Exactly.
Not necessarily in terms of how hard to play the classes should be, but there just needs to be more thought required, and risk/reward in attacks like Ele.
I feel like it is easier to balance the elementalist to the other classes than bring them down to our level. So I don’t see the fine devs at Arenanet balancing team putting in the effort to do that.
It’s not about buffing Ele or nerfing the rest of the classes, it’s about changing the game to be less spammy and thoughtless and a little slower/strategic and require brain power to actually kill people.
You can literally just spam auto attacks and kill people, depending on the class/weapon.
Ele can’t do that, outside of maybe Lightning Whip but even then they’re way too squishy to sit there and just do that.
This is exactly what needs to happen, I don’t really agree about using endurance for skills completely though, and I don’t think that would happen.
But auto attacks do need to just be safe, small filler instead of the main spammable massive dmg it is now.
However they could still easily make bigger attacks riskier to get off by just having longer animations or cast times or channels required.
Ever notice when the third auto attack in your auto chain is your biggest hit and to get it off you have to give up dodging to get it off? Meanwhile the mob your attacking attacks you then so you either get hit and get the dmg off or you interupt it to dodge.
Same thing would apply here, think of killshot, or 100 blades, or any sort of high dmg channel skill, you can’t dodge and still get that dmg off.
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.
Dear A-net .
There are over 100 topics on thief forums since 2012 , regarding last refuge -minor trait
This trait will " kill you " if it triggers when you use dagger storm / if you started cast cluster arrow and “last refuge” trigger , will apply reveal independent of players will .
Phase 1 :Thief cast "cluster arrow "at 900 range
Phase 2 : warrior eviscerate 80% of thief hp – “last refuge” trigger
phase 3: "cluster arrow " land and apply reveal to thief, since is an pre-casted skill -> thief dead.any information regarding this trait ? this trait was not changed since reveal was introduced in gw2
That’s because doing any sort of direct dmg takes you out of stealth, condition dmg doesn’t.
That’s just the cost of having automatic stealth out of your control.
2. All Charr wanted to see Ascalon(ians) burn, not just the Flame Legion. That cop out is a creation of the current writers..
Copout?
It’s a new generation.
That’s as ridiculous as blaming this generation of white people for slavery.
So previously I thought Elementalists were just poorly designed trait wise versus how attunements work, but I think I now know what Anet was going for and the implementation just didn’t fit the bill, I would actually be interested in seeing how the implementation would work out if they fixed it. You would just need to make every attunement a viable standalone weapon set. Here’s my quote about it :
Elementalists are by design supposed to use all four attunements. The proposal here, would make elementalists play more like other classes, which we have enough of.
Having to wait before you can switch back, is a mechanic that makes the elementalists interesting, and it requires some tactics.
Elementalists should be balanced around this though. A problem with trait lines, is that they only buff one attunement (except arcana), and you will stay within one attunement a shorter amount of time, compare to having two weapons.
I don’t think Ele’s are designed to dance through all attunements as rapidly as possible. If this were true, the “bad traits” that apply only to one attunement wouldn’t exist.
It’s obvious that ANet intended both attunement keepers and attunement dancers to be possible. However, the very poor performance of single-attune traits when compared to attune-switching traits, plus the mechanics of attunement cooldowns, skews the balance completely towards attunement dancers.
Oh wow, now that I think about it, maybe it was just poor implementation instead of bad design.
I think it’s possible they intended for people to be able to focus on 2 Elements or 1 Element + Arcana.
Then each Element would be a solid standalone weapon set like the other classes have provided you specced in it’s trait tree, that would actually warrant the long attunement cooldowns.
Then Arcana would be the trait tree for people that want to utilize all of the elements, it kinda makes sense now, and would be cool to be able to specialize in an element or two.
However the attunements as they as are definately not standalone, how do you expect to get anything done with staff Air/Water by themselves for example? They do no dmg.
I actually wouldn’t mind them fixing this and going for the implementation either, it could be interesting, though they would probably need to be something like Fresh Air for every single trait tree, maybe as the 25 minor point traits so it’s not optional or take up a major trait?
