Showing Posts For Senario.2038:

Thank You ArenaNet. Sorry for the others.

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

They haven’t given us anything. We had to pay for it.

What this guy said. There is a certain amount of quality you expect when you spend MONEY on something. If they gave it to you for free then you are free to say “thank you for what you’ve given me”. But they didn’t give you it, they sold it to you and you as a consumer should expect a certain amount of quality.

Regardless of if you agree or not with people’s criticisms they are CONSTRUCTIVE criticisms that should be acknowledged if Anet wants to maintain a good relationship with the players who ultimately may spend money in the ingame shop. I already know of at least one person who put Anet on his “do not buy dlc from” list due to the expansion. I’m in the middle but leaning towards not supporting them if they don’t ultimately fix more stuff in the expansion.

Not requiring T4 Itzel is a start, but it is really buggy and I currently cannot advance the story because of it. This is not satisfactory to a 50 dollar product, and definitely not satisfactory enough for me to buy more things out of the cash shop with real money.

Wonder how many Warriors wont be buying HoT?

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Posted by: Senario.2038

Senario.2038

Elite specs are supposed to create new build templates, not simply make existing ones better.

Warrior has experienced the most fair balance in the game since launch. It is one of the few classes that has been given repeated attention to ensure build diversity, and generally only nerfed in places where it was legitimately overpowered in comparison to similar role specs from other classes.

I don’t understand the complaints. If you don’t like the berserker spec, don’t run it, run your core build, and bank all those hero points for the next elite spec so you can insta-unlock it if it does grant a build you like more.

That is what I’m doing. Waiting for elementalist Main Hand Sword Elite.

Wonder how many Warriors wont be buying HoT?

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Posted by: Senario.2038

Senario.2038

I like how ele and warrior, the two strongest classes in all game modes, are crying that their elite spec isn’t stupidly OP and actually has some level of balance to it.

You mean that because you play an Ele/warrior that you deserve to have a sub par elite spec that takes 200 hero points to get as well kitten dollars because they are strong classes? What about classes like Mesmer? Engineer? Hunter? ect?

All classes should have gotten a decent incentive to try out or play the elite spec even if it is a different playstyle. Power creeping the rest of the classes while “passing” on actually giving some classes something to work with is simply irresponsible.

Wonder how many Warriors wont be buying HoT?

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Posted by: Senario.2038

Senario.2038

Allow me to point you toward the Elementalist’s Tempest.

lol I could not find a good use for the overloads except in PvE where really it doesn’t matter. What you instead would be doing with tempest spec is not using warhorn, not using overload, using it to support an even more bunker-like playstyle on dagger dagger.

Dragonhunter got some good changes going into release, and I heard warrior has crazy burn damage on their elite spec. Daredevil eeeegh but I heard it was just ok.

Tempest though? First hand experience just doesn’t make me want to invest anything to use anything on that class. No synergy unlike Chronomancer which improves everything a Mesmer does. At least there still is base Ele.

It should have been a MH sword spec without the idea of overloads which is a horribly flawed idea to begin with. Every single one of the minors in the spec is to make overloads viable, and not to add to the class like minors of pretty much most other specs.

1 week before launch

in Elementalist

Posted by: Senario.2038

Senario.2038

They can still give us a sword :^)

Tempest is not deserving of a Sword. It’s concept is terrible, I’d like a sword using Ele to be extremely fast paced and up close and personal but also more suited to big fights such as WvW or raids with an “Ok” ability in smaller groups.

Make a class called a Battlemage or something.

Sword Main Hand needs at least 1 blast finisher preferably on fire/earth/water and new mechanics to make it an effective front line class that can work in both large groups (aka raids dps or WvW large groups) and small groups (to a lesser extent).

I suggest since it will be an elite spec that it give as minors.
1) movespeed, less CC duration
2) Vitality (to give it a decent health pool to bother with larger fights)
3) Stability on attunement swap (balanced due to 1 stack and you still have attunement cool downs. so at most you can get 4 stacks if you swap to all the attunements)

Give it Wells.

Make the choices focus on buffing up wells, improving sword cooldowns and damage with sword skills, defensive stats+boons similar to a guardian’s boon+heal as well as protection(for example toughness is increased by so and so when you have protection and protection is applied on attunement swap).

And none of those sword skills better root you in place while using them. I expect a swift pseudo melee/mage playstyle that is more focused on big fights than small.

Just a quick idea but honestly, anything except tempest with a sword. Give me a real sword class that matches the quality that Anet put into classes like Herald/Revenant and Chronomancer.

Silverwastes: Event or CF? Anet please choose

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Posted by: Senario.2038

Senario.2038

Increasingly it is becoming more challenging to consistently find an event map than actually doing the events.

More and more often I see players fighting to take and hold bases, just for someone to pop in and declare it a CF map and take over, sometimes even saying " good luck with events when half the map is farm".

“Champ Trains” around the game were “fixed” because they were taking over an aspect of the game, yet the silverwastes takes a whole map when someone wants to farm instead of actually play.

I understand the desire to get loot with little effort, and there is a lot of currency and materials required for aspects of the game. I don’t care if people farm, but I do care when it stops people from playing the game.

I simply say this… ANET…please…for simplicity… either remove the ability to farm, or possibly more beneficial, remove the events from the Silverwastes so farmers will have their own place to be and will leave everyone that simply want to enjoy the game to do so in peace. Removing the events is probably the best choice, which is sad, I do really enjoy that map.

strange, I don’t find problems with getting into an event map and I definitely have not experienced somebody taking it over for a chest farm.

I think this is a non issue, without reasonable ways to spend your bandit crests there is no real reason to do event maps. I’ve already bought/had pretty much everything in the bandit crest shop and have an excess of 6k+ crests currently. Without chest farm I’d be sitting on a reward that is pretty much worthless.

They go hand in hand. You can’t have one without the other. And deciding to take out one will just make it so people won’t play the map at all.

Suggestion: RtL vs Ancestral Grace

in Elementalist

Posted by: Senario.2038

Senario.2038

I also agree it’s a false comparison. The closest skill is actually http://wiki.guildwars2.com/wiki/Rush as golden pointed out.

Which as you can see does does similar damage, has no evade, and also locks you into an animation. The only thing you can possibly draw from this is that rtl should have a 20 second cooldown.

It also is not one of the skills associated with power creep from the expansion. Just because another skill is also similarly close does not mean the first isn’t a close enough comparison.

