The future of eles....
I think a big reason d/d isn’t nerfed is because of heart of thorns and its implications for the meta.
Yeah agree, they seem to be in a wait-and-see mood right now. Rightfully so imo, with new content coming up and being worked on, new elite specs, rebalancing of revealed elite specs.
This inbetween phase sucks – balancingwise – but if you’ve ever experienced expansion launches in other big MMOs this should come as no surprise. Good thing is we’re not getting a new level-cap, so it’s only waiting for the effects the new builds have on the meta. Some of the new toys seem to be aimed at hitting d/d even.
It is a caster class; by the very name itself ELEMENTALIST.
Elementalist has nothing to do with “caster.” It means “one who deals in the elements,” and even a D/D Ele does that just fine. You are projecting what you want onto the class, that is not what it ever actually was or claimed to be.
It is the mage class of the game (or as close as it gets), weather or not you agree with it is a different matter.
No, it’s just a light armor magic-wielding class. If anything, the closest this game has to a “pure” old school mage is the Mesmer. GW2 likes to play with tropes though, and tries to avoid the “pure old school” paradigms whenever possible.
If you call it an assassin and gives it nothing but long range support skills, that doesn’t mean the name suddenly alter its meaning, just means you either gave it the wrong name or f’ed up the design
Nothing wrong with a pure ranged Assassin, that’s what half the Thief forum is clamoring for, but again, “Elementalist,” do they play with elements? Yes? Nailed it then. Now, if the class was called “Wizard” or “Mage” then I might agree with you more.
The fact that ele close combat builds are amongst (if not the strongest) the strongest builds in the game (far supirior for competitive play then staff aka long ranged weapon) and that it wins over warriors melee builds with ease, shows something is completely wrong when we are talking balance of classes (and expectancy due to naming and conventions).
That sounds more like a problem with how Warriors are designed though.
All the major problems of pvp can be tracked back to the downing mechanics as a big contributor to the problem.
I can see why the downed state limits the effectiveness of long range nuke builds, but on the other hand, it also limits the effectiveness of long range nuke builds, which prevents them being completely overpowered. You can still nuke out a downed player at long range, in many cases this is even easier than trying to stomp them since they can’t fight back, rally off you, or use “stomp escape” moves to avoid being stomped. This is a fair balance.
Trinity AGAIN a good reason no other game have tried to eliminate a trinity system, some have tried to make it more focused on different roles then “support == heals” and focusing it on shielding or CC’ing.
The trinity is just a cheap gimmick to avoid actual gameplay balance. I much prefer GW2’s balanced system, but to each his own.
Capture point (point is only capturable when you are not taking damage and can’t be neutralized if you are taking damage).
Stops the forced to melee on them.That would make conquest mode practically unplayable. You’d just have enemies nuking the capture points from outside of most build’s attack range, forcing people to leave the capture circle to engage them, and basically no points would ever be captured because there would always be someone throwing a little damage around. It would go sooooooo slooooowly.
forgot the tempest answer: soo your excuse is that the “tempest HAVE to be the eye of the storm?” then why is there fire?, why do you take damage in the eye ? etc etc etc.
1. because it’s a fire storm. The “storm” is a metaphor. 2. You don’t take damage, because you’re the eye. The characters around you do take damage, because they are not the eye. Remember that the deadliest parts of a hurricane are the bits right around the eye, because that’s where the winds spin fastest.
Give an example of an elementalist from any other game which doesn’t ”proof” me right and you wrong, in your generalization of what an ”elementalist” is.
On top of that the ele only got ONE weapon type which is closeCombat, yet it is the only builds that are truly powerfull (at least vastly more powerfull then any ranged build).
