Nice try I guess, but you could only get downs by target-focusing them 3-5v1.
It’s about 7 times less damage output than what we can do with staff… Less field control, less mobility… I don’t see myself ever using it in its current state sadly.
So run staff tempest?
Tempest is support not dmg if you wanted to do dmg you stay ele if tempest could do dmg and support then there would be no point to have ele.It just doesn’t work. The last thing we need is bad melee support that can be replaced by a guardian who will do better in every scenario. Staff is the perfect melee support anyway: Large water field for them to blast, it’s all they need. The only thing new about warhorn is the boon sharing.
Do you really think that dropping a 50k meteor shower on top of a waterfield will help the melee train less than giving them a few seconds of boons?The problem with tempest is that it doesn’t make anything better. It “works” in theory, but in practice it works less well than all the other options. Aura sharing isn’t something hard to do even without tempest.
Listen to your self you want an mages class who can effectively live forever in melee do crazy dmg and have super support you want something strong then the ele class you want power creep.
What I don’t see is why we can’t expect an elite profession as good as what other classes are getting. I just want something worth using, I don’t care what it is.
Right now overloads are not worth using, shouts are kinda ok but they will not keep you alive in a melee range or replace cantrips for mobility and stability, warhorn will not do something better than focus or dagger offhand beside boon sharing, there is a huge damage loss from tempest traits and from the warhorn, the new elite is not working. We do not even have the stability to go melee range.
Reaper got a melee weapon but also 10 second of stability from the elite.
(edited by Xillllix.3485)
Tempest feels week.
Overload is not worth getting off. The three drawbacks (staying in an attunement, then channeling it, then getting a lock out of attunement) is far too hard for the reward. Either get rid of one of the drawbacks or make them less severe or increase the numbers (dmg, healing) on overload drastically.
well, since ele is already the class with the highest damage in the game, of course tempest wasn’t going to be even more offensive. It added a lot of utility however.
To say the truth, Chronomancers added a lots of utilities, new boon (Alacrity) new conditions (Float and slow), quickness control on a weapon,time travel as healing/recharge.
Tempest gave us more of what we already had, but it’s not good enough to replace our current weapons/utilities/elites. Warhorn damage is so low why would anyone even equip it?
The only new utility it adds is boon sharing, and it comes at the sacrifice of having a usable weapon in combat, when reaper can cleave downs with 6-8k on reaper shrouds we are meant to be running around sharing boons on a 30 seconds cooldown and doing 250-500 damage here and there? Just why? You can heal better with staff, you can cc better with staff and daggers, you can stop projectiles better with focus which is a better support weapon all around (even staff is better at support).
The new elite is literally useless, nobody even sees the difference, it’s impossible to communicate when it takes effect, and the fight is usually over by the time it takes effect. It needs a redesign and it doesn’t even make sense with the Tempest theme.
Nice try I guess, but you could only get downs by target-focusing them 3-5v1.
It’s about 7 times less damage output than what we can do with staff… Less field control, less mobility… I don’t see myself ever using it in its current state sadly.
So run staff tempest?
Tempest is support not dmg if you wanted to do dmg you stay ele if tempest could do dmg and support then there would be no point to have ele.
It just doesn’t work. The last thing we need is bad melee support that can be replaced by a guardian who will do better in every scenario. Staff is the perfect melee support anyway: Large water field for them to blast, it’s all they need. The only thing new about warhorn is the boon sharing.
Do you really think that dropping a 50k meteor shower on top of a waterfield will help the melee train less than giving them a few seconds of boons?
The problem with tempest is that it doesn’t make anything better. It “works” in theory, but in practice it works less well than all the other options. Aura sharing isn’t something hard to do even without tempest.
Difficulty seemed good to me. I wouldn’t mind it being 10% harder.
The Tempest
I dont know why some people felt it was weak, felt pretty strong to me though I do agree that 5s channeling for overload is problematic. I disagree that charging should be reduced, yes 5s in spent in an attunement is a lot but then again thats the cost for overload, it should be a small sacrifice to gather the energy needed to unleash it all at once sort of thing.
Tempest is week because it does less damage than a lava font, and while casting a lava font you can do other things. The damage isnt even ranged. Look at the sort of damage melee classes or the reaper are doing, 3-5k cleaves.