That said, ground targeting may not be needed but that cooldown is kinda bad without fixing the evade/block bug. And honestly I think 30/15 is a lot better point of balance

Suggestion: RtL vs Ancestral Grace

in Elementalist

Posted by: Senario.2038

Senario.2038

Bit strong handed Gokil.

Whilst you have a point that you cannot straight up compare a skill of one class to another arbitrarily out of context and come to a meaningful conclusion, this should by no means preclude future discussion about the evolution of the elementalist class skills as the game moves forward – and using other classes for inspiration, well, that’s hardly a crime.

As mentioned above, I liked some of the suggestions that came from the comparison.

It’s because I’ve seen too much of this stuff.

In essence this always boils down to the kindergarten argument of ‘x has nice things, why can’t i have nice things, I want nice things!

You’re not using other classes for inspiration. Let me quote the original post: “My question is. Why is Ride the Lightning not ground targeted and an evade?”

Like seriously? I was considering listing 10 reasons why, but that felt so stupid that I expressed the feeling of wanting to not have this idiocy in my life.

As for the thread, the RtL thing has been beaten to death, revived, cloned, beaten to death twice over again, warbannered, slapped to death, rallied, slowly boiled to death, and then stomped. It’s not going to happen. That’s fine. RtL is fine. I’m fine and you’re fine. I’m not going to get into a discussion about if it’s right or not, the way it is now.

Thing is, we are making a mostly fair comparison between two very similar skills. Granted I don’t want everything on there, blast finisher is something I don’t need and I think would not fit the skill. I’d rather churning earth be made like dragon tooth instead of something you will never want to press. Having a useless skill is never a good thing, churning earth should be a cast then delayed explosion similar to dragon tooth.

I do think that ground target would be great and would be more of a quality of life change. The evade is a straight up buff but certainly not one that is without reason considering if reach your destination there goes your evade. And if you were using it to get away you were making use of the skill’s dual purpose.

If they fixed blocking/evading = half cooldown that would be great but somewhat normalizing rtl to 30 sec cooldown with 15 if you hit/stopped at an evade/block would be totally fair with the power creep being clearly seen in HoT.

Generally. 1) Make churning earth like dragon tooth. 2) RtL needs to be ground targeted. 3) RtL should probably have an evade like this very very similar skill

Optional imo: 30 sec cooldown with 15 sec if you hit with it or the opponent evaded/blocked it. This is to give the skill some downside when used to get away but a definite incentive to use it as a gap closer.

What are you using instead of Frost Bow?

in Elementalist

Posted by: Senario.2038

Senario.2038

Arcane wave on staff. In addition to signet of fire and glyph of storms.

The extra blast finisher is useful for blasting water/fire.

Cross Post, Highly Ele Relevent

in Elementalist

Posted by: Senario.2038

Senario.2038

If by highly Ele relevant you mean that the suggestions generally make ele fields weaker and require ele to spec into stats that would be better served on other classes.

Nerfing ele blast finisher on water for example would only serve to make druid more popular as druid doesn’t rely on blast finishers for their tons of healing. Ele however needs to blast theirs and generally it isn’t worth it speccing into healing power heavily as you have three other attunements which do not benefit at all from it.

Nerfing fire fields, might stacking is probably some of the only reasons dagger dagger can exist. And some other variations of a melee ele. You have to sacrifice a lot to get the defenses needed to even have these builds and generally that will mean less power because you need toughness and vitality. Might lasting longer just means it’ll take longer to stack that might and that is generally time that will result in a loss of dps.

Not to mention the only real field that is better is probably static field and earth attunements 1 and 5. You get a lot of vulnerability yes, but you have to sit in earth to stack it.

(edited by Senario.2038)

Economy Questions Repost

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

Alright,

So what I can see is that not only was the community not thought of in this decision, it was completely just pushed to the side and basically told that here you go play this content, it is the only way that “you will be able to get to your goal faster” and we are making dungeons more bothersome to the point where you shouldn’t even do them…. seems logical a game that based it self of the community is deciding to mess up what the community already enjoys. they are afraid that they will have less people in the new zones so they want to just force them in it…. lowering drops and making dungeons less effective seems to be a horrible way force players into an expansion… now it is about money…. make the dungeons not as good make people buy HoT and that is going to be the main gold income…..

The thing is that people are not seeing the bigger picture. What they did should make sense once the expansion releases.

If there was a bigger picture why not be up front about it rather than saying “we are nerfing this just because”

Honestly there is no reason to nerf Salvage and Dungeons unless they really did not have faith that they put enough rewards in new zones to make players play in those zones. That is a soft incentive which retains the integrity of old content.

Right now, yes I could do dungeons to get gold but I am also incentivized in a positive way to go to places like Silverwastes event/chest map if I want more mats to use or sell rather than pure gold. What they needed to do is simply make the new zones worth it to run rather than force ppl to play it because “it is the best content we have left”.

Gem Store update 10/13/15

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Posted by: Senario.2038

Senario.2038

Also in the promotions tab right now: Bag Slot Value Pack, 1 bag slot and 3 item boosters for 350 gems. Bag slots are normally 400 gems. Permanent Scarecrow Finisher is listed, 500 gems.

Hm my only problem with bag slots are that they are character bound not account bound. So any you buy only applies to one character and not your whole account =/.

But noted, Honestly I just want to see some sales rather than timed exclusive items as I don’t need/want some of those timed exclusives.

Gem Store update 10/13/15

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Posted by: Senario.2038

Senario.2038

It was always curious to me how these types of items are promoted but not on sale. I’d buy more stuff if they went on sale. Those are full price so it really is almost no different than buying it any other time.

Economy Questions Repost

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

Howdy John! Any plans to reduce the amount of bolts of silk required for crafting spools of silk weaving thread?

Nope

So what you are saying is that you are completely fine with the exceedingly high price of Silk and are also nerfing its salvaging so that even if players wanted to they could not generate the silk themselves without resorting to the trade post.

I highly doubt the “innovative” map rewards will reward enough silk to be worth it to craft one spool of silk weaving thread a day. Silk bolts are 100 every day compared to 50 for Thick leather section, mithrillium, and elder spirit wood. Even if you lowered them to 50 they would still maintain their value because they are used for insignias for all armor types and in general are more used than any of the other two comparable ascended materials.

I’ve seen this problem in a game before, gating content behind grinding and having to trade with other players to participate in gameplay. It doesn’t work, in the end you will alienate all of the players who are average at the game while leaving only the elite who really won’t care about what you change because they are already sitting on enough capital to get or make nearly anything they want.

