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So how are peoples new builds coming along? I haven’t played much lately just wonder what the Elementalist community is up to?
I don’t know about other people, but I’m personally rolling with a D/D setup similar to the one mentioned above and in other topics. Though not as good kitten D or Staff used to be, it’s still a feasible playstyle.
yeah basically same as before but either put that 10 you had for ea in either armour of earth or might on cantrips your choice, personally i use the might because my build is plenty survivable alredy and i prefer active skills then passive defence
I find it so hard to solo with a staff now. I am really liking D/D, but I really miss the extra blast finisher. It’s been a long week
So how are peoples new builds coming along? I haven’t played much lately just wonder what the Elementalist community is up to?
I’m still rocking the staff.
With Eruption and Arcane Wave I’m able to keep up a similar effectiveness as I was prior to the EA nerf, BUT… it’s nowhere near as fun or dangerous.
This was never about losing effectiveness, it is about losing a fun playstyle and the rendering of a Grandmaster Trait to near uselessness.
Indeed. We’re still as good (or bad) as we were, except it’s only half as fun to play.
This thread still alive? Seriously?..
EA got the nerf hammer but really just got bug fixed. Well, not really a hammer but more like a hatchet. The spell abilities still trigger, do damage, people die, etc.. The wall of tears is just because the blast finisher got taken away, so now we just have Arcane Wave and our standard ability finishers that we have always had, ie. Dragons Fang, Eruption, and etc. etc..
While I understand that some people are upset that they put their whole basket of eggs on one build because they were incorrectly convinced that Arcana builds were the only viable options, and as I have said many times before, they certainly were not and are still not the only viable builds for an Ele. So this really is a LTP issue and nothing more than that.
Just look at the history to this whole drama. First, everyone flooded the forums here wailing and crying that the Ele sucked and that it had no viable builds and etc..
Next, a couple smart people posted video’s and builds about something THEY discovered. Then a whole lot of people all flocked to emulate this bunker build. Now, because of all these people exploiting some traits in ways they were never ever intended to be used, Anet fixed them. Now I guess you will all have to wait for another smarter person to find a build for you, or hey! You can find a build for yourself that works for you!! How about giving that a shot?
A true fix would have tied a blast finisher to Evasive Arcana’s Churning Earth, whoever is responsible of professions balance and fixes didn’t finish his job: we still have EA’s Churning Earth missing a blast finisher and 7 stacks of bleeding; Mist Form cooldown was not fixed in relation to Cantrip Mastery while used outside of spvp; Dragon Tooth completely lost his blast finisher; Magnetic Grasp and Ride the Lightning will bug even after ANet stated twice they were fixed and so on…
So asking for at least one blast finisher (CE) on Evasive Arcana is not a whine, it’s just a rightfull request for a trait to be fixed.
P.S. Sorry for my English, it’s not my main language
I just retrained, from 30 Arcana to 20, redistributed 10 points to get Zephir’s Boon. I found again my beloved elementalist. Surely I miss the fun to jump into fields but I guess we have to adapt.
My current build:
http://gw2skills.net/editor/?fEAQFAWhImKbwR5gjDAEFvYyQRIbUeMzO2A;ToAgzCmoqxUjoGbNuak1M+4AC
I find the signet/cantrip traited builds to be underwhelming in practice.
I’ve got 30 in Arcane for the reduced attunement swap cooldown, boons when switching, and larger staff AOE… I still have EA for lack of anything better to choose.
20 in water and earth mostly for the healing/vitality/toughness.
Ran this build on Fractals level 1… 4-man. 2 of us were lvl 80, 1 was level 40, 1 was level 33. Had no problems.
don’t really play ele that much any more. tried it a few times in fractals and it feels so boring now. thinking about a d/d build, but don’t really want to invest the time to train myself for another playstyle.. maybe when I have a few days off.
