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Nup.4591

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Everything posted by Nup.4591

  1. I find ether renewal to be an underrated heal skill. It has a very short cooldown and cleanses a lot of conditions. The cast time is the only downside, but open world you cna definitely afford that.
  2. Hammer is ruined by the number 3 skills. Honestly the other skills are fun, they have weight to them, they feel satisfying to use, good job on that! But the number 3 skills are what drags it down. They awkwardly do zero damage. They are clunky to use. Their buffs are strong, which means that in order to be balanced, power has to be taken away elsewhere. Tryingnto maintain the buffs means permanently rotating through all elements, which makes attunement swapping less free and adaptive and more repetitive. And then finally the grand finale sill being one of the biggest dps skills makes it punishing if you mess up. The other hammer skills are good. Playing ranged awkward and unusable, but as a melee weapon with some ranged skills it does work. There are some really nice skills there! Just imagine if there was one more skill on each element, instead of spinny orbs that buff you and crit for 0 damage!
  3. I really want staff to be good. Next patch they are buffing hammer because it is underperforming compared to sword/warhorn.. Where is staff? ;-;
  4. I actually really like the f5 skills. they are quick and interactive and you can use them even with different weapons to quickly create combos or get the boons you want. I wouldn't want to see these changed. the problem is the energy regeneration. there's two things in this: -it favors fast multihit attacks -you can't get energy while a sphere is deployed. hammer has the stupid orbs on skill 3 that constantly "hit" which gives you a constant stream of energy other weapons don't have these and thus struggle with getting energy up. the few multihitting skills they have (like meteor storm for example) are often used in a burst window where your spheres are deployed, so you can't use these to get energy.) this is why it's so reliant on hammer. I agree on the augments being incredibly boring as they are now, and I hate using them. but I wouldn't want to sacrifice the F5 for it. (also a sidenote that if augments were shareable they would become completely overpowered.) the idea with the orbs you have sounds interesting, but I think I'd like to keep those tied to the hammer weapon itself.
  5. ALSO, hammer 3 critting for 6 is just plain awkward
  6. hammer 3 has been awfully designed from the very beginning. but at the same time the weapon completely relies on it's mechanic. It's weird because if you remove skill 3, the hammer is very fun and intuitive to use. Magic hammer go bonk! so the question is, how do we fix this? it's not easy, because this stupid skill has 3 incredibly important mechanics build in - energy generation (messing up the orbs makes you lose a lot of energy and thus damage and boon uptime) - burst damage ( the grand finale is a really big part of your damage and messing up the orbs makes it so you can't use it in your burst window, or you miss out on the burst altogether) - buffs ( if you mess up an orb, you won't have a buff up during your rotation for a while, especially with how strong the air and fire orbs are, you are losing a lot of your damage) this makes the weapon extremely punishing if you make a mistake. so we should split these mechanics and place them on other things on the weapon. make it so that skill 3 doesn't do all these things at once. place burst more on to the hard hitting skills of the weapon, like the nr 2 skills or the big nr 5 skills. energy is an entire story altogether because other weapons also struggle with this (because they don't have hammer 3) so they will have to rework the energy mechanic completely (being able to gain energy while a sphere is deployed already would help a ton) If they do this, the orbs can then simply serve as a personal buff you can keep up to yourself. Catalyst has so many problems just from the traits alone... elemental empowerment stacks, energy, quickness, aura comboing... this class is weird. but it has some potential. it's just time to stop trying to tweak numbers and rework this thing.
  7. the point is, that even if the damage is good without getting max stacks, it would feel very unsatisfying. immagine playing virtuoso, but not having enough dagger generation to shatter with 5 daggers. even if the damage is good, it would just feel wrong..
  8. Persisting flame stacks last 15 seconds, you get 1 each pulse. with fire sphere lasting 5 seconds and pulsing once per seconds that's 5 stacks max. at a 15 second cooldown. with alac maybe you can keep up a bit more, but you won't get 10 stacks
  9. It feels very unsatisfying to not be able to keep up traits like [persisting flames] and [elemental empowerment] because of the lack of fire fields and CC skill on hammer. Hammer has no fire fields at all, so you relied on the sphere for [persisting flames], but with the cooldown increase, it's imposible now, and it feels bad. if hammer had at least one fire field on one of it's skills it would be possible to keep up.
  10. this is litterally power weaver. press 3 on cooldown and rotate from fire to air and back while autoattacking.
