Nerfentalist of Augury Rock
Nerfentalist of Augury Rock
Now I remember a thief i came accross several times which nick was ‘catch me if you can’… I wont be able anymore :/
Nerfentalist of Augury Rock
Other games have solved this by prompting players in the queue that a backfill spot is available, and that if they accept they will get the win reward no matter the outcome of the match.
I like that, and that would reduce queue time. I wouldn’t have done it differently. But we should make sure the game makes a difference between ragequit and temporary disconnects… maybe 60s delay/inactivity?
Nerfentalist of Augury Rock
While I agree with most of you, I don’t think there’s any hope. They nerfed the class with the least everything and longer CDs with punishing disengagement and chill effect, while classes with better defensive mechanism (active & passive) are left untouched. I can’t see the logic behind.
Nerfentalist of Augury Rock
(edited by MyPuppy.8970)
They better RLT all movement skills. Or at least require them to have a target or long CD.
Approved.
Nerfentalist of Augury Rock
You’ll offer your team far more support in staff, I think it is the best team oriented weapon in the game.
Nerfentalist of Augury Rock
I expect the worst, I wish for the best.
Nerfentalist of Augury Rock
All of Them!
Or maybe a reworked/buffed lingering elements, i guess it’s gotta be something with swapping attunements since it’s the core gameplay of elementalists.
Nerfentalist of Augury Rock
According to tooltip, you only cast fire spells in fire, air spells in air, etc…
Well it’s been 3 years soon, maybe we can start hoping again…
Nerfentalist of Augury Rock
It’s just because eles have more useless tools to play with that they get punished more. It’s called balance.
Nerfentalist of Augury Rock
I mostly soloq, going against premades is quite rare. We won against a full premade one time though, it was tight, we lost the first minutes but we managed to come back though. We might have been lucky since they were pretty decent but I think individual skills and experience did matter too. Overall, i think we read the game better and got a better map coverage.
Nerfentalist of Augury Rock
Well sometimes it feels like trying to catch a fly with a wrecking ball but staff is actually a very good weapon in pvp when it comes to support your team both offensively and defensively. It has its flaws and drawbacks, but I couldnt play without it now.
Nerfentalist of Augury Rock
I did a lot of unranked, for practice, to learn, and I was a little affraid to go ranked at first. But when I got into it I continued to learn from my mistakes, from criticism, may they be constructive or not, I refined my build, improved my gameplay and teamplay, I just ignored insults, blaming and stuff, like the people who blame others never do anything wrong… Once you accept humbly your mistakes and treat your team as kindly as you would like them to treat you, you’ll find that it’s not all that bad.
Nerfentalist of Augury Rock
(edited by MyPuppy.8970)
As a staff ele, when going close, what i usually do is stack swiftness + burning retreat forward + LF.
By the time I see any inc, i’ve already completed more than half of the cap. A fews ccs or area denials, and it’s capped by the time they get there.
FGS just to get there maybe half a second faster is really a waste of an elite slot imo. Well, not that we have that many…
Nerfentalist of Augury Rock
(edited by MyPuppy.8970)
What also hurts is the design of weapon skills themselves. Fire>damage, Water>Heal, air/earth>cc when other classes can have cc/damage and other utilities on one weapon set without switching. Elementalist skills are too diluted so we are forced to attunement swap more often than other classes according to the situation. Attunement swap IS the basecore gameplay of ele, but we have no direct benefit from it unless we spec for whatever-on-attune, since it gives no advantage or defense mechanism whatsoever innately.
At least, if ele attunement is going GM, make it worthy, one stack of might when attune to fire is not even good enough for a minor trait.
Well I don’t have any high hopes in the future, but i’ll stick to my ele anyway. But people are so used to play ele even with all the flaws that it might become OP whenever they fix the class.
Nerfentalist of Augury Rock
Never. But I run a team oriented spec which can handle pretty much everything from roaming, support in both damage/cc and defense, decap and holding to some extent. I just can’t burst. I do fine in most 1v1 situations when I don’t screw up, but i’m much more efficient in team fights if i’m not under focused fire.
Though sometimes in soloq i get teamed up with comps like 2 thieves and 2 mesmers and none swaps, and we still manage. I think it’s more important to have everyone mastering its class and knowing how to deal with others than having an “ideal” comp with average – or less – skill.
