(edited by Drazerg.8956)
Serious Tempest Feedback
tempest also got karled
I’m glad someone finally had the courage to speak out against tempest.
There’s not nearly enough people saying the exact same thing.
I’m glad someone finally had the courage to speak out against tempest.
There’s not nearly enough people saying the exact same thing.
Yeah, I’m not saying my opinion is THE way to go, but Ele has support in earth, water and Arcane, from what I see Tempest traits are PURE sustain/support.
And nothing new to the table aside from overload
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I haven’t found Overloading very rewarding or fun, specificly in Fire and Air.
If they want people to enjoy Tempest even for it’s support focus, they at LEAST need to show some love in Overloading damage. (Or my theory that fire/air overloads should follow the user)
More interactice and control, more fun
(edited by Drazerg.8956)
Fully agree 100%
Eternity~!
I haven’t found Overloading very rewarding or fun, specificly in Fire and Air.
If they want people to enjoy Tempest even for it’s support focus, they at LEAST need to show some love in Overloading damage. (Or my theory that fire/air overloads should follow the user)
Well, I won’t say That I played very well in the BWE2 but, I tryed to play the Tempest with one thing in mind : Not relying on attunment swap.
And guess what? it worked. I would also say that fire overload was especially rewarding (from my point of view, the most rewarding). With the fire overload I was able to grow high stacks of burning on top of really correct damage and some might stack. In PvE, everything melt incredibly fast in front of me. I believe that this nerf :
Overload Fire: Reduced cast time to 4 seconds. note: We’ll be reducing the damage of this overload, as it’s got too much in its current state. I don’t have the numbers on this right now, but will update when I get a chance
is a good thing (maybe not for the players but for the game).
I tryed the same thing with overload air and felt that it wasn’t good. Then I’ve read some other guy good impression on this overload and, I now believe that my bad feeling come from the fact that I didn’t properly build for this overload. (Mainly tweeks needed for traits choice and armor stats).
I’m saying this but I still feel that there were things lacking in the overload thing. For me, they should have made attunment swap traits proc on overload use instead of buffing some numbers and giving more extra effect.
I think the last changes helped overloads massive and i can´t await BW3 :-).
Also i dont think karl did a bad job. Its mostly how you look at it. The concept itself might feel booring for a lot of ele players, but tempest fullfils roles that bring new builds. It might need a bit trait and number modifications but i see tempest to work in a lot of builds. And these are not D/D meta. It even supports condi builds and Scepter. Maybe not enough but it does.
- Well, I won’t say That I played very well in the BWE2 but, I tryed to play the Tempest with one thing in mind : Not relying on attunment swap.
And guess what? it worked.- I would also say that fire overload was especially rewarding (from my point of view, the most rewarding). With the fire overload I was able to grow high stacks of burning on top of really correct damage and some might stack. In PvE, everything melt incredibly fast in front of me.
- I tryed the same thing with overload air and felt that it wasn’t good. Then I’ve read some other guy good impression on this overload and, I now believe that my bad feeling come from the fact that I didn’t properly build for this overload. (Mainly tweeks needed for traits choice and armor stats).
- Interesting, I have not thought of doing trying a play style as that, however I’m not too sure if it would be too great, needs testing tho.
- For PvE where mobs don’t move, i’d agree with you, it’s pretty good.
However, I mainly play PvP and WvW and I find the skills and I’m not a fan of the lingering effect, I feel if it Moved with you for it’s duration it would feel amazing as a Tempest should! (It’s pretty useless in WvW and it’s only use for PvP is on conquest points) - Fire is one thing, Air for me felt dull. I’d like to again, see the effect follow the caster as well as it’s combo field. It would add flavor and uses to the skill. (I’m thinking WvW where you can run with a lightning field while allies blast the field)
I really want a tad of luxury for those.
I think the last changes helped overloads massive and i can´t await BW3 :-).
Also i dont think karl did a bad job. Its mostly how you look at it. The concept itself might feel booring for a lot of ele players, but tempest fullfils roles that bring new builds.
I definitely agree, I’m just qqing a bit as many classes has an elite spec with tons of flavor, I still don’t taste the same flavor as say, Reaper, Scrapper or DareDevil.
