Showing Posts For Somehow.4769:
look at this kitten
What is this? A display of how toxic you are ingame?
I feel like I’m the only one using shouts hehe.
Anyway, I find it odd that Feel the Burn is the only shout you could use during a channel. I thought it’s due to channeling (i.e. Wash the Pain Away has that channel meter), but apparently other instantaneous shouts like Aftershock and Flash Freeze can’t be shouted while you’re channeling something.
They however have cast times. Pay more attention.
The build is the most fun for me. I win in EU gold and in silver there is not much oposition.
It does significant damage while maintaining OK support. Yes using water makes it better in support and usually focusing on your role is good in a teamfight but it´s solo Q.
I would play it in platin too and stand my ground. I will loose there by being outplayed but i know my build can wreck meta builds.
I don’t know if this was an answer to my question but if it was you misunderstood me. I was really just asking about your rank, out of curiosity.
i know i always come back to fire/earth/tempest with soldier and sage …. I don´t feel water is much better. OK it will cleanse and regen more from the team…
May I ask you at what lvl do you play?
To be fair wouldn’t it be way better with 3 cantrips instead (flash, earth armor and cleansing fire), change invigorating torrents for tempestrous aria and use a warhorn instead of a dagger?
I mean, you lose some burst and mobility but you gain a reliable way to stack might on yourself and, more importantly, inflict weakness on your opponents as a workaround to low protection uptime.
I feel like this build already has a lot of cleanses and will probably have more troubles against power heavy builds rather than against condition based builds (with the exception of Necro that will probably remain Ele’s worst nightmare forever). You’d lose the cleanse provided by the aura of Rebound and completed OL casts, but earn a lot of might + weakness on enemies.
Any thougts?
edit : silly me, I forgot about the heal for each aura provided by elemential bastion. However using Imbued Melodies instead would allow for a nice boon uptime and remove the need for a boon centric rune.
edit 2 : Screw me. I just realized that Warhorn skills are not treated as Shouts. I always assumed they were. Well, this post shall remain as a testimony of my own stupidity.
(edited by Somehow.4769)
Players are suposed to start at a determinated ratio (1200)
so new players get an average rating before they even have the skills to be considered average.
I really think this is the real reason why Average players are extremely frustrated at the moment with PvP and I think every average player has the right to complain about it. An average player has no room for improvement against new players and an average player is average because they lack the skills to be pro and carry teams.
Maybe they should give new players a rating of 1800? Or would that be unfair? Atleast the pro players are more equipped to determine the outcome of their match with newbies running around.
Or maybe we can be logical and give new players, I dunno, maybe a new rating or low rating of maybe 600? That’s below average and allows for a dedicated PvPer to work his way up and any “ascended farming” players can stay at the 600 rating with each other.
THIS.
WHY should a new player receive 1200 mmr just for showing up? I’m sorry, but that’s just not fair at all.
Because that’s the supposed middle. Because if everyone starts there those who were better go up and those who were worse go down. Simple as that. I mean, what are you even…
So the game is mostly consistent of Average players, average players are what make this game but we are going to punish those very players just to make room for newbies?
You can’t start in the middle, how is that even fair? We all might aswell start with a 1900+ rating off this logic. People are Average because they’re not new but yet here we are mixed up together in such volatile matches.
If you can’t see the logic in that I can’t communicate this problem any further, I’m glad matchmaking and placement games went well for you and you got to avoid these guys, but some of us average players just want to play with average players, not newbies. We just want good games like the privileged 1500+ players get where we are matched against similar skill levels, is that really too much to ask because you’re making it sounds as if it is.
Again, newbies are more likely to be on the opposite team if you’re yourself an average or better player. Also you are overestimating the disturbance’s magnitude. A bad player will quickly drop through his placement matchs and few first matchs after that. And there are not so many new pvp players. Even if you all believe that pvp is plagued by pve players without having any real numbers to back it up.
What if you started trying to understand how things work before you whine? And then come back and rant on something you really understand. THAT way we’ll improve things.
Players are suposed to start at a determinated ratio (1200)
so new players get an average rating before they even have the skills to be considered average.
I really think this is the real reason why Average players are extremely frustrated at the moment with PvP and I think every average player has the right to complain about it. An average player has no room for improvement against new players and an average player is average because they lack the skills to be pro and carry teams.
Maybe they should give new players a rating of 1800? Or would that be unfair? Atleast the pro players are more equipped to determine the outcome of their match with newbies running around.
Or maybe we can be logical and give new players, I dunno, maybe a new rating or low rating of maybe 600? That’s below average and allows for a dedicated PvPer to work his way up and any “ascended farming” players can stay at the 600 rating with each other.
