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WHAT THE HECK ANET

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Cero.5132

I´m so disappointed I +1 this…

Engineer Bugs - Fresh start 14/11/2015

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Posted by: Cero.5132

Cero.5132

Static Discharge does still not work with a lot of Toolbelt-Skills.

Static Discharge´s damage is inconsistent. Probably dependant on which Toolbelt-Skill activates it.

Stomp Gyro gives up on stomping after it´s interrupted/the target ported away.

Bulwark Gyro takes 100% the damage the engineer´d originally get.

[PvP] Help me, I´m getting frustrated...

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Posted by: Cero.5132

Cero.5132

I don´t even know where to start… I kinda feel teary-eyed and tired about this entire balance-topic.

I definitely love playing my engineer. I have lots and lots of fun playing a marauder build in my team.
But with every day there seem to be always more situations where I think:
“Dang, if I played a Mesmer/Thief I could have disengaged way more easily AND do at least the same amount of burst. "
or "If I was an Ele I could have a bit more sustain and group support AND the same overall damage-output "
Heck, I even found myself thinking: “… If I played necro I could actually stand my ground against that stupid ele…” <- and I freaking hate Necromancers…

I don´t know.. I just feel like my team would be better off with anything as long as it´s not an engineer…

Yesterday I was even so frustrated I just rolled my head on the keyboard… I swear if I was an ele I could have won a 1v2 with this! (sarcasm)
Well instead of winning a 1v2 with this I couldn´t even be bothered anymore to look up. I also couldn´t be bothered to exit GW2 or even shutdown my computer… So I just unplucked (cruel murder, I know…)

Well I´m not THIS frustrated today but pretty close to it… So instead of killing my computer again I decided to get rid of my frustration by writing.

sigh… I think I simply need a break from GW2…

Now please, before you start to try talking me into trying another build… I did.
I tried the FT-burn fun, the soldiers-build, the support… It either is just straight-out no fun for me or feels more like a one-trick-pony …

Stealth and (lack of) counterplay

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Cero.5132

oh-oh-oh I got an idea!
Besides 500 teleports and blindfield on demand thiefs need stealth to SURVIVE, is what everyone is saying?
And people are mostly frustrated by instagib from stealth with no counterplay amiright? How about just eeeeevery attack that could damage an enemy reveals, even if it does not hit(so no ports and so on, because we aaaall know thief needs that survivability o so much)
And thus we got the solution of less instagib, with thief still having his “survivabiliteeeh”.

And no, I´m not being serious.
I´m just starting to get kittened of that there is zero counterplay to stealthburst, no viable suggestions to fix it without killing thief off and diehard fanboys defending the current state of stealth.
Yet it´s the very same stealth fanboys who are crying about too much random aoe, when it´s the only thing currently working against stealth. What. The. Hell?

Damage is way to high

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Cero.5132

Damagewise it got kind of ridiculous.
Running a tanky amulet or not make sonly minimum difference as it seems. A friend and I tested (though I admit the tests weren´t too excessive) mesmeer burst on engineer with soldiers amulet, cele and marauder. Just the usualy shatter mesmer burst combo, nothing fancy:
1 Shatter and Marauder was downed or very low. On Cele 2k life left and on soldiers 4.5k.
Admittedly, the tests were veeeery rough and not exact at all (because of some defensive traits, runes etc) but tanky amuletts seem to be not as useful as they used to be o.o
Though I take that with a grain of salt, the meta is only 1 day old…

Also…. yup, who sees first, bursts first, wins. Almost every class can now dish out ridiculous burst tah could bfore never be thought of in pvp… (okayokay 100nades engi used to be a thing… used to… I tell ya the burst is back! xD)

And before an engi was able to facetank damage from anything but two above average DPS users and that was even more BS.

If i’d have to put this in numbers:

-Before damage was 3 and defense was 7
-Now damage is 8 and defense is 4
-Now the devs should not nerf the damage to 4 , they should limit it to 6, this to maintain a healthy balance between fun and gameplay

Actually I´m not talking engineer explicitely. As I said the test was just me standing there and him shattering. The class taking the shatter could have been anyone with a 15k base hp pool.
And as I´ve answered in your other post. The burst itself is fine. Just certain sigils make it less skillbased (whereas skillbased play with as little as possible uncalculated factors is mandatory in a bursty meta), which tips the scales of damage (as in your example) from 6 to 8

Please..don't nerf dmg (direct/condi)

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Cero.5132

Do not remove the sigils, just reduce the scaling, the base number and they’re gold

Nah i don´t think removing them is an option. But a more uhm… decent effect (for the lack of better words).
Like… dunno…. 50% more direct damage after using an f-utility? for uh what do i know 3 seconds on a 10/15/20 secs cd? ugh whatever Ima leave this to the theorycrafters… Just something that doesn´t proc for random extra damage.

Please..don't nerf dmg (direct/condi)

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Cero.5132

Actually I even agree on this. I love the fast-paced fights I had yesterday evening. They´re fun.
Though I think that there is absolutely no justification anymore to keep air/fire sigils as they are right now. Before it was necessary clutch play for zerker classes because sooo many builds were ridiculously tanky and could ditch out huge damage at the same time. They needed it to keep up. Now I don´t think that this clutch is necessary anymore – on the contrary, I consider it undesireble for a skillbased burst meta.

