Our role is, has been and always will be being the class with the flashiest moves.
Try going d/f. It’s a very nice nice twist. RTL was the only thing keeping me on /d anyway. Well cleansing wave helps too I guess.
Not if you count the nerf after beta weekend 2 :p
I’m not complaining or approving this yet since I haven’t tried it out, but where exactly did this buff come from anyway? It seemed kind of random to me.
Standard kd seems to be 2 seconds, and DT takes 3 seconds to hit, so they should be able to dodge. I’ll guess I’ll try it out more often. If you’re already running signet build though, popping SoE isn’t really costing much.
Staff works. Support/Bunker/Glass AoE/Condi-tank
Scepter works. Support/Tank/Glass Cond
Focus works really well too.
Anything else?
Almost all of which are tanky builds. Now tell me more about these glass specs please.
I mean…to me the Mist Form, not allowing healing makes sense…if you can’t attack and can’t be attacked, why should you be able to heal/use ultilities? Did that not make sense to others? Or are the eles just sad their free heal is getting removed?
They probably thought it made sense/was fair because it could only be used every 75 seconds. But the newer ether renewal made it too powerful of a combination because it became a strong heal and full condition cleanse.
I think LA is just so crowded because you can warp to it easily using the mists. If other cities had easy access buttons, I’d be spending most of my time in Divinity’s Reach. But I opt for the free and fairly fast warp to LA instead.
Honestly, if you really invested that much into ele and were one of the players using it long term ranger than jumping on the d/d, it’s not to bad if you stop and look at it. We’re still better off compared to the pre d/d boom time, aside from our shrinking offensive options.
As for the thread itself, I feel people use the term “nerf” far too much without considering the game as a whole. But since this will be locked.. my opinion doesn’t matter much here…
How do people use nerf too much? A nerf is a nerf, it’s a weakening of something. It may be good for the game as a whole, but that doesn’t make it any less of a nerf.
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Age of Conan did the “stealth” ability right. (one of the few things they actually did right) It was stealth, not invisibility like every other game including GW2. One had to be in shadows or in cover, like brush, to be concealed and you could not sneak up on somebody in the open in broad daylight. It took SKILL to sneak up on a player in that game.
And I do not understand how Anet can allow stealthers to pop in and out of stealth while in combat! That gives the stealthier a major unfair advantage over his opponent, not to mention a “get out of being killed” button in PvP and WvW since they can just pop stealth and sneak away when the fight’s going bad for them.
I like this a lot more. I always thought it was stupid that a character could magically hide in the middle of a fight and become invisible (with a few exception skills anyway). What if the majority of stealth skills just made a thief more transparent? As if he were made of glass or something.
You could eve base on something like distance or angle you’re looking at him if you want to be creative. Ex. staring straight at him= normal view, behind your character = invisible, to the side= glass like transparency. Of course that sounds like it’d be way to hard to program unfortunately.
Stealth is a part of the game.
Adapt or die.
Or whine til it’s gone or nerf hammered :p Which I guess is adapting in it’s own way…
What if Princess Peach wants to be with Bowser, but Mario keeps kidnapping her?
What if RTL was 1200 range and affected by cripple/chill?
What if the range was even less or it still had high cd, but we had a grandmaster air trait that increased the range of our movement skills?
Bug exploiting means 1)there is a bug and 2) people are abusing it. There’s certainly no bug, and it’s been stated that instant cast skills are not supposed to interrupt other skills. Questioning whether that’s too strong is a different story, but it’s certainly not an exploit. And instant cast doesn’t mean no cast time, it means instant cast. Shouts are instant cast and so are stances and neither of them interrupt skills you’re using. If you mean instant cast movement skills, then half the classes still have them.
But I get it, you’re a warrior, and frankly you guys are pretty weak in pvp, so a lot of things probably seems unfair from that angle.
Oh and you still failed to provide any base as to why it is a bug that is being exploited. Instead you only denied that you’re baseless by sarcastically citing you’re right to call people bug exploiters.
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Of course you’re glad for them, you stopped playing ele. The point is that while /d cantrip bunker is strong, there are few other options. Other classes only care about nerfing what gives them too much trouble, but don’t care much about giving them other decent but not as powerful options.
Popping an elite just for running mobility doesn’t really seem worth it imo. Well unless you’re outnumbered and running away from the start anyway.