THIS.
WHY should a new player receive 1200 mmr just for showing up? I’m sorry, but that’s just not fair at all.
Because that’s the supposed middle. Because if everyone starts there those who were better go up and those who were worse go down. Simple as that. I mean, what are you even…
so new players get an average rating before they even have the skills to be considered average.
I don’t even quite understand how you can think this is not normal. This is totally expected. If you DON’T KNOW one’s skill level you place him at the presumed middle and use the placement games and the consecutives games to have the person go up or down to his level.
In the end there are MORE chances that a beginner that should not be around 1200 gets in the opposite team than in yours. All rants related to that is another pitiful attempt to justify a poor rating and defy both common sense and logic.
Thank you a thousand times. Accurate.
What’s the matter? If pve players are so bad at pvp they’ll drop bronze. If you’re bronze and not climbing then you’re better off farming pve yourself…
Besides, I don’t understand how your build can work out for you with at least one condi cleaning elem in each game?
you cant kill support ele 1v1 with anything, dont fight them on a captured node ever on such conditions
Necros kitten on elems.
only thing I’m bothered with is that their trap CD starts refreshing when they put they on the floor rather than when they are triggered.
Just my own since I’ve started the game :
1 → F
2 → shift + F
3 → E
4 → R
5 → shift + R
6 → <
7 → mouse 4
8 → mouse 5
9 → shift + E (usually my TP move so I can shift + E and quickly validate with a click)
0 → A
F1 – X goes to 1 – X instead.
ZQSD to move (azerty keyboard).
But it’s my own thing and I mainly play elem so I don’t bother myself with weapon swaps which I mostly kitten up on other professions due to the button being close to the heal.
Allow eles to be celestial, nerf base stats and have specs give bonuses that will dictate the playstyle more than it does now. Also, fix that earth is almost mandatory in pvp while not really making you feel like an earth elementalist.
1. at higher rating you have basically 0 chance to get afk’ers and trolls. Since there is no real meaningful punishment for those up to date they continue to ruin games for players that are in lower divisions.
2. at higher ratings people play more as a team, you don’t have idiots zerging animal or 4 capping home pointSo yeah, higher rating players are better than lower rating players. Breaking news really.
3. players with high MMR always get better teams than enemy.
And there the misinformation. No they don’t. They get players within their own mmr range against players within their own mmr range. I get that you are frustrated by the game atm, but you shouldn’t spread misinformations like that.
lol they don’t. Not enough players in their range so they fight teams around 300 pts below them. I have faced rank 1 so i experienced that at first hand. Why don’t you stop posting misinformation.
Also, point was they are not burdened with 4v5/3v5 games like lower ranks do. Top players do lose games when they get crappy teammates, once again have experienced it first hand.
What you’re saying only concerns a few that are in a MMR range way beyond everyone else. And their wins rewards them less points when the matchmaking is in their favor. Get your kitten together before claiming “facts”
But they don’t lose points and you agree that what i said is true. So why do you tell me to get my “kitten” together lol? Contradicting yourself? Amazing~
Actually they do lose more points than they win in that precise situation which is only a concern for a really few people. Like, most of the high rating players will never face such issue. That’s only a concern for those we are less than 20 in their MMR range. Which is 20 people really. And this is not a matter of matchmaking algorith or whatever you think it is, it’s just a matter of feasability. If you don’t widen the research range they’ll probably spend hours waiting for a game. And again this is balanced by MMR losses and wins.
Now, that some of the top players play against lower MMR players is the only true thing in your claims. And nobody can tell you otherwise because this is just a matter of feasability.
=> You claim that the top players get matched together against lower opponents, and that is false. And you have nothing to prove your claim. If two top MMR players gets into the queue at the same time they’ll probably get matched one against the other with the 8 highest MMR available players in queue. Sometimes it won’t follow this pattern but this would be occasional at most.
=> You claim that the top players always get better teams. And this is again false. They might occasionally get better teams if the available top players are 9 lower MMr players and himself. In that case he is the only one unbalancing the game in his favor. This is not a matter of getting the better team, this is only a matter of him being better than everyone else. Also, he’ll only win a few MMR points and lose TIMES more points in case he doesn’t win the game.
Now please, one more time, get your puppies together because you claim kittens.
edit : Also, you stated “high MMR players” and not “top MMR players”. Only a fragment of your claims is true for the few top players (which I stated in here). And everything you said is wrong for the rest of high MMR players.
sigh
Please understand the system before you make false remarks.
