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While you’ve certainly addressed one of the big issues of overloads by adding stability to them, a much larger issue still remains.
The opportunity cost on them is just insane.
Here’s what a meta dd ele can do with 10 seconds:
3724 instant healing
2360 healing over time
5.5s of swiftness
5.5s of protection
28s of 9 stacks of mightAll of that is aoe. That doesn’t include any of the effects of the weapon skills used beyond the blast finishers or any procs of any kind.
To use any one overload you have to spend 9 seconds in a single attunement. 5 of those seconds only allow you access to the weapon skills of one attunement and 4 of them will be spent channelling the overload and prevent you from using any non instant cast skill. Then after all that you also get a 10s increased cooldown on the attunement you overloaded.
All these costs for what? The meta dd ele can very nearly outperform all of the overloads put together just by attunement cycling. Consider also that the master and grandmaster minor traits just give a bonus to using overloads, where a regular spec would give much more broadly useful perks.
To sum up; you’ve made it possible to cast an overload, but there is still no reason to ever use one.
The very clear problem here is that they don’t want to give the elementalist any burst damage at all, just low damage pulsing. And that is where it’s impossible to balance properly.
How do you balance a 10k backstab or 5-7k heartseeker with a slowly pulsing 2k fire overload? You can’t. The overload pulse is not only weaker than every good ele rotation but also terribly weaker than any other class cleaving, and it doesn’t even burst high numbers like churning earth.
Unless they find a way to make landing the final blast of an overload as satisfying as a backstab or a churning earth (or a reaper shroud 5) then you might as well play another class that also has support, burst and weapon swap, like the revenant.
Solution: Make F5 the single overload key: massively increase the damage on the final blast of overloads, add a cooldown for the F5 attunement overload in proportion to the damage output (like 25 seconds).
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Reaper sounds great.
I think however you need to communicate the Tempest designer because you guys are walking straight into a class balance disaster. As you are buffing something that is already pretty good, and tempest is getting nerfs to the only skill that does kinda decent damage (fire overload).
Rebound: This ability now applies an effect to nearby allies for 5 seconds. If the ally would take a lethal blow, they are healed instead of going into the downed state. If this effect expires naturally, grant an aura based on your current attunement. Reduced cast time from 3/4 second to 1/4 second. note: It heals for about 2000 at level 80 and heals additionally based on 1.5x your healing power.
Well, it’s a complete redesign in terms of what it does, but it still only changes numbers around so it’s not going to outshine any elite of the other classes. I mean it’s better (it does something useful) but it’s still not as cool as making people float or trigerring a massive storm.
Does it offer synergy with shouts or arcane traits?
How about it simply heals the amount of the death blow?
It still has nothing to do with the tempest theme.
Traits
Harmonious Conduit: This trait has been re-worked. Upon activating an overload, gain stability for 4 seconds. If the overload is successfully completed, gain 10% damage for 5 seconds.
How many stacks since this is a melee role? In WvW you can lose 10 stacks of stability in an instant. 5 seconds is really short for the class that has the longest cast times, the 10% buff will be gone before the first meteor hits the ground. Or is using staff and scepter with Tempest something you had not envisioned? Because most elementalists are really into playing with staff and it would be nice if Tempest would have some sort of synergy with it.
Not in favor of the damage reduction on fire overload. Seriously: warriors can hit an ele with 9k hits and they have an heavy armor, mesmers can shatter your entire hp pool from stealth instantly, yet a 2k critical pulse from a light class at melee range is nerfed? How is this supposed to balance itself with skills like Life blast that hit for 6k at range? It just seems like all this balancing is done without consideration to other classes bursts/armor types/access to stealth.
Oh and the nerf on water overload is really bad also.
It’s a small step in the right direction in general just because you’ve added stability and rebound seems no longer useless, but it’s still not something that is as appealing as playing Reaper, Herald or Chronomancer.
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At this point I don’t think they will take into consideration any new ideas no matter how much better they are. They are probably just going to change a few numbers, which is truly sad: even the revamp Rebound is just a number change.
I really admire the time you took to do this, but unless you work for Anet I’m afraid it’s gonna be wasted.
To be fair I probably spend a third of my time in the gvg arena in Obsidian Sanctum, another third in WvW and then pvp.
