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Yer.8096

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Everything posted by Yer.8096

  1. To me elementalist pistol looks like an engineer pistol. I have a great respect with Arenanet design; but this weapon was a mistake to me. Looks like they forgot elementalist (based on ele staff I really can believe they forgot elementalist at all). o me pistol was bad desgined (specially on PvP), with boring and stucked skills. Its animations looks like enything else besides an elementalist. We need to think what skill to use, in a usual scenario (speacially PvP), based on what do you need for the combat... You do not use heal if you dont need, right? With pistol, looks like you need to waste a skill just to get a bullet or loose that effect at all! I feel rolling dices... The greatest idea on this forum imo, was the butllets being charged on skill 1. THAT make a really sense and make pistol more attractive. Second... Please ANet, make the pistol skills LOOK a elementalist weapon.
  2. Lets accept: elementalist is a placeholder profession.
  3. Engis has more skills than eles and more damage... So thats isnt a reasonable motivation, probably. Besides, it was more reliable to have low cooldown with low DPS for equality in time than so many stun and damage output in less skills... You think 20 skills as a good thing, but powerful skills are better in this case. In fact, warriors are better. Imo elementalists aren't too bad; but some professions (or specs) are too overpowered so looks like elementalists are bad. People use to think about elementalist in a isolated scenario; but in groups, pve or pvp, they dont have good synergy like others; and most skills (to do not say almost all of them) eles players needs to be IN the battle to apply them; for the smallest hp pool in the light armor professions, that doesn't seems to be really balanced. For sure, that's my view in "number of skills" scenario. Maybe my view is not the real or the right one, but we can say ANY player plays better with any other profession than elementalist... So, probably ANet really needs more attention to elementalists; lets not to say about staff; since 2012 without any real work on it, even with every elementalist in the game asking for that.
  4. I liked all your purposes. But do you know what ANET will do, right? They will buff dragonhunter traps, so can hit kill elementalist BEFORE enter any of them. Elementalists will not need pass through traps anymore, even ranger and thief: eles will die first.
  5. I agree ele doesnt need more HP, but need more damage. Warriors are tanky and modile too (even more than elementalists) and they are high HP and a lot of warriors skills have more damage. Except for HP, guardians are another example. Revenants too. Rangers. And Engineers... All of them have a lot of mobility, can tank and have more defense or HP. So, tank and mobility isnt a good reference point imo.
  6. For me DH needs 2 things to be ok: traps couldnt give double damage (like being pulled and pushed, just once) and their cooldown should start AFTER being activated.
  7. You may think that is a good idea, but I don't; I don't think that is secure for a player who you don't want to be there. And IDs isn't personal, its a tecnical information. A person can buy another account and still same person... With another ID. I respect your point, tho.
  8. The main purpose registering internal ID isn't for banned players, in my case. But our guild used to call people for the name they want, not their account name; we use API to link our players name with their respective account in our application and voice software. We also track who invited who, to help their recruiters tutor new players to familiarize with the game (our players isn't native English speakers, they need a lot of help than people can imagine). And we like to keep record of player preferences when he is invited too... Isn't a routine thing, but we already had a player who is wanting help to understand some game mechanics that we didn't know who was. Turned out his play time wasn't matching those are focused in help "newers" and we had to keep announcing who was "thataccount.0000" for days... And he didn't want to be called that way anymore. With ID, we can check changed account name when need. But, using banned players as as example... How can you know if the player changed his account name? You cannot know, nowadays. I just asked for a reliable ID (because account name can be changed). That is a common information for any person who develop any application with data management. I think API a great tool and this tool is there for things like that.
  9. Because people sometimes change their account user, we could get Account ID (GUID) when a player enter on a guild, through guild/log. Its impossible to keep some log or any reliable data if the player just change his account name... Only way to track that is if every player set their API key (where we can get his ID)... Even when we do that, until player set his API key he can change this account name. Maybe I'm being naive, but I don't think send Account ID after a player accept guild invite could cause any issue, but would help a lot to keep data updated (if a player rejoin the guild, for instance).
