If it should never have been homing then it needed far more damage and a different name.
This is correct. Not being homing is fine. Not being homing while doing abysmal damage even when it hits at slow speed with 900 max range is not fine.
If this was a ‘bugfix’, then Trick Shot needs a compensatory buff. It was already among the weaker autoattacks in the game.
The cast times arn’t wrong guys, the TOOLTIPS are wrong.
The cast times are right. The tooltips are right too. It’s just that no tooltip mentions the backswing duration after an attack. The arrow from Trick Shot correctly fires at the end of the activation time and if you get interrupted after, during the backswing, you do not get the “Interrupt” effect.
This. However, this does not mean the skills are well-tuned. In many cases they aren’t. It’s quite lolworthy how slow the aftercast is on Longbows and Pistols compared to Rifles, for example. And you can tell the resulting difference in power between them.
Both Vital Shot and Trick Shot fire too slowly for the damage they deal, there’s really no question about it.
The thing that makes this nerf stupid is that Trick Shot was already underpowered and needed a buff to either its damage or its attack speed.
I’d be okay with a physics change to make it work more sensibly if it came with any buffs, but it didn’t. It’s now laughable.
You are out of your mind. With tools like Frozen Ground, Static Field, Unsteady Ground, shockwave, and healing rain (on call large water field with good duration!!) elementalist is one of the core utility classes in a large WvW conflict.
The more I’ve played staff ele in WvW, the more I realize that my job is support first and damage second. This is true even built glass cannon. I still do my large masses of damage, but laying down those crucial abilities that do far more to determine the fight always takes priority.
Good, yes, but that hardly makes up for the staff’s inability to function effectively in a non-support role.
If I want range, I’ve gotta go staff, so that’s a major gripe for me.
While it doesn’t bother me as much as it does some, this is the real crux of the problem. What they should do is repurpose the Staff for damage primary and utility second,ary and introduce a new weapon type, like maybe a Tome/Book, with a heavier emphasis on support/utility.
In other words, the problem is having only one long range weapon, and that weapon having a very specific play-style requirement.
This isn’t a QQ post, it’s a genuine question. A lot of people argue that the Staff is bad in general (it is decent for utility but that means it has conditional use).
Truthfully, I find it to be a tad mediocre, but not bad, in general. However, there is something must be going over my head – Fire is much better than the other elements. I realize it sacrifices utility for straight damage, but even considering that it still feels very imbalanced. The healing on Water is meh most of the time (perhaps in a dungeon it’s more worthwhile), and the utility on Earth and Air is nice but doesn’t compensate for all the damage you use.
Every time I try switching out of Fire I end up getting myself killed because whatever I switch in to is mostly dead weight. Is there something I’m missing? I have a bit of a hybrid build but it seems to me like I should be having more success across the board.
It doesn’t seem to be as imbalanced with other sets as it is with the Staff.
Yeah, I wouldn’t even say Shortbow was perfect – Trick Shot needed a damage or speed buff. This nerf really doesn’t make any sense.
Yeah, Trick Shot and Vital Shot are both on much longer aftercast delays than they should be. It’s one of the main reasons why SB is only good for trash clearing and P/P isn’t good at all.
Why the felt the need to nerf Trick Shot even though it’s very subpar already is… staggering. It would have been a reasonable ‘fix’ if it didn’t have garbage DPS.
Hyperboles abound. They stated their intention in the SOTG, and it was a good one. Thief burst is too good. Thief everything else is poor. That means the only way to effectively play a thief was to be a glass cannon. Therefore, they’re nerfing their burst and boosting other things. It’s what they should do.
Also, consensus is that Mug was OP.
I just don’t get it.
I actually agree with their approach of reigning in builds that are OP enough that the majority of players use them to match other builds. However, they aren’t consistently getting all the details right. Staff is still awkward and hard to use in comparison to D/D and it’s going to take more than a nonsensical (even if justified) nerf of RTL to fix that.
The problem is not with temporary content in and of itself, there’s nothing wrong with doing that and the benefits are obvious.
The problem is that they appear to be focusing only on temporary content when there’s not a particularly good baseline of permanent content yet in the game.