The playstyle of the best competitive ele builds are that of a Fighter/bruiser or an assassin, not a mage/ele/magic user (or again give an example of a game where the playstyle of the ele is the same’ish to underbuild your argument)
You ever wondered why ALL successful games use at least the core stereo types and keep to their stereo playstyle? (gw2 does this as well with most of it’s stereo type classes, thief/assassins, warriors, necromancer and rangers of the top of my head)
You think it is simply because they simply lack imagination to change it up? (since that would just be smacking a name tag on another class and changing the animation look)
Or can you follow that it is done for a very good design reason of catering to the people who enjoy that playstyle, class and look, which they have come accustomed too through many years of gaming.
So instead of having to “reinvent the wheel, by calling it a boot” they use the term “wheel” so people know what to expect so they can easily get what they enjoy.
When that is said I don’t mind changing it up a bit.
However when you take a class which is played in a “locationary, long ranged, tactical, nuker/cc, glass cannon” playstyle, and turn it into a “tanky, sustaining/nutrition war, reactionary, close combat” playstyle as it’s BEST beyond any comparison build and style.
Well THEN I have a problem because you are misleading the users and you are focusing on the opposite of what you clearly intended to convey to the users that you would.
Melee, tanky builds should be a secondary more than a primary:
If you LOVE the playstyle of these bruiser, assassins, you would play such a class.
It is a matter of insuring that you got the classes playstyle which different people enjoy, when you hard-focus on only one side of the coin you are screwing everyone else over because you are a selfish one…
Which of couse I don’t think is ok
——————————————————————————————————
So you say “due to ele close combat builds being vastly stronger then ranged builds” it is a problem with other classes? Not a problem with the other builds of the ele? That sounds like you are going in the wrong direction there -.-
Either close combat build is way too strong or the ranged are way too weak…. Due to the design of the game setup, it is nearly (if not fully) impossible to get the long ranged builds to be as strong, or close combat as weak, without screwing over the other builds as well.
(Especially since the game is hard focusing its entire design on melee ranged, war of nutrition type combat and giving the finger to anything else -.-
Even without downing long ranged nuker builds is in NO WAY, like NOOOOOOOOOOOOOO WAY op at all -.-
The fact is they are quite weak even without downing, and nearly useless with the downing system.
Due to the insane amount of gap closers on melee-ranged skillsets, the extreme lack of effective cc and gap creators on long ranged skillsets, and the VERY high eHP and eDPS difference from those two build types, the melee ranged builds still got the upper hand even if you remove the downed states.
(you should and properly does already know this… how many long ranged builds do you see stand a chance in a fight vs melee ranged builds? Yer none if we are talking best players: almost all combat is done in less than 600 range, and vast majority less than 300 range)
And hehe “still nuke out a downed player”… come on man, you know as well as everyone else that in a fight between equally good players/teams that is not an effective valid tactic for dealing with the downed mechanic
No it is not just a gimmick, now you are just being directly stupid.
Stop that and use your head.
More than enough games have proven that trinity is an extremely good system, which allows vast diversity in builds, roles and playstyles.
It gives a good reason for people that enjoy ONLY doing support to teams, which doesn’t enjoy attacking enemies, to play like that and to have an important role in the team.
It gives people that like playing “immortal” characters that can survive everything, but don’t care about damage, to play in the playstyle they like and enjoy the feel they get. And Still be an important part of the team.
It gives the ability for people that want nothing more than just hammering in high dps numbers to focus 100% on that and never get kitten for being extremely squishy, the ability to play like that.
off-tank builds etc etc etc
It gives the ability to actually do balance that forces you to accept that you need to play with other people that enjoy different playstyles then you do.
Which in return gives a Far higher amount of playstyle and roles, which can be effective and valid. (which is FAR less “gimmick” and requires far more thought to do a good balance setup for it, because you ain’t just “cheap cheating” and streamlining everything which you can and they do, when you don’t have to balance around more than “one role type” being valid)
Now you know as well as I and everyone else what your chance’s is to be allowed to come on farm/speed runs if you insist on being Full support or Full tank spec.
It is close to 0%. Literally, NO good group would want to bring you for dungeon runs if they knew you did that.