I still find it rather amusing that people think the blast finishers would’ve been overpowered in their previous state. other classes create a blast finisher every few seconds. sure, they may not have that many useful fields at their disposal when soloing, but in groups thats massive for a number 1 attack. for ele it was a grandmaster trait – it should be powerful and shape the way you play. nerfing it to once every 10 secs per attunement would be ok to stop the extreme bunkerbuilds, but anything going further (like the idea to only have a blast finisher on earth-ea) is just nonsense. the trait wouldn’t be worth the investement anymore.
but I guess I can see what anet does. take everything away and weeks later give a miniscule amount back (like a blast finisher on earth-EA) and even have the players thank you for that joke on them, they’re just so glad for every scrap they can get. look at what d/d was during beta and what it now is after the fixes. it’s way less bursty than other classes and less survivable, but players were so thankful for the minor buffs d/d received, after it had been nerfed to the ground before..
I still believe they’d be better of just nerfing the most often used class in pvp and buffing the least used one every week until it normalizes. that would be better than the random nerfs/buffs they spread around… or maybe they should just start to test their bugfixes at least once ingame..
My current build:
http://gw2skills.net/editor/?fEAQFAWhImKbwR5gjDAEFvYyQRIbUeMzO2A;ToAgzCmoqxUjoGbNuak1M+4AC
I find the signet/cantrip traited builds to be underwhelming in practice.
I’ve got 30 in Arcane for the reduced attunement swap cooldown, boons when switching, and larger staff AOE… I still have EA for lack of anything better to choose.
20 in water and earth mostly for the healing/vitality/toughness.
Ran this build on Fractals level 1… 4-man. 2 of us were lvl 80, 1 was level 40, 1 was level 33. Had no problems.
Your link doesn’t work. Aside from that, I’m assuming you’re running a staff-based build? How’s the damage and survivability for that build for solo content (say, in Orr)?
EDIT: @Oranisagu: Define “blast finishers every few seconds”. Also, don’t be so fast to refer to the recent D/D changes as “buffs”, as Magnetic Grasp still bugs out and leaves you stuck. Not sure about Ride the Lightning, as I generally PvE and don’t encounter a whole lot of moving targets.
(edited by Moderator)
Copy/Paste and it should work.
I haven’t soloed much since the patch, so I can’t speak to that … but survivability in Wv3/sPvP/Dungeons is great provided you keep up on your dodges, attunement-swapping and heals/frost armor. Damage is nothing to write home about but I can outlast all but the most aggressive opponents.
Eliminating the nerf of Support/DPS potential from the discussion/argument. This simple change has removed the enjoyment/FUN FACTOR from many builds.
This UNINTENDED mechanic allowed for one of the most immersive experiences I have ever had in any MMO to date.It’s that simple, and Yes it could of been handled much much better.
I am one of the many considering D/D as illustrated by the view count of this post:
It has risen from 10k to 50k over this week. We are still here! We enjoy this class immensly!
Please divulge your thoughts and desires of this change/fix ARENANET.
Having watched that video, I can imagine the next profession patch notes:
Elementalist
- Mist Form no longer allows the casting of finishers as intended
- Signet of Healing’s effectiveness has been reduced by 50% to scale with other healing skills
- Swiftness boons on the Elementalist have had their durations reduced by 33%
If they ever did that I would quit. Don’t give them ideas lol.
EDIT: @Oranisagu: Define “blast finishers every few seconds”. Also, don’t be so fast to refer to the recent D/D changes as “buffs”, as Magnetic Grasp still bugs out and leaves you stuck. Not sure about Ride the Lightning, as I generally PvE and don’t encounter a whole lot of moving targets.