Specializing in 2 elements would essentially be the equivalent of having 2 solid weapon sets just like other classes, I’m really liking that idea now.
Elementalists are by design supposed to use all four attunements. The proposal here, would make elementalists play more like other classes, which we have enough of.
Having to wait before you can switch back, is a mechanic that makes the elementalists interesting, and it requires some tactics.
Elementalists should be balanced around this though. A problem with trait lines, is that they only buff one attunement (except arcana), and you will stay within one attunement a shorter amount of time, compare to having two weapons.
I don’t think Ele’s are designed to dance through all attunements as rapidly as possible. If this were true, the “bad traits” that apply only to one attunement wouldn’t exist.
It’s obvious that ANet intended both attunement keepers and attunement dancers to be possible. However, the very poor performance of single-attune traits when compared to attune-switching traits, plus the mechanics of attunement cooldowns, skews the balance completely towards attunement dancers.
Oh wow, now that I think about it, maybe it was just poor implementation instead of bad design.
I think it’s possible they intended for people to be able to focus on 2 Elements or 1 Element + Arcana.
Then each Element would be a solid standalone weapon set like the other classes have provided you specced in it’s trait tree, that would actually warrant the long attunement cooldowns.
Then Arcana would be the trait tree for people that want to utilize all of the elements, it kinda makes sense now, and would be cool to be able to specialize in an element or two.
However the attunements as they as are definately not standalone, how do you expect to get anything done with staff Air/Water by themselves for example? They do no dmg.
I actually wouldn’t mind them fixing this and going for the implementation either, it could be interesting, though they would probably need to be something like Fresh Air for every single trait tree, maybe as the 25 minor point traits so it’s not optional or take up a major trait?
Specializing in 2 elements would essentially be the equivalent of having 2 solid weapon sets just like other classes, I’m really liking that idea now.
As the OP just said, there’s nothing but one shots, anything tankier than zerker essentially just slows down the killing for no benefit.
Condition Builds get limited and probably lose DPS on the slow beginning ramp up on top of how fast a boss or mobs die.
There’s just nothing in the content that demands anything other than Zerker builds.
I suppose that’s part of it. What I notice in practice is that most zerkers tend to ‘leave the boss for a breather’ when their health gets too low. With a bit more defensive gear, they could have stuck around and continue attacking but apparently their dps is so much higher that they still deal more damage even if they don’t fight 100% of the time.
So yes, what you say is certainly true. But the other side is that compared to all other stats, Power is twice as powerful as literally anything else. It may not be THE reason, but it’s certainly something that should be changed, and non-zerker gear would certainly be more useful if the dps gap wasn’t so frikkin large.
Any build would have to break off to take a breather, some less than others but yeah the dmg can make up for it.
Power isn’t that broken, crit isn’t meant to be a standalone stat like Power, and they just scale extremely well together, Conditions don’t as much, just from some procs but it also is very good standalone and you get get tankier builds with condition dmg.
it is an obvious exploit no matter how you look at it and it was stated as an unintentional mechanic before
“The only good thing eles have " Really now? i doubt it would even be an existing class if it only relied on an exploit the exploit isnt even needed both the elemental hammer and greatsword weapons deal massive damage on their own .
That’s literally the only good thing they have for PvE besides aoe tagging with meteor, so yes.
The main reason for this is that power scales too well. When comparing Soldier’s gear to Celestial gear, even the combined effects of the extra precision, condition and critical damage aren’t enough to make up for the loss of power. It’s too good, it scales too well, and it’s effect on the base damage of skills should be lowered. If that were to happen, a lot more gear options would suddenly become viable.
No it’s because of the content.
Explain please.
As the OP just said, there’s nothing but one shots, anything tankier than zerker essentially just slows down the killing for no benefit.
Condition Builds get limited and probably lose DPS on the slow beginning ramp up on top of how fast a boss or mobs die.
There’s just nothing in the content that demands anything other than Zerker builds.
The main reason for this is that power scales too well. When comparing Soldier’s gear to Celestial gear, even the combined effects of the extra precision, condition and critical damage aren’t enough to make up for the loss of power. It’s too good, it scales too well, and it’s effect on the base damage of skills should be lowered. If that were to happen, a lot more gear options would suddenly become viable.