It’s pretty sweet that S/D got a buff, I just wish that P/P and P/D would have gotten some love.
Ok we arent supposed to burst anymore, but mesmers are allowed to shatter the kitten out of your head…sounds plausible!
Mesmer confusion was nerfed harder than Thief burst. They are looking at builds that are so good they make it the only viable way to play the class and bringing those down to match other builds. It’s the right approach conceptually, even if they don’t always get the details right.
The .5 seconds recovery off sword stab is pretty major. It helps chain attack 3 for sure, and I’m assuming it helps infiltrator (which is also a stab) as well. It would help the flexibility of most attacks and also increase dps.
Isn’t this change referencing the Sword/No Offhand 3 skill, “Stab”? Or does it actually effect AA third swing and IS swing as you’ve mentioned?
Yeah, you’re probably right. Whew, I’m glad they reduced the aftercast on Stab rather than Vital Shot.
No. Their approach is right. Thief burst was too good and everything else wasn’t good enough, which created skewed, pigeon-holing game play. Burst needs to brought down, mobility, attrition and utility need to be brought up.
While this patch should have had more, especially more buffs for Pistols, they have the right idea.
The .5 seconds recovery off sword stab is pretty major. It helps chain attack 3 for sure, and I’m assuming it helps infiltrator (which is also a stab) as well. It would help the flexibility of most attacks and also increase dps.
I didn’t notice that until just now, that is pretty huge and will prove to be a substantial buff to S/X
Why the hell didn’t they reduce the aftercast of Vital Shot? Or buff Ricochet or Body Shot for that matter? Pistols honestly need love more than Swords did.
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My biggest disappointment is actually the lack of staff buffs.
Frankly, it comes across as a bit of a thinly-veiled attempt at cash grabbing. By labeling the content as ‘temporary’ they hope to entice more people to log in imminently to experience it, which will swell gem shop sales as they add novel overpriced RNG-dependent items like the Flame and Frost Dyes.
Mind you, this in itself isn’t really a problem. What is a problem is that they appear to be doing this instead of persistent world-building rather than in addition to it. If this is the case, it will do the game more harm than good in the long run. I hope they realize that and that they are in fact working on good, solid permanent content simultaneously.
I’d be against the boomerang and whip. They seem be a bit clumsy to use in lots of combat situations imo. Then again, it’s a fantasy game so it’s not insanely far-fetched. Glove idea seems a bit awkward too; maybe a hide offhand option when out of combat would suffice?
I’m in full support of the rest (polearm, greataxe, etc.). More variety in weapon/skill choices is nice.
While the idea of actually using a boomerang to fight with is rather silly, it’s something that’s commonplace in RPGs, and I think it’s a really good fit for a non-firearm single hand ranged weapon. Whip is fairly appropriate IMO.
The idea behind the glove is that your’e essentially empty handed, which means you can have skills appropriate to that concept.
I really like the ideas
For people who don’t believe a whip is a viable weapon, it was developed in India. Known as the “Urumi”, it was a series of long thin metal blades that attached at the handle.The only thing that I don’t agree with is the scythe, unless it can be used by more classes.
It seems like the scythe can only be used by the Necromancer, the way you have it.
Yeah, that’s true, Ranger and Warrior would probably be good candidates for it also. On the other hand, they could just be some skins for greataxes.
I think everyone knows that adding usable weapon types to the existing professions is a great way to reduce potential staleness in combat and add build diversity. While I’m not going to take the time to detail out what niche everything could fill, there are certainly both some existing weapon types which would fit new professions appropriately as well as many new weapon types that could be introduced to add a lot more variety. Without further ado, here goes:
Warrior – Greataxe*, Polearm*, OH Whip
Guardian – Longbow, Tome*, Quarterstaff*
Ranger – Greataxe*, Polearm*, MH/OH Boomerang*, MH/OH Whip*
Thief – MH Axe, MH/OH Boomerang, MH/OH Whip, Quarterstaff*
Engi – MH Mace, Hammer, Quarterstaff*
Ele – MH Sword, Tome*, MH Whip*
Necro – Scythe*, Tome*, MH Whip*, Greataxe*
Mesmer – Tome*, Polearm, Quarterstaff*
In addition to the above, there would be a new “Glove” type weapon usable by all classes in the OH, and possibly by Warriors and/or Thieves in the Main hand. This would facilitate true, viable single-wielding.