In competitive context 5 second staying still in an attunement before camping a low damage skill for the following 3-5 seconds just doesn’t work and isn’t worth the risk. Mesmers and thieves can interrupt you and burst you down in a tiny fraction of that time.
i just tried Chronomancer and I love it. It feels new and powerful. It’s what elite specialization should all be.
In comparison Tempest is what elite professions shouldn’t be. It’s terrible at everything and just makes me want to change my class to mesmer. Anyway you guys are lucky because for us elementalists we got a crappy elite profession that doesn’t justify the expansion price at all unless they redo like 75% of it.
While I agree about Tempest, I have a hard time feeling bad for the most powerful class in the game.
lol it’s not like mesmer is in a bad spot. You guys are 1-shotting people from stealth and have the coolest utilities coming in the expansion with new boons, condis and dual shatter on top.
Proposed traits:
- 20% extra damage when under the effect of an auraTempest is not supposed to give you more damage modifiers. Elementalist with its core traits already have very high damage. Tempest as I wrote earlier is support/heal as far as I used it (PvP mostly)
I agree with a lot of what you wrote but this is not a thing it should have, and especially since its so easy to get auras with Tempest, it would be broken.
Huh no it wouldn’t. Fire has 20% damage modifiers + might and power boosts. Air has 40% modifiers + precision/ferocity boost. Water has 30% damage multipliers. Arcane has potentially 14-20% damage multiplier from boons. A raw 20% from auras would barely compensate for the damage lost in fire. This is even more important considering how low the overload damage and warhorn damage is.
Nice try I guess, but you could only get downs by target-focusing them 3-5v1.
It’s about 7 times less damage output than what we can do with staff… Less field control, less mobility… I don’t see myself ever using it in its current state sadly.
stability on overloads
In the main feedback thread I was about to propose that, but I changed my mind and proposed stability when under the effect of protection instead.
It just seems interesting that way: it would work on overload (if you take protection on overload) and it would make it possible to drop armor of earth in favor of one of these new shout if you used other sources of protection; a Fire-Earth-Tempest build would give you stability when attuning to fire for example with the right traits.
My issue with it is not that, its that the class is meant to be primarily a ranged magic caster
Then you clearly have no clue about this game if that is what you think.
Yet that’s what elementalists were in Guild Wars 1…
I’ve replied with these proposed solutions:
Can you try to be more specific? We are really using this beta event as a true beta, so in a beta testing environment, what you are kind of saying is “My elite skill and overload mechanics are not functioning at all”, and I know that’s not what you mean.
It would help the teams working on it to make it better if you could let us know “I am not enjoying the Tempest in its current state. Here are the particular things things that are making me not enjoy it, and here are things that I would like to see done to change it.”
Many thanks for your reply:
Here are my criticism and proposition:
Overloads
Issues
- The damage and heal on overload is lower than a normal rotation of skills, the radius is really small, and it doesn’t give us access to any new conditions or boons (it’s all things we could already do better). When overloading we cannot do anything else, it shouldn’t be a feature that prevents us from dodging or using other skills.
- Before overloading it requires us to camp in an attunement for a longer amount of time than what is necessary for the class to survive (we rely on fast attunement swapping for boon stacking and cc control).
- Because of their long channeling time the overloads are easily interrupted because we do not have a trait that gives us stacks of stability.
Proposed solution:
Reduce the amount of time necessary to wait before overloading to 2.5 seconds. The trait that adds 7% extra protection is not really noticeable, it could be replaced with a trait that gives us 2 stacks of stability when under the effect of protection. Make it possible for us to keep playing like we are used to when overloading (it would be like a defensive damage shield with a small radius).
New Elite:
Issues:
This for me is the most important skill to improve, the elementalists have been asking for for a good elite for a long time. Rebound is the complete opposite of that. It is impossible to communicate to our allies when the effect will take place, and the effect itself is barely noticeable. You don’t even know what skill has a reduced recharged because the class presses so many buttons. It could also be bugged at the moment.
Proposed solution:
Why not use the new alacrity boon? It is a great boon, it’s effect is clear and it is pleasing to see the green numbers. When an elementalist and a mesmer are in the same party they could chain alacrity together. It would give those 2 classes synergy together, something they do not really have at the moment.
Warhorn:
Issues
- When walking forward all the skills animations are behind you except for the moving water field. That is because the animations are really slow.