  11. Hi,Post turned out to become longer than I expected, but I make some valid points so stay with me ^^' The change to pyromancers puissance is bad in more ways than just losing your might and the upkeep of power overwhelming. Consider this: the trait is supposed to help the elementalist "burst"But when do you want to burst? Exactly! When you go INTO fire, not when you go OUT of fire. It doesn't make sense! If the trait would trigger the fire explosion and remove the might when you go INTO fire, it wouldn't even be that bad. Then it would indeed help with your burst, reward you for keeping your might up outside of fire, and allow you to restack your might afterwards, since you just entered fire. Second point I want to make: lowering cooldowns on staff skills has litterally no effect at all. Why? Well, what do you do as an elementalist after using all your skills? That's right! Swap to a different element! So anything that has a cooldown lower than roughly 10 seconds, will not matter at all (and that is assuming you only swap between two elements)In other words, if you casted 1 lightning surge in your dps rotation pre patch, you will still cast only 1 lightning surge in your dps rotation after this patch. (Except that they also nerfed the damage of that skill now) Lastly, increasing the cooldown of obsidian flesh and mist form is just unfair to core elementalist. Seriously, stop fixing things by breaking other things. If tempest had to much cc, then don't nerf tempest by making one of core elementalists key survivabillity skills almost qn unviable skill choice. It just makes me sad, I enjoy this game so much. and I always praise it for it's combat and how you can create your own builds and playstyle. Build diversabillity should be treasured, it's what makes this game my favorite game. But the last few patches have really been forcing elementalist players to play support or swap character. Shoutouts to my fellow eles that keep playing their favorite builds, no matter the struggle
  12. Thanks, I posted there. Hope they fix it soon.I also added a screenshot there, since that was the format they asked for.
  13. Item: all outfits and armor skins with a dress or skirtRace: Asura onlyGender: female (couldn't test male)Proffesion: allDescription: if you do an emote as an asura wearing dress or skirt skin, the skirt part clips through the legs. In some cases it completely clips away, leaving the asura in their underwear. Especially visible during the /sleep emote.It's pretty inappropriate. It's sad I have to do this, but here's a screenshot:https://gyazo.com/a655a2ccb4a09f92bafb674417492eedSeems pretty severe to me.. :confounded:
  14. What sticky are you talking about? @Inculpatus cedo.9234 ? I couldn't find it and the search function didn't help ^^'
  15. Please don't make me have to post a picture, I don't want to to do that to my asura :confounded:
  16. Asura legs clip through the skirt/dress/outfit skins during emotes. Especially visible during the dance, sleep and sit emote. Doesn't seem to happen on other races.Please fix it, it's not just a nuisance, it's inappropriate and sad. (The sleep emote clips the entire skirt through the ground leaving the poor asura in their underwear.)
  17. Retaliation as a boon is okay. Thorns damage has always been a thing in a lot of games. It's mainly a thing for tanks to counter squishy dps players.It's presence in wvw zergs however is just unfun. My solution: make it unsharable. This way, it won't be a whole zerg with retal where you kill yourself on by meteor storming it. You might hit the few guards with retal a couple times with the multi hits, but it won't instakill you, like a full zerg with retal would. And if you compare it to the herald hammer bomb, it would also be more fair. They would get around the same amount of damage from retal as the weaver. As they would hit the few targets with retal about the same. A little less ofcourse, but meteor storm IS a multi hit AoE Asside from that, classes with the retal boon in smaller scale fights, 1v1 2v2 etc. Won't notice much difference. So, keep retal, but make it unsharable. ((Or highly limited. Like sharing it with one targeted ally or something))
  18. Hi there, I'm an elementalist main.(("Oh, all people ever do is complain about their main" Right, but I can't argue about classes I don't play right? If I can't tell what the names of their traits and skills are. anyway, Let's get to the point.)) There are three changes for elementalist in this patch. I want to discuss them one by one, looking at what the changes try to achieve and what the changes will affect once they go into effect.-Elemental minions-stability access-obsidian flesh First off, the elemental minion changes seem really fun. I don't think it will be super usefull or meta in any gamemode, but I love flavor and offmeta things to play around with, so I'm sure this will be a ton of fun when it comes out. I don't have much to say about it really. the elementals were pretty much useless and it's great to see them getting some love. Then we have stability access. Let's go over what kind of builds this change affects. The trait that gives stabillity on activating a stance was only really used in pvp. so that makes it a change directed towards pvp. the only builds I can think of are sword/dagger weaver , sword/focus weaver and the niche dagger/dagger weaver. but for dagger/dagger weaver, it could actually be benefitial, since now you have are not forced to take primordial stance for stability and you can take another utility, like lightning flash. (since unravel is a must for dagger/dagger weaver) I'm really interested in playing this again. Sword/dagger (water) weaver can now also take another utility slot, but we'll have to see what it brings. I think the sword/focus (fire) weaver got hit the most with this change, since they will always take primordial stance