Thoughts? Other suggestions?
I have to say, NO.
There is absolutely no reason what so ever to hide your weapon, besides wanting an upper-hand in PvP. And that reason alone is reason enough to NEVER offer this.
Instead what should be done is to offer a wider variety of skins for each weapon type. Design weapon skins with each class that uses the weapon in mind, as well as each potential weapon combination involving that weapon type.
As for your dagger, if you want it more-or-less hidden get Tear of Grenth it’s a hard skin to see due to it’s transparency.
You can also get some other unorthodox dagger skins like Jormag’s Needle and call it a “magical focus”
False.
False.
False.
Surprise, surprise. Hiding your OH would convey very little benefit in PvP and is purely an aesthetic request.
Regardless of whether it’s a bug or intended, many Ranged #1’s fire too slowly for the damage they do and the difference in the activation speed and actual sill delay is very erratic, making it at best very sloppy skill design. This is true of Trick Shot, Vital Shot, Long Range Shot (Ranger), and many Scepter/Staff attacks.
What makes this particularly irritating is that it isn’t true of all of the weapons. The notable exceptions are the Ranger’s shortbow, Mesmer’s Greatsword, and the Rifle for both Warriors and Engis, all of which seem to be working correctly.
Yes, the fact that they haven’t addressed Last Refuge yet is rather laughable. They are pretty obviously myopic when looking at things that need to be addressed.
Since they are small and used by many classes as instruments rather than actual weapons, there should be an option to disable the skin on Daggers (OH only for Thief, both for other professions), Foci, and Warhorns so that professions can appear to be empty-handed or single-wielding.
I would love this for my Elementalist, who honestly looks odd holding dual daggers while not actually fighting with them and instead casting close range spells.
It’s a little odd thematically, but I think it makes sense from a game-play perspective. Their point was that Thieves are too capable at burst and not capable enough anywhere else, which ‘forces’ Thieves into glass cannon builds, and that’s a very accurate assessment. I think that nerfing their burst potential in certain areas while also improving their attrition through healing and mobility is a worthy endeavor.
They are trying to improve Thieves’ survivability and reduce their dependence on having glass cannon spec to do anything.
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None of the ‘official versions’ of English would pronounce this word any differently than “gho-lem” based on their own rulesets. Why do people not get that inflection /= pronunciation?
So an Indian guy would pronounce it the exact same way as an American guy? Or a British (the “real” English) guy?
A British person would, yes. An Indian person would depending on how well they spoke English. If an Indian person pronounced it in any other way, they would be mispronouncing it, even if it was considered acceptable because English isn’t their native language.
Are you honestly trying to argue that each language doesn’t have rules on how to phonetically pronounce words within its language, and that when you don’t conform to those rules you aren’t mispronouncing words?
That’s just it, it’s not just my version of English, it’s the official version of English which most everyone uses.
There are HUGE amount of “official versions of English” however, which version is correct?
None of the ‘official versions’ of English would pronounce this word any differently than “gho-lem” based on their own rulesets. Why do people not get that inflection /= pronunciation?
And why would YOUR version of English be more right than other version of English?
That’s just it, it’s not just my version of English, it’s the official version of English which most everyone uses.
People are hilarious. There is a very clearly correct phonetic pronunciation of the word rooted in well-known English rules, which are not nearly as nebulous as people are trying to assert. It’s “goh-lem”. Everyone keeps tossing out regional dialects, when that rarely affects the actual pronunciation of a word, only the inflections (in most cases when there is a difference in pronunciation it’s because there’s a difference in spelling, such as aluminium vs. aluminum).
It’s just as obvious that the only reason anyone is saying “gaul-lem” is because of the character Gollum in LotR when this is clearly incorrect because the two are totally unrelated.
I get it, it’s language and it isn’t that huge of a deal, but it’s quite humorous how people will just dance around and all day long to avoid admitting they are wrong. It is “goh-lem”, period.