The lack of trinity (or equal system) removes the ability for devs to build content that allows for different playstyles and different roles which you might enjoy.
It sets up a game system where there will only be ONE role, which is optimal, and ONE build, which is optimal for that run, and if you aren’t a person that enjoys that particular playstyle and role, tough you are going to have suboptimal runs with suboptimal people…. What joy right -.-
So in short: you need to do more thoughts/research on why trinity systems are good, and what impact it have and why it have such impact.
You will learn a lot from it
Well you didn’t get what I said
Once you capture a point it is YOURS like in every normal capture the point pvp scenario in every other game. To neutralize the point and stop the enemy getting points you would need to take the point without being attacked.
So YES the person defending the point would need to move away from it either to pull you too it, or to attack you; which is how it should be!. However as long as no one that is not in combat is not on the point it will generate points for you
I love how you ignored everything I said about the tempest thing and ONLY focus on the part which I stated was a “bad argument like you did it” even though you did this you got it wrong.
Because if it is the eye NO ONE standing in the eye should take any damage -.-
And a tempest doesn’t make firestorms, those are two different phenomenon’s.
Anyway, if you want to get back to the actual meat of that part I have here copied it from my last answer:
facts is if you are the controller of the tempest (which we need to rewrite for abilities to make sense at all, so we accept it is just a naming with no meaning, earth skill? from a tempest no :P ) you should be able to control where it lands (on top of that it is exceedingly lame that all the abilities is the “same” working, kinda proofs how little effort went into making it)
check my suggestion on that a year ago (or more cant remember)
https://forum-en.gw2archive.eu/forum/professions/elementalist/Attunement-and-Traits-Revamp-idea/first#post5440350
:)
(edited by Erebus.7568)
Give an example of an elementalist from any other game which doesn’t ”proof” me right and you wrong, in your generalization of what an ”elementalist” is.
Avatar/Legend of Korra?
I honestly can’t think of any other game that actually has an “Elementalist” class to it, most just have mages or something that make use of elements but are not called that. Still, GW2 never promised you an Elementalist that was just like the casters you’re used to in other games.
On top of that the ele only got ONE weapon type which is closeCombat, yet it is the only builds that are truly powerfull (at least vastly more powerfull then any ranged build).
The Ele gets less weapons than other classes because they have more skills per weapon. The DD combo alone (not even factoring in DF and SD) has a total of 20 attack skills, the equivalent of four two-handers from any other class. Are there any classes in which more than four of their mainhand/twohand weapons are high meta? D/D is the core play for Eles, this is a feature, not a bug.
It is a skirmishing class that uses magical, elemental effects in close range situations. It allows you to use a long range spec if you like, just as you can S/F on a Guardian or Shortbow on a Thief, but these are not exactly prime options, nor do they have to be. You want them to be,m that is your opinion and you’re entitled to it, but it’s not something the developers owe you.
Well THEN I have a problem because you are misleading the users and you are focusing on the opposite of what you clearly intended to convey to the users that you would.
Nope, you’re just running off with your own assumptions about what the class should be, they never put them there. It is not their fault that your assumptions do not meet reality. Again, if you want to play a standoff ranged caster, play a Mesmer, they do that.
Either close combat build is way too strong or the ranged are way too weak…. Due to the design of the game setup, it is nearly (if not fully) impossible to get the long ranged builds to be as strong, or close combat as weak, without screwing over the other builds as well.
(Especially since the game is hard focusing its entire design on melee ranged, war of nutrition type combat and giving the finger to anything else -.-
This has been a problem in gaming since the very earliest, that it is practically impossible to completely balance one play style in which you can deal damage at a distance, when another playstyle causes you to do zero damage unless you can close that gap. All sorts of games have tried various things to balance these two out, and it’s always imperfect because it either leaves melee too easy to get in close and/or too strong when they are, or ranged too easy to stay away and automatically too strong if they are. Real life is the worst at balancing these things, which is why you don’t see too many people with swords on the modern battlefield, but most gamers would prefer that their game not devolve into “archers vs. mages.”
