Hang in there — Guild Wars 2 Forums

Hang in there

rng.1024rng.1024 Member ✭✭✭✭

In light of the incoming sigil/rune revamp, I wanted to emphasize something that was said (that I believe the entire systems team agree on) about on hit-effects:

https://www.guildwars2.com/en/news/november-13-salvage-runes-and-sigils/

Dubious advantages like gaining aegis when you’re struck can actually encourage you to get hit. This feels odd, and is even worse when getting hit isn’t guaranteed to give you that benefit.

Sound familiar? This also applies to ele auras. With the icd on them, you can't even properly get the constant benefit either.

I believe this to be positive news, mostly because the bonus balance patch seemed to be a functionality change more than a fix (because the new aura mechanic is.. clunky at best), setting the stage for a rework. This post atleast to me confirms that they are looking into options, so I'm looking forward to the next balance pass and the future of auras.

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Comments

  • Jski.6180Jski.6180 Member ✭✭✭✭

    There real fear that its going to make anet nerf staff ele.

    See ELE forms and you will get my views.

  • rng.1024rng.1024 Member ✭✭✭✭

    @Jski.6180 said:
    There real fear that its going to make anet nerf staff ele.

    It's ever present. Why only staff though? Not sure what more they can do to it at this point :o

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    There are too much ele skills and traits that requires the squishiest class to be hit. I think the changes will only affect runes, but I wish their reasonning could extend to eles situation. Actualy auras were meant to dissuade your enemies from hitting you, but only magnetic aura fills that purpose. Fire "Shield"? Not so much.

  • Jski.6180Jski.6180 Member ✭✭✭✭
    edited November 10, 2018

    @rng.1024 said:

    @Jski.6180 said:
    There real fear that its going to make anet nerf staff ele.

    It's ever present. Why only staff though? Not sure what more they can do to it at this point :o

    It dose dmg in pve so it gets nerf in all other game types and now its going to get a means of 100% crit and good quikness up time where else is that going to go? Anet is no longer trust worthy when it comes to ele balancing realty any type of balancing.

    See ELE forms and you will get my views.

  • @MyPuppy.8970 said:
    There are too much ele skills and traits that requires the squishiest class to be hit. I think the changes will only affect runes, but I wish their reasonning could extend to eles situation. Actualy auras were meant to dissuade your enemies from hitting you, but only magnetic aura fills that purpose. Fire "Shield"? Not so much.

    Yep, every ele specialisation except Fire has a trait that triggers when struck or something similar (and Fire has two relating to Fire Aura). The worst offender is probably Soothing Ice which requires you to be struck twice - once to gain Frost Aura, and a second time for that Frost Aura to actually do something.

    Effects that trigger when struck make perfect sense in a game where you will definitely get hit (like almost every other RPG). But they don't make sense in GW2, especially for a class like ele with low armour and HP and little access to blocks.

  • Mithos.9023Mithos.9023 Member ✭✭✭

    @Tommo Chocolate.5870 said:
    Yep, every ele specialisation except Fire has a trait that triggers when struck or something similar (and Fire has two relating to Fire Aura). The worst offender is probably Soothing Ice which requires you to be struck twice - once to gain Frost Aura, and a second time for that Frost Aura to actually do something.

    Effects that trigger when struck make perfect sense in a game where you will definitely get hit (like almost every other RPG). But they don't make sense in GW2, especially for a class like ele with low armour and HP and little access to blocks.

    I wondered about this since release of the game, why does ele have a mechanic with auras where you need to be struck? From all classes ele is the one where I simply never want to get hit at all. With the current low defense and low hp this always felt strange.

    I mean if a champion swings his club at you, you could A; dodge or B; take the hit and activate an aura before it. I doubt I have to say which is the obvious choice.

  • rng.1024rng.1024 Member ✭✭✭✭

    Considering the theme of tempest, I believe auras would be better served as a 240 radius pulsing AoE, with 3 seconds of pulsing it's effect and automatic detonation on the 4th pulse.

    Even Berserker's fire aura detonation was done better, it's impactful, instant, rely on it's own skilltype and it makes sense.

    Getting hit always was the elementalist thing, my guess is because it's designed for hybrid gear (which is why bunker weaver get so much value from these). Too bad defensive gear makes no difference anymore.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭
    edited November 10, 2018

    That's why i always call elementalist a masochistic class: squishiest, many "when struck" features, people still playing it despite nerfs, imbalances, and overall relative class innefficiency (edit: me included).

