PS, I’d love to see someone in particular called out on the kitten ups. Just man up and say Hey it was me, my bad. Cause y’all are really mishandling a game that people wanted to play. This is Asheron’s Call 2 and Diablo 3 all over again. Grind it into the ground more quickly please, I’d love a nice solid reason to just straight up quit instead of thinking “maybe next patch”.
Agreed it’s kind of ridiculous and just highlights a back track from the whole gear treadmill and gating gear behind daily chores caused by all the new currencies, but pretty much everything in the manifesto has been backtracked or shone itself to be a lie so whatevs, all we can take from this stuff is Anet aren’t the trustable company that produced GW1 anymore.
dude, this game has somehow morphed into grind game ala warcraft and every other kitten game. ready for the next game, not sure why devs lie but it’s not like people are stupid, people know what’s going on and are leaving the game. Hey league of legends sure sounds fun again.
Q:
Maybe it’s just me but with the increased loot drop, I’m afraid globs of ectoplasm are going to start dropping in price what do you guys think?
A: Supply & Demand.
Please proceed to close this thread, thanks.
This is getting insane. I have played mmos for years and this is the most ridiculous I have ever seen it. If I were a new player I would be so overwhelmed with all the currencies that I would probably stop playing. All the tokens, commendations, laurels, guild currencies, perfect relics, karma, skill points, obsidian shards, it’s literally so ridiculous that I am losing my patience with it. The game has been out for what 6 months? You need to tighten up and get a grip on this. At this rate we’ll have a hundred different currencies before long.
You NEED to add a “currencies” pane, where it will list all the different currencies and how much you have of each – including stuff in the collectibles tab and bank.
Also, given the Spinal Shivers update, I’d think about replacing Spite VII with Spite X.
wow, what a huge tooltip error. Thanks so much man.
What am I missing here? I see 90% condi duration, not 100%.
30% Spite
10% Runes
50% Master of Terror
——-
90% Fear duration increase
All new stuff in dungeons is going to be hard for the first few days. We see it all the time with new content – people fail and get knocked down when they aren’t used to that sort of thing, and they claim it is too difficult.
Give it a week or so for everyone to develop strategies, learn encounters, and build fundamentals, and they will claim it is too easy. Trust me when I say this, the numbers are punishing (but less than they were before), but knowing the mechanics will greatly mitigate the danger.
You made a bad decision. Just own up to it and figure out how to do it better next time.
I’d like to add a quote from one of your NPCs, the CoE guard: “Your failure is only funny if you try.”
And you really did try on this. And that’s what’s worrying all of us.
(edited by Xynn.2748)
For those upset about the changes I made to Food items that life steal on crit, and the spy kit, here’s some words:
Spy Kits: permanent stealth at the cost of karma isn’t good. It’s practically exploitative since it’s a pay-karma-to-win scenario, and it needed to change. We test all of our dungeon content without the use of external items to make sure it is all capable of being completed. This has led though, to a recent surge in players using items from the open world in dungeons to trivialize content or outright break bosses designed to present a specific challenge to a five man group.Food item life steal on crit Cooldown: The best heal in the game can’t be 100 blades or other similar attacks. If you want to play a glass cannon, there should be danger involved, and the food buff mitigated the danger and allowed glass cannons to stand and trade blows without having to utilize their own heals or dodge rolls. They could just stand still and win – and that’s not the type of dynamic combat we want for our game. We test our content without the food buffs to ensure they are capable to players without access to them, and make sure the balance is good enough for players who don’t have those buffs. There are a lot of other viable food buffs in the game, and this one food buff meant a core few items were dominating all the others.
For those also thinking I went rogue and did this, I went through all the checks and balances, and discussed the changes with leads. While I do have the power to change dungeons, things that affect the world outside of dungeons is handled through meetings to make sure everyone is on board with a proposed solution.
Hey pal, this is a dungeon discussion. How about responding to any of these posts that discuss the dungeon? I understand that you are getting ragged on hard because you took a good dungeon and made it bad, but you’re the one that started this thread.
