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Is ele gonna be balanced anytime soon or should I just roll an ele too and go with the flow?
Ele is pretty balanced now. If you want to go with the flow, you should roll a Ranger or a Warrior.
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Ele was nerfed? Didn’t notice.
Before each game I’d get ~180-200k condition damage dealt in the summary.
Now it’s ~80-90k.
That’s a hard nerf, lol. That also means burning is way too strong compare to bleeding. 3 burn stacks 5s down to 1 stacks 2s, and almost half of the condi damage for Ele gone.
I’m not complaining, just stating fact. I think it’s a good nerf, and Ele should be nerfed. Just that the people who ask for more nerf, they need to l2pIf it shows less damage from condition damage you just die faster. Probably because you didn’t cross the RoF before. Now it applies burning even if you don’t pass through the ring, applying even more stacks making you die faster than before and in return showing less damage taken.
Dude, it’s damage dealt. I’m the Ele and I dealt much less condition damage according to the summary. Ele was nerfed.
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Ele was nerfed? Didn’t notice.
Before each game I’d get ~180-200k condition damage dealt in the summary.
Now it’s ~80-90k.
That’s a hard nerf, lol. That also means burning is way too strong compare to bleeding. 3 burn stacks 5s down to 1 stacks 2s, and almost half of the condi damage for Ele gone.
I’m not complaining, just stating fact. I think it’s a good nerf, and Ele should be nerfed. Just that the people who ask for more nerf, they need to l2p
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1 vs 1 rooms
bursted down quicklyno1 cares about 1v1’s against bads. conquest comes down to team fights.
“quickly” is quite relative. you wont 2v1 a good d/d ele quickly, not without a signet necro. their sustain didn’t change at all.
The power of the old Ele is that it can go far and win the 1v1 really well. Now it can no longer 1v1 a decent warrior with that high win rate. If you say conquest comes down to team fights, you haven’t played at high level yet. In decent games, combat happens across the map on 3 points. Most of the fights are 1v1 or 2v2 with an occasional + 1. If you zerg around with your team 3+, you will lose to a decent team.
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All the traits granting Auras should grant it at the start of the skill, not the end. For example, reviving an ally grant aura. It should grant at the start, allowing clutch/skillful play. Facing a ranger? Rez in Earth so you have reflect. Facing a warrior? Rez in Air and hopefully the shocking aura will buy you enough time for the rez.
The same with Overloads. It should grant aura at the start of the cast. All Aura should also stack.
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hmm seems like they nerfed ele a bit. a huge portion of thier dps which was might stacking is pretty much gone. now that they can’t stack might while granting regen and protection and all other boons to themselves u will actually have an opening to strike them. now now ring that ring of fire burns you regardless of passing through it or not. finally rids you of having to stand there while you take thier burst. if they stil want thier insane dps uptime, they’d have to actually forgone the so called ‘’dreaded blinded ashes traitline’’ and go pyromancers puissance. this in turn actually is a big dent in their sustain.
So on top of a quite substantial dps nerf, their sustain is nerfed indirectly as well.
not that this matters to me tough. I honestly had no trouble with ele. but i definately would say this actually consitutes as an actual nerf.
DD ele was able to stack 25 might before they added the cantrip might trait – it’s just going to be slower, but as sustain’s still the same, outlasting isn’t an issue for them.
25 stack mights before the Sigil of Battle nerf, before boons duration nerf. Show me a video of you not using the Fire traits to get might and stack 25 mights and we’ll talk.
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I don’t think anyone should work this late, but you did it for us. Much appreciated!
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AFAIK the reason you can’t use it is that it would benefit from the magic find granted in hotm?
Magic find does not affect Mystic Forge at all.
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maybe the pvp boosters should be per game, and not time based?
+1 PvP booster should be per game. High MMR queue on average are 8 minutes while low MMR can get under 1 minutes. Since those are items that are purchasable with real dollars. They should make it better by making it per games instead.
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I disagree with you for a few reasons.
1- the old system forced us to use the same trait lines but before the trait lines gave bonuses. So the old 0-0-2-6-6 ele is now just earth-water-arcane cele ele. This actually gives us more options. You can play with different runes since your not forced into a boon duration trait line.
2- We were allowed to before to mix and match runes with amulet and rings in the old system. They just took out the rings and silly numbers from the old PvP amulets. Also making it so you can grab just 1 rune made it easier to change runes on the fly and play with your build. The new system also makes it easier for new players coming in. In the old system you would have a 2-2-2-4-4 eles and they were always wondering why they sucked. Now they have made it so new players coming in arent crushed solely because they made a terrible build.
