The game could definitely use more prestigious armor skins for people to go for that are so inclined.
Legendary armor even.
ATM you’ve got your legendary weapons…and then I guess the closest next thing is the glowy fractal backpiece (not too bad, but takes some work at least)
Everything else is a joke.
Without long dailies the stark truth would set in when people went out in the world and saw no one playing outdoors for other reasons.
I would ditch trying to stay atop the list honestly, that sounds like a pretty miserable experience.
I know the feeling too, as I did the high warlord grind in vanilla wow all the way through…where if you “only” pvped 8 hours a day after a point you might actually lose progress, depending on what others on the server were doing.
This is a food that I’m definitely expecting to be nerfed. Really should be for how it messes with a lot of game mechanics.
It’s even worse when combined with melandru runes, even moreso worse with traits that reduce duration besides. The runes and traits seem to be okay for the choices made, not saying those need to be nerfed as they seem to go in traitlines that need this…runes ditto for the sacrifice.
The food is way over the top though, especially due to the additive nature.
Pretty much.
The range nerf should have been it. That was more than enough.
Just allow rangers to tame warriors as pet.
But that would be a ranger nerf
I think flamewall should summon a flamewall, lets say about 1550 range long that the elementalist quickly sprints across.
15s cooldown sounds about right.
I can’t see RTL staying like this. It’s really ridiculous.
After the nerf in range from 1550 to 1200 it’s not even particularly great when you do use it. Certainly nothing deserving of a 40s cooldown.
Q: What is the point of Mist Form now?
A: The same as it was before, take no damage for 3 seconds.
The reason why you can no longer heal in Mist Form is because the ele has the highest healing in the game regardless of spec. Coupled with an invuln where you can’t be interrupted, its OP.
Now Mist Form is no longer OP. Hope that clears things up.
The highest healing in the game regardless of spec?
RTL changed to “Chase after the lightning”. When used, a lightning bolt strikes 1500 range away and your character slowly runs towards where the lightning hit at 30% of normal run speed.
Elementalist:
Ride the lightning: recharge time increased to 90 seconds, Energy cost increased to 25
since there is no energy resource in GW2 this skill cannot be used.
i lol’d
In agreement.
This was suggested quite a few times and ignored though.
Only reason I recently made a elementalist was for the Ride the lighting skill and mist from. Now the you fix RTL (understand that… don’t understand the 20 to 40 sec increase). Now you can’t heal in mist from when you are getting hammered. Currently at lvl 24 and that’s my stopping point cause of this nerf. Ele just not fun now. Guess I’ll just delete it. Good job on the other bug fixes.
Be glad it happened to you at level 24 and not at 80 after you got legendaries, full ascended, maxxed out bag space, exploration star, spvp profession title, soulbound cash shop mining pick…
Seems like it would be better done as a signet build with 0/10/30/0/30, can even drop stone splinters for signet mastery.
That’s a build I was thinking about earlier today actually but didn’t post about it.
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this is the most terribly thought out nerf. The most OP part of RTL was it was used as an escape tool. Here’s the problem…..I only need 1 RTL to escape after being in combat….so it does nothing to address that. The extra CD does nothing to prevent this.
All this nerf does is make traveling slower. Who cares? We’re not nearly as fast properly spec’d thieves/warriors. It’s just PvE anyway.
Want to make RTL more about offensive focused and gap closer? Up the dmg, reduce the range, reduce the CD. It should be a 900 range skill on 15s CD. That way, it doesn’t get you out of trouble as easily. It’s still great gap closer. It’s still useful for travel.
The nerf reducing the range from 1550 to 1200 takes care of it being nearly as good for running away too.
Next patch, RTL moves you 600 range on a 1 min cooldown, direction chosen is random.
People complain about ele mobility anyway.
They seem to be out to kitten off as many non rangers as possible with this patch don’t they?
+1
I couldn’t agree more. I think it should be 40 second cooldown only if you don’t have a target (+ in range) when you start the skill. I think the point of the RTL nerf was to keep ele’s from running all over the place/being uncatchable in pvp. Honestly, this should be a pvp-only change. Ele’s are too squishy to have both their escape mechanic and that cheesey mist-form exploit nerfed (imho this was a good move) without being given some other option of survival.
As a side note…anyone verify whether u can still mist-form stomp in pvp? I don’t like it much either, but thief can invis-stomp you, mes can distortion-stomp, war/guard can stability stomp, etc. So removing that would be lame…even though i don’t personally ever use mist form.
You can still mist stomp. I used it while messing around with the new custom arena things today.
The only major change is the viability of Wrinten In Stone builds.
Staff support build will be hurt by Cleansing Water nerf.
Glass canon squishy builds by Mist Form nerf.If you were getting stomped by D/D Bunker Elem : You still will.
Not when switching to water also sets the 5s ICD on the regen condition removal.
