rebalance primary attributes
tymeless
i think anet is overdue for a rebalance on primary attributes -_-;
This mostly affects pvp players since even a little edge can turn the game around.
Mesmers- fastcasting.
Rebalance to: spells cast faster and gain x energy per successful inturpt or if target is inturpted, the skill used recharges x% faster.
Plz, one of the most useless attribute. The skills under this tree are far from impressive and inturpting with a 1/4cast vs a 1/8cast makes a very small difference. The only really effective use ive seen of fast casting is for fastcasting spikes and that build doesnt even use mesmer skills. And a rebalance will hopefully make mesmers clearly the dominant caster shutdown class rather than competing with the ranger.
Ele - energy storage.
Rebalance to: +2 energy per point and +1energy regen per 6points or somthin along those lines.
energy storage is good initially but after the few first casts in battle it seems to be close to useless compared to soul reaping. I believe that a good ele should never have there energy at full when engaged in battle and that if you do, then ur just wasting points into energy storage that could be better invested elsewhere (whats the point of having energy that you dont use?). Also, ele should b the dominate class when it comes to using spells, after all it is a elementalist... currently, all energy storage does is give more initial casts, helps with exhaustion and lets u brag about how u have 90+mana.
wars - there dps and armor lvl is high enough that i dont think a boost is needed to encourage ppl to pick them as primaries.
rangers - expertise is fine, if not a bit superior.
necro - same as ranger
rits - ehhh... maybe some armor bonus per lvl while casting spells/spirits to encourage ppl to use them or maybe increase spirit range per xlvls and mayb we mite even see some rit spirit spammers appearing =O.
sins, paragon, monks all seem to b fine.
Devs- cant really say since i havent really played them after the preview event and rarely see them in pvp.
This mostly affects pvp players since even a little edge can turn the game around.
Mesmers- fastcasting.
Rebalance to: spells cast faster and gain x energy per successful inturpt or if target is inturpted, the skill used recharges x% faster.
Plz, one of the most useless attribute. The skills under this tree are far from impressive and inturpting with a 1/4cast vs a 1/8cast makes a very small difference. The only really effective use ive seen of fast casting is for fastcasting spikes and that build doesnt even use mesmer skills. And a rebalance will hopefully make mesmers clearly the dominant caster shutdown class rather than competing with the ranger.
Ele - energy storage.
Rebalance to: +2 energy per point and +1energy regen per 6points or somthin along those lines.
energy storage is good initially but after the few first casts in battle it seems to be close to useless compared to soul reaping. I believe that a good ele should never have there energy at full when engaged in battle and that if you do, then ur just wasting points into energy storage that could be better invested elsewhere (whats the point of having energy that you dont use?). Also, ele should b the dominate class when it comes to using spells, after all it is a elementalist... currently, all energy storage does is give more initial casts, helps with exhaustion and lets u brag about how u have 90+mana.
wars - there dps and armor lvl is high enough that i dont think a boost is needed to encourage ppl to pick them as primaries.
rangers - expertise is fine, if not a bit superior.
necro - same as ranger
rits - ehhh... maybe some armor bonus per lvl while casting spells/spirits to encourage ppl to use them or maybe increase spirit range per xlvls and mayb we mite even see some rit spirit spammers appearing =O.
sins, paragon, monks all seem to b fine.
Devs- cant really say since i havent really played them after the preview event and rarely see them in pvp.
gameshoes3003
Mesmer, I agree
Ele, NOOOOOOO!!!!
Rits, Spirits are hard enough to kill with 12 spawning power on them. NOOO!!
Ele, NOOOOOOO!!!!
Rits, Spirits are hard enough to kill with 12 spawning power on them. NOOO!!
moriz
Quote:
Originally Posted by tymeless
Mesmers- fastcasting. Rebalance to: spells cast faster and gain x energy per successful inturpt or if target is inturpted, the skill used recharges x% faster. Plz, one of the most useless attribute. The skills under this tree are far from impressive and inturpting with a 1/4cast vs a 1/8cast makes a very small difference. The only really effective use ive seen of fast casting is for fastcasting spikes and that build doesnt even use mesmer skills. And a rebalance will hopefully make mesmers clearly the dominant caster shutdown class rather than competing with the ranger. |
Kai Nui
Yeah, fast casting works decent, and has some decent skills. I'd say it's about balanced personally. Any kind of change now would just upset people who have been playing their characters for the last X months. (I've played my mesmer nearly 18 months, and I think Fast Casting is just fine)
Series
They are balanced. If anything, Rangers should be unnerfed... Expertise was one way, then they made it better, than whiners complained and got their way to get it reverted... I don't play ranger, but it's ridiculous that a few whiners ruined it for every ranger out there.