Overall its made the game better. I do agree with you that they have forced some of the builds on us. I do agree that changing weapons and having to use a item to change its look just for PvP is lame. Though ultimately alot of these changes have made it better for the masses and the game is still mostly skill based.
What do you mean you were forced into trait lines before you got bonuses? You had minor trait bonuses that were fixed and major traits which could be selected. There were like 6+ major trait options per tier. Now you can only choose from 3 major traits from each group and you can’t mix and match.
I have a friend that wanted to me to get back into the game but I absolutely despise the fact that they killed customization which was one of the things that drew me to the game originally. I played this games for more hours than I would like to mention during beta and at release and one of the things that kept me going was being able to experiment with very different builds across the different professions. Sure, some of them weren’t viable but I helped create what was at the time the meta build for a couple professions. Being pigeon holed seems so boring.
Part of my bitterness may come from the fact that my old builds can’t even be developed with the new system but even without that fact I think it is garbage. Just because people are bad at theory crafting and are too lazy to look up builds online shouldn’t mean that people shouldn’t have the ability to create diverse builds.
He meant that, before, when you traited into a line, you also got stats bonus (vit, power…). That means if you want to build a dps spec, you must get the line that has + power even when the traits are terrible. They removed that part, and it enables more build diversity.
The diversity of the new system is actually significantly better than the old one. The old one “looks” good on paper, but it’s actually false choice. It tricks you to think you have options, while you do not.
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Answers:
The Obsidian Bags WILL be enabled down the road, I was not given a date just confirmation that it will be enabled.The Mystic Forge Conduit, there is a debate going on if it should be enabled or not. I have been asking for it to be enabled as it makes no sense for it to be disabled, haven’t heard anything back on that one.
Thanks for pushing the issue! I’d love to see the Conduit usable in HotM too
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Hi, for the PvP history screen, can we do the percentage for the last 100 matches instead of the 3 years history? For example, I’m more interested in seeing the recent win rate rather than having the stats 2 years ago got mixed up in the calculation. 2 years is a lot of time, and things change.
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Nah, just forget about the Ice Bow, so we can freely say that all the conjured weapons are crap, instead of having to type 3 more words “except the icebow”
It’s shorter and better for the keyboard too!
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If you say Thieves have a huge disadvantage in Stronghold, you’re playing it wrong. Don’t play the Conquest Meta here. Sustain thieves/condi thieves are very strong, and unkillable. You don’t need to stand on any point, feel free to stealth and port when thing goes wrong. You don’t need to burst the NPCs either, you only need sustain dps on the NPCs.
Try to play it more creatively. So far I tried a lot of weird builds, and I haven’t seen any class that has a huge disadvantage. This mode is surprisingly a lot more balance than Conquest.
I agree with you that a Support guard can keep the NPCs health full most of the time, and is very hard to deal with. I can only imagine how bad it would be when Druid is released.
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My elementalist just turned 3 years old the other day. Only class I have really played except for engineer.
I have no idea what you are talking about.
The only real dark age was at the start of the game when no one really knew how to play elementalist and didn’t fully understand it’s potential.
The class, compared to other classes, has been consistently strong and always been an enjoyment to play.
I can’t remember a single time in 3 years either where I got some kind of nasty message or got removed from a group for playing an elementalist.
If you really want to pat yourself on the back, you should have played a ranger for the last 3 years.
And anyone who applies a balanced and fair viewpoint (instead of incessantly whining and creating over-drama on the forums like a 14 year old girl), to the latest round of nerfs will realize they aren’t that bad.
You’re talking about PvE, they are talking about PvP.
There was definitely a dark age for Ele in PvP.
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It’s http://gw2efficiency.com/account/pvp
You need to get an API Key that allows the site to access your PvP stats https://account.arena.net/applications
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Anyone who claim to 1v2 using Ele, feel free to duel my Burn Guard and and my friend.
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While replying to a guy who ends every forum post with “Haters gonna hate” is a terrible idea. Let’s disperse some of your ignorance.
1.The nerf to vigor on crit is not a nerf to sustain. Cantrips are enough vigor, and d/d eles will just switch to the Arcane Precision trait for extra burn/blind on crit as well as additional condi covers.
Nerf to Vigor (10s cd instead of 5s) will mostly impact DPS Ele builds as they relied on this trait for their only source of vigor.
2. No competent d/d ele blows cantrips just for Might. D/D Ele’s might-stacking comes from other sources (fire fields and easy access to multiple blast finishers) and will not be affected at all by this nerf.
