Personally I would prefer reset on Sunday night:
You could focus your entire weekend on a single matchup instead of 2 separate matchups.
Something good is coming, just… believe
I really want to believe, but my hopes for Tempest being “something really cool” are long gone. Warhorn just hasn’t delivered and unless they change the animation, speed, range and add evades/blocks/dodges/mobility it still won’t serve as a melee weapon better than focus or dagger. We still don’t have weapon swap so I don’t see why anyone would equip it just to share a few boons.
The “Storm of all Storms” feeling of Tempest just isn’t there either and the elite is still really questionable in its practicality. Why couldn’t we just get something simple,cool, and class defining, like a aoe storm?
All that’s left is number crunching and the chance that some strong build may come out of it from the trait line and utilities, like permanent might upkeep and weakness application. If tempest can replace water and arcane then at least we will be able to move forward with some more build variety.
Judging by this forum section I’m obviously not the only one that feels this way. It’s a good thing they have Guild Halls coming at least.
Hopefully Anet will balance their game after HoT is released.
As it is right now it’s even more unbalanced than how it was at release.
Agreed, Overload Water should be a mobile Water field while channeling, and should leave behind a geyser/healing spring type thing that pulses the Overload’s effects and is also a Water field.
If a mobile Water field is deemed too OP then maybe a mobile Ice field. We only have one on Frozen Ground, come on. :p
I would rather have a light field or anything else that is NEW and not just a different way of doing the same thing.
I still think my idea of making the water overload make enemies float in a storm while you yourself are floating in a water bubble makes total sense. Why should the Mesmer have access to 2 new conditions and a new boons and the Elementalist to nothing new?
I didn’t PvE since the frost bow nerf. I think the only enjoyment I had playing PvE was using frostbow 4 and giving frost bows to people, knowing I was helping make those boss battles a few seconds shorter for everyone…
I can’t imagine how tedious PvE must be, waiting for your Meteor Shower to recharge over and over.
I can’t be the only person to wonder why, on a class with the least access to defensive skills, lowest health, lightest armor, no weapon-swap, nerfed healing coefficients, nerfed mobility and no profession defining defensive abilities like Stealth and Death Shroud, that ANet seems to think nerfing the sole defensive boon is a good balancing decision?
Yet its still one of the hardest to kill class in the game some how despite that lol.
Vigor on cirt is easy to get and for a class like ele nearly getting a free +20% crit chase if you go the same line as the vigo on crit it becomes an “non-boon” as in you simply just have it all the time. The vigor on cantrips is a great deal shorter lasting for the time of the cd on the skills to get it. So at best an 12 sec cd on an heal skill that gives vigor for 6 sec is right on line with an 10 sec cd on crit for 5 sec of vigor that is if your using the heal the sec it comes off of cd and only letting it just go off and stopping it before it go though its full effect.Because every single ele is forced to build tank.
People like you are why balance is so bad in this game.“There is no viable build that doesn’t take every defensive trait and utility available while wearing the tankiest stat set that sees use. I’m just going to go ahead and say that the class is fine and hard to kill. hurr”
That the thing went ppl talk about ele having the lower hp / def they leave out that ele has the best sustain in the game and has always been able to play in melee ranged just as well as pure melee classes. Now d/d ele always been super week to ranged classes where most melee have tools to deal with ranged classes.
GW2 not just a numbers game this is more true for a class like ele who lands big hits that are well timed not endless dps.
The ele only has “the best sustain in the game” (which is not true anyway, guardians and warriors bunkering up have more sustain) when it is bunkering up with celestial gear. To do as much damage as other classes with staff we have to run full zerk, and we then the class gets 1-shot all over the place by 20k shatters, 9k arcing slice, 14k killshot and 7k life blasts.
Personnally, I would like to see the water overload being able to heal downstated allies, with a slight increased heal on them.
I’ve proposed 2 things for the water overload;
First one was a cc potential: make enemies float around you while you are channeling in the floating bubble.