No it’s because of the content.
I just wish they would stop with these friggin zerg crap.
Should be like 40 people tops.
More evidence that Quality Assurance at ArenaNet is nonexistent.
Perhaps you should lend them your massive knowledge about QA and how best they can optimise their company for testing for large scale deployment under tight time frames. I am sure you have a wealth of experience and wisdom gathered whilst festering in your armchair.
Public Test Servers, then people test for free.
I’ve been in games with PTS’s that weren’t particularly less or more buggy than Guild Wars 2. The problem with PTS is two fold.
First, you get no surprise about anything at all ever, which sucks for some people, and more importantly it takes people out of the game.
And you know, a lot of people don’t even use the public test servers, because it means they’re not making progress on their main character.
And if people DID use the public test server, it would just take them out of the world, so that there are less players in the zones where they’re needed. Remember this game is designed to have lots of people in an area doing stuff. If the public test server never reached that number (and I have no reason to think it would), then this stuff still wouldn’t be tested with the masses and would still break.
I was on the Rift PTS and it was a joke. So PTS isn’t necessarily the answer and it isn’t necessarily going to help…it would probably help a little…but not enough to warrant creating one.
There’s people that do a ton of testing to help with balance in Rift’s PTS, on top of bug finding.
I’m not for GvG at all, but I think anyone could agree that flat stat bonuses for winning is a boring bonus, why not indirect tactical things like bonuses to siege/supply/guards/keeps etc?
There’s already stat power creep affecting WvW, and this hurts roamers, not just GvG.
I too could care less about GvG, but I think pure stat bonuses are just flawed.
Greatsword were given so much love in this game, and I don’t just mean in terms of visuals, like the skins, so much variety and sexiness.
Even the weapon skills are designed so well and not only have unique attacks but are great in terms of dmg, and variety.
Just taking Ranger greatsword, not only does the auto have fantastic utility (1 second evades) but also good dmg, and the animation is so graceful it feels amazing in every respect.
Ranger GS #2 not only has great visuals/sound effects but hits incredibly hard and it’s satisfying. #3 attack as well give fantastic mobility. #4 not only hits hard and has a cripple but pairs as a 3 second shield block, that’s incredibly good, and finally the #5 with a quick stun/daze but the 300 range leap and animation gives it SO much impact, it also, is incredibly satisfying to use I find myself using it just for the animation.
This spills over to even Warrior/Guardian Greatsword attacks, Guardians DEFINATELY have some unique and satisfying whirl attacks along with the whirl finishers that are rare, but even provides it’s own whirl finisher for condition removal and a defensive mobility tool, although the auto is lacking.
Then of course Warriors with the crazy mobility and dmg.
I feel the rest of the weapons in this game should have as much love and pizazz in the attacks, as well as skin options. Staff/dagger skins for example are lacking a lot in that department, legendaries aside.
If every weapon set was as well rounded and powerful and satisfying as Ranger Greatsword (seriously, there’s nothing I can complain about with it), the game would be even better, and I hope Anet does share the love, whoever designed the GS skills and whoever did their skins definately show their passion.
I read it. Please don’t assume I didn’t because you don’t understand what I’m saying. I’m firmly against guild-specific gated content. If there is to be an instance, don’t make being in the same guild a requirement. It’s that simple.
Are you kidding me right now?
Guild Missions are guild-specific gated content………………. and they exist……… right now………..
This would just be the EXACT same content, but in guild mission form so organized guilds that do it instanced, meanwhile the EXACT SAME content will exist on open world for EVERYONE guild or no guild, to experience and play.
There is no open world version of the current guild mission activities, you don’t see complaining about that.
Your argument is bunk.
Yes. They do exist. And they caused a large community furor when they launched due to gating people out of the content. That action killed a lot of smaller guilds. And yes. There is still complaining about that. It’s just mostly died down as most of the small guilds already died and the few that didn’t have found large, friendly guilds that don’t mind helping their fellows out.
Argument isn’t bunk. You’re obviously not been a part of a smaller guild or you don’t understand why some prefer them.
