Originally Posted by Symbol
O_o
The _point_ is that eviscerate is already in the running for best skill in the game. Now you want to introduce a non-elite lightning orb that essentially beats it (and not by a small margin) in damage, recharge, and range and somehow that's balanced? |
A star just fell in lament for all eles...
Ira Blinks
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Cynn Evennia
231 is the new cliché? Please dont fall into easy clichés because the proposal goes beyond the 231.
2-3% extra damage for me is ok. In another thread (Time to fix the elementalist) i posted 3-5% as a first proposal but i havent posted that here, and moreover i changed my ideas there to 3%. So please do me a favor and quote me correctly and in the right thread.
Lightning orb or Lightning hammer are the most powerful spells we have due to the 25% armor penetration, so their damage MUST be considered as the upper bound, never as standard damage. Here are the figures:
vs 60 armor
Lightning orb or hammer=140 dmg
With 13 attributes and 2% extra damage = 176 dmg
With 13 attributes and 3% extra damage = 194 dmg
vs 80 armor
106 dmg
2% extra = 133
3% extra = 147 dmg
vs 100 armor
83 dmg
2% extra = 104 dmg
3% extra = 115 dmg
Now, well informed, feel free to reply
2-3% extra damage for me is ok. In another thread (Time to fix the elementalist) i posted 3-5% as a first proposal but i havent posted that here, and moreover i changed my ideas there to 3%. So please do me a favor and quote me correctly and in the right thread.
Quote:
Originally Posted by Cynn Evennia
Extra damage with elements as a primary Elementalist would be really nice to have, for instance +3 energy storage and +3% elemental damage per rank in ES: for me 39% @ 13 ES is acceptable: it would make an ele deal 169 damage with a maxed Obsidian flame if she has 13 atts in ES
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Quote:
Originally Posted by Cynn Evennia
EDIT: The level 24 ele boss Chung the Attuned hits for 324 damage with his Lightning orb on a 60 armor foe
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Quote:
Originally Posted by Cynn Evennia
Each Energy storage attribute point should give you 2% of extra damage when using elemental magic (just ele magic)
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vs 60 armor
Lightning orb or hammer=140 dmg
With 13 attributes and 2% extra damage = 176 dmg
With 13 attributes and 3% extra damage = 194 dmg
vs 80 armor
106 dmg
2% extra = 133
3% extra = 147 dmg
vs 100 armor
83 dmg
2% extra = 104 dmg
3% extra = 115 dmg
Now, well informed, feel free to reply
Symbol
Quote:
and loses in cast time, insta-hit, armor penetration and overall poor survivability of the wielder... umm yes, pretty much. |
Eviscerate is not insta-hit. Cast time and armor penetration are the only valid points you've made, and that hardly compensates for the fact that eviscerate is elite.
Cynn Evennia
Quote:
Originally Posted by Spike
As for cyns attemept once again to show how week eles are, shes wrong AS USUAL. Does the ele who has cast Obsidian Flame only have 10 energy in total and therefore is unable to cast anything else during the 30 seconds the exhaustion is wareing off?. Of coure if you compare the damage of ONE spell vs the damage of FOUR spells. The FOUR spells are going to have more. Unless of course you compareing flare with meteor shower. Any ele who can play thier class properley (unlike cynn) would use gyph of energy to counter the exhaustion. Or use other spells while the exhaustion is wareing off.
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Quote:
Originally Posted by Symbol
It's "wearing" not "waring". And the purpose of that example is that obsidian flame can't dps, which sort of misses the point but still...
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Quote:
Originally Posted by Cynn Evennia
Obsidian flame is the only ranged spell in the elementalist's repertoire that ignores armor, the other one is the PBAoE Crystal wave (it is repeated as Teinai crystals). Its sad that the only armor ignoring spell we have has exhaustion; i quote:
"When Exhaustion occurs, the caster loses 10 maximum energy... Maximum energy is recovered at a rate of 1 pip = 1 point of energy every 3 seconds." Let me compare Obsidian flame with another armor ignoring spell, Vampiric gaze: A maxed Obsidian Flame deals 118 damage, but the exhaustion makes it cost 10 energy. You need 30 seconds to get rid of the exhaustion effect, and then you energy is fully recovered. A maxed Vampiric Gaze deals 63 damage. In 30 seconds you can cast 4 times to deal 252 damage with a cost of 40 energy. But since your energy recovers at a rate of 4 points per 3 second (4 pips, no exhaustion) after those 30 secs you have your 40 energy points back. 118 vs 252 damage ! I insist, why Obsidian flame should cause exhaustion? Better make it cost 10 and recharge in 10 than adding exhaustion. |
Of course that without looking at the exhaustion effect you can cast in that 30 seconds several Obsidian flames, at least *thinking... 2 cast + 5 recharge = 7, in 30 secs...* 4, with total damage of 472. But who can afford 30 energy points exhausted (4x10 net exhaustion - 10 recovered in the 30 secs) when there will be another casting wave?
Alleji
Quote:
Originally Posted by Cynn Evennia
Lightning orb or Lightning hammer are the most powerful spells we have due to the 25% armor penetration, so their damage MUST be considered as the upper bound, never as standard damage. Here are the figures:
vs 60 armor Lightning orb or hammer=140 dmg With 13 attributes and 2% extra damage = 176 dmg With 13 attributes and 3% extra damage = 194 dmg vs 80 armor 106 dmg 2% extra = 133 3% extra = 147 dmg vs 100 armor 83 dmg 2% extra = 104 dmg 3% extra = 115 dmg Now, well informed, feel free to reply |
The numbers you posted at +2% IMO are not completely game-breaking, but still aren't a good idea. 3x air spiker with lightning orb would do 528 damage to a soft target, which is enough to clean-spike someone with 1 sup rune and only 312 damage to a ranger. 4 spikers would do 704 damage, which is enough to wipe anything.
Alright, orb can be dodged (although how often are you gonna do that when they can spike every 5 seconds?) interrupted and obstructed. Not to mention infusing bad spikes and pre-protting the target. How about chain lightning? 162 damage to up to 3 targets times 4 spikers = 648 damage. Lightning hammer does 704 damage that goes through walls and can't be dodged.
A follow-up of lightning strike from 4 spikers does 382 damage to a soft target, almost enough to kill something on its own.
Add a 2-monk and a (now mandatory) rit backline into this build and you still have one full slot to hate out opposing shelter, which is basically the only defense currently available against that kind of spike. Doesn't look pretty.
Xpl0iter
do i sound awkward by saying that we are comparing the entire damage idea with only air spells here?
If so, reduce the damage on those air spells and implement this idea. It will help buff other elements while buffing the regular air spells to do the same amount of damage that they used to do.
That way, no one will argue about lighting hammer, orb and chained strike being over powered, right?
I still don't see how you compared 3 eles with orb when compared to rangers doing spike with b/p builds? shall we re-do our numbers here Alleji? Or how about 3 warriors slashing through mobs?
And while doing that, how about we fix the landing of orb a bit better? i mean i dont want my foe to just straff to miss my orb u know?
Isn't that what people call spike? Isint why so many necros and mesmers and rangers or iway warriors go certain builds?
seriously 2% extra damage per attribute... max i have seen eles running is level 13 attribute in ES.
26% extra damage on top of your orb?
3 eles with orbs made u yelp in ur seat? Comon. Atleast rangers and wars have a freakin better armour compared to us isin't?
And not to mention, do you really think that such buff will force people to leave their ranger and warrior spikes to play ele spikes because ur doing more damage than them? I see alot of interuption when i am spiking with a caster here. ORB cant go through walls, easily missed, and Lighting Hammer, can't be buffed, + has a recharge time. Unlike those other spikes your running. Addition of another spike build, so what? It has its own weaknesses.
