Tempest Changes for Next BWE!

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Posted by: morrolan.9608

morrolan.9608

the typical mage class, the primary play style of which is ranged. Its what the class was in GW1.

Yes, but the GW2 Ele is not, and never has been a “typical mage class,” nor is it GW1’s ele class. The Ele class has always been about controlling the middle distance between standoff and melee ranges, and about hitting many enemies at once with a ton of AoEs, rather than maximizing single target damage.

That is a long range play style. It has to be cause we get decimated doing that at even mid range. I know because I’m my guilds primary staff elementalist in WvW.

If they added D/D to the game, they intended it to be viable, especially given how the Ele has necessarily fewer total options than other classes (as opposed to, say, Ranger Torch, where they have plenty of other things to go there). It’s not the players that forced the D/D role onto ANet. And if they had ever intended for the Ele to be dominant at standoff range, they would have either done so at launch, or at least would have done so during one of the major feature patches since. They clearly like the way Eles handle range. It’s not like they hear what you say and then go “wait, Fred, you pushed the button that unlocked Elementalist Rifle in 2012, right? Fred?. . . Fred?”

IMHO if they intended melee range brawler to be the dominant spec of the class they would have give the class higher base health. I postulate that at launch it was provided as an option not to become the dominant play style.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

(edited by morrolan.9608)

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Posted by: BIGHARSHNESS.3510

BIGHARSHNESS.3510

This is silly compared to the feedback that Reaper and Chronomancer got.

Oh, how the tables have turned!!! X’D

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Posted by: Shinzan.2908

Shinzan.2908

Rebound still stucks, no trait changes, and the problem with overloads themselves weren’t a number thing, so tempest still looks unappealing… good thing ele is good on it’s own, still disappointing though.

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Posted by: rotten.9753

rotten.9753

Nothing, my point is that neither side can claim to be absolutely right on this. They got positive feedback, they got negative feedback, they have to balance the two and try to make everyone happy, but all the histrionics about “how DARE they not bow down to us?!” is completely out of place.

Tell me this, in which alternate reality statements like “Tempest is OP” is a positive feedback?

Despite what you may think, you are not the beacon of reasonable thought amongst the rageful commnity of self-entitled brats. Tempest design is simply the straw that broke the camel’s back. We’re stuck with the same exact build that was played in 2012 even after being 1 year the worst profession in pvp.

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Posted by: Ohoni.6057

Ohoni.6057

That is a long range play style. It has to be cause we get decimated doing that at even mid range. I know because I’m my guilds primary staff elementalist in WvW.

The staff is what the staff is. If you enjoy the staff, great. If you want something better for long range combat, that’s fine, but ANet never promised it to you, and they aren’t wrong for not providing it.

IMHO if they intended melee range brawler to be the dominant spec of the class they would have give the class higher base health.

Nope, they designed it to not need that. It’s a skirmish range (not melee range because it’s not intended to facetank), agility brawler. It’s intended to move around within the 400-900 range space, just out of reach of strict melee, avoiding as many attacks as possible while hitting the enemy, and by all accounts it does this quite well most of the time.

If they’d intended the D/D Ele to facetank, then yes, it would need more base health, and if they’d intended it to be a standoff ranged class then it would obviously need more range to its attacks. It is what it is because that’s how they designed it, a class meant to survive by actively avoiding and healing from attacks, not by standing permanently out of range of them or being able to take them to the face.

I postulate that at launch it was provided as an option not to become the dominant play style.

And I postulate that if ANet agreed with you, they’ve had ample opportunity to nerf D/D or buff staff/scepter until standoff became the dominant role. At the bare minimum, I doubt they would have doubled down on the skirmish Ele with the Tempest spec. Your position on this seems to fly in the face of all evidence.

Tell me this, in which alternate reality statements like “Tempest is OP” is a positive feedback?

I’m not sure your context, to what are you referring?

Despite what you may think, you are not the beacon of reasonable thought amongst the rageful commnity of self-entitled brats.

I really think that I am, in this case at least. I’m seeing no evidence to the contrary.

We’re stuck with the same exact build that was played in 2012 even after being 1 year the worst profession in pvp.

One, it’s a cool build. Two, PvP balance shifts all the time, and even if the core mechanics of Tempest stay unchanged, it could still be useful in PvP, or they could buff up another Ele spec to be better in PvP, and Three, not everything in this game is about PvP, and even if the Tempest is horrible in PvP, that’s totally fine if it’s fun and useful to other game modes. I don’t expect all the Elite specs to be ideal PvP builds, or ideal WvW builds, sometimes they might want to fill a different niche, and that’s ok.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Xillllix.3485

Xillllix.3485

How about making the overload do something the elementalist couldn’t already do:

It doesn’t take a lot of imagination to come up with something that would cheer up the elementalist that will buy HoT:

Water Overload:
Pulse cleanse condi, gives accelerated regen to 5 allies
at the end of the overload ressurect up to 3 in-down-state players on a 900 radius with an arcane shield

Fire Overload:
Gives retal when overloading
Rapidly stacks burning to close opponents (3 stacks per second for 3 seconds, 320 radius)
At the end of the overload burns 5 foes around you (600 radius) with 1 stack of wild fire, (high damage burning, new condi).
Wildfire prevents the usage of dodgeroll

Earth Overload
Stacks Cripple and bleeding to enemies in 320 radius
When it blast if gives slow up to 5 enemies and 2 seconds of quickness to the caster per foes hit, blast always crit

Air Overload
permanently blind foes in a 320 radius for the duration of the cast
Blast a bolt of lightning that will bounce between 12 targets and give alacrity to allies in its path

After starting with something interesting (could be something else, but at least something new) it’s going to be much easier to tweak numbers.

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Posted by: Leo G.4501

Leo G.4501

How about making the overload do something the elementalist couldn’t already do:

It doesn’t take a lot of imagination to come up with something that would cheer up the elementalist that will buy HoT:

Water Overload:
Pulse cleanse condi, gives accelerated regen to 5 allies
at the end of the overload ressurect up to 3 in-down-state players on a 900 radius with an arcane shield

Fire Overload:
Gives retal when overloading
Rapidly stacks burning to close opponents (3 stacks per second for 3 seconds, 320 radius)
At the end of the overload burns 5 foes around you (600 radius) with 1 stack of wild fire, (high damage burning, new condi).
Wildfire prevents the usage of dodgeroll

Earth Overload
Stacks Cripple and bleeding to enemies in 320 radius
When it blast if gives slow up to 5 enemies and 2 seconds of quickness to the caster per foes hit, blast always crit

Air Overload
permanently blind foes in a 320 radius for the duration of the cast
Blast a bolt of lightning that will bounce between 12 targets and give alacrity to allies in its path

After starting with something interesting (could be something else, but at least something new) it’s going to be much easier to tweak numbers.