No, it’s not just because of guild missions already existing, my main point is that the instanced fight would be an exact copy of the original fight, no one is missing out on the content at all.
I’m not against having instanced versions for everyone, but that’s not as likely to be implemented by Anet.
And funnily enough I tend to either go solo or play in small guilds, so I do know. Guild missions aren’t anything special, and neither would an exact copy of the fight in an instanced version.
I dont think you read his post he said there should be 2 options an instanced version and open world
I read it. Please don’t assume I didn’t because you don’t understand what I’m saying. I’m firmly against guild-specific gated content. If there is to be an instance, don’t make being in the same guild a requirement. It’s that simple.
Are you kidding me right now?
Guild Missions are guild-specific gated content………………. and they exist……… right now………..
This would just be the EXACT same content (tequatl fight), but in guild mission form so organized guilds can do it instanced, meanwhile the EXACT SAME content will exist on open world for EVERYONE guild or no guild, to experience and play. The only reward would be the guild mission rewards…
There is no open world version of the current guild mission activities, you don’t see complaining about that.
Your argument is bunk.
Having instanced version for pugs would be cool too, but this is the best compromise Anet would probably bother with.
(edited by Knote.2904)
More evidence that Quality Assurance at ArenaNet is nonexistent.
Perhaps you should lend them your massive knowledge about QA and how best they can optimise their company for testing for large scale deployment under tight time frames. I am sure you have a wealth of experience and wisdom gathered whilst festering in your armchair.
Public Test Servers, then people test for free.
Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.If you actually want to introduce more stealth counter in WvW, (where the majority of complaints come from), you could consider adding sigils that wouldnt be available in PvP.
eg: Superior sigil of revealing : 30% chance on crit , applies reveal to you target, cooldown 30 sec
This would enable ppl who really want to spec themselves to counter stealth, rather then having to wait until you add a specific skill to their class.
It would also be RNG/passive which would be even worse.
Well we did ask for more armor that fits charr better…be careful what you wish for :P
Still..its better than our medium helm…
So I guess it was done out of spite then? Lol.
Like a Genie corrupting your wishes.
“I wish Charr Armor fit better for Charr.”
Charr armor now looks like it was melted and poured over the model and looks like garbage
“Thanks…..”
Was gonna post an idea like this because having soulbound stuff on char’s you don’t play is terrible, especially on stuff that’s no longer attainable.
I think it might be better as just a consumble though, Anet would probably prefer that anyway since it’d make more money.
Either way I just want SOME way to moving soulbound stuff over from an old char to a new one.
And it shouldn’t be exclusive to armor/weapons, ANYTHING soulbound, like the unlimited gathering tools.
What happens if a char you bought those on, you no longer play?
What about when you make a new char and can’t buy them anymore?
Etc.
They could copy the event and make an instanced version for guild missions that scales from 10-80 people.
Then just boost the time limit on the open world version, so it’s a little more forgiving for the pug zerg.
Stop, they’re going to just nerf it instead of buffing Ele’s like they should by adding a cooldown on aura’s you can receive or something.
Shh.
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.
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.
Calling it; Caithe investigates Scarlet Briar further and then fights her. While Logan is going #yolo at Anise for holding secrets about the queen that he can’t take part of.
And the event involves spawning 100 mobs and the everyone groups up and zergs them, them more spawn and the zerg kills them again and gets lots of loot, then fights SB as a zerg and kills her pretty easily, and then gets more loot, and then repeats it in an hour.
The game also needs to slow down a bit.
Can’t say you’re wrong, I liked GW1’s more deliberate pace although it was still fast when it came to interrupts and spikes. The problem is how would you change it? It would probably need massive sweeping changes like increasing the cast time of many skills.
I just mean slightly higher TTK, and maybe a slightly lower TTK in downed state.
There does need to be more strategy in the actual fight and more skillful uses for evasion instead of being used randomly to help mitigate the insane amount of non-stop dmg spam coming at you.
This video is a good example of how high auto attack dmg is a problem. You have to pop cooldowns and evade/run away just to survive basic, free, auto attack dmg that never ends, instead of trying to line up bigger attacks that take more thought.
