The EA answer is SO simple…
There’s no need to restrict the finisher to Earth Attunement only. I would not be satisfied with the changes Michael has proposed.
The solution is obvious: Put it back the way it was and have somebody do any testing on changes.
While I would love to have a finisher on all 4 attunements, I (and many others on this topic) am suggesting that at the very least, its functionality matches it’s tooltip… of the 4 spells that are triggered at the end of Evasive Arcana, only the Earth spell was a finisher. It is reasonable to believe that the other 3 were indeed unintended. There is no excuse for the 4th.
I’ll repeat that I do not want what you proposed and add that it’s just bad negotiations to start with the bare minimum you’d accept before ANet has done anything to respond on this issue.
I agree with the OP.
Although if I recall correctly at release fire and earth dodge rolls were the only blast finishers that actually triggered the visual cue. I personally thought that at the very least those two were the only intended ones.
Perhaps Elementalist isn’t the class for me. I doubt the people in the Warrior and Guardian fora request nerfs for themselves. Truly, this is the class for masochists.
We are doing no such thing. We are asking that the huge nerf we received to EA be rescinded and adjusted. Nobody on any forums are asking for Elementalist nerfs… we are well-known to be amongst the underpowered professions in this game. Even WITH the old EA we had to do twice the work for less of a result than most classes… the EA nerf just added insult to injury.
We are doing no such thing. We are asking that the huge nerf we received to EA be rescinded and adjusted. Nobody on any forums are asking for Elementalist nerfs… we are well-known to be amongst the underpowered professions in this game. Even WITH the old EA we had to do twice the work for less of a result than most classes… the EA nerf just added insult to injury.
Ask for it to be reversed in its entirety.
My position is that it was not overpowered before. It’s a Major Grandmaster trait, in a tree that doesn’t boost attack or defense. Those are supposed to be strong.
It’s foolish to ask for them to make it worse than it was before they’ve made any comment at all.
Ask for developers to show up on this forum every week.
Ask for useful patch notes. The patch notes on Evasive Arcana were terrible.
Also, on this claim: “Nobody on any forums are asking for Elementalist nerfs”
…
On another note I also think the water dodge roll is inherently overpowered. Cleansing wave is a 40 second cd and evasive arcana allows it to be used every 12 or so seconds. I think it should get the healing ripple treatment and only scale with healing power by 50%.
I want balance, not overpowered traits that every viable build has to have. There are inconsistencies within the Evasive Arcana trait that I think should be addressed.
-Flame burst 10 second cooldown
-Blinding flash 10 second cooldown
-Churning earth – kittened hybrid version of shockwave/churning earth
-Cleansing wave 40 second cooldown non kittened version
I think cleansing wave should be toned down as it’s the strongest one and churning earth should be given a blast finsher as it’s the weakest one.
There’s an ele grandmaster trait that gives shocking aura, a 25 second cooldown, every 90 seconds. If you balanced that trait around the fact that evasive arcana allows a 40 second cooldown every 12 seconds then shocking aura would be procing every 7.5 seconds. It’s just poorly designed.
You’re requesting for Elementalist to be made even weaker than it is now. I don’t agree with your suggestion.
1. Fix the Cooldown.
2. Make it so only the Earth-Attunement roll is a blast finisher (in line with tooltip AND all of the Staff finishers)
3. Profit.It really is that easy. And you will assuage the frustration of the majority of kittened-off post-patch Elementalists.
You’re Welcome,
Mike
Do you see what just happened here?
This is a perfect example of what ANet has to go through.
An answer appears and it looks like the right choice (Which this one did for you) and what happened? You put it out there for the public and it’s met with mixed reviews….some like it and some don’t.
It’s never just SO easy when instead of a forum, you effect an entire game and gaming community.
Hopefully this will show you a little of what ANet deals with daily where every little change is scrutinized by a vocal group.
I want balance, not overpowered traits that every viable build has to have. There are inconsistencies within the Evasive Arcana trait that I think should be addressed.
-Flame burst 10 second cooldown
-Blinding flash 10 second cooldown
-Churning earth – kittened hybrid version of shockwave/churning earth
-Cleansing wave 40 second cooldown non kittened versionI think cleansing wave should be toned down as it’s the strongest one and churning earth should be given a blast finsher as it’s the weakest one.
There’s an ele grandmaster trait that gives shocking aura, a 25 second cooldown, every 90 seconds. If you balanced that trait around the fact that evasive arcana allows a 40 second cooldown every 12 seconds then shocking aura would be procing every 7.5 seconds. It’s just poorly designed.
How about a nice cup of shut the __ up. Your logic fails and you should restrain from ever posting in any class balance discussions, please and thank you.
Technically it’s not his logic but the developers, by that standards of what the devs have set, what he says is true.
I’ll be honest I wasn’t for a nerf on EA however I was for fixing the bug, but as usual the devs love to go to the extreme on nerfs but not buff anything up. I’d like to at least see blast finishers brought back on earth at least and fire too and limit them to 10 seconds each, even one will suffice.
Kittens, Kittens everywhere!
What would you guys think about a new trait that just gives back the blast finisher mechanic to dodge rolls? Say, for example, a trait in tier 1 or 2 Fire that reads:
- While attuned to fire, your dodge rolls are blast finishers.