Win percentage does not dictate rating. Rating is based on who you played when you won or lost. People with high win percentages are either improving or were initially placed lower than they should have been. Players near 50% win percentages are at the correct rating. Players with lower win percentages are ranked too high and are moving down.
Perhaps you don’t understand this yourself.
If 2 guys can go 6-4 in their first 10 matches but end up 500+ points apart on their mmr then something is wrong. At that point the guy who ended up higher could go 3-7 and the lower guy could go 7-3 and you end up with a big difference in W/L but the higher guy is STILL much higher rating wise. So what is the real problem? It’s the initial MMR placement.
It really boils down to how lucky someone is in those first 3-10 matches. I get how the common person doesn’t understand this I just don’t get why the guy running the PvP part of this game doesn’t get it.
If you do 6/4 against bronze players you should NOT be placed higher than someone doing 4/6 against legend players, period. Understand that and then reconsider your statement.
1. at higher rating you have basically 0 chance to get afk’ers and trolls. Since there is no real meaningful punishment for those up to date they continue to ruin games for players that are in lower divisions.
2. at higher ratings people play more as a team, you don’t have idiots zerging animal or 4 capping home pointSo yeah, higher rating players are better than lower rating players. Breaking news really.
3. players with high MMR always get better teams than enemy.
And there the misinformation. No they don’t. They get players within their own mmr range against players within their own mmr range. I get that you are frustrated by the game atm, but you shouldn’t spread misinformations like that.
lol they don’t. Not enough players in their range so they fight teams around 300 pts below them. I have faced rank 1 so i experienced that at first hand. Why don’t you stop posting misinformation.
Also, point was they are not burdened with 4v5/3v5 games like lower ranks do. Top players do lose games when they get crappy teammates, once again have experienced it first hand.
What you’re saying only concerns a few that are in a MMR range way beyond everyone else. And their wins rewards them less points when the matchmaking is in their favor. Get your kitten together before claiming “facts”
Yes! Because I want be penalized for not living my life in an effing video game. /sarcasmoff
Seriously, I understand the general idea here, but some of us have lives and don’t get lucky enough to play every day. People shouldn’t have that count against them. I’m sure there are devs that don’t even play every day.
I didn’t know League play meant casual play. But that’s ok, you can keep your pointless placement leader board position and farm easy sure wins at off hours every 3 days while people who are actually playing are getting punished for playing big time.
Oh and btw in this case. The cake is %99.9999999999 a big fat lie. Thank you k bye.
lel
If you play “big time” you’re just making your ranking even more accurate. This is not “being punished” there. This is going where you belong. Also, anything at least below plat (and maybe above) is casualish. You’re just trying to find excuses for your own lack of skill.
1. at higher rating you have basically 0 chance to get afk’ers and trolls. Since there is no real meaningful punishment for those up to date they continue to ruin games for players that are in lower divisions.
2. at higher ratings people play more as a team, you don’t have idiots zerging animal or 4 capping home point
So yeah, higher rating players are better than lower rating players. Breaking news really.
3. players with high MMR always get better teams than enemy.
And there the misinformation. No they don’t. They get players within their own mmr range against players within their own mmr range. I get that you are frustrated by the game atm, but you shouldn’t spread misinformations like that.
tbh the only thing that bothers me is that the trap’s CD starts refreshing when they place the trap rather than when it is triggered. And I don’t mind those CD to be drastically reduced if that change is made.
When I burn a huge invul CD so I can clean a spot only to see the DH instantly place his trap/s at the same place, welp, I feel like there’s no good choice for me to make there.
If any of the players who make the top 250 actually want the AP that currently comes with it, what is your justification for telling those players that they do not deserve those AP. What changes in your life at all due to these players earning AP that affects your game in a negative way?
Again, as someone who will probably get into the top 100 (not trying to brag, just based on past pvp experiences), I still don’t like the system as-is. Hell, even if I got the top 1, it’d still feel crappy that I got more AP than others because of the arbitrary cut-off.
The titles are enough prestige as-is. The very real situation is likely that they copied the past legend title achievements and changed the reqs and didn’t give it much more thought. And that’s OK, but it should be addressed.
And if PvP players want more AP from their PvP activities, I’m all for that. I’d love to have my playtime be more beneficial and enjoy the gametype I love the most. But I don’t think limited-pool AP are the way to do that. They already said that they want new AP sections for each map, even core ones, which I think is amazing, and they should absolutely do that.
Also there are many other ways of rewarding players based on their rank. A unique finisher displaying the player’s rank for instance.
AP are for completionists. Not being able to complete something ruins the motivation on the long term – and Anet could remove AP at all then.
