RIP conjure builds?
Looks like the damage from LH and FGS were “unintended” so Anet just nerfed them. By how much? Or was this a thing of the original patch accidentally buffed the conjures and this patch just restored them to what damage they were a few days ago?
Hey atleast we still have tornado :P
I think they just got restored to their normal damage.
Retired elementalist theorycrafter
Yeah I got 5k bursted by a kit earlier
Bad Elementalist
Seeing patch notes and panicing, aren’t we?
Yeah I got 5k bursted by a kit earlier
5k lol wth kind of dmg is that on a kit …if u would of said 15k then sure but i can hit little over 10k with pry bar alone…
Now waiting for a nerf on the “uber op staff” in wvw… and anet shall be finally done with ele. At least i hope so.
While this truly may have been a fix it has placed damage of conjured weapons to the “almost pointless” category you’re going to end up with better sustained auto attacking unless you’re running the gimmick build and even then it’s going to be marginal. So perhaps they need to revisit conjured weapons in their current state and reevaluate the base damage vs. what’s capable with all our weapon combos so there is a reason to use them.
Now waiting for a nerf on the “uber op staff” in wvw… and anet shall be finally done with ele. At least i hope so.
This has actually all ready happened more than once. It really doesn’t need another pass.
Yeah I got 5k bursted by a kit earlier
You realize some people auto attack for more than that right?
(edited by NeuroMuse.1763)
Again, do we have any data on what has been changed, if a change there was at all?
Retired elementalist theorycrafter
Again, do we have any data on what has been changed, if a change there was at all?
There are no specifics on the exact nature of the change and what was supposively causing the inflated damage. However, pulling out a conjure and testing it in real world situations it is doing significantly less damage.
Ok, can you try to guess about how much less damage you are dealing?
After a quick test I noticed that the damage is consistent with the tooltip and the wiki. Were the conjures doing abnormal damage before?
Retired elementalist theorycrafter
(edited by Zelyhn.8069)
For a short while, yes (someone said it happened in the dragonbash update, although I haven’t seen any official proof of when) the conjured weapons, engi kits, ect were doing almost double what they should have been according to the tooltips. This was simply adjusted back to original values. Yes it sucks, but it wasn’t a nerf, just a bug fix. All other functionalities of the weapons remain unchanged.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
Yeah I got 5k bursted by a kit earlier
You realize some people auto attack for more than that right?
You realize Mr Down Frown Clown is a bunker right?
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
The damage “buff” was 5%. And it was supposed to bring Conjures and Kits in line with the new Ascended weapons, which also have 5% more damage then Exotic.
Conjures and Kits dont scale with weapondamage and use a preset weapondamage when equiped. Currently its set at Exotic equivalent level, in order for it to match Ascended it needs the 5% damage buff, which they just pulled back.
Yes it sucks, but it wasn’t a nerf, just a bug fix. All other functionalities of the weapons remain unchanged.
They promised to buff conjures and engi kits on the level of ascended weapons. They went back on that promise. It’s a nerf.
It wasn’t a purely accidental change. They did say right before the buff on conjure that they would do it.
I don’t really mind all that much though, I can’t hear the conjure and optimized groups cries over the fun I’ve had since I’ve started playing d/f. I’ll leave conjure builds to people who really care strongly about shaving off seconds off runs. d/f has enough damage for a casual speedrun.
(edited by Nikaido.3457)
So they brought the conjures’ weapon damage from 969 to 925, I see.
It is indeed an odd change. Maybe it is their way of saying “don’t use builds dedicated to conjures” and I can understand that: like Nikaido said D/F fresh air is just so much more fun to play, and it works decently enough.
Retired elementalist theorycrafter
I’ll leave conjure builds to people who really care strongly about shaving off seconds off runs. d/f has enough damage for a casual speedrun.
More fans of d/f!
