Now being forced to play unranked with all the first timers around is just DRIVING ME CRAZY EVERY SINGLE GAME! Just give us the separation from the newbies back and let us lose some time in this game.
Unranked uses MMR just like ranked does as far as I know. I don’t think your MMR is shared between the two modes, but I personally play with mostly the same people in unranked as I was playing with during the ranked season.
This is what I use with paladin’s amulet. You can run sick ‘em for thieves or if you don’t need the res potential of search and rescue.
Don’t remove celestial.
I don’t see the problem. Division rating is meaningless, MMR is the determining factor.
I’ve lost too many pips for games that have been 4v5 since the start. Why punish a team when the person never even enters the match? It’s ridiculous.
There is no realistic way to counter a bunker mesmer currently, that is why most top teams are running one or two of them.
Necromancers aren’t viable in the current state of the game because of Mallyx revenants and diamond skin tempests. Dragonhunter is far to easily focused to be played on most coordinated team let alone in solo queue games. I won’t even bother to respond to the rifle warrior suggestion.
Currently if you want to progress past ruby as a solo queue player just play bunker mesmer and AFK on home or far while you rake in the pips.
I’m not a fan of hasty changes like these. The expansion hasn’t even been out a week. I know the six month balance cycle was very unpopular, but you need a larger data set than 6 days to know anything of substance.
Update: Kept trying and eventually was able to login and redeem my code. Not sure if the servers are busy or something, but it worked after a few more attempts for me.
I purchased Heart of Thorns about an hour ago and have been trying to link it to my account on register.guildwars2.com as described in the email I received. However, when I attempt to login to my account on that site it tells me my password is wrong which doesn’t make sense since I can login to these forums and the game with it.
Cyber Murmeli, if you nerf PU, where do mesmers get their defence from? After nearly 3 years no-one without some kind of mental handicap is falling for clones and there’s now no penalty to cleaving them out which neuters our damage and ability to shatter.
Are you serious?
Mesmers have innate invulnerability through distortion on a 60 second cooldown. Most classes have to waste a skill slot on this; it usually isn’t true invulnerability, but immunity to one type of damage, and is on a longer cooldown. The skills which do offer true invulnerability do not let you attack or use skills while they are active unlike distortion.
The second highest stealth uptime of all classes including the only stealth skill and trait that ignores the revealed debuff.
A 1200 range port on a 30 second cooldown.
Good access to vigor. Decent access to regeneration and protection.
A mid-tier health pool.
Clones which throw off targeting and block range attacks even if the enemy never gets confused by them.
Good access to blinds, confusion (which is defensive and offensive in nature) and weakness if you run staff or powerblock.
I’d say mesmers have some of the best defense in the game without PU. That is why they have always been one of the two classes able to fill the berserker role.
The June 23rd patch undid two years of balancing. The game was far superior before these changes.
Engineer is definitely worthless now.
I’ve been playing engineer since beta. I’ve seen all the ups and downs of the class. This last patch has honestly been the worst for engineers that I can recall. Our trait lines have been gutted, our new traits were nerfed before they were even released, and we didn’t receive many of the promised baseline traits outlined in the livestreams.
Celestial engineer is mediocre at best now and really doesn’t have a place anymore in my opinion. Condition engineer can stack some good burns and is decent, but it really isn’t a solid build considering burn guard can do it better with stronger team utility and a necromancer completely counters you worse than ever.
The final option is to use an all in berserker build. I have seen many people complaining about the grenades piercing targets. However, this is the only shining light we have left. After the 33% damage nerf to grenades, the multiple nerfs to the durations of conditions applied by them, the range reduction, and the removal of the poison field I feel like this throwback to 100nades is the best thing we have. If this is changed I really don’t see what place the engineer will have in this game.
It is early I admit and I may be wrong or missing something, but this is how I feel currently after the testing I have done since the patch.
For the record I think static discharge is a useless build as half of the toolbelt skills don’t even work with the trait in case anyone was going to suggest that as a viable alternative.
I have done some more testing and I have noticed the following issues:
Shrapnel
- The shrapnel trait does not function with bunker down, bomb on dodge, aim-assisted rocket, or long-fused powder pack traits despite all these traits being considered explosives
-Shrapnel does not function with the throw mine ability or related minefield tool belt skill. The mortar kit is also unaffected by the shrapnel trait, however it function properly with the grenade and bomb kits
Explosive powder (10% modifier for explosions)
-This trait does not function with the mortar kit
Shrapnel and explosive powder work with all explosives except the mortar kit (not sure if the aim-assisted rocket is activating shrapnel, but explosive powder works with it) . Pretty sure it’s a bug considering they said these traits would work with the mortar kit on the livestream.