I also had the best experience with fire overload. Quite clear that my equipment supports it. But in player combat i did´t use overloads a lot. Once fire and sometimes earth. But overloads should not replace ele skills. I see it is an oportunity skill, that will have great impact when used at the right moment. At least when you need something when your cooldowns are in a bad shape :-). After the changes i might use air overload at combat start, because i usually don´t need air for a while when all skills are on CD.
For PvE where mobs don’t move, i’d agree with you, it’s pretty good.
However, I mainly play PvP and WvW and I find the skills and I’m not a fan of the lingering effect, I feel if it Moved with you for it’s duration it would feel amazing as a Tempest should! (It’s pretty useless in WvW and it’s only use for PvP is on conquest points)
I’d dare to say that the best effect of the overload aren’t the lingering effect but the channeled effect. And these effect follow you while you move. Fire grant you damage, burn and might but on top of that you perform a whirl finisher. I know that a whirl finisher isn’t the most reliable finisher in game but if you’re lucky enough it’s a great asset as a combo with a fire field. Although, I understand that staying in an attunment isn’t really fitting the fast pace of a PvP fight, still they tried to give us more deffensive tools through tempest trait line and shout that allow us to actually stay in an attunment.
Fire is one thing, Air for me felt dull. I’d like to again, see the effect follow the caster as well as it’s combo field. It would add flavor and uses to the skill. (I’m thinking WvW where you can run with a lightning field while allies blast the field)
I really want a tad of luxury for those.
Air felt dull for me too. I’m used to fire, I tryed a bit and felt that HoT PvE needed both condi and power to be done easily so I didn’t take a pure power gear and end up with an hybrid gear. I think air need us to take something more straightforward like a zerk gear. Although I didn’t try to see how the overload react to fresh air. If fresh air recharge the overload as well as the attunment, one can dream of a nearly perma air overload with good sustain damage, at least better than scepter aa. (though you depend on your teammate for might stacking).
Honestly, I feel like we need a minor trait that rewards staying in a single Attunement.
My thoughts:
-Scrap Speedy Conduit.
-Replace Speedy Conduit with the current Hardy Conduit and add the Stability functionality to it.
-Add a new Grandmaster minor trait:
Tempestuous Escalation:
Remaining in a single Attunement grants you a stacking bonus for each second you remain in that Attunement:
Fire: +1% Damage (10% cap)
Air: +2% Critical chance (20% cap)
Water: +1% Outgoing healing affecting other allies (10% cap)
Earth: +1% Condition damage (10% cap)
The trait’s Attunement-specific bonuses end when switching Attunements, but the trait is always active. For example, when you switch to Water after being in Fire for 10 seconds, you would lose the 10% damage bonus but immediately start accumulating the 1% outgoing heal bonus.
This synergizes well with the theme of each Attunement and each Overload. Plus, the bonuses are not boons, so they can’t be abused by boon duration/boon share, nor can they be stripped. It also incentivizes remaining in a single Attunement; the lack of such an incentive is a big reason why Overloads are meh atm.
It is sad to see that Tempest isn’t that exciting for eles. Adding something that excites a class community can be hard, especially if the said class has almost everything at its disposal already.
Disagree. It is not hard to come up with something genuinely new for Ele, I think they got carried away on the overload idea and forgot to think through Tempest’s role. It doesn’t speak very highly of Anet’s design process TBH.
As for new specs, you alluded to an obvious avenue in your last sentence – a role other than being jack of all trades, ie a spec with NO or little group support is an obvious way to do.
I’m pretty sure a lot of Eles would have been quite happy with a spec that emphasised damage, control, and/or mobility instead of group support and healing.
Although the new Rebound Idea sounds cool, I would still like the elite skill to be “Maelstrom!”
I don’t see it happening and I think they lost their chance at this point…
Rewarding attunement camping seems to be the way to go and can offer a fresh approach. It is sad to see that Tempest isn’t that exciting for eles. Adding something that excites a class community can be hard, especially if the said class has almost everything at its disposal already.
With Overloads I think they just went in the wrong direction altogether. It’s a mechanic which conflicts with the core class mechanic. The elementalist is built on versatility and using all 4 elements to their full advantage, that’s what made the class stand out amongst both other other GW2 classes and elementalists in other games.
So then they come along and class mechanic which completely goes against that.
I don’t have a problem with making it worthwhile to camp attunements, the problem is that Overloads aren’t worth casting and that Tempest fills the exact same role as D/?