Damage is way to high

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Posted by: Cero.5132

Cero.5132

Damagewise it got kind of ridiculous.
Running a tanky amulet or not make sonly minimum difference as it seems. A friend and I tested (though I admit the tests weren´t too excessive) mesmeer burst on engineer with soldiers amulet, cele and marauder. Just the usualy shatter mesmer burst combo, nothing fancy:
1 Shatter and Marauder was downed or very low. On Cele 2k life left and on soldiers 4.5k.
Admittedly, the tests were veeeery rough and not exact at all (because of some defensive traits, runes etc) but tanky amuletts seem to be not as useful as they used to be o.o
Though I take that with a grain of salt, the meta is only 1 day old…

Also…. yup, who sees first, bursts first, wins. Almost every class can now dish out ridiculous burst tah could bfore never be thought of in pvp… (okayokay 100nades engi used to be a thing… used to… I tell ya the burst is back! xD)

Anyone found their build yet?

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Cero.5132

firearms 3-3-1
explosives 3-1-1
Tools 1-2-3

my new static discharge build xD rifle, medkit, utility goggles, tolkit, battering, motar…

dose 4k motarkit autoattacks on squishies are hilarious… not to mention the double miniskyhammer burst XD

Juggernaut

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Cero.5132

I´m more interested whether the stability and might will apply immediately after switching to ft or like the current Juggernaut Need 3s time after switching to ft.

That alone is going to determine whether the trait will be useful to me or not.

Medkit details

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Cero.5132

Screw Healing turret, I´m sold on MedKit xD

The new engi changes are hilariously silly

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Cero.5132

Well there are counters, for example poison and launch skills like overcharge. But it looks like it will be an incredibly strong combo for bunkers.

As I remember it from times far in the past when it was still regularly used (lol), it removes conditions with every tick, including poison.
Launch.. true… Luckily not every build has one :P
Still it is rather insane being able to use throw elixir r every 20 seconds. At this rate I don´t see it useful only for bunkers. With vigor nerfed the elixirs 2 additional dodges are definitely worth a lot…

Also… #gadgetmeta I´ll be flying around with rocketboots every 10seconds…
or use the mini skyhammer 4x in quick succession, stack might like an idiot and..
omg I´m so hyped for These changes! xD

(edited by Cero.5132)

The new engi changes are hilariously silly

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Posted by: Cero.5132

Cero.5132

i cant wait to see overcharged slick shoes personally, they said bigger puddle radius somewhere O_O;

And I can´t wait to see engineer´s being able to use throw elixir r every 20 seconds xD

No, seriously… I´m never ever going to loose 1v1 when this goes live lmao

New Traits: Theorycrafting an engineer build

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Cero.5132

Haha yes I realize it´s quite early ^.^
But things like this ama just trigger my theocrafter inside xD

This possible build just instantly came into my mind after I heard the changes and wanted to discuss the possibilities to see what people like about the changes. What could possibly be too powerful or even too boring/ineffective and maybe just implement few of my thoughts and hopes.

Mortar to be a kit but elite or utility?

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Posted by: Cero.5132

Cero.5132

Motar-Kit will still be an elite skill.

New Traits: Theorycrafting an engineer build

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Posted by: Cero.5132

Cero.5132

Pros:

  • + A minimum of 36 BlastFinishers in 60 seconds
  • + Fire Field
  • + Smoke field
  • + 10 knockbacks in 60 seconds
  • + Even without IP huge burning uptime
  • + Assuming a huge amount of group heal
  • + higher amount of condicleanses for group
  • + good cleave, though probably not as good as with grenades
  • + good condipressure
  • + good physical damage
  • + High mobility
  • + Immobilize
  • + NO NADES!

Cons:

  • - No Vigor
  • - Less swiftness than before
  • - No Transmute
  • - No hidden flask
  • - No Backpack Generator (even though I believe the blast finisher heal could cover this…)
  • - No Inertial Converter
  • - No nades…

Not decided/Confirmed yet:

  • Motar #3 Waterfield
  • Possible instant stack of stability
  • Possible Block and Pull
  • Possible Ress

Though everyone with a little bit of knowledge of this game will now go: “What? This is ridiculously overpowered!” and I can´t tell you otherwise…

Mathematics:
Bomb #2 + 2x dodge + swap to medkit + dodge = 12 stacks might for 22 seconds
Wait 10 seconds and repeat.

That´s a easy permanent 24 might stacks! Not only For the engineer but for EVERY ALLY around him!
Just imagine ths with a waterfield…

I don´t need to tell you, that this is ridiculously overpowered on paper, right…?
A celestial burst decap support 25-mightstacks engineer with ton of group and self heal is sadly just too much…

New Traits: Theorycrafting an engineer build

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Posted by: Cero.5132

Cero.5132

Hello my fellow engineers.