The only major issue that we currently have is the DS UI issue. That’s the only major problem Necro’s have.
Cough Cough Minion AI Cough Cough
^
Ac path 1 review: Add adds, lots of bleeding, a lot more knockdown, huge dmg immobilize move to spider. 2/10 not impressed.
Ac path 2 review: Ghost Eater, I did this fight when it was called Simien Priestess of Dwayna in Arah p4, the ghostbusters/super cool skin and effects were SO awesome. 8/10 would be 10/10, but penalized for lack of creativity.
Ac path 3: Babysit an npc who can’t keep himself alive because without him you can’t survive. Let 3+ rocks fall and hit the exact same spot so that 1 knockdown can equal death. Add a knockback because it combos so well with Grast’s stationary bubble. 1/10: Just dumb.
Summary: The way I can recognize that these designers are the absolute best money can buy, is that they follow these 4 extremely complicated rules to increase difficulty: 1. Add adds, 2. Add more HP, 3. Add more CC, 4. Increase damage – 1 shots preferred. I think you have good artists though.
The revamped AC is a huge disappointment. If you took all that time and all those resources to change what, in my experience, is your best and most popular dungeon, then it needs to be excellent. One of the 3 paths is excellent and the other 2 are quite bad.
When a subordinate turns in work of this quality, I would be seriously concerned. This transcends the typical good person tried something new and missed the mark, this is so poor that it makes me concerned about the overall capabilities of the individual(s).
Very poor, and as the lead content designer, I’d love to hear your thoughts on this. At the end of the day, everything related to content has your stamp.
AC changes, except for Kohler, are terrible. It was a total waste of time to redo the best overall dungeon that you have – oh and loot still sucks. This patch had many other good changes but I am really losing faith in you guys.
Also: make Hatchlings, which are everywhere and in numbers, add stacks of bleeding with their auto attack.
On boss fights, add adds. The end.
search the warrior forums for Yojack’s build. sword rifle.
I mean, my weapon turns into a scythe when I use it, why do I want another scythe with my scythe? This isn’t double rainbow.
Yo dog, we heard u like scythes, so we put a scythe in your scythe, so now you can scythe while you scythe.
In PvE, necros have minimal if any practical use. I’d rather have any other class. In PvP, idk maybe well bomb is good enough but I don’t think so. It’s really underpowered IMO.
But D3 and SWTOR are so bad!!!! What has happened to change them? Ilum probably still sucks because it’s the game engine that screws up, and Sith are probably still both op and about 3:1 in numbers. D3…I just can’t even say how bad that game is, I don’t even want to remember how bad it was.
This is pretty interesting. Might try it out. Thanks for posting it.
I actually just read your post. Go do some fractals before you worry about 40+. I don’t either bother with the 40s anymore, the loot doesn’t justify the effort. I don’t think anyone does 50s after the recent nerf but I don’t follow this stuff anymore so I’m not sure.
I also don’t like the valor tree at all (the AH tree). 5 for aegis recharge is great. 10 for purity isn’t bad. if you go 30, then you can do the shield cdr for 20, but i don’t use shield much so idk if it’s worth it. the healing tree is super strong, and the virtues tree is good too – i like the improved resolve, but it’s a lot of points, you’d have to skip either battle presence (liking this more and more and more) or AH.
I hate sheild of the avenger, and i hate it even more now. I think it’s a wasted slot. It may still maybe have some use in harpies and lava eles, but I don’t us it and most of the people i run with don’t either. I’ve seen cleric support and pvt type builds work so far, i prefer cleric’s. as above, get master of consecrations for wall. I don’t worry about condi removal much but I’m sure that the new fractals will be all about condis because ANet always wants to hassle us.
D/D Ele Nerf, Engineer kit buff.
How does ANet “balance”? Ask Spirit Rangers; Anet deletes the build.