Out of curiosity, what would people think if RTL only worked with a target, but 10 sec cd? Awful, or very OP? Almost nothing would be able to escape /d eles XD
Just kidding, most people would hate it.
Funny how its OP when its attached to a 45 second cooldown (granted with an instant cast) yet when its on a half second cast time move with a base cooldown of 8 seconds its fine…
And thats just thief access to such damage coefficients others have equivalent or better coefficient skills with less cooldown and aren’t limited in other area’s such as defense (as in they can achieve similiar damage levels and still be overall better than that zerker thief)
but yeah… totally OP…
Try it against non GC actual level 80’s and its a whole different story, specially if they saw you running to 900 range and I don’t know… did some counterplay?
I don’t really think it’s op because of the high recharge, but I think some of the complaints are because it’s hard to dodge, being 900 range instant cast, instant hit, shadowstep and usable during another skill is very different from melee range with a cast time and after cast delay. But honestly, that’s pretty fair for such a long cd on a class mechanic. It’s mostly because people love to complain about something.
Because most of the nerfs intended to tone d/d and s/d bunker hurt other builds more, pigeon holing eles even further into these meta specs.
Tank will still be able to tank, but non tank builds will be hit harder by the loss of that some of that vital mobility. Squishier builds might have a slightly harder time popping a good heal. Bunker will won’t really be hit hard by mist form change imo. The cleansing water change does a number to staff support and staff bunker and light damage to condition removal from cantrip spamming.
On the bright side a lot of flavor people might stop playing ele. Although I kind of doubt it, but with all the people saying it’s ruined or they’ll stop playing it, we’re bound to lose a good chunk right?
Oh and stronger signet passives mean signet builds might be back for a few days.
I think some people might start to discover how strong focus is as well, setting it up for future nerfs in a few months. /cynical
I made something similar, but using s/f since signet of earth is pretty much needed for dtooth anyway, and focus gives some needed condition removal and good ccs/defensive skills. not sure if it’d actually be any better though, but I’m trying to find a way to use that focus :p
Don’t warriors take more damage when they pop adrenaline or something like that? I’m a warrior noob, but I seem to recall that enrage causes more damage to the warrior. Correct me if/I am wrong.
You’re thinking of frenzy, which is a quickness giving skill.
Make it 10sec cd and you got a deal!
I think stealth is annoying/unfun, but definitely not OP or anything. The only part that is kind of unfair is that some skills can’t be used without a target (but will still go on cd if you try =/).
As for the above comment, dying as fast as you’re killed isn’t necessarily a balanced, unless you’re including time spent in stealth, kiting, etc, but there are other aspects to it ofc, and gc thief is fine imo, but just had to say it…
I personally think stealth would be more interesting (and fun to fight against) if it players took more damage while using it or there was some sort of visual effect when you hit something in stealth. But thieves would need massive buffs if something like that happened :p Basically, it’d be more fun with some sort of counter mechanic.
Might also be worthwhile that stealth does remove conditions if you trait for it, and that thief armor isn’t measly, it’s medium.
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People played glass eles?
Nobody does, but they pretend they do (unless they consider the valk’s build GC, lol).
People not playing a style isn’t an excuse to nerf it more. IMO, the fact almost no one plays it is highlighting the problems. It’s still fun for spvp and WvW, but offensive builds can’t actually compete with the other class’s meta builds. Of course all professions have this problem with loads of builds…
Using bad codding to teleport while casting, when the fact if you walk it stops? Check.
I’m going to nitpick this one because it bothers me. How in the world is burning a stun breaker in order to land an attack not fair? That’s a fairly large cost, and all instant cast skills like mesmer’s blink, or thief’s steal can do this.
They can and it’s alike unfair. That’s bug exploide and shouldn’t be in the game for any profession.
So you’re just baselessly saying this because you don’t like how instant cast skills work? Not liking it doesn’t make it an exploit, and if all classes have them, it’s not unfair. It’d be pointless to have an instant cast skill if they interrupted other actions. They’d just be 1/4sec activation skills if that’s what anet wanted.
Oh wow, I missed that part. I already realized it makes healing rain awkward with it’s 3 sec pulses, but I completely missed that the once per 5 second thing is global and not per person. Support condition removal really is hit much harder than I thought.