Regular HOH spike Build for rangers, you know how it rolls?
U cant interupt a ranger doing it, but can only defend the person being spikes
Warriors can MOVE while spiking their way through, they dont need to stand there and kill u. They Chase u.
Eles, IF this update takes place?
Still stand at one place. Interupt one caster, and spike was unsuccessful
I won't even touch other professions here.
PS: If any one has issues with how i am typing while using short words, let me know, and i shall do it properly next time.
If so, reduce the damage on those air spells and implement this idea. It will help buff other elements while buffing the regular air spells to do the same amount of damage that they used to do.
That way, no one will argue about lighting hammer, orb and chained strike being over powered, right?
I still don't see how you compared 3 eles with orb when compared to rangers doing spike with b/p builds? shall we re-do our numbers here Alleji? Or how about 3 warriors slashing through mobs?
And while doing that, how about we fix the landing of orb a bit better? i mean i dont want my foe to just straff to miss my orb u know?
Isn't that what people call spike? Isint why so many necros and mesmers and rangers or iway warriors go certain builds?
seriously 2% extra damage per attribute... max i have seen eles running is level 13 attribute in ES.
26% extra damage on top of your orb?
3 eles with orbs made u yelp in ur seat? Comon. Atleast rangers and wars have a freakin better armour compared to us isin't?
And not to mention, do you really think that such buff will force people to leave their ranger and warrior spikes to play ele spikes because ur doing more damage than them? I see alot of interuption when i am spiking with a caster here. ORB cant go through walls, easily missed, and Lighting Hammer, can't be buffed, + has a recharge time. Unlike those other spikes your running. Addition of another spike build, so what? It has its own weaknesses.
Regular HOH spike Build for rangers, you know how it rolls?
U cant interupt a ranger doing it, but can only defend the person being spikes
Warriors can MOVE while spiking their way through, they dont need to stand there and kill u. They Chase u.
Eles, IF this update takes place?
Still stand at one place. Interupt one caster, and spike was unsuccessful
I won't even touch other professions here.
PS: If any one has issues with how i am typing while using short words, let me know, and i shall do it properly next time.
wren e
While it is easy to argue about HOW Ele's need to be changed, I do believe that most of us can agree that Ele's do need a change with the upcoming chapter. While some of the other classes could use a little love as well *cough* rit and assassin *cough*, none of them have as many issues as the Ele does. There have been many opinions given on what could be done to improve the Ele, hopefully Anet is listening and decide to do SOMETHING about it.
stiffler
I agree with the others saying to wait until Nightfall is released, no doubt new ele skills will be introduced to counter the Dervish.
Ira Blinks
Quote:
Originally Posted by Symbol
"Poor survivability of the wielder" is neither here nor there when discussing skills.
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Allow me to disagree. We discussing game ballance of one class to another (all others) and not just skills of one class to skills of another.
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Eviscerate is not insta-hit. |
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Cast time and armor penetration are the only valid points you've made, and that hardly compensates for the fact that eviscerate is elite. |
Ensign
Quote:
Originally Posted by Cynn Evennia
Does that mean "i agree" or a "i disagree" ?
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Quote:
Originally Posted by Cynn Evennia
Not so true. Just dont let dervishes abuse Contemplation of Purity (like making it have a 50% failure when divine favor is under 4).
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Quote:
Originally Posted by Ira Blinks
ANet has the same problem as you do. You both look at the number an say zomg thats overpowered... But this is against 60 armor target, for the two seconds cast time, 7 seconds total interval and a good chance to miss. Does it still look ridicilous for you?
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Quote:
Originally Posted by Phades
Gah, i cant help but split hairs here, but even with a shorter recharge the only real benefit would be to create the possibility for more than one malestorm effect from a single caster at the same time. Otherwise you are merely creating more exhaustion with no real effect.
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I agree that small AoE DoTAoEs are pretty sad. However I am hesitant to buff those AoEs up universally, as some of them are extraordinarily dangerous to be caught in. Meteor Shower, for starters - the AoE on the thing makes it a PvE skill, but I think a larger AoE would make it far too dangerous. Maelstrom, I'm more on the edge. Perhaps part of my worry is that the visual on the skill is still a dime and giving it a largish AoE would just make that even more silly.
Quote:
Originally Posted by Phades
Furthermore it would blur the distinction in cost vs effect between meteor shower and the earthquake clones.
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Quote:
Originally Posted by Phades
Considering most skills with cast times above 2s never get used if there is a chance for interuption, i would argue that anything over 2-3s is unreasonable for anything other than resurection and some spirit creation effects.
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Peace,
-CxE
0mar
Quote:
Originally Posted by Ensign
It's not really risk of interruption - once something has a two second cast time, it's going to get hit by attentive interrupters if they're looking at you. The difference for ele skills is that you neeed to aim them, and the longer the casting time the harder they are to aim. People can move from adjacent to you completely out of your aggro bubble in three seconds. Peace, -CxE |
Cynn Evennia
Quote:
Originally Posted by 0mar
That's the biggest problem for ele's in PvP. 2 second cast times is almost a guarenteed interuption, which is why Mesmers do the job of eles better. Fast cast for the spells you need and still keep some sort of caster hate in your bar. A Me/E can do more damage, more consistently than a E/Me can. With decent energy management skills, a Mesmer will almost never run into an energy crunch. The only thing an Ele can do better is be a flashbot/heal party spammer.
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Personally i dunno whether Me/E or E/x should be better build for elemental damage. I would say Me/E without hesitating before the mods on Elemental attunement but now im not so sure. Let me mention my personal experience on PvE.
As an E/x i can keep casting all the time using twin attunements. The extra energy pool lets me recast both attunements and Aura of restoration as soon as they are available, and also i can spam Gale as an inter
As a Me/E i cast elemental spells as soon as they are available 36 of 45 secs, the time Elemental Attunement is on. Those 9 "non-casting" seconds i use them to get energy back via Inspiration, a tap or a removal or an inter, and i slow down the casting frequency, all for the sake of the upcoming 20 energy cost of the two attunements and the second casting wave. And i do not run Gale.
The lesson i learned is that the ele can cast and KD without regarding the energy management but the mesmer needs e-management. Moreover the damage difference between 12 and 16 ranks is very noticeable and the heals via Aura or restoration gives me the chance to face some hits before running away. Nevertheless the gap on casting times is gigantic: using air, when i see a Blessed Griffon casting Spell breaker i just say "ok then just eat this last Lightning strike" before saying "non-casters your turn". That would be impossible as an Ele, you hear the SB click and lose 5 energy irremediably.
So as far as i see they tie, and even if when theres a tied game the visitor has a non-official win i give the victory to the ele... but im afraid it is only because im not used (should i say "afraid"?) to have my twin attunements off.
Id love to hear your experience about Me/E vs E/x ,of all of you guys, thx
PS Since in TA or HoH i only play Earth (warder) and sometimes the classical blind-HP E/Mo i can compare my damage builds of ele and FC ele only in RA context. Id love to say a word or two but since people here do not consider RA as PvP...
Ensign
Interruption really has very little to do with why Mes/Eles were more popular than Ele/Mesmers for straight ele builds. It had everything to do with damage compression and synergy with attunements. Energy Storage was largely useless with double attunements, since your energy is going to be effectively infinite with those up anyway. Who cares if the max is 40 or 70? Similarly, for compressed damage a Mes/Ele could Gale -> Orb -> Strike, and actually have the Strike land before his target could respond. An ele primary, on the other hand, only has his Orb land before the knockdown expires if he fires it from about half range, and the Lightning Strike lands so much later that you're really gambling on them not getting a response.