Imagine an esports match where everyone is playing a build/class where all the dmg is on auto attacks like this, then people just run around spamming each other and dying.
It would be like if LoL matches was 5 AD carries vs 5 AD carries, and no one could use abilities lol.
All I see is someone popping buffs/quickness then auto attacking people to death in Hotjoin, don’t think Hotjoin is a good example of the meta.
It is a good example of how having so much passive auto attack dmg in the game is a huge problem though, so it’s useful material to link to.
Now I’m not much of WvW player, though I might be in the future, but reading about the orb/bloodlust buffs and imbalances I definately understand why it’s looked at as a bad idea, just because it snowballs one side way too hard, better alternatives would be indirectly buffs a side tactically through siege or extra guards or w/e, but straight up buffing player stats is definately a bad idea, especially with stat power creep existing in WvW as it is.
That said however, I just wanted to show my views on the idea of swapping the luxury buffs of being “Outnumbered” with the “Bloodlust” buffs, not that the losing side should get these flat stats either, but I think giving a luxury buff to the winning side is a very good idea for one reason.
Incentive
This is actually in support of playing WvW to win, the way Anet actually wants WvW to work, so there should be no reason for Anet to be against this. What exactly is the current incentive to win in WvW? To have server pride, to passionately want to beat the other servers? Right now, all I can think of is some minor luxury bonuses in the WvW window that affects PvE as well.
I think this Incentive is what Anet should focus on if they actually want to focus on WvW being played the way they envisioned it, not making people overpowered with inflated stats that’s fun for no one.
Besides Server Pride related things, the most basic should really just be a very fat luxury bonus for being on the winning side, such as the Outnumbered buff, having massive boosts (in borderlands) to magic find, gold drops, xp, and such that don’t imbalance the game would be a great way to start.
TLDR; Bloodlust buffs are actually the wrong way to encourage people to play WvW the way Anet actually wants it to be played. So you should rethink things Anet.
Alternative being, instanced COPY of world boss events for guild missions.
I have 575,674 gold, don’t even know what to buy, please Anet nerf gold too much drops.
The game also needs to slow down a bit.
The problem with making it a guild mission is that would make many players unable to do the content at all unless they joined a large guild. Most small-medium guilds can’t even unlock, yet alone complete many of the guild missions as they are now. A fact that riled the community and killed off many small guilds.
Did you even read my post?
That is very low of them
Please change it back to old animation and I bought 14 of them when they originally came out with the molten content. That’s alot of money for now what a crappy animation I now get for my money!
DON’T FIX WHAT AINT BROKE
14?….
No wonder they keep putting out expensive soulbound crap. People keep paying for it. :x
Cmon, discuss this people!
Don’t just say “no”, discuss!!
And you’re trying to take the only good thing Ele’s have away why exactly?
Are you on some kind of vendetta?
Are you jealous someone other than Warriors can do dmg?
What exactly? They already said they know about it and are fixing it btw.
BWAHAHAHAHA
He’s right it does, totally Beluga Whale.
Except kinda fiery/metal version.
As we need now is flippers.
Daze is essentially just a silence/disarm.
It’s been that way since release.
They’re about to finally fix it.
It’s the only good thing Ele’s do dmg wise so leave them alone.
Ew wtf lol, why would they do that?
Is an old god underground corrupting the earth now or something?
What doesn’t it do? Burning is the best DoT and poison reduces healing.
It’s cleansed, sure, but as soon as it’s up another set of several stacks come up, and then another. When you get in a team fight vs. a spirit ranger, necro, warrior, and guardian team you’ll see that for yourself. It doesn’t matter how many cleanses you bring you’re gonna get 20-50 s burning after each cleanse.
That much burning is kittened
Yes that is my point.
The 5 stack cap hurts the sympton (barely) instead of the cause.
The cause being it’s so easy to SPAM burn, as opposed to how much stacks up.
I don’t think he’s saying to make it so it’s ONLY instanced.
I think this is a brilliant idea TBH, it’s a way for Anet to introduce “raid” content in a way but w/o excluding anyone and by reusing existing content. Let me explain.