Basically all the content that was updated the least.
People are complaining about Tempest because it offers no versatility in the trait line. You have choice between support, tanky support, or more support. Chronomancers, Herald, etc, are all possible to play condi, damage and support. Also these classes have weapon swap.
Tempest is forcing you into a bunker/support style which will ultimately doesn’t work well in guild wars 2 since there is no trinity.
Then there is the total lack of synergy with the arcane line and how the elementalist is supposed to be played swapping attunements because of the long cooldowns. And then the new elite that only changes a few numbers instead of doing something cool.
Well we are paying big bucks for the elite professions so they better be all good and not feel rushed.
Well you cant play bolt to the heart with fresh air anymore and without fresh air scepter isn’t particularly good.
Between the loss of dps, almost impossible to land dragon tooth and bad auto attacks I just got bored of it. I know some people still have fun with it.
I think the elementalist is just balanced in consideration to d/d.
The only thing that will ever get me playing these farm events are the champ bags and the enemy drop (specially chance for rarer materials) with a magic find bonus.
The first Aetherblade content, orr region and Watchwork were the best farms.
The first iteration of the Queen’s Gauntlet was mindless farming, but it was fun.
I did this new event once and it was enough.
I can confirm the aftershock bug with earth overload, I’ve tested it a dozen times.
The immobilize durations do not stack, Aftershock removes the immob of Overload Earth.
What really bothers is that it looks rushed.
The Tempest skills lack synergy, there is no good reason to combo them: the cast times are so long and the animations are so slow that the only good field blast interaction is the one the community asked for with earth 4.
It’s not made to work with Staff or Scepter. Did Anet forget that we do not have weapon swap? So basically every time we equip a staff or a scepter we need to remove the tempest line and the shouts because their interaction is lackluster.
Even the reworked elite, it may do something “useful” in comparison to the original one, but it’s still just number changes with a “aura = 1” added.
Nothing can feel new that way.
Look at the new mesmer elite, they made a new condition just for it. It does something freaking cool that doesn’t look rushed.
The Revenant elite is just so much better, and it does support as well as damage.
Anyone NOT planning on using the new specs??
in Guild Wars 2: Heart of Thorns
Posted by: Xillllix.3485
Sort of, but you want people to be excited for the elite specs and at least see them as a good option. A few of the elite specs (DH, Tempest are the usual suspects) many people just don’t see them as worth it at all. Others like berserker and reaper are such direct upgrades that virtually nobody who has the option available will pass it up.
Something like Chronomancer is actually a good balance because it focuses on a new playstyle rather than a direct upgrade. There are Mesmers that will go Chrono and mesmers who won’t go Chrono for various reasons. Nobody really feels pressured to go Chrono or feel left in the dust, but people are excited to play Chrono because it enables new playstyles.
That’s pretty much it right there.
Every necros will run Reaper, almost every warriors will run berserker.
Chronomancer and Dare Devil are Meta changing professions. These will be really important for the new boons/condi and instant stomp.
Tempest however is something barely any ele will touch once they’ve tried it for a while, specially because it only works with dagger mainhand and isn’t really rewarding. Same with DH, the gameplay potential is too limited to certain situations.
Revenant is epic across the board, amazing versatility and the elite spec is really strong. Many people will leave their guardian and ele main for this class because of their lackluster elites.
I would have liked a highly mobile ranged control oriented caster with minimal support, that could have made a decent alternative to staff in wvw.
This a thousand times this.
It’s what I wanted too.
What developers comments? Personally I was hoping for more and you said it, at that price you don’t expect rushed content like the crappy elite they decided to scrap and start over (without a new redesign, just gonna be the same effect that does something else). Many of us share in your pain.
Anyone NOT planning on using the new specs??
in Guild Wars 2: Heart of Thorns
Posted by: Xillllix.3485
I don’t think a lot of elementalists plan on using tempest since the damage is so low and overloads are almost impossible to pull off in a competitive context. It needs serious fixes/improvements.
Same on Mac, must be a memory leak somewhere.
Tempest makes a lot of things useless: Powerful aura, Elemental attunement, Fresh air, weapon swap sigils…
On top of that the only good damage it does is dagger main hand. Overloads are unusable because of the lack of stability, melee combat is impossible because of the lack of block-leap-invul, elite is kitten, cooldowns are too long, immobs from earth overload and aftershock wont stack.
