… it is a solution! If not, at least it is a good step towards a solution
It’s a bandaid. Don’t defend bad design.
Staff got some improvement, but it still needs more.
Our other weapons still need more.
Anet isn’t going to put in the work required to truly fix elementalist traitlines, since apparently adding traits like Fresh Air is a solution to the attunement recharge problem they surely know exists.
Regarding soothing mist… -snip-
Soothing Mist already gets bonus duration from 15 Arcana trait and scales with healing power. My goal in this case is to make it (and other similar effects) do so more efficiently. It has a relatively low base/coefficient, and is not a primary source of healing even when kept up constantly. By moving on-attune effects into Arcana, you free up opportunity to massively improve the minor and major traits while also allowing for more interesting trait synergy within the elemental traitlines. When you have enough synergy between different lines, you don’t feel pressured into one by default.
Also, Elemental Attunement hasn’t been put into signets… -snip-
I misspoke here. I was referring to the attunement recharge bonus you put into the signets, which appears to be yet another bandage for our subpar “weapon swap” function. On top of that your suggestions haven’t implemented any internal cooldowns for on-attunement activation bonuses, which is a huge part of the reason Arcana has its current function in the first place.
Basically at the moment Arcane is borderline mandatory for a few reasons… -snip-
EA is another huge problem with the Arcana line. I would actually advocate improving the effects of each dodge, and breaking the trait across the elemental lines into adept/master traits, to be determined by their numerical strength. This allows for a more specialized dodge-trait approach for those who want it, and the improvement to each elemental dodge means that you won’t be sacrificing all that much if you only pick one or two to utilize. EA shouldn’t be such a deciding factor as to whether high Arcana is useful; it speaks really badly of our other traitlines.
Overall when I think of creating a build with all these changes applied… -snip-
So rather than fixing the problem, you’re suggesting we reduce its severity through an extremely complex process of revamping most of the traitlines. Your premise pretty much admits that attunement recharge is a problem. The concept of the current Arcana bonus admits it’s a problem. Eliminate the problem if you’re going to put that much work into it. I just don’t understand why reducing its severity instead of just fixing it is a viable option when the effort is going to be expended either way.
Arcane needs to directly effect the attunement mechanic… -snip-
Arcana already affects things like Soothing Mist, and provides bonus damage by increasing boon uptime along with bonus fury and EA. It just does some of these things in a very inefficient way, with its main attractors being Elemental Attunement and Evasive Arcana. Even if Evasive Arcana had never existed, elementalists would still have invested in the traitline simply because the combination of achieving base-level weapon swapping along with boon duration (on a class that’s extremely reliant on boons) is too good to pass up. EA just put the icing on the bittersweet cake. Traits like Fresh Air seem neat by themselves, but they’re just going to be bandaids for a bad attunement design. The worst part is that eles originally had extremely short cooldowns for attunements, but Anet failed to balance on-attunement effects and took the easy way out.
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The dedicated support class has better defense than the dedicated DPS class? What a shock.
Ante said a while ago that Ele was more of a support class in their balancing.
Really?
AnetElementalists have harnessed Tyria’s natural forces. Their powers of destruction are drawn from an affinity with the four elements that make up the world. They conjure air, fire, earth or water to assault their enemies.
Powers of destruction sounds really supportive to me.
They’re all pretty strong… Tornado for heavy CC, greatsword for damage, and the the glyph for all sorts of utility, don’t know what you’re talking about…
Tornado to lock you out of all your preservation ability without any sort of defense if anything around you has stability, greatsword to lock you out of your weapon skills for a mediocre increase in damage that’s highly telegraphed and has no cc, and the glyph for really bad AI that doesn’t do significant damage and serves better as a meatshield in PvE.
This is also one of the ideas I originally had to shake up the Arcane line, but eventually decided that any major buff to Arcane only makes the others even more redundant leaving Arcane in the necessary department, with the way that I’ve changed it, everyone has an option to reduce attunement recharges without an investment in Arcane, but that doesn’t mean Arcane is not any less useful than the others, it now means that you spec into Arcane for the traits it offers more so than the bonus it gives to recharge, which honestly should be the case with each traitline in my opinion.
When I look over the changes as a whole I honestly see all 5 trait lines as appealing for a variety of builds, where as if Arcane was changed to a new effect and everyone having 9 seconds recharge baseline, I could honestly see nobody spending a point into the line.