You revamp these world bosses so they’re actually difficult and have these mechanics people need to learn and play around. Anet then creates instanced versions of these which could be an instanced dungeon sort of like Mad King Lair dungeon, except for guildies and make it a guild mission.
Then make the minimum people required 10 or so, and have the encounter scale up the more people you want in it up to the same amount of the actual encounter in open world.
Now you essentially have “raid content” for guilds in essence, and even better, it scales so you can have 10-80 people in it. Scaling would be like, the number of mobs spawned, the turrets available and required, hp/dmg/aoe’s etc.
They could also get more creative with it if they wanted and include a hardmode version for those that want it, though I doubt they would do it unless it was easy enough to implement.
Its really not that far-fetched of an idea, considering there are the bounty guild missions which are essentially just a raid boss mob thing. Anet would just need to figure out how to get people to get into the same instance which could be done by having people click on the guild mission flag planted to enter the instance (which would only be for people in said guild).
I have no idea why they would do this w/o also buffing the rewards, they were at a decent risk/reward ratio previously (even though it was bad), but all they did was vastly incease the risk w/o increasing the reward.
Before world bosses were like
-15 in terms of difficulty
2 in terms of reward
Now it’s like
8 in terms of difficulty
3 in terms of reward
C’mon Anet when are you gonna learn this concept?
Meanwhile, mindless zerg farming :
-15 in terms of difficulty
45 in terms of reward
/massivefacepalm
FTFY
Fair enough. Thanks. =p
Increase base HP to 18-20k like mesmers.
Our base HP is not 18-20k. It’s around 15k. If we want more, it comes from gear and traiting into likes just like eles trait into earth.
Elementalists have 10k base…no idea why. Guardians and Thieves also have this base health, but Guardians are tanks with innate healing, heavy armour and a zillion cleanses, while Thieves have medium armour, are very slippery, and are nearly impossible to lockdown.
Compare them to Elementalists, who have light armour and…a 40 second cooldown extra 2k heal? Nice work, Anet.
do you ever tried to kill a tank ele? there are 3 impossible thing in this game: a thief run out of stealth, a ranger pet do something in wvw and catch and kill a bunker ele.
That’s nice, some of us don’t want to play bunker, I would’ve rolled guardian (who can ALSO play DPS builds btw).
That bunker won’t even tickle you.
Bunkers shouldn’t even exist or be encouraged in this game, maybe for making cute videos of a bunker surviving/kiting zergs in WvW or something (like Shamans in Warhammer), but for Spvp how are bunkers good for the game? Having a selfish invincible person sitting on a point all game while people get bored trying to kill it?
Bunkers (which are essentially just self healers/sustainers) should be Support not Bunkers, as in they focus on supporting Teammates with CC/Boons/Debuffs/Heals, not selfish sustain tanks that sit there and do nothing but live, that’s not fun at all.
Should nerf some of the selfishness and buff the support given to others on some abilities.
(edited by Knote.2904)
Increase base HP to 18-20k like mesmers.
Our base HP is not 18-20k. It’s around 15k. If we want more, it comes from gear and traiting into likes just like eles trait into earth.
Elementalists have 10k base…no idea why. Guardians and Thieves also have this base health, but Guardians are tanks with innate healing, heavy armour and a zillion cleanses, while Thieves have medium armour, are very slippery, and are nearly impossible to lockdown.
Compare them to Elementalists, who have light armour and…a 40 second cooldown extra 2k heal? Nice work, Anet.
Pretty much..
It’s literally the worst of both worlds, and you have to spec to be a tank to be on the same level of survivability of another class who went beserkers how does that make sense?
If I do a berserker Ele build with either 20-30 in fire and/or air, sure I do good dmg like my other classes can, but I literally die in 1 second for almost anything lol… and don’t even have the escapability of mesmer/thief.
Why are Elementalist cooldowns so long? Even the utility (6 to 0 keybound) skills have ridiculous cooldowns. 90 seconds for Armour of Earth???
