sidenote: scerevisiae’s stormlike moving overloads is a cool idea, no idea if it’d be better or worse than currrent mechanic, could be fun, I like water globe on warhorn.
How do you use overloads at mid range?
That’s the problem: they’re useless at anything but point-blank range currently, and fairly useless there too because of he long channel, weak effects, and punitive consequences to interruption.
Mid-range overloads came up because I proposed the best way to make them work is make (some or all of) them castable at ~900 range and have the resulting storm AOE move in a direction like a slow projectile. This would work pretty well with the fire and air overloads, the animations wouldn’t even need to change.
They have the tech now for moving fire/lightning fields so this could be pretty cool…. the point is though, overloads would be usable with multiple weapon types instead of just dagger.
If you use overloads a lot, arcane becomes much less useful, since you’re not swapping attunements often enough to benefit from swapping recharge reduction and boon-on-swap traits, freeing a trait line.
Overloads have more than just number problems, the whole concept of channelling anything at point-blank range for up to 5 secs as the lightest armour/lowest HP class with no innate stability has major issues.
The best thing I think they could do is make Overloads castable at 900 range and have their storm effects move in the direction of casting like a moving AOE, and then bumping up the ranges of warhorn skills so Tempest plays in the 600-900 range.
Theoretically scepter is 600-900 range but it kinda sucks at that range.
For me it is quite clear why they dropped sword, Hot is facing major crunch time. So eles got the short end of the stick and got lame warhorn cause
1. Cut down on animations, only have to do 1 with warhorn.
2. Less skills to worry about.
3. Warhorn is easier to balance since it just gives us more of the same as we already have as an ele.
I think there’s probably a lot of truth in this. It’s certainly true that Ele really needed another long-range option, and main-hand was the best way to deliver that.
I can see something that mixed close and long range skills with a lot of mobility, similar to Shiro/Sword Revenant, working pretty well.
(edited by scerevisiae.1972)
stuff
Outstanding writeup. You didn’t sugar-coat any of the negative player-feedback – you addressed it head on, and you provided the rationale behind all the changes as well as the things that are being left as-is.
Not a trace of the often condascending and unwaveringly overly optimistic scraps of feedback we usually get. Major kudos.
@Anet, promote R.G. and take note: this is how to engage with players in 2015.
Lol so much negativity. Curious why people think “xxx is useless!” and such is in anyway useful.
Of course it’s useful, it’s feedback that as currently implemented, the opportunity cost of overloads are not worth the reward of using them – ie: they are useless.
The fire overload is the most useless, as it’s a 5sec channel and the fire tornado just sits there and does nothing. Either it should move in a direction, or have a larger AOE or some secondary effect.
But by far the biggest contributor to uselessness is the 2.75-5sec channel times + punitive attunement lockout for 20sec considering how easily overloads will be interrupted in practise, not to mention going on 20sec CD even while switching attunements.
Overloads are really, really crap at the moment, just read any of the feedback threads, this sentiment is universal, and there’s no way to sugar-coat it.
I think more play should be had to get used to Ele and Tempest but I think you played strongly. I will say that it was rare that the overloads played much part in the battles’ outcome except perhaps water overload. That either says you need more practice using them or that the overloads themselves need some help or perhaps some of both (and it’s likely either the 2nd or 3 option).
Undoubtedly. Anet has tried to make the case that Tempest “requires good positioning” but with the current (small) ranges that argument doesn’t hold up at all – overloads simply require your opponent to be outright incompetent (in the sense that if you can’t interrupt a 5sec super-obvious channel, then you are indeed incompetent).
In the case of the fire overload, if you can’t move away from the super-obvious but stationary fire tornado, you are also totally incompetent.
Reaper does look strong. Not sure if they plan to tweek it up some more or down but I think Tempest has nowhere else to go but up.
