Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
How about if you could lower the tier of any major trait? 10 more trait points means more attribute points and another minor trait too. It’s simpler to think about what major trait people would swap in.
Armor = Toughness + Defense
Toughness comes from the Attribute value
Defense comes from the Gear values
^ Signet of Shadows also works
Its due to initiative that they can break everything and go unpunished….
And initiative + mobility + stealth is the issue.Expecially since initiative is unaffected by chill that should be changed asap
In your scenario Shadow Step and Stealth are what break everything, what would that have to do with initiative?
Yesterday i could hit a thief in www without him noticing me….
I hit him with a knockdown, chill, immobilize and finally another knockdown…If you don t evade a single attack by a thief you deserve to die and its l2p.
A thief so bad to gettinghit by 4 CC/cond, can just rofl in your face cleanse and break everything stealth and escape miles away….and i suspect someone will try to say its l2p even this..
That is indeed unique…the ability to never pay for mistakes and a skill floor of a potato…
And the fact that people can kill some thieves in www is because of that broken mechanic attracting bad players….but if you meet a decent one he won t die (see 99,999% WWW scouts).
Wrong thread
Stealth != Initiative
it doesnt really have anything to do with the philosophy behind thieves as much as the actually mechanic of the class initiative. id really like to know from the devs why they made this decision because it blatently separates thieves from every other class. i think thief skills need to be nerfed for this reason because of how initiative is a periodically regenerating currency(with traits and signets its super powerful) and the skills that use initiative are a little two powerful. Like heartseeker, and how you can spam it on an enemy about 7 times in a row lol. Thats a little off topic anyway.
They actually buffed initiative regen at the end of last year, because they nerfed iniative gain via traits hard. The meta thief in PvP used to be evasion spam, which was the main reason for the nerf to the traits, in order to prevent other builds from taking a severe hit like the evade spam builds iniative regen was buffed from 1 per 1.25 seconds to 1 per second. ANet has been monitoring the thief closely and making minor nerfs ever since, with the most recent one being a nerf to Infiltrator’s Return.
If you do the math, over the course of a minute the ele can use its 2 – 4 skills on D/D about 55 times in that 60 seconds between all attunements.
A warrior over the course of a minute can use its 2 – 4 skills on a S/S & GS set about 36 time in that 60 seconds between the two weapons.
A thief over the course of a minute has a base 72 initiative to play with and on a D/D & Shortbow set the average initiative cost per skill is about 4 initiative. Meaning in 60 seconds they can use about 18 skills.
tl;dr
Even though it seems like the thief can use it’s skills more often because it has a different weapon skill mechanic, it actually doesn’t.
Dakota is spot on with the best PvE weapon set.
I use different traits and I have a pretty low budget gear setup I run.
Note that with the changes coming to Crit damage any full zerker build will have its overall damage reduced by 10% regardless of profession.
They debated this early on in development. It’s something they thought of and decided against.
It’s kind of too late to make a change like this to an existing class, though I would love to have a low base or no cooldown on all skills for the ele and have a mana pool to play with while leaving the attunement cooldown.
Whenever they add a new class it’s something to think about, or if they feel the need to revamp a class it’s something to think about.
I heard about that trick and how the user got banned for doing so. Not sure if it’s legit, but seeing how people got banned in the past for no reason whatsoever, I’m not gonna push my luck.
Not true from any dev post I’ve heard of.
You are allowed to assign keys however you want as long as only 1 key effect happens in the game. Each scroll wheel tick is like pushing a button, the scroll wheel just makes it very easy to press buttons in rapid succession.
They could add a right click > open max option for bag consumables.
Funcitonal requirements being to open bags up to 1 bag before you’d be encumbered.
Assign scroll wheel to left click is the best solution for legitimately using auto clicking. It’s still hardly any effort.
This may or may not be helpful to you in some of you’re decision making.
With just gear, traits, and food (no skill buffs) one of the highest amounts you can increase an armor’s secondary attribute by is 1280. While attempting to get the secondary armor attribute up to that number, the highest you can crit damage to is 119%, but that’s additional damage on top of the base 50% meaning you’re actually looking at 169% additional damage on crit.
ANet stated they want to reduce crit damage builds effective damage by 10% overall.