Couldn’t agree with you more. But lets start with a few small things. I pointed out a possibility that I think would be a nice fix for mesmer’s with mantra’s, but I would also like to see feedback as well. I think the reason long utility cooldowns exist in ele is because they have 25 weapon skills to filter through instead of 10 like the rest of us….just saying. I agree Ele is very squishy class, perhaps a trait to increase the duration of some utility/defensive skills might balance the long recharge?
Yeah, eles do lack traits like that. In fact, most of their traits are mediocre attunement specific ones.
I honestly feel like Ele is the one class in this game deserving of an actual rework, not to attunements or anything, but just a bit of everything.
Attunement cooldowns, all the traits, hp/survivability, utilities, it’s like the class is still in beta.
Also it’s incredibly hilarious to me that my Mesmer gets 15k base HP with all the stealth/clones/distortion my survivability in FULL glass cannon mesmer spec is better than even the tankiest Ele spec. Said Ele spec might be able to sustain a bit more with the healing, but my mesmer can guarantee avoid and escape ANYTHING and mitigate way more dmg than my Ele ever could.
God forbid you play a glass cannon Ele, even a butterfly landing on you will break your legs.
(edited by Knote.2904)
A little range on Dag1 for Necro.
I’d prefer making it cleave.
I think that’s how axe should be actually, the particle effects work for it anyway, just enlarge them and make it a cleaving cone attack.
What’s funny is they don’t even gain anything from such a change, it’s like it’s done out of spite.
“Here by this shiny sexy looking item!!”
people buy it
2 days later “We’re going to update the previous item!”
Makes it look like crap
“Enjoy!”
Elementalists are by design supposed to use all four attunements. The proposal here, would make elementalists play more like other classes, which we have enough of.
Having to wait before you can switch back, is a mechanic that makes the elementalists interesting, and it requires some tactics.
No it doesn’t, it does literally nothing but reduce your options and kill what flexibility you’re supposed to have.
It encourages spamming cooldowns instead of saving them intelligently, it also means if you want to continue actually doing damage, then you can’t leave Fire attunement.
Let’s put a 10 second cooldown on kits for Engineer’s and see how they like it.
Instead of being able to swap into toolkit to pull someone then drop into Rifle to immobilize and burst combo them, then immediately back into toolkit because they need to shield block, let’s put that 10 second kit cooldown to c***block them so they can no longer play intelligently like that.
Having 0 second attunement wouldn’t be overpowered except for 2 small things.
1. Procs that happen when you swap attunement. (can be fixed by giving them 10 second cooldowns)
2. Attack cooldowns that each attunements have, you would probably be able to do more dmg by being able to swap constantly and rotate them, is that actually a bad thing to reward attunement swapping with more dmg? Not really.
Other than that though, it would mean we could actually swap attunements to use a cooldown when we actually need it, instead of “well I just swapped in to Air, might as well pop this 30/40 second cooldown because I won’t be able to for another 10-16 seconds anyway”.
Honestly, I never saw the point of a CD on attunement swapping.
Regardless of how fast you can switch attunements, the individual skills are going to be on CD. So if you used all your water skills, they’re going to be on the same CD whether attunement swapping has a 15 second timer, a 0 second timer or a bazillion minutes timer.
The only need for a CD in terms of balance is to limit “on weapon swap” mechanics, like Electric Discharge or Elemental Attunement. The thing is, there’s already a massive precedent for internal CDs on individual issues like this, such as weapon sigils or traits like Evasive Arcana.
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 (i.e. you’re waiting on Churning Earth, and have to contend with both the attunement CD and the cooldown of the skill itself that you can’t see because you’re fighting in Fire or Air attunement).
And when you consider that the mechanics to have zero cooldown on Attunement swapping are already in place (ICDs of various skills and traits) it really makes no sense to keep this an issue. Hell, look at Speedy Kits as a perfect example. Elemental Attunement could work exactly the same way, just with Attunements in place of kits, and an attunement specific boon instead of just Swiftness.
Having zero cooldown attunements would also add build options by being able to utilize certain traits like Piercing Shards much more often.
Personally I would prefer to have to think about the ICD of certain boons and traits rather than having to juggle both Attunement and skill cooldowns.
This exactly, I’m glad someone gets it.
It creates rotations, we shouldn’t HAVE rotations.