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @rng.1024 said:
    Considering the theme of tempest, I believe auras would be better served as a 240 radius pulsing AoE, with 3 seconds of pulsing it's effect and automatic detonation on the 4th pulse.

    Even Berserker's fire aura detonation was done better, it's impactful, instant, rely on it's own skilltype and it makes sense.

    Getting hit always was the elementalist thing, my guess is because it's designed for hybrid gear (which is why bunker weaver get so much value from these). Too bad defensive gear makes no difference anymore.

    The theme of tempest is the last hot rushed class that no one put real work into. I am still at a lost how dead eye and rev got real reworks before tempest the class that was going to have sword main hand but did not because there was not enofe time for it and was giving a WH because its the lowest animations wepon in the game. There is nothing left to hang in there for there has not been for years. The ele community is effectually the same 20 or so ppl saying the same things over and over and most of them have moved on.

    See ELE forms and you will get my views.

  • They also should reconsider the icd of aura's effect.
    I mean you do a 10 hits attack with quickness against Fiery Shield, why should you get only 3 fire ? Same for shocking aura : you have one stack of stab, you lose it / or you BS and you have 2 free secondes to burst ignoring the effect. It's a nonsense, auras are absolutely not deterrent.

  • Ganathar.4956Ganathar.4956 Member ✭✭✭

    @Zhaid Zhem.6508 said:
    They also should reconsider the icd of aura's effect.
    I mean you do a 10 hits attack with quickness against Fiery Shield, why should you get only 3 fire ? Same for shocking aura : you have one stack of stab, you lose it / or you BS and you have 2 free secondes to burst ignoring the effect. It's a nonsense, auras are absolutely not deterrent.

    When it's an effect that benefits the ele like auras, it needs an icd. When it is a counter to ele like retaliation, it needs no icd. Seriously, retaliation in WvW zergs is pretty busted against ele sometimes. I'd understand the icd though if the effect was incredibly powerful, and even hitting once meant getting significantly punished.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭
    edited November 11, 2018

    @Ganathar.4956 said:

    @Zhaid Zhem.6508 said:
    They also should reconsider the icd of aura's effect.
    I mean you do a 10 hits attack with quickness against Fiery Shield, why should you get only 3 fire ? Same for shocking aura : you have one stack of stab, you lose it / or you BS and you have 2 free secondes to burst ignoring the effect. It's a nonsense, auras are absolutely not deterrent.

    When it's an effect that benefits the ele like auras, it needs an icd. When it is a counter to ele like retaliation, it needs no icd. Seriously, retaliation in WvW zergs is pretty busted against ele sometimes. I'd understand the icd though if the effect was incredibly powerful, and even hitting once meant getting significantly punished.

    Hitting ele is ok, ele hitting himself is ok, ele hitting others: icd on meteors, no icd on retal.
    Edit: SB popping FC? Don't hit. Stow weapon. Or dodge because of some stupid random aoe/pet/clone/whatever fart.
    Ele popping aura? Who cares? Just 2-hit him.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭
    edited November 11, 2018

    What are sigils of draining and severance? Nevermind i'll wiki that.
    Edit: hmmm they look sweet, maybe i should pve/wvw more.

  • rng.1024rng.1024 Member ✭✭✭✭

    @MyPuppy.8970 said:
    What are sigils of draining and severance? Nevermind i'll wiki that.
    Edit: hmmm they look sweet, maybe i should pve/wvw more.

    Also a fair point actually, as splits/gear availability further emphasizes elementalist issues in PvP :p

  • Yannir.4132Yannir.4132 Member ✭✭✭✭

    @rng.1024 said:
    In light of the incoming sigil/rune revamp, I wanted to emphasize something that was said (that I believe the entire systems team agree on) about on hit-effects:

    https://www.guildwars2.com/en/news/november-13-salvage-runes-and-sigils/

    Sound familiar? This also applies to ele auras. With the icd on them, you can't even properly get the constant benefit either.

    I believe this to be positive news, mostly because the bonus balance patch seemed to be a functionality change more than a fix (because the new aura mechanic is.. clunky at best), setting the stage for a rework. This post atleast to me confirms that they are looking into options, so I'm looking forward to the next balance pass and the future of auras.

    Sure, it's moderately positive that they are taking a look but I wouldn't expect too much out of it.