If you go power 20, arms 25, in your warrior traits you get bezerkers might 12% when full adreneline, 10% on great sword.
arms 25, is 10% against bleeding foes.
why use 30 traits in discipline and lose 10% dmg? + power or crit chance too, for the new trait that gives 3% dmg per boon?
Think twice , and fix it fast please.
The obvious conclusion will be to nerf 25 in arms…haha
Haha that sounds like the strat they use for making ele traits desirable.
ELE NERF HAMMER BOOOOOOMMMM!!!!!!!!!
Ooh I’m going to be having so much fun in tournaments this month
You were having problems with eles as a ranger?
I actually felt like a jerk just using the new RTL.
I used it in LA, saw the huge distance decrease (has that rubber band effect on RTL that you notice even more with the distance decrease), saw that after RTL toward the bank I wasn’t even gonna be using it to go back to the TP. Then I logged off.
Apparently I was OP at visiting npcs in lion’s arch pre patch and it’s a good thing they took care of it.
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I miss hotjoins already
swoop 1100 range 12 sec cd..
Heres your new rtl and heres your new bunker far point..Have fun :P
On the bright side it never has been easier for me to kill other eles ..
haha
Funny thing is they were quicker to reach far point and bunker than eles even pre patch.
Sorry, you’re the new FOTM period.
Just like eles had to deal with complaining about things (some was legit, some was nonsense). Tag, you’re it!
I went over to the hotjoin guy to do the daily….course they added the new custom arenas that’s good I thought.
Except I can’t join anything. I went through the list and must have tried 20 different games that all had plenty of room for me to join. “This world is full” message every time.
A certain GS S/D double bird bunk ranger build could straight up kill most builds in this game on off point, without ever coming close to being downed. It’s only going to be stronger now.
I’ve been surprised for a couple months now at how little people complain about rangers.
They’ll notice them for sure now when the elementalists dry up and even more rangers come to the plate.
Yes I remember that. There were some sudden changes to warriors on release that were not even discussed or approved by alpha testers yet. They just slipped in…similar to how ANet slipped in the Quickness nerfs recently without even mentioning it during the SotG discussion a day before.
And that shows how close warriors are to being in a good place. They don’t need huge changes. As I’ve been advocating for months now, warriors just need some more options to counter slows (ways to remove cripples, chills), some more sustained healing over time, and a way to obtain moderately decent damage without having to build glassy. Thank the gods that all 3 of these issues are being addressed next patch!
“We’ve agreed that warriors need more ways to counter cripple and chill, an improvement to sustained healing, and options for survivability that still do reasonable damage. In the upcoming patch, we’ll be addressing this by adding several new greatsword skins as well as reducing the cooldown on the offhand sword skill riposte by 1 second”
You’ll be CCing eles plenty. Just switching to water is going to trigger that 5s ICD for cleansing waters too. It’s not just “spacing out cantrips”
Rangers were quite good before and there was quite a bit of them.
I called it before the patch that this will be the new FOTM. Expect to see some serious complaining about rangers within the next week. There’s been some complaining in the past but we haven’t seen anything yet.
Wait til more of them start actually using swoop too.
About time.
It should also be affected by cripple/chill though.
Why should it both be 40s cooldown (much longer than stuff like swoop, 1100 range leap, 12s cooldown) AND be affected by cripple/chill?
So it’s outright inferior to other movement period?
That cleansing water nerf is going to hurt more than people think.
It’s not just a matter of “spacing out cantrips”. Switching to water will activate the ICD too.
There’s actually a very real possibility people will want to use signet of water for that crappy “remove 1 condition every 10 seconds” passive now
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Even though the build is kitten the alternatives are still worse.
I can see people trying to make the signet builds work, but I just don’t see it. The condition removal on them is very bad.
Does anyone know if thief is faster than ele when it comes to travel? I think even before this patch that changed RTL thieves were still slightly faster than d/d ele with movement. Now they are gonna be really really tough to catch up to in wvw…
Warriors, Thieves, and Rangers were faster than eles, pre patch.
Obviously even more so now.
Yep lol you got it confused, OP. To reiterate, the RTL nerf is supposed to make it so that you CAN’T run away as much. They only want you to start battles with it. If you don’t have a target the CD is twice as long (40 sec).
well, if you say it like this, its absolutely vice versa
they toned down movement ability, not escape ability…
target -> RTL in -> fight -> run away after 20sec CD, same as now
no target -> RTL to move -> cant run away if cough after this, because CD is 40secsee the difference? they want ele to use it to fight and escape from fights, not to move across the map
Because moving across the map with a 20 CD RTL was so OPed
And it’s not even going to go as far to boot.
They should have done the 1500 range nerf to 1200 range and just left it. That’s a big nerf by itself.
About all it’s gonna do is slow me down getting around doing the dailies. Havin trouble finding stuff to do anymore
When a conjure is summoned, you should be able to switch out to normal stuff and come back to it.
Just that alone would really be all conjures need. They can even keep the charges.
Kinda like engineer kits, but still need to be “cast” to be summoned and they still have charges. And they still can have a duration.