- While it is intended as a melee range weapon it doesn’t have what melee classes need: it has no leap, no evade, no blast, no stability, very low damage (Reaper cleave for 5000+, but warhorn skills often hit below 500). The boonshare is the best thing about it, but the rest is very limited.
Proposed solution:
- It requires some synergy with scepter for range damage: I would like to have ground target-table leap skills, the elementalist is a ranged class after all.
- Why not have Tidal Surge as a leap forward (with the water)?
- Cyclone should do tons of damage, it is a big storm in nature
- Lightning orb damage is too low, the attack range is too low as well
- Sand Squall should be a blast
- Sand Storm animation is too slow, It would be nice to have access to a new condition, like torment (it has potential for a condition build)
- Wildfire should be like Plague/Epidemic, fire should move from one foe to another. It could be a new type of more potent fire, like the green wildfire in Game of Thrones…
Shouts: Shouts are the best thing of Tempest so far, but instead of sharing auras they should do something new for the elementalist (retaliation for fire, torment for earth). The aura share should come from a cost instead, from the Water Grandmaster trait.
Tempest trait line
Issues
It has no damage modifiers and no recharge reduction on Shouts.
Proposed traits:
- Gain 2 stacks of stability when under the effect of protection / Gain protection on overload
- 20% reduced Shout recharge, shouts makes your current attunement overload immediately available
- 20% extra damage when under the effect of an aura
Thank you so much for reading this, I’ve had tons of fun in the beta. The new PvE map is amazing, the Reaper and Chronomancer are amazing, and I wished I played the new WvW map because it also looks amazing.
Can you try to be more specific? We are really using this beta event as a true beta, so in a beta testing environment, what you are kind of saying is “My elite skill and overload mechanics are not functioning at all”, and I know that’s not what you mean.
It would help the teams working on it to make it better if you could let us know “I am not enjoying the Tempest in its current state. Here are the particular things things that are making me not enjoy it, and here are things that I would like to see done to change it.”
Many thanks for your reply:
Here are my criticism and proposition:
Overloads
Issues
- The damage and heal on overload is lower than a normal rotation of skills, the radius is really small, and it doesn’t give us access to any new conditions or boons (it’s all things we could already do better). When overloading we cannot do anything else, it shouldn’t be a feature that prevents us from dodging or using other skills.
- Before overloading it requires us to camp in an attunement for a longer amount of time than what is necessary for the class to survive (we rely on fast attunement swapping for boon stacking and cc control).
- Because of their long channeling time the overloads are easily interrupted because we do not have a trait that gives us stacks of stability.
Proposed solution:
Reduce the amount of time necessary to wait before overloading to 2.5 seconds. The trait that adds 7% extra protection is not really noticeable, it could be replaced with a trait that gives us 2 stacks of stability when under the effect of protection. Make it possible for us to keep playing like we are used to when overloading (it would be like a defensive damage shield with a small radius).
New Elite:
Issues:
This for me is the most important skill to improve, the elementalists have been asking for for a good elite for a long time. Rebound is the complete opposite of that. It is impossible to communicate to our allies when the effect will take place, and the effect itself is barely noticeable. You don’t even know what skill has a reduced recharged because the class presses so many buttons. It could also be bugged at the moment.
Proposed solution:
Why not use the new alacrity boon? It is a great boon, it’s effect is clear and it is pleasing to see the green numbers. When an elementalist and a mesmer are in the same party they could chain alacrity together. It would give those 2 classes synergy together, something they do not really have at the moment.
Warhorn:
Issues
- When walking forward all the skills animations are behind you except for the moving water field. That is because the animations are really slow.
- While it is intended as a melee range weapon it doesn’t have what melee classes need: it has no leap, no evade, no blast, no stability, very low damage (Reaper cleave for 5000+, but warhorn skills often hit below 500). The boonshare is the best thing about it, but the rest is very limited.
Proposed solution:
- It requires some synergy with scepter for range damage: I would like to have ground target-table leap skills, the elementalist is a ranged class after all.
- Why not have Tidal Surge as a leap forward (with the water)?
