Showing Posts For Conncept.7638:

Elementalist weapon swap

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Well I don’t think that out of combat weapon swapping will fix all our problems RedOak, but if you do that’s fine with me, maybe you’re right. Until ANet does something, we’ll never know.

Updated the OP to reflect the changes suggested by Jennaisance and Nurvus. Have a look.

Should the 'Downed' state be removed?

in Suggestions

Posted by: Conncept.7638

Conncept.7638

In PvE and sPvP, no.

But I sometimes wonder if WvW wouldn’t be better off without it, all it does is cause zerging to be even more effective, nobody can ever get a kill with so many ressurectors around. I saw two zergs the other day meet each other in a canyon, duked it out for HOURS without anybody gaining or losing an inch of ground or getting a kill. It was, frankly, the most boring thing I’ve seen in this game thus far.

In my opinion, the game lacks longevity

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

I love this game, and see few faults that ANet isn’t actively working to fix. But of them, I would have to say this is the biggest problem, the game world just lacks content, especially content which makes one wish to play through the game multiple times.

I would love to see them add more content, but it just seems contrary to good business to add more content that nobody is paying for.

They ARE going to add content that you actually don’t need to pay for (expansions). Out of curiosity though… what does “content” mean to you?

Umm… content? Dungeons, new areas, renown/heart quests, events, event chains, bosses…. just more of what we have, and possibly more varied versions of what we have.

Ignore the negative reviews, this game rocks

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

What skill? dungeon bosses have no unique mechanics at all, just tons of hit points and one shot attack that you dodge or die, wow that sure takes skill. DE’s? when have you ever lost one? they are zergfests even more so than the dungeons, in short this game is a haven for people who were flat out bad at other MMO’s It is the island of misfit toys.
http://www.youtube.com/watch?v=5SH1j1luFOw

Everything you just listed is, for one, false. Lets look at a single dungeon, the first one; you have a boss that switches between isolated ranged attacks and meleeing you; another which requires that you race to kill her own minions before she does; and of course the Lovers, which no boss fight in WoW even compares to, and it’s only one of the first.

And secondly, all of the things you have mentioned are not only inexistent in GW2, but things that any game which uses the trinity is guilty of. Why do you think WoW fully integrated the trinity system into their game? They couldn’t think creatively enough to make bosses with anything more but more damage and more HP, which pushed players to the point that one person had to take all the damage while the others dealt all the damage. One pathetic and unimaginative tank and spank strategy for every boss fight in the game.

Everything you just posted is, for one false, see I can do it too.

You know what they say about opinions, and hundreds of others have posted exactly the same complaint I did about dungeons, so I’ll stick to my opinion, and you can stick to yours.

The difference is, my opinion has supporting evidence, I can list names, mechanics, and scenarios which refute your claim.

You on the other hand, can hardly form an opinion at all, but rely instead on pithy remarks to counter knowledgeable arguments rather than providing any evidence of your own.

(edited by Conncept.7638)

Ignore the negative reviews, this game rocks

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

What skill? dungeon bosses have no unique mechanics at all, just tons of hit points and one shot attack that you dodge or die, wow that sure takes skill. DE’s? when have you ever lost one? they are zergfests even more so than the dungeons, in short this game is a haven for people who were flat out bad at other MMO’s It is the island of misfit toys.
http://www.youtube.com/watch?v=5SH1j1luFOw

Everything you just listed is, for one, false. Lets look at a single dungeon, the first one; you have a boss that switches between isolated ranged attacks and meleeing you; another which requires that you race to kill her own minions before she does; and of course the Lovers, which no boss fight in WoW even compares to, and it’s only one of the first.

And secondly, all of the things you have mentioned are not only inexistent in GW2, but things that any game which uses the trinity is guilty of. Why do you think WoW fully integrated the trinity system into their game? They couldn’t think creatively enough to make bosses with anything more but more damage and more HP, which pushed players to the point that one person had to take all the damage while the others dealt all the damage. One pathetic and unimaginative tank and spank strategy for every boss fight in the game.

In my opinion, the game lacks longevity

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

I love this game, and see few faults that ANet isn’t actively working to fix. But of them, I would have to say this is the biggest problem, the game world just lacks content, especially content which makes one wish to play through the game multiple times.

I would love to see them add more content, but it just seems contrary to good business to add more content that nobody is paying for.

(edited by Conncept.7638)

Ignore the negative reviews, this game rocks

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

LOL lack skill? this game is targeted to those that lack skill, and hate the idea of having to do any real work for gear upgrades.