I want to continue playing this game but I don’t want it to turn into Grind Wars 2 since people are not machines who can play the game 24/7 they have jobs and families in lots of cases and working to play is terrible. Games should not be “work” they should be fun.

Let see … it seems to take around 3 events per item from that system and you need 300 silk so that is 900 events. It would take at least 1 minute per event if you include the time to get there and finding the event. 900/60 is 15 hours a day of guild wars.

Basically, I hope you don’t have any real life responsibilities because you are not going to get that much time to play Grind wars 2.

Economy Questions Repost

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

Howdy John! Any plans to reduce the amount of bolts of silk required for crafting spools of silk weaving thread?

Nope

And really, this is where bad things, just stay bad. I get it though. Silk is a HUGE gold sink for anyone wanting ascended armor. If they changed the frequency, they devalue those that spent the $100 in gems, just to buy 30-some bolts of Damask.

The silk issue should have been fixed along time ago. Keeping it as it was, in the beginning was more a way to churn gem profits, via gem-to-gold transactions.

Seeing this response tells me, that even though things are changing, the one constant will be that we are still depending on gem-to-gold transactions in order to purchase the rarer mats.

So John, here is my question to you: Has Arena Net ever considered offering a monthly sub to those of us who’d like a 60-75% increase in crafting mats drops? If so, why haven’t we been given the option, instead of depending on large gem purchases, that we rarely can afford?

China has a subscription fee for GW2, If I remember correctly they gave you gems (same amount of gems for the money you paid) and then a few other things that are cosmetic. It isn’t a “bad” deal if you spend money on ingame outfits/items from the shop.

Salvaged mats economy to be DESTROYED

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Posted by: Senario.2038

Senario.2038

Welcome to Grind Wars 2. Leave your Life at the door.

Economy Questions Repost

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

Howdy John! Any plans to reduce the amount of bolts of silk required for crafting spools of silk weaving thread?

Nope

So what you are saying is that you are completely fine with the exceedingly high price of Silk and are also nerfing its salvaging so that even if players wanted to they could not generate the silk themselves without resorting to the trade post.

I highly doubt the “innovative” map rewards will reward enough silk to be worth it to craft one spool of silk weaving thread a day. Silk bolts are 100 every day compared to 50 for Thick leather section, mithrillium, and elder spirit wood. Even if you lowered them to 50 they would still maintain their value because they are used for insignias for all armor types and in general are more used than any of the other two comparable ascended materials.

I’ve seen this problem in a game before, gating content behind grinding and having to trade with other players to participate in gameplay. It doesn’t work, in the end you will alienate all of the players who are average at the game while leaving only the elite who really won’t care about what you change because they are already sitting on enough capital to get or make nearly anything they want.

I want to continue playing this game but I don’t want it to turn into Grind Wars 2 since people are not machines who can play the game 24/7 they have jobs and families in lots of cases and working to play is terrible. Games should not be “work” they should be fun.

Salvaged mats economy to be DESTROYED

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Posted by: Senario.2038

Senario.2038

More RNG and/or grind. Just think about playing this game but without using the TP at all. Think about making ascended equipment but without using the TP. How about legendary weapons/armor? You’ll now have to farm all of those materials directly.

I’ve made all my ascended euipment without using the TP and that with the current crappy drop rates. What could be worse than that? I wouldn’t have enjoyed a run-in-circles money farm more than that. I want to play a game and be rewarded for my actions in game in a direct way.

I have received one precursor drop from a chest reward in game directly. That was the best moment in three years of playing. It is completely uncomparable to 3 years of money farming and buying from the TP.

I’m not implying there is anything worse than what you said. In fact, that’s exactly what I was suggesting things would be. All materials would have to be gathered directly (including silk).

Unless you can get significantly more silk than 300 scraps/100 bolts a day then it is a worse system.

Salvaged mats economy to be DESTROYED

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

And while we’re at it, let’s not forget about dungeon nerf, which are the only early decent gold input for free-to-play players which SHOULD be potential HoT buyers.

I’m not sure why they had to nerf dungeons. They are completely seperate from other game modes and it isn’t like you can constantly spam dungeons. Why not make the new game modes have a decent enough reward to be better rather than reducing rewards in previous content?

I really don’t want this game to turn into a grind fest because that is not why I play Guild Wars 2.

Salvaged mats economy to be DESTROYED

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Posted by: Senario.2038

Senario.2038

This is going to be straight up bad for anybody who doesn’t have a massive amount of money before HoT hits. You need mats for end game ascended which will be required for raids but by making these items rarer what you will effectively do is turn this game into a huge grindfest because not only will you not be able to afford the materials but you won’t be able to farm them in any decent capacity.

Need official thread for QoL suggestions

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Posted by: Senario.2038

Senario.2038

When buying bag slot expansions from the gem shop it is account bound (as in all your characters get one slot) rather than on a character only basis. This is to match bank tab expansions which are universal to all characters.

Combo balance

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Too broad for changes, tell me. What does this accomplish except nerfing classes which rely on these combos and buffing other classes? It is totally biased without any compensation for classes who are largely fine because of combos.

Ele water fields are pretty meh without somebody else blasting them.

The problem is, the only place where Elementalist water fields are blasted frequently is mainly in WvW. WvW is innately imbalanced because of the number of players on the field. Given the sheer body blobs, water fields are enough to full heal huge numbers of players. When fighting in smaller groups, players have their own skills and traits which heal them passively, often instantly and/or negate incoming damage for extended periods of time—all of which trivialize the idea of taking a water field to manually blast for healing. It’s either overpowered and mindless because it turns an entire player into just a single button in zergs or it’s worthless because general combat is balanced around passive triggers, hard counters and knee-jerk twitch reaction buttons/procs. Adding diminishing returns and opening up water field healing to whirl finishers would force some responsibility and opportunity cost onto people attempting to heal large groups.

Fire field might being lowered would only make people not use them at all when there are better ways of stacking might (Empower anybody?)

Empower is far more of a battery for self healing rather than an efficient way to stack might given the relation between its cast-time and the might duration that it grant, that it roots the player, and that the player can’t take actions while performing that skill (not that that’s a bad thing, it’s just not as efficient as passively generating might for doing a regular rotation—which is the norm in GW2).

All in all it just seems like Ele would be nerfed into the ground with these changes. What use are they anymore? Water fields will be terrible so might as well take a druid, fire fields won’t even grant might and other classes have an easier time generating might or putting more damage into their builds due to higher base hp or a heavier armor type. Their auras also will no longer match up anything they do and are weaker in some cases.

