Anet likes to go for the extreme, IMO. Either a skill is effective or it's not at all. So you have overused skills like Meteor Shower... and then you have water magic which AFAIK people don't use unless they need snares.
I can only guess it's going to be the same with Ursan - I'll be honestly surprised if there's a middle between the OP'ed version we currently have, and the "nerfed to death" version. In any case, people wil be unhappy and will whine. However, even if they nerf it to oblivion... who bets that ursan teams are still gonna form up anyways, just because it's mindless and doesn't require any thought to form a build to run?
Quote:
Originally Posted by Bryant Again
The thing with WoW is that tanking was intentional. I'm sure ANet assumed Warriors would be able to take a beating, but not all of the beating. The fact that they have neglected to fix this for years is pretty troubling.
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Indeed. I don't really know how to explain it, but you have offense and defense, you just can't afford using both, given you have limited attribute points and skills in your bar. You can't do an ele that's going to protect himself really good while pumping damage - you then have buff/healing classes (just logged off L2, sorry, hehe)... whose damage output is minimal or nonexistent (heal monk).
- Limited party members
- Limited skills on your bar
- Limited attribute points
You're obviously not going to make an ele invincible within a group, but he's barely able to defend himself besides kiting. However, you cannot keep aggro on a single target unless you're outside the tank's aggro range...
It makes sense kinda for GW, yet lacks aggro-managing skills. You want your nukers to be effective, but if the tank looses aggro and cannot get it back, at least in GW you can kite effectively. It's your only defense UNLESS you have active buffs/prots/etc... from someone else.
I mean, it FITS for GW's concept... but could use a bit of tweaking IMO.