You need to look up the word ‘skill’ in the dictionary, no where does it mention farming or being equated with the amount of time something takes. GW2 takes more skill than any MMO I’ve ever seen or played merely by merit of eliminating the trinity, the system most lacking in skill requirement that has ever graced the gaming world.

(edited by Conncept.7638)

Ideas for the next Race

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Centaur!

If you have problems with swimming, just transform them into mermaids.
I mean still the upper body remains the same, just change the lower body.
Would be frikking awesome.

Umm… horses can swim really well, so why would you need to something so weird just to give them a swimming animation?

As for my vote, I would love to see one of the fallen races rise to become a great nation again, like the Giants or the Ogres, or even the centaur actually.

(edited by Conncept.7638)

You need to add a Greataxe

in Suggestions

Posted by: Conncept.7638

Conncept.7638

This was suggested in a Reddit interview with ANet reps, they said some things were saved for expansions, this being among them.

elementarist vs mesmer

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

Mesmers take a little work to be good, elementalists take near perfection to not die every other second. Should be a pretty easy choice to be honest.

Halloween 2012 - Shadow of the Mad King

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

This is something I was wondering as well, would love an official answer.

My exit review of Guild Wars 2

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

No offense but what you call a ‘review’ I would call a a ‘semi-organized whine’. You do actually know what a review is right? You give no reasons or explanations for your stances, for most of your points merely claiming ‘I don’t like this’, you state nothing of GW2’s successes or design goals that may still be met. There is no review here whatsoever, just three badly explained complaints from an unsatisfiable customer.

Your personal bias, unaccompanied by evidence or example, does not a review make.

(edited by Conncept.7638)

Mounts!

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Contrary to what some are saying the designers have never stated that they won’t add mounts to the game, only that they will never add flying mounts.

Dungeon Story-mode

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Personally I would like it if they just fixed the dungeons at all… I STILL haven’t completed a dungeon because AC is impossible to do with five random strangers, which is all I have to work with.

(edited by Conncept.7638)

Has Guild Wars 2 been worth your $60.00?

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

Yep, haven’t put in as much time as most, I’m a really casual player, and it’s still been worth my money.

Melee for Mesmers

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Theyr’e probably not adding anything more to the mesmer for now, but this would be a cool weapon for an expansion.

ENEMY NAME

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Actually while we’re on the subject, I would like it if they removed the option to see enemy names in WvW completely. Intelligent use of terrain is supposed to be a viable tactic, yet how can it be when you have giant red letters floating above your head like a neon sign? Your name might as well be ‘Hey, I’m hiding in this bush to kill the guards as soon as your zerg leaves, come kill me please."

But to prevent confusion, allied names should be displayed, if there’s no name at all, it’s not friendly.

(edited by Conncept.7638)

Bot Suggestion: Fines

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Posted by: Conncept.7638

Conncept.7638

I believe they could legally do this in the US, but most gold farmers are not US based.

Elementalist weapon swap

in Suggestions

Posted by: Conncept.7638

Conncept.7638

I can see your point and it is noted. Thing is though is this change really fair if you leave the Engineers standing where they are now. They have only 3 weapon combinations to choose from, rifles, pistols and pistol/shield. Of those none of them really cover short range. Nor even ‘long’ range as the rifle is the longest range and that’s only 1,000 range as a pose to 1,200 boasted by ever other class aside thief I think.

You’re entirely right, it wouldn’t be fair to engineers, but I’ve stated that the engineer needs reworks just as often as I have stated so for the elementalist. But I came up with this idea for the Elementalist and so I posted it. And while I have considered its potential application to the engineer profession I personally think it wouldn’t work, kit-swapping has almost no CD and most engineers agree that they would like it to stay that way.

But, to tell the truth, I think that engineers would be perfectly fine if given a second weapon set without any stipulations whatsoever. The kits are not part of their class mechanic like attunements are for the elementalist, and should not have the very mechanics of the game stacked against them to balance. They are optional, (or should be) like all slotted skills, and as such should be balanced with their use in conjunction with the other skills available, not as if they are an ever present mechanic like attunements are.

(edited by Conncept.7638)

Multiple tiers of weapon skills...

in Suggestions

Posted by: Conncept.7638

Conncept.7638

It would be extremely confusing for new players, especially with the already difficlut trait system in place. (also Runes and Sigils)

What I would love to see is some sort of mechanic, where you can optimize each weapon skill to your personal flavor. Example:

FIREBALL
Damage: 314
Area of effect: Circle 120
Range: 1,200

Option 1: Increase the AoE to 200, decrease the range to 900
Option 2: Increase the damage by 10%
Option 3: 10% chance to cause an additional fireball.

