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Bug Fix
Turret AI. Make it simple, they focus on the closest target available, or your target if it is in range.
Turrets need help, they are nearly useless in PvP, and slow your PvE leveling more than any other build. I’ve already made several suggestions, and while I think the overhauls I’ve suggested would help, I have another idea, this one much simpler. I don’t think this would ‘fix’ everything, not by a longshot. But this would help a turret build actually feel… well, good… as currently no combination of turrets or turret/wrench kit really feels optimal. Going with turrets feels like you have a choice between bad, worse, and completely dysfunctional.
The idea is a trait that will make the turret actually synergize with a turret build… kind of like it was supposed to from the beginning… not sure exactly where in the trait-lines it should go, any help on that front would be appreciated.
- Mechanical Machinations
When you equip the tool kit, place a rifle turret. If you unequip the tool kit, the rifle turret disappears. This may only occur once every 20 seconds.
What think ye? Yes, with this, you will be able to get out two rifle turrets if you so choose. Or, if you like, rely on this for your rifle turret and pick two other turrets to slot. I’m considering making this work off the rocket turret instead, or maybe a completely new turret, but for now it is what it is.
EDIT: Idea the second
Similar to the idea above, this gives you a spare turret when you have the wrench kit slotted. However, rather than a trait, the wrench kits ‘throw wrench’ toolbelt skill will be replaced by a small, weak, but quickly and frequently dispensable turret. Throw wrench has never been all that useful anyway, and I have several ideas for the ‘mini-turret’ that could go on the toolbar.
- Arc turret
Turret – Place a small turret which arcs to any enemies nearby, dealing light but continual damage. - Repair Turret
Turret – Place a small turret which periodically repairs nearby turrets. - Buzz Turret
Turret – Place a small turret which periodically grants retaliation to nearby turrets - Piston Turret
Turret – Place a small turret which deals ranged single target damage. (basically a mini-rifle turret)
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Off-work, wanted to check up on this. Thanks for the link Aristio, and the input of course.
I think you can make a new engi, and trade the item to your old.
Several of the crafted helms are monocles. Not sure if it matches the art.
Yeah, this works. Make a new engineer, buy any non-soulbound head gear, transmute the monocle on to it then put it in the bank for your old engineer to pick up.
I take on every underwater boss I come across, in fact the giant crab boss in the Asura starting area is one of my favorite fights.
There seems to be a glitch in PvP causing you to contribute almost nothing to your team, I’ve managed to recreate the bug each and every match, but still can’t figure out exactly how…
Yeah, obviously, but that specific video… have you watched it? The coincidences are downright eerie.
Yup, she has been there since BWE3 at least. So I really doubt it has anything to do with forum topics.
That is a hilarious coincidence then.
There is an NPC just behind you as you first enter the Sylvari starting zone named Thainre. She is weeping, and if you ask her why she says that she is crying because her elementalist trainer has told her, of all things, to reroll as a thief! Was this always there and I just didn’t notice or did Arenanet add this to poke fun at this video?
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I don’t know what game you’re playing, but in the one I’ve been playing, we are very far from having too much CC. The only time I’ve been CC stacked for more than 2-3 seconds is when I’ve accidentally stumbled solo in to a 1v5. Personally, I don’t know how much is too much, I’d imagine if you had a 5-team of warriors with 8 CCs, that would be too much. But honestly, that’s a crapshoot strategy and wouldn’t likely win you a single game.
Now you are just being facetious and derisive. I’ve made my suggestion, and last I checked, I’m not a game designer, and as much as I would love to (really I would) I don’t have time to play one on the internet. I’m not going to redesign the entire class in this little thread just to quaff your vampiric tendencies.
In my opinion, and so far as my knowledge goes, adding more control to the Elementalist is an entirely viable design strategy for rebalancing the class. Don’t think so? Good for you, say so, prove it if you have the time, because I’m just trying to enjoy my free time before i head off to work again, and I don’t.
Had to repost, mod didn’t like my verbage apparently.