Top PVP is for people who love competition. Mixing both concepts results in “competition rewards” mixed with “meaningles aspects”. 6 AP? Less than a daily.
But obviously handing out 10000 AP is also no solution.It’s better to seperate both concepts.
APs as realistic achieveable goals for completionists.
For competitive people exclusive titels/emotes/skins. Or hand out 10.000 Gold for the top players. A pink/golden emote. Or whatever. They probably care more about this than they would care about 6 AP.Oh then they should remove all AP from players that did all the Ls1 content and achievements since you cant get them anymore and for all the other Legendary titles and from all the Monthlies really this is a non issue besides self entitled players crying about Achievement Points being actually awarded for Achieving something. Maybe they should rename them Entitlement Points.
You might not be able to get them now but when they were available LS1 achievements were available to everyone. There were no limit on the number of persons who could get those AP. This is nowhere near what the OP is about.
The last pvp reward can be repeated as much as you want.
This is a flaw with the system, but without the technology to distinguish between a genuine disconnection and someone abusing a disconnection to escape a losing game or to troll, innocent players will be punished.
This is the reason behind cumulative punitions. Someone getting a random disconnection won’t get punished too hard. However if you keep playing ranked games with your poor internet setup or whatever is happening, you are voluntarily playing those games knowing that you have high chances to disconnect. One should not be forgiven if he’s willingly tagging for ranked games knowing his setup is unstable.
All these rants are based on :
- mimimimi i deserve a better rank
- mimimimimi me team mates are no good ): ): )))))::::
Those people fail to see how they are as bas as the ones they don’t want on their team. They overestimate their own skill.
The devs have tried to change how the matchmaking works several times. They changed the way people are ranked several times as well. Always based on these rants. Yet it continues. Because some people can’t stand being told by the system itself that they do not compare to what they thought they were worth.
There is not ‘too much’ aoe in this game at all. If you want to avoid area/cleave attacks then don’t stand on point, spread out, dodge. If you are dying to on point AOE/cleave then you deserved to die. There are many ways to counter AOE. In addition, AOE is useless outside of teamfights so if you find yourself dying a lot, force the other team into smaller fights where they will be less effective.
The only class that can truly spam AOE is the necro. No matter what anyone says, unless people run useless builds like staff ele, only necro spams AOE, which is one of the reasons why it is always the focus in teamfights other than the fact it has low active defences. It is also a bad class in 1v1 fights which is why it has lots of area attacks to make up for that weakness. Druids and eles can do a lot of AOE support, but that is necessary because single target support would be useless.
As for pets, I agree that they are a bit too strong right now, but all they need to be balanced is for pet stats to be affected by amulet choice. They would be absolutely fine then.
That’s not what this thread is about, it’s that there’s so much AoE that wherever you stand, you stand in AoE.
Excuse the language but it’s simply just a whole lot of clusterkittening in this game.Pets I don’t care about them being strong, I just hate that I can target them, when it’s useless to kill them when you can kill the pet owner faster.
Great idea. It is annoying finding Mesmer’s in all those clones. While we are at it please fix targeting so it doesn’t drop a target when someone stealth’s.
Or better yet, auto-fumble people when their both get in and out of stealth, because hell they are invisible and I don’t make any sense.
Anyone have rotations for this?
Not OP or anyone related to him, I just played the build some games. So I might be wrong.
This build has two separate states. The first state where you burst people down while tanking a lot of damage, the second state where you don’t have anything left and should run away until you get your CDs back.
A simple rotation would be engaging in earth with earth 4 and OL (or any other spell before that if needed), using earth 5 as long as you’re getting hit OR about to finish the OL channeling, use Rebound and swap to air, air 4 and 5 when / if needed, cast OL and armor of earth (for the stability) asap. Once air OL’s channeling is over swap to fire and use fire 3, 5 and 2. At this point either your opponent is low and you can either finish him off while in fire, swap water for water 2 or reswap to earth.
If you don’t have rebound up you’ll use air 2 instead.
I’m wondering if the rune that gives 33% added aura duration would not fit this playstyle, less downtime on the auras.
Well, ele is good against DH so I’m rather unsure what this thread is trying to prove. If 3 eles can’t kill 3 DH they are simply horrendous. Now please take 3 eles against 3 necros and come back telling us how necro is still strong and all.
I’m not a spreadsheet theorycrafter. I do know what I’ve seen in-game over the past 4 years+.
Well, that’s great but we’re discussing about nowadays’ state of condi mesmer.
Mesmer is not currently dominant in PvP or PvE. If it were OP like an early trap DH, it would be flavor of the month. The fact that it’s not demonstrates that it’s not OP.