Ele would still be fine because of its base DPS and the fact that it also grants fury when blasting a fire field. HP and armor rating don’t matter in PvE because of how nobody is supposed to get hit anyway, and it’s not that hard to accomplish that (if not that then certainly not dying at the very least).

Auras are already boring effects that have no active application. “Let enemies hit you for a bonus,” is design indicative of passive and reactive play. By turning auras into active bonuses, it allows a player to press an advantage without facetanking everything for some piddly bonus (even if facetanking damage is easy to do and often without legitimate consequence in GW2). I’ve already proposed a big update to Elementalist in which it received quite a few whirl finishers. Being able to coat a 5-man in “+10% damage bonus” aura is pretty good on top of already passing out free fury, might and DPS.

I can’t comment in detail on Engie because I don’t play Engie but it seems that their combo fields would also suffer because of these changes. They are some of the few people I ever see that actually combo their water fields/other fields.

Healing turret is unfairly the most powerful healing skill in the game and blasting it/leaping in its water field isn’t skillful or interesting given its duration. Same goes for any other field produced by that class. They have a plethora of instant blast finishers along with a load of combo fields. Pressing buttons isn’t necessarily indicative of a skillful player or good design: it’s just to show that one person actually can read tooltips.

WvW is not inherently imbalanced because of a numbers game. That is a problem with only big differences in numbers and not a problem with WvW. And frequently I’ve seen smaller groups take out much larger groups based on skill and smart positioning. The amount of people healed is actually not high because if you look at the water field it has a max amount of targets 5. Blasting is the only reason they are effective in any capacity, otherwise you put down a water field and it would heal a little bit only for you to get hit for that amount of damage immediately after. You argue that it turns a player into a one button wonder but you forget elementalist has three other attunements, each of which have a use though changing water fields would just straight up nerf ele. Meteor is good for downs, earth has a wall to deny movement through an area, air has static CC.

Doing a regular rotation does not really stack might as fast as you would think. One rotation takes at least a few seconds and if you counted Earth 4, earth dodge, and water 3 on dagger dagger ele that might is not at all a high amount. To nerf fire fields to give less might is again nerfing a class without providing anything in return to keep their balance the same. Them getting Fury is also questionable because you have to trait for that and by no means is it a 100% thing. You don’t trait for fury in PvP because you need the blind, making it so that because fire fields aren’t good you absolutely must trait fury just reduces choice. Most of the fury trait is mediocre unless you are a staff ele. Fury works for but the extra Fire Field time only really helps lava font and lava font on down doesn’t do anything to deter competent players from killing you. Compare this to blind which is good in small groups

PvE balance doesn’t matter all that much and I would not think that Ele would be fine if you suddenly made all of their fields weaker and made others stronger without changing anything else to compensate.

I highly doubt you can determine what is skilled and what is not based on opinion. To me, the sign of a good player is one that knows how to combo fields based on the situation and that includes water fields. It requires practice and I would consider it skillful to use combos in a way that benefits a class and the team.

In general it really just sounds to me like “Nerf fields, buff other fields that aren’t on engie/ele, ignore current good balance for unneeded changes”. Blasting fields takes two cooldowns. One for the skill, one for the player that needs to blast and I believe the reward is not only fair currently but very important to balance and changing it would cause even more balance problems.

Also everybody seems to ignore that the amount of practice needed to play Engie/Ele is much higher than a lot of other classes and with constant nerfs there will come a point where an Engie/Ele will work twice as hard to do half the job other classes do easily. Your definition of “skill” ignores that there is mechanical skill involved when players execute combos. I would argue it is bad design to have a high skillcap class that doesn’t get an adequate compensation for what they’ve practiced over and over to do in quick succession for it to work. While one person may pick up either class and have things click/work for them it is pretty undeniable that the amount of practice needed to master these classes is a bit more than your average class.

Daily Didn't reset today.

in Bugs: Game, Forum, Website

Posted by: Senario.2038

Senario.2038

I noticed today that my daily crafting/daily did not reset at all. Pretty sure this is a bug and I hope there is a solution because I need every day to craft before HoT hits for some ascended gear.

EDIT: I looked at my Dailies (events/mining/wvw/etc.) to see if it reset, my “Daily Completionist” is complete still but none of the other dailies are done. (obviously impossible since you need to do 3 dailies to get daily completionist).

(edited by Senario.2038)

Combo balance

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

= AURA CHANGES (given that many come from combo finishers) =
BASE CHANGES

  • Auras now grant attack bonuses when striking foes rather than when being struck by a foe; every aura-specific on-hit effect has an internal cooldown of 1 s per target; auras do not stack in intensity nor in duration (new auras of the same type will overwrite old ones).
  • These on-hit effects have a maximum range of 600 (if a player has an aura and successfully strikes a target that is outside of 600 range, no aura effect will be applied to that target). The only exceptions to this rule are magnetic aura and the new fire aura.

  • Your attacks confuse foes. If you successfully evade or block an attack while under the effects of chaos armor, you gain health and fury. (Cannot gain health and fury more than once within the interval; cannot inflict confusion more than once within the interval per target)
  • Healing: 440 (0.2)
  • Fury: 3 s
  • Interval: 1 s
  • Confusion (1): 3 s
  • Interval: 1 s
  • Range: 600
    • This effect now counts as an aura.

  • Your attacks deal more damage.
  • Damage bonus: +10%
    • This aura has no range limit or cooldown on its effect.

  • Cure yourself of burning and chilled when you gain this aura. Your attacks chill foes; gain bonus toughness while this aura is in effect. (Cannot inflict chill more than once within the interval per target)
  • Bonus toughness: +200
  • Chilled: 1½ s
  • Interval: 1 s
  • Range: 600

  • Briefly stun adjacent foes when you gain this aura. Your attacks inflict vulnerability. (Cannot inflict vulnerability more than once within the interval per target)
  • Number of targets: 3
  • Initial stun: ½ s
  • Stun radius: 180
  • Vulnerability (2): 5 s
  • Interval: 1 s
  • Range: 600

  • No changes.

  • Cure a condition when you gain this aura. Your attacks remove boons from foes if they have a total number of active boons that exceeds the threshold. (Cannot remove boons more than once within the interval per target) (You cannot gain this aura more than once every 10 seconds)
  • Initial conditions cured: 1
  • Boon number threshold: 3
  • Boons removed per attack: 1
  • Interval: 3 s
  • Range: 600

= WHIRL FINISHERS =
BASE CHANGES

  • Whirl finishers now generate point-blank AoE effects
  • Whirl finishers now cannot trigger more than once per unique field.