Agree, tempest is already rock-bottom, and if I got anything out of this video, it’s that reaper looks really good. Others have raised mobility & slow attacks as a problem but I didn’t get that from the video.
Agree with others that OP would have been a lot more effective with off-hand dagger or focus. or staff for that matter.
Overloads either need to be castable at range or need stability if point-blank.
Tempest should be able to work at long as well as close range.
I might add I think it’s pretty silly that warrior has more long range (1200) weapons than ele.
(edited by scerevisiae.1972)
The thing that really stood out to me was how bad Overloads were – they were interrupted around 50% of the time, and even when he/she got them off, they were pretty ineffectual. The water overload seems to be the only semi-useful and even then, it’s a high risk use of 3sec channelling when he/she could have achieved as much or more healing in that 3sec using other skills without locking out water attunement for 20sec and risking easy interruption.
tl;dr: Overloads are currently useless.
Anet silence deafening
the only problem with condis is +/- 40% condi duration food.
And then some
can’t say I’m too surprised at the poor reviews tempest is getting – a close range spec with lightest armour & lowest HP channelling weak effects for 5sec at a time plus punitive attunement lockout on interrupt was never going to work.
the whole concept is so disappointing.
my suggestion? make overloads cast in 1sec with a GM that allows them to be cast as a long-range GT-AOE so there is some utility.
I like it how it is.
I just wish I could interrupt it. That’s pretty much all I ask for.
Yeah that, or make you evade for the period where your character is uncontrollable.
Nothing more annoying in this game than dying as a direct result of skill lockout on a kitten auto-attack chain.
Anet have had 3 years to make conjures not suck, yet despite i think 6 (?) straight conjure buff patches, they still only really see gimmick use in dungeon runs.
not buying expansion
More than one map in expansion confirmed
in Guild Wars 2: Heart of Thorns
Posted by: scerevisiae.1972
I think it’s pretty sad when players are excited that there will be ‘more than one map’ in any expansion. That said . . . woot. An unknown number, but greater than two.
Thrilling.
Not to mention, a good proportion of us don’t care about world PVE content anyway. I’m willing to bet a large % of WVWers would gladly trade away all the PVE zones in the game just for 3 individual borderlands maps and maybe a WVW/PVP dungeon in the spirit of DAOC’s Darkness Falls. World PVE zones have zero appeal for me.
As for the one map thing, what Anet say and what they do are often fairly different things (hello manifesto, hello only 9 new skills added to game in 3 years…), so it’s understandable that people are fairly sceptical.
(edited by scerevisiae.1972)
Yep, the implementation of pets in this game is pretty horrible. Notwithstanding the 2 decades old AI, pet skills are universally slow, and uninspiring to the point that the vast majority of pets are never used by anyone.
It would have been better to have had a much smaller selection of pets and just make them good, instead of mostly pointless low AI drones with largely copy-pasted abilities.
Thanks. I’d be happy to help, but I’d need to see some code.
5 second channels in close range with bo innate stability on the lowest armour,lowest HP class in the game. Wtf were they thinking?
Worst possible outcome.
If both mainhand weapons are close range then it should be obvious we’d get a close range offhand. I’m puzzled why anyone would wish otherwise.
Scepter isn’t close range, its mid range.
It’s effectiveness at 900 range is really bad though, all the effective combos are close range, so it’s effectively a close-medium range weapon. D/? is definitely close range, and now tempest is also close range, leaving staff as the only long ranged weapon, which seems pretty wrong for a mage archetype.
Not to mention the least armoured, lowest HP class needing to channel 2.75-5sec skills in close range screams terrible design to me.
5) hated it
Why oh why is it yet another close range option? dagger is already close range and sceptre is effectively close range as well.
support? we already do that on both S/? and D/?, we don’t need more.
and 2.75-5second channel, WTF are they smoking? Who is going to seriously channel for 2.75-5sec in WVW/PVP? Being locked out of attunements for 20sec?