Hhmm none of that really sounds new though.

Some of the ideas sound interesting though. I wish more people posted and commented on ideas.

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Posted by: Argol Vazin.3061

Argol Vazin.3061

I kind of like the idea of overloads working like Greased Lightning for Pugilist/Monk in Final fantasy 14. On that, as long as you keep your base combo going, you build up stacks of greased lightning that increases damage and skill speed.

So imagine as long as we use skills from 1 attunment we build up overload stacks that have effects added to it for each increase in stack.
So fire could be
lvl 1 Might stack 5
lvl 2 Might stack 10, Retaliation stack
lvl 3 Might stack, Retaliation, Mobile fire field on character that ticks damage on enemies.
then you can unleash the overload stack in a big storm like AoE. swaping attunment removes the stacks.

(edited by Argol Vazin.3061)

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Posted by: rotten.9753

rotten.9753

I’m not sure your context, to what are you referring?

I quoted the context.

I really think that I am, in this case at least. I’m seeing no evidence to the contrary.

And I think you are in desperate need to defend anet while doing that rather poorly. All in all, it comes down to opinion but since we all love democracy you are unfortunately in minority.

One, it’s a cool build. Two, PvP balance shifts all the time, and even if the core mechanics of Tempest stay unchanged, it could still be useful in PvP, or they could buff up another Ele spec to be better in PvP, and Three, not everything in this game is about PvP, and even if the Tempest is horrible in PvP, that’s totally fine if it’s fun and useful to other game modes. I don’t expect all the Elite specs to be ideal PvP builds, or ideal WvW builds, sometimes they might want to fill a different niche, and that’s ok.

Even “cool” builds get bored after 3 years. The balance shifts, the ele build stays the same for 3 years, that was my point.

Tempest is trash tier in pvp and horrible in pve. The only positive thought about it comes from wvw because of the one single skill on the warhorn. One

(edited by rotten.9753)

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Posted by: Ohoni.6057

Ohoni.6057

I quoted the context.

Be as that may, I’m still lost as to your intent.

And I think you are in desperate need to defend anet while doing that rather poorly. All in all, it comes down to opinion but since we all love democracy you are unfortunately in minority.

First, it’s not a democracy, and second, who cares what the majority of the forums think? The forums are not a representative sample of the game’s population.

Even “cool” builds get bored after 3 years. The balance shifts, the ele build stays the same for 3 years, that was my point.

And so they add cool new Overloads to play with!

Tempest is trash tier in pvp and horrible in pve. The only positive thought about it comes from wvw because of the one single skill on the warhorn. One

Can’t speak to PvP, nor do I really care, I like it in PvE. The damage buffs will be nice, and ideally there will be some other changes too at some point, especially a complete overhaul of the Elite, but there’s no rush.

Regardless of what anyone wants from the class or the elite spec though, the tone of this thread is just completely unjustified as a reaction to a mid-beta change (or lack thereof).

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Ganathar.4956

Ganathar.4956

I quoted the context.

Regardless of what anyone wants from the class or the elite spec though, the tone of this thread is just completely unjustified as a reaction to a mid-beta change (or lack thereof).

It is sort of justified because beta is when you should be making enormous changes to test new things and figure out what works. I also can’t imagine people being happy when they look at the reaper and chronomancer changes, which were awesome and utilized feedback, and then come back 3 days later to see that their delayed changes are far worse and barely had anything to do with the feedback provided.

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Posted by: Ohoni.6057

Ohoni.6057

It is sort of justified because beta is when you should be making enormous changes to test new things and figure out what works.

Yes, and likely those will come too, but they don’t have to come with every patch to every class. Big changes take big work to implement, and need at least some internal testing before they can let the little monsters have it. That they haven’t made big changes for BWE2 doesn’t mean that they never intend to, it just means they have other priorities in mind for BWE2, and that’s perfectly fair of them. They have greater responsibilities than just the one class out of nine that everyone in this thread obsesses over.

They will hopefully get Tempest right by launch, and if not, feel free to hold them accountable for that, but until then, they are not accountable to anyone for the state of a beta class.

Again,l please express your opinions about the current state of the class and where you think it should go, but there’s no call for the level of bile being thrown about here.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: kankanKk.2748

kankanKk.2748

What i see is dev change on this way
“In the feedback, ppl complain on low damage. lets increase the damage, problem solved.”
No mechanic change, no play style change.

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Posted by: Ohoni.6057

Ohoni.6057

What i see is dev change on this way
“In the feedback, ppl complain on low damage. lets increase the damage, problem solved.”
No mechanic change, no play style change.

I read no “problem solved,” I just read “here’s what will be in the next patch.”

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Cyan.6904

Cyan.6904

It’s a start. My guess is that more will follow, on every aspect.

But some people really have some attitude problems here. Time constraints doesn’t mean Devs don’t care about an elite spec and don’t want to spend any time to work on it. There are countless things that can effect the amount of work the Devs can deliver. It is a shame that the standard reaction seems to be: “I don’t see the changes I wanted, so Anet doesn’t care.”

Thats not actually the reaction, the reaction is they have ignored most of the feedback and are actually making false statements such as the overload concept has been well received.

And how is that a false statement? How do you know that there weren’t any reaction about how people enjoyed overloads? Because there are more negative posts on the forum than positive ones? With the same users posting over and over again?
There are so many ways to make opinions known. Mail, social media, direct messaging, in game, written letters if you want to be fancy. All possible, even if Anet prefers the forums to get feedback.

You know that most of those rare positive posts are also being posted by the same people over and over again?

I don’t disagree with that. But in my eyes it’s connected to my earlier point that people who aren’t happy with content or changes tend to be a lot more vocal about it. Especially on forums, because of the opportunity of discussions. And yes, these can also be very helpful and provide lots of feedback. But it doesn’t have to correctly show the proportions between the amounts of positive and negative opinions.

Praising them for this is like praising the mechanic that didn’t fix the engine of your car, but rather just put some new tires on it and send it out to you to do a test run.

Your car still doesn’t work, but hey “It is a work in progress, maybe by the end of the deadline I will fix your engine and it will run, maybe not, but pay me the full price of the fix anyway.”

You are right here. Except that we didn’t hit the end product yet. Till release it’s all allowed construction time.

Did you even see the Elite Skill and Vote threads? Mostly negative.

Also, it might be “construction time”, and that’s why they need to see all this negative feedback. Fix it before we’re stuck with it.

