Really need to have instanced versions of world bosses that are hard with like 10-50 people range.
I don’t care how fun or interesting your content is, if it ends up being stupid 100+ zergfests I’m not bothering with it.
I love it, you get champ bags, rares, blues and greens, and you still complain, lol.
You PvErs are some piece of work, gimme, gimme, gimme.
You’re ridiculous.
Risk/Reward is screwed up and is a problem.
There’s no risk to the PvE side of this game.
People taking the word “risk” too literally.
More than 5v5 won’t work if everyone is supposed to just zerg/mosh pit it up like “GvG”.
But on a bigger map that splits people up it would be fine, a map like Arathi Basin would be fun.
The videos are a bit of a joke, but shows how you can play like a monkey and still succeed with the last 3 classes lol.
Doesn’t show how Ele are poorly designed though, which they are.
A-C : War/Nec/Grd/Rng/Eng/Msm/Thf
…
…
Z – Ele
Elementalist really is not underpowered. Its just hard to play and there are some other builds that are just over the top. A good ele can kill most players.
It is underpowered, just because good players can kill bad players doesn’t mean a thing lol..
That’s like saying X class is overpowered because the good player playing it took on 3 terrible players in WvW, that doesn’t mean jack.
Asking a serious question here.
Were you trolling with the ele, or were you actually that bad? Wait, no, even if you weren’t, who’d admit to being that bad over trolling?
kitten, my head hurts.
I think everyone here is missing the point.
He played terrible with all of them, clicking, just randomly pressing buttons, yet was able to completely faceroll with the last 3 classes lol.
All it would do is make people choose the most useful alternative, it won’t create playstyles at all. For example:
Take Warrior Main-Hand Sword abilities. Let’s say the Leap #2 skill that cripples could have 2 alternatives.
Alternative 1.) No longer cripples, has 300 less range, but immobilizes for 2 seconds.
Alternative 2.) Gains 300 range, does x3 dmg, Unblockable, but cooldown now twice as long (reduced if it hits).
If you zerg around in WvW you’ll take 1 every time.
Or take the #3 skill that does more dmg if below 50% health.
Alternative 1.) Does bonus dmg the more health target has instead.
Alternative 2.) Reduced power/base dmg, now applies stacks of bleeding based on target health.
Again, 1.
It will just turn weapons in to what trait trees are like, there’s plenty of imaginary diversity, but if you want to play properly you’ll always go down certain lines and take certain traits.
If this is the case then why doesn’t Anet remove every trait and weapon that isn’t used so we all have the exact same character?
Because that would be boring.
Also this is where balancing actually comes into play.
One huge snip
They’re doing it backwards and always have been.
Instead of nerfing the new optimal farm spot (which they implemented btw), they should just normalize that profitability across the game.
If you could do w/e you find fun and ALSO make the same 20g that guy made doing the thing he didn’t like, it would be much better, there wouldn’t even really be a concept of “farming” then, it would just be “playing the game”. You could then just do w/e you find fun, that guy could do w/e he finds fun, and you both make “progress” to your goals w/e that may be.
That is if, 20g/X was the “rate” Anet wanted it at, but that’s just an example. And sure it may not be perfect, even if they did this and champ or zerg farming was still 5-10% more profitable so what? It’s still better than it being 100% more profitable.
If that means nerfing w/e is currently most profitable then w/e, thing is Anet just nerfs the top farming activity, then introduces a new one, and repeats.
You can’t use “fun” to encourage people to do something, that’s the job of “rewards”. Players determine what they find fun, and do that, but then the creators introduce the rewards that will influence players to do what the creators want them to do.
So you can’t just make something boring to discourage farming, that doesn’t make any sense at all lol.
But do you know what that leads to? Massive amounts of inflation. You know what that leads to? Much higher prices on the TP. You know what that leads to? Farming to keep up with the prices and get what you want.
If I can earn that 20g/X doing whatever, then that 20g will be worth a lot less in general. So then I need far more gold to buy what I want on the TP. Just saying.
Sigh, that’s my point, the 20g/X was a friggin example, thus my disclaimer.
Secondly, no, you wouldn’t have to do anything to “keep up” besides play the game, what you just described is the current state of the game, if you don’t do the current boring optimal farming activity (zerg farming) you fall behind if you want to do w/e you find fun instead.
If everything was on the same level, there wouldn’t be “farming”.
I imagine the elementalist’s role here is the same as everywhere else; under preform at everything and wait for the next nerf.