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Dual dagger is the mokittenn in my opinion, but nearly useless in PvP unfortunately…
EDIT: Umm… why is it censoring ‘most_fun’? Don’t tell me arenanet supports the use of ‘funner’. For shame arenanet… for… shame…
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Engineers have a tow line that interrupts the stomp against a single person by pulling them towards the engineer, and a self-explosion that interrupts the stomp by knocking back everyone around the engineer. However the explosion starts on a pretty long CD whenever you go down.
Right. We have established that you did not say that warriors should have less CC, but again, I ask why. Having too much CC in a game is just bad. Again, I ask how much is too much?
When everyone spends every entire battle crippled, chilled, stunned, knocked down, or dazed, is it enough, then?
I don’t know what game you’re playing, but in the one I’ve been playing, we are very far from having too much CC. The only time I’ve been CC stacked for more than 2-3 seconds is when I’ve accidentally stumbled solo in to a 1v5. Personally, I don’t know how much is too much, I’d imagine if you had a 5-team of warriors with 8 CCs, that would be too much. But honestly, that’s a crapshoot strategy and wouldn’t likely win you a single game with the damage output it would have.
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Give me more control. Mages should be powerful and tricky, and reward a smart player. Right now they’re harder to play than other classes and maybe JUST as powerful (if played VERY well).
In every MMO game, the “mage/wizard/elementalist/magicfaceuser” just casts a bunch of fire and element damage spells, some of which have a little utility. Except that big MMO everyone talks about: they had the best mage class I’ve ever seen. It was tricky, and you could really control your opponent if you wanted to.
So please, give us more ways to control fights instead of simply dealing earth damage or condition damage or direct fire damage. I want a reason not to button-mash.
How much control do you want? Perma-immobilize? I didn’t even list the things that reflect projectiles and stuff like that.
He’s right though, at least according to the developers. In beta they were challenged several times on the Elementalists damage output, the developers claimed that the elementalists control abilities were factored in to their overall output and that players weren’t factoring this in. Design-wise, this is the right decision, as CC is both damage prevented and damage dealt. But, your post got me thinking, and I started poking around the other classes. ALL of the heavy and medium armor classes have just as much, (or more) control available to them as the elementalist does, excepting maybe the engineer, who like the elementalist is stuck with a single weapon. The warrior, for example, can have more damage than us, be tankier, and yet have EIGHT hard CCs on his bar at one time!
It is true that a warrior gets quite a few control abilities with the hammer that require them to get into melee range.
And of course another common complaint I see on these forums is that melee is too hard.
That said, the argument that was put forth was that elementalists should get more control, not that warriors should get less. How much is too much?
I never said warriors should get less, our lower damage is supposed to be supplemented by more control, but it’s just not. We have no more control than any other class, the warrior doesn’t just have the hammer’s four control effects, he also has three with maces, and two with each ranged weapon.
And honestly, at this point, I don’t think we’re in danger of getting too much control by a longshot as we have… what… 3 hard CC abilites? Almost of our control is slows, frozen, immobilizes, and cripples. These soft CCs barely change damage output against a melee class and don’t change output at all against ranged classes.
Look at air for example, air attunement blatantly states “Attune to air, gaining heavy damage and control abilities”… really? Air has TWO hard CCs, earth has two, fire and water have none.
I know you didn’t say the warrior should get less. I question why, if the issue that you have is warrior CC versus elementalist CC.
As for ranged versus ranged, I know you can’t seriously be saying that the elementalist is at a disadvantage there…
If the elementalist got as much “hard” CC as, say, mesmers, then I guess mesmer ranged DPS needs bumped up…like WAY up.
So I wonder if the issue here (if there indeed is one) is really with elementalists, or is it with warriors?
Do you seriously not know what a comparison is or are you just being facetious ?
I use the warrior as an example of how the elementalist is kittened. I don’t think that the warrior has too much control, and I never said so. But if the elementalist is supposed to have less damage because it has more control; and the warrior has both more damage and more control… then… logically… the designer’s justification for the elementalists low damage is nil. Or, on the other hand, the elementalist was not given as much control as the designers believed they gave it, and it still needs more.
EDIT: Kittened? What? How is the word g’imped offensive? Does arenanet have something against cripples?
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Give me more control. Mages should be powerful and tricky, and reward a smart player. Right now they’re harder to play than other classes and maybe JUST as powerful (if played VERY well).