With 2196 precision, your crit chance is 65% before fury. I’d make the assumption ANet figures overall during combat between every profession fury might be up 50% of the time, so they’d add have of the fury effect to the total crit chance leaving their crit chance for their calculations at 75%.
In order to reduce the overall damage of crit builds by 10% they’d average the damage of crits and non-crits. So 25% of the time damage is a multiplier of 1, and 75% of the time damage is a multiplier of 2.69, which means the average damage multiplier is ~2.27 from crits.
They’d reduce that 2.27 by 10%, which is ~2.04. Then they’d backtrack the math to figure out what the 169% would have to be in order to get that 2.04. So 25% of the time the damage multiplier is 1. So that would be 2.04 – 0.25 = 1.79. That 1.79 is 75% of the time, so that would be 1.75 / 0.75 = 2.33. The 2.33 gets converted back in to crit damage which is ((2.33 – 1) / 100) = 133%. The base 50% of crit damage gets removed, which leaves us with 83% crit damage on the upper end.
So the net result is we’ll potentially see 83% crit damage for 1280 attribute points of ferocity, upper end. Meaning the conversion would be ~15.4 points per 1% of crit damage.
There’s another way to look at this, the devs stated that they’d be reducing crit damage build by 10%, and you could also take that to mean crit damage would be reduced by 10%. This math is way simpler. You’d take the 119%, reduce it to 109%. Then do 1280 / 109 = ~11.7 meaning about 11.7 ferocity per 1%.
tl;dr
You’ll be looking at between 12 and 15 points per 1% crit damage, and I’m more inclined to believe that ANet went with the 15 points to reduce the overall effectiveness of crit damage builds by 10% instead of just reducing crit damage by 10%
The numbers for precision and crit damage I used can be viewed in the link below. I have a pretty high margin for error, because of the assumptions I make (such as this change being balanced around WvW and therefore involving food in the calculations)
Interesting tid-bit, Eric Rane mentions how overwhelming it can seem to have code being used by 500,000 players. Not sure why he uses that number, but he does.
Actually 9 have sold in the last 24 hours.
omg specific market velocity info
i can feel the chains of your NDA loosening
I have two just in case the first one breaks :P
Lol, it hardly seems fair to have the game’s economist participating in the game economy, they should just give you any buyable item you want so you don’t impact the supply of our high end items haha.
I don’t think people are against progression. It’s vertical progression alone that a large segment of this community don’t like.
Horizontal progression most people here are more than happy to get more of
^ That’s a very good point. With Tomes of Knowledge, increasing the level cap would be more or pointless as a hook to keep players playing; they could just use stored tomes and get to the new level cap in seconds.
That said, I wouldn’t be against an increased level cap provided it doesn’t create new gear grind. What do I mean? Well, say you can keep gaining levels past 80 (up to 100), but all it does is give you additional trait points to spend. This allows you to create new, interesting builds in PvE, but it doesn’t require you to get more gear, or increase your stats, so it wouldn’t affect game balance too badly. In sPvP/WvW, you get downscaled back to 80, so it doesn’t affect balance there either.
With the way that gear drops work you could instantly get to max level, do a few champ train runs to get green max level gear. Then do a few things that guarantee rares to get yellow max gear things. Exotics and Ascended would be the only grindy gear to get, and since they said they don’t want to do vertical progression except with a low power curve they wouldn’t make exotics very challenging to get either. I’m guessing it’d be pretty easy to nab them from WvW. Wow how mad would people be that they spent badges of honor on WvW exotics if they raised the level cap and made WvW exotics at the new max level available. All of these are more reasons they wouldn’t raise the level cap, it just becomes a pointless waste of time and resources.
The radius of BP is so small even if a thief is standing on the other side you can still hit them with any auto attack.
It’s a very easy to use skill, but it’s also easy to counter. You’ll find fights against experienced players means it doesn’t provide much benefit. At the cost of 6 initiative it’s often not worth using exclusively as a blind against experienced play.
I think this means that lion’s arch in it’s current state won’t be perminent. It may be returned to it’s original state, but with slight differences.
Of course if they change the PS to use pre-destroyed LA, I’m completely wrong.
I don’t know how many other people feel the same as I do, but I don’t care for levels or stat progression at all.
I’d be fine with 0 levels and being able to reallocat a non-progressing set of stats to suit however I feel like playing.