I did see those threads, and I also noticed that the majority on those threads are negative. And I don’t want to object given feedback, because that’s indeed needed to fix things. I just wanted to say with my original post that all that kittening and the “Anet doesn’t care because we didn’t get what we want.” is highly nonconstructive.

If a Dev mentions that there were time constraints which had effect on the development time, then why should we doubt that? This is a start. There is most likely more to come, and for a matter of fact I do believe the given feedback on the forums will be used.

I’m also not satisfied by how the Tempest currently works out. I do agree with a lot of the feedback given by experienced Elementalists. But I see possibilities and I don’t feel like drowning in a negative spiral.

Cyan Graceland — Elementalist
The Knights Temple [TKT] — Aurora Glade

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Posted by: Cyan.6904

Cyan.6904

How about making the overload do something the elementalist couldn’t already do:

It doesn’t take a lot of imagination to come up with something that would cheer up the elementalist that will buy HoT:

Water Overload:
Pulse cleanse condi, gives accelerated regen to 5 allies
at the end of the overload ressurect up to 3 in-down-state players on a 900 radius with an arcane shield

Fire Overload:
Gives retal when overloading
Rapidly stacks burning to close opponents (3 stacks per second for 3 seconds, 320 radius)
At the end of the overload burns 5 foes around you (600 radius) with 1 stack of wild fire, (high damage burning, new condi).
Wildfire prevents the usage of dodgeroll

Earth Overload
Stacks Cripple and bleeding to enemies in 320 radius
When it blast if gives slow up to 5 enemies and 2 seconds of quickness to the caster per foes hit, blast always crit

Air Overload
permanently blind foes in a 320 radius for the duration of the cast
Blast a bolt of lightning that will bounce between 12 targets and give alacrity to allies in its path

After starting with something interesting (could be something else, but at least something new) it’s going to be much easier to tweak numbers.

I like what you did here. I only wonder how things will balanced out if we get access to a lot of things we currently don’t have/have in limited amounts. I think there should be something that justifies the amount of time you have to stay in an attunement.

(Personally I had no problem to trigger the overloads, because I tend to stay a bit longer in every attunement anyway. Even in pvp. You get very creative in build creation if you have coordination issues.)

Cyan Graceland — Elementalist
The Knights Temple [TKT] — Aurora Glade

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Most OP profession in the game has their damage and sustain increased by 50%… still complains lol…

When will ele actually be balanced to not be god’s among us mere ants of professions?

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Posted by: rotten.9753

rotten.9753

First, it’s not a democracy, and second, who cares what the majority of the forums think? The forums are not a representative sample of the game’s population.

The majority of game population doesn’t participate in forum discussions because they simply don’t care about that. The same as in democracy, usually about 50% of people vote, rest simply don’t care.

If people like WoodenPotatoes have a negative feelings about tempest then the situation is dire and no amount of white knighting will help that. It requires changes, not polishing.

And so they add cool new Overloads to play with!

You won’t use overloads in pvp because they take on avg. 4+ seconds. Do you use Churning Earth in any of the game modes at all? It takes only 3,25s to cast.

Can’t speak to PvP, nor do I really care, I like it in PvE. The damage buffs will be nice, and ideally there will be some other changes too at some point, especially a complete overhaul of the Elite, but there’s no rush.

What damage buffs? There is not a single damage buff unless you mean the damage enemy mobs inflict upon you because you lack the defense of focus or mobility of dagger.

Regardless of what anyone wants from the class or the elite spec though, the tone of this thread is just completely unjustified as a reaction to a mid-beta change (or lack thereof).

The tone of this thread is simply a continuation of other threads in which you didn’t participate. Since the reveal of warhorn wielding spec this forum is on “whine fest” mode. The fact that we had to wait additional time to get the comprehensible list of changes like that one only facilitates the general feeling of being let down.

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Posted by: rotten.9753

rotten.9753

Most OP profession in the game has their damage and sustain increased by 50%… still complains lol…

When will ele actually be balanced to not be god’s among us mere ants of professions?

I’m not even sure how would you respond to such a post. Hyperboles, facts from alternate reality and generalisation.

Does the fact that vanilla ele is OP mean we should accept that terrible “elite” spec as granted? Then what’s the point of the spec since it won’t be used anyway might as well remove it altogether.

(edited by rotten.9753)

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I find this a bit strange. From my short stint as a tempest, the problems seemed to stem from the lackluster traits. I’m surprised to see not a single trait change.

I’m not sure damage was the problem.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: Raif.9507

Raif.9507

I find this a bit strange. From my short stint as a tempest, the problems seemed to stem from the lackluster traits. I’m surprised to see not a single trait change.

I’m not sure damage was the problem.

Damage was only really an issue on the Air overload since the Lightning Whip auto attack out damaged it and that’s pretty much it. The rest were OK damage wise, but needed help in other areas. Earth could have used bleeding and not more damage, Fire just needed the might stack duration increase and maybe some burn duration increase.

If the traits had the solutions to overloading (which they should), this wouldn’t be such an issue. Adding in to Harmonious Conduit something like making the charge time lower as well (5 seconds to 3.5 second ramp up) and adding a pulsing 1 stack of stability per 2 seconds on Lucid Singularity would have made Overload focus Tempest a thing, or at least, closer to a thing.

Asharìa March – 80 Elementalist
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net

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Posted by: Ganathar.4956

Ganathar.4956

Most OP profession in the game has their damage and sustain increased by 50%… still complains lol…

When will ele actually be balanced to not be god’s among us mere ants of professions?

I’m not even sure how would you respond to such a post. Hyperboles, facts from alternate reality and generalisation.

Does the fact that vanilla ele is OP mean we should accept that terrible “elite” spec as granted? Then what’s the point of the spec since it won’t be used anyway might as well remove it altogether.

Yeah, in that case they may as well tell us “Sorry, but we weren’t able to come up with a good concept for an elementalist elite spec this time so we didn’t bother. We hope to bring you an especially awesome spec next time!”. I mean if the elite spec is worthless, it may as well not even exist at all.

I find this a bit strange. From my short stint as a tempest, the problems seemed to stem from the lackluster traits. I’m surprised to see not a single trait change.

I’m not sure damage was the problem.

Yes this is my biggest problem at the moment. The more I look at the traits of the Tempest, the more I become convinced that I won’t go anywhere near that spec. As I said in another thread, I would rather get renewing stamina by itself than earthen proxy, even if its effect was doubled. This is how bad I believe most of the Tempest traits are and I could seriously go on with the comparisons.