FTFY
iDisenchanter, Thievery, or Null Field is all my glass cannon mesmer needs.
20 in the POWER TREE, for condition removal on Torch is also fantastic.
Torch damage is really fantastic as well.
Not sure why people would take Torch for dmg, but alright.
I use it for the blind/stealth and condition removal, which are huge.
If they continue to be 100+ people zerg fests I’m not. =/
iDisenchanter, Thievery, or Null Field is all my glass cannon mesmer needs.
20 in the POWER TREE, for condition removal on Torch is also fantastic.
no one is saying roll bunker.. js if you pvp’ed a few months back…. most ele ran a high support / survival build that was able to 1v1 and 2v1 most people… kinda like warriors now days.
That’s essentially a bunker..
Ele shouldn’t have to build tough/vit/healing stats just to have decent survivability.
If other squishy classes can get away with going glass and make up for it with their class mechanics/abilities then Ele should too.
If you go glass on Ele you die instantly lol.
(edited by Knote.2904)
to be fair… elementalist have the most strongest burst heals, eaiest acess to stability/protection…. this meta just happens to have too much damage, and boon hate for them to survive…
bur if you remember, before necro/spirit rangers, there was countless threads about how this low HP class was impossible to kill on 1v1 :p
Because of bunker builds?
Why should the whole class suffer because of bunkers? Which shouldn’t exist in the first place.
I never rolled Ele to play a selfish Bunker, I would’ve made a Guardian if I wanted that. But even then, bunkers shouldn’t even exist, those builds should be more focused on supporting allies than selfish unkillable BS.
Pretty much.
Imagine if Thieves lost access to all of their extra blind/evasion and stealth.
All they would have is mobility and be FORCED to spec for as much vitality/toughness as possible so they don’t die.
Mesmer/Thieves can afford to go full glass cannon so easily but Ele’s aren’t allowed to lol.
My 100% glass cannon Zerker mesmer has more survivability than my tanky built Ele with defensive cantrips, how sad is that?
If anything, Mesmers should’ve had swapped base health values with Ele. Ele’s already have to deal with managing a ton of abilities and very clunky attunement cooldowns.
Ele’s kind of feel like a cross between Guardian and Thief but with the worst of both worlds. What I mean is, Ele’s are meant to take hits like Guardian, and use healing/protective skills to take it (Aura abilities also show this is meant to be), but then Ele is also supposed to be mobile and super glass mega burst like Thief, but the poor implementation left them stuck between both.
A squishy thief that’s supposed to take hits and heal it back up.
So then, all you can do is built tanky/bunker and just be a Guardian..
(edited by Knote.2904)
Giving people priority in queue for home server sounds pretty reasonable… surprised it doesn’t already exist.
eles are fine, though it wouldn’t hurt if some changes were made to a few traits, as well as conjured weapons. Ive seen a few ppl use earth shield for fortify and it’s done them well. If frost bow were to be buffed, then I say the water arrow (#1) gets a moderate healing buff at least and increase the velocity of it.
Fiery greatsword is fine where it’s at (with exception of the cd), considering not a whole lot of ele’s use it, but it is quite effective. The auto attack of it should have a small explosion and ignite enemies within a 180 radius…because fire axe auto does more damage and staff fireball does even more than that :P
Now, Glyph of Renewal has got to be the best rez skill in the game, though warrior’s Battle Standard revives up to 5 allies, G.o.R has a faster cooldown and the range is crazy awesome, with some pretty amazing buffs from Arcane Resurrection. Say 1 of your teammates got downed and is about to get stomped, you can either pop into water for full hp rez and both of you get frost aura for 5 secs, OR you pop into air and cast G.o.R so you teleport that ally to you from a 1200 range, giving you both shock aura ftw.
The armor of earth cantrip has to be on a lower cd, say 60 secs or 75 at least. Same with arcane shield. It’s a good skill on a long cd. Either leave it where it’s at and just increase # of attacks it takes/duration, or lower the cd to 60 secs.
moving on to churning earth…
it does massive damage, but is the easiest to predict next to warrior earthshaker.
Idk if it’d be OP to add 4 stacks of Torment to churning earth if 3-4 stacks of bleeding were removed from it to balance out…haha
Earthquake does not deal “massive damage.” hell, even ring of earth and ring of fire both do more damage…so yeah…how bout a little dmg boost on dat?I think Geomancer’s Freedom trait would make earth attunement more useful/defensive if cripple/chill/immob wore off 50% faster… op?