    Dubious advantages like gaining aegis when you’re struck can actually encourage you to get hit. This feels odd, and is even worse when getting hit isn’t guaranteed to give you that benefit.

    I don't think it's referring to on-being-hit effects being dubious. I think it's more about gaining aegis part of the sentence that's the key area here. It's quite specifically of dubious benefit to gain aegis when you are hit because that's exactly what aegis is supposed to prevent. This does apply to a few other things but it shouldn't be understood as on-hit effects generally being dubious.

  • Zunki.3916Zunki.3916 Member ✭✭✭

    Actually this makes me kinda nervous.
    I know I should expect nothing at all, but making fire aura pulse burn stacks, making lightning aura pulse some power dmg and making frost aura pulse some slow would actually give the support tempest the much needed offensive support and put it one step up in viability. I don't want to decrown druids, but being one step closer would be very welcomed. They could do so much cool stuff but most likely not much will happen, eh...?

    Viable != Optimal

    Not viable = You only get carried, 10 players with a build as "viable as yours" can't properly do it.

  • rng.1024rng.1024 Member ✭✭✭✭

    @Yannir.4132 said:

    @rng.1024 said:
    In light of the incoming sigil/rune revamp, I wanted to emphasize something that was said (that I believe the entire systems team agree on) about on hit-effects:

    https://www.guildwars2.com/en/news/november-13-salvage-runes-and-sigils/

    Sound familiar? This also applies to ele auras. With the icd on them, you can't even properly get the constant benefit either.

    I believe this to be positive news, mostly because the bonus balance patch seemed to be a functionality change more than a fix (because the new aura mechanic is.. clunky at best), setting the stage for a rework. This post atleast to me confirms that they are looking into options, so I'm looking forward to the next balance pass and the future of auras.

    Sure, it's moderately positive that they are taking a look but I wouldn't expect too much out of it.

    Dubious advantages like gaining aegis when you’re struck can actually encourage you to get hit. This feels odd, and is even worse when getting hit isn’t guaranteed to give you that benefit.

    I don't think it's referring to on-being-hit effects being dubious. I think it's more about gaining aegis part of the sentence that's the key area here. It's quite specifically of dubious benefit to gain aegis when you are hit because that's exactly what aegis is supposed to prevent. This does apply to a few other things but it shouldn't be understood as on-hit effects generally being dubious.

    I know, if it weren't for that the "on hit" bonus was removed from all showcased runes I would agree ;)

  • rng.1024rng.1024 Member ✭✭✭✭

    @Zunki.3916 said:
    Actually this makes me kinda nervous.
    I know I should expect nothing at all, but making fire aura pulse burn stacks, making lightning aura pulse some power dmg and making frost aura pulse some slow would actually give the support tempest the much needed offensive support and put it one step up in viability. I don't want to decrown druids, but being one step closer would be very welcomed. They could do so much cool stuff but most likely not much will happen, eh...?

    If anything happens - and that's a big if - we won't see any big passes until mid PvP season (since it's a thing now). Unfortunately this coincides with the wintersday festival which also require resources, so I guess our biggest chance will be somewhere in january/february for a major balance pass :o

  • Zunki.3916Zunki.3916 Member ✭✭✭

    @rng.1024 said:

    @Zunki.3916 said:
    Actually this makes me kinda nervous.
    I know I should expect nothing at all, but making fire aura pulse burn stacks, making lightning aura pulse some power dmg and making frost aura pulse some slow would actually give the support tempest the much needed offensive support and put it one step up in viability. I don't want to decrown druids, but being one step closer would be very welcomed. They could do so much cool stuff but most likely not much will happen, eh...?

    If anything happens - and that's a big if - we won't see any big passes until mid PvP season (since it's a thing now). Unfortunately this coincides with the wintersday festival which also require resources, so I guess our biggest chance will be somewhere in january/february for a major balance pass :o

    Hmmm, can't today be a good day for such a change, alongside with the rest? Or is it common knowledge that there are not much further changes than upgrades and consumeables? I expected the major balance patch today, including other stuff, but maybe I'm a bit too greedy :)

    Viable != Optimal

    Not viable = You only get carried, 10 players with a build as "viable as yours" can't properly do it.