I was referring to the changes a few weeks ago (the real buffs, where lightning whip got mostly fixed and a few other things), not the so called buff last week.
as to the definition of every few seconds:
every 5 seconds – and I was wrong, it’s not a #1 skill (thougth it was the 3 of the chain), its actually #2 on the hammer. guardian also always has a light field up with hammer (THAT’s the 3rd of the chain from #1), so he can use the blast finishers, though they might not be as useful as with a water or fire field. for the rest of the classes I’m unsure, the most notable from the wiki is the one for 3 initiative from the thief (quite often I’d say). the other classes seem to be at around 1 finisher every 10 seconds or so (guesstimate, never tested it).
pre nerf EA, as long as you got vigor up (pretty much constantly), you could dodge every few seconds, each generating a blast finisher. how often exactly? I don’t know, maybe 3-4 seconds to get enough endurance for a dodge? so yeah, its pretty powerful, nearly as powerful as a blast on command every 5 seconds, without sacrificing your dodge (which you otherwise would use for something like.. damage mitigation?). but ok, if they decide it needs a nerf, nerf it to the 9/10 seconds the spell effects have as their cooldown. then it would be somewhat on par with most classes (except mesmer, he seems to have only one extremely long cd finisher). then see how it develops from there.
the nerf just shows how they have absolutely no idea how the classes work right now and can’t even comprehend the impact this little change had. I mean it’s expected that the players eventually will find ways to play the game which the devs haven’t anticipated. thats just normal. but understanding the new ideas and tuning them for balance is different to just slamming them down because they are too lazy to trying to fully comprehend them before doing anything rash.
a dev should never change something he doesn’t understand. nearly everytime I try do it anyway, I screw up.. but fortunately our company has a few capable software testers…
“Unintended feature”= exploit
You know how many great things were discovered by accident?
Like penicillin, champagne, post-its, cellophane, velcro, the whole American continent, dynamite (explosives are costantly used for building construction), teflon and countless of other great things which greatly help us today.
I am not saying Evasive Arcana is to be compared with so many great inventions, what I want to point out is some of the unintended features could actualy be good as in fun in a game.
in games development, it’s called “Emergent behavior”, tvtropes calls it a goodbad bug or an ascended glitch.
generally, if a bug is around that isn’t gamebreaking, but actually ADDS to the game, and is used often enough or is fun enough, it’s not only kept, but made official
look at the “basket on head” of skyrim, or reverse pickpocketing, that started out as a bug that people used to kill kids in fallout by planting live explosives in pockets, now it’s a full part of skyrim and fallout, with lore and skills based around it.
or hell, even the farlands in minecraft, notch said he liked the idea of a far off land where reality begins to break down. unfortuantely, with 1.8 he accidentally fixed it, what did he do? he made The End as a tribute to it, yes, it was a bug so loved that the developer actually spent an entire patch to add a reference to it, and write it into minecraft’s “lore”
what ANet has done here is the WORST possible thing to do, the standard thing for a dev to do would be to look at it, figure out why people like it, and then fix the bugged part whilst silmuntaneously adding in a feature similar to the old bug. in this case, it SHOULD have been to reduce the damage and cooldown of the old trait, but remove the non spell finishers, or even to remove the spells, damage and cooldown, and just give elementalists a trait that gave a blast on dodge.
oh, and one more example of emergent behavior:
the mechanic of space invaders where the invaders speed up where there were less of them? that was actually a hardware issue, when there were less invaders to draw, it took less time to draw the frame, giving the impression of the invaders speeding up and getting desperate. when they realized, they loved it so much they kept it, and started the trend of enemies “turning red” when near death. it’s funny to think that one bug has defined videogame enemies for generations.
(edited by Calcifire.1864)
oh, and one more example of emergent behavior:
the mechanic of space invaders where the invaders speed up where there were less of them? that was actually a hardware issue, when there were less invaders to draw, it took less time to draw the frame, giving the impression of the invaders speeding up and getting desperate. when they realized, they loved it so much they kept it, and started the trend of enemies “turning red” when near death. it’s funny to think that one bug has defined videogame enemies for generations.
What many people don’t know:
Bunnyhopping in Quake was actually a bug (source1, source2, source3, and many more), but the developers decided to keep it, because it was a really fun playstyle. Now think of Quake and the competitive scene without bunnyhopping?!