So no game has gotten this perfect, but of all the games I’ve played, I think GW2 has done as good a job as any at striking the right balance, and is one of the better ones. This doesn’t mean that all classes have an ideal build for all possible situations, the Ele staff is more useful against PvE and WvW enemies than against sPvP enemies, for example, but they do generally balance out.
Even without downing long ranged nuker builds is in NO WAY, like NOOOOOOOOOOOOOO WAY op at all -.-
You’ve obviously never gone up against a LB Ranger on a perch that you can’t reach directly.
Now you know as well as I and everyone else what your chance’s is to be allowed to come on farm/speed runs if you insist on being Full support or Full tank spec.
It is close to 0%. Literally, NO good group would want to bring you for dungeon runs if they knew you did that.
So? This game doesn’t support those play styles, so you shouldn’t try to play them. It’d be no different in a standard “trinity” game if you insisted on joining a party as a “tank Thief” or a “healer Warrior.” If the role you insist on playing is not useful, don’t expect to be wanted. That doesn’t mean that the trinity roles are actually a positive. They are one way to do things, but not necessarily the best. They largely just encourage lazy “watch meters and press numbers” gameplay, and that’s not what GW2 is about. I’ve played healers in other games, and I’m glad it’s not a supported playstyle in GW2, because having the responsibility of being a “good healer” in GW2, while having to actively dodge mechanics and do the baseline “playing the game” at the same time, it would be a nightmare.
Once you capture a point it is YOURS like in every normal capture the point pvp scenario in every other game. To neutralize the point and stop the enemy getting points you would need to take the point without being attacked.
No, I got that. I’m saying that almost nobody would ever take points under such a system, because if those were the rules, then there would always be Longbow trolls that would chill at 1200-1500 range and plink at you just enough to prevent you capturing the node, and the only way a melee/skirmish character can stop them would be to abandon the node, kill them, and hope they can get back and claim it before the next guy comes along. It would be horridly unbalanced. In the current method, the ranged player has two options, to either advance to a closer range and fight it out, or to artillery from range and hope to actually kill the guy before he can cap the node, or at least drive him away from it, or if the node gets capped, kill the guy and then take it for himself, which he’d have an advantage in because he’d have twenty seconds of uninterrupted DPS time to wear the guy down before the actual fight would even start.
I love how you ignored everything I said about the tempest thing and ONLY focus on the part which I stated was a “bad argument like you did it” even though you did this you got it wrong.
Because if it is the eye NO ONE standing in the eye should take any damage -.-
And a tempest doesn’t make firestorms, those are two different phenomenon’s.
One, The Tempest is the ONLY character who is in the eye of the storm. Every other character, inches away from the Tempest, is in what is known as the “eye wall,” which is actually the most damaging part of a hurricane, with the fastest winds. and again, the “tempest” is just a metaphor, it’s not literally “stormy weather,” it is effects like stormy weather, only with elements, because Elementalist. So fire Overload is like a hurricane of fire, Earth overload is like a hurricane of earth, not in a literal, meteorological sense, but in a literary, poetic sense, of “a swirling vortex around a central point.” The Tempest is that central point.
And you keep reposting your old idea in every thread. It is not a horrible concept, but it’s not better than what we got, and there are dozens of ways that they could go moving forward. I fully expect that the next Ele elite spec will have an entirely different mechanic, but this is the mechanic Tempest get.
you spend complaining about it on the forums, you’d be
done by now.”
I honestly can’t think of any other game that actually has an “Elementalist” class to it, most just have mages or something that make use of elements but are not called that.
Funny how you can make a lot of inferences about GW2 but won’t make them about other games. Elementalist is just a name, the majority of mage classes have elemental types as their primary damage type. You’ve had a few people state something similar to you now.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Funny how you can make a lot of inferences about GW2 but won’t make them about other games. Elementalist is just a name, the majority of mage classes have elemental types as their primary damage type. You’ve had a few people state something similar to you now.