Eles need buffs in certain areas (like Staff) that they aren’t getting in this patch, no doubt, but stop complaining about Thieves. Thieves have one mechanic that combined with a glass cannon build is near-broken in PvP and are otherwise quite a bad class. Frankly, they need buffs in more areas that Elementalists do.
Hmmm, interesting. As a cultural anthropologist, I could go into the ways that absolute insistence on a certain pronunciation is a part of institutionalized racism/prejudice. That would take a really long time and probably get everyone way more riled up; I will instead just mention it in passing, while eating popcorn and watching people argue.
If people want to pronounce popcorn as papchorn, I have no problem with that at all. In fact, I will high-five you and pass the bowl.
Eh. The fact that you have no problem with someone blatantly mispronouncing a word does not make their mispronunciation correct. It really isn’t that subjective, or else we wouldn’t have grammar rules at all and wouldn’t be able to understand each other.
All my life, I thought it was “goh-lem”, like the pokemon Golem. But I never heard it pronounced that way anywhere else. Everywhere else I hear “gaul-em” like LotR’s Gollum.
No
Thank you for correcting my actual life experiences. You must be some kind of guru. Silly me not knowing what I actually heard.
I didn’t actually mean it that way, sorry, what I was trying to say was that my experience was different. I always heard the proper “gho-lem” until a few years back. In fact, the first time I ever heard it like it’s pronounced in this game was in Dragon Age: Origins and I was like “lolwhut?”
BTW it’s “shamen”.
It’s spelled “shaman” but pronounced like “shamen”.
No, it’s shaman for singular, shamans for plural. That’s it. Blizzard is wrong.
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All my life, I thought it was “goh-lem”, like the pokemon Golem. But I never heard it pronounced that way anywhere else. Everywhere else I hear “gaul-em” like LotR’s Gollum.
No, the only two sources I can think of that pronounce it that way are this game and Dragon Age, both of which are recent. Pronouncing "gaul-lem’ is a recent trend that almost certainly originated from the Lord of the Rings movies and the creature Gollum.
I don’t need to assume, they in fact do speak with an American accent.
It was an example and no, not everyone in the game speaks with an american accent.
My point being that just because YOU pronounce something in one way does not make the other ways wrong.This is not correct, strictly speaking. Rules for a particular language have concrete definitions, even if there’s a lot of regional variation in practice and the rules tend to change over time.
Consequently, there is an official pronunciation for this word, and that pronunciation is “Goh-lem”.
Yeah, like in England people from London and people from Birmingham pronounce words the same? Or in America, people from Texas and people from Washington pronaounce words the same? But hey, they are speaking the same language so maybe the government should throw them in prison for non-comformity.
They do usually (particular inflations and drawls that don’t really change pronunciation of the word don’t count), and in cases where they don’t one is usually right and the other is usually wrong. I.e. “mis-che-vus” and “mis-chee-vee-us”.
You guys don’t know what you’re talking about, sorry.
This is not correct, strictly speaking. Rules for a particular language have concrete definitions, even if there’s a lot of regional variation in practice and the rules tend to change over time.
Consequently, there is an official pronunciation for this word, and that pronunciation is “Goh-lem”.
So an australian guy must pronounce things exactly the same was as a canadian or he is pronouncing it wrong?
Who is to decide which version is the correct version then?
An Australian uses the Queen’s English, not American English, but the rules aren’t too different. There is a very clear and obvious “correct” pronunciation to this word based on known grammar rules of the English language, and that pronunciation is “goh-lem”.
It’s really quite similar to the whole “mis-che-vus” vs. “mis-chee-vee-us” thing. While both are close enough to be discernable, only one is really correct. Arguing otherwise is silly.
Also, it’s pretty clear that the reason this has happened recently is because of the character “Gollum” from Lord of the Rings. The spelling, and thus the phonetics, are entirely different.
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Not enough content? People complain. Too much content? People complain.
I’m not complaining about either, I just feel it is strange they would work so hard on something that would soon be gone.
So do chefs. You go out have a great meal and that’s that. The book you read in a week might have taken the author ten years to write. Most books won’t get read again and again and again.