<— chick that pvps, even got the tourney profession title.
Kinda bored with it now though
If everything is the same, someone will find a combination that is most optimal. Then you would want a buff to underused items.
What fails in all of your arguments is that there will always be one thing that is the best. When have you ever seen something in which options were balanced. So power creep is not a result of over buffing initially. It is a result of the optimal spec out performing the rest.
It’s normal for one thing to shine as probably being the best, but we’re not even in the ballpark of where we need to be with choices.
We end up with situations where there’s 1-2 builds…then the rest aren’t just “maybe not quite optimum, but still alright”, but rather utter garbage.
Having boons on and taking 3% more damage per is better than having no boons.
Especially if one of the boons is protection, which protects for more damage than their boon hate adds by itself anyway.
1200 range burning retreat would be pretty snazzy.
Something else to throw out there: Fury from attune switch (5 arcane) should last longer when using a staff. Have it be 3s base instead of 2s at least, takes longer to get the staff stuff out there.
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Really says a lot for the game that when traits accidentally synergize well, they need to be nerfed. HGH engineers get this too.
EVERYONE should have traits that synergize well. Not just for one build either, for several builds.
The problem is actually a core design flaw, rather than any particular trait.
Eles have the lowest hps, the lowest armors, and general lack of evasive mechanics on their weapons that keep them in the fight (no mesmer sword 2, ranger evade type stuff, going into stealth to set something up etc). So they have to give traits that fix all these core weaknesses. Of course…if you don’t take them, you’re just a kitten profession.
Anyone that’s leveled an ele knows that, the profession is probably the worst in the game as a newbie. You level up and get traits and think “okay that’ll fix that…then in 10 levels I can fix that…10 more to fix that etc”. New players notice it immediately. Every other day there’s a post on here from a new ele player saying “Hi guys, I’m dying alot, what am I supposed to be doing?”. Of course when you’ve been playing the game for a while and then start an ele it’s not a big deal, because PVE AI in this game is so limited, but it’s still definitely something you notice.
The traits fix problems that seem to be intentionally designed into the profession, instead of enhancing strengths. In fact, they CANT enhance strengths because the core profession HAS no strengths. Elementalists don’t have good condition removal, the water traitline does. They don’t have lots of boons, the arcane traitline does. The closest thing to a core class strength was RTL, on one offhand weapon. 15s cooldown, 1500 yard travel. That’s a strength. So it was nerfed to 20s. Now it’s being nerfed to 1200 range and an even longer cooldown. Sure, you have more buttons to press on your weapons, but each button is suitably kitten in most cases so you have to hit a couple of them to achieve what you do hitting one on another profession.
It’s impossible to have any real build diversity when the system is designed like that. You have to fix all the problems the profession has first. Then when you do, you’re almost out of trait points already.
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lol Hard english for you to speak be? Too me! I’m gonna switch to S/F and troll people XD with 30 points in Fire and 30 in Earth, 10 points in Arcane and run full Carrion Gear!!!! #comeatmebrobutplzdontbecauseIbeSquishyanddolittledamage /cower
Signet utilities like a boss as well.
/Sarcastic Thread
Anyone here ever considered the fact, the change to condition removal does NOTHING to break D/D in any way, while it completely DESTROYS any AoE regen builds?
Glad, I don’t play an ele.
Just look at it from this angle: You throw out a random AoE Regen boon.
It will remove 1 RANDOM condition from a RANDOM target out of the RANDOMLY selected 5 who get the regen. Then it will be on 5 seconds cooldown.Hf, staff users, hf users of elemental attunement. You can no longer reliably take conditions off allies.
Maybe they’ll finally be forced to restore the staff to where it was in Beta, so that we can do some damage with it. After all, if they’re gutting our support role, the staff becomes… decorative?
do you remember why was it nerfed?
Complaints…
People still complain about meteor shower if you follow the forum….
Nothing is more terrifying in WvW than bunker eles casting meteors for 1100 damage that miss 80% of the time.
Sometimes things get crazy and the same person gets hit TWICE, IN THE SAME CASTING. Sure it’s rare, but I’ve seen it happen! I think!. Can you imagine how sick it’d be if you got a whole bunch of eles casting it? They might have to move and use a HEAL.
I definitely agree that it should be changed to at least be something desirable, whether it involves burst skill damage or not.
Basically this trait line only boosts 1 thing instead of 2, because the current .1% effect per point might as well say “Placeholder: coming soon!” and do nothing.
Seems like you should need 75 games or something first to even be on it
It’s goofy you have these people ranked in the top 100 with stuff like 9 wins 4 losses
So you buff something, and then something else becomes unused. Then you buff that original thing, so on and so forth. Then you have power creep and everything is over the top.
Are you actually arguing in favor of undesirable traits/weapons etc just staying that way?
Other than some gimmick glass cannon builds, the profession completely falls apart in any sort of sustained combat situation without using many boons.