I should explain that I can’t ever see them adding to the level cap, because it’s a lot of rework they would have to do and a lot of wasted time they could completely avoid.
Regardless of the initial stances provided about raising the level cap, I’m sure that ANet has by now realized that their leveling process in Guild Wars 2 has very little grind.
So if they’re going to add to the level cap what does that mean? That they are going to add 10-20 levels that adds no grind? It’s a pointless waste of their own resources to rework all the various things in the game that would need to be redone and added.
If they do add to the level cap in order to make it grindy, then there goes the thing that separates them from everyone else (a game without power progression grind) and additionally there go all the people who play the game for that reason. I know people who love grind would say good riddance, but the game would be losing revenue (it’s lifeblood).
tl;dr — Given that the game’s level progression has very little grind, given that adding levels that don’t add grind means a lot of wasted time on rework and adding more items, given that adding levels with grind means that the thing that makes GW2 different goes away…
Given all of that, I don’t see the game getting a level cap increase. I don’t mind ANet increasing the level cap without grind (I would be annoyed they wasted resources to do it when they could have been used for other features). If it does get increased and it is grindy, I would be one of the people that would stop playing unless they reverted it or at least removed the grind.
I just realized that unless they redo the way crafting works I can instantly level my toons to max level since crafting levels you by giving a percentage towards your level, so if they do increase the level cap it wouldn’t really mean anything anyways.
I think this is further reason to not expect an increase in level cap.
I just realized again, that Tomes of knowledge exist, so if they increase the level cap I can instantly get to max level so long as I keep stockpiling them. Further reason for me to believe that they wouldn’t increase the level cap since it’d be a lot of rework and wouldn’t be grindy. Meaning they’d waste time and resources.
I don’t know how many other people feel the same as I do, but I don’t care for levels or stat progression at all.
I’d be fine with 0 levels and being able to reallocat a non-progressing set of stats to suit however I feel like playing.
I should explain that I can’t ever see them adding to the level cap, because it’s a lot of rework they would have to do and a lot of wasted time they could completely avoid.
Regardless of the initial stances provided about raising the level cap, I’m sure that ANet has by now realized that their leveling process in Guild Wars 2 has very little grind.
So if they’re going to add to the level cap what does that mean? That they are going to add 10-20 levels that adds no grind? It’s a pointless waste of their own resources to rework all the various things in the game that would need to be redone and added.
If they do add to the level cap in order to make it grindy, then there goes the thing that separates them from everyone else (a game without power progression grind) and additionally there go all the people who play the game for that reason. I know people who love grind would say good riddance, but the game would be losing revenue (it’s lifeblood).
tl;dr — Given that the game’s level progression has very little grind, given that adding levels that don’t add grind means a lot of wasted time on rework and adding more items, given that adding levels with grind means that the thing that makes GW2 different goes away…
Given all of that, I don’t see the game getting a level cap increase. I don’t mind ANet increasing the level cap without grind (I would be annoyed they wasted resources to do it when they could have been used for other features). If it does get increased and it is grindy, I would be one of the people that would stop playing unless they reverted it or at least removed the grind.
I just realized that unless they redo the way crafting works I can instantly level my toons to max level since crafting levels you by giving a percentage towards your level, so if they do increase the level cap it wouldn’t really mean anything anyways.
I think this is further reason to not expect an increase in level cap.
I don’t know how many other people feel the same as I do, but I don’t care for levels or stat progression at all.
I’d be fine with 0 levels and being able to reallocat a non-progressing set of stats to suit however I feel like playing.
I should explain that I can’t ever see them adding to the level cap, because it’s a lot of rework they would have to do and a lot of wasted time they could completely avoid.
Regardless of the initial stances provided about raising the level cap, I’m sure that ANet has by now realized that their leveling process in Guild Wars 2 has very little grind.
So if they’re going to add to the level cap what does that mean? That they are going to add 10-20 levels that adds no grind? It’s a pointless waste of their own resources to rework all the various things in the game that would need to be redone and added.
