I also disagree that Geyser doesn’t need a radius boost, I feel it definately does, for the same reason Necro Marks got a boost, you shouldn’t have to have that trait to make it decent. This would be more of a quality of life change than anything, being so small makes it a PITA to use. Same goes for #2 in Fire, even though I didn’t change it. Blasting Staff should just be a small bonus to these.
I don’t think having 10 sec cd base Attunements would be overpowered at all though, in fact Engineers don’t have ANY cooldowns swapping between kits/weapons, it doesn’t make ability cooldowns faster, it just gives you flexbility. Engy doesn’t get stuck in Toolkit for 5-10 seconds forced to use a melee auto.
Although having shorter cooldowns can affect the skills that proc effects when swapping, if necessary those effects could be nerfed slightly to balance them, like the Lightning Blast when swapping to Air, there shouldn’t even be such untelegraphed burst like that and Fresh Air anyway. =p
I did think of suggesting what you said though, making the cd 11-12 seconds then making Lingering Elements (15 point minor trait) reduce it by 2 seconds.
Also I really don’t think this would “kill” Arcana, the major traits are still extremely desirable, and attunement bonuses in my suggestion would be potent enough that the duration bonus and even bonus dmg for keeping them would be strong.
But yeah, as you said attunement cooldowns are too mandatory, being locked out of elements for 16 SECONDS, is unacceptable, and basically forces you to just blow all your long cooldowns as soon as your in an attunement because you won’t have it when you need it, and all this does is reinforce the spammy nature of this game which isn’t a good thing.
Again going back to Engineers, they can pop toolkit to use a pull or pry bar, pop back into weapon, then immediately go back to toolkit if they need their shield block, Elementalists don’t have that luxury, if you pop into Air to use your attacks/knockback then to Fire and need to go back because you need Lightning Field, you can’t, so you’re usually better off just “spamming” instead of intelligently saving cooldowns.
Yeah the more I think of it, the more I realise that we essentially use up all of that attunement’s spell cooldowns before switching to the next, because the cooldown is so long most of them will be back up anyway. And I know you didn’t suggest it, but I definitely do not think they should be as fast a recharge as kits, because the idea of attunements is still cooldown management and situational play. This would not be the case if there was no cooldown, and is too much of a problem with such a long 16s cd.
Yeah blasting staff needs to be less mandatory for staff users I guess, maybe increase the default size by 25% and make blasting staff give only 25% more like someone else suggested, or rework it altogether. For example it could give some sort of shorter activation time to spells like ice spike and eruption. When compared to necromancer marks, even without the increased radius trait, their AoE radius are much bigger than most of ours, and on top of that are instant (even though I realise they are much less powerful).
How about to reduce dependency on Arcana, reduce the recharge of each attunement based on the trait lines you invested in? I.e. investing in Air makes only your Air attunement recharge faster.
The Arcana CD reduction might be either added on top, or the trait line effect might be changed wholly.
That is a good idea, unfortunately, each trait line already has two stats (like crit chance + crit damage) attributed to it, but they could make it a minor trait or something, but I still feel that would mean some attunements having 16s cooldown and others having 10s, and that would make attunement swapping very confusing, since you won’t be able to remember which one you left first to figure out the next attunement cooldown. And it would leave 16s attunement swaps, which is much too long.