Looks like the damage from LH and FGS were “unintended” so Anet just nerfed them. By how much? Or was this a thing of the original patch accidentally buffed the conjures and this patch just restored them to what damage they were a few days ago?
you got nerfed hardv ! the troll in me is happy
Again, do we have any data on what has been changed, if a change there was at all?
There are no specifics on the exact nature of the change and what was supposively causing the inflated damage. However, pulling out a conjure and testing it in real world situations it is doing significantly less damage.
I’m doing about 30% less damage on fiery rush.
I’ll leave conjure builds to people who really care strongly about shaving off seconds off runs. d/f has enough damage for a casual speedrun.
More fans of d/f!
Wow, I thought I was the only one. I adore d/f lately… offhand dagger kinda sucks for anything but mobility I’ve realized, and with rtl in its current state even that isn’t great. Obsidian flesh, magnetic wave, comet, and gale alone are enough to make up for almost all offhand dagger skills.
Endless Petrification Tonic
(edited by Jabberwock.9014)
And swirling winds
Retired elementalist theorycrafter
I’ll leave conjure builds to people who really care strongly about shaving off seconds off runs. d/f has enough damage for a casual speedrun.
More fans of d/f!
Wow, I thought I was the only one. I adore d/f lately… offhand dagger kinda sucks for anything but mobility I’ve realized, and with rtl in its current state even that isn’t great. Obsidian flesh, magnetic wave, comet, and gale alone are enough to make up for almost all offhand dagger skills.
I bounce between d/f and s/f. Been a fan of those setups long before people started figuring out how to use them lol. Glad to see them getting used more. I agree, they outshine OH dagger unless you’re just needing mobility or a fire field (which you can still get with focus, just not as reliable of one). It seems to keep me more “busy” than OH dagg if that makes sense. Keeps me engaged rather than just midlessly spamming and comboing.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
^Agreed. Focus allows a lot more counterplay, and using skills at the right time actually feels rewarding. Like reflecting/blocking projectiles, going invul for stomps/rezing/tanking, and interrupting heals from a distance with gale or comet (which are way easier to land than the melee and predictable earthquake/updraft). But let’s not derail this thread further.
Endless Petrification Tonic
(edited by Jabberwock.9014)
Game Designer
The damage from conjures and other weaponry of the like had an unintended increase from the patch on September 3 as a side effect from another change, so this fix was just to correct that bug. It’s not to say we’re against increasing ele conjured weapon potential in the future.
Cheers!
-Karl
It’s not to say we’re against increasing ele conjured weapon potential in the future.
Interesting statement :P
It’s not to say we’re against increasing ele conjured weapon potential in the future.
Interesting statement :P
I imagine that once ascended equipment becomes the norm they will. As it is most people don’t have a single ascended weapon yet.
The damage from conjures and other weaponry of the like had an unintended increase from the patch on September 3 as a side effect from another change, so this fix was just to correct that bug. It’s not to say we’re against increasing ele conjured weapon potential in the future.
Cheers!
-Karl
I knew it!!! This post confirms that in the future conjures wont dissapear upon dropping them ! Come on make me happy Karl :P
Karl, I am not really concerned with conjures, but I really appreciate a dev response in these forums! While you are here, please take a quick look around at some of the great suggestions that people have made that might help ele not be a laughingstock/poor-man’s thief.
Thanks Karl for having the courage to come down in our elem pits and talk to us
Can we know what was this other change that caused the bug please?
Retired elementalist theorycrafter
Are you guys kittening blind?
“Thanks karl”? WTH…They promised to buff conjure since one year ago..still nothing and now a dev comes and say :“It’s not to say we’re against increasing ele conjured weapon potential in the future.” What future are you referring to karl ? 2015?2018? How long more before you fix AT LEAST the only unusable utilities in this game?
I am convinced that conjure builds are a bad way to play the elementalist, so I don’t care if they don’t buff them. I will continue using the conjures situationally and enjoy doing so.
Anyway I think we should be thankful for the first dev sign of attention after months of silence.