If they do add to the level cap in order to make it grindy, then there goes the thing that separates them from everyone else (a game without power progression grind) and additionally there go all the people who play the game for that reason. I know people who love grind would say good riddance, but the game would be losing revenue (it’s lifeblood).
tl;dr — Given that the game’s level progression has very little grind, given that adding levels that don’t add grind means a lot of wasted time on rework and adding more items, given that adding levels with grind means that the thing that makes GW2 different goes away…
Given all of that, I don’t see the game getting a level cap increase. I don’t mind ANet increasing the level cap without grind (I would be annoyed they wasted resources to do it when they could have been used for other features). If it does get increased and it is grindy, I would be one of the people that would stop playing unless they reverted it or at least removed the grind.
At least now we know if ANet doesn’t say leaked patch notes are fake they’re real
It’s really nice to be able to further modify character appearance outside of weapon and armor slots.
For items that aren’t slotted to gear is there a long term plan to do a more convenient implementation?
It’s a small thing, I know, but I’m going for a Selfless potion, and I’m worried I’ll frequently forget to activate the potion.
If it behaved slightly differently, like consume to perminantly activate, and consume again to perminantly deactivate that would be spectacular. Or maybe you guys (ANet) have a different implementation in mind to help with the convenience.
Obviously time spent on tweaking the behavior of these two items to be more convenient may not impact much of the playerbase currently, but if similar items are coming in the future it’s functionality that could be reused down the road and would be really valuable to the people that want these kinds of items.
That’s my case I’m presenting, hopefully it’s somewhat compelling.
I agree with this. I don’t, however, understand how you can say:
Realistically though, ANet isn’t about vertical progression.
They’ve said they are committed to gradual vertical progression. They made it clear when they first started implementing Ascended that they plan to continue adding vertical progression. They’ve also made it clear they expect to increase the level cap at some point in the future.
That belief of mine the main reason I play this game.
Anyone else hoping they don’t add to the level cap just so Alukah can eat his words?
Realistically though, ANet isn’t about vertical progression. Increasing the level cap is a such A blatantly obvious carrot on a stick design cop-out that it’s pretty offensive.
People with experience gaming know that when developers add to the grind to achieve something (max level in this case) it’s the laziest way to incentivize people to offer up their money.
I have yet to view ANet as a lazy company, like some other MMO companies that aren’t getting my time or money. ANet is very proactive and on the forefront of MMO innovation, which has its pros and cons.
Does chill affect an engi being able to get in and out of a kit?
Same concept. I’d argue the behavior should be consistent.
The game is not designed for players to not be dealing damage. That said, if I could get more loot bags just because I splashed some boons on some people that killed someone else, I’m totally down for a change like that.
If it is a bug now, it’s unlikely to be a priority until ANet implements their seamless gear transition between PvE and PvP, at which point the bug may no longer exist.
They’ll likely test common and edgecase scenarios such as people already wearing full sets of Cultural armor to see it’s impact on achievements once implemented.
The easiest way to find a Mesmer is to look at the 4 enemies while having none of them targeted, then press tab. Tab priority always goes for a real player over NPCs.
Another easy way to find Mesmers is to look for which enemy performs more than one action, Illusions can only perform one action.
Another easy way to find Mesmers is to look for the toon that moves intelligently.
Another easy way to find Mesmers is to use Ctrl targeting to put a big red target over it’s head before it starts summoning Illusions.
Using a combination of these methods will allow you to always quickly identify where the player Mesmer is.
Whispers leggings on my Female Thief cause a line to appear on her that basically makes a hole to see straight through her.
I’ll add a screenshot when I get a chance to.
I would expect to see an expansion about a year after the China release, and I’d expect that expansion to be the asian themed Cantha.
I don’t expect the level cap to ever be raised.
If it were the only time I’d expect the level cap to be increased would be when they want to completely shake up the PvP/WvW/PvE metas all at once.
Since the only reason to raise the level cap is to add more vertical progression and therefore more power to a character, something they’re not trying to do, balance would be significantly impacted. They won’t just do it more PvE only either, because they want to game to be as seamless as possible between all 3 divisions of the game.
The only time I can see this happening is with an expansion, because that’s when the game would be shaken up the most anyways. However, I still never expect to see a level cap increase.
PSA to the community:
In order to get Account Bound dyes, you’re going to have to show ANet a way that they can monetize that better than the current systems without making the community at large upset.
ANet is a business and in this partly to make money (They’re fairly less concerned about the money than other companies thankfully). They hired someone from Nexon to oversee monetization of this game for that reason. Originally they wanted Dyes to be account bound (maybe regardless of the system they ended up implementing), they went with soulbound after bringing in the people focus on monetizing.