“[b]There is a reason my dueling videos are not out yet. Ever since my youtube channel got up from the ground, I’ve noticed a shift in a lot of people’s attitude towards me. "
There will always be haters. If you don’t put out videos, they will just find some other thing to aggravate you. There are a lot of people that like your videos though, and we appreciate your content. It’s a lot easier to trash a video than to make and comment one.
In my opinion, the most important thing to do is survive. Use as much vitality/toughness/condi removal as you need to do that. Next, if I had a necro in my group, I would want cripple/weakness/blind and maybe poison. At high levels, tanking is pointless, so you end up kiting a lot of things.
Don’t focus on dps, necro can’t compare to other classes. But necro has some of the best long term movement impairing abilities, and a few good ways of causing blind. Spectral grasp can be useful, and wells are generally good.
I am just throwing around ideas. The point is, Necros need to do something besides stack bleeds and go into death shroud and sometimes do cripple/poison and give themselves might. In my opinion, the class needs something more interesting as a “special ability” (compare death shroud to mesmer illusions, huge difference in how interesting and skillful the mechanics are), and needs to bring something group-oriented to group play.
Necros are good at chill, cripple poison, and weakness. The problem is that, in pve, these abilities are so situational that they are nearly irrelevant. The profession just doesn’t bring anything that another profession can’t bring, and the other professions generally bring buffs for the group while doing their job. That’s where I would like to see Necro; add the ability to add modifications to existing condition – that is an important mechanic that no one else can do. They also need to bring something for the rest of the group, I think some form of slow-but-steady incremental advantage, such as all members gain 20% to life steal on crit, minons grant 3 stacks of might when they die, just something to help make the group better.
Here are some things that I think would make Necro a brilliant class. These are all new ideas and of course assume that broken skills would be fixed as well.
1. Remove bleeds as the focus of the class. Between the cap and the rules for bleed stacking (new pushes off old), it’s too crowded for the class to shine.
2. Change Necro mechanics to focus on the more unusual conditions, for example Poison, Chill, etc.
3. I would LOVE to see Necros add new “sub-abilities” to conditions that enhance them. Basically, take the concept of Plague Form and make it into a theme. Necros could spec into auras that might, for example, add damage to the Cripple condition, allow Poison to stack intensity, add Blind to Weakness, etc. This would make every party appreciate having a Necro because they can objectively improve the group’s performance. Now THAT is a true “master of conditions”. Also, see #4.
4. Minions need to add something to group play. For example, the Flesh Golem could add 1 stack of Might to the group, duration 8 seconds, every time it attacks. Chaos monster (the one with the Blind ability) could add “25% chance to cause Blindness on critical hit” to everyone in the party. Bone minions could grant regeneration to the group when they die. Another angle on this is that certain traits could add conditions to the minions’ attacks; for example, all minions inflict 5s of vulnerability on each attack, all minions inflict 1s of Cripple when they attack, etc.
5. Just a thought – add an ability like “Reinforcement At Hand” , a grandmaster trait, that is something like “all minions will reanimate 5 seconds after dying without being recast.” This would help with minions v. aoe. For example, if you have a minion master Necro v. Lt Kohler in AC, every few seconds all his minions go boom and then most of his traits are wasted for 20-60s. Alternately, GM trait where minion cooldowns start ticking at the time that the minion is cast, not after it dies.
6. Add a cleave melee weapon, probably Axe. While Axe’s auto-attack deals very little damage, if it dealt an AoE weakness then it would be a strong addition to the group and would encourage a Necro to use a range that isn’t used by many classes and rarely offers enough to come closer than 1200.
7. Improve Necros ability to slowly regain life. It’s very hard to win a war of attrition without the ability to sustain. The siphon idea is ok because it isn’t burst healing, so it’s attrition style, slowly refilling. This could even apply group wide, for example a Life magic GM trait that reads "Allies receive a small heal (100pts) when applying a condition (1s internal cooldown – no 1k heals for “On My Mark”).