This build has been in my head since the ama and I wanted to share the theocrafted build and a few of my thoughts with you along with a few assumptions…

Basically this build focuses on heavy use of blast finishers. Alone by dodging and swapping to medkit you´ll have 4(!) blast finishers every 10 seconds. This build focuses on utilizing them to the maximum.

The Link only shows my choices of (future) kits, amulett, and and a sigil:
http://gw2skills.net/editor/?fdAQFAElsTpPr1ah2LA-T5wHwAl3fAwDAoYZAA

  • Rifle: Burst, CC…

*Medkit: One of our Blast Finishers. Also nice synergies with my preferred runeset

*FT: Possible instant stability with new Juggernaut trait. who needs stunbreaks with this!? Firefield and low cd blast finisher. Also burning and knockback.

*Bombkit: blast finisher and knockback, firefield, confusion, everything. I looove this kit xD

*Motarkit: knockback, RUMORS of #3 becoming a waterfield… and even if it doesnt become one the #3 heal is nice… it will replace grenades for this build.

Last utility slot:
*Exlixir gun: in case juggernaut doesnt work as anticipated… maybe personal preference… blast finisher more heal, more poison…
*Toolkit: block pull… do i really need to explain this?
*Elixir R: more doges mean more blast finishers! also the ress is very nice
*Rocket Boots: blast finisher, mobility… and just because I like them!

Runes:

  • Strength/Hoelbrak: You stack tons of might. Whether you want it or not!!!
  • Altruism: My personal favourite lol. I just like them…. really. Even more might, more fury… btw I´ll do the maths for might later for you guys.

second sigil: pff no idea yet xD Doom, geomancy, battle, air, fire, leeching… can imagine all of them working well.

Explosives:

Minors

  • Evasive Powder Keg (!Important!)
  • Steel Packed Powder
  • Explosive Powder

Adept

  • Not sure yet… tbh I´m waiting for the third adept trait

Master

  • Short Fuse

Grandmaster

  • Evasive Powder Keg = Blastfinisher (!Important!)
  • (Could also go for the motarkit trait. But tbh I don´t think they´ll make its autoattack a blast finisher)

Firearms

Minors

  • Sharpshooter
  • Target the weak
  • Target the maimed

Adept

  • Crit chance < 600 range

Master

  • ROBO LEGS!!!

Grandmaster

  • Juggernaut (only if the stability stack is there immediately when switching to ft. If so, then stunbreaks are for the WEAK! and I´ll use alixir r or rocket boots, lol… If we have to wait 3 sec for the stability stack then elixir gun and:)
  • Incendiary Powder

Inventions

Minor

  • healskill removes condition from allies (I dearly hope they also remove one form us)
  • Grant regen to yourself and allies when removing a condition
  • Helaing power increased under the effects of regeneration

Adept

  • using a heal skill triggers a blast finisher (I assume a 9sec icd. Otherwise way too crazy with medkit. !Important!)

Master

  • Heal-Splosion (blast finishers heal. Again I assume it will get an icd of maybe 5 seconds. Either that or it will be either rather weak because it´s blanaced around the engineer having powder keg = blast finisher OR too strong because it´s balanced around not having many blast finishers)

Grandmaster

  • Incoming heals heal allies for a % of that heal… is what I´d go for. Though I´m not sure if it triggers from engineer´s own heal, don´t know what the percentage is, and so on… Depending on that I´d maybe go for
  • Bunker down with medkits

Anyone else giggled at the AMA like a madman?

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Cero.5132

I know I did haha!
Sure it isn´t as detailed as the other profession´s traitlines, but…
It´s all I could ever have asked for!

Explosions is finally.. EXPLOSIONS! EXPLOSIONS EVERYWHERE! Mwahahahaa!
Andandand you know, heal on explosions… hihi…
Also we can FINALLY ditch nades and use motar instead! bout time!

I fear for humanity xD

Just wanted to share some excitement here. What were you guys excited about/what did you not like at all?
Personally I found Tools a little underwhelming.

Mortar Shall become a Kit in HoT

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Cero.5132

It´s official now, I´m gonna ditch grenades for the motar! xD

Anyone else curious what motar´s kit refinement´s gonna be?

Consequences for bug abuse in pvp

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Cero.5132

No matter if it’s done by trait or by jumping it still requires the same ranged or AoE technique to destroy the Turrets. So there really isn’t much impact on game play. The issue as I see it is the false reporting. Especially when you are fully aware you are making false accusations of botting.

With the Hover Turret’s in the HoT trailer, I’m assuming Flying to be how Turret’s function in the future. I wouldn’t be surprised if the Dev’s had this planned for a long time. Only implementing some of it early, the incoming damage nerf, because of the forum complaints of late.

I can´t even… are you really defending such an obvious bug…? Placing the turrets out of range while investing for the trait is completely fine but without it it´s just plain cheating. Simple as that.
By the way the devs themselves said that as long as we dont have the option to report for this, it´s possible to rely on the bot report.

Edit: also the difference between the trait and placing it in the air is that it can actually be hit by f.e. grenades.