You’re best bet to change the current system is to show how to make Account Bound dyes be a win for the players and a win for ANet’s profits.
Can you show me how they make money with this now? It’s the players reaping the big profits here, not ANet. I don’t see how the company itself could care one way or another.
The simplest way to put it is that supply is so low due to rng and player demand is so high that it has created incredibly high values associated with them. Gold prices so high that the only feasible way to get enough gold for some of these dyes is to play lottery style with the gemstore or convert gems directly to gold.
The path of least resistance for obtaining these is converting real money to gems. Therefore people are incentivized to do this, and thus people that can manage this do.
The fastest I am currently able to obtain gold in game without gaming other people’s time for my own profit (aka trading post), is about 7-8 gold per hour doing champ trains.
So if the fastest way to get gold means it will take me 3 hours to get a celestial dye or 4 hours to get an abyss dye, I might weigh my options and realize that in 3-4 hours I earn X amount of money irl and with the gem conversion rate I can take Y amount of X money and end up having 300 gold from 3-4 hours of my time instead of 30 gold for my time.
This is true for every gold obtained item in game that approaches a certain gold threshold, that threshold is different for every player and depends on the amount of time they’re willing to put into the game.
Soulbound v Account Bound is only applicable to players who have alts, but given how quickly you can do a single story path in Guild Wars 2 (with no repeatability [except dungeons] and little incentive to revisit story lore on a character) pretty much everyone has an alt. So Soulbound is an annoying concept for people who are finding their original main to be stale and wanting to play an alt. It’s annoying since they can’t reuse the progress they’ve already put in, and since they will have to replay content they likely find stale to get what they already have it becomes frustrating sometimes.
Basically, what people clammering for Account Bound over Soulbound are asking for is to be saved from doing things they feel like will waste their time, even though in some cases they are willing to do it anyways.
tl;dr — to answer the question in basic terms, Soulbound is a wall/gate/obstacle created to prevent player accessibility for in game items. People like to follow the path of least resistance, and for numerous people the Money > Gem > Gold xfer is that path to flow like water around the Soulbound obstacle creating revenue for ANet, which happens to keep the employees employed to develop the game (even though the money goes to the publisher NCSoft first, who takes a cut, then money comes back to ANet). Account bound would make more accessibility, and too much accessibility means less revenue for ANet.
(edited by Shockwave.1230)
PSA to the community:
In order to get Account Bound dyes, you’re going to have to show ANet a way that they can monetize that better than the current systems without making the community at large upset.
ANet is a business and in this partly to make money (They’re fairly less concerned about the money than other companies thankfully). They hired someone from Nexon to oversee monetization of this game for that reason. Originally they wanted Dyes to be account bound (maybe regardless of the system they ended up implementing), they went with soulbound after bringing in the people focus on monetizing.
You’re best bet to change the current system is to show how to make Account Bound dyes be a win for the players and a win for ANet’s profits.
Magic find comes from consuming essences of luck. Lucky charms is a cereal people consume. Title could be ‘Magically Delicious’
1. Elementalist
2. Engineer
3. Mesmer
What’s the reason each class has to have it’s own unique playstyle? It’d be possible to always spin that into “this is already done by that, that is already done by this”.
There’s already redundancy in the game with existing classes when you look at things from that perspective. Does that mean professions should be removed?
The reasons to add another class are to create a sense of newness somewhat similar to launch, add another niche role to the combat system, to mix up the PvP meta, for fun, and hopefully if a GW1 profession is added to expand upon that professions lore a bit more.
every class right now has a different playstyle, and i have played em all. Anet said it was important to them that new classes bring something different to the table, and not just flavor. Im not saying its the only way, but they said they didnt want to make new classes purely for flavor or cosmetic reasons.
That said, i think there is still a lot of room for new playstyles. Fact is class mechanics tend to drive the way a class feels and plays, except for maybe guardian and necro, their flavor is more a combination of everything they have.
Exactly, no reason a new class (whatever profession it would end up being) can’t have a different feel in combat. You can make numerous classes fulfill the same combat role, but they all still feel different when you play them.
As far as I can see, they would have to try pretty hard to make it as bad as our other elites.
My prediction:
Passive: 2 sec, ICD 10 sec (so fresh air abuse doesn’t happen, 2/5sec would be pretty crazy. Matches up with fury on swap.