Curse You
I don't think changing the primary atributes is called for. If you have energy problems, your build obviously has a flaw (no energy management).
The only problem with Mesmers is that they are really annoying to use when their below level 20. In order to have a decent PvE build on a mesmer, you usually need those 200 skill points.
I don't really see how letting rangers use every non-spell skill for reduced energy was fair. There's a point at which it becomes rediculous, when a ranger can out do another profession, using mostly the other profession's skills.
Quote:
Originally Posted by Kai Nui
Yeah, fast casting works decent, and has some decent skills. I'd say it's about balanced personally. Any kind of change now would just upset people who have been playing their characters for the last X months. (I've played my mesmer nearly 18 months, and I think Fast Casting is just fine)
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Quote:
Originally Posted by Series
They are balanced. If anything, Rangers should be unnerfed... Expertise was one way, then they made it better, than whiners complained and got their way to get it reverted... I don't play ranger, but it's ridiculous that a few whiners ruined it for every ranger out there.
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Antheus
Holy eles with +6 regen. Let's not do that. It somewhat depends how and what you play, but eles can manage energy. Unless it involves only the usual MS spam, and even then it's not a problem.
And ele is dominant class. This is why there's so much whining about SF. Whaa, my ele can't nuke. Then comes SF. Whaa, nerf eles, they nuke too much. It doesn't mean they are really the best at killing stuff, but the damage they dish out currently is quite decent.
And ele is dominant class. This is why there's so much whining about SF. Whaa, my ele can't nuke. Then comes SF. Whaa, nerf eles, they nuke too much. It doesn't mean they are really the best at killing stuff, but the damage they dish out currently is quite decent.
crazy diamond
Mesmers tend to be sorely misunderstood. However, if you know how to take advantage of their skills, they are quite formidable.
Giving Elementalists more regen is absolutely ridiculous.
Giving Elementalists more regen is absolutely ridiculous.
lishi
I think many people dont understand how game breaking is just +1 energy regen.
remember most elite energy management(except few) give barely a little more energy then 1 constantly regen.
and even then there normally a catch
remember most elite energy management(except few) give barely a little more energy then 1 constantly regen.
and even then there normally a catch
Rera
/notsigned
Threads like this illustrate why most gamers should stick to playing games rather than designing them.
Threads like this illustrate why most gamers should stick to playing games rather than designing them.
jummeth
Quote:
Originally Posted by Antheus
Holy eles with +6 regen. Let's not do that. It somewhat depends how and what you play, but eles can manage energy. Unless it involves only the usual MS spam, and even then it's not a problem.
And ele is dominant class. This is why there's so much whining about SF. Whaa, my ele can't nuke. Then comes SF. Whaa, nerf eles, they nuke too much. It doesn't mean they are really the best at killing stuff, but the damage they dish out currently is quite decent. |
Renewal Nuke, Renewal Nuke, Ob Flame, Ob Flame, Renewal Nuke. zOMG exhaustion pwned me! Nerf Exhaustion... -.-
Although 6 regen is insane. You pretty much have 13 ranks of expertise on all skills =S
Terra Xin
I'm still waiting to see if it would be viable to incorporate Fast Casting into Aftercast as well... that would help give mesmers the boost they need. I mean, god, there are already weapons that half casting by 50% (which is rank 15 FC) Give out an average, and any class can have the equivalent to rank 5 in Fast Casting.
Rera
By sacrificing other mods, yes, not to mention the HUGE, UNBELIEVABLE reliability gap between something that triggers 20% of the time, and something that triggers 100% of the time, even if they have the same average effect.
As a Mes primary, I can build around the assumption that every single one of my spells will always cast XX% faster. What that XX% actually is doesn't matter - the point is that I'm guaranteed a fast cast every time.
As a Mes primary, I can build around the assumption that every single one of my spells will always cast XX% faster. What that XX% actually is doesn't matter - the point is that I'm guaranteed a fast cast every time.
Helcaraxe
as a mesmer I'd rather have fast recharge. for each point in fast recharge it would add an extra 1% to half the recharge time of all skills used.