- Cyclone should do tons of damage, it is a big storm in nature
- Lightning orb damage is too low, the attack range is too low as well
- Sand Squall should be a blast
- Sand Storm animation is too slow, It would be nice to have access to a new condition, like torment (it has potential for a condition build)
- Wildfire should be like Plague/Epidemic, fire should move from one foe to another. It could be a new type of more potent fire, like the green wildfire in Game of Thrones…
Shouts: Shouts are the best thing of Tempest so far, but instead of sharing auras they should do something new for the elementalist (retaliation for fire, torment for earth). The aura share should come from a cost instead, from the Water Grandmaster trait.
Tempest trait line
Issues
It has no damage modifiers and no recharge reduction on Shouts.
Proposed traits:
- Gain 2 stacks of stability when under the effect of protection / Gain protection on overload
- 20% reduced Shout recharge, shouts makes your current attunement overload immediately available
- 20% extra damage when under the effect of an aura
Thank you so much for reading this, I’ve had tons of fun in the beta. The new PvE map is amazing, the Reaper and Chronomancer are amazing, and I wished I played the new WvW map because it also looks amazing.
(edited by Xillllix.3485)
Playing tempest in wvw, big blob fights, one time with aura sharing onetime as a healer. For me, I like the new elite skill rebound, just wish it would have a shorter cd, the first elite which I spammed all the time either to reduce the cd of the meteor shower or of the big water.
I suggest you try the new alacrity boon on mesmer. Then you will be wondering as I am why Anet doesn’t give this new elementalist elite the new boon for an skill which basically does what alacrity does (just terribly badly in comparison).
I like the new map design for fights, it’s going to be super varied. If there is a karma train going around it’s going to be our job to ruin their day.
It’s all equally bad all around. Literally nothing works well with it, there is no synergy beside auras, but even there the shouts overlap with the water grandmaster trait.
And the elite is so disappointing considering mesmers are getting the new alacrity boon which is 10 times better and not even an elite.
Love everything (all the PvE and new professions) except Tempest!
Tempest is terrible in my opinion (elite is useless, overload mechanic doesn’t work, shouts overlap traits, new trait lines is bad, warhorn is worse than focus or dagger offhand even as melee). It must be improved tremendously before the release.
In comparison Chronomancer is amazing.
It’s completely OP but at least it’s an elite profession done right. Tempest just makes me wanna cry and change class.
Of course they will.
You just need to complete Yakslapper to get it…
Drum roll, cymbal splash.
i just tried Chronomancer and I love it. It feels new and powerful. It’s what elite specialization should all be.
In comparison Tempest is what elite professions shouldn’t be. It’s terrible at everything and just makes me want to change my class to mesmer. Anyway you guys are lucky because for us elementalists we got a crappy elite profession that doesn’t justify the expansion price at all unless they redo like 75% of it.
Difficulty seemed fine to me. It’s one thing Anet is doing right.
The signet problem is more of an rpg player problem where you feel you cant use items or big items becuse you may need them some other time. So what ends up happening is that ppl sit on items effect cd etc.. to the point of simply non use by the “end” of a fight or game. Ppl are simply to fear-full of risk to the point of giving up ability and effects.
No action is an action.
I’m not afraid of using an Overload; it’s just that whenever I do, it’s worse off than not doing it.
Some signets have the same issue.Better to have the chose then not.
I’m guessing you’re saying it’s better to have the option than not, but you know, I actually WANT to use my new class mechanic, just like I want to have a valid reason to use a Signet Active. You’re basically saying it’s okay for Overloads to be useless.
If you have the ability to use the effect you will but you do not have to use it all the time. Often ppl do not use signet active the sec the signets come off of cd. The point is to have the chose to use or not to use and its up to the players skill to make that chose. If signets active where better then other skills then there would be no point in having other skill then just signets at the same time if overloads where stronger for tempest to have then no one would ever be an ele you would simply be a tempest and ele as a class would be dead. THAT is something ppl in GW2 do not seem to grasp tempest is not to replaces the ele class it is to give the player who plays as an ele to go into that to give up some effect (ele will out dmg tempest any day but tempest will out support ele) for another.
That’s why we need a good passive and an active that doesn’t something different; something that’s worth the sacrifice. Same with Overloads. Right now, Overloads have NO reason to be used at all. What’s the point then? Might as well remove them, because they wont be used.
No one is asking for a stronger Elementalist; everyone wanted a different role or play-style and what we got is a worse Elementalist.