Active: 30-45 second cooldown. Consistent with other signets. Probably more towards 45 because of written in stone being so powerful.You raised an interesting point about the fury on swap.
With quickness, it means Churning Earth will be channeled faster, and delivered with fury o.0
kitten .
I can see so many awesome uses for this, especially with rock solid.
Rock solid+signet makes uberstomps.One of the reasons the skill can’t be released to production in the presented form. Written in Stone + Rock Solid = always stability stomp in 2 seconds.
It also pretty much removes all counterplay from channeled skills for us. Churning earth being an uninterruptable 2 second cast would prevent people from just walking out of it, especially with the cripple, meteor shower would probably be horribly overpowered on a quick cast (you would be able to actually use it during a fight and possibly even on point), ether renewal would be amazing…
That being said, it would be fun.
Mhmm, I’d like to see this kind of quickness access available. But like I posted previously, I’d swap the active and passive with a slight rework. The recharge I originally posted is probably a bit low though.
What’s the reason each class has to have it’s own unique playstyle? It’d be possible to always spin that into “this is already done by that, that is already done by this”.
There’s already redundancy in the game with existing classes when you look at things from that perspective. Does that mean professions should be removed?
The reasons to add another class are to create a sense of newness somewhat similar to launch, add another niche role to the combat system, to mix up the PvP meta, for fun, and hopefully if a GW1 profession is added to expand upon that professions lore a bit more.
There was some talk about adding new classes with in the current classes so there example was a ranger become a druid so i guess may be a gurd or a war could become a Dervish but make it related more to the magic the is flooding the world of GW2. Keep in mind the dragon are only awakening because the world has more magic then normal.
I saw that in the CDI, I’m not really for it when it comes to the existing Guild Wars 1 professions. I’m of the opinion that it’s a way to make smaller waves in the game. However the bigger the waves are the more interested I am. Adding an entirely new profession is a way bigger wave to make than adding subclasses imo. Subclassing the Dervish, Monk, Paragon, or Ritualist doesn’t make sense to someone who has played Guild Wars 1, it feels very lore breaking to me.
As far as I can see, they would have to try pretty hard to make it as bad as our other elites.
My prediction:
Passive: 2 sec, ICD 10 sec (so fresh air abuse doesn’t happen, 2/5sec would be pretty crazy. Matches up with fury on swap.
Active: 30-45 second cooldown. Consistent with other signets. Probably more towards 45 because of written in stone being so powerful.You raised an interesting point about the fury on swap.
With quickness, it means Churning Earth will be channeled faster, and delivered with fury o.0
kitten .
I can see so many awesome uses for this, especially with rock solid.
Rock solid+signet makes uberstomps.
One of the reasons the skill can’t be released to production in the presented form. Written in Stone + Rock Solid = always stability stomp in 2 seconds.
Sometimes I get the impression that I’m the only one that finds scythes to be extremely impractical as a weapon. I’d be more excited for a profession that draws power directly from the gods, even more excited if they could also swap between avatars(purely from a game-play perspective).
Also Ritualist is probably the lamest profession concept from Guild Wars. By far the most passive profession in the game.
There’s multiple races to play. You couldn’t do a profession of the gods, due to lore.
Guild Wars 1 skill mechanic choices are not the same thing as the profession lore themes associated with a profession. For example the spirit theme the ritualist had from Guild Wars 1 could have been done strictly as animations to its skills instead of NPCs.
The Ritualist, Assassin, Dervish, and Paragon had roles originally fulfilled by the first 6 professions. These professions were able to fulfill niche roles after being introduced. No reason to think that given a different combination of mechanics than other professions in GW2 that any new class wouldn’t be able to do the same. Regardless of what we call it.
I’d love to see a Dervish and Ritualist come back.
The point is they’d have to find a new niche for these old classes, because in many cases they’ve already been absorbed into existing GW2 classes. Sure, they could whip some new mechanics and call them Dervish and Ritualist… but it wouldn’t be the classes you know and remember… and I suspect that would kitten you off.
As long as they would stick to the lore associated with the profession I wouldn’t really care what the combat niche is. As long as the Dervish has its scythe, wind prayers, and earth prayers I’m down for it to fulfill whatever combat role it can. A Ritualist could have melee combat options for all I care as long as it has its spirit and weapon spell theme.
