(edited by Rask.3678)
Showing Posts For Rask.3678:
The healing is pretty inferior to negating the damage in the first place, though, especially against big attacks. Our shallow health pool makes those heavy hits even worse, as all the healing skills in the world don’t help when you are down.
Not to mention that switching to healing cripples our ability to do damage.
I’m not really seeing the logic behind that. Why don’t we have blocks and evades on short cooldowns to compensate for our low armour and health?
I dislike the change to the availability of Elemental Attunement, as it’s the one trait that feels as if it upgrades our class mechanic from something slightly detrimental to something beneficial.
Why do I call it “slightly detrimental”? Because our traits that improve a specific attunement have only half as much uptime as traits that improve weapons for other classes ( four possible attunements vs two possible weapon sets). As the different attunements aren’t self-sufficient, switching isn’t optional.
This wouldn’t be much of an issue if we could switch attunements freely, but removal of cooldown probably isn’t going to happen.
Suggestion: how about changing some traits from “X benefit while in this attunement” to “X benefit while in this and your next attunement”?
Voila, attunement-specific traits with as much uptime as weapon-switch-specific traits.
(edited by Rask.3678)