Second one was exactly what you are proposing: Make the water overload either res downed allies or heal them for 2-3 times more than normal allies.
I agree that how it is right now it is quite underwhelming, it’s just another heal and the effect is uninteresting.
Rebound creates a copy of myself for 8 seconds that does everything I do delayed 1 second…
Now that would be ELITE.
They should have copied Mirror image from Dungeon and Dragon, it would have been a nice survival skill for the squishiest class and a good way to prevent some mesmer shatters.
They nerfed might on cantrips to make the fire overload from Tempest be worth using.
Since Tempest is basically just recycled stuff doing the same effect ele has always been doing (no new auras, no new condi or boon, just the same) it was easy to predict that they would nerf our other lines to make Tempest seem better. I wouldn’t be surprised if they removed powerful aura from water soon since the trait is overlapping with all the tempest shouts.
Anyway the best might source is now tempest overload/fire aura with the fire line. You can get 4 stacks of might from each shouts and 10 from the fire overload.
Tempest has issues but it’s not just bad, there is some good stuff.
The Air and Fire overloads are kinda in an ok spot. Fire damage is really weak however for the small radius, I think it should do a large aoe burst at the end.
Water overload is not worth staying in water, and earth overload is just an immob that takes 5 seconds to channel. These need improvements.
The entire Tempest idea could have been much more satisfying if we were given new condition or boon.
What if:
Water Overload caused Float to 5 enemies around you when channeled
Earth Overload caused a slow field around you when channeled
Basically what me and my friends are wondering is why does the Mesmer get access to 2 new conditions and 1 new boon and the elementalist get access to nothing new?
The previously useless elite would have been saved if it would have given Alacrity instead.
Then there is the Warhorn issue. I don’t think they’ll ever turn this into a win, it’s just a terrible weapon choice: No mobility skill, no evade skill, no block skill, no high damage skill, bad condi application, no reflect, water field you have to run after to blast, orb that only move horizontally, very limited range, slow and clunky skills…
Why would anyone ever use it and how can they expect us to be convinced it was the right choice instead of sword? It need’s a total redesign.
That said, the traits and overloads are usable, so are some shouts. The Tempest line is worth equipping with Air and Fire for staff elementalist because of the might upkeep.
As for the new elite nobody seems convinced it’s really good besides the application of weakness and might from the trait.
So…. Even if there is a lot of work left to do with Tempest, it’s usable. But I wont be using warhorn.
(edited by Xillllix.3485)
How about adding: Boons cannot be removed from you after you have completed an overload (5 sec) to the 10% damage trait.
I agree with the nerf mesmer part. Mesmers 1-shoting people from stealth at your spawn is just ruining WvW.
I really wonder why Anet nerfed burning on ele instead of globally. It’s not as if it’s harder to play guardian and the access to quickness makes it possible to stack 5-6k burning ticks in 1-2 second… And guardian has plenty of cleanse.
How is tempest? I am considering making one.
Like 25% of it is usable in my opinion. Fire shout/Elite with shout trait, fire overload pre-buff for might stacking.
Warhorn is just bad beside for Heat sync.
really none of this is true. I know you hate tempest, youve made it clear everyday since the reveal, but its much better than youre giving it credit for
I dislike the warhorn skills because they are clunky but not tempest in general, I’ve just been critical about its inherent flaws (and I think the vast majority here mention the same issues) and have proposed plenty of solutions to make it work as well.
You gotta give the people that criticize credit: even Anet realized that the first elite was completely bad and made a new one. We did pay to be part of the beta test too so we have a right to give feedback.
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Talking about simple things to fix: Why isn’t the air shout giving a shock aura?
First of all the cooldown is extremely long for a simple stun break specially considering the new stun breaker the warrior got is on a 10 second cooldown.
Second of all why would a shocking aura be considered overpowered when the Druid can daze on weapon swap?
Needs to be some logic behind the elite professions balancing.