In every MMO game, the “mage/wizard/elementalist/magicfaceuser” just casts a bunch of fire and element damage spells, some of which have a little utility. Except that big MMO everyone talks about: they had the best mage class I’ve ever seen. It was tricky, and you could really control your opponent if you wanted to.
So please, give us more ways to control fights instead of simply dealing earth damage or condition damage or direct fire damage. I want a reason not to button-mash.
How much control do you want? Perma-immobilize? I didn’t even list the things that reflect projectiles and stuff like that.
He’s right though, at least according to the developers. In beta they were challenged several times on the Elementalists damage output, the developers claimed that the elementalists control abilities were factored in to their overall output and that players weren’t factoring this in. Design-wise, this is the right decision, as CC is both damage prevented and damage dealt. But, your post got me thinking, and I started poking around the other classes. ALL of the heavy and medium armor classes have just as much, (or more) control available to them as the elementalist does, excepting maybe the engineer, who like the elementalist is stuck with a single weapon. The warrior, for example, can have more damage than us, be tankier, and yet have EIGHT hard CCs on his bar at one time!
It is true that a warrior gets quite a few control abilities with the hammer that require them to get into melee range.
And of course another common complaint I see on these forums is that melee is too hard.
That said, the argument that was put forth was that elementalists should get more control, not that warriors should get less. How much is too much?
I never said warriors should get less, our lower damage is supposed to be supplemented by more control, but it’s just not. We have no more control than any other class, the warrior doesn’t just have the hammer’s four control effects, he also has three with maces, and two with each ranged weapon. And the Warrior ALWAYS has a secondary weapon to rely on, which can be greatly divergent in purpose and output to the first, or supplement the similar output and purpose of the first. Whereas attunements have a similar output across the board, and yet rarely supplement each others utility.
And honestly, at this point, I don’t think we’re in danger of getting too much control by a longshot as we have… what… 5 hard CC abilites? With no weapon swap a maximum of two on our attunement bar at a time. Almost all of our control is in slows, frozen, immobilizes, and cripples. These soft CCs barely change damage output against a melee class and don’t change output at all against ranged classes.
Look at air for example, air attunement blatantly states “Attune to air, gaining heavy damage and control abilities”… really? Air has TWO hard CCs, earth has two, fire and water have none. And, not counting elites, there are two hard CCs in utility (I count blinds as hard CC, as it does greatly reduce damage output) What does it matter if our control is ranged or melee when we have almost none?
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Give me more control. Mages should be powerful and tricky, and reward a smart player. Right now they’re harder to play than other classes and maybe JUST as powerful (if played VERY well).
In every MMO game, the “mage/wizard/elementalist/magicfaceuser” just casts a bunch of fire and element damage spells, some of which have a little utility. Except that big MMO everyone talks about: they had the best mage class I’ve ever seen. It was tricky, and you could really control your opponent if you wanted to.
So please, give us more ways to control fights instead of simply dealing earth damage or condition damage or direct fire damage. I want a reason not to button-mash.
How much control do you want? Perma-immobilize? I didn’t even list the things that reflect projectiles and stuff like that.
He’s right though, at least according to the developers. In beta they were challenged several times on the Elementalists damage output, the developers claimed that the elementalists control abilities were factored in to their overall output and that players weren’t factoring this in. Design-wise, this is the right decision, as CC is both damage prevented and damage dealt. But, your post got me thinking, and I started poking around the other classes. ALL of the heavy and medium armor classes have just as much, (or more) control available to them as the elementalist does, excepting maybe the engineer, who like the elementalist is stuck with a single weapon. The warrior, for example, can have more damage than us, be tankier, and yet have EIGHT hard CCs on his bar at one time!
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There needs to be a trait in each tree that allows quicker swapping to a companion element. This would give synergy between some of the elements, and encourage attunement swapping, as a large problem is that people want to spec in to a single attunement, and sit in that attunement. When in reality you should be speccing into (and using) two different attunements, and still relying on the utility of the other two, even if you don’t rely on them for damage.
