleanses conditions and heals.
3- Air: Deals damage. Applies vulnerability.
4- Earth: Grants protection, cripples, bleeds, immobilizes.
Cost-Reward
1- Fire: This ability should never be casted as the cost is way too high for just 5 might. You could get way more than that by doing your natural rotation. The damage is underwhelming.
2- Water: although this one may seem good, the fact that you lock yourself out of water for 20 seconds means that you will die in the next rotation. You might heal more now, but in the long run you will be losing.
3- Air: The cost is super high but at least the damage is great. Maybe the only barely usable overload.
4- Earth: Again decent, but the cost is so high it’s not worth casting.
Overall we have mediocre and average effects at an incredibly high cost. Therefore, most overloads never see any play.
Possible fixes
Two directions could be taken
a) Increase the reward: I think this would be the most interesting one. High cost high reward gameplay is usually the most enjoyable in PvP games.
If this direction is followed, only fire, water and earth need to be buffed. Air is already OKish.
b) Reduce the cost. This would require less effort by anet than option a). I will brainstorm a few suggestions (only one should be taken)
- You can swap attunements while channeling the overload (nice synergy with traits such as rock solid and elemental attunement. Probably the natural option)
- You are not forced to wait 5 seconds before starting the channel. This is a good option as it would make the stunbreak on overloads actually usable. However overloads would then become a consequence to CC, rather than a proactive play.
- Don’t punish the tempest with extended cooldowns after overloading. Overload can still have the 20 sec recharge, but attunement shouldn’t.
- Make harmonious conduit (1 stack of stability when overloading) baseline, minor or adept tier. Right now it is competing with Invigorating torrents which is too good too pass.
- Change “Rebound!” to “Your following Overload channel is instant”
- Change “Superior rune of the tempest” bonus. It now grants stability and protection while overloading (or when you use a shout – “feel the burn” synergy)
(edited by Marcos.3690)