  • Yannir.4132Yannir.4132 Member ✭✭✭✭

    @rng.1024 said:
    I know, if it weren't for that the "on hit" bonus was removed from all showcased runes I would agree ;)

    That's more because of the @rng.1024 than dubious effects. :tongue:
    That's been a trend ever since they did the Sigil overhaul for PvP, they tend to remove RNG elements from the game mechanics so that the player has better control over things. Auras are not RNG, you know exactly what they do, and when they do it.

    PS. In the end I do agree auras need buffs so I won't be arguing this point further. Just wanted to point out that you might be mis-interpreting dev comments a bit too positively. Just don't get your hopes up too much.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    Auras aren't rng, but their core effect kinda is. I don't expect much change though.

  • Weaver is still complete garbage. Anyone expecting a fix needs to pull their heads out of their kitten. Anet's "Balance" Team's Ele player mains support Tempest (hence the poorly implemented aura buffs). Probably can't even string together an actual combo with sword Weaver. Expecting them to competently fix Weaver is insanity.

  • Junkpile.7439Junkpile.7439 Member ✭✭✭

    So did they boost core scepter/dagger ele? Give us barriers, maybe some blocks, more hp and stuff?

    Low quality trolling since launch
    Seafarer's Rest EotM Hero

  • rng.1024rng.1024 Member ✭✭✭✭

    @Junkpile.7439 said:
    So did they boost core scepter/dagger ele? Give us barriers, maybe some blocks, more hp and stuff?

    Only an indirect one. This patch forces players to either take rather straightforward damage oriented runes, or more defensive utility oriented ones. Pushing more runes into semi-viability means 2 things outside PvP:

    • Opponents will either hit as hard as they have been, or they will lose a significant amount of damage based on rune choice.

    It's a happy day for roamers that's for sure, with the extra 125 increased statpool and not to mention the many runes that now give 10% extra health.

    Also nice to see the rng go, as alot of sigils will see more use. Runes giving significant specific boon durations (up to 50%) also suggests anet wants permaboons to be a thing, so boonremoval options got buffed.

    Overall a good change in my opinion - it furthers the divide between dps and support, while at the same time allowing hybrids more of an edge ;)

  • rng.1024rng.1024 Member ✭✭✭✭

    The worst is I actually feel all ele needs to get right up there is a "Force of Will" trait like guardian in arcane (preferably for toughness) to start performing on par with a few other professions.

  • Stallic.2397Stallic.2397 Member ✭✭✭

    @rng.1024 said:

    @Junkpile.7439 said:
    So did they boost core scepter/dagger ele? Give us barriers, maybe some blocks, more hp and stuff?

    Only an indirect one. This patch forces players to either take rather straightforward damage oriented runes, or more defensive utility oriented ones. Pushing more runes into semi-viability means 2 things outside PvP:

    • Opponents will either hit as hard as they have been, or they will lose a significant amount of damage based on rune choice.

    It's a happy day for roamers that's for sure, with the extra 125 increased statpool and not to mention the many runes that now give 10% extra health.

    Also nice to see the rng go, as alot of sigils will see more use. Runes giving significant specific boon durations (up to 50%) also suggests anet wants permaboons to be a thing, so boonremoval options got buffed.

    Overall a good change in my opinion - it furthers the divide between dps and support, while at the same time allowing hybrids more of an edge ;)

    The change in runes doesn't solve many problems, but I agree, the 125 increase stat you're referring to is pretty hard to refuse. I'm using it for added toughness, which allows me to stat for damage elsewhere, and there's a big difference in survivability.

  • Zhaid Zhem.6508Zhaid Zhem.6508 Member ✭✭✭
    edited November 14, 2018

    I'm a bit disapointed with this patch. Durability and leadership runes ?
    Okai it was pretty OP (at least, to war, holo, soulbeast), one of the few solutions to roaming elementalist (at least, mine), but instead of an adjustement they buff every others runes : +10% health, +125 toughness, ferocity ... And the lost of 5% duration, it seems silly but after few hours of test it feels bad.

    I don't know what to say, I see so much possibilities for the overplayed soulbeast, spellbreaker, holo ...; with powercreep runes and all sigils on "disabling", but for my sword weaver I'm like "Well ... well, okai,... not this rune, not this sigil ... not enough cc for this one, no sustain, for tempest perhaps ... "
    Guess, I'll play soulboon : 24k hp, 25 mights, perma quickness, protection (-33% condition dmg, 260hp/s), regen, fury, swiftness + access to others boons
    Or Holo : 24k hp, 25 mights, perma quickness, protection, regen, fury, swiftness, stab + conditions conversion.
    Or Reaper : 30k HP, 25 mights, perma quickness, 100% precision
    Or Spellbreaker who will remove/steal 8 boons in two skills, and burst you with >5sec quickness.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭
    edited November 14, 2018

    Has anyone tested rune of evasion?

