Hmmm only one change? That’s really hard!
I think I’ll just try to go with something that might actually happen and say that a quality of life change would be for positive boons that you give to your party mates having a larger area radius. I feel like you have to stand right on top of people for them to get swiftness or might from you— and it makes my arcane support build kind of useless on most fights.
Is it fair to make something weak just because it’s a combo field? I think a lot of elementalist skills “pay” too much for the combo field benefit, especially a skill like geyser. It does almost nothing on it’s own. It has a base duration of 2 seconds!!
Staff Earth 4 (unsteady ground) is not a combo finisher. Staff Earth 5 (Shockwave) is a physical projetile finisher.
So how is glyph of elementals supposed to work? It seems even the devs are confused because the cooldowns starts twice, once when you summon your elemental and then it starts over when the elemental dies.
As for the “radio silence” ArenaNet did say they are going to be holding off and waiting for things to settle before doing any kind of balance changes. For now they are just fixing bugs, then they will see what needs to be done to each profession.
I wish it displayed the cooldown somehow.
That ship has sailed long ago. While it’s interesting to discuss, I doubt they would do such a huge overhaul of the class.
glyph of Elementals is still bugged
When you first use it the cooldown starts. Then when the elemental dies the cooldown starts over again from the beginning.
I think if they fix the bugs and reduce the respawn rate just a tad it would be fine. I can take having to carve your way through tons of mobs to get anywhere as long as I don’t get stuck or dead because mobs are respawning on my face.
I like jumping puzzles but some mechanics I don’t like. I don’t like fighting enemies on tiny ledges. I don’t like wind that knocks me down with no warning. I don’t like having to run a really long way or start at the very beginning between attempts.
I am getting a little bit tired of all the bugged events and skill challenges.
I imagine it is because anybody that would usually put that much effort or thought into a guide, or just about any information, is playing other, more competitive, classes. If/when Anet fixes the elementalist you will begin seeing more information.
BTW, I used to watch ToT as well but then they moved servers and what not. It just kinda rubbed me the wrong way as nobody that signed up for the mailing list was even notified.
The elementalist isn’t THAT broken that no one is using it at high level. I’m sure it’s out there I just need to find it.
I’ve been looking around for some really good elementalist resources and I can’t seem to really find anything. After listening to a tales of tryia podcast that featured in-depth discussion on the elementalist I’m craving more. Most of the stuff I find is from the beta. Is it just too soon for people to post a really in depth discussion on elementalist? Does anyone have a really good blog or forum that really goes in depth into stats and builds without all the jockeying for buffs?
Variable don’t work that way. You write: "Man X is so hard and difficult, so it should definitely be nerfed. I suggest that X and X get a buff and X and X get a nerf, because I am obviously a game designer with way more experience than anyone at Anet. "
If you replaced all the X with the same thing that sentence would not make sense.
It’s not better than useless level 80 turrets. Attunement swapping should be compared with the engineer’s tool belt.
Honestly, at times I look at the engineer as a “better” version of the elementalist. They are very versatile but can also focus on one area and really shine. Unlike the elementalist, which is locked into their attunements, the engineer can pick and choose what ‘extra’ skills they want through their kits.
You don’t have to level up anything to experience it at 80 in pvp. Just play for a few hours on each in the mists before you even get to level 3. I wish I had.
Shhhhhh we don’t want them to nerf staff.
Thank Kittens!
To everyone complaining about the lack of one… Have you PLAYED WoW lately? EVERY. SINGLE. PERSON. is sitting in Ogrimarr (don’t give no kitten about spelling it right) or the Alliance capital and queuing for dungeons through the finder. Nobody is in the world. Nobody is doing anything except SITTING THERE and QUEUING.
You can do this from lvl 20-85.
I don’t want the same to happen to GW2 from 30-80.
Why do you blame the dungeon finder for this? It’s just a result of dungeons being the most dynamic content WoW has to offer— there is absolutely zero reason to be out in the world. Dungeons in WoW are also the only way to get rewards at high level— of course people are going to ignore the rest of the world and only care about going into dungeons.