  10. I agree with the fact Anet has been making balance patches for all this time. That's why I still believe they deserve a chance (talking about balance only). But, we had 3 new specs in all those 11 years.. In my humble opinion (I'm not a professional player), they had enough time to get some real balance, specially after they splited PvE, PvP and WvW balance. I know its hard to Anet make small changes to see small results until a good level, but I do think this is the way they can get that. We wait months to have an update wich can change all our build; we should have smaller updates to see little changes and how they perform and groups. About emergency.... Yes! They really have effort to it. But I understand those who are really angry with Anet; some changes are not emergency, but when you have a lot of effort to understand a build and they just nerf everytime... And thats a common reacton from elementalist players; You train... They nerf again. You try again... Than nerf too. That's why I don't do Raid for so long.. You have to get enough damage in every role (even as support, of course) but sometimes we doesn't have time to train another build again. Its like we are getting punished for our effort in learning a rotation; that's my feeling, of course, it's a personal issue. I say that as an elementalist player... For some people, those who have proficiency, its easy to get just one build and a good damage. For those who haven't that proficiency, they need to study, train, learn. AND we are forgeting that people who REALLY play as ele (taking ele as exemplar because of my experience) play everywhere, not just in a single golem for rotation or bosses in strike/raid. You need to learn how to survive! That last build SC got to us for elementalist, for example... SO hard to survive with that! Just work situationally. If you get an alternative build to survive, you loose A LOT! I know that doesn't happen with elementalits only. I thinking about every profession... 11 years later we still didn't get a chance to learn a build and stay with that build and have our time to just play the game in equally (or almost) and train another rotation, new tactics or another role while you enjoy a profession by gamestyle, gameplay, aesthetics or any reason you want. That can be the reasson why Raids are not full of players. We have an excellent game here. They really try to balance the game (even not satisfied, I thank for that), but I think they still didn't get there... for 11 years.
  11. I disagree about community translation, because of quality... If they need someone to check every translation, its easier just do that in a professional way. And Yes! Arenanet would profit a lot with brazilian players; I have sooooo many friends who doesnt play gw2 because they dont understand english or spanish very well. There are games wich are sustained until today thanks for brazilian community (even games who came from orient). What I don't know is if this is the correct subforum...
  12. For a profession who have 2 invunerable, block, and a lot of defense... ANY evade is too much. All I know is when you enter a match with one or two warriors, you can't do anything. CC, Heal, Defense, Block, Damage deny, and they can run like a thief. To me, the worst thing is when they evade while give 4, 5, 6k damage; so, I'm sorry if my suggestion is silly to you, but I think not anyone have the same angle of the same issue. And its not silly, it is MY angle. Another thing that I have learned with GW2 is small things DO make difference. And I dont think that is a final solution, but can help when you try CC them. Weavers, that people complain a lot, have 2 evade btw. I dont think this is a coincidence. To me all skills shouldn't have evade, just the action (the act of evade). This could help balance skills which block and give aegis. But, again: my angle.
  13. Maybe the problem isn't all I think. Staff needs a rework: thats clear since 2012. But maybe I have the feeling elementalist need more defense because profession like mesmers... Virtuoso, more than other one. Warrior too. They dont receive damage. That make me fell elementalist are bad, but there is a goo possibility to they are to over...
  14. Evade effect from skills, my dear.
  15. To me, warrior as all need just one adjustment: less evade. Specially in greatsword.
  16. Sword have 2 evade. Thats enough when we get experience. About long range stronger than melee isnt a mistake, just look to dragonhunter, mesmer greatsword, deadeye rifle, ranger longbow... But I agree they cant be SO powerful. Just want some evade, a fast for a fast response. Staff at least have fire 4; but for weavers isnt fast enough for emergencial situation. Maybe all the issues I gave my opinion are related to cast time (pre and post). Elementalists, in fact, have A LOT of skills. Not all of them can be so powerful. But, to cast all of them and have same effectiveness in a fast combat isnt possible with some weapons; it is possible that be the problem. Make our weapons more viable is the final thing to me; what should to do to get that is another path.