I can’t see myself using any of the new stuff except just the warhorn. maybe.
I don’t know they chose yet another close range option when D/? and S/? are already close-medium range options.
Anything with a 2.75-5 second channel is never going to work in PVP without added stability and/or stealth, especially when it locks out attunements for 20 sec. Getting locked out of water for 9sec is bad enough, imagine 20sec.
I don’t see a good reason to use any of the shouts over cantrips, yay another useless utility set.
warhorn skills look fine but for the fact it’s yet another close range weapon, like we didn’t already have cloe range options already. I want to play a mage kitten it, not a warrior!!
So so disappointed.
Those don’t/cannot suffer from pathing problems like targeted movement skills like RTL in the first place… Apples and oranges…
It’s very obvious you don’t know anything about game dev so why bother commenting.
Also Ride the Lightning only hits hits if you have a target selected. If you don’t have a target selected, it doesn’t hit and so it goes on a 40s cd.
I could make another video but around 50% of the time even with a stationary target selected it still manages to miss and go on a 40sec CD.
note also from the video there are 2 position snaps and they are more than 230msec (my latency) apart. some aspect of their implementation is magnifying the lag, instead of covering/predicting it as other games do.
oceanic ping has nothing to do with code. They don’t house servers from over there so its only natural some of the packets get lost or take awhile to ping back to you.
It is entirely to do with their code. This does not happen in other games. These skills, and all of sanctum sprint, cannot handle the higher ping. Their code sucks.
yep, i’m afraid this is the right answer. It’s bad implementation. The proof is that other MMOs have skills that perform similar slow projectile-like movement that animates smoothly and doesn’t snap positions twice as it’s currently doing.
The fact it snaps position twice as shown in the video is evidence enough of a bug. The second clue is that the position snaps are more than 200msec apart, so the network latency aspect is being amplified.
So you experience the same rubber banding when you lose packets on the way with Burning Retreat. Burning Speed shows the same behaviour, but it is not that noticable due to the shorter distance you travel.
It still all boils down to a bad connection…
I understand the issue you have with these skills, but I doubt they will change the mechanic of those skills with the people with a ping of 200+ms in mind.
It’s not necessarily an issue of changing the mechanic, but rather implementing it better.
If planetside, darkfall, savage among others can manage smoother movement with a lot more players and similar latency, i’m sure Anet could too, if they made an effort.
No problems here.
no problems? there’s no damage at either the animation endpoint nor the final character position. there’s supposed to be 180 range AOE damage and RtL should only be going on a 20sec CD.
Not to mention other skills don’t suffer from this problem, even with an oceanic ping.
Not to mention no other MMO I play shows this level of sloppy animation/position desyncing.
It’s clearly broken.
(edited by scerevisiae.1972)
the actual damage from RtL should occur properly and the field from BR should be placed properly, otherwise it is simply a broken skill.
exactly. that’s why i videoed it. you can clearly see there is no damage applied at either the animation endpoint nor the server reposition. it’s broken.
But wouldn’t this also mean burning speed is also bug? I mean that the coding for retreat and speed should be similar.
they’re not, because virtually every other similar skill in the game does not show this position snapping.
this is exactly why it’s a bug.
it’s also worth mentioning that neither of these skills lagged at release.
there are numerous skill that leap forwards or backwards, yet none of those lag, it’s only these skills, and even then, burning retreat didn’t show this level of position snapping before the patch.
there is around half a second between animation end and position correct, and this is with ~230msec ping.
burning retreat doesn’t collide with entities, it always rolls the full distance (unless collision witn world geometry, but that’s static), there is no excuse for these to be any position snapping.
this is clearly a bug, or terrible coding, or both.
Ele skill “Ride The Lightning” (dagger #4) has been broken for approx 2 years, but now another Ele skill “Burning Retreat” (staff #4) has recently also become similarly bugged.
The animation for these skills is wildly out of sync with play position, causing weird server/client position snaps at the end of the skill, and for the skill effects not to be correctly applied.