I don’t know about you but I’m bored with most of the permanent dungeons in the game anyway. I do them with guildies, but after all this time if I never did one of the original dungeons again, I wouldn’t be too sad.
Maybe temporary content isn’t so bad as people might think.
Well you can’t compare an mmo to food cooked by a chef.
this is more like a house…Anet is building house by making a huge room and then taking it down to replace it with another room that will also be taken down.I don’t really see it that way at all. Anet is decorating a room, and you spend some time in that room and then they’re redecorating.
Content that keeps getting played eventually become stale is my point. By bringing out stuff and bringing out different stuff, they’re doing something most games don’t do. I think that if they can keep doing it (better than they’ve done it so far), then it might be an interesting formula.
At very least, it’s an experiment in the genre.
The problem is the game is far from a good state where they have the luxury of temporary content. Going with the room analogy they are redecorating the room but there are still nails coming out of the drywall, holes in the walls, carpet has stains, etc. The new decorations take your eyes of those imperfections for a second but very quickly you end up asking yourself “why would you spend money decorating the room instead of fixing it first?”
I am absolutely fine with temporary content as long as the game is in a good place, GW2 isn’t. Class balance is an absolute travesty and probably the worst among any AAA mmo that has ever released. The combat is shallow and stale. SPvP is in a dire state and will probably never be an eSport like ANet wanted. WvW needs some serious reworking. I could go on. The basic game systems need serious attention, not more temporary content. What makes it even worse is that almost every additional game mechanic they’ve added have had massive issues/design flaws, it does not give one hope that when they finally do rework base systems that they will get it right.
This very adequately describes the issue. And it isn’t just the bugs, balance, etc., it’s also the fact that there isn’t really a sufficient amount of permanent content in the game yet to justify so much work on temporary content.
Temporary content is great as a bonus, terrible as a baseline.
I don’t need to assume, they in fact do speak with an American accent.
It was an example and no, not everyone in the game speaks with an american accent.
My point being that just because YOU pronounce something in one way does not make the other ways wrong.
This is not correct, strictly speaking. Rules for a particular language have concrete definitions, even if there’s a lot of regional variation in practice and the rules tend to change over time.
Consequently, there is an official pronunciation for this word, and that pronunciation is “Goh-lem”.
So, why would your way of saying be more correct?
Why assume that everyone in Tyria would speak with lets say an american accent?
I don’t need to assume, they in fact do speak with an American accent.
I still don’t get why they don’t realise that they are making critical hits on the non bunkerish eles every patch thus kinda force us more into bunkering…
They just take and take and don’t give anything in return…
Or am I seeing this wrongYou’re seeing it wrong. The goal is to take the Cantrip Ele build down a notch while also buffing other builds. They mentioned buffing Staff, but none of the interviewers were very interested in that so ANet didn’t talk about it much.
No, they were actually specifically asked about the Staff from one of the interviewers and they gave a very ambiguous, non-committal answer making it seem like they kind knew the Staff was weak but didn’t do anything about it this patch.
Both ways are correct infact…
I realize there’s such a thing as ‘linguistic drift’ and that right and wrong are always a bit nebulous and subjective with language…..
but nah, not really.
I don’t know how this became the convention, but it isn’t right. This is similar to the “shaman” vs. “shamans” issue from WoW (“shamans” is correct).
I’m just sayin’
They should also expand the size of the zone and make it feel a little more seamless with the rest of the world.
The dynamic level system is one of the best innovations in this game. It ensures that content is never 100% obsolete and also helps maintain a semblance of realism in the game world where you don’t become so powerful that you can kill swarms of mobs in the span of seconds.
I like P/P for its poor utility, low damage and no access to stealth and mobility.
This.
I’m sorry,but i would be embarrassed to shoot a bow that had unicorns and rainbows coming out of it,guess its fine for the hello kitty set..but my ranger don’t shoot unicorns
Well then you should probably work on your insecurities.
I think the ‘girly’ skins are actually pretty cool, but we just need more skin choices in general.
I don’t know for sure that it’s a bug (though it may well be), but it at the very least is a case of poor tuning. And, yes, it is affecting the effectiveness of most ranged weapons in the game quite significantly, with the Longbow and Thief’s Pistol leading the list.