I can’t wait until ANet releases the game promoted in the manifesto.
Until that, I’ll play GW2.
Until that, I’ll play GW2.
(edited by pmnt.4067)
So we have already established that tempest is not a number problem but we got a +20-50% number patch preview . But let’s be realistic. We are 4 months before release and we won’t get a complete rework. We won’t get a new weapon or a completely new skillset. We have to work with what we have.
The problem with the current overloads is that the costs are too high. An overload costs:
The fire overload is an AoE damage with 5s channel and 25s cooldown. Sounds like a Meteor Shower. I’m not suggesting that Tempest should get a Meteor Shower-esque fire overload for balancing reasons, but the cost would actually justify the effect.
Another example is the water overload. In 27s (5s wating, 2s channel, 20s cd) the base water/arcane/x ele can attune to water (Cleansing Wave, Healing Ripple, Elemental Attunement), use a water skill and use the water-dodge from Evasive Arcana … twice. The water overload competes against 6k-8k heal, 10s regen and 2-4 condi cleanses. I don’t want that as an overload, honestly.
The problem with this cost is that adding 20% everywhere won’t solve the problem and adding 100% everywhere would create more problems that it solves. How to create overload effects that are worth the cost then? Reduce the overload cost:
ANet had the design goal to reward staying in an attunement longer than normal. How about this:
These are just examples, but I think that 4 decent spells with usable cast times/costs help the Tempest more than the current expensive overloads that can never be balanced to their cost
(edited by pmnt.4067)
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