Spirit Ranger Yilvina Darnus
Bunker Guardian Morwenna Darnus
what do you guys think about decap/bunker engi. (not speaking about dps/decap engi)
is it ok or do it carry to hard?
for our team:
we think its carrys to hard
there was some situations vs teams we won easy when they dont run a bunker engi
and situations we had a rly hard match just because they switched one warrior to bunker engin.
theres not much professions who can 1vs1 a bunker engi on a point without get decap or even fullcap all the time, and the condi immun on low hp is also a bit ridiculous
too stronk.
Engi is an overall too strong prof when compared to other profession.
It has a high skill cap undoubtly, but it doesn’t mean it should be able to be so powerful.
Needs a nerf.
IP and automated response need reworks, think most engi’s can agree on that. Other then those two i think engi’s in a good spot.
Engies have a number of knockbacks on fairly low cooldown if they set up their traits/utilities for it.
However their access to stability is extremely limited, which means it’s quite easy to knock/fear/pull them off the point themselves.
Engies specced for knockback are not a strong 1vs1 class either – the knockback abilities themselves (big ole bomb being the exception) do very little or no damage and the traits/utilities necessary to do it mean they aren’t running the defensive or offensive traits or utilities they would otherwise take to survive opponents.
1) When the only “counter” is to run same thing , NOT FIGHT , and just exchange side points with each other, then..
2) Efficiency. It takes 4v4= 8 poeple , 1-2-3+ minutes of fighting , CCing, rezzing , clutch plays to win 1x midfight = about 100 points lead for your team.
It takes 1 decap engie 10s to take a poo on that effort
3) No risk. A thief, the designed sneaker, doesnt want a 1v1 fight mostly. Hes risking dying or wasting time running for nothing.
Decap engie? Yes , please follow me and waste both time and manpower
Final verdict: Brings too much to the (points) table. Needs a nerf. How? From my main necro PoV, its got more CC than a warior and 0 animation. Too many instacasts give overall too much output and the big CC should have an obvious tell (looking at you, rifle#4… a 5-10s longer CD would also be nice)
(edited by Flumek.9043)
Automated response seems strong only because of the condi meta and people going full conditions. In a balanced meta its user would easily get bursted down.
IP has already been moved to master tier, leaving the adept with no decent general option and destroying a good amount of pve builds since you have necessarily to go bomb or grenades now if you go in the first tree (whereas before you could have got IP to deal a bit more damage).
Whatever they decide to do, i hope it stays confined in PvP instead of ruining the class further in PvE.
Whatever they decide to do, i hope it stays confined in PvP instead of ruining the class further in PvE.
IP will probably be changed in a similar way to what they are doing to dhuumfire, something avoidable by players but something that npc’s will just eat straight to the face allowing it to be strong in pve without having to split it. Sure, automated isn’t great if we got rid of the condi meta but its still a badly designed trait and should be changed regardless.
Who even uses IP for PVE?
way too stronk…sustain is ridiculous and many knocksbacks have no animation for a counter!
Sigil patch will nerf bunker engi balance wise
All that needs to be done is a complete redesign of AR. So these engies are still able to decap fast and bunker for some time with all their passive defense, but without beeing immune(!!!) to half of the opponent specs. I mean where´s the point in fighting people you can´t kill, no matter how good you play, while all their strengths are triggered by just getting hit?
I´m ok with hardcounters for each class, but could we at least get a minimal chance to kill AR/Decap-engies with a condi spec?
Not to mention that burst builds need ages as well to get through their passive defense(protection on knockback + crit, dmg reduction on stuns, tons of boons on 75/25% life) + all their blinds and knockbacks… Im pretty sure anet will recognize this as well and nerfs AR in a future update, its just so silly that they will most likely need 3 more month to recognize how annoying this is.
What the hell are pure bunkers going to get from 2 sigil cool downs? Dps builds will get a huge dps boost
As a main engi player AR is just a stupid trait. Plain bad design.
IP is fine though. It is one of the few reasons left to unequip kits because you want to control the target it gets applied too which only works with pistol (rifle) reliably. If you remove that you promote even more full kit play aka grenade spam.
Concerning knockbacks it is similiar. The shield knockback is completely standard in terms of animation telegraphing and nearly every class has similiar skills (like guardian, mesmer, ele). It is actually even rather low range and if you want to use the reflection effect the problem is solved anyways. Flamethrower is a good rather low cd knockback but the kit needs it to stay competitive compared to other kits (already on the weaker side).
I honestly would start by changing AR and propably toolkit shield. Control has always been an engi thing. More than blocking attacks.
What the hell are pure bunkers going to get from 2 sigil cool downs? Dps builds will get a huge dps boost
A free dodge , if your currently using anything other than Energy sigil.
Or probably Energy + Leeching , for 1k hp on swap.