Would return the tactical gameplay that people liked so much about EA, would make Fire a more attractive tree in general, and wouldn’t create an overly powerful interaction like Cleansing Wave + Healing Rain did.
What would you guys think about a new trait that just gives back the blast finisher mechanic to dodge rolls? Say, for example, a trait in tier 1 or 2 Fire that reads:
- While attuned to fire, your dodge rolls are blast finishers.
Would return the tactical gameplay that people liked so much about EA, would make Fire a more attractive tree in general, and wouldn’t create an overly powerful interaction like Cleansing Wave + Healing Rain did.
There are to many traits that fuse us down 1 tree. Churning earth is a blast finisher, the other skills provided are not, therefore churning earth should blast and the rest not. Also churning earth should do churning earth, not some skill that doesn’t exist anymore (small charged churning earth) 1 bleed != 8 bleeds
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
Yeah bro, tone down the water dodge – give it a 40 second cool down, while we’re at it, make the earth dodgeroll an original cool down of 30s too. One second cripple and 100dmg is too op. Must tone down.
Perhaps they intended to leave the Earth dodge roll as a finisher. The problem may be as simple as the fact that it does not actually trigger Churning Earth, but instead triggers Ring of Earth (although it does have the animation of churning earth).
However, judging by the most recent “bug fixes”, they will most likely claim that it was never intended to trigger Churning Earth, and they simply typed the tooltip wrong. They will then proceed to change the tooltip of Evasive Arcana to state that it triggers Ring of Earth on a dodge roll.
P.S. I agree with the OP about having, at the very least, the Earth dodge roll count as a blast finisher. However, I would prefer it if they changed the tooltip to state that each of the effects triggered by it (in each attunement) all count as blast finishers. They could still fix it so it only works as a blast finisher when an effect is triggered.
For example, if you put down ring of fire and dodge into it, if you had not dodged in fire (while in combat) in the last 10 seconds, and it produces a spell effect, then it would act as a blast finisher and grant you 3 stacks of might. However, if the effect was on cooldown and you dodge rolled, it would not act as a blast finisher, simply as an ordinary dodge roll. This would force you to change attunements if you wanted additional blast finishing dodge rolls.
This way, if you wanted to switch attunements and put your attunement swapping on cooldown, and spend your endurance, you could get a couple blast finishers out of it. But you wouldn’t be able to just stay in the same attunement and get multiple blast finishers through dodge rolling.
This would allow us to maintain this very fun play style, as well as keeping players from abusing it. It would basically be a Risk vs Reward type of situation.
But, at the very least, it should be changed in the way the OP has already stated. This, in my opinion, is the minimum functionality this trait should have. Anything less than that (i.e. it’s current state) is unacceptable.
Thanks for reading,
-Amaethon
I feel like EA outside of water attunement is very lacking right now. While putting the finish back in earth would fix part of the problem, fire and air are still rather weak, so they’d need a slight buff. Air should have the the radius on it increased or change it to a 1/4 sec daze, its the most useless atm imo. Fire would need a slight damage component, maybe around 1/3 fireball’s strength? As for earth, either put back the blast finish, make it 3 stacks of bleeding for 6 seconds, or add a 1 sec immobilize.
There’s an ele grandmaster trait that gives shocking aura, a 25 second cooldown, every 90 seconds.
The thing is, that trait is an automatic response, which makes it more valuable than the skill alone. And it’s a response to a very crucial situation, which makes it that much better.
That and they wouldn’t want a trait to deter you from doing something because of a long cooldown.
Yeah bro, tone down the water dodge – give it a 40 second cool down, while we’re at it, make the earth dodgeroll an original cool down of 30s too. One second cripple and 100dmg is too op. Must tone down.
And while we’re at it why not give theives full blown caltrops on every dodge with an internal cooldown 1/4 of the actual cooldown (7.5 seconds). That would be really balanced. I realize its not a grandmaster trait but even if it was it would still be ridiculously overpowered.
Every on proc ability in the game has an internal cooldown equal or greater than the actualy abilities cooldown. If it doesn’t than the ability is toned down (i.e. caltrops, “churning earth”) The only exception to this that I’m aware of is evasive arcana’s cleansing wave. Just imagine if you made the actual offhand dagger cleansing wave a 10-12 second cooldown and how that would affect balance. IMO they should of gave evasive arcana’s cleansing wave the 50% scaling nerf and kept healing ripple the same.
(edited by Cosmic Teapot.9162)
And while we’re at it why not give theives full blown caltrops on every dodge with an internal cooldown 1/4 of the actual cooldown (7.5 seconds). That would be really balanced. I realize its not a grandmaster trait but even if it was it would still be ridiculously overpowered.
If the spells EA proced were anywhere near as obnoxious as Caltrops-spam would be, then yeah, it wouldn’t make any sense.
As it stands, though, Earth and Fire EAs deal basically no damage right now, Air is somewhat counterproductive (you have to dodge right next to someone to blind them), and Water is good but, for me at least, bugs out and doesn’t work. And even then, it’s just a heal, which now only affects 5 people.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
Watch what you wish for… they might decide to add a channel at the end off all your dodge rolls that root you there till the spell fires off.
We don’t get fixes… we just get false claims that things were fixed, more bugs, and nerfs to anything that makes play fun and interesting.
i’ve moved on. Now I stand in the back and take a nap as intended. all is right.