Convince me and my friends to transfer to your server. We hate queues and love killing people.
Yeah I’m pretty dissatisfied with the changes, strongly considering giving up on this game. Staff changes are nice but I don’t want to play staff, as it will always be for static fights and clunky in all other aspects of combat.
Scepter autoattacks are still a joke. Dagger is just all over the place and needs each of its skills and cooldowns looked at.
EDIT: We also still have many of the worst traits in the game. Many of them literally do nothing.
“Elemental Attunement: Normalized this trait so that each boon can be applied to up to five allies within a 240 radius.”
Nerfed the radius of our buffs. Can you please explain why this trait has such a tiny radius? It makes it pretty much impossible to use properly in WvW. This should be 480 or at least 360.
“Evasive Arcana: Normalized the radius to 180 for each spell created.”
This should be at least 240. That’s what Cleansing Wave is normally, and Cleansing Wave’s radius is already too small.
Please buff these support traits to at least 360. Every other class has a minimum of 360 radius on most/all of their buffs that are supposed to help allies. These should be consistent with the radius of Powerful Auras at the least.
(edited by red.2387)
Guilds would probably have to pick a faction.
It’s really starting to feel this way. The other classes have to sacrifice too much of the stats they need to have the survivability that the heavy/high hp classes have baked into the class.
Kinda hard to kill the elementals without killing the oozes for a bunch of classes.
Elementalists are just at an inherent statistical disadvantage. We start off with the lowest armor/health of any class, and then ontop of that, we have to put 300 points in a line that doesn’t give any stats. By the time we’re done gearing to compensate for this fundamental disparity, we have absolutely no room left on our gear for damage.
Almost every other class gets at least 250-300 points worth of condition damage, precision damage or power from their traits and ALL have more health or armor than we do.
Where are we getting compensated for this, statistically speaking?
Anyone else find these slightly too rare? I wouldn’t mind seeing WvW camps and towers buffed 2-3 fragments each, along with chests from some of the JPs. What I don’t really understand is why some JPs give 7-9 frags while most only give 2-4.
Eles need higher base damage to account for the fact that they have the lowest base HPs and the lowest base armor. Why this isn’t obvious to the developers I don’t know.
Why should we have to rely on on conjures to be good? Isn’t that admitting that the weapon skills we have are poorly designed?
The final tier of this should count as legendary and you should be able to swap it’s stats at will. It would make the final upgrade actually worth it.
While you’re looking at Rune sets can you fix this set’s 6 piece bonus? It hasn’t worked since launch. It does nothing.
I miss having the option of playing a dedicated healer.
“Was feeling the itch to play GW2 again and wanted to see what in the world changed and maybe explore the areas I didn’t go to (At release I spent literally over 80% of my time in WvW). Logged in, equipped my daggers, used my ride the lightning ability and saw it has a ~45s CD and doesn’t ignore gravity anymore.
Logged out, will never log in again."
- A friend of mine, today.
While they’re fixing block effects for the AE cap, these invulnerable players should NOT count towards the AE cap. Many times I’ve gotten off churning earth in a large group and had most of the attacks absorbed by people invulnerable while transitioning to a downed state.
The real question is WHY are they nerfing the radius of our support buffs? Elemental Attunement nerf makes no sense. They should be BUFFING the radius of these types of effects. If they don’t want the ele to be a solo powerhouse they better kitten make it a good support class instead.
Post spec please. :P
This ability should give 1 second of Stability like Stomp does for Warriors. They have the same animation!
(edited by red.2387)
Not Geyser. I was talking about the non-targeted support skills that radiate out from your character, like Cleansing Wave and Elemental Attunement.
Staff has it’s own separate problems.
In fact, this change would help Staff users, because traits like Elemental Attunement could actually affect allies even when you’re standing closer to the rear of a fight.
Actually, looking up other support skills in the game like Empower, I’m not really sure why these skills don’t have 600 radius. Why am I traiting for these support abilities if they’re not even as good as basic weapon skills that other professions get?