Examples:
Earth trait: Magmaflow- if you attune to fire from earth, the attunement cooldown is reduced by 25%
Earth trait: Mireflow- if you attune to water from earth, the attunement cooldown is reduced by 25%
Fire trait: Emberflow – if you attune to earth from fire, the attunement cooldown is reduced by 25%
Fire Trait: Sparkflow – if you attune to air from fire, the attunement cooldown is reduced by 25%
And so on, each attunement can get this bonus for up to two other elements, those available being its companion element, as opposed to its opposite (fire and water are opposites, air and earth are opposites…)
In this manner it would look like this.
Earth attunement may go on smaller CD if you you attune to Fire or Water
Fire attunement may go on smaller CD if you attune to Earth or Air
Water attunement may go on smaller CD if you attune to Earth or Air
Air attunement may go on smaller CD if you attune to Fire or Water
And honestly, it’s not a ‘small’ change, but I would recommend a complete overhaul of the arcane tree and skills. They don’t make sense, fulfill no desirable archetype, and having two trees that rely on RNG crit will always either be overpowered or useless. Make the air tree the crit tree. But that’s just my opinion, a lot of people like the arcane tree (though that may be because it’s currently one of our two viable PvP builds…)
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Arenanet has never stated they won’t put mounts in to the game, they have stated they will never put flying mounts in to the game.
I don’t particularly care either way, I never used anything but the basic mount in WoW, and was never even able to force myself to grind a character beyond level 50 anyway.
But for all the people making lame excuses about game mechanics, a mount fulfills a fantasy archetype beyond what profession and race can. Who cares about mechanics? If the game were only about mechanics, they could have made GW2 so that everyone plays a grey brick, on an endless grey field, battling larger or smaller grey bricks with blandly numbered and categorized abilities. And it would have taken a fraction of the development time, staff, and investment funds. But would it feel like the same game? Would it be as fun, engaging, immersive? No, it would not. Fantasy matters.
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One of my many (non-deal-breaking) disappointments
Engineers can’t use hammers, only have 3 weapons, and the least skills of any class if you don’t use a kit, half of which are useless anyway because they don’t scale.
I have a lot of fun playing my elementalist. But, at the same time, I feel terrible queuing up for PvP knowing that I am not contributing as much to the team as someone playing… well… any other class really. I don’t like letting people down, and in structured PvP, the elementalist is nothing if not a let-down.
Elementalists have to be useful somewhere in SPvP…
Two builds? What two builds? I count one.
I see someone who is better than the other players on the field because of his dedication to (obsession with?) PvP gameplay. No evidence indicating that the Elementalist class doesn’t need work done to be on par with the other classes. Everybody knows it does, proving yourself a BA with a video and showing off on the forums proves nothing.
And furthermore, even if this single build is PvP viable at all levels, only having one viable build proves, if anything, that the elementalist needs work, even if only to gain some variety.
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This is fake.
The underwear and skin are the very base of the model, there is nothing under the underwear, if it were to ‘glitch-off’, you would see clear through the character in those parts where the underwear was missing, rather than seeing skin tones.
Actually, someone could have done this on purpose, but that seems unlikely. Either way, there’s no way this is a modeling glitch, 3d models don’t work that way.
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The monthly achievement “Experience Survivor” which requires you to earn XP without dying is not working. I’ve been sitting at 58,860 for 20 levels now, and I have worked really really really hard to get my monthlies, seemingly to no avail because of this. I am going to be an incredibly unhappy customer if this isn’t fixed before the monthlies reset (whenever that may be).
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This is a cool idea, a bit complicated but one of the best suggestions I’ve seen at this point. It would definitely fix the scaling issues, and that is the main concern after all.
I don’t know, those really don’t feel like melee. The dagger on the elementalist isn’t truly melee, just really short range, but you really do feel like a melee combatant in spite of that fact, and that’s what counts. The bomb kit, at least for me, doesn’t have the visceral feel of a melee weapon.
And anybody know why it isn’t letting me use quotes all of a sudden?
Everybody keeps saying the Engineers should get a Hammer. Engineers should NOT get a Hammer. Engineers already have five different two-hander weapon replacers, they don’t need another. Besides, most engineers don’t use two-handed sledgehammers in their work.