Bullkitten. Have a totally OP build that is really hard to play and it’ll never be FotM but it’ll still be OP. Condi mesmer is far from being easy to play, and that alone explains why we don’t see them stacked in our games.
mix of zerk and kitten, dagger + WH or dagger + focus, depending on the mood, air arcane tempest.
I occasionally read this thread for the laughs and satisfying facepalms.
Hiya,
We’re looking for a majority for the trial step. The permanence vote will require super majority.
If the trial vote passes, the entirety of season 5 will be solo/duo.
Hi,
Any reason you would not allow team rankeds which would be restricted to 5-man premades only? Queue times? Wouldn’t having a solo/duo only season detrimental to highly skilled teams?
I don’t mind personally, I don’t think I’ve ever played as a 5-man premade and I doubt I will anytime soon. But it feels weird that you’d be removing the option to play as a full team in a team-oriented game!
and a 3/4/5 man league
I don’t know if someone pointed this out to you but a 3/4 man league is impossible unless you make it a 3v3 / 4v4 which is not going to happen. You’d need a solo / duo to fill the empty places and it’d go back to the previous situation.
I have yet to see a complaint about matchmaking that doesn’t boil down to “I’m not winning as often as I think I should, so clearly this is the game’s fault”.
I dont think losing that often or wining that often is the problem.
For me the problem is the huge skill diference between players in the same team.
Its not ok that 1 players wins 1vs2 and rest of team dies and cant capp anything.
Players wouldnt rage if all 10 players had a similar mmr, but thats not whats happening, u get 1 or 2 players that are really good and then u get players that double capp and insta die or +1 a 2v1 already leaving mid….. i mean really crazy stuff, and that is why players rage, too much skill diference , thats the real problem.Yep this is the main complaint I’ve heard from everyone. The “I’m losing 8 games in a row” is a symptom of this getting vastly different skilled team mates such that teams are uncarryable.
Of course there are a few who complain about anything and everything but those are not the majority.
Winning and losing streaks are statistically expected. This is not a symptom of whatever you’d like it to be. Now, those complaints would be worth a read if they were actually informed. People claiming that “Players wouldnt rage if all 10 players had a similar mmr” are uninformed and do not understand what’s MMR in the slightest. People claiming that there’s a “50% winrate system” are uninformed and only propagating rumors their friends propagated before them.
There is no “50% system”. I don’t know where players got that stupid idea, but that’s just plain wrong.
Elementalist were not cele by nature.
Actually they were, are and will be.
There are 5 types of spells : Power spells, condi spells, healing spells, defensive spells and disruptive spells.
Some of them can hit many targets, actually making some defensive spells also support spells, but they are basically team-oriented defensive spells.
Elems are the only one that have the 5 types of spells in any of their weapon combination. There are no pure power sets, no pure defensive sets, you get the all 5 no matter what. And this is why elementalists are celestial by essence. It doesn’t mean you are forced to build cele stats to be effective at what you do, but it means that being stats specialized force you to disregard a good load of your kit.
I’m guessing that the most popular version of the ele was the d/d celestial due to the really fast paced, agressive and polyvalent gamestyle. And no spell had to be disregarded.
No Ithilwen, you’re missing the whole basic function of the system. I’ll try and explain it a bit better.
To be fair, the only thing you’ve been explaining is that you don’t have a clue on how the system works. You’re not the only one here in that case. And you’re also not the only one claiming otherwise.
Most people posting here are assuming that the devs are morons and unable of producing the slightest intelligent thinking. Stop being so full of yourselves. Let me elaborate :
We can start by saying skill is represented as a number from 1-10, 10 being high. An “even” match occurs when the total skill on both sides is the same.
There’s no point trying to represent the skill by that range of yours when it is already represented by the system as the MMR. MMR’s range is unknown, so far, and it’d be irrelevant to the discussion. However, it’s certainly wider than a pityful “1-10” scale that does not allow any nuance. And this is precisely where YOU are either missing the point or fallaciously trying to convince us you’re right with biaised and distorded examples :
Here’s where the key part is. As a result of winning, the system moves their number from 7 up to 9, and begins matching them with a pool of people between 9 and 10. This way balance is restored AND everyone is playing people of similar skill.
First bullkitten here. If that really worked that way with such numbers, it’d mean that a win would grant your MMR a gain equivalent to a whole division. If a single win where you get carried by a better player can earn you a promotion from 7 to 9 in a 1-10 scale, then yes this would be completely flawed. This is NOT the case. Not by a long shot.