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Posted by: Kidel.2057

Kidel.2057

Dear devs,

Please give all of the overloads breakbars and stun them if the breakbars are broken like revenant shield.

Love,
a sad elementalist.

you can’t move in rev shield #5, while you can move pretty quick in overloads, and you have 4 of them. There is no comparison here.

I don’t get all this QQing. Even an experiended Ele as WP says that ele is already in a great place. If Tempest ends up being a support-oriented alternative, I don’t see any problem here.
You can’t have everything.

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Posted by: Argol Vazin.3061

Argol Vazin.3061

Dear devs,

Please give all of the overloads breakbars and stun them if the breakbars are broken like revenant shield.

Love,
a sad elementalist.

you can’t move in rev shield #5, while you can move pretty quick in overloads, and you have 4 of them. There is no comparison here.

I don’t get all this QQing. Even an experiended Ele as WP says that ele is already in a great place. If Tempest ends up being a support-oriented alternative, I don’t see any problem here.
You can’t have everything.

will non ele users stop posting such crap.

Let me explain it in as simple as i can

Tempest, provides nothing new, has no synergy, is weaker in all regards to what we already have.

(edited by Argol Vazin.3061)

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Posted by: Pyreaux.9351

Pyreaux.9351

It’s possible that they focused on damage for this patch partly to get the Tempest to where its damage output was closer to equal to the other specs, so that the function of the class wasn’t muddled in the raw numeric output of the class. Low-hanging fruit, perhaps, but it’s still useful to work with a baseline of effectiveness.

That said, given the nature of the spec, maybe instead of increasing the damage they should increase the boons granted and make the overloads even more combo-oriented than they are now.

In fact… if you make each Overload create a combo field… and have it set off a blast finisher when it stopped… or at least ensured that the warhorn 5 ability always had a blast finisher…

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Posted by: kankanKk.2748

kankanKk.2748

Dear devs,

Please give all of the overloads breakbars and stun them if the breakbars are broken like revenant shield.

Love,
a sad elementalist.

you can’t move in rev shield #5, while you can move pretty quick in overloads, and you have 4 of them. There is no comparison here.

I don’t get all this QQing. Even an experiended Ele as WP says that ele is already in a great place. If Tempest ends up being a support-oriented alternative, I don’t see any problem here.
You can’t have everything.

Give one or two stack stability is reasonable, overload is big target and too easy to interrupt in beta.
Overload recharge faster trait is the suitable one to replace since the idea of overload is sacrifice attunement cooldown for powerful and big impact skill.
Arcane can reduce the cooldown already, we dont need double recharge.

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Posted by: Ganathar.4956

Ganathar.4956

Dear devs,

Please give all of the overloads breakbars and stun them if the breakbars are broken like revenant shield.

Love,
a sad elementalist.

you can’t move in rev shield #5, while you can move pretty quick in overloads, and you have 4 of them. There is no comparison here.

I don’t get all this QQing. Even an experiended Ele as WP says that ele is already in a great place. If Tempest ends up being a support-oriented alternative, I don’t see any problem here.
You can’t have everything.

You technically get 4 skills, but it’s pretty much impossible to use all of them in a single rotation, due to the 5 secs that you need in an attunement to activate the overload. Even if it was somehow possible to do this, you would be sacrificing all of your weapon skills and non-instant utilities during this timeframe. Learn about opportunity cost please.

Overloads also have lots of drawbacks associated with them, do you want a comprehensive list of those drawbacks? For this reason they need something to make them worth using, it doesn’t have to necessarily be the revenant shield #5 mechanic though.

Also, while eles are in a good place atm, tempest is not and that is what this discussion is about. I also don’t believe that tempest would be a viable support-oriented alternative atm.

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Posted by: rotten.9753

rotten.9753

I don’t get all this QQing. Even an experiended Ele as WP says that ele is already in a great place. If Tempest ends up being a support-oriented alternative, I don’t see any problem here.
You can’t have everything.

An experienced ele as WP also says tempest sucks.

On the sidenote, I don’t understand why there is so much QQ’ing about dragonhunter, The spec looks solid, fun to play and immersive. The guardian is part of the meta in pvp, pve and wvw. One of the best teams in EU was using double guards. So why the whine fest?

(edited by rotten.9753)

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Posted by: Ganathar.4956

Ganathar.4956

I don’t get all this QQing. Even an experiended Ele as WP says that ele is already in a great place. If Tempest ends up being a support-oriented alternative, I don’t see any problem here.
You can’t have everything.

An experienced ele as WP also says tempest sucks.

On the sidenote, I don’t understand why there is so much QQ’ing about dragonhunter, The spec looks solid, fun to play and immersive. The guardian is part of the meta in pvp, pve and wvw. One of the best teams in EU was using double guards. So why the whine fest?

There are a few major issues such as longbow projectiles being too slow to hit anything, traps being counter-intuitive, traits having poor synergy and virtues being lackluster. That covers most of the complaints in a brief manner I think. This is of course coming from a non-guardian main, so feel free to check their forum out yourself.

It is also rather obvious that they didn’t get their feedback addressed nearly as well as necromancers, mesmers and revenants. At least they actually got some trait changes though.

Edit: I wasn’t paying enough attention, the point went completely over my head! Well played rotten. Well played indeed.

(edited by Ganathar.4956)

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Posted by: draxynnic.3719

draxynnic.3719

A couple of observations here:

First, I have seen quite a bit of feedback saying that the overload mechanic is fun, and some of that has been from people who expected to hate it, gave it a genuine chance, and found that it was more enjoyable than they thought. Now, “fun” is only one of the elements of a good profession (others are “competitive” and “balanced”), but it does suggest that the fundamentals do work.

Second, I think tempest does have something to offer sceptre and staff users: namely, a playstyle that involved alternating between standoff roles and sweeping in to unleash an overload.

Third, I saw someone compare to Churning Earth earlier. I think such a comparison is missing two important considerations: first, that Churning Earth’s damage is all at the end (overload has an effect constantly while overloading, with an added benefit if you finish) and second, that Churning Earth roots you, while overloads in fact give you Swiftness while it’s active. An overload may be all you do except move for 4 seconds, but you’re dishing out damage and conditions in a radius while that happens, not standing in one place waiting for a skill to execute and hoping that some cripples will be enough to ensure that your target is still there when it finally does execute.

Fourth, people are saying it’s not about the numbers. I’m not saying that there aren’t more problems, but at least to start off with, a lot of the criticism basically boiled down to “I’ve crunched the numbers, and overloads aren’t worth giving up the standard D/D rotation”. Upping the numbers is clearly an attempt to address that.

