Balsa.3951 Posted July 4 Share Posted July 4 On 6/29/2023 at 4:18 PM, Atoclone.4810 said: Agreed, magic arrows sounds fun but what if had to choose any weapons then dual pistols equilibrium style unleashing Ice bullets, stunning rock bullets etc would be the one that gets me bouncing excitedly thats just a visual. in gw2 a pistol can be a melee weapon. even longbow can be a melee weapon. making an uninformed decision of what one prefer is not the best idea 3 Link to comment Share on other sites More sharing options...
Talis Whitewolf.4183 Posted July 4 Share Posted July 4 On 6/30/2023 at 3:09 PM, scerevisiae.1972 said: the biggest piece of feedback i can give is that pistol is a poor thematic fit for Elementalist. Like... the worst of all the weapons possible. Axe, greatsword, mace, longbow, shortbow = fine rifle/pistol = not fine. but as long as it's actually a ranged weapon this time, i'll deal with it. If pistol and rifle don't fit thematically speaking, how about a CROSSBOW - The Ebonhawke Crossbow Skin for pistol to be exact. There is even a much large rifle version* now, though to my mind it's more of a 'Man Portable Siege Ballista'. They're less high tech BANG, BANG!! and more medieval TWANG, TWANG!! * Sorry I can't remember the name. 1 Link to comment Share on other sites More sharing options...
Markus.6415 Posted July 5 Share Posted July 5 Everyone in here talking about the pistol? Guys, the pistol isn't even coming with the expac. The weaponmaster training wich should be discussed here is the e-spec weapon to core class thingy. They said that the new weapons will be coming in the 2nd release after the expac. 2 2 Link to comment Share on other sites More sharing options...
Einlanzer.1627 Posted July 7 Share Posted July 7 (edited) Here's feedback. Fix staff. It doesn't work because damage is 10,000x more important than utility and support in generalized play, and fire is the only attunement with reasonable damage output. Water, Air, and Earth are all over-specialized around different kinds of utility/support and give up too much damage to feel good playing 99% of the time, effectively becoming trap options. Because each attunement is over-specialized and designed with a very specific build in mind, and 3 out of 4 of them only have the potential to work well in large, organized group play, Staff ele ends up with much less versatility than weapon swapping provides to other classes. It's astonishing how poorly thought out and executed it is. Like, why is it even necessary to gut the damage so much for a healing spec? The use different stats and traits so it's not like you can be great at both at the same time anyway. Water should do 75-80% of Fire's damage, not 20-25%. It's astonishingly bad design. Edited July 7 by Einlanzer.1627 9 Link to comment Share on other sites More sharing options...
China.5268 Posted July 10 Share Posted July 10 On 7/7/2023 at 8:47 PM, Einlanzer.1627 said: Here's feedback. Fix staff. It doesn't work because damage is 10,000x more important than utility and support in generalized play, and fire is the only attunement with reasonable damage output. Water, Air, and Earth are all over-specialized around different kinds of utility/support and give up too much damage to feel good playing 99% of the time, effectively becoming trap options. Because each attunement is over-specialized and designed with a very specific build in mind, and 3 out of 4 of them only have the potential to work well in large, organized group play, Staff ele ends up with much less versatility than weapon swapping provides to other classes. It's astonishing how poorly thought out and executed it is. Like, why is it even necessary to gut the damage so much for a healing spec? The use different stats and traits so it's not like you can be great at both at the same time anyway. Water should do 75-80% of Fire's damage, not 20-25%. It's astonishingly bad design. They buffed scepter for elem, staff for mes, necro and so far no staff buff for elem... Great work as always,👎 not to mention they killed rifle and sup/quickness engi RIP 🤣. Meanwhile, thief unlimited stealth and dared dodges(which is pratically impossible to counter play) are still alive ... hehe and prolly will NEVER BE NERFED coz if they do.. thief mains will cry like lil babies 😂. 1 1 Link to comment Share on other sites More sharing options...
China.5268 Posted July 11 Share Posted July 11 What would be nice to add for elem is the weap switching during combat(specially for the wvw runners lol).. jus add some kind of skill recharging and its fine 😍. Link to comment Share on other sites More sharing options...