(edited by Cero.5132)

Consequences for bug abuse in pvp

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Cero.5132

OP, you are more than likely falsely reporting players then. For Turret’s, Ground Targeting has always allowed us to place Turret’s on or against objects. Learn to target and range Turrets. If you have no range option in your build, then kindly unscrew your build.

I am very well aware of this trait. I have been playing engineer for 2 years now and I believe I can say that I know when a turret is placed on a wall due to that trait and when it´s hovering midair because the engineer cast it while jumping. Especially when I see them doing so…

A.E.D. improvement idea

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Cero.5132

Wheras the propsed changes are nice, I don´t think that aed needs that much change. For its toolkit skill it would be more than enough to increase its range to 600.
For aed itself I wouldn´t even screw with the healing numbers too much.
I say make it heal for its full potential at all times after the 5 seconds, regardless of the player reaching 0 hp and clean 5 conditions.
Just make it so that if the player hits 0 hp the cooldown is reduced to 20-25 seconds. If not, it has its usual 40 sec cooldown.

Proposed Changes for Engineer Turrets

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Cero.5132

Well, if they can take condi damage, they also need to be affected by condi clear… So you need bug testing for what happens with condi conversion skills.
The crit part is not problematic, but the condi part got some serious implications down the line. Especially, when people start asking, why turrets are the only minion in the game, which can get damaging conditions, but not the regeneration boon.

You got a point on the condiclear part. I´d even go as far to consider adding a effect to metal plating “condition duration is also reduced by 33%”.
Mathematically seen, yes, conditions without a way to cleans would screw turrets too hard. After all, believe it or not, there are actually engineer players who enjoy playing turrets, because they always dreamed of beign a turret engi and so on… though that´s a minority by now…

I´m actually not sure if it´s a good idea to let them be influenced by boons… bunch of turrets with retaliation, might, fury… SWIFTNESS!? NOPE! No, thank you!

Also there´s to consider that many boon applications/aoe condiclears go only for a certain number of players/npcs.

I´d say make one step at a time. Let them be critable/get condidamage, but also condiclear. Overdoing things in the first step and just trying to fix the first step´s mess in the following steps is what the playerbase is used to… but not what it wants.

Proposed Changes for Engineer Turrets

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Cero.5132

Your build sounds great I like the concept. Still, I’d miss my trusty thumper…

About time constraints and effort of implementing scaling turrets: It shouldn’t be all that hard to implement. Especially, if you make them scale with base stats and ignore might, etc. I just don’t buy this whole argument, because arena.net simply ignored a design flaw(which by the way also makes turrets borderline unplayable in PvE) for way too long.
Having them scale with stats should have been done before they added the sentinel amulet to the game. Really, they had all the time in the world, while turreteers were merely obnoxious. When they added sentinel amulet, maybe they weren’t aware of the consequences, but it turned turreteers into unspeakable abominations. When people caught on, how strong turreteers are against current meta builds, it developed an interesting dynamic: More and more people started to complain, which made more and more people aware of the turret build, which made more and more people play turrets.
Now the house is on fire and instead of putting the fire out, arena.net decided to blow up the entire house “just to make sure.” They probably feel like they can’t afford such a conceived imbalance in PvP while they try to get everyone hyped for the expansion.

As I said, I wouldn´t hold my breath for them making turrets scale with stats. Sure, it would fix many of the problems and is actually a very logical approach to this problem. But making them be critable and take damage from conditions is way easier and yes, less time consuming.
I´m only an apprentice-developer but I believe that making turrets take crit/condi damage takes WAY less time than adjusting their individual scaling with stats. Just think about the testing and number crunching alone and the tears if f.e. power damage scaled too well. Nope, too many risks, too time consuming.
Time spent developing scaling turrets is money not spent on finishing the new expansion that earns money for anet. So from an economical point they´re doing the right thing…
From a player´s viewpoint… less so.

Just saying that i agree that making them scale with stats would solve most problems… It would even support my own build xD
But as I said… I wouldn´t get my hopes up for this… I just don´t believe that it will happen.

Proposed Changes for Engineer Turrets

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Cero.5132

- snip -

Actually I thought I wouldn´t need to ellaborate on why I hate them because it´s a dead horse already, really. My reasons are not much different from other´s.
But as you wish, I will now ellaborate.

Personally I don´t have a Problem with turret engineers themselves. What they get out of me whne I see them (wheter they are on my Team or the enemy doesn´t matter) is a mere sigh. No, to a Team that knows just a Little of what it´s doing they pose no threat. Still they´re very annoying to deal with for obvious reasons and I can clearly see why solo/new Players have Problems with them. Heck they even give us Problems more often than I´d like to admit.
Turrets used to be a fun build that needed tons of skill before the bug fixes to turrets. I kid you not, when they were fixed and got new traits I was so happy, I laughed and shouted at my Monitor, my husband thought I´d gone mad.