Being better only affect, in an observable range, your own MMR. This is a result of the system asking for way more than ONE game to actually consider the MMR changes as relevant. That’s also why you can win 2 times in a row against the same person and be matched with him next, that’s because the numbers would not and SHOULD NOT change faster than that. Eventually if this person is really that worse than where you both are, and you better, your MMR will get that higher from his that you will not play neither with or against him.
Let’s look at what happens in our system. The pool of players is more diverse. You’ll have teams that look more like 23489 and 25558. If the person with skill 4 wins a lot, the system will then change their number higher, let’s say to 8. This is where the difference happens. As a result of this increase, they now are matched with far worse players in order to keep the teams balanced. Instead of moving up to a higher division of competition, they are kept in the same pool and matched with worse players.
Second freaking bullkitten, and quite a huge one there.
1 – “like 23489 and 25558”. Unless there are premades with widely different skill levels, this is NOT possible. What you mean is that an amber player could be randomly matched with a legend player. That is NOT the case and will NEVER be the case. You are totally mixing the MMR and pip system and misunderstanding them there.
2 – The pip system is by no mean a perfect system to evaluate people’s skill level. While it is often close enough to be considered as relevant, it’s MMR’s job to evaluate precisely people’s level. You are mixing these two separate systems there and their own goals. The only flaw in the current system is that the matchmaking actually considers the pip system along with the MMR to create game. It should only use the MMR, which is partly what Josh Davis told us they were working on for S5.
A good system rewards winning by matching the winning player with other higher skilled players until your competition is good enough that you stop winning. Our system rewards winning by attaching bigger and bigger weights to your feet until you stop winning.
Yes, no, that’s bullkitten. Again. Don’t let your beliefs plague this conversation and bring some facts. You are again assuming that the devs are complete morons and throw their feces at each others’ face instead of actually coding the game. This is not the case. And that would be nice for everyone if you all could actually stop believing in your godkitten very own analyse that is biaised by essence.
Stack protection and heal through damage. This is the ele way. This is how it has always been. This is how it shall always be.
Actually I kind of loved that when it could work. Old pvp d/d cele was really fast paced and fun to play. But anet decided that being able to heal through damage was not normal and had to be destroyed. Multiple times now. And buffed many berz, marauder or condi builds, rendering prot + self healing dull and inefficent So I’m looking for alternatives.
- remove the heals from water spells but add effect zones. If people wants heals they’ll have to burn some finishers in there. Have the players work as a team to get access to these team heals. Give clever ways to the elem to heal while fighting.
Fantastic, you want to add identity to elementalist yet you would absolutely kitten over the one build that can designate itself group healer in WvW by putting all the load on comboing rather than the massive AoE healing the elementalist can build himself in the water tree. When its 50 people, they arent going to “work as a team” as if its a 5 man tightknit party. AoE is king.
Thats PvE thinking for ya.
I feel like I haven’t made myself clear on that part. What I meant is that direct group healings are a problem in regards of balancing, a problem anet tried to get rid of by destroying elem’s supporting value in both pvp and pve. My suggestion might suck kitten , I admit that, but this is nothing more than a suggestion to an issue that has to be addressed and I am welcoming your own suggestions on my ideas. To be fair, of all my ideas removing diect heals from water is the one that I liked the less because the bonus malus of elements would already suffice in the context of these changes.
Elem should be able to do almost everything correctly, with the downside of not being able to do them at the same time. And there you open doors to balancing.
I also said that I don’t know much about wvw and therefore do not wish to interfere with elem’s balancing there.
Hello everyone.
Instead of throwing in a non constructive rant, I’ll try to make my point of vue rather clear on what I believe is the core problem of elementalist’s design and overall balance, tempest included. I have little faith in the devs actually reading my thread or having everyone agree with me, but that should not stop me expressing all this. And while pve ele is more rarely seen as having issues, mainly because of the nature of the fights and raw numbers making the class appealing at a competitive level, my thread is both dedicated to pvp and pve. I have too few knowledge on wvw so I’ll leave that aside.
Gw2 dev team clearly stated they wanted to avoid the so-called holy trinity, making every class supposedly able to take care of themselves in about all scale fights. As a result of this class’ identities are not made through their overall capabilities but rather through some gimmicks and differently looking effects. While I perfectly conceive the core differences between a mesmer and a elementalist, those differences do not make me feel like I’m really playing a totally different class. It leaves me with this impression that the devs took 10 core mechanics and for each class took 6 of them and gave them. Each class is different in that they mix their own combinaison of those 6 out of 10 total mechanics, but do kind of feel the same in a lot of ways.