Still unsure what they expect out of Tempest, the overloads aren’t really interesting, warhorn isn’t good, traits are not as good as other lines, elite is rushed and barely functional, healing doesn’t cleanse condi, goes against the profession mechanic and the arcane line, animations are slow and clunky, skills are horizontal only (can’t target anything higher or lower than you), damage is low and there is no skill that has a spike damage above 2k… The list of problems goes on and on.
Could be shaders or post processing. You have to turn both off on mac anyway else it crashes all the time.
How is tempest? I am considering making one.
Like 25% of it is usable in my opinion. Fire shout/Elite with shout trait, fire overload pre-buff for might stacking.
Warhorn is just bad beside for Heat sync.
They rushed an elite that barely works after a first one that didn’t work at all, with a minimal special effect that wasnt even changed.
The mechanics of tempest are sketchy:
Stand still overloading in melee range for minimal damage with 1 stack of stability while warriors Ac Slice you for 9k with a single hit or mesmers double shatter/moa you. Burn guard stacks 8k condi ticks in 1 second but overload takes 4 seconds to do 5k damage. It’s as if the devs of Tempest never played WvW or pvp.
Warhorn skills are just bad all around beside Heat Sync. I really see no reason to use it.
The only good things I see are the might upkeep from pre-buffing fire overload and the weakness application from shouts. The damage from air overload isn’t terrible either.
Truth is competitive gameplay in GW 2 is based on your ability to chain spike damage and Tempest offers none.
I try to stay positive, there is a lot of good stuff in the expansion, but beside getting better in BW3 Tempest feels like it’s 3 months away from being ready.
I like the new map and I’m a WvW/GvG player.
I think the chokes and map height will make the battles between groups of different size more balanced since the terrain can be used to your advantage if outnumbered.
It really looks like an anti-zombie-blob map.
i just don’t get it: Tempest is better on every other weapon set than warhorn and it seems nothing is being done about it.
It is by far the biggest issue. Traits and shout can be fixed after, but Warhorn still feels like it’s in alpha stage and it is far from being ready for the release of HoT.
That’s a serious fail at class balance when the class with the highest mobility, best armor and health pool goes around 1-shoting people…
Is this gonna get fixed?
I think Warhorn is the biggest problem with Tempest, it is so week and ineffective.
Staff ele with Fire-Air-Tempest can stack a lot of might and still be strong. Similarly d/d and d/f are both better than d/w.
Warhorn should have been a ranged weapon, it’s a massive design flaw to have made it melee. Specially since the new WvW and HoT maps are mostly vertical instead of horizontal and the Elementalist already has good melee weapons.
Yeah, as an owner of howler it saddens me that warhorn ended up where it is. It’s honestly just all over the place. It’s main niche is fun protection stacking with earth overload, sand squall, and heat sync, which may get gutted if they go through with the proposed nerf. Even then though I feel as though focuses personal Sustain is just needed to hold pvp tempest builds together.
A simple trait would fix all these problems:
Gain the ability to swap weapons when a Warhorn is equipped
Water overload 4 sec is way to long ,, make it 2,5 sec like last beta
it just pointless doing nothing for 4 sec.. while the other hit me it just bad idea to make it 4 sec ..
and again 5 sec to wait for overload is soo loong pls change it to 3sec
Yeah you’re completly right. They are trying to normalize the skill cooldowns but the attunement skills do not have equal casting times. It’s like they are making a profession by theory crafting instead of testing how the combat actually work in practice.
In Fire it takes 4 seconds to drop all your skills, 4 seconds before overload is fine
In water it takes 2.5 seconds to cast your main skills, therefore 4 seconds is just too long
In earth it should be around 2 seconds as well
In air it should be 3 seconds
Offensive overloads: 3-4 sec pre-cast
Defensive overloads: 2-2.5 sec pre-cast
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Shout cd is way too long and they should all be instant, air shout should give a shock aura
Warhorn cds are way too long, on a second rotation barely any WH skills are available
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Traits are getting better, damage trait is too short or too small. If it’s only a 5 second buff then it should be 25% extra damage. Otherwise if it’s a 10% buff it should be for the next 15 seconds. Stability on overloads should be the grandmaster minor.
