Showing Posts For NakedMoleRat.2605:
I would like to suggest specifically dungeons and PvE content. The lack of the holy trinity is a nice change, but as it stands the only builds that exist are damage and survival. Granted to can trait and focus of stats like healing power and “support” your team but you are kinda wasting your time. Most teams only really just damage a boss and stay alive. There are no mechanics or reasons to do anything else, no reason to support your team by debilitating the boss or buffing allies. You may aswell just spec dps and survivabilty since you cant support to the point that makes u needed, its just nice or the same as having another dps kind of person. Groups need some diversity. As it stands, 5 ele with the exact same gear, stats , weapons, traits, utilities and elite can do any dungeon path they want. The 5 ele isnt the problem but it should be that they need to be using different traits and gears stats and weapons and utilities to do this not just every1 running the exact same thing.
Its great to hear this news about a new dungeon but i do believe you need to work on the designs a lot more. The lack of a “holy trinity” is fine by me i don’t really mind but the whole idea of making everything DPS and kiting seems silly. Add bosses with mechanics that need players to do certain things to reduce there damage output so people can survive ( make people play supporting roll not just dps) or add an immortal ( or nearly immortal) mob that causes people difficulty and needs someone to play a controlling aspect like stuns, slows push backs, blinds and dazes while a boss fight is going on. Right now all people need is damage and to stay alive there is no difference in rolls or so little that its negligible .
Well I would like to Quote Anet on something " We dont want any players time to be more valuable than others players time". You say this claiming to not want to alienate off peak players but as it stand in WvW off peak players time is more valuable than peak players time. During peak time you cant claim 6 keeps in an hour. Its just not possible but in off peak times its a pretty simple matter and happens all the time and it makes there time worth more. A good plan to curb this is to implement a scoring ratio based on number of active players. If all realms have equal players or semi close players then they should get normal scoring but if one realm has a quarter of the players they should get extra points for the things they hold or the other team should get reduced points. ( i am only proposing to change the total score gained at a time, the score that affects the rating of the realm, but not the server wide buff gains)
I would like to ask would it be possible to pro-rate the amount of points a server gets per map based on the difference in number of players. For example if server 1 has 1 player in WvW and server B has 100 players then server B should have their point gain based on that fact that that have 100 times the server A players so if server B was to earn 100 points those points should be reduced by an appropriate factor based on the number of player difference. So they should have there points halved or a suitable mathematically valid factor. Then at peak time every server is full and then point gains are normal but in off times people cant abuse it and earn a giant lead in the morning
It depends using a staff is great for staying alive. You can kite for days and do okish damage. You wont kill stuff fast but you can survive long enough to kill a fair amount of opponents as long as you aim down the ranged guys first.
and thanks so much Jon you made my evening
Thanks for the help daemonrus, will try the strafing thing. I also was using Arance shield but didnt really think of CF for the removal of stuns will attempt to use this method and see how it goes.
Tornado doesnt work underwater at least in PvE it has the water sign with a cross through it and i cant equip any elite. I just checked. Also i don’t deny elementalists are good in groups but I have serious issues underwater vs anything more than a 1on1 with a normal mob. (i am comparing this to my ranger underwater)
My biggest issue i found was that the “support” attunement seemed to do the most damage under water to single targets which is pretty silly considering lighting should in theory be more focused on single target damage than the water attunement ( i made this assumption via the tool tips). The fires aoe is perfert vs more mobs but we cant survive so unless someone else takes agro for us fire is fairly pointless since you are most likely aiming to 1 on 1 mobs underwater
I find its useful if you have someone else around to help out but alone (like during a story) you cant really stay alive and do damage. I always end up running around for 20mins trying to stay alive and eventually die because i cant kite under water and attack at the same time . ( swimming back is too slow). Also my ranger has under water elites and feels a lot more fluid and balanced in terms of doing damage and being able to stay alive.
I was just wondering how others found elementalists under water? I am not sure if its just me but they feel very weak under water and makes the underwater stuff very horrible to play cos you spend so much time doing nothing but trying to get away because you have nothing of value. Also the lack of an under water elite is kinda sad, Asura Elementalists dont get an under water elite not sure bout the other races so it makes it more irritating to even have your skill number reduced