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Some thoughts on the dagger changes.


Noble.2670

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Hmmmkay...

The changes to Water #2 and #5, while it's a buff, not really, but it's something. These changes to Water addressed an interrupt-able skill that already provides low healing, the skill itself doesn't suit a sustain element, ever had a sustain that's stopped except by Poison? So the buffs were for something that doesn't fit the pace of the weapon, let alone that it's 160 more healing only.

For Fire aa's, I don't really think that I have ever tried to target as much enemies with my skill, yeah Piercing is good, but compared to Ranger's Longbow that can shred through zergs, it's not really a thing for a 400 ranged attack on a class that survives through active defense. Also, Air's auto attack was a more suiting damage dealer, both number-wise and ease to use it and land it, so I would rather get Lightning Whip's nerf back and revert Dragon's Claw as it was.

Regarding Air #2, while it's easier to land, it's something like Primordial Stance, except that it's not instant, at least PS can counter burst with Chilled effect or instantly land Burning when on offense, but this change isn't really addressing anything except ease of landing.

Earth changes: I though Earth #2 was going to be really good for blocking missiles but I was wrong, the skill can be interrupted and as you said, it locks you in an animation for nothing... not something that would make my eyes sparkle, at least Fire #2 deals actual damage for its animation. It should've had the initial cast only, not the second impact's as well. Earth #3 is actually good because it's faster and less clunky than before, but 600 range means nothing and the trail left behind also means nothing. Perhaps Earth #3 should have its trail removed but provide stronger impact burst, also, removing movement impairing effects would be really good as the 900 range no longer exists.

Apart from dagger, I want them to also address staff, the weapon is in a miserable state, and it has been like that since MS/Lava Font nerfs, and the nerfs followed because of golem benchmarks.

Also, as you've already said and as ANet mentioned but weren't really delivering "In this update, we're leaning into the dagger's close-range area-of-effect damage and burst attacks." Now did this update include any AoE damage or burst attack changes, not really. Air 2 is the same (only AoE), Earth is the same, Fire changes are nothing, and Water changes are the saddest (200 more healing for fully channeling, really?) + the added animations makes me want to scream. The class already has tons of channeling/pre-casts/after-casts/delay, so another animation for a little cause is a disadvantage.

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Its still dagger ele at the end of the day your giving up the ability to play at ranged for a few leaps its "fun" but never worth it. Ele still a glass of a class who is locked into there wepon of chose for the fight (more of a wepon specialist then a mages class) giving up massive aoe for small less then 5 targets aoe.

The updates where cool but did nothing to fix the fact that your asking a mages armor class / hp amount to go into melee with out the tools of other melee classes. Staff is far better over all and sword is a way better melee tool with real def for going into melee and real def from the elite spec. of weaver (sadly tempest +7% protection just dose not cut it for "melee" def at all).

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Earth #2 and #3 are incredibly weak;Earth #3 was already clumsy and half the time it didn't immobilise the target, but now ... spikes have 60 radius + it slighty shorter than burning speed + final impact low dmg. So it feels more "smooth" more spectacular, but you lose a lot of range only to immobilize 5 foes on final impact instead of 1.Earth #2, ~25% dmg first impact but they nerfed bleedings .... why ? We haven't win dmg (or negligible, condi/power/celestial ...), we already had the anti-proj ... but now animation is longer ... At least if it could be a combo finisher, like a leap or a blast....

I was happy, skills are smooth and cool to watch, but in fact now earth #1 #2 #3 are worse than ever.Main hand dagger Earth is still incredibly weak. No power dmg, no condition, "regular", short duration and small number of soft CC that everybody cleanse with their passives ...  #2 should REFLECT projectiles and #3 should apply at least 2 soft CC or bleedings or leave a wall of "earth".

Water skills : always good to earn some buffs, but it doesn't change anything in the necessities of elem : healing power, water spec ...

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After playing Dagger for a bit, I can say that the changes are decent. Not really game changing, it doesn't redefine how Ele is played, but overall they are okay.

Air 2 is good. Is it better than Lightening Touch? Probably, but not by too much. I'd argue we'd either need to 1) Increase the damage so its actually a good burst skill that goes along with the theme of Dagger now apparently. Or 2) Reduce the casting time to instant. It feels very clunky at the moment, having to time its casting, wait the second and then have it pop down for meh damage. I think the damage would be alright if the casting was instant though, even if that increases the recharge by a second or two.

Earth 2 is fine. It's an overall buff to Earth Ring. I feel its a bit slow, which is a problem with alot of Earth abilities, but on the whole its not bad.

Earth 3 feels really clunky. The evades is nice but it feels much more difficult to control than Burning Speed for some reason. The spike trail is kinda useless at the moment. I think it should be changed to be in line with the Burning Speed skill, leaving behind a section of the earth that cripples/bleeds players that pass over it. Maybe that makes the skills too similar but I find it really difficult to land the immob now on Earth 3, so I'm really only using it now as an evade skill. I would prefer the old Magentic Leap for its distance to the 1/2 evade in its current state.

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