(edited by Xillllix.3485)
I think Warhorn is the biggest problem with Tempest, it is so week and ineffective.
Staff ele with Fire-Air-Tempest can stack a lot of might and still be strong. Similarly d/d and d/f are both better than d/w.
Warhorn should have been a ranged weapon, it’s a massive design flaw to have made it melee. Specially since the new WvW and HoT maps are mostly vertical instead of horizontal and the Elementalist already has good melee weapons.
Rebound:
The healing amount is so negligible that it feels like it doesn’t activate. I realize this is supposed to be a clutch skill, but with the casting time, short duration, and such a small heal that you’ll still die instantly after using it, it’s not really worth bringing. Perhaps if it was a 2-3 second evade/distortion/invuln instead, or if it healed for quite a bit more.
After the killing blow is blocked it absolutely needs to make you invul for 2-3 seconds otherwise this is just another useless elite.
Warhorn needs to be ground targeted and ranged. The new WvW and HoT maps are vertical maps, yet all the warhorn skills work on flat surfaces only. This is completely illogical design.
The problem is that it’s best with every weapons other than Warhorn.
Something doesn’t quite work there with Warhorn. It was a tough sell, and its still completely failing to convince it was a good choice of weapon.
I don’t see how Warhorn can be of any interest in “vertical” maps like the new WvW map, as most of its skills work in straight lines, go through stairs, hills, and cannot be targeted.
There is something at odds there between the map design of HoT and the design of the warhorn. Even the graphical effects for it are weird and slow. A water field you have to run after to blast, why is this supposed to be a good idea? Why is the damage or sustain worse than everything else?
Anyway, the rest is acceptable, but Warhorn is really bad.
Solution: Make all the Warhorn skills ranged and targeted.
Water overload should res a down ally or chill people/do damage/knockdown. It just feel really weak atm from a healing perspective. When you heal it has to be quick and the water overload is just unreliable.
Rebound needs a change: If rebound manage to prevent a death blow you should be invulnerable for 2 seconds. In WvW you can have like 5 death blows coming at once and rebound becomes completely useless.
Warhorn needs the most changes: most of the skills feel clunky and the animation aren’t really good. The recharges are too long for the ridiculously low damage the skill do. The range is too small.
Some traits have to be merged (minors) and other have to be improved.
Overloads still are hard to use, should be 3 seconds before being to cast them. Fire overload damage is too low, it’s even lower than air. You should removed the penalty if an overload is interrupted. Changing an attunement should not interrupt the overload. Fresh Air should diminish the overload cooldown as well. I don’t see myself ever using the earth or water overloads.
Only the fire shout is good, all the other ones are too limited and have too high cooldowns.
Overall its better, but not as good as any of the other elite spec.
Overall after a few hours of testing: It’s getting much better, but it’s still not quite there yet.
The might stacking and weakness application are the best things out of it. I really like it. To truly enjoy tempest I find you need to trait Fire-Air-Tempest, and if you use the new healing skill you will be really low on damaging condi cleanse. You simply can’t fight a burn guard with tempest.
I don’t really see why anyone would use warhorn beside for Heat sync. The air skills are terrible to use, they feel slow. So does the water skills, fire 5 and earth 5.
Fire shouts is good but not the other ones, basically not all auras are equal and everyone will just take fire because it can be used while overloading since it has no cast time. It also has the potential to give you double the might since its a fire aura.
Traits are getting good there is a few ones that are unsatisfying but int general its a big step forward.
With a few important improvement I may well play tempest after all.
The most important aspects to improve for me would be to:
1- Improve the warhorn skills, make them more dynamic
2- reduce the waiting time before overloading by 1 second (or add it to a trait)
3- reduce the penalty for overloading by 3 seconds
4- remove the penalty for overloading if the overload fails
5- Improve the viability of frost aura, perhaps make it a 20% damage reduction instead of 10%
A Fresh-Air equivalent for one of the other attunements should be considered in my opinion since the overloaded attunements take so long to be used again.