Rock Barrier needs to have an armor increase fact…
That’s about all I got for ele…besides upcoming staff buff every1’s been going on about.
D/F is a good defensive-support build to go with ele, besides staff which is nice too. However, something along the lines of 0/10/20/30/10 is pretty good if you just work with it and get used to rotations and stuff. (I in air, v in earth (the other trait is up to you), iii, v, xii in water, and ii in arcane) My utilities I used are cleansing flame, glyph of renewal, arcane shield, glyph of elementals. (healing utl is up to you, so is rune selection and amulet/jewel/sigil)
http://gw2skills.net/editor/?fEAQJAodhEmibrxzgjEAkHnYSJDFi4howDlCyA-TgAA1CtIkRJjTGjMSZsyAsorry i rambled on and on about this, but I’m just throwin my perspective out there…
Ele is not fine.
They have explicitly said they want all four attunements to be viable and that people who stay in one or two attunements are, and I’m quoting a dev here (I forget which one), “playing the class wrong.”
If this is the case then they really should go with my first suggestion, revamp the attunement cooldowns and rework the traits that are selfish towards their respective attunement.
Current Ele traits defy the way “ele is supposed to be played”.
Lol I like that youtube video because the last guy basically describes 80 % of what Anet does with their content.
Holy crap.
www.youtube.com/watch?v=_duqqVHTGRA
@ 38m 55s
This right is here Living World content…. lmao.
(edited by Knote.2904)
Anet’s idea of content.
“Here’s the Grand Canyon! There’s some new stuff to do….. GO!”
“Uh… "
Solid? Lmao, it contains some of the most telegraphed skills in the game.
A Block where it shows us holding the sword up , would you hit us while we’re doing that? A smart ele won’t
Maul: A huge bear comes out in 2seconds time, yea, not enough time to dodge that at ALL.
Hilt Bash: a 1 second cast of me spinning and hitting you with the hilt of my sword, again, completely not telegraphed at all.
Auto attack: slow, ineffective and useless
- Leap: Like I said, takes 1 second for us to take off has a flying eagle animation, totall y not counter-able at ALL. Like i said above, can be snared/immob’d/chilled/feared/interrupted. All but fear are skills you have.
Please know the mechanics of the gs before you try and say its ‘completely solid’. That weapon has absolutely no place whatsoever in PVP/WVW , it’s a pve only weapon and that’s about where that ends.
Quit crying and learn to play and adapt, RTL isn’t the ele’s issue it’s condition spamming.
Is this some kind of joke?
Ranger Greatsword is seriously the most well designed weapon in the game.
You’re arguments are terrible lmao.
A telegraphed block is a bad block? How does that make any sense? You have a 3 second block on a 15 second base cooldown.
Maul takes 1 second and does really good dmg.
1100 range leap on a short cooldown.
AND a stun/daze, it really is the most solid weapon in the game, more weapons should be like it.
You want telegraphed skills play Ele.
After a quick self-diagnosis it dawned in me – why do I get so upset about a video game? …because I LOVE this game!
I’m going to hope that this is just another poor example of totally overblown hyperbole, and that this really doesn’t need to become a discussion about why it’s completely inappropriate and unhealthy to love an electronic game [after a year, and often, even longer than several years]. For the time being, I’m also going to ignore that sickening comparison of feeling held towards a game with feelings held for a spouse; considering spouses are people who can return affections, enhance each other’s lifestyle, and sacrifice for each other when needed; while a game like this blindly tries to distribute ‘entertainment’ to a whole mass of people while giving benefits to it’s creators, which is a dual motive of selfishness on both sides.
But if you actually believe that a person should/could love a game, then I will suggest you read some literature about “behavioral addiction” and how it only induces shallow feelings of attraction towards objects, and not the deeper feelings that we are only capable of holding towards living beings [or higher principles]. It’s offensive enough that you’ve already tried to convince people that what they are experiencing resembles “love”, when you have not even bothered to become aware of what others are experiencing.
You can’t be serious.
I think this thread is aimed more at the living world content?
The temporary bite sized version of a treadmill, a low quality hamster wheel for everyone to work their little hearts on over to get their temporary achievement points, it really does feel awful.
I’d prefer higher quality PERMANENT content each month.
Why must you have to farm? Hell i made 10g in one day from just normally playing and never went to a champ train or anything. I just went to WvW played there, did some dungeons with guildies cause they needed help, did FOTM cause of the relics. All and all I made 10g. If your only concerned about farming then your not having fun which is not what Anet wants.