Explosive powder and shrapnel traits do not function with the mortar kit.
I have noticed that the mortar kit is not gaining the benefits from a few of the explosive line traits.
The steel-packed powder trait correctly applies to the 1-4 mortar skills and updates the tooltips which makes sense as the mortar is considered an explosive. However, the explosive powder and shrapnel traits, which also apply to explosives, do not function with the mortar kit.
I tested these issues both in PvP and PvE environments with the same results. I am assuming this is unintended as it was stated these traits would work with the mortar kit in the recent livestream and also the other explosive traits function with the kit.
Reducing the range to 900 is a terrible idea, keep them 1200 at least. This will only hurt people playing engineer in WvWvW. In PvP you aren’t going to be hitting anyone from 1500 range anyway unless they are completely oblivious.
I also see no reason to do away with the poison field. It has already been nerfed to a good place. If these changes go through the grenade kit it will have no fields to work with. One of the best aspects of GW2 is the ability to combine skills with fields which requires thought and timing. After these changes you will literally just spam all your grenades skills without thought.
Overall these changes seem like they are reducing the skill based play of engineer by making grenades have a larger radius and travel faster while punishing skilled players who could combo their fields and hit targets at longer distances through anticipation. Completely the wrong direction if you ask me.
Slick shoes is balanced and has plenty of counter play.
The patch hasn’t even been out for 2 days… Some of you should really try adapting rather than instantly coming to the forums and asking for changes.
Personally, I have no problem with any of the elite skills.
Same issue here. I wasn’t going to post it on the forums since I didn’t want to inform others. However, since the in-game report function is bugged and there is already a thread on the subject I assume sharing my experience should do no further harm.
I reported the issue in-game to the best of my ability (menus are bugged) and also deleted the new character with the reward chest.
(Not suggesting this course of action to others or saying it is a solution since you will permanently lose the reward chest.)
(edited by Bacon.4918)
Condition damage ticks are wildly inconsistent. My burns are ticking for like 92 damage at times…
Also ranger pets ignore commands.
If the argument point is that vertical axis teleports was “unintended”, then when is the range threshold going to get fixed. Skills in this game operate by an intended units threshold to connect and deal damage. However quite a handful of them goes beyond that threshold giving those skills an “unintended advantage”.
The distance traveled by ranged projectiles is working as intended. It mitigates the influence of latency on these skills.
I feel removing vertical teleport spots is a positive change and doubt it will be as significant as many here make it out to be.
Can you please fix this already. It isn’t even a balance change, it’s a bug that lets elementalists get over 600 HPS from their healing skill alone.
When you enter a hotjoin match you should be automatically assigned a team at the start. The team selection option should be removed entirely, but spectate should remain an option to allow for new players to learn. Also, please bring back 8v8.
I really don’t see why this doesn’t work in pvp.
Well there are many skills which don’t display an AoE ring, for example the thief throw gunk ability, so consistency is not really a concern here. I assume such skills have no AoE ring because the ability itself obviously displays the area of effect on the ground. Personally I think there are many more important things for the developers to be focusing on than rather than this.
mesmer counters it actually.. and dd cele eles r easy matchup for mesmer in my opinion
Mesmer… Are you serious? Only thing that has a good chance is a necromancer with corrupt boon and even then it is about 50/50. Also, a celestial rifle engineer has a chance of winning, but only if they outplay the elementalist really.
The real problem is that elementalist is not only amazing 1v1, it is arguably just as good as a guardian in team fights. It just does everything at the highest level.
Does the 10% increase to attack speed from the read the wind trait only apply to the auto-attack? I did some rudimentary testing and didn’t find any change to rapid fire with the trait.
Nothing should one shot people even if it is an elite skill. A necromancer can just hang back then pop into the mid fight with lich and instantly down some classes. No way this is balanced.
Also, that was hilarious! Great share.
-Had a larger Detonation Range, and would detonate instantly if spawned onto a hostile target
That sounds like a great change and it wouldn’t require an increased cooldown for the skill. With the other suggestions I think the 2 second cooldown might be a little over the top, but great ideas overall.
For those who don’t know Bunker Down is a grandmaster trait in the firearms tree which:
“Creates a proximity mine at your location when you critically hit with an attack.
Damage: 170
Duration: 10s
Explosion Radius: 180
Proximity Radius: 60”
Currently this trait sees very little use and is mediocre for its position at grandmaster. I would like to suggest that the proximity radius is increased to match the explosion radius of the skill making it easier to land more consistently. Feel free to add any other suggestions or feedback.
I would rather this not happen. Fractal skins are one of the few rare things in the game that take a decent time investment and some reasonable level of skill to acquire. Plus, it’s pretty much the only reason people still run fractals.