On another note, I don’t suppose there’s any chance of RTL getting an offensive boost is there? Since they want us to use it more offensively and all.
Using bad codding to teleport while casting, when the fact if you walk it stops? Check.
I’m going to nitpick this one because it bothers me. How in the world is burning a stun breaker in order to land an attack not fair? That’s a fairly large cost, and all instant cast skills like mesmer’s blink, or thief’s steal can do this.
Five lines? Water and Arcana only makes two lines buddy :p
Being able to move from point to point quickly is very useful.
Bunker ele will still be strong even after the RTL change. They’re already bunkers, so they can take a bit more damage while trying to heal too. Sure, they’ll actually have to spread their cantrip use now, so that means less condition removal for them.
But glass eles, same hp as thieves and less armor, lose much of their mobility, and they’re the ones that need mist form while healing and the ones who really need escape options. What does this do? Push people even further away from offensive eles and even further into bunker specs.
This doesn’t really concern me, but how about basing your score off of the last xx days of play? That way the score will more accurately reflect a player’s ability in recent times.
Written in stone will be worth more after they buff the passive effects to 180 in a stat. The build isn’t too amazing overall though, just a change of pace.
Other classes have no means of escape (Rangers) so ele now fits into that group, welcome to the gang..
I’m not sure how many people realize this, but rangers are actually one the most mobile professions. Greatsword’s swoop is actually better than pre nerf RTL.
It’s especially mobile if you use sword and greatsword without auto targeting, but unfortunately this set up kind of sucks for fighting. But it’s still the most mobile set of any profession ^^
1. (long term) More build variety
New utility skills, weapon sets, and trait options would be nice for future expansions. Right now each profession seems to only have one or two ways to set up their character that can work well. GW1 offered many, many skills so at least their was variety in the ‘OP’ builds. I’m thinking maybe a small amount of options for each weapon slot (might be dangerous when it comes to balance) and/or more active traits, like cantrips on dodge, or evasive arcana and more utility skills would help keep combat feeling new. Once again, long term goal.
2. LFG party board would be nice.
3. More types of pvp are needed. Only having conquest is kind of stale.
4. Make the 25 condition max per person. Conditions are kind of weak in large groups.
5. The ability to sell multiple items on tp at the same time would be very nice. Maybe sales/purchases in bulk, but this might only be useful for speculators.
6. Introduce nerfs and buffs for a profession during the same patch instead of nerfing then rebuffing or vice versa.
7. Allow pve build respeccing anywhere outside of dungeons.
This is gonna be a favorite for WvW warriors. Prepare for the unsnarable warrior zergs!
I tried it out actually. It’s not very strong, but it’s kind of fun. It had that old school s/d burst feel from beta XD (without the beta level damage of course)
Hmm I read on reddit that the warrior’s adept major trait ,empowered, is being buffed to 3% a boon, making it stronger than our grandmastor minor trait which only gives 2% a boon :p I know wars need buffs and all for spvp, but it still seems strange to me…
Anyway, I’m just gonna hope for some recompensation buffs for now and see what happens. It certainly won’t be the worst we’ve been hit by at any rate.
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My bet/hope is on them overbuffing signets, and the dreaded signet ele will be the new meta. I mean wars did it once, so why not us? :p
The point is that a boon should be a positive modifier while it’s on a character, not buffing enemy damage. As an ele, all of my builds rely on boons, bunker or not, to work well. That’s just how the class was made. So that would pretty much be a global survivability nerf if it’s introduced as a trait, and that usually just makes people bunker more.
Of course that’s an “if”. Hopefully it’ll just be a new mechanic to a skill or two, but I didn’t watch the full SotG, so idk if they said what it’ll be. Also, it won’t be too much concern for meta if it’s only given to warriors, seeing as they’re one of the weaker pvp classes atm anyway, so they’ll just finally get a place.
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“Passive signet stat increase cap changed to 180 from 90. Some actives will be changed.”
Possible coming of signet eles? XDSignet auras have, what, the second best trait synergy after cantrips? The problem is the signets themselves (and the lack of a stunbreaker).
For some reason, I doubt ele’s actives will be changed. The devs seem focused more on warriors, thieves and rangers in this patch. That being said, some of the actives don’t make much sense mechanically, even if they combine well flavor-wise, like water’s and fire’s signet. If someone needs condition removal, why would they waste it for a low-duration chill? If someone needs critical damage, why would they waste it for burning? At the very least, for earth’s signet, you sacrifice your long-term defense for a chance to kill, and hopefully, with 180 toughness, it can become a decent skill to take and use.