  • Zhaid Zhem.6508Zhaid Zhem.6508 Member ✭✭✭
    edited November 14, 2018

    I tried in wvw. In pvp it would work good (like the old version too) but no icd, so basically you can clease condi in fire or earth etc, in wvw with powercreep of ascended gear, infusion and food, it's a bit too low.
    Actualy I try a Fire-Arcane-Weaver d/d with runes of fire, it's fun, but I need to change my set for something more tanky.

  • rng.1024rng.1024 Member ✭✭✭✭
    edited November 14, 2018

    @Zhaid Zhem.6508 said:
    I'm a bit disapointed with this patch. Durability and leadership runes ?
    Okai it was pretty OP (at least, to war, holo, soulbeast), one of the few solutions to roaming elementalist (at least, mine), but instead of an adjustement they buff every others runes : +10% health, +125 toughness, ferocity ... And the lost of 5% duration, it seems silly but after few hours of test it feels bad.

    I don't know what to say, I see so much possibilities for the overplayed soulbeast, spellbreaker, holo ...; with powercreep runes and all sigils on "disabling", but for my sword weaver I'm like "Well ... well, okai,... not this rune, not this sigil ... not enough cc for this one, no sustain, for tempest perhaps ... "
    Guess, I'll play soulboon : 24k hp, 25 mights, perma quickness, protection (-33% condition dmg, 260hp/s), regen, fury, swiftness + access to others boons
    Or Holo : 24k hp, 25 mights, perma quickness, protection, regen, fury, swiftness, stab + conditions conversion.
    Or Reaper : 30k HP, 25 mights, perma quickness, 100% precision
    Or Spellbreaker who will remove/steal 8 boons in two skills, and burst you with >5sec quickness.

    You basically trade 5% boon duration and 125 vitality for 10% health.

    This is a 10% buff for all professions.

    With the old 125 vit it used to be

    • 12k: 6,8%
    • 16k: 5,5%
    • 19k: 4,8%

    Not even that but you get counterplay by the boons triggering upon 1st hit, also allowing you to better deal with 1 shot mechanics.

    For the squishy ele both of these changes are helpful, the only thing you really lose is 5% boon duration which is 1/2 a sec for every 10 seconds a boon lasts :)

  • What ? Before patch, elem with durability : 12895 hp, today: 12810hp
    10% is 10%, I don't know how you quick math.

  • rng.1024rng.1024 Member ✭✭✭✭
    edited November 14, 2018

    @Zhaid Zhem.6508 said:
    What ? Before patch, elem with durability : 12895 hp, today: 12810hp
    10% is 10%, I don't know how you quick math.

    Was assuming marauder armor :)
    Sadly this change into % means higher base vit professions get more use of it than the lower ones, like ele :/

  • That is the problem, it doesn't solve the squishy buziness of elem, actually it's enlarging the gap.

  • rng.1024rng.1024 Member ✭✭✭✭

    @Zhaid Zhem.6508 said:
    That is the problem, it doesn't solve the squishy buziness of elem, actually it's enlarging the gap.

    Indeed, they buffed it for all. On the other hand it's forcing people to either go full defence or full offence, so if you choose to use a 175 power/100 Precision/125 bonus Power rune you will have significantly more damage than the one using durability.

    At this point, for a squishy profession like ele, it's probably wise to use the runes that give you a little of both. Durability becomes better the more zerker you can go pretty much.

  • Has anyone tried Rune_of_Sanctuary ?
    Does it works with arcanes 3-#-1, or soothing mist, Healing Ripple, may be food, etc ?

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Zhaid Zhem.6508 said:
    Has anyone tried Rune_of_Sanctuary ?
    Does it works with arcanes 3-#-1, or soothing mist, Healing Ripple, may be food, etc ?

    Sadly weaver dose not get any benefit for having barrier up of all the classes who have barrier weaver was the barrier self class but it is nothing but more hp where scorge gets clears and might from it. It would make the weaver more tankly to a point but you will be in that cant kill any thing and cant be killed.

    There realty is no hope stop playing ele this class needs to set aside for real balancing and the only way anet will see this is to simply cut the population to 0%.