I just cancelled a bunch of buy orders I had put in, and no money at all was refunded. I had put bids in on some sigils and some runes.
Also, I’d suggest 2x water 2x superior monk 2x major water/monk for 40% boon duration instead of 30. I think that another 10% boon duration is worth more than 100 healing power.
Well, drat. Was really hoping I had something there. It’s always a disappointment when games put in hard caps on various abilities, really hampers the potential of build-making. Thanks for the answers, y’all.
It might not work as the game is currently coded, but it’s still a great idea and I’m glad you brought it up. Also, who knows what future patches will bring.
Also, I am actually playing less and become less and less interested in the game because the rewards are so bad, I don’t have any incentive to do much of anything. Cof, AC, etc.? I don’t need the tokens, and I don’t feel like there is a chance of getting a good drop.
GW2 currently feels like a casino where no one is winning much of anything and people are starting to look for another casino to play at, but it’s hard to leave because we like this casino and we know it would only take a simple, common sense fix. And Elder Scrolls Online isn’t out yet.
Loot is terrible and has gotten worse since November. This is a fact. If your tests are not showing any differences, then your tests are flawed; perhaps they don’t include some kind of DR code or are missing some other factor.
I have run level 40+ fractals for over 2 weeks and the loot is atrocious. I get maybe 2-4 rares from the entire set, and I primarily run dailies (jade maw) because the loot is so bad that I have no interest in progressing further (48 atm). I’ve gotten exactly 3 fractal weapon skins, and 2 of those were from doing the tier 3 dailies (20-29).
I also agree with what another poster said about some people getting worse loot since Nov and some people having unchanged loot. A good friend of mine just hit lv 20 fractals, and he has already gotten about 8 rings and he gets 1 exotic, 5 rares, and a core or 2 nearly every set he runs.
Basically, you are trusting whatever tests you are doing to give you the “accurate, unbiased, concrete picture,” but they are not – they are misleading you. This wouldn’t be a 23 page thread if it was false.
If your watch says 12pm but it is pitch black out, no sunlight at all, you don’t say “I don’t believe it’s pitch black out, and I know there is plenty of sunlight, because my watch says noon. I must need to get my eyes replaced, because this cannot be reality.” You would think, Oh my watch needs to be set to the correct time.
Don’t make this more complicated than it needs to be. Loot sucks. Champions don’t drop loot. Fix it.
If you really want to bring something to a fractal group, the most important thing is AoE Cripple (Scepter 2 + Epidemic). At higher levels you really can’t tank mobs, they hit too hard. Cripple is not blocked by Defiant and makes everyone’s life easier.
The problem with power builds is that you want to use Dagger, but you can’t get in melee with this stuff. You wan to invest in the Power tree, but you need 30 in Curses (Scepter +33% condition duration) for the cripples/weaknesses and will probably want some points that buff wells. So now points are becoming short.
Also, Epidemic on its own is devastating v. groups of mobs whether or not you are condition spec. 5 people will stack conditions very quickly and then Epidemic spreads them all. Spreading 20 stacks of bleeding from 1 to 4 mobs is the fastest way to move through packs that I’ve seen. Assuming bleeding ticks for 100, if you spread 20 stacks to 4 other monsters, you just added 8,000 dps (20*100=2,000*4=8,000). A condition build may seem like a waste because stuff dies before you can stack, but at later levels stuff lives for a long time and the stacks do tons of damage.
So in my opinion, Necros can bring 2 main things: outstanding aoe damage on a short cooldown, and fantastic condition variety (weakness, cripple, chill, etc.).
Thanks! Trying it out tomorrow.
I have run an insane amount of dungeons and I am at 46 in fractals. I never get anything to drop. Other friends of mine will come out of 1 fractal set with an exotic, 3 rares, 3 cores, etc. I am lucky to get 1-2 rares and a core out of the run. Certain people have this happen consistently. This isn’t over 1-4 runs, this is over probably 50+ runs. It’s not observer error.