You’ve highlighted a problem with not changing Arcana investment bonus right here. You want each traitline to be wanted for the traits, but Arcana is still going to be wanted for its invesment bonus. If Arcana has no reason for investment with a different mechanic, there’s something wrong with the traitline entirely. Most of the Arcana traits are not very good, with a few staples such as Elemental Attunement. They also have almost nothing to do with its investment bonus except for the obvious Elemental Attunement and Evasive Arcana. The fact that so many elemental traitlines have on-attune effects that scale better with Arcana investment than its own traits speaks for another issue.
With the changes I propose, sure non-arcane builds get a nice bonus, but so does Arcane, it’s still needed if you want a 9 second cooldown without using signets or other traits in different lines, and the traits I’ve added definately keep it a viable choice, the only difference is now you don’t need that 9 second cooldown as much as before, as the profession has many options in all trait lines.
But your change doesn’t make Arcana any better as a standalone line; it just slightly alleviates a few problems which could be completely solved by removing the current Arcana bonus and reworking the line.
If I made the minors into a trait for Arcane, wouldn’t that just make Arcane that much more required? or that specific trait in Arcane at least… this is why I removed Arcane Attunement and placed it’s effects across each line (with some nice improvements), so that an Ele can start with 50 trait points instead of 20-30 as it is now. Each spec in the changes I’ve made now has access to condition removal, offensive and defensive boons and traits, and the traits has great synergy between each other without any specific trait or trait line making the others mediocre or redundant.
No, it wouldn’t make them required, because all of those effects also scale with other stat investment. Soothing Mist could have duration increased by Arcana and healing power increased by Water Magic, for example. This kind of system rewards both the player that wishes to have immediate effect and the player that wants long-term effect, as well as opening up myriad theory-crafting possibilities for working around your passive in really creative ways that benefit you and your allies. This kind of system is also akin to how many other profession mechanics work, such as the warrior’s burst skills scaling with everything that affects damage output, and not just the traitline that solely affects burst damage.
I’m also confused as to why Elemental Attunement was broken across the signets. This hurts our utility choices and doesn’t solve the problem.
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Stat point investment vs frequency of application vs potential damage per successful hit.
Condition damage is still superior. A few anti condi wars with stunlocks don’t really change that.
Easy fixed, put diminishing returns after 2 or 3 stuns in quick succession. Maybe within 2 seconds.
Yeah ?
Or reduce the number/duration of stuns. There’s too many of them and adding a diminishing return mechanic involves a lot of balancing work because you can choose the order of your stuns to bypass said mechanic.
Thanks!, Yeh I thought about doing this, but after I completed each trait lines changes I realized there wasn’t really anything that was needed that could replace it. Also each professions 5th line always effects profession mechanics, I couldn’t really throw the Ele away from that trend and make it bonus damage % or something. I actually think it works out well this way, as now you can go 0 into arcane and still have decent recharges on your attunements, by taking a signet or 2 and a trait or 2 in a couple trait lines, freeing up the use of some grandmasters. And there’s the possibility of stacking these with arcane, giving around 6 second recharges on certain or all attunements, and with the new effect on entering and exiting attunements through minor traits, this could become quite a different playstyle, imagine a 20 fire 20 air 30 arcane Ele with signets and attunement recharge rates, he’ll have a 5.8 seconds recharge on both air and fire at least, which will be constant sunspots, smoke fields, and bleed, blind and weakness removals without going into the Water line, fresh air will also enhance this if traited, but now isn’t as needed with these new options making Tempest Defense also a viable choice.
I think there’s plenty you could do with the arcana bonus in terms of options. Unfortunately your suggestion only slightly reduces an inherent dependence on it, but actually ends up trivializing deep investment because the end result is the same as before the rework, meaning a slight gain for non-arcana elementalists and absolutely nothing for those who still wish to stay with that line.