Retired elementalist theorycrafter
And yet my full Lightning Hammer DPS build with exotic and ascended berserker gear, was killing slower in the gauntlet than most other classes.
He did not say they are buffing them in the future. He just said they are not against buffing them in the future. So it is an option, only.
Jon Peters on the gw2 pvptv twitch channel has said that they are looking forward to make conjures more like kits, while still retaining the party support (sharing?) of it. He wasn’t any less vague than this, but just so you know.
The damage from conjures and other weaponry of the like had an unintended increase from the patch on September 3 as a side effect from another change, so this fix was just to correct that bug. It’s not to say we’re against increasing ele conjured weapon potential in the future.
Cheers!
-Karl
Oh, so you lot know where the ele forum is then. Maybe once in a while you could i dont know spend time here and READ the posts by players and DO something about it….
Hands up anybody who wants them to be shared items?
Nope, nobody?
We already have to kitten about four times more then anybody to survive/fight etc.
If someone else wants a fire axe, frost bow or whatever, tell them to make an ele.
I`m so kittening sick of being forced into helping others more then myself.
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
And yet my full Lightning Hammer DPS build with exotic and ascended berserker gear, was killing slower in the gauntlet than most other classes.
Lightning hammer “build” relies heavily on party support to maximize damage. Without an external source of fury, might and burn it’s nothing special, hence the slow kills in gauntlet.
They don’t want elementalists to be best at anything. Mine is the best at collecting dust while I “just press 1” on my guardian. My engineer makes a much better jack-of-all-trades, so elementalists aren’t even best at being mediocre at everything…..
The damage from conjures and other weaponry of the like had an unintended increase from the patch on September 3 as a side effect from another change, so this fix was just to correct that bug. It’s not to say we’re against increasing ele conjured weapon potential in the future.
It wouldn’t matter to me if conjures did 100% more damage than current, the implementation is so clunky and irritating to use I wouldn’t use them anyway.
Please improve their usability. Ele already has bugger-all real build options as it is.
They don’t want elementalists to be best at anything. Mine is the best at collecting dust while I “just press 1” on my guardian. My engineer makes a much better jack-of-all-trades, so elementalists aren’t even best at being mediocre at everything…..
This concept also has to go. The concept of a versatile-but-mediocre class has never worked in any MMO and it doesn’t really work here. There needs to be more traits that allow specialisation in an element and/or role at some cost to versatility, eg: each of the 20% faster attunement recharge traits ought to be made to also decrease that attunement’s recharge timer by 20% at the cost of increasing the recharge timer of the respective opposite attunement’s recharge timer (eg: fire spells & attunement 20% faster but water attunement recharges 20% slower).
They don’t want elementalists to be best at anything. Mine is the best at collecting dust while I “just press 1” on my guardian. My engineer makes a much better jack-of-all-trades, so elementalists aren’t even best at being mediocre at everything…..
This concept also has to go. The concept of a versatile-but-mediocre class has never worked in any MMO and it doesn’t really work here. There needs to be more traits that allow specialisation in an element and/or role at some cost to versatility, eg: each of the 20% faster attunement recharge traits ought to be made to also decrease that attunement’s recharge timer by 20% at the cost of increasing the recharge timer of the respective opposite attunement’s recharge timer (eg: fire spells & attunement 20% faster but water attunement recharges 20% slower).
I strongly disagree. Jack of all trade classes work just fine. I’ve always played as one in many games so I think my opinion counts.
The problem is it’s not done properly for Elementalists. The concept already exists and is working properly for engineers, so that’s proof that it can survive and do well in this game.
In fact, because of how GW2’s combat system works, more options is very useful.
I think your idea about decreasing cooldowns for an element and increasing cooldowns for another is terrible, no offense. Why should people who want a balanced playstyle suffer because you don’t like playing that way?
I also think Evasive Arcana should be split into (10) or (15) minor traits so it’d be relatively simple to create balanced builds and reduce dependency on the arcana trait line. Or, add them to the alacrity traits and turn them into adept traits.
