Jump to content
  • Sign Up

Javelin.7960

Members
  • Posts

    52
  • Joined

  • Last visited

Everything posted by Javelin.7960

  1. Elementalist should have never been forced into melee range. Anyone who wants to argue that point, take a step back from gameplay mechanics and just look at the issue from a thematic perspective. Here you have a frail person (low HP), in armor made of cloth, running headlong into a melee brawl with some mountain of flesh in plate armor, to willingly trade blows with them. All of this, while lacking the evades/agility of even a medium armor/health thief. That doesn't make any sense. No rational actor would do that. "Because magic" isn't really an answer, either. It's not as if the Elementalist has a unique relationship with arcane energy in the GW2 gameworld, every single class uses supernatural abilities, so it's a level playing field in that regard. The Elementalist has always been a thematic mess in this game, and the only fix is re-focusing the entire class, not just one elite spec, around ranged combat. D/D should have been, at most, a niche playstyle. Weaver as an elite spec is fine, but not if it's at the expense of the base class and other elites. It's fine to discuss gameplay mechanic issues, but IMO the issues with Elementalist are deeper than that. Anet needs to figure out what they want this class to be.
  2. I understand your concern, and FWIW I'm not really asking for a redesign. I think it's too far along to be realistic, not to mention that the designers clearly don't agree with me, since Weaver took Elementalist opposite the direction I wanted to see. Raw damage has rarely been the problem with Ele in GW2. Survivability is the issue that has plagued the class since 2012, again because of that melee decision. How do you make a class that has the lowest combined HP/Armor in the game, not be roadkill, when you force it into melee range? Simple: You buff up it's traits and skills to compensate for inherently lower survivability. Doing so has a downstream impact, though. Elementalist has been a feast or famine class since launch; it's either god tier meta faceroll, or it's junk. I've been playing Ele since launch day, and rarely can I recall a time when the class was merely 'OK'. My point is, Elementalist being forced into melee range, and it being a feast or famine class, are two facets of the same problem. When the entire class mechanic is reliant on utility skills and traits for survival, to a greater degree than every other class in the game, it follows that changes to those skills and traits will have a disparate impact on effectiveness.
  3. Best bet is to just give up on Elementalist for PvP. In order to be fixed, the class would need a ground up redesign. Respectfully, what ele needs is not more gap closers, it needs more gap wideners. The single decision that started us down this road to a broken class, was taking a low health, cloth armored glass cannon, and forcing it into melee range for competitive play. Everything that has followed, flowed down from there. Until staff and scepter are viable weapons in PvP, the Elementalist will remain broken.
  4. Sorry, probably a bad joke. For context, back prior to HoT running all celestial gear on an Elementalist was a very powerful build. Today, however, it's going to be mediocre. That's basically how Celestial gear is balanced at this point; anyone can run full Celestial and have a serviceable character. You won't be getting invited to any raid groups, though, and you won't be winning many PvP matches against skilled opponents. Celestial Ele just doesn't do enough damage to offset it's low armor and HP pool.
  5. This will only work once the next expansion pack drops with the new Elementalist elite spec: The Chronomentalist, which will allow traveling back in time to 2013. None of that is true.
  6. Guildwars 2, with it's focus on making sure movement feels good, could knock a large underwater map or maps out of the park. Add in underwater mounts, it could be really amazing. Underwater content isn't always clunky and irritating, it's been years since it came out but the game Aquaria is one of the best 2d platformers ever made. Entirely underwater.
  7. I never got the impression that bounties were intended to be a key feature. Just because they were added with the expansion, doesn't mean they were intended to be a sea change in how the game is played. Bounties aren't the problem, they are taking the heat for other issues, namely the almost total lack of rewarding and repeatable content in the new maps. This is the reality of what few meta events looks like. I look at bounties more like an extension of the 'side missions' achievement tab, in fact the Justice of the Blade side story seems like a perfect fit to be re-engineered into the bounty system.
  8. ANet is in the business of making money. In a virtual online world, that's all about creating scarcity. If a f2p player saw someone on a mount and said to themselves "I don't want one of those, seems like a huge hassle, hitting x all the time.", that doesn't make ANet money. They could easily have enabled mounts on PoF maps only, no great mystery why they didn't do that.
×
×
  • Create New...