D/D eles will still have 25 might, perhaps it’ll take them 5 seconds longer to get it without access to might on cantrips.
3. Let’s pretend no one noticed that Dragon’s Breath used to be 2s per stack and was “unnerfed” in a recent patch. D/D ele was still meta with 2s of burn per stack.
It’s frankly just a great skill with amazing pressure to bait out dodges/punish those without condi clear, and it takes little to no ability to land.
this guy gets it.
1) Cantrips are enough Vigor? Just fire up your client and play a D/D ele without Renewing Stamina, and give us a video of that. Pure talk, no substance.
2) People don’t blow cantrips for mights. That doesn’t mean they don’t lose the might stacks after the nerf. Good strawman right there. You just try to distract people from the fact that Ele Might stacking got nerfed.
3) Over 3s cast + animation, how much is the DPS for Drake Breath now? Would it be higher than a Warrior auto attack for 3s?
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But but only Ele Burning is OP. You must be lying!
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The nerf on Vigor on crit forces Ele to be even more reliant on Cantrips for Vigor generation.
They should revert the change for Renewing Stamina, and nerf Cantrips instead. Right now, they are pushing even more people to Cantrips to get back the Vigor loss.
Nerf Cantrips, buff Arcane/Glyph/Signet/Shout. Restore Renewing Stamina.
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They should revert the change for Renewing Stamina, and nerf Cantrips instead. Right now, they are pushing even more people to Cantrips to get back the Vigor loss.
Ele is more and more pigeonholed into Water/Cantrips.
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Archer can kills the guards very fast. Not many people notice that.
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Still not fixing the ele. We’ll just see less ridiculous burns and random blinds now, which was an emergency fix, I guess.
Also, nice Smiter’s Boon on Icebow 4.
How is it not fixed Ele?
- Sustain? Double the CD on Vigor on crit
- Might? No more might Cantrips (9 stacks)
- Burning? Huge nerf from 3 stacks 5s to 1 stack 2s
D/D Ele gonna hit like a wet noodle again. if you die to a D/D Ele after patch, its purely gameplay issue. Haters gonna hate though.
About that Vigor – you’ll still gain 50%+ utpie from the current trait, then yoU’ll also gain vigor from attuning to water and from using cantrips. You can still pretty much come close to perma vigor without any changes to the cure DD build.
Oh yah, it’s like current D/D ele is using Tempest traits? If you don’t know about the class, at least don’t show people that so you can still appear to be “knowledgeable” and not just a hater.
D/D Ele got a nerf across the board, from Sustain, Burning, to Might. That’s a fact.
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Still not fixing the ele. We’ll just see less ridiculous burns and random blinds now, which was an emergency fix, I guess.
Also, nice Smiter’s Boon on Icebow 4.
How is it not fixed Ele?
- Sustain? Double the CD on Vigor on crit
- Might? No more might Cantrips (9 stacks)
- Burning? Huge nerf from 3 stacks 5s to 1 stack 2s
D/D Ele gonna hit like a wet noodle again. if you to a D/D Ele after patch, its purely gameplay issue. Haters gonna hate though.
Still boring, uninspired design and mostly locked into the water/arcana choice for all eternity. That is what I mean by not fixed.
Instead of creating new builds, the devs have just had a fixation on buffing/nerfing the same build forever.
But as I said, all Sustain/Might/Burning are nerfed. Ele will be out of meta already. Just move on, haters don’t have to keep beating the dead horse, especially when it’s no longer a dead horse but a skeleton corpse.
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(edited by Sunshine.5014)
Still not fixing the ele. We’ll just see less ridiculous burns and random blinds now, which was an emergency fix, I guess.
Also, nice Smiter’s Boon on Icebow 4.
How is it not fixed Ele?
- Sustain? Double the CD on Vigor on crit
- Might? No more might Cantrips (9 stacks)
- Burning? Huge nerf from 3 stacks 5s to 1 stack 2s
D/D Ele gonna hit like a wet noodle again. if you die to a D/D Ele after patch, its purely gameplay issue. Haters gonna hate though.
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(edited by Sunshine.5014)
The nerf on Vigor is huge.
Blinding Ashes nerf is acceptable.
Ring of Fire only does 1 burning stack for 2s now, a huge nerf from 3 stacks for 5s.
Burning Fire nerf is huge.
Haters still gonna hate though.
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-Do you need gear to pvp?
Fortunately, no.
-Does level matter in pvp?
Fortunately, no.
-Is there a particular meta when it comes to builds nowadays (burst, sustain, movement, etc?)