What Engineers should get is the MACE, a one-handed melee weapon that they can use with offhand pistols and shields. They could also use them in offhand if they like. This would also drive demand for Maces since they are very under-utilized. If they wanted to they could just migrate the Wrench powerset to the Mace skills. They could also add a Wrench model as an alternative skin for the Mace.
This would do several things. One, it would mean you wouldn’t need to take up a utility slot to use the Wrench effects. Two, it means that there would be an alternate main-hand weapon, just like Elementalists can choose dagger or scepter for mainhand. Engineer is the only class that currently only has one mainhand option. Three, it’d be awesome.
I’d still prefer the hammer, but I would be okay with the mace. We just need some kind of melee weapon, and every time some dork says “you have the wrench” I want to beat sense into him; the wrench is NOT a weapon, it’s a tool, it hardly does any damage and all five of its abilities are pure utility/support. If it was a weapon you would be able to use it like a weapon and actually rely on it for damage output.
And, I must admit, I’m not really getting what Psaakryn is suggesting. Just replace the wrench kit with a ‘build’ kit? But, that just exacerbates the problem, then we have no melee at all, neither by kit nor weapon.
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Figure bumping this after four days ain’t so bad.
Opinions? Suggestions? Threats?
Number one is the best suggestion, has been since the class was previewed, and was begged for all through the betas, but Arenanet admits by their own word that they are too stubborn to even consider it. Pretty much anybody can agree that there is nothing deceptive or illusion flavored about spamming suicide bombers.
#6. The class mechanic is only clones. Phantasms are seperate, still illusions, but are now their own stand-alone spells unconnected with the class mechanic, meaning 1. They don’t shatter and 2. They don’t count towards the 3-cap. However some kind of balance might be needed, only allowing 1 of each type out at a time for example.
#7. Your clones actually act like clones, they mimic you, moving as you move, attacking as you attack, and dodging as you dodge.
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I agree, if a class only has 1 or 2 viable builds, it is broken and needs fixing. And no, it doesn’t matter how good those 1 or 2 good builds are.
Sound good to me, we need something, mass invisibility is so sparsely used…
Torch=Four second CD AoE Blind+Confusion
That’s a bug that will eventually be fixed, though.
Still have never heard an arenanet employee confirm that, everybody just assumes, and it was that way all through the beta. If you aren’t getting full use of the skill, why should it go on full CD?
Now I know, the four seconds is probably going to go away in favor of a scaling CD because it is imbalanced, but the torch will be utterly useless if it just always goes on a 30 second CD, and the mesmer already has enough useless weapons/skills.
You can get the full skill though. You can cancel it the moment the burn goes off and it still only goes on 4s CD.
Huh, didn’t even know that, I usually spam it to get as many blinds as possible, the amount of frequent damage reduction is well worth losing the blast damage anyway. I know it’s going to be changed, but I don’t think it’s a bug. I think it was just a mistake because they didn’t see any benefit to canceling it early, and the shorter CD was placed to make interrupts more forgiving. I just hope they don’t completely destroy the torch in the process of ‘fixing’ it…
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Torch=Four second CD AoE Blind+Confusion
That’s a bug that will eventually be fixed, though.
Still have never heard an arenanet employee confirm that, everybody just assumes, and it was that way all through the beta. If you aren’t getting full use of the skill, why should it go on full CD?
Now I know, the four seconds is probably going to go away in favor of a scaling CD because it is imbalanced, but the torch will be utterly useless if it just always goes on a 30 second CD, and the mesmer already has enough useless weapons/skills.
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I don’t think the prestige thing is a bug, it’s always been that way, and it makes sense, you aren’t getting full use of the ability if you cancel early. So why should it go on full CD?
[Guide] What everything actually does. All your mechanics questions answered.
in Mesmer
Posted by: Conncept.7638
The Prestige: If you let the stealth run it’s full time, it goes on 30 second CD, if you cancel it by using your basic attack, it goes on a 4 second CD. This essentially gives you an AoE Blind every four seconds, traited it gives you an AoE blind+confusion every four seconds.