It’s not better, it’s WORSE than the base Elementalist so right now there’s not much reason to use the Tempest. You get the opposite problem you mentioned: Elementalist completely out-classes the Tempest.They give you an persisting effect when use a big finnish when you get the full cast and they can be made so you cant be soft cc when using them (earth has a soft stab added to it too). Overload and having the abitly to use overload give the ele class 4 more skills that it did not have before.
Again, doesn’t matter if they’re mostly useless. Go ahead and sit in Earth for 5s just for the Break Bar; it’s almost always an awful idea.
They’re not only “almost” useless, they do nothing new. Why even bother making elite specialization if you just give them more of the same?
Also, whoever is responsible for the design of the warhorn as melee weapon didn’t understand the elementalist class: The person that made the reaper understood that any melee class needed movement skills, high dps skills, stability and what the necromancer lacked or needed. That person did it’s job right and it’s much more fun to play; it adds something new to the class. The Chronomancer is even better.
Warhorn is nothing new for the most part (beside boon share): it has no sustain, no cleanse, no invul, no movement skill (no mobility), no evades, has no synergy with other weapons, it’s slow AND it doesn’t even do damage. It’s something you just want to avoid in any competitive mode. The elite doesn’t help in any way. The have to go back to the drawing table and redesign most of it.
Back to overloads: make the initial cooldown 3 seconds, make it so it doesn’t channel, that it doesn’t interrupt when you are using other skills and changing attunements. Then it will be like a shield that pulses a little damage.
(edited by Xillllix.3485)
Sadly, yes. Just memorize the combos and you are ok.
Ok until a mesmer comes around and 1-shot you from stealth… or a warrior rampage and beat you to a pulp, or a lich auto attack you 3 times, or a guardian burst you with quickness, or … List goes on and on of overpowered builds from other class, yet everyone complains about the only viable build for ele because they don’t know how to counter it.
If you died to stealth gank/rampage/lich, that only means you are a bad player. Nothing more.
Yeah, because I’m the first ele to die from Rampage…
I main ele for 5k hours and won a 1v2 on a warrior after 30 minutes of play time… I must be such a bad ele… or an amazing warrior! right?
I find these tournaments are much more about the rotations than anything else. Not that the builds aren’t important, but they are mostly chosen in regards to being able to bunker on a capture point, buff allies on a point, or spike someone off it.
The combat system can’t be balanced around that.
Sadly, yes. Just memorize the combos and you are ok.
Ok until a mesmer comes around and 1-shot you from stealth… or a warrior rampage and beat you to a pulp, or a lich auto attack you 3 times, or a guardian burst you with quickness, or … List goes on and on of overpowered builds from other class, yet everyone complains about the only viable build for ele because they don’t know how to counter it.
Would you please stop whining? There are plenty other viable elementalist builds.
I was answering to people whining about the ele, and now I’m the one whining. Truth is in most scenarios we have more reasons to complain.
Now that we got a chance to try the elite specialization, share your thoughts using the vote system below and let’s see how the BW1 changed the community views:
5) Love it! Wouldn’t change a thing!
4) It was good, needs just a few tweaks here and there.
3) It wasn’t good, but it wasn’t terrible. Needs some fixes.
2) It was bad, needs a lot of fixes.
1) It was horrible. Scratch/rework it completely.Please vote in the following categories: (You don’t have to vote in all, but it is recommended)
Tempest (Overall): 1
Traits: 2
Warhorn: 2
Overloads: 2
Healing Skill: 2
Utilities: 3
Elite Skill: 0
Animations & sound effects: 3
Nothing really stand out as “great”, unlike the Chronomancer, Dragon Hunder and Reaper. Honestly I hope this is a really early alpha and that they plan to work very hard to make it viable. Warhorn was a tough sell, and so far I’m not buying it (figuratively speaking… since I already bought the expansion anyway). The least it needed was a good elite, but instead it got an elite worse than every elites already in the game.
For Overloads to be any good you need to be ale to play normally and swap attunements while overloading.
For shouts to be any good you need them to do something more than what the eles cantrips do (no mobility, no invul and no stability on shouts? Does Anet play ele at all?), and have the aura sharing work only with the water trait. Why have skills that do what a trait does?
For warhorn to be any good it need to be faster, have defensive options beside protection, and have AoE targetable ranged attacks.
For traits to be any good they need to add stability, damage modifiers (for overload and under aura), and 20% recharge on shouts. Or you really want us to go melee? They need to give us a trait that give us 3k more HP when using a warhorn, like the Guardian has.
