It might be too easy to get the cast off, but it’d definitely sound like a Grandmaster trait (meaning the other 2 GMs would have to match its usefulness, hopefully). I wouldn’t mind a trait like one of the above posters that gave you stronger effects from casting the attunement’s spells as another GM trait that then makes you choose between stronger overloads, more reliable overloads and [some other option…more/faster overloads maybe?].
That’s what I like about the break bars. Anet can adjust how much punishment it takes,and they can also change the effects on a successful break. Look at revenant shield 5, once it breaks you are stunned for 2 seconds and have 25 stacks of vuln. That is a death sentence if you use it wrong.
The thing is, overloads don’t do anything the elementalist cant already do. So even if you make it so that overloads are not too hard to pull off, it’s just going to do what the ele can already do in another manner.
The elementalist need the overloads to do something new, like new boons and condi, example: revive allies on water overload instead of more cleanse and healing.
At the end of the day there are a finite amount of ways skills can work in a game. My biggest fear with what your asking in role dilution. How long until every class can do everything and theres no reason to have any diversity at all?
Beyond that somethings, like the water overload converting condis to boons, are useful, new, and probably doable before the game launches. Asking for brand new, custom effects is simply an unrealistic approach at this point. Tempest won’t bring a new role without redeveloping it, but the tools are still there to make old fresh air specs viable again, and put a new spin of classic d/d builds. This is all personal opinion of course, but at this point I just want Tempest to be something decent for HoT, and hope they don’t mess up our next spec so spectacularly.
That’s why they need to introduce new mechanics to the game.
They introduced Slow, Alacrity, Float, and now Reaper has a new minion with a mechanic from Gw1 called Dark Bond.They can’t add stuff just for one specialization? Just in case someone thinks they can’t, I have a quote from the Chronomancer article when it talks about Alacrity: “Chronomancy is the only specialization allowed access to this powerful effect”
There’s simply no excuse. Yes, at this point it’s unlikely to get new things, but that doesn’t excuse the lack of thought that initially went into the Tempest.
It’s not that they can’t ever, its that at this stage it is probably kitten well near impossible. The fixes we saw to Chrono and Reaper were mostly numbers fixes. The example that you brought up about Reapers isn’t even that fresh. Mechanically we’ve known that a new minion was likely to happen since the Reaper PoI, and the damage reduction is a mechanic necro and mesmer both have.
Giving feedback that might actually happen, that will improve the spec and make it usable is more important to me right now than continually guilt tripping devs. There will be plenty of time for that before the next specializations launch when we can focus on why the Tempest flopped the way it did and what should be focused on for the next one.