With that said, in order to offer some constructive criticism:

Rebound: I’m not really seeing any good reason to bring this. If you’re only worrying about yourself, then… well, I can’t think of any skill on the Elementalist line that’s worth giving up Glyph of Elementals for a 25% shorter recharge once a minute. If you’re using it for team support, then unless the team is counting down on VOIP or something, it’s more likely than not to be wasted. What I’d propose is make it reduce the recharge for skills over the next 3+ seconds: that’ll give the team time to realise the effect is there and react to it, allowing it to be used as part of a spike. Meanwhile, the elementalist shouting “Rebound!” will give the enemy some warning and counterplay.

As a possible extension to this, since the shouts seem to have a strong aura theme, what about giving Rebound an aura that elementalists don’t normally have, like Chaos? That’d give tempests something new out of Rebound, both Chaos Armor and Light Aura do something back to an enemy that strikes someone affected by it, filling the ‘rebound’ theme, further fits within the auras theme, and, amusingly, gives opponents more opportunity to counterplay (“their entire team just got auras, spike incoming!”)

Traits: Most of the traits actually seem okay to me, with the assumption that Imbued Melodies will affect any stunned allies within an area rather than needing to face them. Earthen Proxy, however, seems… well. It’s an extra 7% damage reduction if you have a boon that is balanced around having a low uptime… this really isn’t something to fire the imagination.

Considering that one of the main criticisms to overload is its vulnerability to interrupts, what about giving it a stack (or however many seems balanced) of Stability when overloading instead of improving Protection? Since you’ve got Swiftness running while overloading you should still be able to kite to reduce incoming damage (if anything, more easily, since you don’t need to face the enemy to hurt them while overloading) but making it take more than one interrupt to stop it will make overloads much more viable.

To those who think Scarlet hate means she’s succeeded as a villain:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.

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Posted by: Ganathar.4956

Ganathar.4956

Considering that one of the main criticisms to overload is its vulnerability to interrupts, what about giving it a stack (or however many seems balanced) of Stability when overloading instead of improving Protection? Since you’ve got Swiftness running while overloading you should still be able to kite to reduce incoming damage (if anything, more easily, since you don’t need to face the enemy to hurt them while overloading) but making it take more than one interrupt to stop it will make overloads much more viable.

Stability on overloads could be a solution, but you also need to keep in mind that the tempest has almost no decent options to defend from damage while overloading, except maybe arcane shield or armor of earth if you are desperate for protection. That means that you become a target for burst instead, because you get stripped of your active defenses, which are essential for the survival of the elementalist. Swiftness can help a little, but it’s not enough and we have plenty of access to that on the base ele specs and skills anyway.

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Posted by: Avador.8934

Avador.8934

Dear devs,

Please give all of the overloads breakbars and stun them if the breakbars are broken like revenant shield.

Love,
a sad elementalist.

you can’t move in rev shield #5, while you can move pretty quick in overloads, and you have 4 of them. There is no comparison here.

I don’t get all this QQing. Even an experiended Ele as WP says that ele is already in a great place. If Tempest ends up being a support-oriented alternative, I don’t see any problem here.
You can’t have everything.

So because Ele is in a good place means we are supposed to get a terrible elite spec? All we ever wanted with Tempest is that it will bring something new and good together. Not better than base ele, just good. But Tempest is terrible. It even doesn’t synergize with our other traitlines (especially Arcane, our strongest traitline). And mainly, it brings nothing new for ele. Support? Rly? We are (alongside with Guardians) the best in support already! We don’t need that!
Even the post about Tempest stated this:
“Guild Wars 2: Heart of Thorns™ will see the dawn of the tempest, a close-range specialization capable of blasting out damage and support.”
Wait… isn’t that exactly the same thing D/D cele ele is doing?
It looks like you see in Anet’s decisions something like this:
“They have decided that because elementalist is already in a good place, its new elite specialization will be weak and terrible, so other professions don’t have to fear that it will make ele better. Because that’s why elite specializations are: To make their base classes more op.” … this is just so foolish.
You know, even if you play one of the strongest classes, after a few years, still the same, with the same builds, without any interesting changes, it gets a little boring.
Elite specializations are supposed to bring “entirely new playstyle” to its base profession. Tempest absolutely failed in this case. That’s why people are angry.

I am lazy to write it over and over. So sorry for my English.

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Posted by: yakk.9576

yakk.9576

The biggest problem with the new trait is that its boring. For those of us who imagined the Ele wielding a sword, this is a great disappointment. I would redo the whole concept. At least dagger/dagger is exciting to play. This is not, it changes the whole concept of the high DPS/low armor excitement that is the Ele.

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i would have personally preferred a ranged condition option, BUT elementalists were lacking true point blank AoE as well… dagger dagger is essentially front facing melee cleave-like in nature. and i really hate that playstyle on such a squishy class. i really wish that people would stop asking for melee options for elementalist.

having said that… i like overloads, but agreed that they were too weak in the beta. that concern is being addressed.

warhorn? i’m glad it finally offers me some offense in my offhand skills. one of the reasons i don’t play scepter or dagger mainhand, is because i hate focus and dagger offhand. they are totally useless to me, because they require attunement dancing to the Nth degree. (did i also mention that i hate the “switch attunements and spam all your skills on cooldown” playstyle of the d/d cele catrip ele? did i mention that i hate the d/d cele cantrip ele?)

i really hope that the next elite spec is a ranged one. NOT melee. i was disappointed on how many control skills are on staff, when i much would have preferred more AoE damage options in the other attunements.

though i could be persuaded to accept sword, IF ONE attunement was melee, and the rest were ranged.

as for the rest of the tempest changes that were not mentioned at the top of this thread, i’m looking forward to seeing how the traits will change based on our feedback. and especially how “rebound!” (and the other shouts) will change.

and i honestly am sooo tired of the “Tempest doesn’t bring anything new.” statements, especially from the same people who keep wanting overloads to seemlessly integrate into their d/d cele cantrip ele rotations. make up your minds! if you want something new, it WON’T allow you to use the same d/d cele catrip ele rotations!

yes, i DO want more viable PvP options, but i want those options to be different. i don’t want all our PvP builds to use a dagger. i don’t want all our viable PvP builds to require complicated skill rotations. i don’t want all our viable PvP builds to be melee oriented.

and so far, it seems to me that the loudest elementalist posters in these forums all want elementalists to be a melee class. THAT’s actually why i’ve stayed out of the discussion all this time. if you want a melee elementalist, go play a burn guardian. give me more ranged options for my beloved elementalist class.

that leads me back to rebound. i’m fine with warhorn and overloads, and even shouts (if their cooldowns get lowered and “eye of the storm!” gets a shocking aura) but give me a large elemental storm of all elements for the elite skill please, that i can either use at range, or that has a 600 radius centered on me when i Shout/cast it!

