Showing Posts For FuriusGeorge.1207:
Signet of Restoration does not provide any healing when casting the “Impale” skill (Dagger Earth skill 1). Appears to work correctly with the rest of the Dagger/Dagger skill set.
“-weekly/monthly/yearly tournaments”
I think this is the most important thing A-net could do right now. If these tournaments had unique rewards and required certain criteria to sign up (minimum MMR, Qualifying Points, or whatever [potentially require a Weekly win to sign up for Monthly, Monthly win to sign up for Yearly]) then I believe this could be all that is required to give people something to strive for, which is currently missing from sPvP (a major complaint of many players).
Not to mention these would be the “televised” events you need if this game is to ever become an e-sport.
Obviously, other changes are required for this game to really grow, but I believe this is the first and most important step that A-net needs to take.
(edited by FuriusGeorge.1207)
And the Ele Mist form finish is pretty ridiculous too in my opinion. I’ve switched over to an ele mainly because it’s a challenging class to play and I think its way to unfair. I’m immune to damage, any knockbacks etc and can still finish someone in the form. There’s literally no counter to it.
Ele mist form stomp is certainly good (I find it is the best use of the skill), but there are certainly counters to it. It will not work if the person you are trying to stomp can break with downstate skills (thief, mesmer, ele), if the person you are trying to stomp is rezzed before your stomp finishes (not hard without supporting damage considering no quickness), or if the person you are trying to stomp is stealthed by an ally at the correct time.
Personally, I think these “unfair” finishers are needed as I find nothing more aggravating in this game than being unable to finish an opponent because their team is built in a way that makes rezzing easy, almost entirely counter-acting all of the strategy that went into downing an opponent in the first place.
Stealth finishers arn’t the only problem. Mistform, mini engineer stomp, and anyone with stability(also ele). Quickness finisher is just stupid to waste, but if they wana waste the effort to do that then by all means let them have that 1.
Why is the quickness finisher a waste, but the invulnerability finishers aren’t? You do realize that the quickness skills have the same (engi) or lower (ele) cooldowns than the other skills you mentioned, right? Also, a quickness finisher can sometimes be more successful than an invulnerability finisher if it is able to stomp someone before they are picked up.
On topic: I do not think stealth finishers are a large problem as stealthed enemies can still be hit by abilities, but I also don’t think it would be too detrimental to balance if they were removed.
Just remove the point capping and make it an actual PvP game where downing players is what scores.
Biggest problem with this is that there will need to be serious balance changes.
For example, thieves have the highest untelegraphed burst and best disengage, but their downside is that they are very bad at contesting/defending points.
Remove cleansing wave from evasive arcana and the ele will be ‘god mode’ no more. With that said, some serious work needs to be done on other aspects of the class.
I have to somewhat agree with the OP on this point. I can do just fine with the current-state, but I do not like that 1v3 is almost impossible to win simply because of down state. If someone is able to bring 3 people’s life to 0 while maintaining their own life then they deserve to win in my opinion. Of course, I don’t expect this to happen often, but these epic moments are what I like to watch, experience and can really highlight your playing experience.
With that said, I think the downed state is here to stay, but that does not mean the numbers can’t be tweaked. Just like how the downed state health was nerfed for pvp, I believe it may be beneficial if the life gained on rez was reduced to rally levels (I am not a fan of rally in pvp, but I will leave that out). This way someone can still stop your stomp with coordinated rezzing, but it gives you the option of just maintaining dps as their gain for the time spent rezzing their teammate is worth less. Instead of rezzing a healthy team mate they will spend this time to rez someone who is one big hit from dying again and will take longer to pick up a second time.
I agree. Rally needs to be removed from PvP as it is ridiculous that one death can bring 4 downed guys back to life and ruin an otherwise close fight.
I still think there are imbalances between downed state skills (theif, ele, mes can break a stomp even with stability/warr has best secondary skill), but overall, I would be fine with downed state if there was no rally (and people couldn’t outheal damage on target while rezzing and people couldn’t rez someone before you stomped without interruption). Grumble, grumble…
The long cast time and cooldown of conjure skills along with giving up your stun breaks severely hampers any build with conjures.
Well I always saw that as a bug to the description. No reason for an AoE skill to hit for more damage than a single target one, even considering the range differences.
Anyways, this damage bug is happening since when I first created my elementalist… Its not new as far as I know.
Yes, it has been this way since I first created an ele in one of the beta weekends.
- Mist form resets downed state. it’s temporary invincible mobility AND a heal. With friends around who aren’t stupid, you’ll be fine. it doesn’t matter who you are, though, if you’re caught downed by yourself, you’re dead unless your opponent is literally brain dead.