Interrupts are a concern but the answer is Blinding Flash. You shouldn't be getting all freaked out about it.
Peace,
-CxE
Interrupts are a concern but the answer is Blinding Flash. You shouldn't be getting all freaked out about it.
Peace,
-CxE
Ira Blinks
Quote:
Originally Posted by Ensign
Yes. Yes it does. Have you ever played a minute of PvP in your life? Hi, I'm a 60 armor target, how are you today!
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Phades
Quote:
Originally Posted by Ensign
I feel that the exhaustion mechanic should be the ultimate limiter on how often these sorts of spells can be cast, as that's largely the point of it. In general, skills with 30 second recharges that also cause exhaustion really rub me the wrong way. It's like, the exhaustion is on here why? If someone wants to spam cast an exhaustion spell to really frontload his effectiveness, I think he should be able to.
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Many of the exhaustion skills are not even static shut down or easily applied. The few that are just feel wrong in how other classes ability to use them. Sure the energy storage gives more room to play, but seriously its like tacking on a +40 energy cost on top of every skill with exhaustion. If skills like shock were 45e, warriors simply could not abuse the skill. At the same time it would be too unweildy for anyone not using dual attunements or other stackable cost reduction methods. I think the real problem is that ANET just seemed to randomly place exhaustion on skills that were AOE with any additional effect, or single target suppression skills. By comparison to other professions, there is no such limiting mechanic for similar skills. Even the blackout tradeoff is favorable due to when its applied and the tradeoff limitation is minimal by comparison to exhaustion.
I think the tradeoff between frontloading and downtime really needs to be analyzed further, because that really is the crux of why elementalist damage skills in general are so poor. The up front application is being outweighed by the ability to sustain. It would be a different sitaution if eles were soloing monks of equal compotence, but that simply is not the case. On the other side of the coin we have warriors doing exactly that in some instances, due to the ability to cause pressure and spike damage effectivly. With the current skill sets, i doubt that elementalists will ever achieve a pressure with spike situation. I do think that the elementalist could be turned into a more spike with shutdown character, if the skills were more manageable to only elementalists.
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Originally Posted by Ensign
I agree that small AoE DoTAoEs are pretty sad. However I am hesitant to buff those AoEs up universally, as some of them are extraordinarily dangerous to be caught in. Meteor Shower, for starters - the AoE on the thing makes it a PvE skill, but I think a larger AoE would make it far too dangerous. Maelstrom, I'm more on the edge. Perhaps part of my worry is that the visual on the skill is still a dime and giving it a largish AoE would just make that even more silly.
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Originally Posted by Ensign
Earthquake is much more spammable (15s recharge), and has a significantly more dangerous AoE (240 vs 156). Earthquake also hits instantly, not a second later. I do feel that Earthquake needs a buff as well, FWIW.
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Umm, i dont know much about the actual aoe range number calculation, but in application the earthquake clones typically have a very real possibility for striking more than one target reliably. The 156 range aoes do not. Furthermore when considering DOT aoe skills, it feels backwards that the instant hit aoes have larger effect areas, while the DOT skills have smaller ones. If anything the instant hit ones will guarentee their full effect to at least one target, while the small aoe dots will rarely even get one wave off due to their pitiful size. The DOT aoes should be suppression skills, but they fail miserably at it.
Quote:
Originally Posted by Ensign
It's not really risk of interruption - once something has a two second cast time, it's going to get hit by attentive interrupters if they're looking at you. The difference for ele skills is that you neeed to aim them, and the longer the casting time the harder they are to aim. People can move from adjacent to you completely out of your aggro bubble in three seconds.
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Quote:
Originally Posted by Ensign
Interrupts are a concern but the answer is Blinding Flash. You shouldn't be getting all freaked out about it.
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Xpl0iter
And not to mention, we have stood against the idea of Extra damage depending on the ES Points Spent just becuase our air skills seems to cause way more damage?
I seriously argue against it, since the orb, as mentioned, is easily interuptable. One orb is interupted and spike percentage drops by alot. I won't speak of hammer since it has a higher recharge, and time does matter in PVP for spiking purposes.
As i suggested above. The skills which have been identified as skills for high spiking capabilities, i suggest a reduction in damage on them, while implementing the idea of adding more damage % to ES when points are contrinuted in that attribute.
Cynn, by the way, me/ele still is better for air spiking in general. 35 (Along with 20% enchantment mod) seconds are enough for ele attunement.
I have done that for a while even after ele attunement was moved to Energy Storage.
I seriously argue against it, since the orb, as mentioned, is easily interuptable. One orb is interupted and spike percentage drops by alot. I won't speak of hammer since it has a higher recharge, and time does matter in PVP for spiking purposes.
As i suggested above. The skills which have been identified as skills for high spiking capabilities, i suggest a reduction in damage on them, while implementing the idea of adding more damage % to ES when points are contrinuted in that attribute.
Cynn, by the way, me/ele still is better for air spiking in general. 35 (Along with 20% enchantment mod) seconds are enough for ele attunement.
I have done that for a while even after ele attunement was moved to Energy Storage.
Ensign
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Originally Posted by Phades
I think the real problem is that ANET just seemed to randomly place exhaustion on skills that were AOE with any additional effect, or single target suppression skills.
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Quote:
Originally Posted by Phades
I think the tradeoff between frontloading and downtime really needs to be analyzed further, because that really is the crux of why elementalist damage skills in general are so poor.
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Another way to look at it is to compare the game to a first person shooter. Most of those games are very fast paced (so execution is usually haphazard) and put a very low price on death - respawn, lose 15-20 seconds of position and some powerups (varies by game and type). So in that sort of environment you can easily have very powerful but very balanced weapons, sniper rifle style. It'll miss often enough just because of the nature of the game, and when it does hit it isn't a huge deal.
Now take that sort of gametype and give everyone an aimbot. The balance instantly goes to hell because those crazy frontloaded, one hit weapons just blow people out instantly. So you have to drop the rail damage on 'em to make 'em multihit. Ok, that's reasonable. Now slow down gameplay so that teams can coordinate better, link up with each other reliably, etc. Now rail weapons are ridiculous again, as teams can coordinate to blast opponents together and reproduce the instakill effect. So those effects get nerfed further. Ok, now put a very high price on deaths. That makes all of the instakill effects very dangerous from a balance standpoint, so they need to be made very unreliable or situational. So those get scaled back as well.
So you go through all of these changes, and you have a reasonably balanced game from where you started, albeit a very different one. But then you start playing it and notice that all people use are hitscan weapons (machineguns, etc). Those don't break anything...except they're the only good weapon left, because everything else has been nerfed to hell.
Warriors are machine guns. Elementalists are nerfed sniper rifles that can't headshot, and need 5 shots to the chest to kill anything.
This isn't to say that elementalists need to be able to one shot people. But it is an argument that if elementalists cannot one shot people (or equivilent blowout mechanic), then they shouldn't continue to be designed as a really shitty blowout character. If they need to play the DPS game, find a way to make them unique and good at it.
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Originally Posted by Phades
I dont see why meteor shower would be more dangerous. You can not get trapped in it currently even if you get knocked down once, even when snared.
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I think the AoE could be bigger if the meteors didn't start to hit until the 3rd second. But I feel that the first hit is more important to the skill than the larger AoE, making it more reliable, but harder to outright break games with.
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Originally Posted by Phades
The same is true for malestorm.
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Originally Posted by Phades
I do agree though that its animation size is puny for malestorm, but i am fairly confident that if the reasoning behind the aoe size was that alone it would have been altered by now considering how simple the graphic is.
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Originally Posted by Phades
Furthermore when considering DOT aoe skills, it feels backwards that the instant hit aoes have larger effect areas, while the DOT skills have smaller ones.