Fresh-Fire: Recharges your fire attunement if all attunements are on recharge.
(edited by Xillllix.3485)
I can log in at the launcher prompt but when it comes to the character selection I just get kicked out of the game.
A single Arcing slice takes out 8k of a Maurauders staff ele. As if being the lowest health pool isn’t enough a warrior has dual endure pain, 30k hp, and can cleave you down with 100 blades in less time that it takes to cast a meteor shower. Even if by luck 2 of your meteors fall at the same spot and crit you will do just as much damage as the warrior Arcing slice, it will just have taken about 5 times longer.
Basically the class is barely playable without celestial and d/d in pvp 1v1 situations, you’re just basically a kamikaze relying on luck and dodges without having any stealth or OP elites like the other classes. On top of that, it’s not a face-rolling skill spamming class: it has very specific rotations you can study to interrupt at the right moment.
It only has one good sustain build and it’s d/d celestial bunker. And you guys want to nerf that?
Anet would have to rebalance the armor classes and health pools.
tl;dr : I think that a long timegate on Guild Arenas will make them ineffective at addressing some of the concerns of players who are pushing for them the hardest, and I hope that we can find a smart way to address this before the expansion drops. Hopefully we can get a feedback thread started for ideas.
Really great feedback Benjenx – just want to take a moment and point out this exactly how feedback is best phrased. It’s constructive, thoughtful, and makes great points. This is exactly the kind of feedback we spend our time focusing on reading and listening to – so thank you!
In regards to the time line for the Arena – we discussed as a team and ultimately agree it’s important this building be available early for guilds who really want to acquire it. The base arena building will be available within about two weeks of time after launch (based on aetherium and favor requirements) as long as the guild gets enough gold/materials/etc. acquired from game-play in that two week time to build the building. [TLDR; the fastest any guild could build the building will be about two weeks]
Thanks again for the feedback – we hope you enjoy the arena as much as we do!
Yay!
It feels as if Burning fire was nerfed only in order to make fire overload the best might stacking skill.
Overall for overloads and traits it’s slightly better than in Beta weekend 2. For the warhorn utilities and shouts cooldowns I don’t see much improvements.
The new elite is very situational. It’s only an interesting mechanic for PvP and it may be for raids or fractals. However I think you should also make an elite that has more to do with the concept of storms.
Well I would like to congratulate you guys at Anet for the Guild Halls and features associated with it. I think it gives us a good overall view on the expansion.
At first I wasn’t that convinced by a few things with the expansion: mostly that there is only 1 new pvp map and the Tempest spec doesn’t click for me. I would have liked a WvW server system overhaul as well.
On the positive side the new PvE region is very pretty and seems really fun, the new WvW map looks amazing. Revenant is really fun to play and a few of the elite spec are really good, specially the Chronomancer, Reaper and Druid.
But the Guild Halls are just a notch above all of that, you’ve really listened to the suggestions people proposed in the CDI and the result is something that will ultimately is the core of this expansion for the long term. I hope you have more planned for it, perhaps new buildings and different types of arenas.
Spec are you most excited for? (Strawpoll)
in Guild Wars 2: Heart of Thorns
Posted by: Xillllix.3485
Tempest is getting the short end of the stick
Well considering it doesn’t even have an elite skill, has numerous synergy and implementation issues beside it’s lack of originality, and that we are 1 month away from release I would say that was predictable.
It’s bad at the moment because:
• “Melee-range support” for the squishiest class can’t work (lacks blocks/evades/invul/stability…)
• Elite was unusable and has to be replaced
• Traits aren’t really versatile (only defense, no offense)
• Warhorn skills are slow, clunky and do not combo together
• The only new thing “Boon sharing” was removed
• Has no new boons or conditions
• Doesn’t work well with staff or scepter
• No synergy with other trait lines (arcane and air specially)
• New mechanic goes against the class mechanic of changing attunements fast
• Overloads take longer than a churning earth to cast and are less rewarding at the end
• Doesn’t have anything to do with storms, even the elite
• It presents itself as an auramancer spec, but auras aren’t strong and there isn’t any new auras
Hopefully it will get better before the release. The new guild halls really gave me hope.