- It’s because it cost about 300g in mats to get my first Ascended weapon.
- It’s because I have to make 11 of them total.
- It’s because that perfect weapon skin our character’s look costs 600g
- It’s because Legendary weapons cost 1,500g in mats
- It’s because we are saving for what the ascended armors may cost.
Some of people have “fun” by having optimized characters and taking them into content. Or just love to play dress up. Or just want to feel they are even ground with others. Or want to show off their achievements.
Well Anet has made it so everything worth getting for that crowd is hidden behind a lot of gold. It is nearly impossible to farm all the mats for those expensive items, sure you can get some, perhaps even half. but the RNG of the game makes it a shop driven game. Farm for hours sell what you don’t need buy what you do.
The problem is the end game is (intentionally or not) built around this. So we don’t want to farm. But farming is preferable to getting our items in a year from now. As someone said in another thread the gap between the farmers and non-farmers is growing. I know there are people in my guild who are no closer to an ascended weapon than they are to going to the moon, But some of us are already sitting at 3+ weapons. Why? Because you make 10g in a day… 10g in a day? I make 10g in less than an hour and a half just by clearing a few dungeons.
If you play at your pace every day you would be able to afford a rare skin in what? 2 months? a legendary in 7 months to a year? 1 ascended weapon in a month and a half? that may be fine for you, you may not even want the item. But cant you understand the people who do? At your pace my 3 WvW characters would be finally outfitted in their ascended weapons in more than a year from now. that isn’t fun to me.
For some people the journey is the fun part, and that’s fine but some of us really like the destination and really want to spend more time there. For us the destination keeps getting further and further away every ascended patch so we farm to keep up.
Exactly, now if you could just do w/e you find fun in the game and be on a closer “gold/rate” as people doing the most profitable mindless activity (farming) then farming wouldn’t be that huge, and people could just do w/e you find fun instead (playing the game) and make that progress.
There shouldn’t be some boring activity that is by far the most profitable, it should be equalized as much as possible, and have hard content be the most profitable (risk vs reward).
And by most profitable, I mean in ideal situations, like if the hardest dungeons or highest level fractals gave so much more loot that if your group was good enough to clear it quickly then it would give higher than average “gold/rate” or w/e. (Certainly not double the average rate either).
The problem is you really cannot customize your “playstyle” because most of it is hard-rooted into weapons.
Look at Staff Necro that uses a condition build versus a power build, pretty much the exact same playstyle.
There should be more traits that actually CHANGED the way abilities functions instead of just adding a little proc.
For example Mesmer Torch trait that makes the abilities remove conditions, it doesn’t completely change it, but suddenly I need to think about when to use my Torch skills and save them for condition removal instead of w/e previous function they had.
Imagine if EVERY weapon ability had “alternative” versions of the same skill that worked differently which you could swap out like utilities.
Take Warrior Main-Hand Sword abilities. Let’s say the Leap #2 skill that cripples could have 2 alternatives.
Alternative 1.) No longer cripples, has 300 less range, but immobilizes for 2 seconds.
Alternative 2.) Gains 300 range, does x3 dmg, Unblockable, but cooldown now twice as long (reduced if it hits).
Or take the #3 skill that does more dmg if below 50% health.
Alternative 1.) Does bonus dmg the more health target has instead.
Alternative 2.) Reduced power/base dmg, now applies stacks of bleeding based on target health.
Could completely change the playstyle of the weapon, and even make a power weapon become a condition weapon or vice versa.
(edited by Knote.2904)
Champions will be placed on some sort of timer system, preventing players from farming them in a static loop as they respawn and in stead requiring players to venture to different zones and kill different champions.
I really hope they don’t put champs on a timer. The FG and CS champ trains are the only real way to make money in this game with any kind of speed since everything else has been nerfed into the ground.
Why must you have to farm? Hell i made 10g in one day from just normally playing and never went to a champ train or anything. I just went to WvW played there, did some dungeons with guildies cause they needed help, did FOTM cause of the relics. All and all I made 10g. If your only concerned about farming then your not having fun which is not what Anet wants.
It has nothing to do with “have to farm”. It’s more about having the option to CHOOSE to farm if I wanted to. Sometimes i’m feeling lazy and just want to throw in some music and just mindlessly follow the zerg and farm. I should be able to do that. And making 10g a day is peanuts when you are talking about 600-800g precursors. I can make an easy 20g just harvesting Ori and Ancient wood a day too but like I said, if i’m either done with dungeons for the day or just don’t feel like dealing with people yet still want to make cash, I should be able to choose to farm champs for cash since Anet has already nerfed the hell outta trying to farm normal mobs.