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Originally Posted by Phades
2s with sprint
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Originally Posted by Phades
This would also assume that air is the manditory element, instead of allowing for diversity.
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Originally Posted by Xpl0iter
we have stood against the idea of Extra damage depending on the ES Points Spent just becuase our air skills seems to cause way more damage?
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Originally Posted by Xpl0iter
I seriously argue against it, since the orb, as mentioned, is easily interuptable.
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Originally Posted by Xpl0iter
The skills which have been identified as skills for high spiking capabilities, i suggest a reduction in damage on them, while implementing the idea of adding more damage % to ES when points are contrinuted in that attribute.
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This idea keeps getting worse.
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Originally Posted by Ira Blinks
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Peace,
-CxE
Ira Blinks
funny thing... people keep telling me things are balanced because they have obvious counters. Touch rangers are balanced because they can be snared and degened to death. Warriors are balanced because they can be blinded. EoE balanced because it can be killed. SS balanced because it is elite... bla bla bla...
But who are we to argue with mighty Ensign when he says that making by far easiest to counter class in GW to deal more damage would make it overpowered... puny mortals with standard color of the nickname...
But who are we to argue with mighty Ensign when he says that making by far easiest to counter class in GW to deal more damage would make it overpowered... puny mortals with standard color of the nickname...
falling demon
hows about 1.5% armor penetration per rank in ES?
i dont know what the argument about Warriors not beating Eles if damage increase was introduced, warriors arent MEANT to beat eles in damage, Warriors are meant to be the guys who soak up the damage, Eles are meant to DEAL most of it
i dont know what the argument about Warriors not beating Eles if damage increase was introduced, warriors arent MEANT to beat eles in damage, Warriors are meant to be the guys who soak up the damage, Eles are meant to DEAL most of it
Cynn Evennia
Any change on elementalists would mean a re-evaluation of all skills, and even if mandatory it is unlikely because should it occur ANET would be accepting their mistake in making Eles a lower class... and pride is in game.
Personally i think that in order to become a decent alternative in our very own terrain, ele magic, now owned by Me/E, the eles need a plus, and urgently. I still think that some sort of extra damage related to ES is necessary.
Personally i think that in order to become a decent alternative in our very own terrain, ele magic, now owned by Me/E, the eles need a plus, and urgently. I still think that some sort of extra damage related to ES is necessary.
Skyy High
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Or why caster damage skills in general are so poor. I think it's a consequence of Guild Wars being relatively slow compared to 'twitch' games, and much more strategic, with a high value placed on death. What I mean is, if you look at wizards historically through the genre, they used spells that had ridiculous damage outputs or crowd control effects. This was fine in PvE (endurance contests), but in PvP things broke messily. So the archtype had to be reworked to avoid the WTF Blowout factors. The trouble is, once you start pulling the pure frontloaded aspect away from the archtype, it naturally turns into a DPS archtype. While the nuking archtype is being chopped up and reworked, the standby DPS archtype - physicals - are effectively untouched. So what you have is a poor shock-and-awe archtype (because that breaks games messily) which is forced to play the DPS game (which it is terrible at) because blowing people out with huge spells isn't good for games. Another way to look at it is to compare the game to a first person shooter. Most of those games are very fast paced (so execution is usually haphazard) and put a very low price on death - respawn, lose 15-20 seconds of position and some powerups (varies by game and type). So in that sort of environment you can easily have very powerful but very balanced weapons, sniper rifle style. It'll miss often enough just because of the nature of the game, and when it does hit it isn't a huge deal. Now take that sort of gametype and give everyone an aimbot. The balance instantly goes to hell because those crazy frontloaded, one hit weapons just blow people out instantly. So you have to drop the rail damage on 'em to make 'em multihit. Ok, that's reasonable. Now slow down gameplay so that teams can coordinate better, link up with each other reliably, etc. Now rail weapons are ridiculous again, as teams can coordinate to blast opponents together and reproduce the instakill effect. So those effects get nerfed further. Ok, now put a very high price on deaths. That makes all of the instakill effects very dangerous from a balance standpoint, so they need to be made very unreliable or situational. So those get scaled back as well. So you go through all of these changes, and you have a reasonably balanced game from where you started, albeit a very different one. But then you start playing it and notice that all people use are hitscan weapons (machineguns, etc). Those don't break anything...except they're the only good weapon left, because everything else has been nerfed to hell. Warriors are machine guns. Elementalists are nerfed sniper rifles that can't headshot, and need 5 shots to the chest to kill anything. |
Personally, I'm partial to the idea of making "Energy Storage" work more like an attunement - whenever you cast an elemental spell, you gain a certain percentage (between 1% and 2%) of the energy back for every rank in ES. That, or you could make it reduce the cost of spells; a caster-oriented Expertise, with the same limitation that Divine Favor has (only works on ele spells).
Ensign's original post on why eles suck at dealing damage noted that an ele spamming lightning strike could reach a nice dps, but to spam it continuously required either a lot of energy, or dual attunements. So...if you want to make the elementalist more dps-friendly, give them innate, unremovable attunements.
0mar
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Originally Posted by falling demon
hows about 1.5% armor penetration per rank in ES?
i dont know what the argument about Warriors not beating Eles if damage increase was introduced, warriors arent MEANT to beat eles in damage, Warriors are meant to be the guys who soak up the damage, Eles are meant to DEAL most of it |
Warriors easily outdamage Eles in almost every scenario, even with a flashbot spamming blinding flash. There's a reason why you see 2-3 warriors on a team and only 1 ele (usually heal party/blinding flash/ether prodigy). Necros can outdamage eles as well, because their spells ignore armor (shadow damage), recharge faster (2-8 second recharges on most of them) and the life-steal spells can even avoid protection spells. Mesmers can shutdown players either by interupting skills, hexing people to hell, or energy denying the other players. It seems that the majority of Guilds only use Eles for spamming heal party and blinding flash. It's a sad state of affairs for the ele in PvP, but that's the way it is.
Trylo
@ demon
Last time i checked wars get 1% AP per lvl in str, so lets give them +4 energy per rank too since your giving that AP to elementalists.
2%, even 1% more damage from elemental spells works for me, i just dont like the -60 health from a 15-25e spell when a war is hitting for 58 damage on a normal hit with 3 less ranks in the damaging (axe vs element) attribute.
theres obviously something wrong with the energy to output proportions. i like saying proportions because thats what is wrong with the elementalist. the spells deal far less than what im putting into them, my energy doesnt recharge as fast as i waste my energy, +36 energy doesnt help me. my armor isnt proportional to the amount of damage i can deal (elem vs war), my spike potential isnt proportional to the energy wasted (Lightning Orb vs Oppresive Spike).
The more and more i look at it, it seems as though wards are the only thing that eles have that are well designed. melee is like an AOE gaurdian, like an aegis for less energy and that has 20duaration/20 cooldown. Ward against harm is by far the greatest protection in this game, +24 vs everything is giving all your casters warrior armor, and the best part is it cannot be stopped. NOTHING can stop it, it can be precasted, 1 second cast is fairly easy to interupt, but still this makes balance. Water is by far one of the most effective lines, i would put it right next to earth.
Last time i checked wars get 1% AP per lvl in str, so lets give them +4 energy per rank too since your giving that AP to elementalists.
2%, even 1% more damage from elemental spells works for me, i just dont like the -60 health from a 15-25e spell when a war is hitting for 58 damage on a normal hit with 3 less ranks in the damaging (axe vs element) attribute.
theres obviously something wrong with the energy to output proportions. i like saying proportions because thats what is wrong with the elementalist. the spells deal far less than what im putting into them, my energy doesnt recharge as fast as i waste my energy, +36 energy doesnt help me. my armor isnt proportional to the amount of damage i can deal (elem vs war), my spike potential isnt proportional to the energy wasted (Lightning Orb vs Oppresive Spike).