[Long alternate turret-build explanation inc]
My second “I kid you not” is that I even still use a turret build. Now inbefore you think I´m being hypocritical, hear me out! Ever heard of the “Tesla Coil” build? It was an idea of another engineer and few others and I tried to refine it. The Basic idea is to wear down your enemy with turrets/Support your allies with turrets with low coldown (rifle/flame/net) and their boons. Then, when you Need the burst you make use of the way static discharge works with the turret´s Detonation. It can result in a theoretical burst of 12k damage by only blowing up 3 turrets and using 1 toolbelt skill.
First People are like: “o darn! That damage! Those boons! That survivability! AND O THAT DARN BURST!”
Then they´re like: “Huh… The turrets are gone… hihi :D”
Then: “kitten I´m down, I forgot bout those toolbelt skills -.-*”
[long Explanation end]

By now I´m sure you´re asking yourself: “Okay, nice story, gal, but where are you going with this?”
Long story short.
Tanky turrets are lazy.

Too short? Okay. I´ll use my example of above build again, mostly because that´s how I wished turrets could be played.
Active decision making. Weighing to destroy them for huge burst and the useage for their toolbelt skills for slowly wearing enemies down and granting boons to allies.
In the beginning the build is tough to use but by now my Team down´t want to miss out on this. (Also, we all agree that we like it, because it´s fun, whacky, works, gives hilarious moments and is not meta :D but I´m off Topic again, sorry)

So this turret build has active decision making, nice results and quite the learning curve and the skill floor of the Player becomes quite noticable. You could say its risk/reward factor is within the Charts.

Now compare that to the usual turret engineer.
I dare say the decision making for turret engineers goes from “I think I´ll place the thumper turret on the middle of the node” over “I think I´ll jump off this ledge and place my rocket turret mid air” to “I´ll just use my net shot and overcharged shot on cd” and not further.
The learning curve is kept to a Minimum.
Also i dare say that there is no big difference in play style between an exceptional turreteer and a noobeteer. This build has an extremely low skill ceiling.
As we all probably know, the results of this build are WAY to good for what´s needed to be effective with it.

Yes, that´s the main Problem I have with the usual turret engineer build.

Also…
I´m okay with turreteers being tanky. Heck it´s a bunkers Job to take a Punch. The Problem is that the engi can go as tanky or offensive as he wants. The turrets are not affected at all. So they still hit very hard while the engineer has tons of hp. That´s not okay.
A fix to this would be to let turrets scale with stats, but I guess that´s too much to implement. So I won´t be holding my breath for it.

Also flying turrets…

tl;dr: I don´t like them because they have a learning line instead of a learning curve, require little to no decision making, Very low skill ceiling (you barely notice the difference of a newby engineer and a skilled Player), High damage and strong ccs WHILE being extremely tanky … and compared to all of that very good results.

Also… flying turrets ;)

Proposed Changes for Engineer Turrets

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Posted by: Cero.5132

Cero.5132

I´ll be honest with you guys…
I´ve been playing engineer for 2 years now. Usually I try to see balancing changes rationally, try to make the most of each meta and I´m rarely frustrated with gimicky builds. About every pvp game has that one troll class/build/champ who´s just plain annoying/hard to beat.
But right now I gotta say, even IF this nerf affects my Supply Crate, the motar, pve, wvw and sd-builds…
… I CAN`T wait to see them nerfed to oblivion!
I have no sympathy left for turret engineers.
None. At. All.

Maybe this IS a lazy way to balance turrets…
(One might argue that turret engineer´s playstyle in itself is lazy, too, but that´s a bit off Topic)
I don´t think we can expect a whole rework for turrets, which would be needed, really. Neither will there be many adjustments to traits.
On the other side they consider doing way more than I thought they´d do to Balance them. I thoguh it would go like: “o hey, let´s increase this cooldown by 10 seconds and this one by 5.”
So yes, this is actually way more than I dared hope. Whereas it´s not completely perfect this solution is satisfying for me.

Random rambling:
I´ve seen some People argue: “Hey, now they´re treated like normal minions, even though they can´t move! That´s not fair! Give them wheels!”
Turrets don´t Need wheels. They already have wings, don´t they?

Consequences for bug abuse in pvp

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Posted by: Cero.5132

Cero.5132

While I partially agree with that… You Kind of missed the Topic.
I only meant to use turret engineers as a popular example for bug abuse. Sorry if this wasn´t clear enough.

Feedback - How to tweak Mesmers

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Posted by: Cero.5132

Cero.5132

I main engineer and play thief as alt.
I think mesmers are in dire need of more access to swiftness or at least a 25% movement speed trait.
Also I´d propose to switch the trait with clones on dodge to adept tier to open for a little more build diversity.

Consequences for bug abuse in pvp

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Posted by: Cero.5132

Cero.5132

I somehow have a feeling that there are little to no consequences for using known bugs like placing mid air turrets.
Actually I´ve never ever even encountered a player who was warned/excluded from the game because of bug abuse in pvp.
Whenever I report someone for this I have a feeling it does absolutely nothing…(for botting, because, u know… no bug abuse section in pvp… and I believe I read somewhere to report bug users by botting…)

I write this because I´m getting VERY frustrated against turret engineers. Not because it´s the turret engineer, I can live with that. It´s because MANY turret engineer place their turrets in mid air.