And that’s where Anet and myself disagree with you. Your looking at it through a monetary gain. I made 10g and had fun doing it. You made 20g and weren’t having much fun doing it. Anet wants to punish the monetary view and wants people to instead focus on having fun. Whats fun running around a big circle killing the same things over and over? Nothing is fun. If I get a precursor I am selling it but I will never go out of my way to buy it. And 10g a day is not peanuts when compared to 600g precursor that was designed to take a long time to get in the first place. Its like trying to equip my 10 characters with ascended gear. Which do you think will take longer? People were complaining about how long it would take to get that much laurels, but I don’t care cause I am having fun doing what I want. If you belief that you need everything right now then you will have less fun.
I am not interested in legendaries at all either cause none of them works with my end goal for my characters. My goal is to get the “The Emperor” achievement which requires equipping 90 pieces of culture armour. Am I rushing to achieve my goal? No.
Anet nerfs farming spots cause they don’t want you to have the option to farm as its not fun and should never be encouraged.
They’re doing it backwards and always have been.
Instead of nerfing the new optimal farm spot (which they implemented btw), they should just normalize that profitability across the game.
If you could do w/e you find fun and ALSO make the same 20g that guy made doing the thing he didn’t like, it would be much better, there wouldn’t even really be a concept of “farming” then, it would just be “playing the game”. You could then just do w/e you find fun, that guy could do w/e he finds fun, and you both make “progress” to your goals w/e that may be.
That is if, 20g/X was the “rate” Anet wanted it at, but that’s just an example. And sure it may not be perfect, even if they did this and champ or zerg farming was still 5-10% more profitable so what? It’s still better than it being 100% more profitable.
If that means nerfing w/e is currently most profitable then w/e, thing is Anet just nerfs the top farming activity, then introduces a new one, and repeats.
You can’t use “fun” to encourage people to do something, that’s the job of “rewards”. Players determine what they find fun, and do that, but then the creators introduce the rewards that will influence players to do what the creators want them to do.
So you can’t just make something boring to discourage farming, that doesn’t make any sense at all lol.
Ele should have attunement cooldowns removed and balanced accordingly (putting cooldowns on proc swaps).
This would actually make Ele’s harder to play instead of just rotating through cooldowns mindlessly, you’d actually be able to use cooldowns when you need them like Engy’s can.
At the very least put 5 second cooldowns on em.
They can’t balance that way, because that means an ele will be at 50% advantage to other classes at the very start. If they reset the fight they will still keep that power.
Only way to do it is to improve the abilities of one attunement while locking out another attunement entirely.
For example, improving air’s abilities significantly (making RTL Prenerf, making skills do more damage and lower CDs.).
Then locking out the fire attunement entirely.
Well there’s 2 ways to go about doing this.
1.) Just remove or reduce cooldowns drastically, and rebalance the procs and stuff, now the playstyle isn’t clunky as hell and you can use important cooldowns when appropriate. And rework Arcana trait bonus to give lingering attunement bonuses.
or
2.) Go about having attunement specialization through traits, put a trait equivalent to Fresh Air for all attunements in their trees at 25 points, while keeping 16-20 second cooldowns on attunements. Then Arcana tree could reduce cooldowns drastically.
So then you can either specialize in 2 Element Attunements, or specialize in 1 as well as Arcana which focuses on utilizing all of them, then you could have 2 solid weapon sets and 2 weaker ones (which would fill our class mechanic abilities basically), or focus on all 4 sets equally with one being strongest.
The second option would require every attunement to be a solid standalone option, all of them could do dmg, etc (some more than others obviously), like water attunement would just be more supportive like Guardian/Mesmer Staff, but capable of doing dmg.
There is a reason for that, because of having 20 abilities many of them could miss and just not care, you had more ways to do the same thing then any other class.
They brought that down all around and now they are bad.
They should limit it to 10 abilities like the other classes and then they can improve it.
So you want to completely change the nature of the class because you think it’s too complicated? Haha, okay, I think this discussion is over.
I think its too complicated and hard to balance.
Please think of this from a developer’s point of view.
They’re doing a good job with Engy so far.
Ele should have attunement cooldowns removed and balanced accordingly (putting cooldowns on proc swaps).