Guild Wars 2 is not WoW. For one thing the queue times for dungeons would be very low, as the bottleneck in WoW is waiting around for a tank. There is also plenty of incentive to be out in the world.
(edited by Wasselin.1235)
This thread is very disappointing. What could the reasoning be to not implement a dungeon finder? Could ArenaNet really believe the misconceptions that many players have regarding dungeon difficulty and dungeon finders?
Dungeon finders are a huge plus for games. The let you skip straight to the fun part of doing a dungeon without all the waiting around trying to find a group. It seems like a natural fit for Guild Wars 2 and completely in line with their philosophy.
Glyph of elementals / quick glyphs
The correct cooldown starts right when you use the glyph. When the elemental dies it starts a 120 second cooldown. That’s what I was noticing last night (9/20/2012)
I agree. I hate anything that rewards you for logging in every single day. It encourages an unhealthy playstyle.
I would like it if it was called a ‘weekly’ achievement but was exactly how it was now, but you could do it 7 times a week. Meaning you could get two mystic coins Monday for participating in 10 events etc… but then take Tuesday ‘off’ but at the end of the week still end up with 7 mystic coins. Basically make it exactly the same as it is but the daily resets weekly and can only be earned 7 times in one week.
What if they didn’t change the cap but if you apply a duplicate bleed to a monster at cap you both get credit for the damage? It wouldn’t actually do the extra damage but since both necromancers (or whoever) would get credit the problem would be solved with no changes to the overall system.
At least they could add a system that automatically puts badges in your inventory so you don’t have to get paranoid about missing badges
From what I remember they actually are working on that. I hope they extend that system from wvwvw to pve also.
They already have sigils to differentiate your weapon.
I don’t see why we can’t sell them. Other people might like to use the tonics and it would be fun to sell them on the trading post.
I think the people who say “it’s not hard” or “it’s not needed” have never been to orr or been in wvwvw. Any ranged player in Orr often has to choose between killing the next wave of Risen or dodging into the next wave and picking up loot. Either way they are missing out either on the action or on loot.
I said the simplest solution is autoloot, they could make a more complicated solution where a chest or something saves all loot for you until the end of an event, or we hire a dog or something to bring us our loot— but by far the easiest way would be to just a true autoloot option in the menu.
(edited by Wasselin.1235)
Every thread on this forum does not need to be about WoW. Is it at all reasonable to assume that an auto-loot feature like I describe would make this game into WoW? How does an auto-loot feature cause people to stand in a capital city?
Since you want to compare, in WoW there is plenty of time to walk up to a corpse and loot it. There are also far less corpse to loot in most situations. GW2 is a different game than WoW.
A slippery slope argument does not apply here. I seriously doubt looting is meant to be part of the challenge of the game. Focusing the gameplay on combat, instead of walking up to corpses and pressing f, will only benefit the enjoyment of the game.
And if you want to spam chat and make a team Daily you can still do that, even with a dungeon finder in the game. The simple truth is that you can’t make a team now, because it takes so long to make a group you have to take whatever you can get.
Would it help if it wasn’t called “dungeon finder” maybe we should call it Dungeon Hot Join or something and people would stop thinking that any kind of implementation of a dungeon finder would turn GW2 into WoW.
How do you even turn it off? I don’t even know and it’s really annoying when I start automatically attacking something when I’m just trying to get a speed boost.
I agree. I don’t care what it’s labeled: Give up, Let go, accept fate, go towards the light, etc… but there are times when you know you aren’t going to make it. Especially as an elementalist but I’m sure other professions have the same feelings.
The problem: Guild Wars 2 combat is fast paced. The old style of looting from other mmo games just doesn’t fit. When doing an event or moving through a party the last thing I want to think about is all the corpses I need to loot. It breaks the flow of combat and in some events and situations there really isn’t time. So you have to take time out from the battle to loot corpses.
Some people like to the feeling of seeing a sparkling corpse and going up to it and looting it. Any solution shouldn’t take that away from those who want it. We still need to see that we are rewarded for killing something. I think the way that auto-loot option already in the game displays the loot on the right side of the screen is perfect for this but maybe it could somehow incorporate the name/source of the loot in the display.