    See ELE forms and you will get my views.

  • rng.1024rng.1024 Member ✭✭✭✭

    @Jski.6180 said:

    @Zhaid Zhem.6508 said:
    Has anyone tried Rune_of_Sanctuary ?
    Does it works with arcanes 3-#-1, or soothing mist, Healing Ripple, may be food, etc ?

    Sadly weaver dose not get any benefit for having barrier up of all the classes who have barrier weaver was the barrier self class but it is nothing but more hp where scorge gets clears and might from it. It would make the weaver more tankly to a point but you will be in that cant kill any thing and cant be killed.

    There realty is no hope stop playing ele this class needs to set aside for real balancing and the only way anet will see this is to simply cut the population to 0%.

    Don't give up yet - there's a silver lining, and I didn't realise this until last night. Not sure if you've visited the mesmer subforum, but there's an outcry about the sigil of concentration nerf there. Considering chronomancer was made around raids, and anet have all the metrics, it's highly likely it will return as a trait very soon. This isn't any small thing - it hints the changes today set the stage for balance patches to come.

    Now you might say that ofc mesmer gets the goodies, but considering mesmer, thief and rev have all gone through recent reworks, chances are ele's are high on that list since we currently lack any identity.

    However, it was pointed out on the AFC with the systems team that core mechanics (like attunement swap) would either be too tricky or take a long time to change, so I doubt it's beneficial for them to shake that up. I expect more streamlined trait tiers (top/mid/bottom), better definable traitlines, a boon accessibility overhaul and a look at numbers before it comes to that.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    Wait, ele still terribad with an op rune that everybody's crying to get removed? What kind of poor state are we in?

  • LazySummer.2568LazySummer.2568 Member ✭✭✭
    edited November 15, 2018

    Frost Aura ninja nerf and here you're still trying to be optimistic about anet with eles Lol. This whole subforum/thread/comment also won't get read by the foolish balance team. None of the new rune/sigil changes are useful for eles too like mentioned previously. It's a lost cause.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @LazySummer.2568 said:
    Frost Aura ninja nerf and here you're still trying to be optimistic about anet with eles Lol. This whole subforum/thread/comment also won't get read by the foolish balance team. None of the new rune/sigil changes are useful for eles too like mentioned previously. It's a lost cause.

    What was the nerf to an effect that nearly no one used any more?

    There really no hope here for ele stop playing it show the real problems anet is making for ele players. Its the only way.

    See ELE forms and you will get my views.

  • rng.1024rng.1024 Member ✭✭✭✭

    @MyPuppy.8970 said:
    Wait, ele still terribad with an op rune that everybody's crying to get removed? What kind of poor state are we in?

    Lol yeah, even after weaver got pre-release-nerfed because with it's barriers it could become "unkillable".

  • rng.1024rng.1024 Member ✭✭✭✭

    @LazySummer.2568 said:
    Frost Aura ninja nerf and here you're still trying to be optimistic about anet with eles Lol. This whole subforum/thread/comment also won't get read by the foolish balance team. None of the new rune/sigil changes are useful for eles too like mentioned previously. It's a lost cause.

    What's the ninja nerf?

  • steki.1478steki.1478 Member ✭✭✭✭

    @rng.1024 said:

    @LazySummer.2568 said:
    Frost Aura ninja nerf and here you're still trying to be optimistic about anet with eles Lol. This whole subforum/thread/comment also won't get read by the foolish balance team. None of the new rune/sigil changes are useful for eles too like mentioned previously. It's a lost cause.

    What's the ninja nerf?

    It's bugged and provides 8% reduction instead of 10%.

    Deso's favorite FROG
    Master of afk and kiting
    The God of Pips and Gud Deeps
    Froggo himself

  • @steki.1478 said:

    @rng.1024 said:

    @LazySummer.2568 said:
    Frost Aura ninja nerf and here you're still trying to be optimistic about anet with eles Lol. This whole subforum/thread/comment also won't get read by the foolish balance team. None of the new rune/sigil changes are useful for eles too like mentioned previously. It's a lost cause.

    What's the ninja nerf?

    It's bugged and provides 8% reduction instead of 10%.

    Ninja nerf and bugged are different

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    @steki.1478 said:

    @rng.1024 said:

    @LazySummer.2568 said:
    Frost Aura ninja nerf and here you're still trying to be optimistic about anet with eles Lol. This whole subforum/thread/comment also won't get read by the foolish balance team. None of the new rune/sigil changes are useful for eles too like mentioned previously. It's a lost cause.