Torch=Four second CD AoE Blind+Confusion
I’ve only played six PvP games since the betas ended, but I’ve won and topped the leaderboard on all but one. And I had a much larger win streak during the betas (I was at 25ish games lead/win streak out of only 30 or so games played) Not a huge PvPer, but when I PvP, I do pretty well.
Weapon of choice? Scepter/torch every single game. Best PvP build in my opinion. I rarely even have to switch over to my sword/sword. Last game I won a 1v2 against a guardian and ranger on point from half life and then capped for the win.
The Mesmer needs help, in fact all the scholar classes need help in some way or another. The class all-around needs more confusion, and disrupt builds need to be entirely seperated from confusion builds in the traits since they completely cancel each other out. But gutting the basic premise (and principle strategy) behind the scepter and the torch isn’t the way to fix the mesmers problems.
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Never shattered in the first place, except to end the fight.
Read it all, excellent post. I’ve been saying this exact same things since the mesmer was revealed, nice to know it’s not just me.
No.
Been discussed to death many many many times already. ANet said it’s not happening. Mounts would screw the whole way point system, it’s there for a reason. There is no reason to add mounts whatsoever, other than extra bling, it’s not needed.
False, they’ve said they will never add flying mounts, ground mounts are still a possibility. But personally, if they do them just like WoW, a flashy speed-boost/status symbol, might as well leave them out. There needs to be more to them than that.
A harp would not work, believe me! I’m a (somewhat lapsed) re-enactor & Medieval Martial Artist. And a musician. And yes, I do have a medieval-size harp (horribly out of practice, though!). Just how do you think you’d use it? Just what would you do when someone tried to hit you?
You need two hands to play a harp. You can’t strum quick chord off-handedly. As a weapon, it would be extremely silly. As a slot skill it might work. And, before anyone says anything, no I don’t expect realism of GW2, but I would like to not have arrant stupidity introduced. If you want to believe Bruce Lee, Hollywood, and that those silly whirly attacks in the game are remotely feasible, that’s up to you. I will continue to smile tolerantly & enjoy it anyway. Fighting with a harp would be going too far though, I’m sorry!
It makes just as much sense as the focus, which more often than not is random cobbled together junk in a handle-like shape.
Almost nobody uses the wrench kit. Why? It was made to support a turret build, but unfortunately , using it means you are down a turret, because it takes up a slot where a turret could be (Turrets are also a bit too fragile, but that’s a discussion for another thread). That, and even if you could have 4 turrets with it up, it’s not very effective, fun to play, or ‘cool’. Nobody fantasizes about playing a guy swinging around a dinky wrench and pulling loose garbage out of nowhere to pathetically throw at enemies. They do imagine a Frank Reade like character wading in to battle alongside mechanical warmachines of his own creation, crushing man and monster alike with a grease stained hammer and smoke wreathed engines of destruction.
Secondly, we have the least weapon combinations in the game. We even have less than the Elementalist, which makes no sense as we can potentially have 39 skills, but usually only have about 19-24, and frequently have as little as 14. The elementalist on the other hand has 25 at all times, and can potentially have 20 more with summoned weapons. In addition to this, we are the only profession with no melee weapon. We need the hammer, it thematically fits the class best, fulfills the melee requirement, and would put us at least equal with the elementalist on weapon combos.
I believe these problems could be solved jointly. Get rid of the wrench kit, and make the hammer the engineers melee weapon of choice with a utility based kit similar to the wrench.
I actually have an idea for the basic basic attack that would add utility for not only turrets but also the mine, (or mine kit if it returns) bomb kit, elixir gun, and elixirs.
Build//Maintain//Destroy
Three-hit combo
Build: Swing your hammer to deal light damage in an arc, repair turrets in that same arc.
Maintain: Swing your hammer to deal moderate damage in an arc, reapply the most recently added boon to allies and the most recently added conditions to enemies in that same arc.
Destroy: Swing your hammer to deal heavy damage in an arc, set-off any explosives in that same arc. (this would include mines and bombs)
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Only Mesmer illusions and the ranger’s pet scale with stats, no other type of pet does. However, they do scale with your level, and in the case of Necromancers the conditions they can inflict will scale with your condition damage and duration.
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