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The op is one of the most talented pvpers when it comes to 1v1 that I know, and pretty darn good at conquest too. I’d like to speak for the majorty of the hard core community and say most of us just want a game that feels more skill oriented.
No need to make it 7 ini, bp is already far superior.
I’d love anet forever if they reworked overloads to allow you to instantly re enter an attunement for the current cooldown penalty in order to try and pull off some sweet combos.
Cobrakon, I think a lot of veteran ele players would love for the class to be as complex as you describe, freely swpping to any attunement depending on what your opponent is doing to you, but unfortunately the class would take a lot of rework to function like that and remained balance, tempest pushed the ele into an even more dull state since you’re forced to camp an attunement for much longer than you sometimes may want to, and I think thats why this class is now dead to me. I just cant competitively play ele the way I want to with out hindering my potential skill build which bugs me.
Passive can be either lazy or add depths to a play, it truly depends on how often and strong they are.
It should be a given that passive being as it is, it should never be able to help in any form of significant way, but should help the survival or damage output.
Some passive that requires active play to activate (Slow on interrupt, dodging removing x condis) and/or passive with ICD that others can keep track of without affecting the other player in a major way (I.E: rev’s taunt) can add depth and difficulty to a game, because it’s nothing that makes the player feel like no matter what he does he’s being countered by the I.A, while requiring mental awareness of the other classes to be able to properly interpret and circumvent.
It goes without saying that, in gw2, passive are part of the game: Sigils, runes, amulets and traits gives passive and I think it is acceptable since it doesn,t make the player feel like he’s competing against the computer or the build itself and not the other player.Where it becomes boring and unhealthy is when passive is used in a way to support the player using them like a clutch, elevating his skill play to a level he wouldn’t be able to be without said passives, that’s when it’s becoming too much.
Skill level and difference in plays are being nibbled at by computer’s procs and behind-the-scene mechanics that are just so numerous that no one can keep track off them while helping tremendously in dealing with adversary without requiring any amount of active playstyle. It gives a feeling of superiority to players who doesn,t necessarily deserves it, while making players who can actively work at their skill level feel like no matter the effort, they just can’t compare or receive an even reward simply because their build doesn’t provide an equal clutch.The difference between a passive offered in the form of toughness/vitality is that it needs active playstyle to be sustained and requires the player to actively reacts in order to benefit properly from what the builds provide, whereas passive such as the taunt doesn’t requires anything beside input from the enemy to activate itself and works in a way completely opposite of what is healthy. Instead of helping the player, yet requiring him to actively support what he was provided with (a given/taken sort of “relationship”) it works completely on its own, regardless of the player’s own skill level and input, offering 100% of what is possible and triggering against the enemy regardless of how well the player with the passive actively plays, and that is just toxic when you want to give people the impression they can actively progress through the game.
+1
Dont worry too much mesmers, ele lost their cele amulet, energy sigil and their diamond skin. Youre not in as quite a bad of boat as you could be.
You would hate your life as thief, roll a scrapper or a druid theyre not really getting changed much from the looks of it. And they can both tank and 1v1 pretty kitten well
It could be worse, at least were not as kitten as thieves x)
It think it would be fine for cnd to tp you behind the enemy as long as the range was very short, like 450 max.
Off hand dagger needs to be buffed because sword dagger is too fun for it too stay kitten 
We can have elemental attunement and evasive aracana baseline. Now that celestial amulet is going to be gone forever and energy sigil being nerfed to vigor I think it would be completely fine to give these two traits to the elementalist as part of their baseline perks. This change would help out soo much witgh diversity. If you’re truely going to balance every three months just take the risk and see how it goes.
You’re all a bunch of kitten ed fools, first off who ever said their dps meter told them cs got 700more dps compared to da is full of kitten or cant test properly. If your going for damage and build properly to maintain fury with da hence use a rune of rage, cs line becomes irrelevant because you get about the same dps out of both, but a better burst out of da line thanks to mug.
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It might not be enough to get people to take d/d but it would probably be enough to make s/d viable as d/p. Ots simple you either miss cnd but stealth or land it and stealth. Basically how black powder works.
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Just make CnD stealth with out the need to hit. It’s basically how oh pistol works
Condition stat into precision stat, that is all. The rune would then synergize very well with a s/d thief which it seems like the rune was made for aside from the condition stat.