Please explain if you have coded a “loot drop fact” into accounts or characters when they are made. Something is going on here. No matter how many times you say there’s nothing of the sort, reality proves otherwise. When the explanation doesn’t match the actual results, there’s a problem.
How long are you going to wait to tell us that you’ve coded intentionally / “discovered a bug” related to this. I’m positive that sooner or later we will get a post about Guild War’s 2’s “wi flag” (reference: http://asheron.wikia.com/wiki/Wi_Flag).
7. Dredge: Just way too time consuming.
a. Remove the dredge at the very beginning.
b. I’d like to see a strategy for the main room other than “die on the buttons and stealth the panel.” Suggestion: add 2 harps or static generators or something right after the door to the main room. Each one plays and then has a cooldown; the 2 cooldowns overlap by about 3 seconds. As long as one harp/generator is being played/activated, the dredge in the main room will not attack. This gives the other 2 non-button players something to do and encourages communication – if both use them at the same time, the whole group will have all the dredges to fight for say 15-20 seconds until they cooldown.
c. The dredge need to despawn down to a solid 1 pack fight after the door is bombed. This just takes too long.
d. The little hallway up to the final boss room, I would like to see all the stragglers condensed into 1 good pack to fight. They should all appear in a cinematic (this fractal lacks a sense of theatre): the dredge can appear in an armored car, and the ice eles could drop from the ceiling like icicles that broke from the ceiling.
e. If that isn’t a good cinematic, then the Champion dredge boss (the armored car one) could appear in a cinematic of the car driving up, he jumps out and roars or something, and then uses his big damage move to break some rocks – illustrating that this is a move you want to avoid.
8. Svarnir / ice fractal:
a. The archers’ move that makes red circles on the ground is too strong. Make the circles smaller or decrease the damage.
b. On the large fire, I’d like to see some kind of decoy strategy here. How about if the players throw a torch, the mobs will chase it and put it out as their top priority (I’m trying to echo the concept of the fight in CM where the players race barrels to the gate to blow it up; I always start by throwing 1 barrel far away for them to chase initially). This will encourage communication and strategy.
c. Prevent the corrupted ice crystal from doing its knockdown move, or drastically increase the move’s recharge time, while the veteran elementals are in combat. Between frostbite, ice projectiles, the red circle move, and knockbacks, it’s just too much.
d. Keep the “chase the torch” mechanic for the mobs between the Ice Crystal and the final boss; this encourages more teamwork.
e. Reduce the final boss’s hp by 30%. Just too long of a fight.
I don’t believe I have missed any, but if so I’ll come back and edit.
Detailed comments about Fractals of the Mists
Overall, I love the concept and the feeling. Great job. My comments come from the perspective of a level 46 fractal player and are intended to apply to all fractal difficulty levels. My primary concern is that some fractals are strongly disfavored relative to others. Many of these disfavored fractals are simply way too time-consuming, while a few of them have fights that are too hard. In particular, some of the boss fights are a bit of a “snooze fest” where everyone knows what to do and executes for period of time that is long enough to demonstrate mastery of the fight, but the bosses have so much hp that the fight gets genuinely boring. And, as a general comment, the loot increase in the 30s, and 40s is just absolutely nails-on-the-chalkboard hideously bad; 30s are harder than 20s and 40s are harder than 30s and the loot needs to clearly reflect that. Let’s talk about the individual fractals in detail, in whatever order my caffeinated brain picks:
1. Grawl:
a. Veteran shamans spawn too fast and run too fast. Profession CC is (rightfully) limited for pvp, and I think this part expects too much communication between a group. Unless all 5 people know each other and are communicating in a voice program, chaining CCs.
b. I’d like to see the vampire bats grouped up right where the 1st bat is, and a cinematic where they appear out of nowhere and race down that tunnel towards the group. I think this would be theatrical. The rest of the place until the boss would be empty.
c. Imbued Shaman: The lava elementals are just too many and too much damage; in my experience this is by far the #1 “ragequit” fight. I’d like to see this phase encourage the party to group up (boss should stop his agony arrow for X seconds after eles spawn) in order to aoe down the eles as a counterpoint to the general strategy of spreading out. This would make the fight more dependent on learning and practicing the movements rather than just a panic of projectile deflection + healing + running around + etc. It’s a good fight, it just needs to be tuned and it needs to have some overall plan to the encounter.