What do you think about this?

I like it, and this could easily be done with traits if they expanded on the already existing system. I would say they could even take this a little farther and change the standard usage of a skill.

Elementalist weapon swap

in Suggestions

Posted by: Conncept.7638

Conncept.7638

I say no to weapon swapping on the elementalists. However I’d propose something different to the same ends.

You elementalists have summoned weapons. If those summoned weapons lasted a goodly length of time and were good, whilst covering the necessary range of ranges that’d surely suffice? Frost bow long range, use in conjuction with dagger builds. Lava axe short range, use with staff builds. You get the idea. If these conjured weapons were good enough that’s the elementalist fixed really. And that way you don’t have the scenario where you guys get weapon swapping (40 skills).

Anyone else agree here?

I don’t know about anyone else but personally I wouldn’t like this. This would essentially put us in the same boat Engineers are in right now. Engineers have to use one slot for a weapon kit, they have no choice if they actually want to be useful, and this severely limits how you can build an engineer. But, either way, conjured weapons do need some serious overhaul, not one of them is even as good as a single one of our attunement, let alone all four.

Additionally, just so you know, with this change you won’t have access to forty skills, as the shared cooldown requires that you choose between weapon swapping and attunement swapping. So during a long-term fight, like in WvW, you will have the option to switch styles between CDs, but never actually have 40 skills. While in sPvP, the quicker combat will warrant that you make a decision and stick with it.

If you don't attunement swap, your doing it wrong

in Elementalist

Posted by: Conncept.7638

Conncept.7638

‘You are’ or ’you’re’, pick one.

Housing?

in Suggestions

Posted by: Conncept.7638

Conncept.7638

I don’t think instanced is optimal either, but it’s really the only way to get it done.

Gathering - More than F! (In-Depth)

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Posted by: Conncept.7638

Conncept.7638

I don’t doubt the gauge thing would be fun…. at first. But it would probably stop being it after 100 or 200 gatherings (maybe even sooner)…specially when you’re just farming and want to get everything as fast as possible, I mean the reward for doing it ok should be really great…

Well, that would actually be a good thing in my opinion. Think about it, they could raise the amount you can get from each node, lower the amount needed to craft items, and lower the amount of nodes in the game world. There would actually be less farming across the board, and the world wouldn’t have to have so many nodes, which frankly, to me at least, are immersion breaking eyesores anyway.

And, best of all, it will be virtually impossible to make resource farming bots, which we know are coming soon, if there aren’t already some in game.

I have an idea, an awful idea, a wonderful *awful* idea

in Suggestions

Posted by: Conncept.7638

Conncept.7638

For the mesmer to be specific.

Why is it that only the staff and sword can create clones that actually do something? Staff clones apply conditions, sword clones remove boons. Scepter and GS clones… do nothing. The GS is still useful because it is a high DPS kiting weapon. But the scepter is a defensive utility weapon that generates clones which provide neither defense nor utility.

Why not make the scepter clone generation like the others, not having the damage of the real thing but still having the utility. In the case of the scepter, allowing clones to generate more clones. They would still count towards the three, the idea being that you have a constant cycle of new clones coming out replacing each other. At the same time, the ability would need to be changed so that when you generate a clone yourself you have the phase-out animation and mini-teleport. Otherwise this change would actually make the scepter worse, as it will take only a second for an enemy to see which you isn’t phasing out as new clones come in.

(edited by Conncept.7638)

Kitten

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Posted by: Conncept.7638

Conncept.7638

To the people putting down dogs for being smelly and dirty, just so you know, cats are one of the most disease carrying and germ-infested animals that people are legally allowed to keep as pets.

Elementalist should have a pet/familiar

in Elementalist

Posted by: Conncept.7638

Conncept.7638

I just want a third Elemental spell so that I can actually run somewhat like a summoner. I was thinking Elemites would be cool, summon four tiny elementals.

Anyone know why warriors have twice our base health?

in Elementalist

Posted by: Conncept.7638

Conncept.7638

I just started a post on counter to warriors yesterday. Supposedly, they are one of the easiest classes for us to take down. You just have to be specced right and have the skillz to counters to their 100 blades skill.