  • Now grants the user 1 stack of the life-leech bonus granted by Rune of Vampirism (only grants effect to the one who whirl comboed the dark field; not an AoE effect).

  • Now inflicts PBAoE confusion (1 stack; 4 s; Radius: 210; Number of targets: 5)

  • Now grant PBAoE fire auras (2 s; Radius: 240; Number of allies: 5)

  • Now inflicts PBAoE chill (1 s; Radius: 210; Number of targets: 5)

  • Now cures conditions on nearby allies (Conditions cured: 1; Radius: 240; Number of allies: 5)

  • Now inflicts PBAoE vulnerability (3 stacks; 5 s; Radius: 210; Number of targets: 5)

  • Now inflicts PBAoE poison (1 stack; 4 s; Radius: 210; Number of targets: 5)

  • Now creates a swirling dome of smoke which destroys incoming projectiles (Duration: 2½ s; Radius: 150)
  • Can only be generated once per smoke field.

  • Now grants PBAoE healing (Healing: 600 (0.2); Radius: 240; Number of allies: 5)
  • Whirling in a water field yields diminishing returns: the first whirl results in full healing (600 (0.2)), but afterward the water field applies a 25% total healing reduction to each subsequent whirl executed within it. This reduction does not apply to the modifier (0.2), but rather to the total amount of base health healed (600). This reduction penalty stacks additively, meaning that if a water field is whirled more than 4 times, it will no longer yield any healing at all from subsequent whirls (players could still combo the field with a whirl finisher, though).

= BLAST FINISHERS =


  • Might reduced from 3 stacks (20 s) to 3 stacks (10 s).

  • Base healing reduced from 1320 (0.2) to 808 (0.2).
  • Blasting a water field yields diminishing returns: the first blast results in full healing (600 (0.2)), but afterward the water field applies a 25% total healing reduction to each subsequent blast finisher executed within it. This reduction does not apply to the modifier (0.2), but rather to the total amount of base health healed (600). This reduction penalty stacks additively, meaning that if a water field is blasted more than 4 times, it will no longer yield any healing at all from subsequent blasts (the field would still exist and could be blasted, though).

  • Chaos armor duration increased from 3 s to 4 s.

  • Stealth duration reduced from 3 s to 2 s.
  • Now also grant super speed (1½ s) when blasted.

  • Now grant light auras (3 s; Radius: 240; Number of allies: 5)

  • Swiftness removed from game.
  • Player base speed increased by 25%.
  • Lightning field blasts now grant super speed (4 s).

Too broad for changes, tell me. What does this accomplish except nerfing classes which rely on these combos and buffing other classes? It is totally biased without any compensation for classes who are largely fine because of combos.

Ele water fields are pretty meh without somebody else blasting them. Fire field might being lowered would only make people not use them at all when there are better ways of stacking might (Empower anybody?), you have to use two cooldowns typically to even blast a field.

All in all it just seems like Ele would be nerfed into the ground with these changes. What use are they anymore? Water fields will be terrible so might as well take a druid, fire fields won’t even grant might and other classes have an easier time generating might or putting more damage into their builds due to higher base hp or a heavier armor type. Their auras also will no longer match up anything they do and are weaker in some cases.

I can’t comment in detail on Engie because I don’t play Engie but it seems that their combo fields would also suffer because of these changes. They are some of the few people I ever see that actually combo their water fields/other fields.

Combos are fine as is and changing the base mechanics would mean rebalancing at least one entire class for no reason.

Toxicity in game modes

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

I’ve had two experiences particularly memorable due to their negativity: one in PvP and one in Fractals (just one player each time).

Most friendliest is definitely WvW.

Would agree, PvP is generally straight up toxic and there is no getting around that. PvE you run into some jerks but I’m not sure how much overlap there is in PvE and PvP. Had a guy go off on me in PvE because I made a small offhand comment about rangers pushing away a boss from my AoE attack so that I missed getting credit (It wasn’t a big deal I was more of just “ranger why pls ):”) He straight up hates on my class just because I happened to be on my Ele at the time, accused me of apparently using icebow(I wasn’t and it is PvE, who gives a crap in SW? let people use what they want), then went so far as to PM me trashtalking the water attunement because of druid lol. He blocked me afterwards so he couldn’t get any back talk XD.

WvW is by far the friendliest of the game modes imo just because you are usually running with friends, you don’t have to deal with salty drama from the other server because it is anonymous. Only time you will is if you actually search out people on the other servers on the forums or something. And of course if you join a half decent guild they won’t treat their own players badly and require too much out of you. Just last night my guild had a Ranger only night in WvW, I had to skip because I don’t play ranger but it sounded super fun. And if you are in a bad guild? Just leave, go find another one since nobody has time to be in a guild which is terrible to their players.

Druid= delete water line

in Elementalist

Posted by: Senario.2038

Senario.2038

If anything if druid invalidates it they likely will have to either nerf druid heavily or buff ele. Highly doubt that druid will do that though. What good is pure healing except in PvE? Maybe WvW (though usually things will die before you can heal that much).

Also, Druid is a pure healing spec That is literally almost all of what they do while Ele has three other attunements that do good things.

Damask

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

I would like it to be normalized with all the other crafting materials at 50 bolts of silk per spool of silk weaving thread. You can keep the 3 per bolt as that is the way it is with other materials.

How much gear does ANET expect us to carry ?

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

Well, let me play devils advocate for you here… you want bag space? Buy an expansion with gems! Show your support haha.

No, really, did you see the amount of space we had in beta? How can you possibly run out?

I would if they were Account bound (as in you buy a bag slot and it applies to all your chars). As it is now, the bag slot expansions are on a per character basis which is kinda backwards imo.

Next Elite spec weapon you wish for?

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Posted by: Senario.2038

Senario.2038

Main Hand Sword for Elementalist. It would be really cool to have a magic swordsman type and it would definitely make for an interesting Elite spec.

Prof suggestion for a newbie

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Prefering a dental surgery without anesthia than playing WOD, I jumped of the sinking ship of WoW (after playing it for like 9 years) and onboarded into GW2.
Anyways..:)
I am looking for class..oops..prof suggestions

Q1 )

I am looking for a profession with the following characteristics :
a) Melee
b) Kinda like barbarian
c) Dual wielding if possible..if not i would prefer heavy dmg with 2h weapon
d) “In-your-face”,“mash-you-up” factor etc
e) Adrenaline pumping
f) Decent survivability
g) Havin a charge spell (like in wow’s warrior)
h) Need not be plate wearing only…cos I also loved my enh shaman and rogue also before

Q2)

Also I am looking for profession which can wear shields and which is quite decent in survivability

Thanks for your time

Try Warrior/Guardian. Also if you got HoT on char select screen make a character in the “beta” slot and try out revenant. You’ll start at lvl 80 so it’ll show you what is good with the class.