I don’t understand why the radii on all of our support skills is so small. Personally I think all our PBAE support skills should be normalized to 360 in radius. Cleansing Wave, Elemental Attunement, Powerful Auras, Tidal Wave, and any of the ones I’m not thinking of right now.
Making them 180 you might as well just make them personal only. There’s no way that you can actually use skills like that reliably to buff/heal your allies in real combat situations. Anet should make it easier to support other people in combat, not impossible.
I would like to see healing be a more viable playstyle. I would love to see more traits and weapon skills aimed at being a primary healer. I think this would help WvW a lot, if skilled healers could keep groups up versus unskilled zergs.
Basically, the problem is threefold:
1) Some of the nerfs were never necessary.
2) Most of the other classes have since been buffed.
3) People understand how elementalists work now.
Anet really needs to go back and look at some of the nerfs they’ve given the elementalist and actually think up some buffs to go along with them.
Exactly how are elementalists compensated for having the lowest armor and lowest health in the game? Shouldn’t we have the highest base damage? Because we certainly don’t, dagger damage is AWFUL, especially autoattacks, and scepter damage is also terrible against anyone that doesn’t stand perfectly still.
Please please make it increased boon duration.
How do you have an elemental and a greatsword?
ITT: People who don’t know anything about computers.
Hunger Royale had a lot more participants, it had teams, it had a much larger play area, and in general was a lot more exciting.
This ability would have 5 levels and increase the amount of damage your CHARACTER’s attacks deal to doors and enemy siege weapons by 50% per level. So at level 5 you’d kinda be like a walking ram.
Changing MF to Boon Duration would be awesome in my opinion.
ArenaNet doesn’t devote a lot of resources to WvW because it’s not very popular, but it’s not very popular because they don’t devote a lot of resources to it.
It seems to me that ANET’s idea of balance is to nerf/break every remotely viable build, until every build is equally weak and unfun to play.
What kind of system is that? It’s the number 1 reason why I haven’t played in months, and it gets worse with every patch.
Blame the terribads who flock to FOTM OP builds instead of coming up with their own. Would you prefer they make it so that you only have one viable build and if you use anything else besides that you’ll be weak?
Balance is extremely important from a PvP perspective, so deal with it and adapt.
Fun is an extremely important part of a game experience. No one wants to play a game where every build for every class feels weak and useless.
It seems to me that ANET’s idea of balance is to nerf/break every remotely viable build, until every build is equally weak and unfun to play.
What kind of system is that? It’s the number 1 reason why I haven’t played in months, and it gets worse with every patch.
Okay so I understand that you normalized Mist Form to be like other invulnerability spells.
How about you normalize base health pools while you’re at it?
Different classes are different. Elementalists needed Mist Form the way it was to compensate for our lack of HPs and armor by design.
Yeah and 30 points in Water and Vitality on every piece of gear still brings us up to the base HPs of a naked warrior.
Do they even understand WHY elementalists have to build the way they do? And what exactly do we get in return for our lowest base health and lowest base armor?
What devs think: Elementalists spend all all their traits on healing and defensive traits. Lets nerf healing and bunker traits so that they’ll take damage traits instead.
What players actually do: Elementalists got their healing and defense nerfed, need to stack more defense just to be able to play the game.
Stop balancing the game around class performance in sPvP. Have you checked Twitch lately? This game is not an esport. It’s not even in the top 25 games on Twitch.
I’m just never going to play this game again unless this change gets reverted in PvE and WvW. It’s not even fun anymore and just feels punitive to change the class like this for no real reason.
Mist Form change should be reverted in PvE and WvW too, eles already have enough problems in PvE and WvW with such tiny amounts of base hitpoints and armor. How exactly are d/d elementalists supposed to survive in large fights when we don’t have any of the fallback skills that other melees have to soak damage?