I never ask anyone to swap, as long as people are having fun playing what they want to play, and gentle to eachother, it can’t be a bad game.
Nerfentalist of Augury Rock
Elementalist makes up for THE lowEST HP AND armor by having boons, which are constantly being nerfed. Constantly.
Fixed
I would add that boons are not base class mechanic, we have to heavily trait for that, maybe more than Guardians. So no, Elementalists make up for their handicap by going celestial, or by outplaying their opponents.
Nerfentalist of Augury Rock
I usually aoe the spot when they start channelling, it then takes one thief or mesmer to finish the job, or either I teleport to them or los under them and aoe to deny them any safe spot. As long as you keep an eye on them it’s fine. Their build isn’t so much forgiving, and doesn’t offer much to the team.
Nerfentalist of Augury Rock
I agree with your analysis, and your suggestions. Also, some classes are too dependent on celestial to have basic survivability, making other amulets underperform in most cases and thus limiting their choices.
Nerfentalist of Augury Rock
Just make air#2 1/4s-1/2s cast and gust like a faster shockwave (earth#5) that KB anyone in its path. That would already be a huge buff.
Nerfentalist of Augury Rock
Every sigil should strive to be like Sigil of Impact – 10% more damage to disabled foes.
This is one of the most balanced sigils in the game since it requires you to actually do something to get a reward. Funny thing is that it’s not a bad sigil even now being overshadowed by the broken ones.So therefore, balancing the broken sigils will improve this game a hell of a lot. Would prefer to see changes like this:
Sigil of Doom – Poison further decreases heal potency by 7%.
Sigil of Air – Activates when a single strike does 25% of an opponents max health. (5scd)Just some examples…
To make them balanced, all classes should have the same access and usefulness to them. For instance in your sigil of doom example, all classes don’t have access to poison whereas actual sigil of doom allows classes that don’t to counter high regen/healing builds to some extent. Same for your Sigil of Air example, it would favor classes that have high damage single skill, and classes with high toughness/vitality would be less likely get hit. If I followed the logic here, I would make Sigil of air increase only lighting damage by 7%.
But I see your point, and I agree on that.
Nerfentalist of Augury Rock
Yes, give us a Maelström Shower!
Nerfentalist of Augury Rock
At any rate, the reaper sounds more like a gw1 water spec elementalist than an elementalist.
Nerfentalist of Augury Rock
I always wondered why fire aura wouldn’t provide any immunity to chill and frost aura immunity to burning… that would make sense, make aura builds more appealling, and wouldnt be so op.
Nerfentalist of Augury Rock
Boon-on-attune was meant to be eles base mechanic. That is why we had higher weap swap cd, affected by chill, and even in cd when out of combat, surely to prevent any kind of easy boon stacking/spamming before a fight.
Now we have to heavily trait for that, and though base attunement swap cd has been decreased, its base mechanics is still treated differently than other profs. We are, and will always be punished for having more skills.
Nerfentalist of Augury Rock
Well… we already have to go on full cd when swapping out of combat…
Nerfentalist of Augury Rock
They will turn it into a Conjure. With 10 charges.
Meaning they’ll nerf it further by the way, so we end up using it more, you see…
Nerfentalist of Augury Rock
Considering the superior rune of the elementalist, it would fit the theme/class. I always thought ele had poor access and synergies with chill. Chill should be our baseline survival mechanic.
Nerfentalist of Augury Rock
The new legendaries are going to be… wait for it… awe-some. I’d rather wait.
Nerfentalist of Augury Rock
Maybe Tempest will allow us to stack… I like getting my hopes high.
Nerfentalist of Augury Rock
1- Battle of Khylo. Love the rain, the nightsky, the buildings… the map design is really great. I wish we could hide inside the houses though
2- Temple of the Silent storm. Because snow <3 and the mechanics.
3- Forest of Niflhel
4- Legacy of the Foefire. Although it the the most picked one.
If I had to say something about a future map, I’d like a dense forest with tropical rain, and maybe environmental mobility mechanics like Assassin’s Creed. Or something like the home instance in Divinity’s reach would be gorgeous.