Engineer placing turrets in mid air

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Posted by: Cero.5132

Cero.5132

No, I´m not new around here. I just want to see this obviously broken “Feature” fixed.
I know it´s been around for quite a Long time now but in regard to turrets ist just plainly annoying.

For your Information, on many maps it´s possible to jump from a higher ground and then place the turret in the air. At this Point ,yes, the turret is immune to everything going on in melee range.

(edited by Cero.5132)

Engineer placing turrets in mid air

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Posted by: Cero.5132

Cero.5132

Engineers can easily place their turrets in mid air. This makes them immune to melee-weapon aoe damage, nades and whatnot…
They can only be hit by single target longrange weapons.

This heavily influences pvp against turret engineers. I see many are using this bug…

If All the meta's fought in their prime...

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Posted by: Cero.5132

Cero.5132

engineer 100nades, hands down. Good times xD

How many matches does it take...

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Posted by: Cero.5132

Cero.5132

…until mmr has adjusted?

I´m a returning player. Stopped playing gw2 roughly 3/4 year ago and started again 3 weeks ago.
Since I returned I mostly got one sided matches. Either we were stomping them hard or they stomped us hard. To me both are equally unsatisfying.
Now I rarely get matches, were it´s actually a close call, where I can actually say: “Hey, this was a great match, they were about my/our skill level and I had lots of fun.”
It´s especially bad when I play with a complete Team (not a real team but 4 other random friends of mine, you know…)
When playing games with 2 or 3 of my friends it seems that it´s so much more balanced… Now I´m really hesitating to fill up my team with a fifth men because by now I know that we will get unfun matches…

Despite all my frustration what keeps me playing is the thought of something I read on this forum that the mmr gets adjusted over a few matches.
My question is: How many matches does it actually take?
I admit, I may be a bit impatient about this…

I´m sorry if this post seems a bit whiny, I´m a tiny bit frustrated x)

IP and accelerant-packed turrets

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Posted by: Cero.5132

Cero.5132

As an engineer I say:
Yes, please do this!!! If you want to buff us that is xD
Turret engineer with burning sounds incredibly fun, so does cele ingi with 3-6 additional mightstacks or 10% more damage or 20% less cd on on nades and bombs! Also I believe this would definitely be in favor of HGH builds!
Please do it! xD

But srsly… If you want to change something that makes actual sense then try to make IP a non-passive proc.

Fixes/Balancing Wishlist BEFORE HoT

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Posted by: Cero.5132

Cero.5132

Okay, it seems this thread is taken way more serious than it´s actually meant to be. ^.^

These are in no way Balance changes I think are necessary to apply but what I´d like to see. I simply wanted to know what YOU guys wished for the engi class inbefore HoT
So basically a wishlist à la “I want a mech suit”, but on a more leveled base.

On a more serious note I´m still gonna replay to coglin:
I think I wasn´t clear on the grenades part. I don´t think they´re op at all. It just annoys me that I have to trait 6 points to make a kit useful, that is otherweise near useless. I´d simply wish to see untraited nades being a bit more useful. Sorry, If I was unclear on that
On IP it´s roughly the same. It´s simply what I´d like to see, only because I hate passive stuff :P
Maybe you´d like to see other things changed/changed back? Why don´t you g on topic and talk about those?

Fixes/Balancing Wishlist BEFORE HoT

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Posted by: Cero.5132

Cero.5132

I, just as everybody else, am totally hyped about the coming profession specialisation, gliders, new pvp mode aaaand so on. But I´ve been thinking… that stuff is all awesome and so on and lots of new stuff will be added. But what about the old stuff that still needs fixing/balancing?

So this thread i primarly to talk about existing traits, skills and mechanics of your favourite class that you wish to see fixed/buffed/nerfed before HoT goes life.
Warning: This may contain some wishful thinking!

Kit refinement – The reason I started engineer back in the days, the reason why I´m currently frustrated with it. Please, bring it back, somehow! T-T A 10sec global cooldown would be totally sufficient! o, and gimme back its grenade barrage, plox!

Static Discharge – Fix it so it works with every toolbelt skill. Full Stop.

Incendiary Powder – Need a way to make it way more active (like: 3 sec burning on use of toolbelt skills… dunno, something like that) It´s been talked about many times and quite frankly I´m sick of all the passive stuff…

Grenades – Everything about grenades… I hate this kit >.< Untraited it´s practically useless and traited it´s BOOOM! 50% damage increase on a trait, even though it´s a gm trait is just too extreme. No idea how to balance this without screwing every engineer, lol :D

Pistol #5 – Shorter cooldown.

Elixir R – Quite frankly, it was overnerfed… Either make it instant again, back to a stun breaker…. o why don´t we just travel back in time and bring it back to 40 sec, cd, instant cast and stun breaker? Throw Elixir R… can be left as is I guess…

Throw Elixir S – Cooldown reduce, please? :3

Throw Elixir U – No rng, please? :3

Motar – <—— THIS!!! Don´t need to say anything bout this, do I?