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I agree with Reap. A player should be rewarded by reaction timing, not by passive traits procing intermittently. A perfect example is Guardian’s stunbreak + Focused Elite. Proper reaction time guarantees that you’ll never immediately get downed by a coordinated burst.
Soothing Bastion, or any proc with a threshold or rng, shouldn’t be justified by whether or not your toon can outplay it. Point of fact, it’s a passive mechanic that’s not rewarded by the player’s active, reactive, playstyle.
In other words, whoever shoots first wins.
Thank god you’re not the designer.
Wow, no one said they wanted the game to be who ever shoots first wins, that is a completely irrelevant statement and just goes to show how inept you are at trying to understand another’s point of view.
People who take this game very seriously want PvP to be something that revolves around pure skill level, unfortunately for the hardcore community the majority of people playing this game are either casual or semi-regulars. This means the game creators based on a business plan are going to create builds which would serve the majority of their player base well, leading to builds which seem fairly op due to a lot of automated traits.
Although this idea of passive traits making up for mistakes may seem nice to many of you, try to look at the other side of the coin and think about how frustrating it must be to people who have taken a long time to play and practice every class in order to learn the weakness’ of x opponent, only to find that some classes have a passive which basically has no way of being played around on many occasions. While I think its fine that anet wants to cater to their masses by providing builds which are easily playable due to little risk for reward I think it should also be done in a manner that does not punish their most loyal of fans. Its fine for a class to be easily played, its not fine for a class to be so faceroll that a noob who has no idea what hes doing beats a veteran player.
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+1 down with passive procs.
Add a blind when it hits. That’s all it needs.
You honestly think adding a blind would add build diversity?
I like your suggestions and insight for the sword and off hand dagger weapons.
The trait line insight and suggestions are worth being looked into as well.
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I honestly think steal on a permanent baseline cd of 15-20 seconds isn’t op either, I don’t main thief though.
No just no…..
explain why you’re saying no, most would say off hand dagger needs a buff, we all know why d/p is more effective than d/d or s/d, the stealth of course. How should CnD be made viable?
Would giving Cloak and Dagger a 3/4 second cast time and a noticeable cast animation in compensation for a 600 range, 5 second stealth and 5 initiative cost make off hand dagger worth while and fair?
I’d like to see dancing dagger get a little boost too, any suggestions?
How would you buff the off hand dagger to make it become viable again? CnD seems to be lacking a range mechanic IMO, this is how I feel when using it. Any thoughts how how to improve this ability?
I’d like to see dancing dagger get a little boost too, any suggestions?
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Preparedness baseline and steal 15 second cd baseline plz.
It is kind of silly that chill is superior to cripple, it used to be that there was much less access to chill, thats not the case anymore.
At the very least you could buff eles to the 15k category.
lol. Eles and druids already have too much self sustain. You want to increase ele even more??
Seriously, eles have been way too OP for too long. Time for those players to play as a more balanced class.
I spy with my eye someone whos never played ele in ranked for very long. normalizing the hp pools of class’ with ~11k hp pools to 15k is a smart move and opens up diversity. Of course not everything is black and white in this game so other changes would have to be kept in mind as well.
My first main was thief. I continue to play it in dungeon and pve regularly. You fail to note that with the damage increase, a zerk thief can very likely down me in a single shot. This is not a l2p issue.
I play a thief and I know very well that Mesmer is now an easy kill: steal-> black powder -> heartseeker.. dead. and the bassy venom makea ALL OF THOSE ATTACKS UNBLOCKABLE if you listened to what was actually said on the stream.
Theres you’re problem, you’re a pver playing thief in PVE is much different than learning how to pvp with it. Chrono needs nerfs.
why not just revert vigor gain back to 100% and then change energy sigil into what they want it to do if they want more counter play to be offered. Seriously being able to dodge and outplay your opponent because of your quick reaction time or preemptive reads is one of the few things left about this game that makes me love guild wars 2. Less of this automatic passive traits that activate with out you having to do a thing when being CC’d and more stuff that atleast requires you to press a button first.
SERIOUSLY GUYS WE ARE POSSIBLY HEADING INTO A DPS META AND YOU WANT TO NERF THE AMOUNT WE ALL CAN DODGE?