The simplest solution would be to add an option in the options menu to turn on fully automatic looting. Once you killed an enemy loot would automatically go in your bags. If your bags were full it would stay on the enemy. This would allow players to focus on combat and their allies instead of worrying about losing out on loot.
Notifications when we're about to run out of harvesting tools
in Suggestions
Posted by: Wasselin.1235
I think a better solution would be to allow us to carry more harvesting tools at once. Letting us equip up to two stacks of each tool would be useful. That way you could just “top them up” without wasting space in your inventory carrying around extra harvesting tools.
Map completion, getting better gear, getting a variety of gear skins, finishing my personal story, leveling crafting, working on crafting a legendary, achievements, exploring the environments and finding out lore. And PvP. And then Alts.
Biggest problem with Eles elites is that they failed to give the class an elite that truly feels part of the damage play style.
You can’t use tornado or the greatsword, you are CCing yourself out of your way more useful spells and attunements, and in exchange you get knockbacks and mediocre dmg.
And this is why most people pick the summon elemental elite, you can actually play with your Ele when your use it, even though the summons really don’t do much in PvP.
Was it so hard to give Eles an long CD AoE nuke? you can even make it delayed dmg (Meteor?) so it requires some setup to land, but when it does it should hurt.
I agree that the problem with the “other” two elites is that they lock us out of our other attunements, basically self-cc. But I don’t want another delayed damage aoe skill— we have too many of those already. Sometimes it seems like Elementalist should really be called the Dodge Trainer profession because we are there to teach people how to dodge out of red rings.
There are some good ideas in this thread BUT I also think that we need to respect that for some builds it might be best not to constantly dance through attunements. The ONLY way to play elementalist isn’t to constantly switch attunements.
It’s still early, too early to be proclaiming what is the right way and wrong way to play. Let people find out what works for them and what builds work at all.
Is it possible to get more boon duration or intelligence as a stat on weapons or armor? It seems strange and a little limiting that the only source is the arcane line.
The long lockout when you switch attunements is puzzling as a design choice
in Elementalist
Posted by: Wasselin.1235
It’s because, contrary to popular belief, elementalists are not meant to be played by swapping through attunements constantly.
That’s supposed to be one choice that Elementalists have, if they choose to build that way and even then swapping attunements needs to be a choice. The only penalty there is in place is the opportunity cost— the cooldown for switching attunements. Take that away or lower it too much and suddenly Elementalists aren’t jack-of-all-trades but just overpowered.
I do think there is some room for them to make rewards from the rest of the world a little bit more attractive at level 80. On the other hand there might be a danger that the more challenging level 80 content gets completely ignored.
I can for one thing. Being a healer in a dungeon. GW2 just doesn’t have that UI-centric healy action that, for me, feels like wrapping a comfy blanket around myself and sitting by a window on a rainy day. Unfortunately I would need to participate in other areas of the game to make it work.
Switching attunements should not auto-attack the closest mob
in Elementalist
Posted by: Wasselin.1235
I agree. I have turned off autoattack for now, but it was quite convenient to have it on most of the time, except when I am switching attunement out of combat.
Via whisper you can only chat to a friend at once. While I often group with my friends solely to chat with them, what if I want to chat with them while running a dungeon?
I would like to make private chat channels.
I also had a hard time with this quest even though I understood how it was supposed to work.
I watched the flags, but it honestly seemed random to me when I would get knocked off. Even the direction I would be knocked seemed random, as sometimes I was knocked towards the wind. The flags are a little deceptive, because they are constantly moving at least a little bit.
Eventually I made it but it seemed to be pure luck instead of anything I did. It was pretty frustrating. Also it’s annoying to be in a “downed” state when there is no one around to revive you and you aren’t attacking a mob.
I really wish I could take another utility skill for my elite. Wouldn’t it be cool to have all four arcane skills?
The elemental is useful, but if there was something at least as useful as it is in all situations I would take it. I really don’t like the other two, not because of their power level, but because they lock me out of my normal abilities. Hopefully elite skills are something they will add in future small patches instead of waiting for a big expansion.