For the new elite to be any good … ahhh just scrap the elite and start over. It’s just useless.
Overall it feels like Anet didn’t know what to do with the ele elite spec. It is not a clearly defined concept like the Chronomancer. All aspects of Tempest feel rushed, to me at least.
(edited by Xillllix.3485)
“Rebound.” – delete it and we will forget that ele can use elite skill. Do not create usless elite like this.
How many times can we repeat this?
I really hope Anet give us a proper elite.
I will do an in detail review by the end of the beta weekend, but if I had to put it short:
Tempest doesn’t work.
Overloads
The overload mechanic works against the class mechanic, it’s not just a ridiculously long cooldown issue and cast time. It should be something you can do while using other skills, like a tempest damage shield, to make it easier to keep your range with your target.
In the days where a necro does 6k auto attacks with lich, or a mesmer/guardian burst you down 15k hp in half a second, overloading is an extremly clunky mechanic for a class that depends on mobility to survive.
Otherwise if Anet wants to be lazy; the damage has to be about 300-400% greater to push enemies out of range, at the very least. But that will not make the concept more interesting. And where is the STABILITY on overloading trait?
Warhorn
If you are actually moving forward when using the skills they are actually landing behind you, because the animation for all of them is so slow. If the intent was to make this a melee weapon it’s a failure. Basically it only works if you stand still or dodge left and right. Doesn’t seem designed by someone that knows how the elementalist class works and it doesn’t provide half the thing an elementalist would need to be in melee range (leap, invul, evade, mobility, reflect, cleanse, etc).
Shouts
Only works with aura builds, again a second mobility skill would have had the potential to replace lightning flash. Can’t replace armor of earth either, because without stability overload wont even work. Cooldowns are too long.
New Elite Skill
The graphic and animation is nice, but the skill is so useless it’s almost insulting. Don’t forget we are paying for this expansion and expect improvements where the class is lacking (like a decent elite skill).
Pretty much everyone I speak with agrees that most of Tempest is just plain bad.
Some of it is ok: Aura builds, pull and boon share. But seriously, when you move foward all the warhorn skills are so slow they are actually moving behind you as you take all the damage.
This will NEVER be used as a melee weapon in a train and 7% extra protection or all the auras in the world doesn’t change anything, you just get rolled over and over.
Then the overload is an idea that goes completely against the class mechanic. It doesn’t even work. It’s just a bad idea. It should be scrapped and redone in another manner. They could start automatically after 20-30 seconds in combat while letting you cast your other skills.
It is full of problems:
Overloads:
- Damage on fire overload is less than a lava font
- Other overloads are not worth the risk either and the healing/damage is just bad
- You need stability on overload else its just a bad class mechanic
- Having to camp an attunement for 5 seconds is too long, I generally stay in an attunement 3 seconds max. 2.5 seconds might work. Anyway we shouldn’t have to explain that to anet, basically if you dont swap attunement you lose your boons and that’s what the ele relies upon to stay alive.
- Cant use shouts or do anything while overloading. Can’t even dodge.
Shouts: they don’t do enough damage, only the auras are interesting, the cc pressure is too short (2 second immob only? Lava font doesn’t even tick damage before the immob is gone)
Air shout should do damage
Warhorn:
Should be a 1200 range weapon, fields should be longer, it has so many other flaws. It needs some blast, it needs damage on fire 4, recharge on skills is too long. The only cool skills are air 4-5. Water field is too short and moves too fast. I dont see why anyone would use it in any context. It has no advantages.
New elite:
Worse elite ever. Scrap it and make something interesting.
Traits:
Also terrible, need stability, 20% shout recharge, 7% extra protection is not noticable and not interesting, feels uninspiring overall.
Overall as an ele main I am quite disappointed with tempest. Because with Warhorn you had to at least do something that is deadly or interesting, but it’s just weak and puts you inside more damage than an elementalist can take. It will never be better than dagger offhand or focus.
(edited by Xillllix.3485)
Sadly, yes. Just memorize the combos and you are ok.
Ok until a mesmer comes around and 1-shot you from stealth… or a warrior rampage and beat you to a pulp, or a lich auto attack you 3 times, or a guardian burst you with quickness, or … List goes on and on of overpowered builds from other class, yet everyone complains about the only viable build for ele because they don’t know how to counter it.