Unfortunately, yes. Just use any class with a lot of burning, or play a Mesmer.
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+1 Upvote for visibility
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My partner doesn’t like me to play game much (so I only login casually). I hope this is a chance to win her mind! Help me ANet, please
. Maybe you will get another customer too!
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- A well played thief will never die in 1v1, but it requires skill to actually down people.
- Mesmer can’t die either, and can burst most zerker classes in a few seconds.
- D/D ele can’t die unless you face a decent Necro, but may have problem actually down people if they are decent (don’t walk in and out of the ring of fire)
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What I keep hearing is people telling Tempest to use Amor of Earth. That’s the proof that shouts are bad. When you need to have both Lightning Flash and Armor of Earth, might as well switch to a cantrips build.
All the traits for shout are useless, they don’t even reduce the cooldowns.
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Twitch not loading for me. Do you have it on YouTube?
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I had a Marauder Tempest vs Marauder Tempest duel that doesn’t end. Reason? not because it can heal well, but because both of us basically had no damage despite wearing Marauder.
The most we can crit is 3k from Burning Speed, with the rest of the attack are below 800 damage.
Tempest needs a major damage buff and combat fluidity improvement. Cast time/animation are too slow and clunky (can’t cast insta-cast spells during Overload)
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Tempest is a joke, it can’t kill anything.
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ANet should stream to both Twitch and YT Gaming. Twitch has outages so often, especially on major events. I can’t count the times when the stream has died out and you’ve missed half the event when it’s back up.
Not to mention the rewind feature on YT Gaming. It would be super helpful the next time Grouch decides to make a 4 hour stream going through professions and whatnot (pun intented). I could simply hit pause and resume whenever i want to. Without missing on anything or god forbid … having to fight with Twitch buffering at Twitch VOD.
YT is simply the better platform at the moment. Twitch is having infrastructure difficulties.
Exactly!
The Twitch slow/outtage made me rage so many times. YouTube just scales so much better. I hope ANet starts streaming for both YouTube Gaming and Twitch.
@Dirame.8521: I’ll be visiting
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This is the YouTube Gaming link for GW2
https://gaming.youtube.com/game/UCe42k0AgUIg_XvmSzVY3LrA#tab=1
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Twitch is too slow for me, and I like atmosphere of YouTube more. Now that YouTube gaming is launched, is there any good streamer streaming on it?
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Currently Tempest is useless with staffs since the overload is for close range only. Make The overload for Air to be an AoE with 900-1200 range, so staff can have at least one Overload they can use too.
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Calm down guys. I am also disappointed with the changes, but I also want to remind people that we still have a few more BWEs coming up.
Personally, I would like the following changes:
- switching attunements/dodging doesn’t cancel Overload.
- have a trait to give stability on Overload
- Rebound to be rework into Reduce the cool down of all skills-on-cooldown by 25%. Rebound should be a shout.
- traits for reduce shout cool down
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Not EVERYONE is gonna play Warr + Guard + Cele Necro + Mesmer just to counter a braindead spec like d/d ele. I don’t understand why this class has so many privileges when they are fine if they take away some of what they have.
Here, I fixed that for you.
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The game is CPU bound. Overclock your CPU to 4.8Ghz or above and it will be fine
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Why not just replace MMR with divisions? People are matched based on their divisions, which will make it harder for less skilled players to reach the top division since they’d be matched against progressively tougher players.
As I said above, without MMR, players will have pretty miserable match making. Remember all the posts about bad match making when they reset the MMR? Everyone is going to start at division One. It’s gonna take a long while and luck for the division to stabilize.
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You shouldn’t die to any 1v1 if you play properly. You can fully nuke another class in 2s, from stealth. Mesmer is still the top class. I think it’s pretty fun too
. Give it a try!
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OP’s argument is based on a fallacy.
Higher leagues take away pips for losing. You only have incentive to tank MMR at lower leagues which don’t have pip loss. In order to continue to progress, you need to continue to perform. In order to jump leagues, you need to perform much better.
Let’s say you tanked your rating in the low leagues. Once you start winning again, it will be disproportionate to what your rating predicts and your rating goes up. By the time you reach the higher leagues, your rating has increased to its proper value again.
If implemented correctly leagues will essentially be division based on rating.
At the start of a new division, you don’t have anything to lose
.
You only lose pips or tier, but you can’t lose a division. So this is what people will do
- play normally to get to a new division
- as soon as you get into a new division, keep throwing matches to have an artificial low MMR, you don’t have anything to lose. No pips, no tier, and can’t lose a division.