Now, what is supposedly making elem unique? The 4 elements swap which have all their own theme. Core Elementalist is tied to this concept of temporarily giving up 3 out of the 4 themes to access to the bonuses of the forth element and having to quickly swap of attunement depending on the situation. Tempest, on the other hand, promotes the idea of being able to handle the situation whilst camping one element to become a master of this element and unleashe its true power through the overload.
Weapon swap is not exactly new. And having access to a spell after gathering a certain amount of ressources (here time) isn’t new either. In the end, the elementalist’s identity is more visual than anything
Concerning pvp’s status of the elementalist, the main issue with having no built-in hard mitigation is that either you are able to face tank the damage thrown at you with your healings and perma protection, and you’re on the op side, or you just can’t and you die within the x seconds of blocks of your opponents.
All classes have reliable hard mitigation tools, except maybe the necro who still have his shrouds to act as a shield, they can use while still battling. A fair amount of what’s making this the overall way to go is that it actually rewards good use of these defenses to mitigate more dmg than what protection can whilst punishing misuses of these defensive options. Time your blocks well and you’ll get an easier time killing your opponent. Misuse them and you’re a free kill. That’s part of why passively activated defense mechanics are the banes of the pvp community, it kills the “time it well to survive” requiered to make it interesting.
Finally, elements are either too tied to the traits or not enough, and while adating to the situation through attunement changes is promoted by the game itself since day 1, I have never felt any tankier while attuning to earth. Infact, I even feel like I’m losing survivability by not attuning to water instead. Because attuning to earth only gives you a slight toughness boost if you took earth trait. And here’s the thing, if I want to get tanky my only option is to trait earth. Attuning to earth has little to no effect on survivability, but the trait will get me way tankier even while attuned to fire. Do i feel really quick and precise by attuning to air? Hell no. I already have hours of swiftness stacked, and the common 25% speed buff requiers me to take air trait. It does not give me anything more than what everyone already has.
With all of that said, I’ll now list what elem should have to make it on par with its supposed identity.
- an actual effect tied to both changing an element and being attuned to an element.
- having to time both the burst / hard mitigation tool and the attunement swap
- traits that amplifies the core identity of its element.
- healthier mechanics that promote both teamplay and solo plays rather than solo plays benefiting to a whole group. And that’s coming from a guy that enjoyed playing healbot elem in pvp.
What I suggest :
For core elem :
- give a strong but quickly fading effect when swapping an element. For instance, attuning to fire could trigger an explosion around the elem dealing dmg and burning foes, air could give a low range teleport to a location and have thunder strike that location, water could release a torrent of water slightly pushing back foes and chilling them for 1-2 seconds, earth could offer a 75% damage reduction added multiplicatively to protection for 1.5 – 2 seconds. This way swapping of elements would reward good timings and increase elements’ identity.
- give bonuses and maluses depending on which element one is attuned to. Being attuned to fire should never offer as much defensive stats as earth. Actually it’s almost the case. Being attuned to fire should both increase power and reduce toughness or increase damage taken by a fair amount. Fire should be all about building a good burst while being weak to damage itself. Air should benefit of increased max speed (making swiftness go beyond 33%, maybe 50%) and precision while losing healing power and reducing any incoming heals. Water should have highly reduced power but a % increase on all incoming heals, earth should have increased toughness and reduced precision and movement speed. This way you reinforce the impact of being attuned to one particular element.
- traits should give bonuses that are more tied to the element itself. Traiting earth could upgrade the quick 75% damage reduction when atuning to earth to a 90% damage reduction, making it almost a 1,5 – 2 seconds block. Water trait could give a splashing heal, air trait would increase the range of the tp and increase the max speed even further (66% ?)… arcane tree as it is now could benefit of some rework on certain traits, but traits like evasive arcana are clearly what’s needed for the elem.
- remove the heals from water spells but add effect zones. If people wants heals they’ll have to burn some finishers in there. Have the players work as a team to get access to these team heals.
- add some quick moving low range spells to air. I want to feel like kitten Yoda when fighting in air element, fast, slipperish, precise. I want to feel like I’m some kind of thunderstorm quickly striking here and there. Staff air 2 is a boring spell. There’s so much room for excitement…
- earth should all be about becoming that annoying wall that can eat a punch and still prevent you from going any further. Make me slow but able to create mountains to ruin all your efforts to go from point A to point B without putting an effort to it.
- give fire burst. Air can carry the sustained dps, give access to burst through fire. Delayed burst would be amazing with the power bonus and toughness or incoming % damage malus as It would force the elem to work for a setup to throw that burst before swapping to anothet element. Firegrab is a good exemple of this. Having a 2 seconds delayed explosion from the center of the elem would also work in that direction.
