Let me start by saying that I am an ele sypathizer. I love my ele, he was my first character. I agree that there are improvements to be made, but I don't agree with most of your recommendations.
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Originally Posted by Tongloid Tarthwood
Energy Storage
Give eles a ridiculous ammount of energy so they can cast spells all day long without getting their energy depleted. This works using the warriors-are-great-because-they-don't-run-out-of-energy school of thinking. Basicly, if the ele never runs out of energy, they never stop casting high damage spells. The one flaw I see with this is that every other thing would like high-energy and will therefore choose ele because of their high energy and just use their secondary more than the actual ele. Or how about that as you get more levels in energy storage you can energy pips as well? Then we could meet the 8 energy pips that are "required" to out damage warriors.
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Eles already have a very high amount of Energy. Current energy storage abilites are fine. It is silly to think that an elementalist should never run out of energy. They are more studied therefore they have higher amounts, and you are asking to take out an important aspect of playing any class... Energy management. This is not a simple game of god mode/inifinate ammo. All players need to learn to balance.
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Originally Posted by Tongloid Tarthwood
Overpowered Spells
This idea is brilliant in its simplicity. Give elementalists high damage spells for very little cost and no exhaustion. Then elementalists fulfill their role of high damage and get lots of ele-hate which is a good things aparently because it means they are causing a huge disturbence.
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Nothing should be overpowered. One thing that I disliked at the beginning but have come to respect greatly is the relative balance of the characters. No character can't be countered nor does it overpower another. No one should ever be able to say "X profession just can't stand up against Y profession" Causing a huge disturbance is the quickest way to get something nerfed. See above for balance.
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Originally Posted by Tongloid Tarthwood
Better Wand Attack
All this does is bring them up to warrior level DPSwise. That means that the warrior is not beating them with DPS and therefore the wammos with brains (what a parodoxical phrase) will have to find some other statistic to bend to their will.
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Don't get hung up on DPS. Elementalist shouldn't really be using their wands. That's not what they are good at. If you are using your wand, there is something wrong usually.
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Originally Posted by Tongloid Tarthwood
Better Armour
Make 'em less squishy. Give 'em more spell time to unleash their fire fury or lightning lashing.
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This directly goes against your glass cannon idea. There are already spells to help accomplish this task. Eles make up for their shortcomings by using their skills. As it should be.
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Originally Posted by Tongloid Tarthwood
Shorter Cast Times
Just to stop the whole I-can-beat-your-ele-because-my-warrior-has-a-half-second-cast-time-for-everything people. No-one really likes them so let's kill them all with our 2 second cast time meteor shower and our one second cast time rodgort's invocation.
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In flavor of the character, some spells are more powerful and require more preparation to unleash them. Casting times should appropriate reflect the flavor of the spell.
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Originally Posted by Tongloid Tarthwood
Get rid of Exhaustion
We need to get rid of exhaustion. I have tons of spells that would be fantastic if we were to get rid of exhaustion and take the spell cost down a bit. How the hell do you expect me to keep up high damage if I can't get enough energy for standing up straight? (Which is quite funny, because the classes can't stand up straight whilst fighting).
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Exhaustion is good. This is where I agree that Anet needs to make some changes. There is too much exhaustion for no real reason related to the flavor of the spell. Reduce/remove exhaustion on some spells. But really with proper energy management exhaustion shouldn't be that big a deal.
I don't really want to spark up the whole DPS thing as it has been more then thuroughly addressed in the other thread. In the Factions guide it describes eles and states that no other class has higher DPS. Period. Their words, not mine.
Eles should be high dmg dealers, that doesn't mean that all their skills should be spammable with no drawbacks.
They have taken steps to work on different builds for eles to compliment some of the complaints.
Many complain about the touch spells or close proximity spells. They have introduced new armor to help those who choose to play those skills. They have made many skills more powerful (granted not the ones that many would like) AoE still is a problem. It is unreasonable to say that monsters shouldn't flee from AoE spells, as human players would as well. Better AI makes for more thoughtful game play. There are many skills, particularly in the fire line that are all but useless because of the AoE scatter.
AoE should be used for short burst high dmg where they get a good amount of dmg off before the enemy scatters. Long duration spells that require the enemy to be inside for a long duration to achieve at least half potency causing AoE scatter are useless to most eles except in defensive positions. Firestorm and Chaos Storm being the biggest examples in my opinion.
Too many spells in a single attribute line causing exhaustion is also a problem (air and earth). Exhaustion seems in flavor to be related to exerting a large amount of force (energy) for big impact (very high dmg or great effect). Meteor and Meteor shower are great examples of this. High cost, long cast, long recharge and exhaustion. Quick cast, low energy don't fit in with that flavor. Exhaustion should not be used as an inhibitor for overusing a spells. Modifications to casting cost, dmg amount should be.