- when you’re comfortable, queue with a premade and enjoy your low MMR queue. You can have a winning streak that can carry you to the next division.
- repeat step #2
If there is no benefit of having a higher MMR, people will purposely tank it. We need to have higher rewards for higher MMR.
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(edited by Sunshine.5014)
Imagine if fire overload had a 600 radius and did 15k dmg over 6 seconds in cele gear. but then kicked you out of fire for 30 seconds. To me, that sounds AWESOME and hopefully anet will push it more in that direction as HoT gets closer.
Do you realize that with D/D Ele, spamming Air #1 can get you an expected dps of 2500 per second (since you hit twice per second)?
That means you get the same 15k dps after 6s without locking you out of an attunement. If you use a staff, it’s even more dps if you use a Staff just purely by spamming Fire 1/2/3.
There is no good incentive to Overload except for showing off beautiful animation.
Not to mention burning damage(estimate around 1k per second) + Bleeds (throw in 400) plus Air1 at a consertive 2k = 3.5k/sec = 21k damage in 6 seconds. But targets are never that stupid to stand there and recieve the full brunt. Unless we are talking about pve. Not sure about pve. Maybe tempest was made for pve?
Hitting with Lightning Whip constantly is much easier than hitting with Fire Overload and can’t get screwed over by a single CC…
If Tempest was made solely for PvE, then it’s a gigantic failure; doesn’t even come close to competing with Staff in any role except maybe Boon Sharing, which shouldn’t be an issue in 5-man content anyway.You can burst burn while spamming A1.
For boon sharing, thats what some eles are telling me about the strengths for the upcoming changes.
Boons sharing is good, but it’s because of Warhorn, not Overload. Overload is still pretty useless except for showing off the animations. People can deal better DPS by not using it. For the utility part, any potential utility is offset by the drawback of 5s waiting and casting time (and lock out of attunement).
Too many drawback for too little (or none) benefit. If you only look at the big number and don’t do the math, it appears to be fine. But as soon as math and opportunity cost are factored, we can see that Overloads are not worth the cost.
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MMR still needs to be there for good match making. Remember all the cry on forums about bad/blown out matches when ANet reset the MMR? MMR is stable now, so we have fewer complain about that.
Since MMR is an important factor for good match making, we can’t throw it away. The best we can do is to reward high MMR people more to compensate them for longer queue and harder matchup.
i think ppl want faster queues
for example,
in blue team, we have,
john,
mary,
jane,
sue,
jess,
versusin red team, we have
joe,
maria,
jenny,
susan,
jessica,8 out of 10 grills? wat
harem team match up yo!
Faster queue would be the best; however, it’s a fact that higher MMR has longer query time. Higher MMR should have better rewards to compensate for that.
P.S: kitten lucky John and Joe xD
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MMR still needs to be there for good match making. Remember all the cry on forums about bad/blown out matches when ANet reset the MMR? MMR is stable now, so we have fewer complain about that.
Since MMR is an important factor for good match making, we can’t throw it away. The best we can do is to reward high MMR people more to compensate them for longer queue and harder matchup.
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(edited by Sunshine.5014)
Imagine if fire overload had a 600 radius and did 15k dmg over 6 seconds in cele gear. but then kicked you out of fire for 30 seconds. To me, that sounds AWESOME and hopefully anet will push it more in that direction as HoT gets closer.
Do you realize that with D/D Ele, spamming Air #1 can get you an expected dps of 2500 per second (since you hit twice per second)?
That means you get the same 15k dps after 6s without locking you out of an attunement. If you use a staff, it’s even more dps if you use a Staff just purely by spamming Fire 1/2/3.
There is no good incentive to Overload except for showing off beautiful animation.
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Let’s say we have 2 players A and B. A has an MMR of 1000, and B has an MMR of 2000. Both starts at division One.
Both A and B would have an expected win rate of 50%, since the system will try to match them with similar skilled players. This means B can gain division faster by tanking their MMR purposely. This is not healthy. There is no reason to keep a higher MMR in the new league system.
In fact, higher MMR is bad because:
- Higher MMR gives the player less win %, since they are matched with stronger opponents, without any extra rewards.
- Longer queue time (look at Nos’ 20m queue)
Suggested solutions: higher MMR should gain rewards track faster. A 2000 MMR player should gain rewards 100% faster than a 1000 MMR. (numbers are subjected to discuss)
If higher MMR doesn’t increase the rewards, there is no incentive for players to keep their high MMR. A lot of people will try to throw the games at the start of new division (they can’t lose division) so they have a low MMR to carry them through the next division. That’s not healthy.
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