2. Cliffside: This fractal is just too long.
a. The cinematic needs to make it clear why these people are bad and need to be killed. Have the cinematic include a shot of the boss talking to an avatar of Zhaitan or something.
b. The 1st boss fight and the ankle seals need to be condensed and the 1st boss needs his health cut in half. When the party fights him on the ground, at 10% hp (10% of the already reduced 50% hp) he should teleport up to the ankle seal and summon a single non-veteran cultist. It needs to be at 10% hp because his moves are strong in a tight fighting space. The single cultist keeps respawning until the seal is broken; this makes it exactly clear, for new players, what to do and is fast enough for experienced players. Also, the ankle seal needs to break in 1 hit. Thus, all the mechanics are explained in an efficient manner.
c. The set of planks before the arm seals needs to be removed. The various planks are a great idea, but this set has no special mechanic and just slows everything down too much.
3. Harpies: Ok, we get it. Platforms + knockback = annoying.
a. That said, leave all the harpies in
b. Flame Shaman needs to have his hp cut by 50% and ettin’s hp cut by 25%. They just slow everything down too much.
c. The hp on all the asura’s golems should be cut by 10%. This is just for pacing; the alternative is to speed up the harpies by removing some.
4. Old Ascalon: LOVE LOVE LOVE IT. But please stop the NPCs from rushing the siege gear while 3 packs of ghosts are still alive >.<
5. Swamp: Great twist on the general idea of a dungeon (e.g. pull pack, kill, pull pack, kill, etc.).
a. Adding 10-15 seconds to the wisps would be nice, but that’s just me
b. Add more light and contrast to the trees that pop up to block passage; they are very dark and it’s hard to tell where good jumping spots are. A little goes a long way.
c. Cut Mossman’s hp by 20% and Bloomhunger’s hp by 30%. On this fractal, the “boss” is the swamp itself.
6. Underwater: Cut Jellyfish Beast’s hp by 30%. Good design and mechanic, just takes too long.
i’m not saying ascended gear shouldn’t be elsewhere but all ascended gear should be available in fotm.
Why is that?
I just wanted to immortalize this response.
If you need to cheat AC…well IDK…
I’m stunned by the notes. The minion fix is “nice,” but that’s all? They must be saving something for the Feb/March pvp oriented updated
“I’m so excited, and I just can’t hide it”
I love the feeling of hope and optimism that I have before the notes are officially released and I find out all my classes are nerfed but the Porous Bone drop rate has been increased to “compensate”.
Yeah, time will tell whether the ANET crew wants to adjust our AoE attacks. Regarding the Earth auto attack in staff – it is slow and I find it misses a fair amount at long range, but it’s a projectile finisher with no cooldown that causes weakness (which halves endurance regen and some non-crit damage). I like to combo it with Ice Fields to really stack on the chill and keep enemies in my AoEs.
Another good tip, thanks. Weakness is a great condition that can be hard to inflict.
I was playing my ele in wvw yesterday and I am not sure that meteor shower will be nerfed; if it is I think it will only be because staff has so many moves.
MS has a 4.5 sec casting time, that’s an eternity, and a reasonable cd and is also stationary. I’m wondering if they are talking about melee aoe more than cast aoe – for example the warrior Axe 5 (spinning axes while moving). I use that for aoe and for single target.
So far I am just stunned at everything staff can do. I hate the earth auto attack though.
Not quite ready to actually try d/d until I get some more experience and some decent survival gear. Already in love w RTL
Also, I really appreciate the details given above, that will be super helpful to someone learning the class like me. I did not notice that Erupt was a blast finisher (on a 6 sec cd!!!).