(edited by Instinctlol.4826)
In Tribes during the alpha/beta, there was a glitch that prevented friction from applying immediately when you hit the ground. Players discovered this and would hop as they went downhill. Hopping quickly enough prevented friction from applying at all, allowing them to pick up insane speeds, which became known as skiing.
It was never fixed in the first game, and it was deliberately added as a feature to each subsequent Tribes game to maintain the fast-paced play.
What annoys me more than this change is how when I dodge, my character now dodges towards the enemy when I’m actually trying to dodge a different direction.
What annoys me more than this change is how when I dodge, my character now dodges towards the enemy when I’m actually trying to dodge a different direction.
Do you use the specific ‘dodge’ key-binding? Directional dodges are a lot more reliable if you double-tap the appropriate WASD key or whatever else you primarily use to move.
Also, all of you who haven’t tried D/D yet, try it. It still has decent room for support functionality and does a considerable amount of damage.
This is my first post and I’m new to Anet games, but I’ve played since launch as Ele main. I must say I’m disappointed with these changes and the way they played out. I saved my gold, my tokens, etc and looked into what build I wanted… did research and put in time farming to get things the way I wanted before I decked myself out in exotics. Not to mention I was playing a build I finally found fun + effective. Not long afterwards, this happens.
I’m now broke… no dungeon tokens left, half my gold gone on items/sigils/upgrades I’ll probably end up changing. I hate when the rules are changed on me in the middle of a game, so to say the least I’m frustrated. Where is my option to turn back in these dungeon pieces I just bought? Or to remove these expensive sigils without destroying my expensive weapons? Right… I have no recourse, I just have to suck it up, accept the losses I’ve taken, and work 2x as hard to get my character back where I want him again.
Or I can play an alt… or another game.
Has anyone seen how much damage EA does? Yeah, neither have I. There really isn’t any reason to take the trait any longer when your rolls are producing 200-300 damage for a 30point investment.
They should just change it to “Cast Arcane Wave at the end of your dodge. Can be triggered once every 10 seconds.” and lower the amount of damage that arcane wave does with this trait. This would already use a skill that has a blast finisher and bring back the playstyle that many enjoyed. Also it fits in with the name since it is an arcane spell.
Has anyone seen how much damage EA does? Yeah, neither have I. There really isn’t any reason to take the trait any longer when your rolls are producing 200-300 damage for a 30point investment.
That’s provided you actually hit something with it. Usually you’ve dodged out of range of your target, making the skill quite pointless.
The big problem is being able to do blast finishers on lavafont and granting a kittenLOAD of area might. It was bugged.
It wasn’t the AoE might that was the issue. It was the AoE water blast finisher. Many people realized that, yes, being able to suddenly pop off 4 water blast finishers via eruption/roll/roll/arcane wave within a second (assuming eruption was primed already) was a little overkill and made bunkers really dumb to try and kill. Many people expected a nerf to EA. What people didn’t expect is for it to be completely gutted or for Anet to just completely remove a whole playstyle from the game, especially one that actually increased the need for better positioning/awareness and assessment of risk vs. reward (can I give up my ability to evade for these boons?).
What many people don’t know:
Bunnyhopping in Quake was actually a bug (source1, source2, source3, and many more), but the developers decided to keep it, because it was a really fun playstyle. Now think of Quake and the competitive scene without bunnyhopping?!
In Street Fighter 2 a game tester was fooling around and noticed that he could connect 2 hits because the hitstun of the first hit was long enough that the next hit can land and thought nothing of it. Then people started creating the first links to combos and combos have been a staple of fighting games and many other genres to this day. Just adding to the extensive list of emergent gameplay mechanics that have been found.
The big problem is being able to do blast finishers on lavafont and granting a kittenLOAD of area might. It was bugged.