You could perhaps change on-attunement passive effects and have arcana increase the duration and/or strength of their bonuses. An example would be to change all the current adept minor traits for the elements and condense them into a minor trait in arcana, which more varied supportive/buffing effects with each level of minor trait you reach. I’m not going to post examples of numbers because I literally just came up with the idea as I read your response, but with some work it would at least get the ball rolling and open up the other traitlines to actually work well with their respective goals, instead of having each traitline affect only one element so specifically.
that’s why i said when it comes to actual changes anet should discuss it with the 10% that have one year of pvp experience
but they should still listen to all suggestions
It doesn’t take a year of experience to point out design flaws, just like it doesn’t take a rocket scientist to see good and bad ideas for what they are. Our criticisms during beta were no-less valid because the game was still in beta. We didn’t need a year to figure out that some things were very wrong with this game.
Remove arcana’s attunement recharge effect. Set attunement recharge to 9-10 seconds and change the bonus for arcana investment. You’ve already done half the work right there.
FA WAS MY JAM.
+1
Fixing balance would be a great way from getting people kitten ed off and leaving.
Couldn’t resist, sorry. ( Why am I being sorry? )
Quoted for partial truth.
Anet doesn’t make the meta the players do.
This is rubbish. Anet makes the numbers for the players to base the meta on. Players only make the meta in the sense of capitalizing on what’s obviously optimal; they don’t control what’s optimal. That can be pretty objectively determined with math.
Anet spends a LOT of manpower on things that should be implemented when the game’s core mechanics are already in a solid spot, but those mechanics are in a terrible state. It’s going to take considerable time for them to get to that point, and Anet either isn’t willing or able to allocate the people necessary to bring it up to speed within a reasonable time frame. On top of that, they have a bad habit of nerfing things that work and over buffing things that don’t, creating the whack-a-mole situation they said they wanted to avoid. They don’t seem to understand that smaller but extremely frequent balance patches will actually help the game more than decently sized ones every 3-4 months.
While I don’t doubt their intentions are good, to the educated consumer this game needs a ton of work on its core that simply isn’t being addressed.
I think the best new pet they could add to this class is one that works.
So I’m not only flagged as a troll… I would like a Ram that can charge in a straight line and stun/knockback everything in its path like a necro pet.
Porcines already have such charge skill. Charged 3 sec knockback in line, but not possible to control with f2
Golem’s charge skill is superior with a lack of charge time before hand and damage that can hit somebody multiple times if they’re pinned against a wall. Porcines are a joke.
But engis don’t have a lot of stab… wait, nevermind.
They don’t have as much aoe heal… er, hold on.
We have better boon upt… something or another.
We have 20 weapon skills!
Never mentioned any bunker ele…I’m talking support ele, a different role all together and this imply a different build also
Meaning you’re considerably more squishy?
I wasn’t taking about the mainhand choice. If youre running dagger main hand then it’s kind of pointless to run focus offhand. I think focus offhand is only viable with a scepter main hand. That being said, a d/d ele vs a s/f ele in an evenly matched fight… The s:f ele wins.
Focus actually has great theoretical synergy with dagger mainhand, and the person you responded to was speaking about dagger mainhand, which leaves me confused as to how you managed to switch weapon context. A D/D ele bypasses most of focus’ defense because of melee damage, regardless of the mainhand the latter uses.
Make a super-telegraphed skill that is more useful for its mobility than damage linked to actually scoring a hit with it. Just chock full of great balance ideas.
You must have been playing against eles who try to hit a moving target with staff aoe skills.
The point is to try to force the opponent in a favourable position for you, I simply need to stop you from being in one area ( that’s all the point of support build ), it’s not me who try to hit you..you’ll get hit by trying to hit me instead.
If you want to stay on the point..I destroy you, so you dodge my “telegrephed” attacks
and I cap the point, if you try to get me..well I’m well positioned, with unblockable frozen ground-faster shockwave-longer burning retreat…before you get to me your HP bar will go down by 50% at least, all the while my team will focus you hard.With larceneous strike nerf I can keep almost perma regen/protection on me and as I play support staff, I’ll always be together with a guardian or hammer warrior who’ll take the fire off me
So a few small buffs and the staff ele is back to top spot bunker? Most of the changes didn’t even affect point control except for Unsteady Ground and to an extremely minor extent Shockwave, which gained very little in regards to the close-range combat that occurs on points. Frozen Ground was always unblockable; they changed the skill fact, not the skill.
It’s actually relatively easy to avoid the bulk of a bunker elementalist’s damage, and you don’t need to remove yourself from the point to do so. While you will certainly hold a point relatively well, you’re not going to solo-kill the person attacking your point unless they are, for lack of a better term, bad. It’s also doubtful that you’ll do any significant damage to them, not to mention the fact that the new Burning Retreat makes it even harder to avoid getting off the point yourself. Burning Retreat didn’t even need a range increase; it needed a punishing factor for getting into a staff ele’s face.