Stop trolling John. He’s one of the 2 devs that actually interact with the community. At this point if you don’t understand the concept(s) discussed you are either intentionally trolling or incapable of processing the information.
IDK why you guys want to be so annoying that yet another dev decides to stop reading forums.
The question that I am asking is, what do the ele players think might be changed about the class. I know nothing has been said. I’m assuming Meteor Storm will be changed, but I don’t really know anything more about the class than that. Does it have other strong aoes?
to be honest, I think it’s pretty laughable that people are saying Ele is weak. Kunst’s EU fractal group, lv 75ish, is 1 guardian and 4 eles. Maybe he’s just gimping himself for the challenge (sarcasm, couldn’t resist). I’ve fought many eles in wvw and they are incredibly powerful; they may or may not burst kill you, but you definitely won’t kill them considering the defense/boons/condition removal/movement skills. Ele’s are also one of the “required” classes in spvp. So let’s just drop that nonsense now.
The only additional level of complication I see in Ele is that you have 4 weapon swaps instead of 2, which is actually an advantage. I understand that, as with every other profession I have ever played, one must choose between traits and gear.
PS To anyone who thinks ele is weaker than necro, I don’t even know what to say.
Have you actually ever played a non bunker ele? Aka have you ever played a profession that must specc in a certain way to be playable?
How about Mesmer? Without traits Mesmers are terrible (besides portal/warp). I played around on a level 10 ele in wvw and I could do d/d, staff gave me dps/aoe/heals/debuffs/etc…with 0 trait points.
The question that I am asking is, what do the ele players think might be changed about the class. I know nothing has been said. I’m assuming Meteor Storm will be changed, but I don’t really know anything more about the class than that. Does it have other strong aoes?
to be honest, I think it’s pretty laughable that people are saying Ele is weak. Kunst’s EU fractal group, lv 75ish, is 1 guardian and 4 eles. Maybe he’s just gimping himself for the challenge (sarcasm, couldn’t resist). I’ve fought many eles in wvw and they are incredibly powerful; they may or may not burst kill you, but you definitely won’t kill them considering the defense/boons/condition removal/movement skills. Ele’s are also one of the “required” classes in spvp. So let’s just drop that nonsense now.
The only additional level of complication I see in Ele is that you have 4 weapon swaps instead of 2, which is actually an advantage. I understand that, as with every other profession I have ever played, one must choose between traits and gear.
PS To anyone who thinks ele is weaker than necro, I don’t even know what to say.
Well I answered your question not sure if you’re asking for more responses or if you were saying nobody had answered you yet.
I personally think they are less likely to touch pure aoe abilities (meteor shower/lava font) and more likely to change abilities that deal aoe and direct damage (many dagger abilities, fireball, etc.)
Time will tell.
I appreciate your response very much! It’s just that some of the other posts were not on point. I played one up to 10 in wvw and I’m really impressed with everything the class can do, so I’m making one – not investing too heavily until I see how the patch turns out.
The question that I am asking is, what do the ele players think might be changed about the class. I know nothing has been said. I’m assuming Meteor Storm will be changed, but I don’t really know anything more about the class than that. Does it have other strong aoes?
to be honest, I think it’s pretty laughable that people are saying Ele is weak. Kunst’s EU fractal group, lv 75ish, is 1 guardian and 4 eles. Maybe he’s just gimping himself for the challenge (sarcasm, couldn’t resist). I’ve fought many eles in wvw and they are incredibly powerful; they may or may not burst kill you, but you definitely won’t kill them considering the defense/boons/condition removal/movement skills. Ele’s are also one of the “required” classes in spvp. So let’s just drop that nonsense now.
The only additional level of complication I see in Ele is that you have 4 weapon swaps instead of 2, which is actually an advantage. I understand that, as with every other profession I have ever played, one must choose between traits and gear.
PS To anyone who thinks ele is weaker than necro, I don’t even know what to say.