Address Lingering Light...
When I asked Grouch why it wasn’t 8 seconds like blinding ashes his response was that it was not a 1-to-1 comparison. I guess their reasoning is that since it heals too that it needs to be 12 seconds..
Add that to the list of threads begging for ANet to adress LL.
I think it has more to do with the fact that one team can perma blind an opposing player, vs blinding ashes which blinds at a lower frequency.
What if the Blind portion of the trait was dropped in exchange for the cool down being dropped to 8 seconds. The healing players get from the trait increased by 15%
Would that be a good exchange or is blind something that is a must have for the trait?
For me, I really don’t care for the blind, I mostly ran the trait to keep the parties HP up a little more.
2015-2016
Fort Aspenwood
What if the Blind portion of the trait was dropped in exchange for the cool down being dropped to 8 seconds. The healing players get from the trait increased by 15%
Would that be a good exchange or is blind something that is a must have for the trait?
For me, I really don’t care for the blind, I mostly ran the trait to keep the parties HP up a little more.
Works for me! The blind is pointless and useless now. All I use Lingering Light for now is the healing portion for my pet, or team, now.
Or perhaps change it back to the way it was in beta, with the additional wisp healing us continuously like it did in beta, sans the blind?
It was too powerful before, every reasonable player knows that. What’s the point of making it completely useless though? At the moment it is maybe worth to be a minor trait. Having it as a GM trait is just laughable…
What is laughable about a trait that has the potential to be 450% more powerful than it’s Elementalist’s counter-part (Blinding Ashes) ?
Care to demonstrate?
(edited by Tragic Positive.9356)
What if the Blind portion of the trait was dropped in exchange for the cool down being dropped to 8 seconds. The healing players get from the trait increased by 15%
Would that be a good exchange or is blind something that is a must have for the trait?
For me, I really don’t care for the blind, I mostly ran the trait to keep the parties HP up a little more.
I don’t particularly care for the Blind either. As a whole, I’m not thrilled with the whole concept of “every ____ seconds ____ happens”—it strikes me as a bit passive for a GM trait, especially when using the Staff autoattack (which guarantees proccing LL off CD so long as an ally is within the beam).
If the Blind was removed but the concept was kept the same, though, I would rather Lingering Light’s cooldown was reduced lower than the 8 seconds, and the healing slightly reduced to compensate (depending on ICD reduction). This gives it a bit more use as a “maintenance” heal and a CAF filler.
10 second ICD would’ve been decent, 12 seconds throws things out of sync.
Twitch – Aussie Streamer
It was too powerful before, every reasonable player knows that. What’s the point of making it completely useless though? At the moment it is maybe worth to be a minor trait. Having it as a GM trait is just laughable…
What is laughable about a trait that has the potential to be 450% more powerful than it’s Elementalist’s counter-part (Blinding Ashes) ?
Care to demonstrate?
The fact that in any instance where you were able to utilise it to be 450% more effective, it has no bearing whatsoever on the outcome of the fight.
What if the Blind portion of the trait was dropped in exchange for the cool down being dropped to 8 seconds. The healing players get from the trait increased by 15%
Would that be a good exchange or is blind something that is a must have for the trait?
That seems like a good change, were it to happen. Numbers seem specific though, this a hint of something thrown around in the meeting room?
Will update once Path of Fire releases.
The fact that in any instance where you were able to utilise it to be 450% more effective, it has no bearing whatsoever on the outcome of the fight.
Just like Grace of the Land. And we all still love it.
Having that blind with Internal Cooldown per target hit, not personal makes it a pretty solid choice. I feel the difference in Team-Fight PvP.
Yes, it’s no longer a selfish personal utility or healing. But it’s mechanically balanced. As soon as there’s 2 people around you already crossed a line of Ele’s Burning Ashes. Difference? Ele can control it to perfection. Druid can throw around much more of it when it comes to team-fight.
Hi devs,
could we please make this GM useful once again? no one in their right mind is slotting it in pvp. this is why we’re all spamming Ancient Seeds and daze. gets kinda boring after a while
the ICD needs to be 6-8s, as suggested by everyone and their grandma. its design is really fun, and it’d be a shame to see this go to waste, like half of our other GM’s.
alternatively, maybe justify for us why this GM is ok in its current state. (because it’s not)
@mistsim
I believe I did explain why it makes sense.
The potential of the trait is balanced. You just don’t really feel the mechanic since you are not the one applying it in practice.
It’s a trait that serves the purpose in teamfights and large-scale fights.