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It is now as a support weapon and light skirmisher on a locked area, I can reliably 1vs1 most classes on a point now ( and win most of them including necros and mesmers ), thx to increased healing on water blast and increased radius of geyser.
The now faster shockwave allow me to lock targets on eruption quite easily and lava font does full tick dmg now, let’s not forget the increased radius of fireball and the unblockable frozen ground…what more could you ask?
I literally have no more problem with staff eles after the patch, because the skills are still too telegraphed for a few radius/speed boosts to do anything significant. You must be fighting people who lack any significant knowledge of how ele skills work.
Sorry but you’re wrong. If you face 2 eles of equal skill, 1 with dagger and 1 with focus. The focus ele will win every time. All you’ll be able to do with your dagger is run away.
The focis’ defense, invulnerability, condi cleanse, slow, 2 knockdowns, range negation, reflect… All trump the dagger in a fight of equal skill.
On topic… Focus fire needs a total revamp. And it would be nice is comet was an instant cast and stun instead of dropping a circle. But it still works. Will it ever happen, probably not.
D/D doesn’t particularly rely on condition damage or negate-able ranged attacks, which are D/F’s main strong points in terms of defense. D/F has only one KD on an absurdly long CD and only one reliable burst skill. A D/F ele simply lacks the damage to take out a skilled D/D ele; they will most likely stalemate.
Bless you if you think staff is a complete weapon as-is.
Undodgeable traits are a problem, but they’re not why conditions are OP. Conditions have no secondary requirement to make them numerically efficient damage that cannot be mitigated without completely removing them. Just grab some condition damage stat points and you’re good to go.
This has all been stated at one time or another, but I really feel that we need a focal point for this on-going-but-fragmented dialogue the PvP community seems to have with the dev team. I fully welcome any criticism or reality checks for what you are about to read; these are simply the impressions I’ve gotten from playing most areas of the game, while being more invested in the PvP side of things.
As the PvP forum must surely know, although this update contained quite a bit of information, it most likely won’t shake the game up as much as we need it to. Now, PvP and PvE have different metas to a degree, partially because of the niche use of certain professions/skills (more relevant to higher-level dungeon content etc), and partially due to the general easiness that is involved with fighting everyday AI.
However, one thing that affects both of them (in any game) is inferiority, and there are plenty of skills that are used infrequently/never in both formats. This problem occurred in GW1 in-part because of the vast number of skills we had available, but this issue is not nearly as bad in GW2, at least it shouldn’t be theoretically. There is a large amount of potential to make almost all of the skills/traits we have available more universally competitive in both settings without breaking them.
I don’t know how much manpower is devoted to each “team”, but Living World updates, which likely consume the bulk of your total time spent, usually contain little to nothing regarding actual balance, when it’s just as important to your PvE content as it is to PvP.
As a note to the developers, I think the Living World updates are a really neat concept to have in a game, but without more ability to freely experiment with how they tackle content (without feeling like they’re gimping themselves, and believe me, they will if they don’t already) your players with common sense will always have a sense of frustration when selecting professions, and then again when they are trying to make a build with said profession. The ability to tackle most of the content with sub-par everything doesn’t mean there’s not a huge problem with those things being sub-par. When you release a game “when it’s ready” and such fundamental design aspect is so incomplete, it really speaks ill of a profitable company that really has the (I hope) best intentions for its player-base. Surely with how much you read the forums you can see the large number of new players pointing out flaws in your system that veterans have known about since beta.
It is imperative that more attention be given to the balance/class progression side of your game. It will impress your new players, who will really get the impression that the versatility you advertise(d) exists in the game. It will help keep your veteran players, many of whom want to love this game but are simply bored by how bland the majority of our abilities are in comparison to a select few that are actually efficient.
Your meta will shift more naturally without requiring huge balance updates to shake things up every few months, which is pretty destructive because you aren’t avoiding the whack-a-mole effect as intended; you’re simply extending the player-base frustration that comes out of it. On top of that, with a more intuitive system and healthier meta flow, your E-Sport potential skyrockets, drawing an entirely new crowd and player niche to the game. How neat would it be if GW2 had millions of worldwide viewers, and was able to offer a $1 million USD prize to the winning team of a grand tournament? The reference here is pretty obvious, but the example still stands.