– The Baconnaire

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Posted by: mordran.4750

mordran.4750

I thought the Necro’s were supposed to be the biggest whiners?

Only two pages until the obvious Anet fanboi shows up…. Do you main a necro ? Do you know something about the issues necro´s have ? Is this thread about necro´s ? No , then please go back to your cave. Thank you

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Posted by: scerevisiae.1972

scerevisiae.1972

It’s a bit rich to say Overloads were well received; they were near universally panned. No matter how powerful you make them, noone wants to sit there channelling for 5 seconds, sorry but it’s just not good design nor fun.

Like others are saying, I don’t think bumping the numbers is good enough, the real problem is that Tempest completely duplicates the role D/D and D/F have filled for the past 3 kitten years.

downed state is bad for PVP

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Posted by: Jski.6180

Jski.6180

Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Malchior.5732

Malchior.5732

Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.

“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.

You know where that’s from? The Reaper BWE; which wasn’t just entirely numbers(they also changed GS #4’s animation and made it mobile…) and even if it was, they actually listened to feedback. They can totally change the function of Overloads if they wanted, it’s not nearly as much work as creating new animations. There’s many ways to change how Overloads work without starting from scratch, but they NEED to change them.

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Posted by: Jski.6180

Jski.6180

Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.

“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.

You know where that’s from? The Reaper BWE; which wasn’t just entirely numbers(they also changed GS #4’s animation and made it mobile…) and even if it was, they actually listened to feedback. They can totally change the function of Overloads if they wanted, it’s not nearly as much work as creating new animations. There’s many ways to change how Overloads work without starting from scratch, but they NEED to change them.

That dose not really changes the skill it just makes it better or a numbers changes. Look if you do not like overloads are they are now (not number or effect but as in casting and the cause of use) then your NEVER going to like tempest. Overloads will get stronger and may get lower cd but they ARE not going away or becoming something different. You could say the same for WH and shouts but these are not a must use on tempest.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Raif.9507

Raif.9507

Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.

“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.

You know where that’s from? The Reaper BWE; which wasn’t just entirely numbers(they also changed GS #4’s animation and made it mobile…) and even if it was, they actually listened to feedback. They can totally change the function of Overloads if they wanted, it’s not nearly as much work as creating new animations. There’s many ways to change how Overloads work without starting from scratch, but they NEED to change them.

That dose not really changes the skill it just makes it better or a numbers changes. Look if you do not like overloads are they are now (not number or effect but as in casting and the cause of use) then your NEVER going to like tempest. Overloads will get stronger and may get lower cd but they ARE not going away or becoming something different. You could say the same for WH and shouts but these are not a must use on tempest.

Most people would be happy with some form of small stability access to cover the overloads and some small reduction in the ramp up time. This is easy to solve:

  • 2 stability stacks on shouts from Imbued Melodies/Tempestuous Aria
  • 1 stack of stability pulsing every 2 seconds on Lucid Singularity/Harmonious Conduit/ new GM minor
  • Ramp up reduction from Harmonious Conduit
Asharìa March – 80 Elementalist
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net

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Posted by: Jski.6180

Jski.6180

Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.

“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.

You know where that’s from? The Reaper BWE; which wasn’t just entirely numbers(they also changed GS #4’s animation and made it mobile…) and even if it was, they actually listened to feedback. They can totally change the function of Overloads if they wanted, it’s not nearly as much work as creating new animations. There’s many ways to change how Overloads work without starting from scratch, but they NEED to change them.

That dose not really changes the skill it just makes it better or a numbers changes. Look if you do not like overloads are they are now (not number or effect but as in casting and the cause of use) then your NEVER going to like tempest. Overloads will get stronger and may get lower cd but they ARE not going away or becoming something different. You could say the same for WH and shouts but these are not a must use on tempest.

Most people would be happy with some form of small stability access to cover the overloads and some small reduction in the ramp up time. This is easy to solve:

  • 2 stability stacks on shouts from Imbued Melodies/Tempestuous Aria
  • 1 stack of stability pulsing every 2 seconds on Lucid Singularity/Harmonious Conduit/ new GM minor
  • Ramp up reduction from Harmonious Conduit

Ok the thing about giving stab to overloads is over doing it for one class having stab. As things stand going tempest dose not lose you any stab out put it only adds to what ele has. If overlodes give 2 stack of stab you have 4 more stab generators that you did not have before bring tempest to 6-7 non transformation stab ability. 2 of the old stab active aoe and passive are some of the strongest stab effects in the game.

I think a better thing to ask for is a brake bark on overloeds with there own down side if you are “broken” out.

Though over all though are a number changes at the end of the day not a changes to how overlode works.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Killyox.3950

Killyox.3950

Going to quote this because apparently people are incapable of reading more than 1 page of thread.

Hey everyone.

Not all feedback could be addressed this iteration in fair part due to time constraints on key members of our design team. That does not mean we are dismissing your feedback or that all the issues you’ve raised up to this point will go unchanged before expansion release.

This is a small set of changes from the first beta weekend event; we will continue to iterate on the specialization skills and mechanics and shall be listening for your constructive feedback.

We will be reviewing the Tempest traits along with casttimes vs. effects on overloads among several other aspects of the elite specialization.

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Posted by: Raif.9507

Raif.9507

Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.

“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.

You know where that’s from? The Reaper BWE; which wasn’t just entirely numbers(they also changed GS #4’s animation and made it mobile…) and even if it was, they actually listened to feedback. They can totally change the function of Overloads if they wanted, it’s not nearly as much work as creating new animations. There’s many ways to change how Overloads work without starting from scratch, but they NEED to change them.

That dose not really changes the skill it just makes it better or a numbers changes. Look if you do not like overloads are they are now (not number or effect but as in casting and the cause of use) then your NEVER going to like tempest. Overloads will get stronger and may get lower cd but they ARE not going away or becoming something different. You could say the same for WH and shouts but these are not a must use on tempest.

Most people would be happy with some form of small stability access to cover the overloads and some small reduction in the ramp up time. This is easy to solve:

  • 2 stability stacks on shouts from Imbued Melodies/Tempestuous Aria
  • 1 stack of stability pulsing every 2 seconds on Lucid Singularity/Harmonious Conduit/ new GM minor
  • Ramp up reduction from Harmonious Conduit

Ok the thing about giving stab to overloads is over doing it for one class having stab. As things stand going tempest dose not lose you any stab out put it only adds to what ele has. If overlodes give 2 stack of stab you have 4 more stab generators that you did not have before bring tempest to 6-7 non transformation stab ability. 2 of the old stab active aoe and passive are some of the strongest stab effects in the game.

