So i want to open this thread to share my thoughts about the decap-engineer and its issues ppl are currently complaining about.
There are already a lot of decap-engineer-threads out there but i still hope you don’t mind me opening this thread.
I want to share my opinion on this issue with all off the ppl (including devs) reading the forums and i doubt most of them will read specific comments in the raw amount of threads about this problem. It’s literally for the sake of beeing heard i guess.
I actually played engineer for a long amount time and i have a lot of experience with it. So i’m neither a person who wants to destroy any engineer build, nor a person who wants to protect this obviously broken build(s). I just want to make sure you’re going to nerf it in the right way. I don’t want to see engineer getting nerfed to the ground for no reason. We’re actually in a rather tough spot (due to the current meta).
First of all i want to outline the issue with decap-engineers.
For anyone not knowing what a decap-engineer actually is i’ll explain it real quick.
A decap-engineer is basically a really tanky engineer build (there are plenty of variations out there) which allows you to stay alive (if played correctly you’re never going to die in a 1vs1) for a eternal amount of time. We did see a lot of bunker builds besides engineers in the past, so the bunker-part is obviously not the one and only problem of this build(s).
The build combines a insane amount of durability with the ability to knock ppl back (out of a point). Multiple knockbacks in addition with some immobilize skills allow you to decap (and even cap) a node really fast.
If you have a decap engineer on the enemy team he’s (most of the time) going to invade (and decap —> cap) your point over and over again.
Due to the fact noone should be able to kill him in a 1vs1 (at least if he’s a decent decap engineer) you have to spend at least 2 ppl going for your close-point which leads to an disadvantage in any other fight going on at this moment.
If you think you can actually outrotate this “issue”, this isn’t going to happen as long as the teams are even in teamfights and the ability of rotating correctly. Even if you ignore your close and go for far or anything like that. The decap engineer can go anywhere. There’s no need for him staying and defending a point.
Now i want to explain the problems with the build itself and the way to fix this whithout hurting engineers in general (which isn’t necessary).
Like mentioned before there were plenty of bunker builds played in the past (bunker ele etc), so what’s the difference compared to decap-engineers? (the name speaks for itself at this point tho)
It’s not about the raw survival, it’s about the combination of beeing invincible in a 1vs1 and still be able to decap and actually cap the point as well.
So there are basically two problems. If you reset one of the problems to zero, the whole thing will turn into zero (easy maths).
You’re now about to decide which problem you’re going to reset. Either the knockbacks and the ability to decap/cap a point, or the raw survival skill which makes you invincible in a 1vs1.
If you reset the second option (the durability) decap-engineers are going to die in a 1vs1 even tho they can maybe decap the point. So you don’t have to spend more than 1 guy of your own team (which is the real problem —> you’re getting outnumbered in any other fight) to go and kill the invading decap-engineer.
If you reset the first option (ability to decap) you’re basically destroying a core-feature of engineers. You’re literally killing many other engineer builds even tho it’s not necessary in any way.
So obviously you’re going to nerf the one and only option to get rid of (effective) decap engineers.
How to do so? Nerf Atomated Response.
Without Atomated Response engineers are weak to condition-dmg. Due to the lack of condition removal we would be able to counter invading decap-engineers with a condition-profession defending the point.
In conclusion there is no need to hurt anyone besides decap-engineers. And i doubt it was ever easier to fix a problem.
tl;dr: Nerf AR, it’s the one and only problem. There’s no need to nerf any kind of healskill, waterfields, vigor, knockbacks or cc in general (or whatever ppl are coming up with).
#AntiAR
(edited by Mouby.7096)