Antheus
And mesmers get HCT/HSR mods as well.
So, not only do they get guaranteed faster casting time (30-50%, depends on setup), but they get same bonus as any other class on top of that.
Add to that some mantras and you get a spammer. Combined with the energy management, there's few places that will have you run out of energy. As long as you play smart. They are not fire-and-forget casts like MS or SS. It takes a lot of target switching to play optimally, and as such, knowing the build is just a small portion of playing it effectively.
So, not only do they get guaranteed faster casting time (30-50%, depends on setup), but they get same bonus as any other class on top of that.
Add to that some mantras and you get a spammer. Combined with the energy management, there's few places that will have you run out of energy. As long as you play smart. They are not fire-and-forget casts like MS or SS. It takes a lot of target switching to play optimally, and as such, knowing the build is just a small portion of playing it effectively.
Series
Quote:
Originally Posted by Rera
/notsigned
Threads like this illustrate why most gamers should stick to playing games rather than designing them. |
vaxmor
Its fine - learn 2 play.
OP clearly has little understanding of the concept 'balance'.
OP clearly has little understanding of the concept 'balance'.
Not A Fifty Five
I think the primaries are fine. Fast casting has waaaaaaaaay more uses then you think, and in energy storage the skills are what provide the energy not the 3 energy points/rank. Ritualists already get 15 extra armor while spamming, unless you sacrifice it for radiants.
Orinn
Wow...
/notsigned. If any primary is unbalanced, it's probably strength (generally considered the weakest of the primaries) and yet you say to leave it alone?
Adding even +1 energy regen at a constant rate makes a HUGE difference in casting ability, especially to Ellies that have an abundance of high-casting-cost spells.
Mesmer fastcasting is good, make no mistake. A small improvement to it, say having it affect aftercast as well as casting time, wouldn't hurt, but even that might be overpowering.
Rangers, necros, dervishes, and paragons all get some form of e-management build into their primary profession. Powerful, yes, but the class is also designed with that in mind. "No change" is a good stance, although I'd personally STILL like to see vampiric touch/vampiric bite made into "touch attack" or "touch spell."
Monks are strange in that their primary attribute doesn't combine with any secondary attribute lines. You can NOT build synergy with divine favor and non-monk skills. If not for that, divine favor would be obscenely overpowered. As it stands, it looks good.
Rits: I honestly don't play them enough to make an informed call. I -believe- spawning power is a bit underpowered, but honestly anything I can think of for it would break it the other way. To err on the side of caution, no change. If i were feeling more adventurous, I'd maybe add +armor to spirits per level, maybe +20 armor at spawning 16. Not a BIG change, but helps the spirits survive longer.
/notsigned. If any primary is unbalanced, it's probably strength (generally considered the weakest of the primaries) and yet you say to leave it alone?
Adding even +1 energy regen at a constant rate makes a HUGE difference in casting ability, especially to Ellies that have an abundance of high-casting-cost spells.
Mesmer fastcasting is good, make no mistake. A small improvement to it, say having it affect aftercast as well as casting time, wouldn't hurt, but even that might be overpowering.
Rangers, necros, dervishes, and paragons all get some form of e-management build into their primary profession. Powerful, yes, but the class is also designed with that in mind. "No change" is a good stance, although I'd personally STILL like to see vampiric touch/vampiric bite made into "touch attack" or "touch spell."
Monks are strange in that their primary attribute doesn't combine with any secondary attribute lines. You can NOT build synergy with divine favor and non-monk skills. If not for that, divine favor would be obscenely overpowered. As it stands, it looks good.
Rits: I honestly don't play them enough to make an informed call. I -believe- spawning power is a bit underpowered, but honestly anything I can think of for it would break it the other way. To err on the side of caution, no change. If i were feeling more adventurous, I'd maybe add +armor to spirits per level, maybe +20 armor at spawning 16. Not a BIG change, but helps the spirits survive longer.
kincaid
Quote:
Originally Posted by Series
They are balanced. If anything, Rangers should be unnerfed... Expertise was one way, then they made it better, than whiners complained and got their way to get it reverted... I don't play ranger, but it's ridiculous that a few whiners ruined it for every ranger out there.
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But after nerffing the expertise, it becomes more and more irritiating.
I mean, if anyone has got problems with it - nerf U'r ass. As for now, the thing that remains is crippling and interrupting over&over again... And this is the definition of the gameplay, provided by ANET. Irritation instead of fun.