Heres how it works:

Invest full air to get Tempest Trait

When u get hit with 100 kittens it will auto counter. Now that the warrior has blown his main CD, just blow him up. Having multiple stun breaks and oh kitten skills really helps.

So we have to make an entire build to counter a single combo from a single class?

Yeah…

Gathering - More than F! (In-Depth)

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Reminds me of Gladius, awesome game. I like this idea, never been much for gathering or crafting in MMOs, this could change that.

Elementalist weapon swap

in Suggestions

Posted by: Conncept.7638

Conncept.7638

I like the concept behind this idea.
However, letting Weapon Swap not put Attunements on cooldown is unbalanced.
Each of the 2 actions must place the other type of action on a longer-than-usual cooldown for it to be fair, otherwise you are giving the profession a significative, unwarranted buff:

  1. When you change Attunement, the Attunements go into the usual 15 second cooldown, and the Weapon Swap must go into a 30~60 second cooldown.
    Yes, 2, 3 or even 4 times as long as the usual Attunement cooldown.
    You play the Elementalist, having access to multiple elements by being locked to 1 weapon.
  2. When you swap Weapon, the Weapon Swap goes into the 10 second cooldown, but the Attunements must go into a 20~40 second cooldown.
    Yes, 2, 3 or even 4 times as long as the normal Weapon Swap cooldown.
    You play the Geo/Aero/Pyro/Hydromancer, able to swap weapons by being locked to 1 element.

You’re the second person to make a solid argument for this point, my stance is beginning to wane… :P

War banner thieves.

in Suggestions

Posted by: Conncept.7638

Conncept.7638

This needs to be implemented with a lot of things. I’m sick of people jumping in to my mecha suit before I get to it…

But, my suggested way of doing this is just having one of those small click swatches pop up on your screen saying ‘Share your banner?’ when someone tries to pick it up, after a second it will go away. Much less complicated.

Elementalist weapon swap

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Okay, still working on this. But I was just banned for 3 days for posts in this very thread which called someones argument immature and saying someone ‘has little faith’, of all things. Now, I have combed over the forums and the rules, and there was no grounds whatsoever for this ban, you can search the forums and find many similar posts, none of them resulting in bans. So apparently I must have said or done something that rubbed some moderator wrong, and now he or she has it out for me. So… watching my step, but still working on this.

My god Mesmer is bad in PVE

in Mesmer

Posted by: Conncept.7638

Conncept.7638

My first character was an elementalist, I am now leveling up a mesmer as my second.

It is a cakewalk compared to what I went through with my elementalist.

Was this changed?

in Mesmer

Posted by: Conncept.7638

Conncept.7638

I could swear the third swing on my Scepter chain skill is slightly faster after this patch than it was before. Anybody else noticing this or am I going crazy?

Time Wrap

in Mesmer

Posted by: Conncept.7638

Conncept.7638

And then the other team caps the point, mission accomplished. Time warp wins team fights when used properly, that’s why it has such a long cool down.

They need to make enemy time warps and feed backs more different from friendly ones though. That way people know what they can stand in when you have those bizarre moments with double warps down.

There are half a dozen or more elite skills in this game that are a guaranteed cap in sPvP. Heck the Guardian has one that isn’t even an elite skill! If you want to nerf Time Warp, nerf all the others too. Or, you could just play smart, let them have that point and go cap the other two.

Dodging should override any other action. Channeled skills such as ressing can get you killed

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Personally, I would rather have it set as an option. Being an elementalist I don’t like it when accidentally dodging overrides my channels, but I know other people do, so make it a toggled option and everybody is happy.

Elementalist weapon swap

in Suggestions

Posted by: Conncept.7638

Conncept.7638

We already have double the skills any other class with a weapon swap has. Even if it was tied to our attunements it shouldn’t at all be an in-combat swap.

What I WOULD like to see, however, is something like they had in GW1, where you could set up several weapon sets (or in this case maybe just one extra, anything would be better than nothing) so that when I’m swtiching between weapons and my inventory is a mess, I don’t have to spend 10 minutes looking through items if I happen to have multiple daggers/scepters/whatevers.

Until then, I’ll be resorting to TRYING to keep my inventory sorted out so that I can semi-easily switch weapons whether it’s in dungeons, WvW, SPvP, or just out doing DEs.

Having double the skills doesn’t matter when each skill has half the ouput of skills among other classes, and only one way of being optimally built and used. We could have ten times the skills of other classes, if each skill had 1/10th of the output of a standard skill, it is still nothing but complication for complications sake. Complication is never a goal in design, it’s a cost, and the elementalist does not have the output to justify the heavy price.