MegaDriveer.4609 Posted July 12 Share Posted July 12 elementalist need staff! elementalist this mage don’t use pistol, hammer, sword! MY ELEMENTALIST NEED STAFF! 3 3 Link to comment Share on other sites More sharing options...
Downstate.4697 Posted July 14 Share Posted July 14 You guys provided no feedback about the beta. Half of you talking about pistol and the other half are complaining about staff. What a waste of time. 2 2 1 Link to comment Share on other sites More sharing options...
Avatara.1042 Posted July 16 Share Posted July 16 On 7/14/2023 at 7:34 PM, Downstate.4697 said: You guys provided no feedback about the beta. Half of you talking about pistol and the other half are complaining about staff. What a waste of time. Yeah, anet would have totally listened this time. 1 1 1 Link to comment Share on other sites More sharing options...
Zeus.9458 Posted July 16 Share Posted July 16 (edited) As for my tests, the elite weapons are not that playable outside the elite, as they synergize very well and only with them. if we add the skills of the elite, that would be more intresting to look at. As for the new weapon ele gets, if you could replace the pistol with Greatsword / Longbow that would be epic, ele needs the distance and range. My hopes are for damage non-condi based gameplay as it requires more skill, its more interactive and feels better to play. Wish we would be like core mesmer GS. One of the things that make close-combat-ele op is that since its so squishy you have to equip it with either tons of evades / barrier (fireweaver classic example, which was op at its time) or give it high amount of stability and resistance to chill and cripple (cata classic example). Give it range, and you can cut some of the sustain. ele needs range, ele needs stealth as well, that would be mind blowing for me. Thank you ! 😄 Edited July 16 by Zeus.9458 Link to comment Share on other sites More sharing options...
China.5268 Posted July 19 Share Posted July 19 On 7/16/2023 at 5:06 AM, Avatara.1042 said: Yeah, anet would have totally listened this time. No matter what we ask, say or watever here they wont listen anyway.. they NEVER LISTEN LOL 🤣. The community has been asking for years to nerf thief unlimited dodge and stealth and they never did, instead they nerfed engi, necro, war, reve etc etc.. but NEVER thief.. i mean A GOOD NERF and not just rework a couplc skills and its all good. They already killed lot of classes and builds but never thief. The only explanation for this is that someone in anet is CLEARLY THIEF MAIN. 😍 Rangers is asking for rif/pist since pof expansion and all they gave so far is hammer and dagger for main hand hehe..😂🤣 not even a scepter 🤣. 1 Link to comment Share on other sites More sharing options...
Serafina.8357 Posted August 10 Share Posted August 10 Isn't Frost Bow already a Longbow? 2 Link to comment Share on other sites More sharing options...
Bizgurk.5639 Posted August 10 Share Posted August 10 (edited) 13 minutes ago, Serafina.8357 said: Isn't Frost Bow already a Longbow? Its skills all have a range of 900, so it's rather a shortbow. Edited August 10 by Bizgurk.5639 typo 1 Link to comment Share on other sites More sharing options...
Meviken.2054 Posted October 27 Share Posted October 27 On 7/7/2023 at 4:47 PM, Einlanzer.1627 said: Here's feedback. Fix staff. It doesn't work because damage is 10,000x more important than utility and support in generalized play, and fire is the only attunement with reasonable damage output. Water, Air, and Earth are all over-specialized around different kinds of utility/support and give up too much damage to feel good playing 99% of the time, effectively becoming trap options. Because each attunement is over-specialized and designed with a very specific build in mind, and 3 out of 4 of them only have the potential to work well in large, organized group play, Staff ele ends up with much less versatility than weapon swapping provides to other classes. It's astonishing how poorly thought out and executed it is. Like, why is it even necessary to gut the damage so much for a healing spec? The use different stats and traits so it's not like you can be great at both at the same time anyway. Water should do 75-80% of Fire's damage, not 20-25%. It's astonishingly bad design. It's be nice if we could encase someone in a water bubble so their weapon choice MUST change (and those who skipped an upgrade to their underwater breather will suffer an armor penalty). Link to comment Share on other sites More sharing options...
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