Considering there are now ‘quests/collections’ associated with each new Legendary/Precursor, I don’t think it’s just ‘skins and particle effects’.
Thus, it may take more development, or the Devs may want to associate them with more of the story than before.
They can just make the collections and have people choose a skin when they complete it.
I watched more of it and gosh it looks so weak. I wonder what is the benefit of overloading since it doesn’t help in any way. New core mechanics should add something beneficial to the class.
We need to really let Anet know what doesn’t work with Tempest in the Beta forum threads so that perhaps they can fix it in time.
Warhorn, torch and focus…
I really hope they have more than 3 new legendaries and that this article is wrong. I mean seriously these are just skins with some particle effect and some classes would be left without a new legendary to craft for their new elite profession.
WvW Invitational Statement from John Corpening, game director for World vs. World
in WvW
Posted by: Xillllix.3485
Guys you are being so cynical. I’ve been highly critical myself of the lack of attention for WvW but let’s give them a chance here: The new map looks great and they are aware of the issues we brought up.
Let’s see what comes out of this, hopefully the server system will improve and so will the PPT/Reward system. Personally I just wished they would keep the Alpine map and bring EotM in the PPT rotation as well.
Every single team runs 2!!! dd eles… if this is not a proof that it’s OP then I don’t know what is… They like it….? Sure buddy sit down…!
You cannot have any logical explanation why every WTS team has 2 elementalists apart of mentioning OPness.
Your defending ability could be handy if you were a bunker… But no you are defending the D/D ele…
What?
Oh, and PM me please when the next WTS gonna be won by a double engi-ranger-necro-warrior setup…
Until this happens…
I played a game today with 5 rangers (3 on one side and 2 on the other), I was the only ele. so really you can say that about any class stacking.
In a way they are, they are re doing the fractals.
They are mostly repackaging the current fractals with a new backpack skin as a reward, and some more scaling. It’s not like we’re getting new fractals, at least they haven’t announced any.
I’m sure they have some sort of hardcore content planned. I mean, if they want this expansion to keep people busy until the next one.
Looks pretty bad from a competitive point of view, or it needs major buffs. Tempest does terrible damage, and warhorn feels slow, it has no range, no mobility, no cleanse, no invul, no leap, no dodge, no reflect, no mobility skill, and basically doesn’t do half the things you can do with focus or dagger offhand.
The only good think I see with warhorn is the boon sharing and the pull skill.
The utilities look nice but they aren’t as useful as cantrips.
(edited by Xillllix.3485)
WvW Invitational Statement from John Corpening, game director for World vs. World
in WvW
Posted by: Xillllix.3485
This is a great step forward. I really hope to see these improvements with the release of HoT.
What i did not understand is why flame beath and ring of fire got so many stacks. The damage from flame breath alone was about doubled with the burn patch. Of course this will push dagger and when cele ele ist already good and in the meta what do you expect from buffing their damage ….
Flame breath is easy to dodge and ring of fire is just a ring, you don’t need to go into it back and forth, just bait it with range, even warriors these days with longbow have more range than the ele.
So many classes are more OP than the ele right now. Guardians and mesmers can 1-shot any ele if they know what they are doing. Warrior can 1v2 people with rampage, same with Lich. Classes have Stealth, quickness on demand, eles got nothing of that and the lowest armor/hp. Learn to hit them at the right moment and they’ll lose.
Maybe you should also use more defensive amulets like the eles are forced to use, instead of using burst amulets and complaining about getting outlast by someone who knows how to dodge.
It’s a skill/build problem, not a class balance problem.
I’m just selling everything, I don’t trust the market. If they come up with new material the price of everything we currently have will drop.
I didn’t say that I agree with it. In fact I agree that it is a short sighted policy, and not just because it directly impacts me. I was simply conveying my impression of ANET’s response to the situation. By the way I did not say NO USERS, I said Mac gamers are a very small component. If we even hit the 10% mentioned above by Xilllix that is still a relatively small number of players by percent
When managing a business even 1% is a big number, 10% is huge. It’s a misconception to think that the mac user basis is irrelevant or not worth investing towards. Mac is a huge platform of visibility now. Mac store has millions of views per day, if Guild Wars 2 ever wanna go on that chart. Can you imagine how much copies of Civilization V were sold simply because they were the top big-budget Mac selling game for over a year?