The more and more i look at it, it seems as though wards are the only thing that eles have that are well designed. melee is like an AOE gaurdian, like an aegis for less energy and that has 20duaration/20 cooldown. Ward against harm is by far the greatest protection in this game, +24 vs everything is giving all your casters warrior armor, and the best part is it cannot be stopped. NOTHING can stop it, it can be precasted, 1 second cast is fairly easy to interupt, but still this makes balance. Water is by far one of the most effective lines, i would put it right next to earth.
Symbol
Quote:
Originally Posted by Ira Blinks
funny thing... people keep telling me things are balanced because they have obvious counters. Touch rangers are balanced because they can be snared and degened to death. Warriors are balanced because they can be blinded. EoE balanced because it can be killed. SS balanced because it is elite... bla bla bla...
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Touch rangers aren't balanced because counters exist, they're balanced because said counters have broad applicability and can be included in almost any team build without detriment. Warriors aren't necessarily balanced, clearly warrior offense is heads and shoulders above that available to most other classes, esp casters-but that doesn't mean something is wrong with warriors-it just means that casters need to be brought up to par. SS is obviously imbalanced in PvE, so I have no idea what you're babbling about when you brought it up.
What you don't realize is that the mere existence of a counter isn't enough, the counter must also be sufficiently useful that including it in your build doesn't cripple it against everything else.
In the case of your ludicrous 200+ damage orb interrupts are not a good counter, period:
1) Orb has a 5sec recharge, most interrupts have recharges that are considerably greater
2) You can easily get around interrupts by taking mantra of concentration/resolve.
and most importantly
3) Mass interrupts are not sufficiently useful to warrant including in a build in a game sans 200 damage orb.
Ensign
Quote:
Originally Posted by Ira Blinks
funny thing... people keep telling me things are balanced because they have obvious counters.
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Peace,
-CxE
Ira Blinks
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Originally Posted by Symbol
Can you do anything besides making horrible strawman arguments?
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Touch rangers aren't balanced because counters exist, they're balanced because said counters have broad applicability and can be included in almost any team build without detriment. |
Played RA or Aspenwood lately? Touch rangers rock them like no tomorrow. Why? Because nobody builds specifically to counter them. Because you are REQUIRED to counter touch ranger OR you WILL die. People in random arenas can not do that and so touchies having fun of their life.
With ele you are not required to do anything - ignore him and you still will be just fine or beat him with your axe and he will run like a worthless covard he is.
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What you don't realize is that the mere existence of a counter isn't enough, the counter must also be sufficiently useful that including it in your build doesn't cripple it against everything else. |
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In the case of your ludicrous 200+ damage orb interrupts are not a good counter, period: 1) Orb has a 5sec recharge, most interrupts have recharges that are considerably greater 2) You can easily get around interrupts by taking mantra of concentration/resolve. and most importantly 3) Mass interrupts are not sufficiently useful to warrant including in a build in a game sans 200 damage orb. |
Honestly I don't feel like struggling against "black is white because i said so" argument.
Ira Blinks
Quote:
Originally Posted by Ensign
Those people are wrong.
Peace, -CxE |
Master Fuhon
Quote:
Originally Posted by Skyy High
That, or you could make it reduce the cost of spells; a caster-oriented Expertise, with the same limitation that Divine Favor has (only works on ele spells).
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I also missed out on all ally effecting skills (mostly enchantments, inspired hex) getting divine favor bonuses, not that it would change many builds besides having divine boon trigger on random things and signets. The only thing I can think of being in issue is that Divine Favor could trigger on allied corpses, ressurecting them from the dead. I would have gone so far as to enjoy shouts triggering divine favor, but that encroaches on Paragon territory. This might not have worked because of how party wide skills only trigger on self, but if that was changed, monks would be nicer to run Heal Party, Aegis, and Orders.
Mesmers fast action on other types of skills to make them nearly immune to interrupts? I really haven't thought about that one yet. Assassins need critical strikes for weapon damage, but they don't have any energy gain type things for stealthy manuevers and hexes/enchantments. Spells don't critical in this game, and I'm clueless about the process of fixing almost all unusable hexes with powerful effects, high costs, and high recharges. The ritualist primary works on minions and ranger spirits, but I hate losing my weapon bonuses for summoning urns. What is it that would help make a ritualist appeal as a healer when he has no divine favor and underpowered heals for energy costs?
Problem with Dervishes is that the primary attribute could absolutely blow out anything that currently exists in the game, because of the limitations already placed on the classes as primaries. I guess the only option is to limit them in the same way.
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Originally Posted by Ensign
....comparison of guild wars with FPS game with aimbots and high penalty on death...
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About other games in the genre, DoTs work well when the AoE and the energy costs start as soon as the spell is casted and you can interrupt the guy casting in order to end the spell before the end of the effects. I don't know how that would work with this game's programming without them being classified as hexes on a target or being maintained enchants.
Other types of abilities usally radiate outwards from the front side of the caster only, in the shapes of cones or semicircles. These are replicated in guild wars as the Inferno/Lava Font spells. Problems mostly being with aftercasts to prevent casting combos. Occasionally, you also have the straight line spell that penetrates through the intended target to hit something directly in line with it. Closest thing to this is Chain Lightning. Multi-shot spells are crappy when compared to barrage; Lava Arrows has half range. Then there are the flatbow-arcing spells that could probably use a slight decrease in the time it takes to get there.
I think the balancing usually runs into the problem of making sense with the abilities that they give a certain class, and to some extent, following the lore that has existed in the games from the genre. Warriors and Paragons use adrenaline, but every class has the capability to hit with an attack and build it. This also seems to me to be the reasons why skills, hexes, enchantments, stances, spirits, shouts and signets are scattered among a few of the classes. Then there are the uniques: glyphs, wells, urns, teleports, and weapon spells that have no direct skill counters. Guild Wars warriors are already lore-breaking, gaining the knockdown ability from elemental powers rather than brute force. How far should the game go with dispelling the familiar aspects of the genre in the name of balance?
I would say, fire magic works best hitting fast and hard, and giving lower damage burning afterwards. Cold magic usually has snares inherently placed into the DoT. Earth and single target Air magic are things I haven't seen before, but they are replicating the 1v1 spells and defenses that exist in other games from other magical characters. Air is strong in this game, with blind, spike, knockdown, and the largely unusable nuke. Earth is supposed to represent the defenses that the wizard can create: wards are nice, but the self defense buffs are lacking. Wizard defenses are at the most effective when they can slow the melee attackers and create separation, and these usually have to be maintained at all times for survival. On an 8 skill bar with necessary high allocation into energy storage and an element, the class self-defense skills need to be found in at least every combination of two elements. Following the ideas that already exist in the genre will not allow you the creativity of developing the skills too far beyond the point we are at now.
The games premium on movement should prevent the wizards from blowing everything out with DoT for a while (as long as it can't move at high speeds), but the spikes from boosted damage spells make the game closer to the unbalanced scenario that you described. Knockdown is kind of overpowered, since it both interrupts and prevents you from doing almost everything except activating stances. But speed bursts are cheap and easy, and hex snares/cripple have had higher costs associated. This is a game that is otherwise lacking the paralysis condition and the unremovable stuns that would completely destroy most characters in seconds. Although a class that only has access to spells is already the most easily shutdown.
Phades
Quote:
Originally Posted by Ensign
Or why caster damage skills in general are so poor. I think it's a consequence of Guild Wars being relatively slow compared to 'twitch' games, and much more strategic, with a high value placed on death. What I mean is, if you look at wizards historically through the genre, they used spells that had ridiculous damage outputs or crowd control effects.