Would not suggest any of the light classes based on what you said.

Note, No progress is saved for the beta slots but you can try any class at lvl 80 using it just for this weekend.

[BW3] Feedback Thread

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Posted by: Senario.2038

Senario.2038

After playing with it a bit more I will agree with what others have said about shouts having a long cooldown, the auras are nice (minus the lack of aura on Eye of the storm) and definitely are interesting when concerning shouts, however…you have to give up quite a lot in at least a few areas to feel effective. And condi cleanse is few and far between for a “frontline support”

Sure, you could overload water…but that is if you are camping water expecting you’ll get hit with condi. And if that happens sooner rather than later you’re now stuck with condi for 5 seconds. Otherwise cantrips are simply better because they allow you to have similar condi cleanse to other frontline classes.

Suggestion: Bake in Harmonious Conduit’s Stability into Hardy Conduit Minor trait. This needs to happen because stability will always overshadow any other “choice” you get.

Eye of the storm – Add lightning aura, not sure why this wasn’t there already

Change Latent Stamina to apply vigor on auras instead of being vigor on water attunement (this fits more as tempest is supposed to support with auras). You can also make it apply on shouts.

Tempestuous Aria – add 20% Recharge on shouts to this trait. OR don’t change this and add a new trait that cures a condition when applying auras and reduces recharge on shouts. I prefer the latter due to the severe lack of condi clear. It also lets you choose between longer cooldown and good team fight shouts or lower cooldown shouts and more defense. And it is in the same tier as other “Reduce recharge” traits for specializations.

All that said, I do think Overloading should not be heavily punishing with a 5 second wait time and 4 second channel. Choose 2 between wait time, long channel time, or longer cooldown.

Concerning if people think it might be too strong…Currently Cantrips give vigor and regen as well as cure conditions. If you spec water for this you also cure a condition when you get critically hit every 20 seconds. Taking both the aura specific stuff in Tempest and water+arcane will only add 2 more condi cleanse onto the class in the form of lightning and frost aura which is only a minor point because you can condi cleanse a whole bunch already anyway without it. And that is assuming dagger dagger. Vigor on auras would not change the permavigor either as it’ll still be up most of the time if you went water cantrips. This is fine because elementalist does have a low hp bar and vigor is needed when you are up close.

Applying boons on auras is very beneficial to the class in general as it allows synergy between warhorn abilities and the class in general. You can now apply boons using auras → Warhorn fire 4. Taking water you can apply those boons by using auras and cure condi for the group a little better, then double up using warhorn for some boons.

[BW3] Feedback Thread

in Elementalist

Posted by: Senario.2038

Senario.2038

In general: I do think the overload cast time is insanely long and you are too heavily punished beyond this long cast time due to the long cooldown afterwards. The payoff doesn’t seem to be worth it imo. A lot could be done to improve it such as allowing you to change attunements while casting an overload rather than making it cancel it. The cooldown is obviously a problem and could be solved with either a major trait to reduce recharge on overloaded attunements.

The Stability should give more than one stack and be a minor because no matter what tier you put it in it will be the best thing to get for the profession and all other traits will be ignored.

In general: It feels like Tempest might be one of the only elite specs that actively punish the player for using the special abilities.

Edit: Also, 5 seconds is a really long time to remain in attunement. Unless you get CC’ed or something you’re usually ready to swap attunements by the time overload is up and you would usually do that since it does the same thing.

(edited by Senario.2038)

Will ascended crafting change?

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Posted by: Senario.2038

Senario.2038

Specifically the time gating? I’m one of the many that wasn’t interested in Fractals but is interested in Raids. I have Ascended weapons and Trinkets but never saw a need for the armor.

Now I’m trying to get ready for raids but have to wonder why the totally arbitrary crafting cooldowns still exist?

Additionally it’d be nice if someone looked at the absurd price of light armor compared to the other sets.

You have 37 days to craft until Raids come out – time gating is not an issue for you.

Also the CD is not arbitrary it was chosen to keep values up while still allowing progress towards crafting each day.

A lot of people are coming back to the game for HoT, a few more have just started due to f2p. In the big picture you have 37 days to get enough materials and laurels for full ascended set of trinkets/weapons ect and that is assuming you have the time or the money to buy materials. And of course you have to get the stats right as supposedly all zerk won’t work in HoT.

As a note, it takes 36 bolts of damask for one set of light armor that is 36 days.

So you aren’t being stopped by time gate, you’re being stopped by other things. Don’t blame the time gate if you aren’t being touched by it.

Not blaming the time gate, I’m saying that it is unreasonable to expect returning players and players who didn’t go beyond exotic to go get Ascended gear just to go into raids with the “appropriate” gear. Even more so that Anet said that ascended would be optional, when clearly now it isn’t.

Did you even read my previous post? Time gating for raids is unfortunate but the problems are much further reaching than just time gate. Again the amount of materials needed is a little insane and requiring it when they said specifically that it would be optional is irresponsible.

You replied to this :

“You have 37 days to craft until Raids come out – time gating is not an issue for you.

Also the CD is not arbitrary it was chosen to keep values up while still allowing progress towards crafting each day."

Are you now not addressing this point? Oh good, I knew I was right.

As for your “Ascended is expensive, people can’t Raid immediately in the very best gear” – you are correct they won’t be able to afford the very best gear immediately.

You are some how expecting the best gear in game to be thrown at you for cheap cheap? Hmmm is that your position? Cause you’ve changed from “help time gate!” to “help expensive!” where are we going with this xD Free cake?

Alright, if you don’t want to have a legitimate discussion and want to just mock me that is fine. You clearly think that going against what GW2 has been doing in the past is right. That the game should be playing the game and not working up to playing the game.

I did not change my position.

Will ascended crafting change?

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Specifically the time gating? I’m one of the many that wasn’t interested in Fractals but is interested in Raids. I have Ascended weapons and Trinkets but never saw a need for the armor.

Now I’m trying to get ready for raids but have to wonder why the totally arbitrary crafting cooldowns still exist?