But that’s just my point. Yes, there are other games that include mages, and those mages throw fireballs and shoot lightning. Fair enough. But GW2 does not have a “Mage,” it does not have a “Wizard.” It has an “Elementalist,” but nothing in “Elementalist” means either mage or wizard. There are tons of things Eles can’t do that wizards can, they don’t have Prismatic Spray, they can’t turn people into sheep. They can just control the elements, and that doesn’t make them beholden to controlling elements “like mages in other games,” it just means they control the elements.
A staff or scepter Ele is more like a traditional mage, a dagger Ele is less like a traditional mage, that doesn’t mean that the dagger ele is “wrong” or should be considered a secondary version of the class. Dagger Eles are the best, and that’s just fine. There’s nothing wrong with that.
Again, if you came to this game wanting to play a traditional RPG “mage,” the Mesmer is much closer to that concept than the Ele is ever likely to be.
you spend complaining about it on the forums, you’d be
done by now.”
Anets own info describes eles as spellcasters and mesmers as duelists. Most people would think that spellcaster implies a more traditional mage type, and indeed staff ele is that traditional mage type. D/D was just presented as an alternate spec.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
I think a big reason d/d isn’t nerfed is because of heart of thorns and its implications for the meta.
Yeah agree, they seem to be in a wait-and-see mood right now. Rightfully so imo, with new content coming up and being worked on, new elite specs, rebalancing of revealed elite specs.
This inbetween phase sucks – balancingwise – but if you’ve ever experienced expansion launches in other big MMOs this should come as no surprise. Good thing is we’re not getting a new level-cap, so it’s only waiting for the effects the new builds have on the meta. Some of the new toys seem to be aimed at hitting d/d even.
The only reason they didn’t nerf D/D Ele is because they should nerf the fire trait line which is a DPS line and probably a nerf there would be huge nerf to PVE glass cannons like Staff Ele, Scepter, etc…
Those glass cannons will need that DPS to find a place in the raids or at least during the HoT we should see what sort DPS they have. Think like this for raiding nobody will take a D/D, if you nerf the fire line, you nerf directly the glass cannons.
And forget about nerfing water line, we were there, do you remember the times cleansing water has 10 CD ICD, we were the biggest joke, I even taunted during the matches to change class because I was a free kill to anybody with conditions.
(edited by posthumecaver.6473)
Anets own info describes eles as spellcasters and mesmers as duelists.
And Eles are spell casters (including the D/D spec) and Mesmers are duelists (including the GS spec). It doesn’t say that Eles are ranged duelists or that Mesmers are melee duelists though. Both are magic using classes, in all of their specs, as are all classes, to varying degrees.
Most people would think that spellcaster implies a more traditional mage type, and indeed staff ele is that traditional mage type.
It’s safe to say that most people are often wrong about a great many things, especially when they assume.
D/D was just presented as an alternate spec.
You’re going to need to cite a source on this one. At what point did an ANet dev ever officially indicate that D/D was merely some secondary alternative, rather than a coequal spec to the other possibilities? Given that most of the weapon combinations focus on the 600-900 range, that would seem to be the focus of the class, not the 1200 range. They don’t even have a 1500 range option like the true stand-off range classes.
you spend complaining about it on the forums, you’d be
done by now.”
I am fine with the base concept of tempest. I could do a lot other designs but its OK.
The traits need work. Currently tempest is not very useful.
Also i think its good not to go for much trinity.
And having diffrent specs like d/d and staff on one class is also nothing to bad. It can make balacing/design harder but thats it.
But there are things that just make it more complicate. In design, balace and gameplay.
The down state is one of that. And the mentioned speed slowdown in combat another.
I personaly even don´t like the in combat/out combat mechanic which will speed you and heal.
I understand why such things exist, and it´s a bit a grown mechanic. It was often made to make gameplay more smooth. But i think its just complicated and disturbs gampley very often. In PvE this makes sense.