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Quote:
Originally Posted by Ensign
So the archtype had to be reworked to avoid the WTF Blowout factors.
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Quote:
Originally Posted by Ensign
So what you have is a poor shock-and-awe archtype (because that breaks games messily) which is forced to play the DPS game (which it is terrible at) because blowing people out with huge spells isn't good for games.
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Quote:
Originally Posted by Ensign
Another way to look at it is to compare the game to a first person shooter. Most of those games are very fast paced (so execution is usually haphazard) and put a very low price on death - respawn, lose 15-20 seconds of position and some powerups (varies by game and type). So in that sort of environment you can easily have very powerful but very balanced weapons, sniper rifle style. It'll miss often enough just because of the nature of the game, and when it does hit it isn't a huge deal.
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Quote:
Originally Posted by Ensign
Warriors are machine guns. Elementalists are nerfed sniper rifles that can't headshot, and need 5 shots to the chest to kill anything.
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Quote:
Originally Posted by Ensign
If they need to play the DPS game, find a way to make them unique and good at it.
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Quote:
Originally Posted by Ensign
You can't get trapped in it currently because it doesn't knock you down until second 3, and it has the small AoE. If it knocked down from the beginning, it would always get that first hit, and the second one might be difficult to avoid as well (you only have one second to get out of the way).
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Quote:
Originally Posted by Ensign
With a medium AoE, I don't think you could ever get out of the way of the second meteor, and the third would be a real threat. I am really scared of that sort of self-contained knocklock from a PvP perspective. If you want to work to hold someone in a met shower, that's great, but the skill shouldn't hold them in it alone.
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Quote:
Originally Posted by Ensign
I think the AoE could be bigger if the meteors didn't start to hit until the 3rd second. But I feel that the first hit is more important to the skill than the larger AoE, making it more reliable, but harder to outright break games with.
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Quote:
Originally Posted by Ensign
Maelstrom doesn't hold you in the effect by itself, you need to snare someone otherwise to keep them there - and the snare effect is usually slow enough that you could largely get out of the AoE in the time given. It's much less dangerous than knocklock storm as well, because, well, no knocklock. I could see increasing the AoE on this one, if other costs wanted to be altered as well. The difference, again, is that you can escape
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Quote:
Originally Posted by Ensign
I'm pretty sure the reasoning behind the skill has more to do with Ice Imps than anything else. The graphic is pretty much set in stone at this point - a majority of elementalist AoE effects have misleading AoE graphics, and I expect those to be fixed about the same time they fix the animation on Reversal of Fortune. If they won't even bother to fix graphics on the most used skill in PvP, you can guess where on the priority list an unused skill is.
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Quote:
Originally Posted by Ensign
It's closer to 3 seconds with sprint up. You can land an Ice Spikes on a warrior cast at maximum range, and still prekite.
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Quote:
Originally Posted by Ensign
Not really, there are other counters to interruption as well. However, the elementalist only has two really awesome skills besides his energy elite (Blinding Flash and Deep Freeze), and one of them happens to also be a very strong counter to interruption, so I really don't see a need to dig any deeper.
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Symbol
Quote:
Originally Posted by Ira Blinks
i dont recall doing anything like that, but if you say so...
this is your problem right here. Counters are widespread because they are REQUIRED to survive. Played RA or Aspenwood lately? Touch rangers rock them like no tomorrow. Why? Because nobody builds specifically to counter them. Because you are REQUIRED to counter touch ranger OR you WILL die. People in random arenas can not do that and so touchies having fun of their life. With ele you are not required to do anything - ignore him and you still will be just fine or beat him with your axe and he will run like a worthless covard he is. |
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ummm no, thats exactly what I do realize and you don't. The said touch ranger is a good example. While any give ele is countered by just about anything in this game. |
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oh well, if you say period you must be know what you talking about... no wait... Honestly I don't feel like struggling against "black is white because i said so" argument. |
You on the other hand have done nothing but whine and wave your hands. Seriously, stop wasting time and shut up if you're not going to contribute to the discussion.
Ristaron
The Elementalist class has gone from "I've had the game for two days and I can handle all four of you myself with this skillbar I threw together" to "Alright... ele... what the hell can I do?"
Those who have the creativity to come up with new strategies for elementalists find more pleasure in them... but ANet - as has already been stated - has nerfed them so badly that a new genius strategy is required for every situation.
And, of course, the diehard elitists these days (90% of the experienced population) don't accept innovative new ideas unless they see some exceptional video on the net.
Thus the new ideas don't become popular unless they're conceived by a high-end guild, and even then the true genius of them is recognized by few, and used by fewer.
Elementalists will survive the introduction of the Dervish and Paragon, but who will use them if they're not visibly buffed to counter the nerfing that they have been hit with since day 1? Nobody.
Those who have the creativity to come up with new strategies for elementalists find more pleasure in them... but ANet - as has already been stated - has nerfed them so badly that a new genius strategy is required for every situation.
And, of course, the diehard elitists these days (90% of the experienced population) don't accept innovative new ideas unless they see some exceptional video on the net.
Thus the new ideas don't become popular unless they're conceived by a high-end guild, and even then the true genius of them is recognized by few, and used by fewer.
Elementalists will survive the introduction of the Dervish and Paragon, but who will use them if they're not visibly buffed to counter the nerfing that they have been hit with since day 1? Nobody.
Ira Blinks
Quote:
Originally Posted by Symbol
Wrong. Snares and degen are useful tools. They counter all melee professions. They provide good pressure that goes right through prots. You can fit them into lots of builds without reducing their utility.
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You know what you problem is? You think everything you say is a proven fact.
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See above. You don't know what you're talking about. |
In case you still dont get it: Touch rangers required to be countered and eles are not.
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Hello? I just gave you three very clear reasons why interrupts are not a justification for allowing a 200 damage orb. In my previous post I also pointed out why said 200 damage orb is overpowered. |
1) Oh yes, they also tend to steal energy, do damage and disable used spell, but that ofcourse doesn't count, right? I mean if you can't shutdown ele with one interrupt on your bar, then that ele simply have to be overpowered...
E-bay yourself some brains, ok?
2) Oh the power of what-if... What if ele uses a mantra... What if you use shutdown/e-denial? What if you dodge that orb? What if you apply prot spell? What if you start thinking beond one argument ahead?
3) Good job Sherlock, this time you got it right. Interrupts are not useful. Why? Because ele spells are not worth being interrupted. The moment you see an ele raising his/her hands and think "zomg! I HAVE TO interrupt that spell" (the same way as you go "zomg! I HAVE TO snare that melee guy charging on me") then we got the balance right.
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You on the other hand have done nothing but whine and wave your hands. Seriously, stop wasting time and shut up if you're not going to contribute to the discussion. |
Symbol
Quote:
Originally Posted by Ira Binks
bah... You say I'm wrong, I say I'm right. I played this game and you have set here and theoritized about how easy it it to fit snares and degen. But I guess you right, touch rangers are not rocking random PvE, because virtually every second build has counters to them, and me and hundreds of other visitors of this forum just imagined being killed by them...
You know what you problem is? You think everything you say is a proven fact. |
Unlike you I know how to form a coherent argument, and how to justify my opinions.
Furthermore, who the hell is talking about random pvp? Basing balance discussions on random pvp is pointless. In a team setting, touchers are simply not an issue. Anyway I'm not discussing this issue with you anymore. If you want to whine about touchers, then you can post in one of the hojillion threads already devoted to that purpose. Stop hijacking this one.
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is it because you already realized that you arguing with your mighty logic against well known fact? In case you still dont get it: Touch rangers required to be countered and eles are not. |
Jeez you are dense.