This is just a massive Quality of Life nerf for eles in PvE and WvW. It doesn’t address any actual problems in either place. RTL was fine before Spirit Watch, why nerf across the entire game just because of 1 spvp map?
Why would they nerf it’s use as a travel skill but not as a combat skill?
Was very sad when I saw this note for spvp:
Kill Spam now displays all kills on map.
Kill spam in RvR was quite literally the best thing about DAoC.
Travelling in this game, especially WvW, is already slow and frustrating enough as it is. No other class gets their primary travel skill nerfed.
WvW isn’t really PvP and doesn’t need to be balanced as such, unless by WvW you mean running around looking for 2v1s.
If you’re talking about actual WvW battles, almost every class needs huge buffs to sustainability/survivability and supporting the people around them.
A couple things:
- For PvE/PvP/WvW, we know that those are 3 different playstyles, we don’t just lump PvE and WvW together.
Considering WvW and PVE use the same skill values, yes you do.
We’re starting to split PvE/WvW in the upcoming patch.
But we want them to be things that keep consistency across the game types as much as possible.
Please don’t do this. I don’t want to have to constantly pay to respec and get completely different gear for WvW and relearn to play my character as well.
This is very repeatable, but not a huge problem.
If you tab out while the game is transitioning from launcher to character select, Guild Wars 2 will not have appear on your taskbar. It will basically be an orphaned window with no taskbar icon.
That is the issue…
Despite the greatest part of the community is WWW AND PVE we have to suffer nerfs for game modes where D/D is not an issue for sure…Expecially touching traits means WWW and PVE nerfs.
COnsidering how in pve Wariors and guardians are utterly broken and OP and are monopolizing groups mostly it rightfully makes people upset.
D/D ele maybe is OP in PvP but if you nerf it again in pve/www it will become unviable….
So for the sake of few pvp players don t ruin the game of thousand players thank you!
KEEP any nerf to pvp
It’s not just D/D that could become nonviable. All elementalist specs need massive survivability to come from skills and traits to compensate for the fact that we have both the lowest armor and lowest health of any class.
Very well written Symbolic.
Great write-up. Just so you guys know, we’re trying to bring down the cantrip Ele, while also being careful to let other Ele builds work. We don’t want to just take all Ele’s out of play, but we do need to bring a few things down (traits/skills) in efficacy.
Please remember that any changes you make have to leave the Ele still viable in both WvW and Fractals, where having the lowest hps and armor is already a heavy viability. I find myself having to play these bunker builds just to be able to survive in WvW and high end PvE content just to have any amount of survival at all. And when I saw WvW I mean actual WvW battles, not solo roaming and fighting 3 upleveled stragglers.
In fact, the idea of balancing around spvp which has proven to be the least popular aspect of the game seems like a complete waste of development resources. This game has, unfortunately, failed to develop any kind of esport following and maybe abandoning spvp as a balancing metric in favor of making all classes have better self-sustainability and support in WvW and PvE would help improve those aspects of the game.
(edited by red.2387)
Why did you make this zone? It’s the same 1 mob model spammed over and over across the map in various sizes. The mobs are obnoxious to fight Navigating the zone is awful. There’s no real story. Nothing here makes any sense. Traversing the zone is a pain. There’s no interesting locations.
All this zone serves to is punish anyone that gets a guild mission here. The game would be BETTER if you un-added this zone to the game. Any time that I’m forced to go here I’m reminded what a waste of development time it was.
(edited by red.2387)
This is an incredibly long boring grind for something tied to actual character progression.
I’m assuming that this, like the Halloween and Winters Day events, will be available every year, the reason I say this is because in GW1 there are Terminator themed quests every year for April fools.
If you enjoy it as much as we do, than yes, it’s very likely to join the list of content that may make an appearance again the future and be expanded on. This is indeed one of our goals of developing a living world with the game!
Please bring back Hunger Royale while you’re at it.