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Weaponmaster Training Beta Feedback: Elementalist


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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 

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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.

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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.

 

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Posted (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 by Einlanzer.1627
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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 😂

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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.

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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 by Zeus.9458
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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 🤣.

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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).

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