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1) Oh yes, they also tend to steal energy, do damage and disable used spell, but that ofcourse doesn't count, right? I mean if you can't shutdown ele with one interrupt on your bar, then that ele simply have to be overpowered... |
Good job producing yet another idiotic strawman though! (your "you can't shutdown ele with one interrupt -> ele is overpowered" bullshit).
Let's follow your line of "reasoning" to its logical conclusion. Why limit orb to 200 damage, why not a nice round 1000? Afterall your counters still apply. You can still interrupt it, dodge it, neuter it with prot spirit. Hey, it's not overpowered in the least!
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2) Oh the power of what-if... What if ele uses a mantra... What if you use shutdown/e-denial? What if you dodge that orb? What if you apply prot spell? What if you start thinking beond one argument ahead? |
By that retarded argument we should buff ranger bow attacks to ridiculous proportions too. After all you can dodge them! And apply prots! And edeny!
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3) Good job Sherlock, this time you got it right. Interrupts are not useful. Why? Because ele spells are not worth being interrupted. The moment you see an ele raising his/her hands and think "zomg! I HAVE TO interrupt that spell" (the same way as you go "zomg! I HAVE TO snare that melee guy charging on me") then we got the balance right. |
Get over your monomaniacal fixation on elementalists and think about the rest of the game.
That's why using "interrupts" as a justification for idiotically overpowered elementalist skills is, and always will be, a horrid idea.
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I think it is the other way around, but thats just me. |
Xpl0iter
I just noticed something awkward. Has any one noticed the damage done with same spell in PVE vs PVP?
if one says PVE doesn't matter then rest of the arguments seems viable, Otherwise, Not.
Ensign, if all the ideas are just going to get worst, why don't you come up with something not just based on skill description change like you did before?
I still do not see no damage appearing regardless of the very first meteor hitting a foe in PVE. Knocking down a foe is kind of an interupt. Doing that with a mesmer and necro is easier in pve. Their spells do not affect an area, but a Foe or number of foes.
what do you consider anet doing to an ele in their current situations where they need to be balanced for both PVE and PVP when compared to any other profession out there?
Any damage fixed for PVE high end purposes seems to be breaking the game in PVP. Any PVP fixture seems to be gimping an ele for PVE purposes. Armour difference or mob level difference? I wonder.
if one says PVE doesn't matter then rest of the arguments seems viable, Otherwise, Not.
Ensign, if all the ideas are just going to get worst, why don't you come up with something not just based on skill description change like you did before?
I still do not see no damage appearing regardless of the very first meteor hitting a foe in PVE. Knocking down a foe is kind of an interupt. Doing that with a mesmer and necro is easier in pve. Their spells do not affect an area, but a Foe or number of foes.
what do you consider anet doing to an ele in their current situations where they need to be balanced for both PVE and PVP when compared to any other profession out there?
Any damage fixed for PVE high end purposes seems to be breaking the game in PVP. Any PVP fixture seems to be gimping an ele for PVE purposes. Armour difference or mob level difference? I wonder.
dgb
Quote:
Originally Posted by Ensign
You can't get trapped in it currently because it doesn't knock you down until second 3, and it has the small AoE. If it knocked down from the beginning, it would always get that first hit, and the second one might be difficult to avoid as well (you only have one second to get out of the way). With a medium AoE, I don't think you could ever get out of the way of the second meteor, and the third would be a real threat. I am really scared of that sort of self-contained knocklock from a PvP perspective. If you want to work to hold someone in a met shower, that's great, but the skill shouldn't hold them in it alone.
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I remember smacking round one of those idiot Mo/R healballs in HA with this combo once we interupted their ward of stability - it just seems the idea of an impossible to break (without killing the spirit which is another argument in itself) knocklock for 12 seconds seems stupidly good without even considering catching multiple guys in there. Get two monks and GG. At the 15 Spawning 14 Communing break, Earthbind can survive sixteen knockdowns so it's probably not going to die from that.
If you've got a smart guy with Ward Stab. on his bar, he'll get in there and drop it into the shower to get you out but there's not a lot of ways out of it.
Good luck in the championship as well.
Cynn Evennia
Its sad that that due to the tone of the posts here the main ideas pass by unnoticed.
My opinion after reading the "hottie" posts is that:
eles need to deal more damage
Eles can deal good damage but after the first hit people become aware of them and voila! neverending inters coming up because of their slow casting, and then they are useless.
inters > ele, and more dmg can be a compensation to the ele
Yes 5 secs recharge would make a 200 dmg hit a threat but let me tell you that if you use distracting shot (8 secs recharge) on it then Orb has 25 secs recharge. Add Savage with its 5 secs recharge and then the ele is totally neutralized.
when i play ranger vs an Air ele i wait for her Orb and her elite. After distracting shot them both i say "ok im done" and switch target. If she seeks vengeance then i repeat the dose. But if she could give anyone a really boom shakalaka! i would keep my attention on her. Yes i can be blinded all the time but then she will focus her whole attention on me: Blind flash = 10 secs effect and 5 secs recharge. And Geez! i have 100 armor vs her attacks so i dont care. But if she forgets to blind me shes dead.
My personal conclusion is: a ranger inters and switches target, the ele cannot give herself that privilege because if she does it means death, or in the happiest case total shutdown.
GW is not balanced and the repetition of skills is an example
Toucher ranger is a very clever and funnny build that uses expertise as a way to profit a "glitch", as it is 55 monk, 2 man UW, 1 man farmers, and so on. It can be stopped with not a specific build but that does not mean "balance": the bias is not the use of expertise on necro skills but the fact that the toucher is using the repeated skills Vamp touch & bite, thats a terrible mistake of ANET. Same idea vs a MM at AB using Heal area and Karei Circle, you just cannot kill her. Shall we have the same oligophrenic deja vu at Nightfall? im afraid so...
Id love more concern about all facets of this game
Unfortunately, most of the people that post here do not care about PvE, faction battles and random arenas. But the game is more than "serious" PvP, at least for me.
My opinion after reading the "hottie" posts is that:
eles need to deal more damage
Eles can deal good damage but after the first hit people become aware of them and voila! neverending inters coming up because of their slow casting, and then they are useless.
inters > ele, and more dmg can be a compensation to the ele
Yes 5 secs recharge would make a 200 dmg hit a threat but let me tell you that if you use distracting shot (8 secs recharge) on it then Orb has 25 secs recharge. Add Savage with its 5 secs recharge and then the ele is totally neutralized.
when i play ranger vs an Air ele i wait for her Orb and her elite. After distracting shot them both i say "ok im done" and switch target. If she seeks vengeance then i repeat the dose. But if she could give anyone a really boom shakalaka! i would keep my attention on her. Yes i can be blinded all the time but then she will focus her whole attention on me: Blind flash = 10 secs effect and 5 secs recharge. And Geez! i have 100 armor vs her attacks so i dont care. But if she forgets to blind me shes dead.
My personal conclusion is: a ranger inters and switches target, the ele cannot give herself that privilege because if she does it means death, or in the happiest case total shutdown.
GW is not balanced and the repetition of skills is an example
Toucher ranger is a very clever and funnny build that uses expertise as a way to profit a "glitch", as it is 55 monk, 2 man UW, 1 man farmers, and so on. It can be stopped with not a specific build but that does not mean "balance": the bias is not the use of expertise on necro skills but the fact that the toucher is using the repeated skills Vamp touch & bite, thats a terrible mistake of ANET. Same idea vs a MM at AB using Heal area and Karei Circle, you just cannot kill her. Shall we have the same oligophrenic deja vu at Nightfall? im afraid so...
Id love more concern about all facets of this game
Unfortunately, most of the people that post here do not care about PvE, faction battles and random arenas. But the game is more than "serious" PvP, at least for me.