Every 1k hp is a lot on guardian, though they will nerf all sigils to compensate. Hope they get it right
What the hell are pure bunkers going to get from 2 sigil cool downs? Dps builds will get a huge dps boost
A free dodge , if your currently using anything other than Energy sigil.
Or probably Energy + Leeching , for 1k hp on swap.Every 1k hp is a lot on guardian, though they will nerf all sigils to compensate. Hope they get it right
Imagine how many condi classes will be running doom sigils, dps classes on fiire + battle (or geo/hydro on some) which equates to well over 1k every 10 secs each..
It’s not a complaint, but does seem like there’ll be a substantial power creep in the dps department..
And that’s not even accounting for the likely rebalance of energy sigils..
What MrBig says.
I like MrBig.
Except when he pushes for s/p buff.
But nobody’s perfect.
these engi usually do close to 0 dmg ….
if u r heavy dps u should be able to kill … well they may decap for a few sec but that’s it
Wow Engi has a place in spvp meta. Nerf him to the ground!
Wow Engi has a place in spvp meta. Nerf him to the ground!
If Engies place is to run farpoint like a braindead lemming to just decap plus beeing immune to half of the opponents something really went wrong…
these engi usually do close to 0 dmg ….
if u r heavy dps u should be able to kill … well they may decap for a few sec but that’s it
You said it, IF you are heavy dps… So wheres the point in beeing immune to the rest?
Im fine with having advantages vs. certain specs, but if they´re literally unkillable it just gets weird…
I’m wondering what build you are running that you can’t just fear the engie off the point, apply loads of conditions before he hits 25%, or bring a bit of power in your build? Is it also impossible for you to kill eles running diamond skin?
Just watch https://forum-en.gw2archive.eu/forum/pvp/events/ESL-Week12-Get-in-there-my-son/first#post3508177 the ESL tournament. 1 Engi was playing in this tournament this build and they lost all games. He was able to decap but the other team know how to counter that engi. I guess it is more a lear to play issue
Oh yeah, its all a l2p issue, of course. Full immunity to all condispecs plus tons of passive defense is a great traitdesign, i got it…
If the decapengi isnt fully kittened, he wont die to any condispec. I play a lot of soloQ these days, constantly in the top100, and all i see are decapengis running far point while no matter who defends close, neither the engi nor the defender dies, while the point is neutral or fullcapped over time by the engi. But all those top100 players in my team are just too bad to win the 1on1, of course…
So tell me which spec is able to kill a not superbad decapengi in a 1on1? Maybe some other cheesebuild like a minionmaster(which gets nerfed) and a spiritranger if he plays real good. Thats it.
Tell me whatever you want, such a brainless and 0 skill requiring build should never be that effective.
And the worst thing is, he doesnt even need any tactical knowledge because all he does is running far like a lemming, and everything what makes him strong is triggered passively and is carried by AR. He can straight jump in from PvE into “higher” ranked PvP because he doesnt even participates on the real match.
And of course the decap engi isnt very useful for top ranked teamQ(ESL is a great reference…), because theres no point in neutralizing far without killing or capping while the rest plays a 4on4 for the other 2 nodes. But teams without teamspeak(soloQ) or mid ranked teams(teamQ) are struggling hard vs. them and this is simply due to bad traitdesign, nothing else!
A ranger can push an engie off point with longbow, greatsword, or canines. A warrior can do it with hammer, stomp, kick, rifle butt or fear me. A guardian with GS, shield, sanctuary, hammer or hammer of wisdom. A necro with fears, spectral grasp or lichform. A mesmer with GS or focus. An ele with staff, dagger off hand, lightning hammer. A thief with scorpion wire and immobilizes or basilisk venom, or with a skull fear.
In short, theres a lot of ways to push an engie off a point.
What does “decap” and “carry hard” mean? Lol. I can infer that “decap” might mean like… taking the point from enemy to neutral, but why wouldn’t you stick around and just finish capping for your team? Shouldn’t it be called “capping”?
Decaping is when you make an enermy point neutral, and in this context its being done when the points defender is still alive (most likely). Decapping doesnt take long so you just need to force the defender off the point for a short while.
Actually capping the point takes much longer and probably wont be achieved whilst there is still a fight for the point, but as long as the attacker (engi) can hold it on neutral for a substantial amount of time that counts as a win from his point of view.
What MrBig says.
I like MrBig.
Except when he pushes for s/p buff.
But nobody’s perfect.
lol i’m nost asking for a buff, i’m asking for a fix.
S/P is super clunky and the evades do not fit the animation, forcing you to be either vulnerable or to dodge.
I just want it smoother, not more powerful.
on topic:
Engi has been top tier for already too much, and bunker engi are a direct answer to war CC spamming ( i’ve been able to fight against 2 wars at once while taking full cap thanks to Prot Inj , Prot shield and Stab Armor lol ) ,mostly because engi bomb-nade ( even more OP) suffers double war teams ( pretty common right now).
Both war and engi need fix.
Dumbfire will be fixed, time to fix them too.
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