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unblockable zerk rifle build is going to become something that scares the kitten outta you.
dh is a lot better than you’re making it out to be, it doesn’t only kill bad players lol.
Active skill… When you’re an ele switching attunements or an engi equipping a kit regularly just to take full advantage of it so they can random dodge one more time – not to gain a dodge when needed – is not active skill.
The only three classes that it was “good for,” in terms of both those classes and the game, were thief, and shatter mesmer – which didn’t even use it on both weapon sets – and necro. Unfortunately, tanks using that sigil hurt those classes more than it does were no class to have it. Good change. I don’t know if they were already considering it before I suggested it, but I’d love to take credit for it. I suggested it last year too.
Oh, and before anyone points and says “Tank! You bias because you can just eat the damage:” thief, shatter mesmer, and necro also happen to be the only classes/builds I play.
You still have to dodge to be getting any use out of it. How is air or fire sigil any less skill-less than energy sigil? Energy at least has a chance of being wasted while something like leech will maintain the perk until you land it. What are classes like necro going to do with no inherit defense and hardly any dodge capability at all? Even S/D thief is going to take a hit when its already underpowered with tons of dodging capability.
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Corrupt boon most DEFINETELY needs a 3/4second cast time with a solid animation if its going to be on a 15 second cast timer.
Make official dueling arena 1vs1 that rewards for a win like blade and souls, and only balance class based on winrate of highest ranked people there, monthly.
Just check their builds reguraly and buff/nerf things based on their winratio and builds.
MMO Esports? MMO is very hard to balance becuz it is too complicated than FPS or only 4 skills per character moba type game. That’s why we should have 1vs1 dueling arena with leaderboard to balance game xD
Blighter’s Boon would not have been never nerfed like this for example, and would be broken on actual 5v5 matches with the right comp
IMO if they balanced around 1v1 first and then fine tuned spells that were too effective in groups this game would become more balanced than any mmo has ever been. Blade and Soul is extremely balanced from what I hear.
Seriously, what is wrong with Karl and why does no one at Anet have a clue how elementalists work?
Since the game was released, the only defense/sustain eles had were their boons and celestial stats. Now boons will be ripped every few seconds by necros and the cele stats are gone.
Yet eles still don’t get actual active defenses like ALL other classes have (blocks, evades, etc.) and the scepter “buffs” are a slap in the face.
The Diamond Skin change is dumb too of course, it should have been ACTIVE condi removal, like Cleansing Water, which is what ever ele now again will use for condi removal because WE HAVE NO OTHER WORTHWHILE CONDI REMOVAL.
I main ele and I support Karl, so far anyway
These aren’t all the changes guys.
Its not okay that mesmer can spam alacrity to basically have an infinite (slight exaggeration) amount of potential damage mitigation. The nerfs they are receiving sound legit. How are you even supposed to get good on a class just basically has a lot of buttons with literally almost no punishment for being spammed?
Mesmer used to be a class which took real skill to use well, now its just a class you can play with your bum.
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A lot of you have not fought a good druid me thinks, not that I think druid is in need of a huge nerf but there are a few things that could be slightly toned down.
good warriors tear whole teams?
maximum trolling achieved
You did not hear my 1000b story i guess.
Did you use mind control powers and get everyone to stand in it?
Relax. A certain amount of those is good. Complaining about Earth’s Embrace is ridiculous for instance.
I disagree, its not fine that the game is built around soo much passive carrying traits, hes not talking about how OP any of those traits may be, he just wants a more skill oriented game and so do I. It would be fine if all those traits still exited but required some sort of active play to take effect.
Although I do not mind seeing the celestial amulet along with other bunker amulets go if it means anet will have an easier time balancing their game.
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That is a huge “KITTEN YOU” aimed right at Mesmer. Combined with Well of precog now being basically worthless ( auto attacks will destroy the aegis almost instantly ) It makes Chronomancer essentially defenseless to thieves. Who, btw, are getting a major damage upgrade.
So I ask again, ANET.. why do you hate Mesmers?
Get rekt memsers, don’t even play thief but I hope they all murder you
This is one of the few sigils that actually takes some active skill to use properly, why would you want to nerf active play when you’re trying to go e-sports? Classes with out many skills to mitigate potential damage will suffer so much from this change.
