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Phoenix the One.4071

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Everything posted by Phoenix the One.4071

  1. I see that sounds like the idea I was looking for then.But would it not be too OP with 100% uptime then? (As it would still be like kits?) Yeah I think I never really took the current skills into account, since I think they needed to rework the concept of Conjure weapons, had they made it into something else (like ammo, kits, bundles etc.). And I never meant it to be OP, more as a “freedom” for elementalist to have the option to go range if it was needed.I always thought that attunement should hve been given us the option to go range or melee offence (fire or lightning), active defence or healing (water and earth), which we kinda have in some way (dagger skills).
  2. So with ammo skill you will have ?% uptime?I can see the atic it would suit way better, I just like using kits as an exemple since people often know them from engineer.By no mean do I got the solution, I just try to keep this debat open, so Anet maybe notice it.Cause I feel they could potentional be relaly cool, especially with some great traits in arcane.And then again I remember them actually being in meta once. I never tries to be right nor wrong, and though I might end up being “wrong” in most people pov, I still try to keep it to opinion.Ofc we cannot ignore evidence, but we do not have limite us by them in this discussion.Since I see it more like a brainstorming.Lobos suggestion is already imo better than my own, but maybe we could find an even cooler idea :)?
  3. I cannot see why it could not be buffed, just because you can carry more? I mean you lose utilities and all are on 60 sec CD.It should compliment your current weapon setup (melee for staff, or more range with bow, maybe extra defence from shield etc).And it would still grant the stats bonus, but maybe modified? (Depend on how much of an impact those small numbers really habe on the grand scale). But yeah if the same person making engineers kit balance have to convert conjured weapon, then I see the problem:) Because they are weapon skills and you are effectively carrying another weapon for every kit you have. So if all of my utilities and my elite were kits I would effectively have 4 extra weapons on top of what I already have. That gives you a lot of power, more than anyone else would be able to carry. So to compensate for the fact that you can carry so many weapons the individual kits are a bit lower power than your standard weapons. The potential to be broken or OP is very high when you can carry that many weapons. It's made worse by the fact that Elementalist is already carrying a huge arsenal of weapon skills via attunements. I think I disagree with you on this one.Yes all the weapon would grant you lot of play room, and stuff to throw at your enemies, but I also feel the complexity will balance it out.I mean elementalist already suffer from the jack-of-all-trade view, and imo would be better of having role trait, rather than elemental traits. So yeah we got four attunements, but only room to focus on two-three, and then changing inbetween takes skills with macromanaging the CD.Throwing down the weapons and going back could put it on its 60 sec CD. But I do not think it ever gonna be a kit anyway, cause if that what they wanted, they would do so.I just wish we were a bit more versitile in combat and not just on paper :)
  4. I cannot see why it could not be buffed, just because you can carry more? I mean you lose utilities and all are on 60 sec CD.It should compliment your current weapon setup (melee for staff, or more range with bow, maybe extra defence from shield etc).And it would still grant the stats bonus, but maybe modified? (Depend on how much of an impact those small numbers really habe on the grand scale). But yeah if the same person making engineers kit balance have to convert conjured weapon, then I see the problem:)
  5. But I still think it should have a higher if not infinite uptime. With the right scaling I relly see no problem in a person running perma Lightning Hammer.Even with the additional stats
  6. I my view the biggest problem is the elemental attuneme t.While they also make it fun to play elemental, they also make them hard to master/understand (not a bad thing), lock us out of weapon swapping, and makes it hard to balance. A more boring system would have been active aura that modified a few skills, with arcane being our primery.But that would imo kill the unique feeling and fun. Are more “stiff” line in traits could maybe help here.Where trait, more than elements made your specilization.Make eater and earth go dps if they want, do not punish camping in one element (well exception being weaver), but reward players who can change in between.And this lead us to CD of attunements, which can be punishing by misclicks, lower them as a it is, since I find CD reducing traits to be boring anyway (as well as flat dmg% to specific elements). Also make Conjure weapons “kits” or with no timer for the elementalist, it has been suggested several times and will bypass:Us not being able to bring both range and melee without equipments swapping. And still force us to make tactical choices as it takes up a utility slot. Maybe even remove the static elements and let then change with attunement. So to sum it up, in my perfect world: Rework attunement traits to represent “roles” rather than element (even though I like the current flavor/theme of the traits). Make Conjure weapons kits/bundles with no limites for the caster, to help divercity in like WvW, or just Open World. Insure more effecient elemental camping, but highly reward skilled players and macromanagement (it is in some case already like this) But this is ofc just some thoughts.
  7. I didn’t think about the tele-grab mechanic, mostly because I just want it as a kit or something for the elemental. Well the aura would be able to play with other trait, but I think your idea might be more beneficial overall and not force people into trait, but still force them to group xD
  8. Damn I am very hooked on your weaver improvement.Mine would be lazy and boring like adding vitality and toughness a tier higher than core elementalist, but your are more true to the elite aspect in my opinion.And what is better it does something to the gameplay. Great suggestion there, that might made me more happy when playing on my weaver, and not dreaming of my guardian xD
  9. I read through a few post, and to no surprise people have thought about this way before me :) Already a bif thanks for Anet to remove the “counters”. I just feel that the time limite should be for your friends using them, and that our versions becomes more like kits or bundles. Ofcourse it would need to change the damage numbers to balance it.But it would also give us the “needed” “weapon swap”, so we could easier change “playstyle” according to the situation. I would also suggest moving “conjure” trait from “Fire” to “Arcane”.Then a few changes: When a ally pick up your conjured weapon you both gain an aura of that weapons element.You now summon two conjured weapons which last 15% longer.Conjured weapons and kits has 20% reduced skill recharge (last one I always felt like a filler trait, like the dmg traits). This is mere suggestion and I think with new elite or just how the game have change, people probably got better and more unique suggestions:)I would like to hear them.
  10. Spvp as a casual player, I feel my only role is Support.Yeah I can do dmg, but I feel other professions has faster access to CC, survivability and burst.Amd the access to weapon swap is huge, it makes them able to range then melee... where we are kinda trapped beside conjuring weapons.Never understood why we are not tier 2 even tier 3 health.. adn necro should be tier 1 with great selfsunstainable with minion, life steal, curses etc. Though I like my all vitality necro. Tbh I never understood fully the choice between health tier especially with traits.. why couldnøt trait dictate it? Like the roles you removed, which was a bald move, and maybe not the smartest move (but that is just my view).Why can’t earth be a viable tank condi spec, granting higher health tier, toughness and condi.And as one mentioned, it feels wird to throw elements of fire, earth etc. And have to spec for giving their respective condition.The minor skills with 33% chance should imo be reworked, since you reworked sigils with same rng. But hey if you want innovation, why not make earth grant access to tier 2 health and heavy armor (I know this wouldn’t work, and would break set and collections) and lets us be a bit more tanky. Or give us something to in weaver to offset the missing steal/ambush dmg, so we can feel like magical dualist/assassins!) All in all I am still having fun with weaver dmg in pve, though it is a bit low, and tempest support in spvp.You are doing the right thing, I’ve seen that with your slow but steady guardian changes (thanks for the 25% movement speed :D finally xD).So do not let these threads disencourage you, but give yu inspiration.. for frustration come from a passionated community, and if it is vocal, it cares.
  11. Foefire and Phalanx armour are high on my list :)I need the candle shoulder and that helm!
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