for the burn stacks, so they only lose some stability acces. Keeping in mind that other elementalist builds that didn't use the trait get some extra stability access now, and that fire weaver was seen as obnoxious by a lot of people, I think this change is a pretty well thought out idea and I think it will be fun to see how it works out. now we get to the bad part.. Obsidian flesh. Obviously, this change is also directed to the overpowered fire weaver. But it affects so much more other elementalist builds, in and outside of pvp. Let's look at pve first. I'm not going to take open world into account, since everything works in openworld. Instead I'm going to look at the only build in PvE that uses the focus. Sword/dagger condi weaver. A very fun and fast paced condition damage raid build. Obsidian flesh is a very nice skill to have for condi weaver, since it allowed you to block certain raid mechanics if you timed it well. As a reward for paying attention and making sure you got earth offhand at the right times, you could comfortably keep up your damage and have higher dps as a result. It feels really good to do! However, with this change, you can't use it in raids at all. It's not awfull, but it's sad to see one of the fun and usefull things about this build be removed. Even if the new obsidian flesh still allowed you to use your current attunement skills, only blocking you from swapping attunements, it would still be too bad for condi weaver. Together with alacrity and quickness and the extra buff from weave self, stopping you from swapping attunements will pretty much ruin your rotation. Making the skill almost useless in raids.Next up is pvp. I can think of two builds that use obsidian flesh outside of sword/focus fire weaver. those are Core fresh air with scepter/focus, and weaver fresh air with scepter/focus. both builds rely on keeping up pressure on the opponent while kiting them around, blocking, dodging and avoiding attacks. weaver being the more bursty version of the two, while core has a little more sustain. Obsidian flesh is a key skill in this playstyle. it allowed you to block a few extra attacks while channeling your healing skill, or avoid a string of cc. If Obsidian flesh blocks the elementalist from using any skills at all, they won't be able to use to heal up, while the oponent WILL be able to use the time to heal up or buff up. since the elementalist can't fight back. The fresh air scepter builds won't be able to hold up their sustained damage and will have a significantly harder time trying to kite oponents out.All in all, this is a change I don't agree on. It's hurst more builds then the one it's intended on and that hurts the game in general. With this change, there will hardly be reason for an elementalist to pick up a focus at all. Please reconsider the change and nerf it in a way that matters more for the problem you're trying to solve. Now it will only hurt more builds. At least consider to keep the change to pvp only, so condi weaver can still have that little extra in raids. Thank you for your time if you read through all this.sincerely,Nup2
  19. Tempest healer is perfectly viable.With dagger or scepter + warhorn you can easily share 25 might for 10 man, generate fury with the fire traitline or else extend everyones fury and Keep 100% protection uptime. Asside from that tempest has a super quick revive with the arcane trait that also heals everyone around the downed player, rebound and static charge. Druid has spotter, but your team can just take precision food to make up for that. It's cheaper than the power food anyway.Druid has frost spirit, 10% damage increase. It's better than static charge, but at least tempest has something.Druid has stone spirit, tempest can keep up 100% protection anyway.Druid has sun spirit, for condi encounters I guess.Druid has entangle, many raid mechanics are made easier because of this skill. Dagger 3 on tempest is also an immobilize, but it's a dash and clunky to use. Doesn't last as long either. On the other hand! Tempest heals better and has rebound and quick ressing.Druid is better for experienced groups who want to maximise their dps and clear as quickly as possible. Therefore it's meta, most effective strategy available.Sadly a lot of players just see that one line "druid is meta healer" and then just stop accepting anything else. I'd take any healer over a druid who does not know what they are doing. And I'd take a scourge healer or tempest healer over a good druid even, if my party is bad. Because those healers can keep the party alive after every dumb mistake. Anyway, tempest works perfectly fine as a healer. But whatever you decide to do, please, PLEASE take the time and effort to practise and learn. This goes for all healers. ( dps and boon support too actually)
  20. "The non-downed state counterpart of this skill is Mist Form. A key difference is that Vapor Form does not prevent control effects" - also Wiki under 'Vapor form'Hope that answers your question! ^^Edit:spelling
  21. I'd like long 'not-tied-up' hair for my asura. :D
  22. I allready send an ingame bug report but I thought I'd say it here too. Sometimes, the new [earthen rush] skill (dagger 3 in earth on elementalist) clips you through terrain , getting you stuck. I've gotten stuck in both the eternal colliseum map and the Djinn's dominion map in pvp as well as in the story instance finale of the Path of fire story. (I was helping a friend) So far I've noticed that in al three cases the place I got stuck in was a wooden frame work. I'm not sure if that can help with solving where the issue is, but I thought I might say it. In short, Earthen rush seems to get you stuck in terrain that looks like '"wooden frame work"
  23. Wow, that sure makes things interesting. I will go check out the globe thing in the guildhall. :D
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