Please note that this balancing process should not involve nerfing/removing functions from skills simply to make your inferior ones look better by comparison, unless those skills are simply numerically broken. Interesting, flexible skills with high potential levels of synergy are what give this game the chance to be really good at what it’s trying to accomplish. We have seen this balancing method implemented to tone down certain aspects without successfully creating interest in others.
In short: This plethora of new content is completely pushing one of the most important game-maintenance concepts to the side. Minor updates to pet health, a few utilities and some AI tweaks once every 2-3 months is to put it bluntly, just inadequate for the long-standing health of the game. When your players feel they have that absolute freedom to build how they want while following a few general guidelines, the rest of your content suddenly gains a lot more character and longevity.
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No, don’t make our other utilities better; that would make cantrips less required, and we can only do that by nerfing cantrips!
I am also sad. Yet, shortbow remains hilariously strong.
*Compared to other ranger weapons.
Fix’d
BUT GUYS WE HAVE 20 WEAPON SKILLS SO IT’S OK.
I can see staff getting a lot of benefit with one with air.Burning retreat is getting a lot of range increase. I think you arent doing it right..First cast the leap on whatever attunement and then swap.Its practically as far as rtl with an evade and you can use about face to move forward..Its not really hard to figure out how it works and im getting the feeling half the people here dont even know what it does ,use it out of combat and think its useless
hint:Its not !! :P (but im talking to a wall aint i??! )And btw the difference it has in combat and how many times you can use it with fresh air make it a VERY SOLID PICK ..kthxbye
So this is basically the only example I’m seeing of why the trait has any semblance of usefulness. Burning Retreat was already decent at getting you out of melee range, and it gets boosted by swiftness. This trait adds maybe 20% at most to the distance you travel in combat with Burning Retreat, when they could have fixed RtL and been done with the mobility complaints.
It’s a neat concept, but it was implemented terribly and doesn’t even come close to fixing ele mobility problems.
lol, yes it is.
Hardly as much as it was before. OP is not going to faceroll everything.
It’s not OP anymore, just troll. You won’t take anybody out (if they’re good) as easily as you think, especially if you can’t kill people with anything else. I strongly suggest you pay attention to what’s killing you, and what in your build is failing to address it.
I’ve noticed this and also that the line of fire behind my elementalist is a broken series of sideways lines crossing the path it took half the time now and just visually looks bad.
Fun fact: It looks normal when you have a speed buff on while activating.
Skills like Super Speed and traits like One With Air set movement speed to the cap. The difference between out-of-combat swiftness and the movement speed cap is very small and won’t be very noticeable.
You’ll mostly notice the effectiveness of these skills when you’re in-combat, as you will be considerably faster than someone with swiftness. It will also reduce the effectiveness of chilled and crippled while under the effects of Super Speed type movement buffs.
Hope that clears things up!
I probably gained about 15-20% distance on my Burning Speed when I activated the trait at the beginning of my animation.
Also, %reductions scale up as their target’s base increases.
This trait is brutally ineffective at giving us the mobility we need because it adds up to about 10% overall increase in ground covered during combat. (assuming it’s working properly and you do not have swiftness up ever, which will never happen because we pretty much have to run Elemental Attunement)
It’s just really disappointing that with all the myriad issues eles have from a core-mechanic perspective in relation to our traits that this is somehow supposed to be a significant factor in our mobility and build crafting.
Staff got a nice big buff this patch
Too bad they didn’t buff the most lacking aspect of staff: air
It’s unfortunate that this is a “big” buff.
Has it been tested to see if blind affects its reveal debuff?
It’s not going to be much better unless you have significant condition duration increase. It’s just not an amazing skill.
I think staff feels very good now. The problem is, it is still hard to compete with the power creep on warrior and others.
Edit: Haven’t been doing WvW lately, but I am afraid the Unsteady Ground change will make staff eles very overpowered in big fights.
Why don’t you see people complaining about Line of Warding from guardians then?
hello,
i see a lot of ppl complaining….nearly about everything, how would it be, if ppl would start playing, instead of typing?