(How much differences does 180 toughness do, anyway)?
Well there is the Written in Stone trait, which allows passives to stay even if the signet is on cooldown. That if ele signets see a decent change, then it’s possible. People will just carry a low cd cantrip for stun breaks. Not that I’m really expecting much, I just felt like pointing it out.
“Passive signet stat increase cap changed to 180 from 90. Some actives will be changed.”
Possible coming of signet eles? XD
I think they should make ride the lightning an elite skill and set it to 180 seconds cd even if it hits something.
I agree with this change
Still better than tornado!
Honestly, I don’t think this will force ele out of bunker at all. They’ll just go further into it. Maye even start using /focus until people start complaining about it’s defensive skills.
RTL’s nerf was a fair and balanced change. You can’t have everything and have it at the same opportunity cost as everyone else.
http://en.wikipedia.org/wiki/Opportunity_cost
Ele’s are just going to have to learn to play in a game that’s actually balanced fairly, and not in their favor.
You’re actually hilarious. You talk about opportunity cost but obviously have no idea about balance since you claim opportunity cost should differ between two skills that are exactly the same, and that that means balance is fair.
Rush. War GS 5. 1200 range, movement can be broken at any point. 20s cd. Affected by soft cc.
Great, so, make chill and cripple affect RtL. Fix the range bug. 20s cd all around. Fixed.
This cripples every build. Not just this bunker they’ve been trying to fix for the past couple months. Now the glassy builds have suddenly lost all their mobility.
You as an ele also have 20 skills to our ten. It takes 10% of our total skill slots to have that mobility. You only have to give up 5%. It should be less effective then rush, not the other way around like it has been for months.
But many of ours skills have already have long cooldowns and some have additional long cast times as a result of having double the skills. At least with other skills we have multiple of which fulfill similar purposes, so it evens out. But in case of rtl, it’s the only weapon mobility skill, so it having double cd= we half half the mobility skill usage.
Not to mention the 20 skills things is also our class mechanic, which also needs to be taken into consideration (speaking of which, we don’t actually have double the amount of skills because of this. The other classes actually have 12 to 14 skills, and those skills extra tend to be stronger or lower cd than regular ones.)
Honestly, this whole ele/guardians are OP thing wouldn’t be an issue if there were more pvp modes.
…and it’d probably be better to make it harder to bunker than taking away mobility.
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Maybe the healing would be better on the stolen skill? Mug is used as a gap closer, so having a heal on it seems odd to me since it’s either being popped near the beginning of the fight or when the enemy is running away.
It’s also used with earthquake for some burst builds iirc.
The HoM skins as well as the Primeval and Krytan armor skins on the gem store were available from launch, so that wasn’t the reason.
Hmm guess it really is just to promote transmutation stones then?
Honestly, I prefer the Chinese version of the female warrior, so I wouldn’t mind the placeholder variants being available as well.
It’s there solely for the skin. I think the reason it’s not just given as a skin is because that wasn’t really around at launch, and because it gives a reason for fine transmutation.
If you can get the item reasonably without paying, then having an option to pay doesn’t make it pay to win. If you think it is, you may as well call buying your exotic armor on TP pay to win. Besides pay to win usually refers to real money, and the thread author wants the option to buy ascended with in game gold.
I’ve trained a few characters, and recently start thief (only lvl 15 atm), but I trained an ele, ranger, and guardian to high levels. While the leveling experience is different, I’ve found leveling speed to be relatively similar. This is how it should be imo.
Dodging doesn’t necessarily mean dodge rolling, but also using evade type skills, attacking while kiting (even with melee, just run through the enemy to dodge attacks or start attacks before you’re in range to give you more time to dodge the mob’s melee)
I prefer to focus on condition damage. D/D and shortbow are my favorites vs groups because they can do spammable aoe damage while I kite around and wait for mobs to die (caltrops helps with this).
I can only see problems occurring if I run into too many ranged foes because they’re harder to kite and don’t like to ball up.
And of course it helps to keep your gear up, which is fairly cheap to do. Mastercraft gear within ~7 levels of your character is enough. (more at leeway higher levels than lower ones)
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