As has been said many time already: The fix should not have been the complete removal of blast finishers on EA, but to tie it either to each of the EA spells internal cooldowns, or its own 10 second cooldown which works independently on those 4 spells.
“Unintended feature”= exploit
You know how many great things were discovered by accident?
Like penicillin, champagne, post-its, cellophane, velcro, the whole American continent, dynamite (explosives are costantly used for building construction), teflon and countless of other great things which greatly help us today.
I am not saying Evasive Arcana is to be compared with so many great inventions, what I want to point out is some of the unintended features could actualy be good as in fun in a game.
in games development, it’s called “Emergent behavior”, tvtropes calls it a goodbad bug or an ascended glitch.
generally, if a bug is around that isn’t gamebreaking, but actually ADDS to the game, and is used often enough or is fun enough, it’s not only kept, but made official
look at the “basket on head” of skyrim, or reverse pickpocketing, that started out as a bug that people used to kill kids in fallout by planting live explosives in pockets, now it’s a full part of skyrim and fallout, with lore and skills based around it.
or hell, even the farlands in minecraft, notch said he liked the idea of a far off land where reality begins to break down. unfortuantely, with 1.8 he accidentally fixed it, what did he do? he made The End as a tribute to it, yes, it was a bug so loved that the developer actually spent an entire patch to add a reference to it, and write it into minecraft’s “lore”
what ANet has done here is the WORST possible thing to do, the standard thing for a dev to do would be to look at it, figure out why people like it, and then fix the bugged part whilst silmuntaneously adding in a feature similar to the old bug. in this case, it SHOULD have been to reduce the damage and cooldown of the old trait, but remove the non spell finishers, or even to remove the spells, damage and cooldown, and just give elementalists a trait that gave a blast on dodge.
oh, and one more example of emergent behavior:
the mechanic of space invaders where the invaders speed up where there were less of them? that was actually a hardware issue, when there were less invaders to draw, it took less time to draw the frame, giving the impression of the invaders speeding up and getting desperate. when they realized, they loved it so much they kept it, and started the trend of enemies “turning red” when near death. it’s funny to think that one bug has defined videogame enemies for generations.
Precisely what I meant, I still hope ANet will acnowledge the fun mechanic brought to the game by old Evasive Arcana and reintroduce it in a balanced form, but this silence is terrible.
It’s the same way I deal with my daughter when she cryes for sweets, I give her the “won’t happen look” untill she stops, the difference is: she is 3, I am 30. Heck that’s more communicative than what ANet is doing as they can’t use body language on a forum.
Edit: grammar, English is not my language
(edited by Mik Hell.8206)
This is my first post and I’m new to Anet games, but I’ve played since launch as Ele main. I must say I’m disappointed with these changes and the way they played out. I saved my gold, my tokens, etc and looked into what build I wanted… did research and put in time farming to get things the way I wanted before I decked myself out in exotics. Not to mention I was playing a build I finally found fun + effective. Not long afterwards, this happens.
I’m now broke… no dungeon tokens left, half my gold gone on items/sigils/upgrades I’ll probably end up changing. I hate when the rules are changed on me in the middle of a game, so to say the least I’m frustrated. Where is my option to turn back in these dungeon pieces I just bought? Or to remove these expensive sigils without destroying my expensive weapons? Right… I have no recourse, I just have to suck it up, accept the losses I’ve taken, and work 2x as hard to get my character back where I want him again.
Or I can play an alt… or another game.
This was my complaint, I guess I didn’t word it as effectively as I got trolled. I had to clean out everything in my bank to gather enough money for a new equipment set for a new build, rendering every single bit of my progress I had made on my main character to this point meaningless. I did what they wanted though, I sold off everything. My bank is cleared out. I have an entire new equipment set for the gold that netted. Now I have no interest in playing. Why should I? the second I am comfortable in the new build I created and have broke myself to put together the equipment set that compliments it they will find more “bugs” to “fix”.