Because we’ve spent countless hours theorycrafting and playing in an attempt to find something that can really change the direction of this game and have come up dry. The PvP in this game is stagnant and this patch did little to change that after about 4 months of waiting.
^
….Maul wasn’t the PROBLEM with Greatsword’s DPS… Infact it was literally the only thing good about it and anyone who could use a calculator already knew that.
You mean it was the only thing keeping GS on the radar. Maul was never amazing for its activation time/ratios.
Ele traits won’t be in a good spot until attunements have a set recharge of 9-10 and Arcana investment has a different bonus.
+1
Also why don t give eles the switch weapon feature? it could be even done by fixed pre association with desired attunements; 2 for each weapon
Part of what makes eles easier to balance is the fact that they’re locked into a weapon set, meaning your opponent knows what your entire weapon set lineup is capable of as soon as you activate a 1-3 or 4-5 skill. We can’t change that this far along into the game. What we can do is help the elementalist along their current path by making their skills more significant and giving them viable trait options.
Wow. So constructive. And we wonder why the devs never interact with us in this forum. Big surprise here. If you’re gonna whine at least make it constructive whining.
I for one really appreciate the staff changes, as primarily a staff user, and I looooooooveee the conjure weapon buffs. I’ve always wanted more reason to use them. It might be worth it to spec 20 in Fire now for the extra conjured weapons charges and run a non-lightning hammer conjure build in PvE. I would like a bit more trait support for conjures, but I’m very pleased with the skills themselves now.
I was actually confused because from the context of how much eles actually got, this should have been a sarcastic OP. Staff barely got the surface scratched when it comes to its issues, and conjures are now just a stronger gimmick, nothing more. We got a useless trait buffed without making it useful, and had none of the core problems that will always plague eles no matter how much they buff individual weapons/skills addressed.
Too early to tell if conjures are still worse than other utility skills.
They’re never going to be as good as they should be until they function like an engineer kit on a longer activation CD. Locking yourself out of your weapon skills/attunements cannot be justified if the utility slot you have that function in has an activation time that disrupts the flow of combat and requires awkward positioning to take advantage of more than once. Anet made a gimmick when they made conjures shareable.
Well don’t leave me hanging. What do you think needs fixing?
As for Rangers, at high level play they do well and aren’t broken, nor are they to the point where they aren’t useful. Spirits are obviously the best build for them and seeing more viable builds would be nice, but I think that’s what ArenaNet is working towards.
Traits for all professions need a ton of work, various weapon sets across all professions need work (including ones that have literally been ignored since the game’s release, for whatever reason), utilities across all professions, core profession mechanics, the condi meta (including how condi damage is even calculated), the targeting system (though it looks like they’re starting to make changes), the frequency of stuns vs required stunbreaks ratio, and I could go on. If I had to list all the issues within those vague guidelines, I’d be writing a book. This patch barely scratched the surface, didn’t even significantly change the meta, and it was supposed to be an extremely significant balance update that was postponed because of PAX.
The worst part is that many of these issues were obvious problems that were given feedback on during beta, before the game was even released, which means the game was released before it was even close to being ready from a PvP perspective.
I strongly suggest you check out each of the related subforums for PvP/Professions and find the posts that aren’t mindless rage; many of them will provide at least a bit of insight.
I edited it a little. I didn’t look too deep into Rangers. They’d been changed significantly in a previous patch and not a lot was done aside from improving Sic ’Em greatly and some significant pet changes.
I don’t think Rangers needed much? Spirits are still viable and work well; power Ranger works decently.
Sic ‘Em still bugs out when combined with other skill activations, meaning it’s literally only used for the reveal now, and no person with common sense is going to use a power-based ranger competitively.
You don’t think Rangers needed much? The entire game needs much from a PvP perspective. This patch was unacceptable to fix the issues that are currently in place.
I like how your analysis completely ignored the ranger. This patch was pathetic for all the fuss that was made about it, and it’s not giving PvP the help it needs fast enough.
The camel’s back just broke for me. I don’t think I’ll be playing again for a while. The state of PvP in this game was terrible before the patch, and terrible after. The manpower they currently have allocated to balancing professions is just too small to make a difference in the time frame we need.
At least I can tune into the forums occasionally still.
I am so confused right now.
I am exceedingly.. unimpressed.
Ele traits won’t be in a good spot until attunements have a set recharge of 9-10 and Arcana investment has a different bonus.