Yeah I’m surprised by how cheap celestial dye is. I bought it for only 2 gold on the trading post. I’m sure it’s worth a lot more than that.
Anyway, the best LFG system I have ever seen is in DDO. They should probably use this as their model rather than the WoW tool.
Someone else said that also. Can you explain why DDO has such a great dungeon finder?
For people coming from WoW and hating on their dungeon finder, please realize that every single major mmo game since WoW has had this argument about implementing a dungeon finder. They all implemented one and it didn’t kill their game.
This game is already going to have cross-server grouping, with or without a dungeon finder so that’s really a moot point.
The dungeon finder in WoW opened up endgame for a lot of people and then made them realize that it was nothing but grinding for badges. Guild Wars 2 has multiple objectives to shoot for and multiple ways to get there— what happened to WoW is not going to happen here.
The very nature of GW2 already has most of the pitfalls of a dungeon finder worked out. You wouldn’t be waiting in a 40 minute queue to get a dungeon because you wouldn’t need to wait for a tank. There wouldn’t need to be a penalty for leaving because you can be instantly replaced by anyone. Instead of forming a party of 1 healer, 1 tank, and 3 dps they could try to queue people of similar skill levels together (measured by number of dungeons completed). People aren’t going to fight over loot because everyone gets their own loot. The biggest point is you can still form parties without the dungeon finder— it’s taking nothing away.
I was actually rather pleased that Fire seems to be less effective underwater than aboveground. It makes logical sense to me; the effort a mage would have to put into spells relying on combustion in the presence of a vast extinguishing agent to get the same result as in an oxygen-gas-rich environment would be staggeringly more, and so the spells would effectively dial down to ways to manipulate the heat of the water.
Which the underwater Fire spells do. And, by contrast, Water and Air attune weapon spells seemed to be amped up in effectiveness (dat cage).
I mained an ele in GW1 for years, and I was always dissatisfied that Fire was essentially the only attribute line that could be effective in HM and end-game situations (with some occasional Earth builds tossed in). So to see that sort of a effectivness disparity pleases me from a diversity standpoint.
It does make logical sense, but it also makes gearing and traiting for both situations (above land and under water) a nightmare. My condition damage build seems pretty effective on land, especially because with the staff I can use so many combo fields and combo finishers to inflict conditions and stack might high. Under water I can’t do that and I can barely inflict any damage-causing conditions at all. So what happens is I just try my best to avoid under water combat.
How do you know that they are the third most popular class? Did you conduct a survey?
I’m not saying you are wrong, but I don’t think we should start a discussion by making up statistics. From most actual polls done before release the professions were really close to being even distribution.
Personally when I pick a class i don’t try to pick what is necessarily the most powerful, but what I think I will enjoy the most based on game play and theme. I don’t think the popularity of a profession and how powerful they are so closely linked.
If DF exists it must be only for your own server and not cross realm.
WoW LFG system have ruined the game.I don’t want the same to happen here
The post right above you explains that you can already run a dungeon cross-server, via the guesting feature that they are planning on implementing soon.
I’m sorry that you feel that the WoW LFG system ruined the game, but it really isn’t true. After WoW released it’s dungeon finder almost every single major mmo followed suit. It’s a popular feature of any mmo that helps connect players who want to run a dungeon. The only thing it ruins is chat spam and waiting around for a dungeon forever.
I agree it would improve the game and make it easier to hop into a dungeon. I don’t think it needs to actually port you in the dungeon but at least help you find a group. Maybe it could use some kind of ranking to put you with similar players. For example it could place you with players based on how many times you’ve done the dungeon, so new players would get grouped with new players and experienced players with experienced. Without tanks and healers it seems a queue system might work well.
Dilbon can you expand on why DDO’s LFG tool is so great?
I think they should just use the sPvP queue for dungeons. Each dungeon informant should let you queue for the dungeon just like an sPvP match. IT would work really well since there are no tanks or healers.
What is up with the sharks. There are just too many of them. Maybe just lower the number of sharks.
I don’t like underwater combat, but I think this map is okay it just has too many sharks.
It’s a trade off since burn starts out so high and you have to stack bleed to start to do noticeable damage.