Sooooo… I think out of these the cd reduce on Pistol #5 is the least likely to happen, lol.
So what do you guys think? What Balance changes / Fixes / nerfs would you like to see for your beloved engineer?

PvP Confessions

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Posted by: Cero.5132

Cero.5132

Follow me on this:

I`m a lame turret engi.
I join unranked arena with 5 vs 5 solo players.
The preparation for the game starts. We have 1 minute.
During that time I check my regional and language settings because I want to add a language to the keyboard. I mess the things bad and I delete the whole keyboard list. I press with the mouse the icon of the game and try to move …… nothing happens. I can only activate skills with mouse.
The game starts. Kyhlo map. I can`t move.
My team is doing great and is equal to the enemy team.
I know that I should help.
Press 5. Jump a few meters. Wait for the CD.
The goal was to reach the close cap and load the turrets.
5jump 5jump 5jump
We lost 400 – 500.
QQ

o my… I was reading this at work.
It took me all of my self-control to not actually laugh out loud. So I put my hands on my mouth and nose, so I wouldn´t laugh out loud. needless to say my face went all red and I had tears in my eyes.
The my boss turned to me : “Hey, you crying?”, and I just couldn´t hold it anymore. My boss was not amused xD

On topic:
when is started playing and had my first pvp match on day 1 as a guardian I came to a point with a guardian and an engineer on it. we fought 5 seconds then the guardian stood to the side to watch us and I tried to kill the engineer. But he was only running and I was taking damage from I didn´t know what. So I called him a noob, a cheater and whatnot, and he was laughing at me and I was just like really mad, because I really believed he cheated…
Later I found out he Bomb Kit #1’ed me to death…

Take a mechanics lesson from other games

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Posted by: Cero.5132

Cero.5132

Guys, please stop bashing the comparrision. It may be a bit off, but overall op is right. The game needs way less rng and less “traits and AI doing the work for the player”-stuff.
High risk – high reward practically doesn´t exist in this game. There´s only Low risk – High reward or High risk – low reward. It´s a shame, really.

This game needs subjobs.

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Posted by: Cero.5132

Cero.5132

Engimancer.

Do it anet, I dare you.

I´d call it a Mechromancer

Do it anet, I double-dare you!

Thoughts on classes in spvp so far post-patch

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Cero.5132

As an engineer who´s not impressed by runes of balthazar (they are for the weak!) I can say that I fell in love with the new celestial amulett. There´s so many possibilities to build around this amulett that are extremely strong… it´s simply amazing.

What I noticed most is that a lot of people got back on their eles… and guess what? They are finally no freekill anymore! Yayz!
Balance-wise I liked the patch so far… but i guess it´s too eraly to call the new meta settled… but overall I dare be optimistic

Celestial Engineer (PvP)

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Posted by: Cero.5132

Cero.5132

Hi there,

I just wanted to know whether some of you guys already tested celestial builds in pvp and whether you find it useful or not.

And why not use it? Engineer profits from every stat that the celestial amulett has. Our weapons (especially nades) are very hybrid-ish and profit from both, power AND condition damage. Our heals scale very well with healing power, We literally sneeze sustain.
We can utilize the critrate with incendiary powder and… Let´s admit it, everyone likes to have toughness/vitality.
Only the ferocity stat leaves me with a bit of a headache because of the low critrate and fury uptime (outide of medkit and elixir b) we can´t fully utilize it.

Yet a few engineers (that haven´t even tested it themselves yet… duh <.<) told me that it´s not good at all.

On the other hand the experiences I made in TeamQueue and HotJoin these days with a celestial build say that it´s a godkitten freakin awesome amulett for people who enjoy a hybrid-ish playstyle and want power and condition damage at the same time.
Not to forget we can also stack might (yes, not only eles and warriors can do that) so we can buff our power/condi damage a decent amount and have even more DMG.

So again, what do you guys think about the amulett? Still complete trash or awesome alternative?

Something I noticed when I see AR.

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Cero.5132

As far as I know Transmute gives the “Immune” Message, though it´s not an immunity.
Not sure why there´s no boon gained, though…

April 15th - What build are you going to try?

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Cero.5132

Definitely going to try the new celestial amulett. Maybe with an HGH build?

Need Pro Tips on Condi fighting Hambow

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Posted by: Cero.5132

Cero.5132

I´ve made good experiences with e-gun against hambow. Most hambows start off with a few lb-autos and combos and mightstacking etc… I mainly keep spamming e-gun #1 to mitigate their damage and get bleeding and burning through incendiary powder on them. This works magic while they use longbow. Through weakness they´re likely to never cause any serious damage to you while using lb.

That alone will most likely not kill them, of course. But also they won´t kill you while using their lb. They´ll feel pressured to use hammer at some point. when they swap to hammer and charge you just lure them into your nades and bombs.
And of course always try to keep them poisoned. You have plenty options to do so.

Most warriors are likely to pop zerker stance when they switch to hammer and decide to charge you. When they do that I usually tend to get distance through e-gun #4 or even directly combo into invisibility.