Cynn Evennia
Quote:
Originally Posted by Ristaron
The Elementalist class has gone from "I've had the game for two days and I can handle all four of you myself with this skillbar I threw together" to "Alright... ele... what the hell can I do?"
Those who have the creativity to come up with new strategies for elementalists find more pleasure in them... but ANet - as has already been stated - has nerfed them so badly that a new genius strategy is required for every situation. And, of course, the diehard elitists these days (90% of the experienced population) don't accept innovative new ideas unless they see some exceptional video on the net. Thus the new ideas don't become popular unless they're conceived by a high-end guild, and even then the true genius of them is recognized by few, and used by fewer. Elementalists will survive the introduction of the Dervish and Paragon, but who will use them if they're not visibly buffed to counter the nerfing that they have been hit with since day 1? Nobody. |
Check PvE in factions for the build: 2 monks 2 tanks 1 MM and 3 more. Not very often i see "GLF nuker" except at Raisu palace because the elemental Celestial is a blast. In fact in several mssions i was "forced" to play healer because i couldnt find a group. No so bad, i love to heal but geez! i am an elementalist im supposed to cast on foes not on allies.
I guess dervish will pwn the game and i cant wait to make mine. Evolution and natural selection is inevitable because it is impossible to balance 8 professions and thousands of skills. I think that elementalists and assassins are at the very tail of the GW hierarchy, at least in PvE, and Nightfall will show it in a clearer fashion, if it has not been translucent enough.
frojack
Quote:
Originally Posted by Ristaron
The Elementalist class has gone from "I've had the game for two days and I can handle all four of you myself with this skillbar I threw together" to "Alright... ele... what the hell can I do?"
Those who have the creativity to come up with new strategies for elementalists find more pleasure in them... but ANet - as has already been stated - has nerfed them so badly that a new genius strategy is required for every situation. And, of course, the diehard elitists these days (90% of the experienced population) don't accept innovative new ideas unless they see some exceptional video on the net. Thus the new ideas don't become popular unless they're conceived by a high-end guild, and even then the true genius of them is recognized by few, and used by fewer. Elementalists will survive the introduction of the Dervish and Paragon, but who will use them if they're not visibly buffed to counter the nerfing that they have been hit with since day 1? Nobody. |
That is essentially the meat of the predicament. What Anet decide to do now is the real question however.
I mean, sure I can use the elementalist as it is right now. I Have a build I call the 'Monk Hunter' which specialises in knockdown and general softie killing. I just go for softies. Anything with armour forces me to exhaust everything I have. I fact, most softies with some defensive abilities have the same effect. That is the real problem. There seems to be no sense of reward or accomplishment for all this expenditure.
Everything I do as an elementalist requires I drain myself almost completely. The damage should account for this. It doesn't. Also as an elementalist, all my defensive/healing abilities rely on enchantments, which are horribly fragile, unless of course I can happily stand in one spot (wards). Never really an option. So essentially I also have the weakest defense in the game. The quality of that defense should account for this. It doesn't.
It would be really nice to hear what Anet have to say about this themselves. They obviously have an idea about what they are trying to make of the class. It would be nice to hear more than just conjecture and constructive but ultimately speculative ideas for a change. They do (I hope) have the answers after all...
Cynn Evennia
Before the AoE scattering eles pwnd, but when ANET made the foes flee from DoT the casting and recharge times of our spells were not updated accordingly. I mean, fleeing foes are better for realism but then Meteor and Meteor shower should have faster casts and recharges.
People have posted nice ideas here and in other threads for ele improvement. Let me mention some of them:
*Meteor shower must deal damage and KD the very first meteor that lands
*Eruption blind on each pulse like Dust trap
*Fire storm last 5 secs but deal double damage, and the same for AoE spells that last 10 secs: sincerely, who stays all 10 secs under the rain? only a ranger killing the fire storm caster
*Buff on attunements: less recharge, make a skill to "lock" them and avoid removal, or make them skills or preparations like Ritual lord or Apply poison
*No exhaustion on Mind X
Im afraid, dearest Frojack and all fellow elementalists, that we will be the first profession that will be set aside. Its inevitable: Natural selection. ANET cannot balance things with 8 professions without remaking some of them. Steam machines vs Diesel, its that simple.
Id love ANET if they could accept that Energy storage needs a drastical update and that the elementalist's skills need to be all polished accordingly to the new ES attribute, but im afraid this wont happen: pride and money. But let me tell you this, dear ANET: i love the game and i thank you for it since its the best gaming experience ive had. Accepting that the elementalist needs to be rebuilt will make us all believe that your commitment on game balance is true, and we all will be very proud of you.
People have posted nice ideas here and in other threads for ele improvement. Let me mention some of them:
*Meteor shower must deal damage and KD the very first meteor that lands
*Eruption blind on each pulse like Dust trap
*Fire storm last 5 secs but deal double damage, and the same for AoE spells that last 10 secs: sincerely, who stays all 10 secs under the rain? only a ranger killing the fire storm caster
*Buff on attunements: less recharge, make a skill to "lock" them and avoid removal, or make them skills or preparations like Ritual lord or Apply poison
*No exhaustion on Mind X
Im afraid, dearest Frojack and all fellow elementalists, that we will be the first profession that will be set aside. Its inevitable: Natural selection. ANET cannot balance things with 8 professions without remaking some of them. Steam machines vs Diesel, its that simple.
Id love ANET if they could accept that Energy storage needs a drastical update and that the elementalist's skills need to be all polished accordingly to the new ES attribute, but im afraid this wont happen: pride and money. But let me tell you this, dear ANET: i love the game and i thank you for it since its the best gaming experience ive had. Accepting that the elementalist needs to be rebuilt will make us all believe that your commitment on game balance is true, and we all will be very proud of you.
Mouse at Large
I've read a fair bit in this thread and a couple of others. Here's my 2c.
My wish list would be (in no particular order)
Make attunements stances or preparations, in fact anything thats pretty much non-strippable once applied. I've no problem with getting interrupted trying to apply them.
Make e-storage increase elemental damage by 3% per lvl on spells and wanding. No need to increase burning times or it's degen effect. This gives eles a better chance of dealing damage relative to other caster types who go E/X purely to tap into a larger energy pool.
Miscellaneous tweaks to various spells to decrease duration time e.g. MS whilst upping the dps to maintain overall damage per cast.
I think the first two would not take much in the way of coding/update. I'd really like to see at least one of the first two introduced just to see what the wider community thinks and how it would affect the metagame. Imho, these changes would not be overpowerful, but would make eles more viable as damage dealers rather than the support chars they have largely become. For evidence of how far down the pecking order eles have fallen, especially in PvP, just look at most of the top GvG games and see how many eles run fire....
You'll still be squishy, but a slightly more effective squishy
My wish list would be (in no particular order)
Make attunements stances or preparations, in fact anything thats pretty much non-strippable once applied. I've no problem with getting interrupted trying to apply them.
Make e-storage increase elemental damage by 3% per lvl on spells and wanding. No need to increase burning times or it's degen effect. This gives eles a better chance of dealing damage relative to other caster types who go E/X purely to tap into a larger energy pool.
Miscellaneous tweaks to various spells to decrease duration time e.g. MS whilst upping the dps to maintain overall damage per cast.
I think the first two would not take much in the way of coding/update. I'd really like to see at least one of the first two introduced just to see what the wider community thinks and how it would affect the metagame. Imho, these changes would not be overpowerful, but would make eles more viable as damage dealers rather than the support chars they have largely become. For evidence of how far down the pecking order eles have fallen, especially in PvP, just look at most of the top GvG games and see how many eles run fire....
You'll still be squishy, but a slightly more effective squishy