Also, it doesn’t work well at all with staff and scepter.
Animations are so slow when you have swiftness all the skills are behind you.
Worse of all, it doesn’t convey the theme of the Tempest as was showed in the firsts concept arts. When you think storm you expect range aoe not melee. Also even with all that Tempest doesn’t really do anything new beside boonshare, which the revenant does better.
Tons of work have to be invested to make it as interesting as Revenant, Chronomancer, Dare Devil or Reaper elite profession.
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If Tempest is going to be as we’ve played in the last betas then the elementalist needs a way to switch from ranged combat to close quarter combat:
Giving the elementalist weapon swap would already make the Warhorn an interesting complementary weapon to staff perhaps, but as it is currently I don’t see any game mode beside PvP that would perhaps use it, but even then I won’t as I simply swap attunement too fast to even consider overloading.
If the Revenant can swap weapons (from dps to support, to condi, etc) and swap all it’s utilities and elite skills, which are all really powerful I don’t see why the elementalist wouldn’t be able to swap weapons. In a game where mesmers shatter you from 18k hp to 0 hp in half a second I fail to see how weapon swapping on the elementalist would be that overpowered. The number of skills shouldn’t be an issue, as they all have very long cooldowns anyway. To the contrary it would open the class to many combo opportunities that would be more interesting than tempest is currently, like an updraft into a static field for example.
Without that flexibility you really have to raise the bar on tempest because it is quite lackluster to say the least. You watch the chronomancer Float, Alacrity or Slow and you think “That’s cool”, you watch Reapers cleave for 9k downs and deep-freeze everyone with intense chill you think “wow, that’s strong”, same with the Revenant elite spec elite, but then you try tempest and there is just nothing impressive about it.
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So I just updated form os 10.9.2 to 10.9.5 thinking that it would give me a performance boost. It just made the game twice worse.
Now even Stronghold is unplayable.
What a kittenty cider port.
Considering how overpowered Revenants and Mesmers are right now there is absolutely no way that I will keep playing ele when HoT is out unless they have a massive list of fixes and improvement for tempest. It’s just not interesting for me, melee support is not what I rolled that class for; but even that doesn’t work in WvW.
Basically the only thing eles will have going for them will still be waterfields and meteor shower, d/d for roaming. What’s the point of playing a squishy class anyway when heavy classes do more damage and hit you for 6-9k, or mesmers just shatter you from 100-0 from stealth? That’s what you needed to figure out with the elementalist elite profession; the answer was AoE range damage and condi/cc .
Sorry Anet but you have some serious class balancing to do and it just seems like ele will be at the bottom of the list of interesting classes once HoT comes out. With weapon swapping then perhaps I would equip a warhorn. But as it is right now the entire class depends on your next improvement list.
But that would make sense so we’ll never get it.
ANet: “Let’s give the class with the least health and armor a frontline elite spec! But let’s not give it any stability or other good defense. Also, make it’s class mechanic 5 second long channels without any stability. Oh and also the channels will be melee range only. AREN’T WE BRILLIANT?!”
Yeah it’s as if Anet doesn’t play their own game. They should try to play front-line WvW without stability. Anyway most of the skills do not work in blob fights: Lightning orb damage is just wasted all around, waterfield nearly impossible to blast, blindness unnoticeable, overload impossible to cast, shouts not keeping you alive, wild fire so slow nobody stays in, damage so low every group just run over you… etc
Would be more interesting but Anet somehow didn’t want Tempest to feel like a huge storm but instead some tiny localized effect for pvp…
The mac version from 1 year ago has much better performance. All their PC-only update were made without parallel improvements to the mac version.
1 year just waiting for a reply… Mac users still crash all the time. Please do something
Right now I would give tempest a 3/10, it need a lot of improvements.
In bold are the elements I judge the most important.
Overload :
Decrease pre-cast cooldown to 3 seconds (I usually stay in an attunement 2.5 seconds) or redesign all our terribly slow and ineffective auto-attacks (on all weapons).