(edited by Xillllix.3485)
I think they should make it a permanent summon since it’s like 10 times weaker than a ranger pet. When it’s killed then it should go on cooldown.
They said they are making another bigger one also. For 15s this one is gonna be great and for 20s we can still go to OS until the new one is ready.
What truth do you have?
How about the truth that even Anet realized how broke it was and fixed it in under a day.
Anet or “Roy ONLY”?
They saw some people posting quickness stacking in against a dummy who wouldn’t fight back and then Roy called it OP… LOL
Do you even know ranger?
In order to gain permanent quickness you have to:
- First get yourself in combat or Pet swap quickness won’t trigger.
- You get yourself in combat.
- You swap pet for no reason and put your pet-swap on CD.
- Quickly waste your stun-break + cleanse by pressing QZ.
- Start doing your might stacking Asap by using torch 5, then swap weapon for no reason and use Call of the Wild to blast fire field (Wasted 2 secs of quickness there already)
- Waste your heal skill for no reason to get that quickness and might stack up.
- Repeat this whenever possible, ignoring all the pet management. Btw, whenever you swap pet, all your pet’s boon are gone and you have to do the above steps all again!Now you have no cleanse, no heal, no stunbreak, but you get your quickness and might! Just spam chill, burning, and poison on him like you Ele always do and you get your free kill!
Not to mention one frost aura from Ele will render this build completely useless since you roamed his rotation because his heal will stay on CD for a long~~~ time.
So what proof do you have? You don’t even know the mechanic.
You could stack over a minute of protection and plenty of quickness (which was a guardian issue too that was fixed); there is nothing that can justify that specially since they have some boon sharing skills planned.
If I was Anet I would make tweaks to EotM and make it a PPT WvW map. It would be really nice to have 4 WvW maps.
What truth do you have?
How about the truth that even Anet realized how broken it was and fixed it in under a day. And I have a ranger too btw (as of every other classes), I’m not asking for them to be nerfed or anything. The only OP classes in my opinion are warriors and mesmers.
There is a difference between something that is “strong” and something that is just a game-breaking flaw. It’s not as if rangers have anything to complain about: Their pet hits for 4-10k, they got a condi buff, they can still pewpew from1500 range for insane damage and they are getting the best healing in the game soon.
Wow coming from an ele? What a joke.
Doesn’t change anything who it’s coming from, it’s just the truth. And ele only have one good bunker build because of celestial amulet, all the other builds using marauders we get 1-shot all the time.
There is a difference between something that is “strong” and something that is just a game-breaking flaw. They were so broken everyone just stopped playing pvp. It’s not as if rangers have anything to complain about: Their pet hits for 4-10k, they got a condi buff, they can still pewpew from1500 range for insane damage and they are getting the best healing in the game soon.
D/D yes I guess, since you have plenty of blasts and defenses.
For Staff however it’s a balancing train wreck. We lost the best trait to get might.
So how many new PvE guild missions will HoT contain?
Actually, forget all of that. If I use Ether Renewal every 14.5 seconds combined with a crit within that window, it will give me 12 seconds of vigor. Without factoring in the overlap of cooldowns, that gives me…
2.5 SECONDS EVERY 14.5 SECONDS WITHOUT VIGOR IF I DONT USE ANY OTHER CANTRIPS OR GET A CANTRIP PROC OFF EARTH OR FIRE?
ANET, HOW COULD YOU DO THIS TO ME? I AM QUITTING THE GD GAME!
Most people would rather have the 10% damage modifier, just saying: in practice the nerfs affects optimized dps staff builds much more than bunker d/d builds. This is why this balance patch for ele is soooo bad.
Yeah it sucks when the only improvement made to a skill in 3 years still leave the skill completely useless.