I don’t understand how updates are made as a preference of what players want to see as a counter rather than what is best for the class.
What good is Blasting Staff if I can only hit five targets, and over a greater area? Each target = Random Number Generator if more than 5 exist on the inside…So blasting staff makes my attacks more inaccurate on who I want to hit.
So, back then an Ele could have infinite targeting.
Nevermind the idea that I have to stand still for four seconds against a zerg. A zerg sees the ring…and can move out of the way. Nevermind the fact smart players can interrupt me while I am doing that or knock me down, not to mention I can only kill on a glass cannon to mid-damage build…and if I fail I am kitty litter!
Nevermind the idea a healing rain due to how bad targetting is now even on five players can outheal meteor showers on vitality builds…
I guess as much as I love elementalists, I actually hate how bad they are treated. I know, im one of the millions “Pick a number and await your turn”
Originally the idea was to give players freedom to play. It shouldn’t be the freedom to suffer and suck. Elementalist already has to push heavily in one central direction to do anything thematic and that gets split apart by the fact that when enough players complain….
…..rather than balance the game, in order to make more money seeing as no one wants to lose many players over it, they simply nerf the class in demand to what people want rather than actually balance the game.
The exception are the mesmer portals, culling effects, portal bombing that exists everywhere.
The idea behind an Elementalist was to have that kind of damage at the risk of getting killed from failure. However, my fear is that I believe that the nerfing came from the fact that it was Glass Cannon Builds at level 80 + Exotics that were dealing tons of damage…
So now, any player who has any class that deals with a nerf while trying to level to 80 suffers from the nerf….since its taken from the view of a max-stat, one-way, fully-geared player….along with my feeling of a public relations to prevent people from leaving by minimizing the level of thinking or strategy needed in a game.
What I feel is that some traits have been made worse due to target limit and its hard to heal groups now with everything reduced to five. I always keep healing NPCs…Seems like they get priority.
Now…Im not that flimsy as an Elementalist. I have all my skills unlocked. I love playing the different areas of GW2…and there is still a lot of heart in GW2…Specially with several armor sets exotic done (Im up to 4) and 2 – 3 weapon sets which I carry with me.. Around 500 – 600+ hours as an Elementalist going through the skills.
I love the Conjured Weapons and made a build that has them work…
I just wonder how each time a class is balanced, how something else is not broken.
Every other MMO that I play out there gives me more than five targets on a spell. If not more than five targets…At least increase the damage over a reduced number of targets to counterbalance things.
Sure, I cant hit 20 – 30 players…but at least damaging 5 players (or healing 5) should be a little more.
So we have Thief, Elementalist and Guardian as the three base 10,805 Health classes. but of the three classes and potential, Elementalist actually have the least the can do….
Since we have been nerfed to 5 targets, can we get at least a second weapon set? Thief and Guardian get it and we can’t switch weapons out unless its done manually…
This is why ELEs were powerful to begin with..
Now that we dont have that level of power…can we actually get a second weapon set and damage to reflect it?
I mean as it stands right now, Guild Wars 1 Elementalists are stronger and more favorable than Guild Wars 2 Eles. …and I love both games.