As someone with very limited play time I cannot afford to do this over and over again. limited play times means I want to log in and have fun doing what I enjoy doing.. you know, Jump puzzles, Exploration, Leveling an alt, Playing with friends, Crafting. If I play by the rules they seem to want me to play by I will have to log in and do nothing but mindlessly grind for gold and materials so I can build more gear sets. Sorry, not something I enjoy doing.
Later GW2.
(edited by Efaicia.3672)
I’m losing good, active guildmates over this. I’m not sure if they’ll get over it or not. I don’t have the heart to tell them what they should do. I want them to enjoy the game however they want. This incident has soured my experience with the game, and I don’t even play elementalist.
Put it on a cooldown, split it for PvP, do whatever you need to do, but bring it back, please.
oh come on, it’s not that big a deal. It’s not like there’s only one build for ele.
No, but it was very different from the staff builds we’re now forced to play.
oh come on, it’s not that big a deal. It’s not like there’s only one build for ele.
No, it was a build that allowed for a fun style of play. I didn’t use strictly staff, in fact the only time I really ever put a staff on is if I was in a group that was lacking a ranger for their water field. Instead I used scepter/dagger while soloing and d/d while running events with zergs, and the build was great for all those weapon types. because it was incredibly fun, decent damage, tons of utility and tons of supporting. Now that has been denied and I am forced into nothing more than a yaymashbuttonsfastasIcan! spec (damage) with d/d and have nowhere NEAR the utility I was able to provide before, as I have been forced out of that spec due to being fairly useless in it as I played before. In addition to being forced into another set of gear as the spec I am now forced into needs completely different stats. That is the big issues. I would have eventually made the spec I am in now, but this was far too premature and I could not have done it without breaking myself, which was why I was waiting.
(edited by Efaicia.3672)
Bumping this thread in time for the AMA with Chris Whiteside. I want my fun and engaging playstyle back! I’m tired of spamming at 1200 range in dungeons.
Yeah. Let’s hope it gets explained at least (and not the: infinite blast finishers = OP answer because we knew that one already).
Has anyone seen how much damage EA does? Yeah, neither have I. There really isn’t any reason to take the trait any longer when your rolls are producing 200-300 damage for a 30point investment.
Yeah, I’ve never even noticed damage from this thing at all. The only reason I take it is because I personally still can’t live without full attunement swap reduction. They really hit us hard on this one and I doubt anything will be done about it
Also, I think I fought you today in PvP, Pyrial. Remember another D/D Ele named Malach? You were quite good, we should set up a duel sometime! Mirror matches are a blast.
Playing without EA… It’s much more boring!
I find myself rolling into my combo fields out of habit
I’ll get used to it. I definitely don’t agree with the intensity of this change. It should have just been one universal cooldown to stop chain EA abuse.
fingers crossed that it won’t take 6 years for an ele overhaul… well a decent set of favourable changes, in both PvE and PvP.
Has anyone seen how much damage EA does? Yeah, neither have I. There really isn’t any reason to take the trait any longer when your rolls are producing 200-300 damage for a 30point investment.
Yeah, I’ve never even noticed damage from this thing at all. The only reason I take it is because I personally still can’t live without full attunement swap reduction. They really hit us hard on this one and I doubt anything will be done about it
If I ever go back to my Ele, I’ll be switching out EA for the Adept trait that gives -20% Arcane spell cooldowns. It’s really, really sad that an Adept trait would be head-and-shoulders better than a Grandmaster trait.
Well, recent ama focused a bit too much on more general things, so aguess we´ll have to wait till the ama´s about wvw and pvp come around to be heard…. if they come. We certainly don´t seem to be heard here on forums
Yeah, but to be honest, I do understand why the ‘main questions’ were adressed. Anet had to do some serious damage control.
As for EA, guess no developer will ever know how sad we are.
I too had hopes for this AMA. And again I was disappointed.
I too had hopes for this AMA. And again I was disappointed.