The most OP I can visualize this being in my head involves no internal cooldown + freshair.
I likely see the quickness lasting 2 seconds.
In a situation like that the air auto attacks would deal pretty rediculous damage, for dagger.
You really can’t do a global internal cooldown, because ele already has a problem with reliability of on swap sigils procing (battle is really the only one that makes sense currently and leeching too). With an internal cooldown you run into situations where you’ll trigger the quickness when you don’t want it.
The only way I can see an internal cooldown being implemented in a way that would make the elite useful is to have each attunement have it’s own internal cooldown for triggering the quickness, this really only impacts the freshair trait currently, so it might not even be necessary to have an internal cooldown at all.
If the skill isn’t going to have an internal cooldown at all then the one thing that they probably should do with the skill is make sure that the Quickness duraiton doesn’t stack when swapping attunements. Instead the duration of Quickness should always be reset to 2 seconds remaining. Otherwise you could just burn all of your attunements cast Signet of Earth while doing so, end on air and have 5 seconds of Quickness to apply weakness and autoattack away to your heart’s content.
The more I think about it, the more I feel the Quickness should be 1 second instead of 2. 1 seems just right without an internal cooldown.
The biggest thing you’d see with no internal cooldown though is that the ele would be required in the meta as the stomp class. While that seems OP initially, when thinking about it at the highest level of play in a team scenario, everyone would know the ele is the stomp class, and everyone knows the ele is squishy, so the ele would likely be taking mist form or armor of earth to stomp, and spec into water in order to get the reduced recharge on cantrips.
You’d probably see a return of cantrip ele’s in some form or fashion. That means people would likely go 30 water still, and you’d see either 30 air/10 arcane to take more advantage of elite’s Passive being available on demand. Or you’d see people take a more balanced approach by going 30 arcane for an overall greater uptime of quickness.
What this elite would likely do to the meta with people’s current view of the ele is create a situaiton where if you take that elite, you’d be running one of two specs. 0/30/0/30/10 or x/x/x/30/30 with 10 points left over. Obviously any other ele build wouldn’t change because this is a new skill and doesn’t have to impact previous builds.
The question becomes, with this difference is the skill going to create builds that are far superior to the other ele builds? To answer that we’d have to understand what we get, and that depends upon the implementation of course. With no ICD like the path I’ve been following we’d see the ele become the best stomper, and be able to pull off combos at pretty quick paces. So with no internal cooldown, I think the skill would be mandatory. Therefore it would be OP, but you also can’t really do the ICD and make it a reliable and therefore it wouldn’t be viable.
That said I don’t see any reason the Active couldn’t take the role of the passive and for like 15 seconds or so the ele gets 1 second of quickness upon attunement swap with like a 70 second cooldown or something. The passive could take on the role of the active and reduce the recharge of attunements by like 10% so it’d be like a bonuse 10 points to arcana.
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tl;dr
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An ICD makes the elite unreliable and therefore not viable.
No/Low ICD makes the elite mandatory to run.
The elite actives and passive’s could be swapped to something like:
Passive: Reduce Attunement Recharge by 10%
Active: For 15 seconds when you swap attunements you gain 1 second of quickness.
Recharge: 70 seconds.
Ele/Thief, because they force you to be a better player and have enough risk reward to be satifying to play.
The Ritualist, Assassin, Dervish, and Paragon had roles originally fulfilled by the first 6 professions. These professions were able to fulfill niche roles after being introduced. No reason to think that given a different combination of mechanics than other professions in GW2 that any new class wouldn’t be able to do the same. Regardless of what we call it.
I’d love to see a Dervish and Ritualist come back.
…Except that infiltrators return is basically worthless now for real fights.
It’s just no as good as it was. You have to anticipate it’s use and watch for tells.
Thief is still the best roaming class. Were you playing evade spam? That’s the only build I recall being nerfed hard. Initiative regen was buff so all other builds were buffed that weren’t using high initiative return traits.
If you want a high evade build. S/D and S/P with Shortbow and 30 acrobatics are both still good.
I’d be curious to learn more about how event scaling works.
If ANet could adjust scaling based upon the amounts of Power, Toughness, Vitality, and Precision a group has instead of the number of people their game could allow people to play the way they want to play regardless of number of people.
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