I think a better thing to ask for is a brake bark on overloeds with there own down side if you are “broken” out.

Though over all though are a number changes at the end of the day not a changes to how overlode works.

English man, English, I know you’re capable of creating proper sentences and spelling.

No one is asking for AoE stability, read what I wrote.

1 stack of stability that lasts 1 second on your longest channeled abilities (the longest in the game) every 2 seconds while channeling is perfectly fine. It matches exactly what Rock Solid does and isn’t OP at all. You would get all of:

  • 2 total stack on water overload (one on cast, one on the last part)
  • 2 total stacks on fire overload (one on cast, one halfway through the channel)
  • 2 total stacks on earth overload (one on cast, one halfway through the channel)
  • 2 total stacks on air overload (one on cast, one halfway through the channel)

For example during the Fire overload you can get rid of 1 stack of stability (or wait or strip it) and then stun the target super easy and the second stability boon is worthless. Stability is not a stunbreaker but it lets you at least it 1 CC. It isn’t spammable either due to Overloads being long cooldowns and have a ramp up so you can’t always have stability and such. Can also always add an ICD. This has the most counterplay as while you can’t immediately stun, if you play right you can stun in between the first application of stability and the second application on the longer channels and prevent the final “blast” so to speak.

The 2 stacks is from the shouts ONLY and is traited and is also a good solution. You can’t use the shouts while channeling so you’d have to spend ALL of your shouts to get a good amount of stability to not get it stripped.

And no, overloads do not need any more downsides, it has plenty as is. Also, break bars let you eat way more CC than 1 stack of pulsing stability and I’d be more wary of adding that than the stability.

Asharìa March – 80 Elementalist
Co-Guild Leader of Prime Defense on Sanctum of Rall – www.Primedefense.net

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

wow, this thread is more toxic than queensdale champ train map chat… come on guys, be respectful!

– The Baconnaire

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Posted by: Xillllix.3485

Xillllix.3485

Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.

“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.

You know where that’s from? The Reaper BWE; which wasn’t just entirely numbers(they also changed GS #4’s animation and made it mobile…) and even if it was, they actually listened to feedback. They can totally change the function of Overloads if they wanted, it’s not nearly as much work as creating new animations. There’s many ways to change how Overloads work without starting from scratch, but they NEED to change them.

That dose not really changes the skill it just makes it better or a numbers changes. Look if you do not like overloads are they are now (not number or effect but as in casting and the cause of use) then your NEVER going to like tempest. Overloads will get stronger and may get lower cd but they ARE not going away or becoming something different. You could say the same for WH and shouts but these are not a must use on tempest.

Most people would be happy with some form of small stability access to cover the overloads and some small reduction in the ramp up time. This is easy to solve:

  • 2 stability stacks on shouts from Imbued Melodies/Tempestuous Aria
  • 1 stack of stability pulsing every 2 seconds on Lucid Singularity/Harmonious Conduit/ new GM minor
  • Ramp up reduction from Harmonious Conduit

Ok the thing about giving stab to overloads is over doing it for one class having stab. As things stand going tempest dose not lose you any stab out put it only adds to what ele has. If overlodes give 2 stack of stab you have 4 more stab generators that you did not have before bring tempest to 6-7 non transformation stab ability. 2 of the old stab active aoe and passive are some of the strongest stab effects in the game.

I think a better thing to ask for is a brake bark on overloeds with there own down side if you are “broken” out.

Though over all though are a number changes at the end of the day not a changes to how overlode works.

Stability is a requirement for any sort of melee fighting. I can’t believe they haven’t added stability in this next beta test (either stability on protection with a trait, or stability when overloading). Also, with a new source of stability, perhaps we could eventually drop armor of earth and use one of the new shouts.

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Posted by: Jski.6180

Jski.6180

Its silly to think your going to get more then a number change. The tempest is going to be as is your just going to get some number higher or lower as things progress. The F1-F5 are not going to changes in how they work nor will tempest get a sword. Wait for the next spec for ele to get them.

“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.

You know where that’s from? The Reaper BWE; which wasn’t just entirely numbers(they also changed GS #4’s animation and made it mobile…) and even if it was, they actually listened to feedback. They can totally change the function of Overloads if they wanted, it’s not nearly as much work as creating new animations. There’s many ways to change how Overloads work without starting from scratch, but they NEED to change them.

That dose not really changes the skill it just makes it better or a numbers changes. Look if you do not like overloads are they are now (not number or effect but as in casting and the cause of use) then your NEVER going to like tempest. Overloads will get stronger and may get lower cd but they ARE not going away or becoming something different. You could say the same for WH and shouts but these are not a must use on tempest.

Most people would be happy with some form of small stability access to cover the overloads and some small reduction in the ramp up time. This is easy to solve:

  • 2 stability stacks on shouts from Imbued Melodies/Tempestuous Aria
  • 1 stack of stability pulsing every 2 seconds on Lucid Singularity/Harmonious Conduit/ new GM minor
  • Ramp up reduction from Harmonious Conduit

Ok the thing about giving stab to overloads is over doing it for one class having stab. As things stand going tempest dose not lose you any stab out put it only adds to what ele has. If overlodes give 2 stack of stab you have 4 more stab generators that you did not have before bring tempest to 6-7 non transformation stab ability. 2 of the old stab active aoe and passive are some of the strongest stab effects in the game.

I think a better thing to ask for is a brake bark on overloeds with there own down side if you are “broken” out.

Though over all though are a number changes at the end of the day not a changes to how overlode works.

English man, English, I know you’re capable of creating proper sentences and spelling.

No one is asking for AoE stability, read what I wrote.

1 stack of stability that lasts 1 second on your longest channeled abilities (the longest in the game) every 2 seconds while channeling is perfectly fine. It matches exactly what Rock Solid does and isn’t OP at all. You would get all of:

  • 2 total stack on water overload (one on cast, one on the last part)
  • 2 total stacks on fire overload (one on cast, one halfway through the channel)
  • 2 total stacks on earth overload (one on cast, one halfway through the channel)
  • 2 total stacks on air overload (one on cast, one halfway through the channel)

For example during the Fire overload you can get rid of 1 stack of stability (or wait or strip it) and then stun the target super easy and the second stability boon is worthless. Stability is not a stunbreaker but it lets you at least it 1 CC. It isn’t spammable either due to Overloads being long cooldowns and have a ramp up so you can’t always have stability and such. Can also always add an ICD. This has the most counterplay as while you can’t immediately stun, if you play right you can stun in between the first application of stability and the second application on the longer channels and prevent the final “blast” so to speak.