Yeah, I was also hugely let down by them ignoring this question. We still don’t even have an answer whether the complete removal of the blast finishers was intentional, or whether it should only adhere to the 10 second cooldown of the different EA spells, or just produce a finisher with the earth spell. EA could be anything from working “as intended” (however questionable those intentions may be) and utterly broken even from ArenaNet’s point of view.
Anyone spare me the TLDR of this thread and/or an update on Evasive Arcana?
Yeah, I was also hugely let down by them ignoring this question.
It’s probably not so ignoring as it is that they didn’t get round to it. There were a lot of questions.
Anyone spare me the TLDR of this thread and/or an update on Evasive Arcana?
tl;dr: Basically, Evasive Arcana used to give a Blast Finisher every time you proced its spells. It has done that since the first Beta Weekend. ANet removed the blast finishers in the last patch, claiming they were “fixing an unintended bug.” Most Ele players seem to feel they were being disingenuous about their reasons for making the change (if it were a “bug,” why has it been allowed to persist for so long? It would seem like something you’d catch pretty much instantly). Most of us also want the Blast Finishers back because they were so much fun and many of us used them as the lynchpin of our playstyle, though most people would also be ok with the 10-second cooldown being global for the Trait rather than per-attunement.
As I said earlier: The Churning Earth dodge roll from EA should be a Blast Finisher. Then reevaluate if the trait is strong enough after that.
I haven’t even bothered changing my build.
I keep Evasive Arcana, just because I like how it looks (I guess that’s the point of traiting into grandmasters). When I dodge in Earth I like how stuff goes “boom”. The damage it does? I don’t even know, I think the number is too small to even appear on my screen. Even tickling the opponent would be a more effective way to deal DPS.
Whenever I don’t go AFK or ALT+TAB out of the game when using staff I still roll into combo-fields just to watch the pretty flame animation.
This is my first post and I’m new to Anet games, but I’ve played since launch as Ele main. I must say I’m disappointed with these changes and the way they played out. I saved my gold, my tokens, etc and looked into what build I wanted… did research and put in time farming to get things the way I wanted before I decked myself out in exotics. Not to mention I was playing a build I finally found fun + effective. Not long afterwards, this happens.
I’m now broke… no dungeon tokens left, half my gold gone on items/sigils/upgrades I’ll probably end up changing. I hate when the rules are changed on me in the middle of a game, so to say the least I’m frustrated. Where is my option to turn back in these dungeon pieces I just bought? Or to remove these expensive sigils without destroying my expensive weapons? Right… I have no recourse, I just have to suck it up, accept the losses I’ve taken, and work 2x as hard to get my character back where I want him again.
Or I can play an alt… or another game.
Could not agree more. Just FYI, but this is how it works in all MMO’s. This is the modus operendi for all gaming companies across the industry, and this is the end result of how it affects the gaming community. In the end, its the paying customer that loses. Its a failed system for the consumers, but most of them love it like that, so don’t complain.
The truly sad part about all of this is that when you get enough experience in getting burnt by greedy and thoughtless companies like Anet, you actually get good at predicting their horrible game design patterns and avoid such things because you begin to recognize game mechanics flaws before even they do. Thusly, I did not get burnt by this because I (AND MANY OTHERS) realized early that EA was destined for the nerf axe long before it actually happened.
Oh and btw, your build is still plenty viable. Its just not as outrageously OP as it used to be.
(edited by boozer.7815)
Could not agree more. Just FYI, but this is how it works in all MMO’s.
It’s not how things work in GW1. Not remotely. Max-stat gear is also way, way easier to procure.
Could not agree more. Just FYI, but this is how it works in all MMO’s.
It’s not how things work in GW1. Not remotely. Max-stat gear is also way, way easier to procure.
So your saying that Anet never nerfed classes in GW1 resulting in people being forced to alter their gear/build/setup?
Ill tell you strait up that your wrong.
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