Even if its just 5% of a game that sold almost 6 million copies, that’s 300,000 copies, $15,000,000 at retail price.
Anyway if they want to make a native mac version they can just outsource the work to companies that do mac ports. Then its just a matter of making sure it’s profitable.
(edited by Xillllix.3485)
but when your server is full you can go help a server with population problems while in queue, providing they are on the same alliance. You can only have 1 guesting server per week.
Oh hahahaha … have you met the GW2 player? Particularly the WvW version?
Anything that can be potentially gamed and abused is discovered and exploited. This particular part of your explanation would result in pages and pages of “rigging” complaints (we already have those now, but this would just enable it for those who like to do that kind of thing).
When all maps are full the gameplay is fair. It’s as simple as that.
“Given the overall tenor of ANET’s response they are sympathetic to our situation but do not have any resources to dedicate to us as a very small component of their over all player base”
Well thats just gets silly. There is on one hand countable MMORPG that actually are good and works for OSX. WOW in first place by users and then it is GW2 because all other games either suck in Gameplay, Story, Graphic or simply does not exist on MAC (i do not count in Bootcamp as it is not Mac) Like TERA,AION…
I know a dozens of people who plays this game and uses OSX. By telling that there is no users for who to create native game is just a B****S*** . If there would be available native client then it would draw even more people here and make happy all those who already uses it on OSX.
Some of my old buddies from WOW stays at WOW only for the reason that they cant play game maxed out on graphic.
ArenaNET please make native client for MAC users.
Also today a lot of people have both a mac and pc, so if they made a native mac version some people would prefer to play it on their mac. About 10% of my guild is on mac. Blizzards certainly understood that the mac market was worth the investment, Mac versions of their game run just as well as windows versions.
The elite specs are more locking us on specific builds than opening up for more variations.
Just saying
Would be better if you didn’t need to spend all your points in that line, but only take the adept.
What would suck with this idea is the 30-something players you’re used to playing and working together with on a daily basis, would be RNG map with overflow because of the sheer volume of players, and the idea of “team” would disappear entirely.
Please no.
It’s not how it would work. Basically the only difference is that it would be a guesting system for WvW, so you could play with friends from the same alliance. Works fine in ESO and doesn’t remove anything related to your home server (called “campaign”). You still have a home server, but when your server is full you can go help a server with population problems while in queue, providing they are on the same alliance. You can only have 1 guesting server per week.
It’s not a random overflow system like EotM. When guesting there is no xp and loot is not as good.
how can eles be OP when all it takes is 1 rotation from BURNdian and mesmer to bring us down, and i mean literally 1 rotation, instant drop.
I think some people are frustrated if they get killed by the squishiest class (even if they can run berserker and we cant) so they come here to troll us by asking for more ele nerf.
I watched the 3 hours stream on twitch and I have to say the new map looks amazing. You guys at Anet did a beautiful job and at the same time made it possible to have memorable fights with good terrain variety.
The only thing I think that may be required is the addition of waypoints to keep people near the fights when they are defending.
If I may:
If we had no server we wouldn’t have our ACTUAL WvW. Which happens to be flawed.Well if they merge everyone I’d assume they’d do it cross continent so that there is no/less downtime (Some Eu servs with some NA servs with some asian servs on each side). so there “wouldn’t” be any night capping anymore since everyone will cycle between daytimes worldwide.
Community based teamspeak will just become alliance based teamspeak. Or Guild based teamspeaks, etc
It would be a big adjustment I won’t deny that but it can be done if you think about it.
You’ll end up with 3 bigger communities, one for each “alliance”. Plus it will end up giving more importance to guilds (their work, renown, etc…) within each community so I can only see that as a plus for a game called guild wars^^And as for GvGs they mostly happen in obsidian sanctum already where there’s a special arena just for that. Also Hot will introduce GvG special arenas so we could count that as a “way” of getting GvG out of WvW (since it doesn’t really suit the mode anyway)
So yeah still very viable idea imo.
OR
You can play some EOTM and see how an alliance system works
If you like it GREAT! If you don’t THAT’S ALSO GREAT
Just stop coming up with ideas that would kill WvW and all the reasons we (or at least i ) love it
EotM isn’t an alliance system, it’s just a random melting pot of all the servers together. ESO has done it right for the WvW alliance system and it’s what Anet should base a new system upon.