Oh and i happened to see raining on Foefire at the end of the match once, it was so beautiful.
Nerfentalist of Augury Rock
… It’s been ask countless time
but then again… what can you expect when the dev in charge of ele thinks that a 10% buff while attuned to air is a good minor traitWhat are you on about?It’s a great trait. It’s not like the 10% movement buff will be overwritten by swiftness, superspeed or signet of air all the time.
Oh wait.
It would be good if those 10% topped the speed cap.
Nerfentalist of Augury Rock
I guess the name will be Stormbringer
Nerfentalist of Augury Rock
I think Tempest will make us immune to dammage, cc and movement impairing conditions. That would be the most natural thing.
Nerfentalist of Augury Rock
Water Form: immune to physical damage. Increased vitality. Ennemies slice through you like water.
- Water jet cutter: release a jet of high pressurized water. Pushback non moving targets. Pierces.
- Toxic rain: Create an area that poison foes and corrodes their armor. 5s, -60 armor per tick. Poison field
- Water nova: release a water nova that heals allies and push back foes. Blast finisher.
- Water lock/water jail: lock your target in a sphere of water until it is destroyed. Target takes more damage if chilled. Target can only use their underwater skills.
- Tsunami: (pretty much like Nami’s ult in LoL)
Nerfentalist of Augury Rock
(edited by MyPuppy.8970)
Plus I’ve already bought Jormag’s breath…
Nerfentalist of Augury Rock
Has anyone tried keybinding with something else? Maybe that’s just the B… too late for me though, i’ll try tomorrow.
Nerfentalist of Augury Rock
Could we get a queue for positive people? Like Happy Queue, and Rage Queue, if we cant get solo/team? So if someone complains, yells, shouts, or whatever we could just tell him “Go Rage Q”
Nerfentalist of Augury Rock
Well even when you pop final shielding when you’re loaded with condis, it doesn’t help that much… I think what the arcane line really needs is a perfect synergy with other 4 lines, independantly from which ones you choose to invest your points in. Arcane should not be a 5th element on its own but enhance the use of others. That’s why traits like both EA are so good with the water line, and lingering elements could have potential. It should be the same with other elements. At the moment condi removal is too tied with regen (thus the water line), we should have other means to remove condi proficiently, and mitigate damage. And we need those mechanics because we’re eles.
Why not make traits like:
- remove a condi when you make a critical strike (cd 5s): allows crit/arcane builds some survivability
- Transfer up to 2 condis when you interrupt a foe (per target): synergy with air line
- Gain protection/stability when you immobilize/cripple a foe (2s per target): synergy with earth line
These are just some examples i came up with, haven’t thought too much about balance issues…
Nerfentalist of Augury Rock
I’d rather have it now if no one minds. Please just make staff offhandable.
Nerfentalist of Augury Rock
Beta Tornado was cool though. Like Beta RTL and so many other stuff i guess.
Nerfentalist of Augury Rock
Well, actually even if it is a little bit yolo, MS+ double lava font before going down is almost an instant rally. It’s a pity they removed the damage modifier in downed state though.
Nerfentalist of Augury Rock
Well I started to use them both again since I new it wont be possible anymore.
Nerfentalist of Augury Rock
This is so gonna happen. Let’s have faith.
Nerfentalist of Augury Rock
Well it’s been three years already, we can wait another year or two.
Nerfentalist of Augury Rock
A list of all elites in game :
How this can even be possible? Why tornado suck so much by comparison?
Because we have the highest health pool and armor out of all profs.
Nerfentalist of Augury Rock
I start to believe that eles have a masochistic mechanic after all… most of the benefits are for getting hit… let’s forget hp, armor, clones, stealth, a spank is enough.
I think we just pay the price for having 20 weapon skills.
Nerfentalist of Augury Rock
Or we could just get an aura of “hit me more”
oh wait… we already have tornado…
Nerfentalist of Augury Rock
To make conjures more useful, they would make it synergize with other traits and prof mechanics. I won’t mind any nerf if it’s cleverly designed and implemented.
Nerfentalist of Augury Rock
I’m more worried about mesmers though, maybe i’ll give it a try, it looks high skill capped.
But those wings…drool i wish i had those permanently on my main.
Nerfentalist of Augury Rock