For tempest
Promote attunement camping by giving higher bonuses for each seconds spent in the same element. Let’s say core elem earns 500 power by being attuned to fire, tempest would start with 0 bonus power but earn 50 power each seconds until it has a bonus of 800 – 1000. Air would get progressively more movespeed etc. This way, you’d be camping an element not only to get access to the overload but also to the bonuses you knew you’d need.
I wrote this thread on a laggy kindle, so mistakes are to be found. You can notify me these mistakes through my inbox if you want to.
(edited by Somehow.4769)
I’m not sure that you fully or even partially understand how the MMR works.
To be fair, Mesmers have low personal direct dps but they add so much dps to each of their party members that they probably have the highest dps of all classes when this is considered. So…
If the devs read your post, this is what they’ll do :
- Increase Fire’s OL radius by 5% but now every target that are to closest half of the outer limit of the OL will only take 50% of the dmg
- Wildfire is now faster, meaning that the fire cease sooner. Duration of wildfire reduced by 25%. Damage per second unchanged.
- Harmonious Conduit gives now 2 stacks of stability, but your OLs now stun you both when you start casting them and when the cast ends.
And so on, and so forth.
The D/D celestial elem. I mean, not only it was strong, but it was dynamic and polyvalent. I loved that.
I fixed it!
Thanks for noticing (: ! Any comment on the build itself? I found that getting more ferocity than any other build compliments quite well the high amount of crit chance you get (100% being the perfect amount).
I fixed the % of crit damage that is higher than I thought when writing this build.
If you know there’s a ranger with you, go full berserker build. If there’s not you can throw in some assassin’s stats or replace LF with fire’s signet so you get as close as you can to 100% crit chance (accounting fury’s 20% bonus). I use a +7% crit chance rune on one of my weapon. With 200% crit damage that’s a 7% dps increase, if none of your dps is based on condi. With this build you have about 225% crit dmg. That’s 7.875% dps increase. That’s better than the flat +5% dmg from the force rune, again assuming you do not do condi dmg with your build (which we are not, fire OL and arcane explosion cast while attuned to fire aside). When attuning to air you earn more ferocity and therefore have 240+% of crit damage, making your 7% crit chance rune worth 8.4% increased dps. I think you can even get above 250% with scholar runes.
Arcane explosion has no cast time, will proc a slight bonus depending on your attunement, but will provide 15s of buffed ferocity for a 16s cooldown. Because it has no cast time you can cast it whenever you want, even while overloading. The glyph of storm is just one of the best dps utility so...
Everytime you get an aura (air overload) you get 6.5 seconds of fury. Everytime you can cast air 3 and earth 4 you get 5 seconds more. Everytime you swap elements, you get 2.5 seconds more. It’s fair to say you’re getting perma fury no matter what you do. Because the CDs traits got nerfed, you can’t throw fire’s 3 each time you OL air. That means that you are free to chose whether you attune to fire (boon share, nice DPS zone with warhorn 5), water (5 - 4 - 3 => 5-6k healed for the group, blast finisher with water 3, and water 2 also heals and do some decent dmg), earth (warhorn 4 gives protection to the team, dagger 3 does okish dmg).
If you’re planning on using water and earth frequently, I think you can throw in a fire OL every now and then, just for the sake of might stacking and some pretty nice damage along it, do not forget to cast WH 4 to boonshare before swapping after you finish casting the OL.
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Any feedback?
(edited by Somehow.4769)
I dont know man, Anet has actually nerfed dmg with this patch.
So removing tanky amulets equals nerfing dmg. Give me some of that bro.
OP i was gobsmacked when i saw you put warrior as B rank, and then i looked at your account name
I got my wings last season and havn’t bothered with S4 yet. Last season War was High B, Thats why I asked.
Also I don’t know what is S? Special?
Super or Special, whatever you feel like. It’ s usually used to rank things higher than A. And War has been S all season 3 and will be S all season 4 if Anet keeps on trolling pvp.
I miss the d/d celestial dagger elem. It was dynamic playstyle, you had enough of everything to adapt to the situation and a good elem that could adapt to its opponent could outplay them.
Hell, I even accepted the tempest playstyle, having to make choices, kiting opponents to be able to fully cast a water overload and such. I even liked to play support and keep points even outnumbered and help my teammates doing their damage while keeping them alive.
But now ? We’re stuck with absolutly no dynamic playstyle. We are now forced to make a choice between damage and sustain, but they removed the only amulet we could use to make our elems decent supports. We can’t do our damage either because any thief would just one shot us from the shadows, any rev would just faceroll us.
So yeah. We’re stuck with nothing. I’m not playing ele in pvp until the next changes.