As an ele player I’m glad celestial is going byebye, I do not like the current bunker meta and I don’t like the role the elementalist currently plays so I think this is a step in the right direction. More offensive buffs now please, maybe a few defensive perks could now be added to weapon skills that are underpowered as well, along with bad skills being revamped completely cough cough churning earth.
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Gokil, I am hoping with the disappearance of celestial amulet means the Elementalist can now receive the love it deserves.
I’ve made some updates to my original post so you guys can look at new changes being implemented.
List of Scepter and Focus weapon skills that need to be looked at:
Dragon’s Tooth: The only thing this is good for is maybe standing under to ward the enemy off as its about to land or use it in a blast finisher for might, it should only take 1 second to cast and then immediately land IMO. Even then you’d be able to outrun the blast if it was cast right under you but you would at least have some sort of chance at landing this ability if it was tactically placed well.
Flame Wall: This skill is pretty weak and takes way to long to cast for how effective it is.
Fire Shield: Why is this skill on a 40 second cd? Fire shield is arguably the weakest aura out of all the auras Ele has. I really think this skill should have the cd reduced and some extra perk that grants some form of defense.
Flame Strike: Takes way too long to cast for what its worth, if it could be casted in 360 degrees I’d then see a point to it.
Ice Shards: Too unreliable vs a moving target past melee-ish range.
Shatter Stone: This is probably the most underwhelming skill on the scepter, its not even worth using almost ever.
Freezing Gust: The cool down is just far too long for what this skill has to offer*
Stone Shards: I’d prefer this skill not be a channel and instead remodeled around the idea of a 3/4 second cast time, it would synergize much better with healing signet if it had this sort of cast time.
Dust Devil: This skill doesn’t really work at a far distance, this skill needs to have some sort of extra perk ontop of it and needs a wider hit box.
Rock Barrier: This skill isn’t too terrible for its defense but using it offensively is usually not that great, I’d like to see this provide some sort of defensive perk when used.
List of Scepter and Focus weapon skills that need to be looked at:
Dragon’s Tooth: The only thing this is good for is maybe standing under to ward the enemy off as its about to land or use it in a blast finisher for might, it should only take 1 second to cast and then immediately land IMO. Even then you’d be able to outrun the blast if it was cast right under you but you would at least have some sort of chance at landing this ability if it was tactically placed well.
Flame Wall: This skill is pretty weak and takes way to long to cast for how effective it is.
Fire Shield: Why is this skill on a 40 second cd? Fire shield is arguably the weakest aura out of all the auras Ele has. I really think this skill should have the cd reduced and some extra perk that grants some form of defense.
Flame Strike: Takes way too long to cast for what its worth, if it could be casted in 360 degrees I’d then see a point to it.
Ice Shards: Too unreliable vs a moving target past melee-ish range.
Shatter Stone: This is probably the most underwhelming skill on the scepter, its not even worth using almost ever.
Freezing Gust: The cool down is just far too long for what this skill has to offer*
Stone Shards: I’d prefer this skill not be a channel and instead remodeled around the idea of a 3/4 second cast time, it would synergize much better with healing signet if it had this sort of cast time.
Dust Devil: This skill doesn’t really work at a far distance, this skill needs to have some sort of extra perk ontop of it and needs a wider hit box.
Rock Barrier: This skill isn’t too terrible for its defense but using it offensively is usually not that great, I’d like to see this provide some sort of defensive perk when used.
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Troll thread? Those are like the two most underpowered classes in the game atm.
They really should just scrap warhorn and replace it with a sword
Definitly. But i fear it will be so good that 80% of tempests will use it.
Reworked:
1 25 Vitality
2 Light aura on heal
3 50 Vitality
4 20% aura duration
5 100 Vitality
6 Remove a condition on aura applicationThis would be great :-)
I’d like to see the stat be precision/healing on the rune you describe, a little healing power is very nice to have on a marauder build.
They are relevant to both forums. Elementalist is to explain build in detail; PvP is to talk about build “viability”.
Is Arcane Shield a flex utility spot or required for the build and playstyle? I may try this, but I’d go conservative and keep using Lightning Flash there at first.
I would say its probably quite needed since staff marauder is quite squishy before you build up your protection with an earth overload. Earth overloading in front of a condi reaper can be certain death, that shield could be a life saver.