Attunement cooldown should be reduced to 10 seconds.
And lastly, to promote builds that specialize in one or two attunements, traits at master should be very impactful for its own attunement. Same goes for GM traits. It’s like this: 1-15/20 points into each attunement should always be useful no matter what attunement you are in, while 15/20-30 are attunement specific. Meaning, balanced points across the board promotes a balanced jack of all trade build and more points into select traits promote specialization into an attunement or two.
Everyone needs a little optimism!
(edited by Azunai.5974)
The damage from conjures and other weaponry of the like had an unintended increase from the patch on September 3 as a side effect from another change, so this fix was just to correct that bug. It’s not to say we’re against increasing ele conjured weapon potential in the future.
Cheers!
-Karl
OH MY GOD! A dev post in the ele subforum! Rejoice!
On a serious note, it’s good to hear you’re considering increasing conjured weapons potential. The ones that need a harder look at are Shield and Axe. They suck so bad I’d rather take a human racial skill than these utilities. XD
Either changes to the mechanic of the conjured weapons themselves, or better individual skills, or more useful and accessible traits will be so much welcomed!
later. It doesn’t care that I’m there.”
The damage from conjures and other weaponry of the like had an unintended increase from the patch on September 3 as a side effect from another change, so this fix was just to correct that bug. It’s not to say we’re against increasing ele conjured weapon potential in the future.
Cheers!
-KarlOH MY GOD! A dev post in the ele subforum! Rejoice!
On a serious note, it’s good to hear you’re considering increasing conjured weapons potential. The ones that need a harder look at are Shield and Axe. They suck so bad I’d rather take a human racial skill than these utilities. XD
Either changes to the mechanic of the conjured weapons themselves, or better individual skills, or more useful and accessible traits will be so much welcomed!
Don’t knock the axe, it has pretty insane burning and burst damage. The shield does need work, though. Reduce the cooldowns and modify skills to be more defensive than just a mixed bag of half-baked skills.
If conjured weapons can’t work like kits, they should at least equipinstantly.
Everyone needs a little optimism!
It’s not to say we’re against increasing ele conjured weapon potential in the future.
Interesting statement :P
It’s also not to say they’re against leaving ele conjured weapons right where they are so the statement isn’t that interesting.
The devs are not against many things.
What we would like to know it what they are in favor of.
Retired elementalist theorycrafter
Btw Karl was on the pvptv channel this morning and he said that the fgs trail and its damage is unintented and they are working to fix it. I dont know if he was talking about the damage when used properly or specifically about the bug when you use it with flash and the trail happens in the same spot same as using it against a wall.In any case this seems like a nice topic to post this info
Btw if you want to hear from devs go watch that pvp stream.The stream is worth it by itself and you get as a bonus to interact with gw2 devs like karl or jon quite often as they drop by.
(edited by Avead.5760)
Yay!
Wait, what?
Retired elementalist theorycrafter
Btw Karl was on the pvptv channel this morning and he said that the fgs trail and its damage is unintented and they are working to fix it. I dont know if he was talking about the damage when used properly or specifically about the bug when you use it with flash and the trail happens in the same spot same as using it against a wall.In any case this seems like a nice topic to post this info
Btw if you want to hear from devs go watch that pvp stream.The stream is worth it by itself and you get as a bonus to interact with gw2 devs like karl or jon quite often as they drop by.
Linkage?
Twitch.Tv/guildwars2pvptv
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
The damage from conjures and other weaponry of the like had an unintended increase from the patch on September 3 as a side effect from another change, so this fix was just to correct that bug. It’s not to say we’re against increasing ele conjured weapon potential in the future.
If one has an ascended weapon equipped why shouldn’t the conjured weapon scale with what the player has equipped?
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Because it does not. Conjured weapons have a fixed average weapon damage (969 if I am not mistaken).
Retired elementalist theorycrafter