This would actually make Ele’s harder to play instead of just rotating through cooldowns mindlessly, you’d actually be able to use cooldowns when you need them like Engy’s can.
At the very least put 5 second cooldowns on em.
I don’t care, you insulted my perfect game that has no flaws and is perfect in every way, stop trying to make it better find another game this game is MINE! I invested billions of dollars in it and it’s perfect STAHP!
/setexaggerationoff
Probably for the same stubborn reasons mothers never tell what stupid crap they’re buying you for christmas.
It must be a surprise even at the cost of being something actually useful or wanted lol.
Doesn’t matter if you’re salvaging it for luck anyway, except you’d get worthless silk/leather at lvl 70-80 stuff.
I’ve actually gone through nearly my entire pile of thick leather just for the ascended bowstrings. Ascended armors will likely require even more. So not quite worthless.
Or you could open them on a level 20-40 char or w/e to get mats that sell very well atm, and just buy cheap high level leather.
https://forum-en.gw2archive.eu/forum/game/gw2/Holy-Grind-Wars-2/page/3#post2767235
1,090 responses; Holy Grind 2
Op, take a look.
As i said over and over again,
it’s either reward or grind/nerf.
You stated how Arena.net is rewarding us too much for everything we do, so where is the problem?
I agree that we are being spoiled by them a bit but would it been better to not be or be?
It seem you are being ungrateful and unappreciative of what Arena.net has done in rewarding you.
I believe in practice of Justice and against practice of InJustice (look at my history and see)
In other word,
Arena.net Reward implinentation is Just
Im running rampid in that thread… you don’t see me running around?
Trust me, Ive read it.
It is not that I am ungrateful. But why must you NEED to be rewarded for everything? Cant you simply play to have fun?
Because people don’t want rewards for the sake of getting rewards, getting money can used for all kinds of carrots/goals that keep you playing.
Not to mention the simple activity that gives “Rewards” can also be fun at the same time.
If Anet did nothing but add a ton of new dynamic events (aka the same old garbage that exists) no one would do them, because 1. They aren’t rewarding (that’s a given), but also 2. They’re not fun, at all.
It need to be one or the other, but ideally both.
Too many people that keep hating on “rewards” and think they know better, it’s such a silly mindset lol. That’s just one part of the problem.
Don’t believe me? Try going to another game after you have had your complete fill of GW2 and try not to expect the game to reward you for everything. I bet for a lot of us, it will be difficult.
Alright, done.
Playing minecraft.
Nothing should be soulbound except maybe for non legendary gear.
Even then..
Well said, everything in your post is correct.
Doesn’t matter if you’re salvaging it for luck anyway, except you’d get worthless silk/leather at lvl 70-80 stuff.
It was like that from the start actually.
A lot of problems people complain about, most were already like that and it just took people forever to see it lol.
The problem is the balance is skewed too far away from the “fighting game” style, there should be a nice blend of that strategic RPG CCG GW1 style of play and the twitch action FPS gameplay, it’s too heavy on the latter atm though.
I thought you wanted it to put more emphasis on dodging/landing key abilities? That would be heavier to the twitch side.
Taking it to the strategic side would be something like removing active dodging and introducing resource management. But I wouldn’t want that either.
Active dodging/landing key abilities is BOTH strategic and twitch play.
Which is what this game should be.
Right now it’s twitch gameplay only because the TTK is so low and there is so much dmg spam thrown around, dodging is just used randomly to just help mitigate dmg instead of used strategically.
Hell the last I can remember actually using my dodge in a way that actually felt rewarding was back in the day (beta/release) when Bull Rush/100B warriors were everywhere and I would dodge the whole combo.
(edited by Knote.2904)
Personal story and home instances aren’t of much importance to many players. With an obvious warning that personal story and home instances would be reset/wiped/whatever, I’m sure many, many people would still buy gems for character race change.
They wouldn’t allow them to be wiped cause the of the rewards that would be reopened do to it. Personal stories would have to be transferred over and corresponding spots would have to match with the other, and that would be a lot of work to make that work. As well culture armor wouldn’t work, and there would be hundreds of bugs introduced with many other issues. It’s not as simple as you think due to the nature of how coding works.
How is it any different than getting the rewards again on a new char? …
I get the feeling they’re going to introduce completely new weapons, instead of giving old weapons to the existing classes.
Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.
Stealth into killshot-esque skill would be so satisfying.
Could even make the stealth shot apply vuln like Thief’s cloak n dagger.