The “snapping” is pretty gamebreaking. As you can see in the video, the explosion at the end of RtL hits no targets and results in the full 40sec CD for RtL, even when the player character is nestled amongst a dozen heavy golems.
This is pretty gamebreaking. It’s worth noting that both of these skills worked perfectly at release.
Ride The Lightning has been broken for approx 2 years, but now Burning Retreat is now similarly bugged. The animation for these skills is wildly out of sync with play position, causing weird server/client position snaps at the end of the skill.
The “snapping” is pretty gamebreaking. As you can see in the video, the explosion at the end of RtL hits no targets and results in the full 40sec CD for RtL, even when the player character is nestled amongst a dozen heavy golems.
This is pretty gamebreaking.
Because sceptre sucks in wvw and there are lots of people who only wvw.
Agree it’s a terrible trait.
The other terrible trait is poison master, not because it’s a terrible trait by itself, it’s that it’s nestled in between 2 mandatory condi removal traits.
Oh and traps were kinda gutted…
(edited by scerevisiae.1972)
Worst thing about warhorn is it means WVWers will continue to be stuck with staff, as sceptre is kitten in large scale, and there’s too much GT AOE floating around for dagger in T1.
(edited by scerevisiae.1972)
Thing with mesmer is you can burst as hard as thief but still have excellent ranged damage, utility plus survivability. It is a bit too good atm, I predict nerfs.
Inspiration is awesome for WVW, heal on mantra and mantra of pain has a 1sec CD, MoP is decent extra burst…
WVW only here. I’ve tried and tried to get into sPVP, but to me it just sucks. PVE is even worse. Most of my guild is WVW-only, with PVE only to fill gaps & make money/get shinies.
What’s for sure is WVW is the only thing keeping me play this game.
Confirming HS now works worse than before. Needs something extra.
What’s really frustrating is that time was spent to make this worse but gamebreaking bugs like this that have been around for 2 years are just quietly ignored.
(edited by scerevisiae.1972)
@Anet are you ever going to fix this?
I get the novelty value, cause after 3 years of the same game experience because of god-awful non-balance updates, i feel it too. But even as a joke spec, conjures just suck. The equip/use/switch mechanic is just too clunky, it’s unbearable.
I feel we are more than ok. I’ve been running water arcana fire and have been no less than a complete pita to kill. Damage is sweet too. Just swapped fire to earth so I imagine I’ll be even harder to kill now
On the whole, earth traits are pretty ok. It’s all the earth skills that suck.
you don’t need it in guild raids for wvw.
need it, no. but what beats the AOE heal/prot/condi cleanses from EAtt and EA?
i notice a lot of people talking about damage, but after the patch, there’s not a massive difference in damage add from any line other than fire.
Not to mention Arcana still adds quite a bit of damage through high fury uptime and extra might stacks and duration, retal. Not to mention, Elemental Surge is an under-rated trait for a ranged staff ele running AB, AW.
(edited by scerevisiae.1972)
water/arcane are too complimentary to give up IMO
staff builds are ditching arcane.
Am still mainly seeing water/arcane builds for staff amongst friends and enemies… have seen some zerker eles too, but they melted like butter.
As staff, why would you ever give up the easy extra heal, condi cleanses and blast finisher from EA? Especially now you get ele contingency for free for even more prot and vigour
(edited by scerevisiae.1972)
This bug still exists.
Well, it’s still bugged to the point of being unusable by anyone with more than a 100msec ping. Anet don’t seem to care.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Ride-The-Lightning-bug
Am still of the opinion that water and arcane offer more than any other 2 lines you can choose on Ele for pvp/wvw. The only real choice is what to take for the third line, but even then, it seems fire is the best of the 3 by a decent margin.
It still kittens me to tears that this is largely the exact same predicament as 3 years ago and that Anet continue to kitten this up.