The 2 stacks is from the shouts ONLY and is traited and is also a good solution. You can’t use the shouts while channeling so you’d have to spend ALL of your shouts to get a good amount of stability to not get it stripped.

And no, overloads do not need any more downsides, it has plenty as is. Also, break bars let you eat way more CC than 1 stack of pulsing stability and I’d be more wary of adding that than the stability.

I understand what your asking for i just think there needs to be a different effect when it comes to overloeds other then throwing more stab at the problem. So as things stand you can overloed just to run away for free only hard cc can stop you if overloed gives you stab it may make it too much to stop an ele from getting away kind of the old d/d unstoppable eles. If you use a brake bar then you can add another level of game play and risk to using overloed as a means of getting away or getting though lots of hard cc.

So in a way i am saying yes add stab but i am also saying if they are able to make it though that “stab” you should feel it a lot more then just getting the 1 sec stun and losing your overloed cd.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Tempest Changes for Next BWE!

in Elementalist

Posted by: TheFantasticGman.9451

TheFantasticGman.9451

Going to quote this because apparently people are incapable of reading more than 1 page of thread.

Hey everyone.

Not all feedback could be addressed this iteration in fair part due to time constraints on key members of our design team. That does not mean we are dismissing your feedback or that all the issues you’ve raised up to this point will go unchanged before expansion release.

This is a small set of changes from the first beta weekend event; we will continue to iterate on the specialization skills and mechanics and shall be listening for your constructive feedback.

We will be reviewing the Tempest traits along with casttimes vs. effects on overloads among several other aspects of the elite specialization.

That’s really funny… I mean, especially after reading the Rev, Reaper, and Chrono BWE feedback Dev notes. They must feel that the Tempest is in a good place trait and utility wise therefore are ignoring our feed back. If they agreed with us they would act on it like the did for the Rev, Reaper, and Chrono.

Bottomline is there is time for it. If they think there isn’t time that means that they think they aren’t going to make their internal deadline, thus they need to make the time either by longer hours or weekends. It’s a job for them. If I’m late on a project and the deadline is coming up, guess what? Yup, I put in longer hours to make sure everything is done on time. Yes, that means I make time.

Speaking from a PVE-only point of view…

(edited by TheFantasticGman.9451)

Tempest Changes for Next BWE!

in Elementalist

Posted by: Jski.6180

Jski.6180

Going to quote this because apparently people are incapable of reading more than 1 page of thread.

Hey everyone.

Not all feedback could be addressed this iteration in fair part due to time constraints on key members of our design team. That does not mean we are dismissing your feedback or that all the issues you’ve raised up to this point will go unchanged before expansion release.

This is a small set of changes from the first beta weekend event; we will continue to iterate on the specialization skills and mechanics and shall be listening for your constructive feedback.

We will be reviewing the Tempest traits along with casttimes vs. effects on overloads among several other aspects of the elite specialization.

That’s really funny… I mean, especially after reading the Rev, Reaper, and Chrono BWE feedback Dev notes. They must feel that the Tempest is in a good place trait and utility wise therefore are ignoring our feed back. If they agreed with us they would act on it like the did for the Rev, Reaper, and Chrono.

Bottomline is there is time for it. If they think there isn’t time that means that they think they aren’t going to make their internal deadline, thus they need to make the time either by longer hours or weekends. It’s a job for them. If I’m late on a project and the deadline is coming up, guess what? Yup, I put in longer hours to make sure everything is done on time. Yes, that means I make time.

Dose not make it right to make others work the same hours as you do (though this is getting way off-topic). Its like the Amazon thing yes some ppl are marry to there work and these ppl tend to get payed very well for there time but then these same ppl tend to feel every one should work as they do leading them to push ppl who may simply want a job to make money to live and have a life out side of work.

Any way i have a strong feeling if you did not like say overload on tempest then odds are your never going to like this elite spec and that is ok. Keep on with ele its still a good well rounded class. Ele lose nothing for you not liking tempest.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Tempest Changes for Next BWE!

in Elementalist

Posted by: Morti.2430

Morti.2430

- Overloads should be instant casts with a powerfull effect and not this 5 sec casttime s!t
- why this f
!king 5 seconds till u can activate an overload ?
- no shout cd reduce trait , why ?
- more aurasupport and u have a new play style
- 50 % of warhornskills r s*!t, bugged, to long cd, or just useless

(edited by Morti.2430)

Tempest Changes for Next BWE!

in Elementalist

Posted by: TheFantasticGman.9451

TheFantasticGman.9451

Going to quote this because apparently people are incapable of reading more than 1 page of thread.

Hey everyone.

Not all feedback could be addressed this iteration in fair part due to time constraints on key members of our design team. That does not mean we are dismissing your feedback or that all the issues you’ve raised up to this point will go unchanged before expansion release.

This is a small set of changes from the first beta weekend event; we will continue to iterate on the specialization skills and mechanics and shall be listening for your constructive feedback.

We will be reviewing the Tempest traits along with casttimes vs. effects on overloads among several other aspects of the elite specialization.

That’s really funny… I mean, especially after reading the Rev, Reaper, and Chrono BWE feedback Dev notes. They must feel that the Tempest is in a good place trait and utility wise therefore are ignoring our feed back. If they agreed with us they would act on it like the did for the Rev, Reaper, and Chrono.

Bottomline is there is time for it. If they think there isn’t time that means that they think they aren’t going to make their internal deadline, thus they need to make the time either by longer hours or weekends. It’s a job for them. If I’m late on a project and the deadline is coming up, guess what? Yup, I put in longer hours to make sure everything is done on time. Yes, that means I make time.

Dose not make it right to make others work the same hours as you do (though this is getting way off-topic). Its like the Amazon thing yes some ppl are marry to there work and these ppl tend to get payed very well for there time but then these same ppl tend to feel every one should work as they do leading them to push ppl who may simply want a job to make money to live and have a life out side of work.

Any way i have a strong feeling if you did not like say overload on tempest then odds are your never going to like this elite spec and that is ok. Keep on with ele its still a good well rounded class. Ele lose nothing for you not liking tempest.

Please, leave your feelings at the door. It’s a job. I’ve worked jobs where I’m gone half the year. Military personnel leave for much longer periods working their jobs. So, please, leave your strong feelings at the door. The Devs, who have a very safe job and who go home every night to their families, can put in a some extra hours to get the job done THAT THEY ARE PAID TO DO… And it’s not like they won’t be compensated for those extra hours.

Speaking from a PVE-only point of view…