Could also make thief’s dagger 1200 range like hunters shot
Only when Hunters Shot becomes spammable and hits like a truck. =p
CnD costs 6 init. thats half our weapon resources, how about when you use hunters shot you get 3x more damage than now and a couple stacks of vuln, but one entire weapon set goes on CD (init is shared for both weapon sets, 6 init is the same as losing an entire weapon set)
You thieves man..
CnD also hits like a truck, I said that already, not to mention how accessible the trait that makes it cost only 2-4 init is.
My point of moving Vuln from #2 Longbow to Hunter’s Shot would be for synergy, Hunter’s applies vuln to aid in set up dmg coming out of stealth the way CnD does (except CnD hits hard as well).
Again, this would be MOVING the existing vuln stacks from #2, to #3… you’d have to do an extra attack just to get that vuln back… so yeah. I’m not just adding vuln application to the weapon set out of no where, it already has vuln application.
It costs 6 initiative regardless of what traits we use, it just happens that we can get some back after landing it. That is, if we’re able to land it, since we have to be in melee range to do so. Which is why it hits harder then hunter’s shot, since there’s more risk involved.
I really have no idea why you’re acting like I just attacked thieves.
I asked for vuln to be moved from a main dmg ability Rapid Shot, to Hunter’s Shot, and you freak out lol.
so you want insta burst from air/arcanes to be the benchmark for all professions ?
No thanks.
You must have problems with reading posts.
Fresh Air burst is actually a good example of Anet taking a step backwards of where they should be going.
Instant untelegraphed burst that has NO counter like that is a terrible idea.
Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.
Stealth into killshot-esque skill would be so satisfying.
Could even make the stealth shot apply vuln like Thief’s cloak n dagger.
Could also make thief’s dagger 1200 range like hunters shot
Only when Hunters Shot becomes spammable and hits like a truck. =p
CnD costs 6 init. thats half our weapon resources, how about when you use hunters shot you get 3x more damage than now and a couple stacks of vuln, but one entire weapon set goes on CD (init is shared for both weapon sets, 6 init is the same as losing an entire weapon set)
You thieves man..
CnD also hits like a truck, I said that already, not to mention how accessible the trait that makes it cost only 2-4 init is.
My point of moving Vuln from #2 Longbow to Hunter’s Shot would be for synergy, Hunter’s applies vuln to aid in set up dmg coming out of stealth the way CnD does (except CnD hits hard as well).
Again, this would be MOVING the existing vuln stacks from #2, to #3… you’d have to do an extra attack just to get that vuln back… so yeah. I’m not just adding vuln application to the weapon set out of no where, it already has vuln application.
They either need to make it account bound or add an item in the shop to lets us turn stuff account bound (soulbind on use) so we can char swap them.
More money for them right?
Kinda lame when you make a new char and/or abandon an old char and the soulbound stuff is just wasted.
it’s more money for them when you need to buy the thing for every character again and again.
That would be if it were actually available, and I would be glad to buy it for new chars.
But it’s not, so my new chars don’t get it, and Anet loses out.
Not to mention it’s more efficient to have perma 800 gem tools rather than paying 300-500 w/e gem cost to trade them around every time, especially when they’re discontinued.
Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.
Stealth into killshot-esque skill would be so satisfying.
Could even make the stealth shot apply vuln like Thief’s cloak n dagger.
Could also make thief’s dagger 1200 range like hunters shot
Only when Hunters Shot becomes spammable and hits like a truck. =p
So the basic argument you’re making is that autoattacks and skills with short cooldowns should generally do less damage and players should be forced to make more intelligent use of their longer cooldowns to achieve high damage.
I see the merit in this argument but it also concerns me that this would move the game in a direction of greater burst and could significantly devalue more defensive builds. After all, if the key to staying alive is seeing your enemy’s telegraphed burst combo and avoiding it outright, what’s the value of defensive stats like toughness or healing power? Could this potentially lead to a situation where everyone wears berserker gear and just goes for all-in alpha strike builds?
Well that’s how it is in PvE at the moment, they need to find a balance not swing the pendulum from one direction to the complete opposite.
I remember posts some months ago where people asked to balance the game around Warrior.
Funny that the arguments are quite similiar o.0
That’s because Warrior, just like Ele is the only other class, like Ele, that have these high risk/high reward attacks that are well telegraphed, and need to be combo’d.
Engineer toolkits uses a utility skill, and they only have 5 weapon skills. I also find that toolkits typically contain some special case skills, that are mostly useless. I’ve got a lvl 80 engineer. Engineer is among the more fun characters, but the elementalist is more fun.