  17. I really can agree with that.
  18. I could agree about keep weapons. But I still think is a waste animation for cast, use 1/2 skills, animation to release. I really prefer better weapons and slot skills more viable for daily use and alternatives for utility like aegis for support and remove boons.
  19. I know everyone have their own experience about how elementalists works. But, besides all criticisms I have about elementalists I think some weapons need a complete rethink and maybe a rework. Scepter needs more survivability, as well staff. Low evade possibilities, like sword (the best in my view). Scepter is a complete futility... For the last update, have damage. Thats it. Staff is another ridiculous outdated weapon, looks like we are playing an old game... Everyone can run from ALL staff skills, most of them you even dont need to evade. Last dagger update was good, but still need a little more to look a actual profession, in comparison to others. Lets do not talk about warhorn... Its sad to me because elementalist looks soooo outdated and soooo abandoned. Everytime is buffed a little and nerfed a lot. Its just seem as damage, but not about survivability is really given to. Then you see a terrible skill (like druids roots) that you can literally die there, withou possibility to escape. Everytime you try a build you think, as elementalist: "be alive for one more hit or have more 500 damage on my best skill?" Another think I need to ask for is defiance damage: elementalists doesn't help with damage rotations... We need a rethink there to: maybe more defiance damage could help? About slot skills... I think elemental weapons should be completely removed and their best skills merged with all viable weapons (specially scepter and staff, also dagger and warhorn). More viable and UTILITY skills could replace them. Thats what I think could make elementalists better. People would say elementalist are fine, nowadays. A lot of profession can do better than any elementalist spec in any situation: control, damage, support... Elementalist could literally be removed from the game and the only thing you would realize is that scholars just have 2 options. To me, thats the truth. I dont want elementalists better than others: just equalized in terms of utility; to feel more useful. I'm compacting and expressing 10 years playing as ele... Thats really what I feel and I know I'm not the only one.
  20. Three ideas for LFG: 1. Favorite button and category; 2. An option (a little button at the same window) to hide vertically all categories after choose one; that helps you see the movement in LFG in a little window while you continuously play; and 3. Another button to "big alert" when you are another window, like pvp does, for you group in LFG movement... When its full, for example.
  21. Please, a decoration for Guild Hall like a simple banner (or more elements) with actual guild symbol.
  22. I would like to ask again: Please, ANet, split "Admin Lower Ranks" permission from guild into "Promote Lower Ranks / Invite / Kick". Invite, specially, could be an option even when you do not have Admin Rank permission. Sometimes you dont have all Ranks in a hierarchically way.
  23. A favorite tab for LFG, please!?! I already suggested that, but a favorite tab for Crafting too? Please ?!?
  24. ANet should understand that: balance means not DPS's equity! There are more things than DPS to really create a balance. Just to begin with we have gameplay dificulty, survivability, rotation maintance, team composition, utility and build variety. With eles, we have a big road to reach some of that in balance... Like guardians. We dont have good utilities skills, boon strip, useful and fast grounp stability and a lot more wich some professions have; not all, but should be all in some way. Even when we are alacrity we need 5 seconds to wait and more 4 seconds to cast with the possibility to be abrupt interrupted by any source of control (and lets be honesty, control is really common in pve - focusing in pve but I agree, pvp as well). ANet do something to balance that? NO! Please ANet team, if you really want equity, so do equity: same ammount control, heal, dps, stability, quickness, alacrity, might, condition variety, poison, boon strip, block, invulnerability, asegis and, specially for elementalists and thieves, same ammount of survivability for PvE damage builds, without any attribute sacrifice like the rest of professions. I know, that's boring; thinking about diversity, equity is bad, dont you think? So, how do you feel being bad in almost everything? Thats balance for you, ANet balance and profession design team? Lets be honest: you never play for real as elementalist, except for videos footage, campaigns and in god mode. Please, stop equity and start balance. P.S.: ANet, you could create the opportunity to elementalists change the profession for another one; people like me trusted you could make our game better but if you don't want that, let us change to another profession because some of us invested on a elementalist character.
  25. Don't worry, chrono quick still same damage. ANet really want who plays elementalist stop playing... All I see is ANet team regretting every meeting they had created elementalist in guild wars 2.
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