    What's the ninja nerf?

    It's bugged and provides 8% reduction instead of 10%.

    I'm amazed you could actualy figure that out so precisely. I wouldn't even notice a difference... Well i hardly felt any damage reduction to begin with, since i always considered it to be negligible considering the duration and cooldown, and burst levels out there.

  • steki.1478steki.1478 Member ✭✭✭✭

    @MyPuppy.8970 said:
    I'm amazed you could actualy figure that out so precisely. I wouldn't even notice a difference... Well i hardly felt any damage reduction to begin with, since i always considered it to be negligible considering the duration and cooldown, and burst levels out there.

    I didnt, I read a post about it.

    @Mini Crinny.6190 said:
    Ninja nerf and bugged are different

    Just because your main class got affected, doesn't mean it's intended. It's not stated in patch notes so it's more likely to be a bug.

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  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Mini Crinny.6190 said:

    @steki.1478 said:

    @rng.1024 said:

    @LazySummer.2568 said:
    Frost Aura ninja nerf and here you're still trying to be optimistic about anet with eles Lol. This whole subforum/thread/comment also won't get read by the foolish balance team. None of the new rune/sigil changes are useful for eles too like mentioned previously. It's a lost cause.

    What's the ninja nerf?

    It's bugged and provides 8% reduction instead of 10%.

    Ninja nerf and bugged are different

    For ele every bugg and over sight is a nerf because it take anet months to fix them on the ele class and ele class alone because no dev are working on ele.

    I think the old saying is all in vain. Ya ele is a truly dead class.

    See ELE forms and you will get my views.

  • rng.1024rng.1024 Member ✭✭✭✭
    edited November 17, 2018

    How about a trait that removes 1 condition when you swap attunements? Internal cd per attunement ofc, so 10/8,5 sec after you attuned to it before it can remove another.

    Naturally this would require a remake of Cleansing Wave trait (240 radius 5 target AoE resistance for 1 sec?), and would offer plentiful condiremoval for more squishy builds, especially if put in arcane.

    Tempest with it's inherent condi removal tools would autobalance since attunements get locked for 20 sec on overload, and weaver the same as it would only proc on main hand swap - giving you the opportunity for a mass 4 condiclear burst with unravel.

    This coupled with the new and increased sigil of cleansing, would provide a solid amount of cleanse to core ele and about the same (if Cleansing Wave nerfed) to weaver, even bringing tempest some added self clear to better support it's allies.

    Allowing burstier builds to not have to spec into water atleast. If anything, tuning the swift-regen-cleanse availability of weaver in order to balance this would actually benefit all ele specs.

  • Snellibee.2761Snellibee.2761 Member ✭✭✭
    edited November 22, 2018

    @rng.1024 said:
    How about a trait that removes 1 condition when you swap attunements? Internal cd per attunement ofc, so 10/8,5 sec after you attuned to it before it can remove another.

    Naturally this would require a remake of Cleansing Wave trait (240 radius 5 target AoE resistance for 1 sec?), and would offer plentiful condiremoval for more squishy builds, especially if put in arcane.

    Tempest with it's inherent condi removal tools would autobalance since attunements get locked for 20 sec on overload, and weaver the same as it would only proc on main hand swap - giving you the opportunity for a mass 4 condiclear burst with unravel.

    This coupled with the new and increased sigil of cleansing, would provide a solid amount of cleanse to core ele and about the same (if Cleansing Wave nerfed) to weaver, even bringing tempest some added self clear to better support it's allies.

    Allowing burstier builds to not have to spec into water atleast. If anything, tuning the swift-regen-cleanse availability of weaver in order to balance this would actually benefit all ele specs.

    This would be worse for weavers than it is now lmao, sure make the only somewhat viable spec for ele worse to make the other specs go from ultra kitten to kitten that would make it all balanced
    PS: The reason why cleansing one condi per attunement change is bad is because condi mirages or scourges put out several condi on you, where like 2 are doing all the damage, but with one condi clear every attunement on weaver wich is with a 3.2 sec cooldown, by the time you managed to cleanse all the condi you're either already dead, or a new batch of 18 stacks are on you.

    Also you talk about unravel but nobody with a clear mind picks unravel over any of the other NEEDED utilities to be able to survive "Twist of fate" "Teleport"

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