Additionally it’d be nice if someone looked at the absurd price of light armor compared to the other sets.

You have 37 days to craft until Raids come out – time gating is not an issue for you.

Also the CD is not arbitrary it was chosen to keep values up while still allowing progress towards crafting each day.

A lot of people are coming back to the game for HoT, a few more have just started due to f2p. In the big picture you have 37 days to get enough materials and laurels for full ascended set of trinkets/weapons ect and that is assuming you have the time or the money to buy materials. And of course you have to get the stats right as supposedly all zerk won’t work in HoT.

As a note, it takes 36 bolts of damask for one set of light armor that is 36 days.

So you aren’t being stopped by time gate, you’re being stopped by other things. Don’t blame the time gate if you aren’t being touched by it.

Not blaming the time gate, I’m saying that it is unreasonable to expect returning players and players who didn’t go beyond exotic to go get Ascended gear just to go into raids with the “appropriate” gear. Even more so that Anet said that ascended would be optional, when clearly now it isn’t.

Did you even read my previous post? Time gating for raids is unfortunate but the problems are much further reaching than just time gate. Again the amount of materials needed is a little insane and requiring it when they said specifically that it would be optional is irresponsible.

Will ascended crafting change?

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Specifically the time gating? I’m one of the many that wasn’t interested in Fractals but is interested in Raids. I have Ascended weapons and Trinkets but never saw a need for the armor.

Now I’m trying to get ready for raids but have to wonder why the totally arbitrary crafting cooldowns still exist?

Additionally it’d be nice if someone looked at the absurd price of light armor compared to the other sets.

You have 37 days to craft until Raids come out – time gating is not an issue for you.

Also the CD is not arbitrary it was chosen to keep values up while still allowing progress towards crafting each day.

A lot of people are coming back to the game for HoT, a few more have just started due to f2p. In the big picture you have 37 days to get enough materials and laurels for full ascended set of trinkets/weapons ect and that is assuming you have the time or the money to buy materials. And of course you have to get the stats right as supposedly all zerk won’t work in HoT.

As a note, it takes 36 bolts of damask for one set of light armor that is 36 days.

Will ascended crafting change?

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

It would be great if they would change up how many of each material you would need for armor.

For example how to change it:
Heavy uses mostly deldrimor steel and some Elonian Square.
Medium uses a low amount of everything.
Light uses Bolt of Damask and some Elonian square like it does now.

Also, Normalize the amount of silk used to craft spool of silk weaving thread to 50 bolts to match how much leather and mithril you need for elonian leather cord and lump of mithrillium. Also matches Elder spirit wood essence.

But since it has been this way for a while they probably won’t change it =/.

Time to nerf SW farming and more guild stuff

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

How about not, it is a good place for veteran and new players alike to get the materials they need to progress and get the gear they need. It is equal to all parts of the community it just matters whether or not you want to do it. As soon as you remove it those with more wealth can control the trade post and make profit off everybody else who can’t get 100 bolts of silk a day or whatever they need to make end game gear.

WvW elementalist

in Elementalist

Posted by: Senario.2038

Senario.2038

It is a shame they ignore other game modes and only balance around sPvP. As far as I know since I didn’t play GW1…they had seperate balance for each of the game modes. That sounds AMAZING.

Ascended Gear to be Required for Raids

in Guild Wars 2: Heart of Thorns

Posted by: Senario.2038

Senario.2038

I agree that ascended should not be required in any part of the game. Not only is it bad for existing players who may or may not have full ascended for the raid as changing stats is expensive and nobody knows what stats work. But it essentially puts a HARD time gate on any new players getting into the game unless they rush getting ascended gear and they know what exactly they want in terms of stats. At the very least the time is a month and that is if the new player can even get the materials every day for it. Silk is particularly prohibitive.

And that is just armor and weapons. You need to do fractals and use Laurels for accessories/trinkets and you need to craft an ascended backpack which can take quite a while.

Lets not forget that you also need 500 crafting for each type of thing you want to make.

Irenio/Roy appreciation thread

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Posted by: Senario.2038

Senario.2038

When I see a title like this…. I don’t know which annoyed me more, the unnecessary over-nerf? (with unprofessional attitude) or a buffoon thread title like this…. people outside elementalist class might think we love being sabotaged.

Nah, you’re just being a class fanboi. This is an appreciation thread for those (and ONLY for those) who enjoyed the long overdue fix for Ice Bow soberany, and D/D immortality. Now there isn’t a single reason for not adding strong damage/healing to elite specs, as it is no longer OVERPOWER. Eles are finally on pair with all the other classes, only squishier, but surely yesterday’s balance patch wasn’t the final one.

You do know it goes both ways right? You’re being a Developer Fanboy and not realizing that the tweet plus the subsequent “joke” as you put it is simply unprofessional and not what you want to see from the company making the game.

Even more so because it really looks like the devs in charge of balance are not impartial and are very biased.

Also, calling somebody else “fanboy” is just about the lamest way to dismiss other people’s arguments as not important.

New Ring of Fire burn stacks?

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Posted by: Senario.2038

Senario.2038

So for offhand dagger the new way Ring of fire works is 2 stacks of burning if they are inside the ring when the initial cast hits for 5 seconds and 1 stack of burning for 2 seconds if they cross the ring.

After trying it out it doesn’t seem like spacing yourself so that the ring casts on top of an enemy would do 2 stacks of burning for 5 seconds from the initial cast and 1 stack of burning for 2 seconds because they are on the ring of fire. It instead applies 1 stack of burning from them being on the ring.

Is this intended? I would think that skill wise casting in a way that the ring hits on top of an enemy should do the above 2 stacks + 1 extra for good spacing.

Irenio/Roy appreciation thread

in Elementalist

Posted by: Senario.2038

Senario.2038

And another thread that linked to Roy’s tweet got removed…

Are they actively trying to hide that he was unprofessional and clearly biased when it came to class changes? It is too late, it is on the internet.

edit: biased. Not unbiased lol.

(edited by Senario.2038)

Thanks for the scepter Nerf. I quit. Again.

in Elementalist

Posted by: Senario.2038

Senario.2038

Great community here guys, a person is legitimately disappointed with how scepter was buffed and they must be a flavor of the month player who is going to leave.

That said, hopefully see you in PvE. You should try World v World as well, less frustration more really fun big battles. (tier dependent)

Outrage Incoming Tommorrow

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

I find it more amusing how slow ArenaNet is to change or fix broken stuff. That Mesmer Focus #4 skill has been broken for the entirety of the game and it’s take 3+ years to address after multiple requests to fix it. 3 stinkin’ years.