Remove the attunement recharge penalty if you are interrupted
Add a break bar to all overload and increase the strength of the current break bar ( I would still prefer 5 stacks of stability on overloading )
Make the aura trait apply when you start casting
Overload Fire: Make the radius increase each pulse as well as the damage, Gives allies Aegis at the end
Overload Air: Increase the overall radius, make it give Quickness to allies during the chanelling
Overload Water: Make enemies inside the radius Float
Overload Earth: Instead of pulse cripple, pulse Slow
Warhorn :
Increase the speed of the animation, damage, range and decrease the cooldowns. Make skills ground targetable at 1200 range. Make it so that equipping a warhorn increase the scepter range to 1200 . Make the AoE effects bigger.
Shouts :
Normalize the cooldowns around 20-30 seconds, make them all instant and cast-able while overloading. Make a trait that gives you 3 stacks of Stability per shout.
Traits
Refocus them:
Damage line
Support line
Utility line
Elite
Make it as good as other classes elites
__________________________________
Other remarks I posted in the wrong thread:
The lack of synergy between the elements make it so that Tempest will never feel satisfying to play.
Chaining skills should be rewarding, everything should work together in an unified concept, like the revenant legendaries. Warhorn should feel much more epic: Make it a range weapon and Make it synergize with Scepter.
It also makes no sense to force people to use the Tempest trait line for shouts just for the weakness application .
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It is terrible at pretty much everything except bunkering up. I don’t see why someone would want to use it once the “wow-it’s-new-factor” wears off.
It needs much improvement, but even then, it will be improvements on a pretty bad concept implementation. Why does the elite profession has nothing to do with the concept art?
Beta weekend players, HoT worth it or not?
in Guild Wars 2: Heart of Thorns
Posted by: Xillllix.3485
It’s really hard to say. So far it’s not redefining the game, just adds more of it.
PvE is nicely looking, but in the dragon fight the dragon doesn’t move. Anyway it is good level design artistically. I wished there were open dungeons, party dungeons or indoor instances. Only 1 raid so that is bound to get repetitive.
PvP has only 1 map so that is disappointing.
WvW has only one new map as well but it is big.
Guild halls will surely be interesting.
It looks fun, but I don’t think it will keep me interested until later than next summer.
Everything seems all over the place, it all started with the trait update which destroyed the foundation of the stats balance by having them linked to the trait lines. Not all stats were equal but you boosted them all equally, shifting the balance. Then the condition limit removal didn’t help, and previously the stability changes in WvW only benefited ranged classes.
Anyway it’s just my opinion, I won’t give examples because you must be playing your own game. But I think you need to rebalance ALL the classes and ALL the skills or go back to the previous pre-trait-change balance somehow. In pvp I think you need amulets with 5 stats instead of 3. Damage globally should be reduced by something around 15-20%, and on some instant skills (like for example mesmer shatter) it should be reduced by an extra 10%. Nobody should be able to do 20k+ burst damage from stealth in less than a second.
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It would be really nice if tempest would work in synergy with Staff and Scepter, because with both these weapon it feels clunky and noneffective.
How about a trait that increase the scepter range when you have a warhorn equipped?
The lack of synergy between the elements make it so that Tempest will never feel satisfying to play.
Chaining skills should be rewarding, everything should work together in an unified concept, like the revenant legendaries. Warhorn should feel much more epic: Make it a range weapon and Make it synergize with Scepter.
It also makes no sense to force people to use the Tempest trait line for shouts just for the weakness application.
Posted a bug in another thread having to do with a conflict between Aftershock and Overload Earth: one removes the immobilize of the other:
Using Aftershock after having used earth overload actually removes the 3 second immobilize condition on the enemy player on the first “Shock” and then reapply 2 seconds on the following Aftershock. It is impossible to stack the immobilize duration together from these 2 skills.
Also because of this, if an enemy player dodges the Aftershock then he got a free cleanse from the Shock.
Overload suggestion:
Decrease pre-cast cooldown to 3 seconds
Remove the attunement recharge penalty if you are interrupted
Add a break bar to all overload and increase the strength of the current break bar
Make the aura trait apply when you start casting
Overload Fire: Make the radius increase each pulse as well as the damage, Gives allies Aegis at the end
Overload Air: Increase the overall radius, make it give Quickness to allies during the chanelling
Overload Water: Make enemies inside the radius Float
Overload Earth: Instead of pulse cripple, pulse Slow
This way the elementalist with overloads would be able to access to the new conditions instead of doing what it has always done in a different manner.