So if I understand this correctly, the TL;DR is:
“Whenever you swap your weapon or an attunement, you get a 15 second cooldown on weapon swapping” right?

I think it’s a great idea but needs one more restriction:
Shorten the weapon lockout on attunement-switch to 5 seconds, but swapping your weapon should both incur the weapon switch cooldown and a 15 second cooldown on the 3 attunements that you aren’t attuned to.

All ready – switch attunement – 5 sec cd on weaponswap – wait – switch weapon – 15 sec cd on all attunements.

That’s major decision-making in combat right there. “Do I use a 2nd set of spells from my preferred element at the cost of not being able to access the others for a while?”

Hmm… that’s a really good idea. But I’m not sure if that’s too restrictive or not, as it will limit you to a very small pool of skills. And as stated above, it is really difficult to balance the class to work with ten skills and twenty, nigh impossible some would say. But personally, I believe it could be done in the trait trees, they would have to buff traits, and of course make traits that really rewarded you for taking this risk.

You missed my point. Your argument for this is based on expectations: “what most of the playerbase expected of the elementalist when it was previewed, it does not fulfill fantasy archetypes desired by players, or expectations of diversity of style”. I actually think your statement is accurate. None of the previews showed anything about attunement switching as a part of every combat encounter.

But that’s an error in marketing, not in design. They actively decided NOT to conform to typical Mages or Wizards.

You want weapon switching so that a full set of a single attunement is viable in scenarios where the range can change enough during combat that you feel kittened being stuck with either just close or just long range abilities.

That’s a fine request. But I think you’re running into problems by combining a desire to have weapon switching for range changes (which we’d all like) with the ability to stay in a single attunement (which some of us feel is contrary to the design intent of the class). I get that you are trying to think through balance implications.

But there’s a big difference between enhancing a class with UI tweaks/balances and altering the design of it to match a mental picture of what “should be”.

First of all, sorry for misinterpreting your post, my mistake.

But either way, Arenanet should have expected this… well expectation, from the playerbase. Especially since there were builds in GW1 that allowed one to play a geomancer or aeromancer and other such things. And personally, I believe they did. The elementalist trait trees are riddled with traits that encourage you to dedicate yourself to one or two attunements. I believe Arenanet entirely intend to allow for non-swapping builds, but unfortunately failed to make it work in the end, possibly because of time restrictions or a miscalculation in design. And I do believe that they will fix this eventually, my suggestion is one way I think that fix may be made. But more than likely, the Arenanet designers have their own ideas, and they’ll probably go some other direction in the end, I still think it helps to have input from the playerbase.

(edited by Conncept.7638)

#Abridged, Improved Combat System!

in Suggestions

Posted by: Conncept.7638

Conncept.7638

In my opinion, this will lead to the same unfixable system imbalances that GW1 had.

There is a reason they chose this structure. Currently they have to balance a set of five skills against a few other sets of five. Under your system, each and every skill would have to be balanced against it’s potential use with in conjunction with hundreds of other skills, thousands upon thousands of possible combinations for every single class. And just like the similar system in GW1, it will require constant changes, and even with constant adjustment it will never actually work as intended.

Look at the Elementalist, each of its skills must be balanced against it’s potential use with four times the abilities available to any other class, and Arenanet can’t even seem to manage it. What you’re suggesting is this same problem compounded by thousands.

(edited by Conncept.7638)

Elementalist weapon swap

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Emikochan
That sounds pretty cool, they need to do something with conjured weapons, right now equipping one is like cutting our already low damage down by three quarters.

Mondo
Thanks a lot, and I’m not sure they’ll ever implement this at all, but they need a fix, and this is one that will work to some degree or another. They’ve at least seen it since they took the time to move it to the wrong forums (when the suggestions forums opened in the betas they stated that class-specific suggestions were supposed to remain in their respective boards, and yet moved this one from the Elementalist boards to here, got to love moderators that enforce rules they don’t seem to have even read…)

Need a new Light Armor skin! Current one is bad!

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Alpha, Rita’s escaped! Recruit a team of teenagers with attitude.

Badges for support as well as kills...

in Suggestions

Posted by: Conncept.7638

Conncept.7638

Please implement this, support is really all that’s open to Ele’s when they aren’t sitting on a wall spamming AoEs, and most of the time our efforts garner no reward.