For WvW and PvP: One movement mode over all, out of combat and so trait/wepon changes and healing in pvp and WvW only in homezones or captured not contested camps, towers, keeps. Remove rally.
(edited by Wolfric.9380)
lots of stuff
we GREATLY disagree.
your answer is basically “well if you don’t like the one playstyle which the game promote, then dont play the game”
i say “it should promote all major playstyles so there is something for most people’s enjoyment”.
those two view types will NEVER EVER agree.
equally i say:
“there is a problem in the design here which could have been made better, it should be corrected so it is as good as it can be”
you say
“if you don’t like it the way it is dont play the game”
again same thing, those two views can NEVER agree ^^
we got two very different ways of looking at games and gaming.
i believe we should constantly strife to created the VERY best experiences by changing gameplay to accommodate all different playstyles that people enjoy.
you believe we should strife to created the best experiences by accepting it is as it is and try to just get the best out of it, and if we disagree with the design to an extent where we believe we should complain then we should just stop playing instead.
so yer
no reason to keep discussing it between us two, we got different views on how games and gaming should be so we would never agree beyound the fact that we both most want the best gaming experience ^^
lots of stuff
we GREATLY disagree.
your answer is basically “well if you don’t like the one playstyle which the game promote, then dont play the game”
i say “it should promote all major playstyles so there is something for most people’s enjoyment”.those two view types will NEVER EVER agree.
No, probably not, but yours is wrong, so I’m fine with that. A single game cannot realistically cover every possible way that people might want to play a class, they can just give you options and you can choose between them. You also cannot play a stealthy infiltration Ele, or a facetanking Ele, or a pet class Ele, there are a lot of roles that they just don’t have available for the Ele, and the same is true of every other class. You might want those roles, and they might eventually provide them, but they don’t owe them to you.
you spend complaining about it on the forums, you’d be
done by now.”
why keep playing ele?
Be reasonable,
PVE = LF2 more eles
SPVP = 4 ele teams win the tournament
WVW = excelent backline support and dps
Eeeeeh, why would anybody NOT play ele? They are a jack of all trades at any gamemode and the best of all trades as well. you don’t even need to trait into some mechanics for them to be better than other classes that revolve around those mechanics. (reaper chill vs ele chill)
I think a big reason d/d isn’t nerfed is because of heart of thorns and its implications for the meta.
Yeah agree, they seem to be in a wait-and-see mood right now. Rightfully so imo, with new content coming up and being worked on, new elite specs, rebalancing of revealed elite specs.
This inbetween phase sucks – balancingwise – but if you’ve ever experienced expansion launches in other big MMOs this should come as no surprise. Good thing is we’re not getting a new level-cap, so it’s only waiting for the effects the new builds have on the meta. Some of the new toys seem to be aimed at hitting d/d even.The only reason they didn’t nerf D/D Ele is because they should nerf the fire trait line which is a DPS line and probably a nerf there would be huge nerf to PVE glass cannons like Staff Ele, Scepter, etc…
Which is totally false because pve and pvp eles use different traits, there is only one in common. The major issue are Blinding ashes and might on cantrips + burning. Nerfing these traits would mean very little to pve ele, at least meta staff builds.
Blinding ashes mean a lot to non meta builds and casual players. Nerfs should be totaly specific to D/D so mainhand dagger + ring of fire.
the second thing is water/cantrips, which breaks build diversity by beeing close to mandatory for eles. But this is much more complicated.
I think a big reason d/d isn’t nerfed is because of heart of thorns and its implications for the meta.
Yeah agree, they seem to be in a wait-and-see mood right now. Rightfully so imo, with new content coming up and being worked on, new elite specs, rebalancing of revealed elite specs.