I completely agree with this topic. It is nonsensical that the decoy utility skill and the desperate decoy trait ignore the revealed debuff. Fix this already! I have been asking for it to be fixed for over a year…
It works fine. The only downside is you are quite susceptible to focus fire and conditions so you need good positioning and team support.
+1 for necromancer lifeforce decaying out of combat
About a year ago cloak and dagger had its damage reduced by 33% in PvP due to “one-shot” thief builds (CnD, steal, BS). (PvP only, damage remained the same in WvW)
However, due to the ferocity change as well as the evolution of the PvP community away from pure glass builds I really don’t see this as much of a problem anymore. In fact, I think cloak and dagger is weak now considering the difficulty landing CnD compared to the D/P BP -> HS combo. I think it’s fair to say D/D is a very underperforming set right now in general and I think restoring the damage on this skill would be a good start to re-establishing the usefulness of D/D especially since dancing dagger (4th skill on offhand dagger) is also quiet useless compared to its former version.
In short: dagger offhand needs some love! Revert 33% damage decrease on cloak and dagger in PvP, also maybe also look at improving dancing dagger.
The last thing this game needs is more hidden ICDs for traits.
From my perspective power builds are better in every aspect of WvW aside from 1v1 encounters potentially (which the game is not balanced around anyway).
In 5 man roaming groups power is much more effective at bursting enemies down and winning fights due to the group cleanses that will likely be present and the ability to quickly focus damage on a target. This is even more true in zerg vs zerg fights where conditions will disappear in seconds due to the even greater abundance of group condition removals.
So basically conditions already have very limited role in WvW and removing +% condition duration food would further exacerbate this issue by weakening these builds further.
There is no condition meta in PvP or WvW so I don’t see why these foods are even an issue especially when there is a -% duration food that directly counters it if your build lacks condition removal.
Furthermore, many classes rely on the increase duration to do meaningful damage, such as the engineer pistol 1. If these foods were removed it would severely hurt many builds which aren’t even apex builds as the meta stands currently.
This trait is far too strong without a doubt 6k burning damage every 10 second which can’t be avoided is no fun to play against and takes no skill.
Confusion is already the best condition in the game along with a necromancer’s terror fear. Both are offensive and defensive at the same time.
This skill should function like the decoy skill/desperate decoy trait mesmers have which stealths the player despite the revealed debuff.
None of these skills need changing in my opinion.
Strength runes are way too strong right now. I’d like to see it reverted back to 5% damage with might to start and see if that made a difference.
I’d like to see some good solid numbers for these suggestions instead of random decreases and increases.
You suggestion for example sound like to me you “think” 2% damage difference is the problem but is that really what your saying. That is just so random and really just pulling straws out of a hat or shooting in dark blind folded. It’s just guessing.
All the threads I have seen post patch for popular PvE builds show that the difference between Strength and Eagle/Ogre isn’t that far off at about 2% damage difference. Usually the test is 25 stacks of might and perma fury.
Yes, I must just be really good at guessing then…
Also, Elementalist defending strength runes!? Shocking I know… Although good fights is known to take advantage of exploits as seen in the ToL so I’m not surprised.
Strength runes are way too strong right now. I’d like to see it reverted back to 5% damage with might to start and see if that made a difference. Maybe get rid of the % damage increase altogether.
And for those saying power is weak in comparison to conditions did you even see the ToL? Power is greater than conditions in organized play no question.
Also, how is using an effective trait (for the situation, 1v1 versus someone trying to gank you) a bad thing?
The protection up-time alone makes PU overpowered. Any decent mesmer doesn’t need to run this cheese and it is banned in any legit 1v1 server. Not surprised Pyroathiest is here defending it though, it’s just like when he was defending the bugged phantasm damage before it was fixed. I play mesmer and I’ve wanted this trait changed for months.
plenty of other mesmers like Pyro had tested their phantasms and found no unusual damage.
Yes those people did a great job testing damage… Took me all of five minutes to notice phantasm damage was out of line of my mesmer.
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
I have tested this on my mesmer in actual matches and the damage from phantasms is clearly bugged in some way as it is 20-30% higher than pre-patch with no rune or sigil changes. I don’t know why you would want to keep the game unbalanced.
Since the feature patch I have noticed mesmer phantasms hitting much harder than usual (10k+ from iwarlock on a 3000+ armor character in spvp, and no I wasn’t loaded with conditions and the mesmer didn’t have might stacks). I understand the 10% damage modifier on the iwarlock and how it works, but I have never been hit so hard by a phantasm during my time playing this game. I feel as if something is off about the damage being output by all types of mesmer phantasms. Anyone else notice this?