GW 2 PvE Discussion [Merged Threads]

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

Try playing an elementalist.

There’s a fine line between challenging and frustrating, the elementalist took one good look at that line and took a flying leap over it, landing at a run on the other side. I have a level 60 ele that I’ve pretty much given up on in favor of leveling an alt.

(edited by Conncept.7638)

Suggestion to remove repair bill for WvW pls

in Suggestions

Posted by: Conncept.7638

Conncept.7638

This OR make it so siege equipment doesn’t cost actual gold.

Or both, I would be okay with both.

Constantly dying - what am I doing wrong?

in Elementalist

Posted by: Conncept.7638

Conncept.7638

What are you doing wrong?

You’re playing an elementalist.

I got my ele to level 60 before deciding to level an alt instead. I made that decision because at level 60, with crafting and loot, I had earned a whopping two gold, while everyone else I knew had at least six to eight by that time. Repair costs and rezzing are just too expensive to play a class where you are guaranteed to die if you make the slightest mistake.

(edited by Conncept.7638)

How Ele should have worked..

in Elementalist

Posted by: Conncept.7638

Conncept.7638

This isn’t a class mechanic, this is allowing a single profession to operate on a completely different system, and a broken one at that.

EDIT: Oh wait, I think I see what you’re saying now, you need to make your post more clear.

I'm leaving GW2 for now, and this is why it matters.

in Elementalist

Posted by: Conncept.7638

Conncept.7638

Can’t blame you, this class is a nightmare in PvE and worthless in nearly any PvP situation. And to add insult to injury, they nerf the one, tiny, virtually unnoticeable area where we actually succeed in PvP- underwater combat. Why did you have to begrudge us even that single tiny victory?

I’m sticking it out, leveling up alts, and hoping fixes will come sooner than later, but maybe you’re the smart one here…

Elementalist weapon swap

in Suggestions

Posted by: Conncept.7638

Conncept.7638

It’s actually only 4 weapon loadouts, and I’d be okay with that if the power level of the abilities was on par with that of the classes who have access to weapon swapping. But quite frankly our crowd control abilities either 1) have travel time which can cause out-of-range on some of the slower traveling spells; 2) don’t home onto the target forcing lots of misses (nothing sucks more than missing Gust on somebody’s heal because they moved 2 steps to the left/right); or 3) last about half as long (sometimes less than half) of other class’ CC abilities yet possess usually double the cooldown (or greater in some instances).

Yes and again, this problem is unfixable by way of buffs or nerfs. If they buff our weapon skills up to be equal with those of the other classes, it will:
A. Make us beyond overpowered, we will dominate the game in single target and AoE damage.
B. It will just further enforce the arcane build, the stance dance will be even more powerful, not only failing to fix our problem concerning versatility, but compounding it.

(edited by Conncept.7638)

What if our attunement swap worked backwards?

in Elementalist

Posted by: Conncept.7638

Conncept.7638

…I find myself using ALL the skills to stay alive.

This is what the class was designed to do.

Rather than swapping tactically between the elements…

This is not.

Changing the attunements that drastically would change the class at a fundamental level and make it something completely different. If you’re interested in a tactical role-changer, you’ll have better luck campaigning in the suggestions forum for a new class in future expansions. Which sounds like a good idea, actually.

And you were sitting in on which ANet designer meeting when you heard this? Because I see no evidence to support your claim, we have dozens of traits which reward you for staying in an attunement you have specced for, but unfortunately none of them make up for our ineffective weapon skills.

Each Element stronger - Longer Switch delays

in Elementalist

Posted by: Conncept.7638

Conncept.7638

There won’t be more combinations available, you essentially have to choose between attunement swapping or weapon swapping because of the CD system. You will not be able to do both. And in doing so, this will allow a player to essentially choose between speccing towards twenty skills among the four elements, ten skills with one attunement, or twenty skills between two- all being viable build options. What few current builds we have will be unaffected, and more builds will become available.

(edited by Conncept.7638)

Each Element stronger - Longer Switch delays

in Elementalist

Posted by: Conncept.7638

Conncept.7638

Related:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Elementalist-weapon-swap-1/first#post379738

Really, in my opinion, tweaking traits and abilities will never fix this problem. The elementalist abilities are balanced against the potential use with 15 other skills, using only five or ten will never be viable. And if they buff trait lines, it will only make the stance dance stronger, continuing to force this playstyle upon the playerbase as the only viable option.

(edited by Conncept.7638)