This inbetween phase sucks – balancingwise – but if you’ve ever experienced expansion launches in other big MMOs this should come as no surprise. Good thing is we’re not getting a new level-cap, so it’s only waiting for the effects the new builds have on the meta. Some of the new toys seem to be aimed at hitting d/d even.The only reason they didn’t nerf D/D Ele is because they should nerf the fire trait line which is a DPS line and probably a nerf there would be huge nerf to PVE glass cannons like Staff Ele, Scepter, etc…
Which is totally false because pve and pvp eles use different traits, there is only one in common. The major issue are Blinding ashes and might on cantrips + burning. Nerfing these traits would mean very little to pve ele, at least meta staff builds.
I have no problem they nerf blinding ashes but the problem is D/D, a bunker has too much damage, I think they will go after 2 damage modifiers, %10 increase in damage in fire and %10 damage to burning foes and and 190 power you get for fire line.
I think that will be big blow to glass cannons.
This would be blunt and seriusly impact staff eles. This would hit more casual and PvE players + WvW staff for bringing down PvP d/d. It´s a bad move to touch fire traitline, excep the might on cantrips should go.
Lol…ele crying about their death while we get ele everywhere..so funny how people are narrow minded.
They’re just afraid of losing their faceroll ez mode i guess
Kinda normal
Playing an Elementalist is hardly “faceroll ez mode”
A lot of work goes into playing it effectively and one slip up or spell misfire during a high-speed rotation can usually throw the match.
Peacemaker Ral |Asura Mesmer
Playing an Elementalist is hardly “faceroll ez mode”
A lot of work goes into playing it effectively and one slip up or spell misfire during a high-speed rotation can usually throw the match.
It’s a good bit easier than, for example, cele signet necro.
Whatever…
Eles are one of the most played classes in all game modes. Don’t you want some nerfing, so that you feel more elite and less people play an elementalist?
This whole thread has “the sky is falling” overtones…
Lol…ele crying about their death while we get ele everywhere..so funny how people are narrow minded.
They’re just afraid of losing their faceroll ez mode i guess
Kinda normal
There is only one faceroll easy mode class in this game called Thief, oh I click the button I teleport to target, I even don’t have to know where it is. Ohh I am in trouble I will go to perma stealth.
To damage anybody in Ele you have to align so many stars, I like to see you land a Fire Grab in PVP match, lets say out of 10 tries how many you will hit.
Ele is harder to play, but currently if you can handle it well D/D is stronger then other classes. This is also a bit a problem when a game introduced harder to play classes. Its on one side fair if better play is rewarded, on the other side its frustrating and unbalaced when the best players all pick one class because they get the most out of their skill.
A good counter against this is a class with massiv chilling.
Ele is harder to play, but currently if you can handle it well D/D is stronger then other classes. This is also a bit a problem when a game introduced harder to play classes. Its on one side fair if better play is rewarded, on the other side its frustrating and unbalaced when the best players all pick one class because they get the most out of their skill.
A good counter against this is a class with massiv chilling.
Again, d/d cele ele isn’t the hardest to play by any means.
Ele is harder to play, but currently if you can handle it well D/D is stronger then other classes. This is also a bit a problem when a game introduced harder to play classes. Its on one side fair if better play is rewarded, on the other side its frustrating and unbalaced when the best players all pick one class because they get the most out of their skill.
A good counter against this is a class with massiv chilling.Again, d/d cele ele isn’t the hardest to play by any means.
This is… correct. Although you can’t screw up totally, you have a somehow reasonable margin of error. Of course if you’ve never PvP’d you will be killed by a mono-finger, but D/D eles can work out even being a bit lazy.
They’re probably going to increase that margin of error or at least change some mechanocal aspect of the class to not be so faceroll.
If they nerf one aspect of the class, they’ll modify something else in compensation. They’re not going to straight up nerf the class, surely.
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They’re probably going to increase that margin of error or at least change some mechanocal aspect of the class to not be so faceroll.
If they nerf one aspect of the class, they’ll modify something else in compensation. They’re not going to straight up nerf the class, surely.
Oh, you’d be surprised.