I loled at the PvP thing. A single PvE only thing being fixed doesn’t discount the fact that PvP dictates a good majority of the balance changes across all game modes. I have been a lonely voice in the wilderness crying out for skill splits for the entirety of the lifespan of this game. The game should have had skill splits for all game modes(PvE/WvW/sPvP)starting in August of 2012. There is no reason skills shouldn’t act differently in different modes. That way you can design skills based on the areas they are being used in and you don’t ever have to worry about the way they work there affecting how they work somewhere else. It’s still a shame this isn’t the case.

I agree, it simply is a better system of balance for an MMO. Some people simply don’t bother to play WvW or sPvP and some only ever get on for those modes and almost never play PvE. Having to nerf in a way that affects all modes when really it is only a problem in 1 is terrible for your average player.

D/D isn't THAT Op.

in Elementalist

Posted by: Senario.2038

Senario.2038

They’ve decided to balance around enemies that have an IQ rather than a script. This is not news. WvW is balanced around sheer numbers and pretty much absorbs any changes because if I have 75% more people, I win, regardless. The majority of PvE is balanced around rolling your face on the keyboard and collecting loot .

Untrue, Larger groups that have bad drivers will have general problems in addition to having bad players. There is also this thing called flanking. It is pretty effective. There is a lot of strategy in using the terrain and pure numbers don’t always win. I remember one time our guild fought a zerg about 2x our size and we downed them so much people’s bags were overflowing resulting in us gaining quite a lot of benefit. Because their waypoint was just out of reach we couldn’t contest it and prevent them from respawning but we killed them at least 2-3 times before they finally broke through. And at that point we just didn’t care anymore because we were drowning in bags and 1 down for us 2-3 for them.

As I said…playing the terrain is highly effective, High ground is a slight advantage and so is controlling a choke point where an enemy zerg has to push through. It is by far a better showing of balance imo than small 5v5 fights. Dagger Dagger was popular because that is what it specializes in for WvW as well, in larger fights however it is only moderately useful taking a huge backseat to staff ele.

The current matchups put servers into matchups that should be as close to even as possible. If pure size won all the time then Dragonbrand would not be winning their current matchup as there are several huge guilds on the other servers, much respect to them for being able to manage a guild that big. And I believe it was either Northern Shiverpeaks or Henge of denravi? recently got a third huge guild to add onto their two big guilds. I think one of the names of the big guilds was Os, not sure what it is short for.

PvE is getting rebalanced in HoT, hold your criticism. I don’t agree with pure zerker though I think you should be able to itemize more for damage than any competitive gamemode as nobody dislikes doing damage. Ideally some tankiness to survive well enough and some damage, leaning on the damage side because let’s be honest it is PvE. For example in just the armor 2-3 pieces of a tanky gear (soldier’s) and the rest being damage, adjustable for more tankiness if necessary.

Edit: By the way, WvW guilds have IQ too

Outrage Incoming Tommorrow

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

ice bow and pu nerf been needed for long time stop whining, pu nerf doesnt go far enough imo though

“stop whining” isn’t a legitimate argument, that is literally like telling somebody to shut up without giving reasoning. If anything telling the people who are legitimately concerned about balance being skewed that they are “whining” and they must be a fan of “insert class that got nerfed here” is definitely setting up a strawman about the people who are concerned.

What people are dissatisfied with is that “Balance” is based off a gamemode which is a small part of the game not counting all the players who go in just for dailies/reward tracks with friends.

Yes because nothing in this game is every centered around pve right? please….

Putting words in my mouth, I never said everything is centered around PvE. What I am saying is that PvP makes up a small population compared to the other two modes of World v World and PvE. Of course if you aren’t even willing to have a discourse about the legitimacy of balancing over one mode then I can’t help you.

If it matters to you, I really could care less about icebow. And that was nerfed FOR PvE. I don’t know of many examples using it in WvW and PvP.

Tempest: How do you feel?

in Elementalist

Posted by: Senario.2038

Senario.2038

Lukewarm, It has potential, but it is lacking in a lot of ways (double investment with 5 seconds of being in attunement then 4 seconds of channeling. Three if you count having longer attunement cooldowns).

That said, I can’t ever see using a warhorn…it just isn’t interesting to me personally. I would have loved the sword though.

D/D isn't THAT Op.

in Elementalist

Posted by: Senario.2038

Senario.2038

This might come as a shock but they do tend to nerf things that are winning a disproportionate amount. Decap engineer comes to mind. Condi mesmers might be annoying as all &#)@! to fight, but they’re not tipping the balance overall or there would be the nerf-bat of Damocles hanging over their head too.

But really, lets see what all tomorrow brings…

This might come as a shock but the game isn’t only PvP. There is PvE and World v World as well. How many eles actually use dagger dagger in PvE and World v World in any optimal setting? They are not balancing for the game, they are balancing for PvP which leaves a lot of their playerbase high and dry.

Outrage Incoming Tommorrow

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

ice bow and pu nerf been needed for long time stop whining, pu nerf doesnt go far enough imo though

“stop whining” isn’t a legitimate argument, that is literally like telling somebody to shut up without giving reasoning. If anything telling the people who are legitimately concerned about balance being skewed that they are “whining” and they must be a fan of “insert class that got nerfed here” is definitely setting up a strawman about the people who are concerned.

What people are dissatisfied with is that “Balance” is based off a gamemode which is a small part of the game not counting all the players who go in just for dailies/reward tracks with friends.

Outrage Incoming Tommorrow

in Guild Wars 2 Discussion

Posted by: Senario.2038

Senario.2038

Nope we’ll blame PvP because this game is balance around PvP no matter how few play it.

https://forum-en.gw2archive.eu/forum/game/pvp/Leagues-1/first#post5511329

Yep, PvP is a barren wasteland with tumbleweeds.

It actually is, them saying that it is the fastest increasing gamemode in terms of population isn’t saying much when your population is already low. If 15 people join and the original population was 5 that is a 300% increase but it is nothing compared to the amount of ppl you will see in PvE and WvW.

I don’t exactly believe them when they say it “earns them money” because honestly their esports showings are small with relatively small payouts. Not only that but how does it earn them money with only 6k views average? Less than 1/3rd of the average views on say a general Guild wars 2 content video. I think they are just trying to promote it to cash in on the esports trend.

Besides that…It still isn’t a good reason to balance around PvP “Well it is the fastest growing gamemode” that doesn’t mean it is the only gamemode.