Otherwise if you don’t want to change the current overload then let us swap attunement, dodge and use skills while chanelling.
Hi all!
Thanks for your continued feedback on the Tempest. If possible, let’s compile all feedback into this thread.
We’re iterating in quite a few areas for this specialization, including Rebound. Here’s the description of the latest implementation we’ve been testing over the last few days:
“Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.”-Karl
It’s certainly better, but what if there are 2-3 killing blows at the same time? I guess we will have to see it in practice.
Is it a shout or an arcane skill and will it work with the shout/arcane traits?
I did some duels for over an hour with a friend reaper today and never managed to finish an overload. They all got interrupted, even earth.
Using Shock and Aftershock after having used earth overload actually removes the 3 second immobilize condition on the enemy player on the Shock and then reapply 2 seconds on the Aftershock. It is impossible to stack the immobilize duration together. Also if an enemy player dodges the Aftershock then he got a free cleanse from the Shock.
Beside that Tempest doesn’t work well in many of its aspects but I’m glad the elite is finally getting looked at. The 5 second cooldown before overloading is way too long (3 would be enough), and I do not believe that you should be penalized if it gets interrupted.
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almost???
IT IS useless!!!It even procs on attunement swap, so if u want to use a high cd skill on another attunement you cant use “Rebound” while you are changing cause it will proc on the swap and reduce the cd on this!!!!!!
Come on guys i know you can do better than this!!!
I don’t know what they are thinking designing something that inefficient. They can certainly do better than this when it comes to other classes.
The use of these mini-ultimates and war horns are good additions to the elementalist class, but the lack of use for new weapons is a bit dissapointing…as is the lack of new skills or actual ultimates. I was hoping for a new playing experience, not just Elementalist +. These are just my thoughts. I do not claim to speak for everyone.
I found it super boring the first time, and they only changed some damage numbers for this second beta so I’m not wasting time with it again until it’s actually improved.
…I think it’s a pretty horrible business decision to lock such a HUGE piece of content behind a paywall…
And that “HUGE” piece of content is supposed to pay for itself how?
cele ele got buffed with the jun 23rd patch, that’s what I’m talking about. if cele ele stayed the same, without the burn stack damage increase, it would have been just fine in this meta.
Actually the boon duration was already an epic nerf to the ele with the trait update, since the class has no armor basically and relies on boons. I preferred the old meta all around, even my unique d/d build that stacked burning (no longer possible because it used 2 master traits and 4 lines) was better than the current meta.
One good thing the Tempest will do is bring a ton of people attempting to Overload in PvP.
It’ll be so much fun to completely destroy them.I fail to see how Overloads make Eles any easier to destroy. I get destroyed just fine on my regular Ele.
Hm, a skill that locks you into an animation when you cannot dodge or swap attunements for a good amount of time…maybe that? Well, if you manage to cast it anyways.
They’re probably not going to change that terrible mechanic, so might as well make peace with the idea of switching class.
There is actually nothing easier since it’s the squishiest class: Chill, knockdown, interrupt, shatter/100 blades, rampage, burn guard burst, pewpew.
Most importantly, do not waste your burst when ele has armor of earth.
I don’t think they should nerf Elementalist just because one 4 ele team won a match, that is highly unfair. Also if the Elementalist is nerfed anymore they will not be playable at all :/ cause why put so much effort into damage when other classes can get the job done faster and easier. If people think elementalist are a faceroll class then they have not tried the new burn guardian builds have they. Actually burn anything! Burn builds are broken right.
By adjusting the burn damage and scaling itself everyone’s D/D Ele complaints would be answered drops mic
If they nerf the only build that doesn’t get you 1-shot by someone without buffing other builds I swear I’m never touching this game again. I mean come on, we get shattered from stealth for 16k+ damage, pewpew rangers do over 20k damage with quickness from 1500 range, burn guards have 6k burning ticks, yet again it’s the ele getting the nerf as usual.
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As for the elementalist itself, we’re looking into it.
