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pyrdyCZ.4123

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  1. As a elementalist main I was actually excited for a new two-hander, even tho its semi-melee-range, and I naturally wanted to play it and learn it. But even after the changes to deploying Jade Spheres (which imho made it even more chaotic) the rotation seems not balanced compared to other weapons. And I am not complaining because its hard, I don't mind that because you can always learn something new and be good at it. But this feels either useless in short fights where you really need to use Fire/Air to kill something and skip using the 3 whatsoever, or in long fights with bosses etc. it's like managing a whole airplane with one hand and nuclear reactor with other whilst having to dodge all mechanics in order to survive as a squishy elementalist in melee range. And I think the solution would be pretty simple: make the orbs you cast from 3 spin around you unlimitedly (only while you remain in combat) and weaken their effect which would reward you for having them for longer time and then releasing them for maybe more burst damage when you want to, not when you have to. This would make it so you don't have to think about speeding through every element just to get some use of them and you could focus more on positioning and other mechanics. And yes again, I know I can just learn to be bigbrain skillcaster and focus on everything, but I am more of a casual player and I think it should be more fun to use for everyone. I will continue to use the hammer and try to figure out the playstyle that works for me, but I wanted to share my thoughts if there is someone who feels the same. Also to clarify: I am mainly PvE player who focuses most on the Open World/Story content. I get that this would need adjusments for the competitive sides of PvE and PvP, but still I feel like there is a room for making the kit a little bit simpler. I also realize there are some balance changes happening for catalysts right now that got lots of people mad, I don't really mind them that much since I don't play that type of high end content, but if A.net decided to look into it even further, this would be a great QoL change that wouldn't require a complete rework. But if it did come to that it would be aslo appreciated since the other specs got a lot more going for them. PS: I previously posted this on reddit and made a threat here but felt it could gain more attention from devs here since people seemed to agree with me. https://www.reddit.com/r/Guildwars2/comments/tj7gp1/petition_for_changes_to_catalyst_hammer_3/
  2. Even that, then they could make it spin unlimitedly without any concerns. If you want to spam through them to unleash them as many times - you can. If you want to just cast them and focus on other stuff - you can. Now we are stuck with: either use them properly but have your brain explode, use them but fail midway because you had to dodge, use other spell etc or not use them at all.
  3. Hi, so first of all -> title. https://preview.redd.it/38orvc4pcpo81.png?width=55&format=png&auto=webp&s=8848ab61bc17ecde22d0ef43b2c93bf3bbc6cd8e /*Hammer 3 spells (also why does only earth look so different ._.)*/ But let me explain: As a elementalist main I was actually excited for a new two-hander, even tho its semi-melee-range, and I naturally wanted to play it and learn it. But even after the changes to deploying Jade Spheres (which imho made it even more chaotic) the rotation seems not balanced compared to other weapons. And I am not complaining because its hard, I don't mind that because you can always learn something new and be good at it. But this feels either useless in short fights where you really need to use Fire/Air to kill something and skip using the 3 whatsoever, or in long fights with bosses etc. it's like managing a whole airplane with one hand and nuclear reactor with other whilst having to dodge all mechanics in order to survive as a squishy elementalist in melee range. And I think the solution would be pretty simple: make the orbs you cast from 3 spin around you unlimitedly (only while you remain in combat) and weaken their effect which would reward you for having them for longer time and then releasing them for maybe more burst damage when you want to, not when you have to. This would make it so you don't have to think about speeding through every element just to get some use of them and you could focus more on positioning and other mechanics. And yes again, I know I can just learn to be bigbrain skillcaster and focus on everything, but I am more of a casual player and I think it should be more fun to use for everyone. I will continue to use the hammer and try to figure out the playstyle that works for me, but I wanted to share my thoughts if there is someone who feels the same. Also to clarify: I am mainly PvE player who focuses most on the Open World/Story content. I get that this would need adjusments for the competitive sides of PvE and PvP, but still I feel like there is a room for making the kit a little bit simpler. I also realize there are some balance changes happening for catalysts right now that got lots of people mad, I don't really mind them that much since I don't play that type of high end content, but if A.net decided to look into it even further, this would be a great QoL change. PS: I previously posted this on reddit but felt it could gain more attention from devs here on official forums since people seemed to agree with me. https://www.reddit.com/r/Guildwars2/comments/tj7gp1/petition_for_changes_to_catalyst_hammer_3/
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