It seems that the Attunement Swap mechanic really just adds artificial complexity in the form of more mental gymnastics by forcing Ele players to memorize rotations and multiple hidden and layered cooldowns
Every build has some degree of rotation. Most other classes have 2 weapons, and has rotations based on switching between those. Elementalists tends to have 1-2 very potent skills in an attunement, and with free weapon swapping, they would have rotations that consisted of starting with these. Currently that doesn’t happen because then you’d end up with all attunements on cooldown, and that can be dangerous for a squishy mage.
With free attunement swapping they would have to nerf elementalists (particulary their powerful skills), and the ideal rotations would very likely mean switching attunement for every skill, doubling the number of button you’d have to press. Elementalists would loose their “punch”.
Elementalists have many skills, but they don’t require you to know lots of keybindings to play them effectively. It relies more on correctly swapping attunements, which is made harder because an elementalist must handle four weapon skill sets, instead of just two.
Well first, kits in utility slots are made up for by tool bar skills which are essentially your utility skills.
Second, those “very potent” skills in attunements are balanced by having larger than normal cooldowns.
And yes other classes have rotations too, for normal DMG abilities, Elementalists essentially have to create a rotation out of their long cooldown situational abilities because they’ll be locked out of them when they actually need to use them, rotations for lower cooldown dmg abilities is fine…
Third, you’re down playing Engy toolkits so hard lol, they’ve been buffed so much, especially toolkit, every ability is strong and has a use.
Let me redirect you to Elementalist’s Focus fire skills, or Focus #4 water skill, or perhaps the 2 second single target knockdown in air that’s balanced with a 50 second cooldown on a weapon skill (attunement cooldowns don’t balance this at all).
Or how about the fact that Staff Ele basically loses more than 50% of their dmg when they lock themselves out of Fire attunement, because Water does NO dmg, the auto is currently useless because the heal radius is practically microscopic, and staff Air attacks are pathetic.
The best way to describe the current Elementalist with Attunements : “Using situational skills when you don’t need them because you’ll rarely have access to them when you do.”
There’s 2 ways they could go with this :
1.) Reinforce the 4 Attunement swap playstyle, reduce or even remove attunement cooldowns and balance the procs accordingly. The best way to play Ele is now to swap constantly and rotate dmg abilities for the most dmg output and actually have access to important utilities when you actually need them, playstyle is no longer terribly clunky and Ele might have better survivability.
This would also require a change to the current bonus Arcana Trait line gives to attunement cooldowns, I made a suggestion for it and reworking Attunement Lingering Bonuses here : https://forum-en.gw2archive.eu/forum/professions/elementalist/What-I-d-Change-Staff-and-Arcana/first#post2830288
2.) Go with the design of focusing on Trait Trees to determine playstyle. Arcana trait line reducing attunement cooldowns drastically (to like 5 seconds or so), and giving benefits for using all 4 elements. While the other trait lines help you specialize in each Element and make those Attunements solid standalone weapon sets.
With option #2 this would mean you could even go Water focused and your water attunement is actually a good standalone weapon set, it has dmg, utility etc, but with more emphasis on Support, think Mesmer or Guardian Staff.
Then you could either spec into making 2 Element Attunements solid, with the other 2 adding a little extra (which would serve as our extra abilities as a class mechanic) but would keep the ludicrous attunement cooldowns (16-20 seconds), with 25 minor point trait in each trait tree giving you a Fresh Air equivalent.
Or you could specialize in 1 element as well as Arcana and have 3 ok attunements and 1 solid one and swap constantly.
I’m up for either one, although option 1 sounds like a ton less work, aside from redoing traits to be more versatile for every attunement.
(edited by Knote.2904)
Right, I don’t want this thread to get into a discussion about some classes being OP or UP or whatever. There’s plenty of those threads already. I’m talking about tuning the way some classes deal damage, so that the damages comes more from longer CD burst attacks rather than spammable passive ones. This would require buffing some parts of warriors/necros/thieves/whatever, but it would also require nerfing other parts of those classes.
I don’t think this change would require any sort of drastic, technical overhaul. Simply adjusting damage numbers + cooldowns on a lot of skills would go a long way towards making the game less spammy.
Yup, and even better they can do it slowly each patch just to get it to a nice spot.
Less dmg on auto slightly, buff the heavy hitters and make them slower and telegraphed, repeat, maybe some slight redesigns here and there but mostly just numbers.