Are you going to fix Staff skills that works only 50% of the time like Gust and improve the auto attacks of scepter? Staff skills generally needs a speed boost, Scepter needs overall effectiveness increase or range increase for WvW. Churning earth shouldn’t take twice more time than a Killshot to cast to do twice less damage, or 3 times less damage than a shatter.
If you’re going to nerf d/d ele to the ground like you did with Turret engi could you please at least fix the other weapons?
Hey everyone. I’m a new player. Before I begin my rant, let me precede by telling you the kind of games I play frequently: DoTA2, Battlefield 3 & 4, Starcraft II, Dragon Age: Origins. For single player games I play on a harder difficulty because I like challenge, and as for the others, I play PvP because I like in-depth mechanics, strategy, and a good challenge.
On to GW2. I picked this game up because my friends raved about it, and after reading the stunning reviews, I went ahead and took the plunge and bought the game. I played World of Warcraft a long time ago and thought that was a decently challenging game. But right now I have a level 9 sylvari and all I can say is this game is INCREDIBLY, INCREDIBLY, INCREDIBLY, INCREDIBLY EASY and BORING!
I am “completely” floored by how easy it is to “kill stuff”. I don’t even need to use 2, 3, or 4, all I do is walk up to stuff (that is my level or higher) and kill in 6 or less hits with auto-attack. Am I missing something here? I haven’t bought anything from the stores. Does the game get harder as you go along? Does the PvE get any better than this? My experience feels way different than everyone else, and I’m wondering if I’m doing it wrong. What exactly makes this game so great to stand out amongst the other MMO’s on the market? Maybe it isn’t for me, but judging by the reviews there’s got to be some hidden substance.
Thanks for the help.
80% of GW2 is really easy and to be fair RoffleMyWaffles it is a problem; the community has been asking for hard endgame content for a long time. The “New player experience” patch also has simplified the beginning of the game and it has not been a good change. However easy does not mean boring, and GW2 is far from being a boring game; there is so much things you can do here.
For me the core of the game always has been WvW, with PvP and GvG. This always remains challenging.
Some boss fights used to be harder, but people complained every time they failed. The good thing is that once you’ve made your first character you can level up the others with level up scrolls, so you don,t have to go through the leveling up process again.
People don’t seem to understand that the current balance is made for HoT.
With thieves insta-downing people, berserkers, Reaper-shroud-5 and double shatter, d/d ele will be the least of your worries.
d/d ele should be a supportish bruiser, not an all killing abomination that takes no skill to play.
lol this always make me laugh, people talking kitten about class they know nothing about. Ele has the highest skill cap with engi.
The only thing right now is that the ele out-sustain other classes because it uses a bunker/celestial build, and it’s the only build that work at all for d/d. There is nothing more that eles would want than to be able to run something else.
You play with on berserker and marauder amulet high dps classes and then are surprised when a bunker celestial outlives you. Seriously just change your build and gear and you’ll have just as much sustain if not more.
Ever seen a bunker guard/d/d ele fight? Or a bunker war/ele fight? It never ends.
Think beyond the “new” factor and you’ll realize all the flaws it has starting with the base core mechanic. Tempest should decrease your attunements cooldown, not increase it.
Decrease. . . lol, no.
Why not? Skills have internal cooldowns anyway, all you would be getting would be a faster attunement boon. Mesmers are getting dual shatter from stealth. Single shatter is already game-breaking OP.
Nope, unless they give it stability it’s just a pretty visual effect. They gave it a break bar however.
It’s always the same, people fail to adapt their playstyle and start blaming the flavor of the month class. Guardian can do more damage and is less squishy on a Marauder amulet than an ele on celestial. Mesmers are doing 16k spikes from stealth and people still complain about an ele bunkering down. It’s not like the ele has a choice.
For every build there is a counter, and an ele is anything but difficult to kill if you bothered to learn the class weakness.
Am I the only one who loves Tempest? Yes it needs some work, but adds things to the table that I really like. Yes, this includes the Elite skill, which is one that I think I will use on recharge, unlike the three core Elites, which I rarely use.
I think we can find 2-3 others…
Think beyond the “new” factor and you’ll realize all the flaws it has starting with the base core mechanic. Tempest should decrease your attunements cooldown, not increase it.