Ele has the only downed state that requires allies use interrupts for you.
- My auto attacks in fire and air hit for about 700. I have no problem with that. and in earth, it applies a bleed, so it’s fine.
I hardly auto attack with my ele, so no comment.
- Tornado is not meant to be a 1v1 ability. In a group, the only time you’re screwed is if you use it when you’re far away from them and they all have ranged weapons, in which case you’re an idiot. Used in the right place at the right time, it’s a nightmare for enemy groups.
Problem is if you use tornado in a group you are dead. Slow movement, no utilities, PBAoE abilities. Terrible for group fights or for 1v1, its only use is temporary zone control.
- The nerfs are things like making sure our abilities don’t have an infinite range…I think that’s fair…And what about the buffs? Like to lightning whip? or giving fire signet its full range? Yeah, they nerfed whirlpool damage, but so what? We can’t kill entire groups of players in 5 seconds underwater anymore…that sounds fair to me. If you actually LOOK at the patch notes, they’re mostly not really so much nerfs as they are bug fixes, anyway.
Whirlpool was broken, but underwater combat sucks anyway. I don’t think we have been nerfed much; the main problem I have is the lack of viable specs.
- I can think of at least 4 viable builds off the top of my head and I know that there are more than that.
An Ele build will either be a long range support/bunker with no way to kill an opponent 1v1 or they will be a terribly squishy glass cannon that can admitably hit hard, but suffers from long cooldowns on burst, gimmicky combo starters that are ruined if your opponent evades, and so little survivability that multiple downed opponents can finish you off before you can finish them[unless one is worthless while downed aka ele]).
- More work? Yeah. It is harder to get used to the professions. Less payout? HELL NO! At least equal payout. And who cares if it’s a little bit harder to play? As far as I’m concerned, the less single-button builds there are in a game like this, the better. Besides, easy to play professions and builds are easy to counter. If they’re only using one or two abilities, it’s a pretty simple matter to figure it out and do something that will get through those abilities without trouble. Me, on the other hand, I can swap combat tactics on the fly with my build. Versatility is a huge advantage and we Eles have a crap load of it.
I enjoy playing the elementalist and can top the quick join games, but non-bunker play-styles aren’t strong enough for tournament play, so I just faceroll as a mesmer for my team. Also, I find it strange you use versatility as an elementalist advantage as we can’t swap weapons to change the focus of our skillset like other classes. (Low damage, long range abilities on staff and good damage, short range on daggers; scepter is a sort of hybrid, but subpar against decent opponents)
- There are no worthless traits. There are certainly traits that are useless with certain builds, but that’s because there are other builds that use those traits to great effect. That’s perfectly true of every profession.
I don’t agree, but I won’t get into this.
It is ENTIRELY a learn to play issue. Other players laugh at Eles because most Eles are whiners who expect to play a 1-button profession without realizing that that’s impossible with an elementalist. There are way too many stupid lazy gamers who want every profession to be heartseeker spamming thief with different skins. All of those people are fooling themselves and doing themselves a disservice. The elementalists out there who understand what’s going on are doing fine and kicking the crap out of those people who think that Eles suck.
I laugh when I go against a elementalist as a mesmer in tournament play as I know the other team is down a man. Staff damage is meaningless and burst will be murdered before they can do anything.
Overall, I don’t think elementalist is terrible, but I do feel D/D needs some love to counter kiting.
(edited by FuriusGeorge.1207)
The Dungeons are Not Difficult - They are Mechanically Flawed - Here's Why...
Posted by: FuriusGeorge.1207
I think they need to drop mob/boss health somewhat and get rid of graveyard zerging. Graveyard zerging reduces most fights to someone stay alive long enough for other people to get back, which generally means that many of the tactical aspects of the fights can be ignored.
Boss and mob health is often high for the sake of making it a grind and does not make the fights anymore interesting. Also, by reducing the health, and removing running back you allow for more intense fights where you may be slowly dying, but you feel as if the boss is noticeably approaching death as well.
Your thoughts on the elites and conjured weapons echo mine exactly.
I hate that I do not use the conjured because I love their skill sets, but they aren’t worth losing all of my skills and a utility slot.
I hate that I can often go entire matches without using my ELITE skill.
With that said, I feel that the elementalist is in a decent place balance wise due to our strong weapon skills, so they need to be buffed carefully. I also disagree on the damage comment. If you want to see damage, just go D/D fire/air and you can hit 10k fire grabs crits. I know I have wiped 3 bunched-up, full-life people within seconds with some massive damage crits in a tight AoE, but you get cut through like butter as well and in the end it wasn’t the playstyle I wanted to stick with.