Another thing is to look out for their lb #5. If you manage to reflect it it´s a great opportunity to stack tons of conditions on him and possibly enhance the combo to the widely known condition overload engineer´s are capable of.

Actually every build I played with e-gun never had any serious problems against hambows. You can keep weakness on them, get some distance when they switch to hammer and continuously poison them. That´s overall 3 things warriors don´t like.
While using the e-gun against warriors it´s just a game of waiting when the warriors will charge you. A duel against a warrior is no place to simply run in, spam your nades n bombs and hope he drops. Actively using e-guns autoattack and landing your attacks when he´s closing in may be a bit slower than just charging him, but it´s a save way to win.

Just remember: In this matchup the warrior needs to get to you to kill, not vice versa. Make use of that fact.

Of course this goes only for open duels… while on a point you may want to pick the toolkit. But in an open battle where you can kite at will the e-gun should be more than enough.

(Just noticed that I heavily rely on my e-gun. With no other kit I feel so confident against warriors…)

The Veecap, an engineer technique by Vee Wee

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Posted by: Cero.5132

Cero.5132

That build… is sooo man-mode! xD

Engineers, the most OP class in the game

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Posted by: Cero.5132

Cero.5132

It’s my firm belief that engineer is actually the easiest class to master, although with a relatively high skill floor

I somehow have to disagree with that.
I´ve always felt like engineer is a class you can easily get used to play. After all the amount of skills does not determine the difficulty of a class. It´s just seems hard until you know a few utility skills and each kit´s skills, then you´re mostly fine to go.

Additionally I think engineer is one of the classes with the highest skill ceiling. Making appropriate use of your combo fields in the right situations is the keyword here.
Also engineer has quite a few skills which are capable to be used offensively and defensively. Best example here is shield #4. You have to decide whether you want to use it to blast a field, knock someone back, reflect projectiles…
When I play most other classes it feels like there is no decision making involved in gameplay

You say engineer is by nature very forgiving. To be honest I can think of various classes and builds that are far more forgiving.
AND I think the reason why most people don´t play engineer is because they don´t see many big numbers

ON TOPIC
I kind of have to agree that the engineer flies beneath the radar and is in a dangerous spot to become fotm/op.
In my opinion the reason for that is that from the very beginning engineer´s overall damage was brought down over and over and at the same time the effect of healing power on Healing turret(complete remake), Backpack regenerator(50%buff on healing power coefficient), Super Elixir(100% buff healing power coefficient… though it was also kind of a nerf because … KR ;( ) was buffed.
It just seems they tried too hard at some point to make engineer mid-bunker happen.

Giving a class, which is MEANT BY DESIGN to excell at area control, high survivability in a conquest mode… equals blasphemy :P

I think engineer was in the beginning meant to be a high damage/control/low support roamer thingy… something like nade (power) HGH, turret SD and even 100nades comes to my mind there…

By the way, anyone else missing the days when HGH and 100nades where the most “OP” builds on engineer? ;D

AR nerfs revealed

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Posted by: Cero.5132

Cero.5132

Even warriors can clean their conditions more easily than us. And they should be the “weak to conditions” class. This balance is a joke.

By now we all should know how off the original balance philosophy is from reality. In terms of cleaning conditions (Or just being immune to them) warriors are close to the top at the moment.

AR nerfs revealed

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Cero.5132

I´m glad they nerfed AR. It´s just such a passive trait, I really don´t like it.
Though I´m disappointed that they won´t give us any additional condicleanses to make up for the nerf…

Fun Builds

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Posted by: Cero.5132

Cero.5132

I already have a new build for april 15th:
http://gw2skills.net/editor/?vcAQFAUlUUpmq9dxkLseNSM6RnJ9mFVQ/feQX2CAA-TMAg0CnM4A
(Empty spot in explosives is the new gm trait, second sigil will be energy or aniother sigil, dont know yet how itll come out Also, not sure about runes ebcause of the changes… and assuming that SD bugs will be fixed… I know I´m a dreamer xD)

Basically a new Tesla Coil build.
With turret detonation you do a nice amount of damage and also trigger SD.

My current favourite build is the berserker hgh build:
http://gw2skills.net/editor/?vcAQFAUlcTp+qlYx6KseNiEqg9J6xjRZT2nHvFbBhA-TkAg0CnICSpjTHTQycs5MEB

Pistol Whip and Decap Engineer

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Cero.5132

Engineer´s healing and healing coefficient was buffed in almost every big balance patch I can think of, whereas its power builds and burst abilities were repeatedly severely damaged.
By the design of our capture-the-point-pvp it was a bad idea to give a knockback-heavy profession that was repeatedly mentioned to be (intentionally) good at area denial more survivbility.
The gamemode we have needs (in my opinion) a meta with as less as possible bunker classes so fights keep moving from point to point and thereby tend to be more interesting.

Anet should less try to make more bunker builds happen in this gamemode and instead keep to their philosophy in the beginning.

Damage – Support – CC

This said I think that Engineers AR defnitely needs a change. I guess we can all agree to that. But I also think it´s necessary to cut the profession´s passive heal mainly by undoing the coefficient buffs on Bombheal, backpack regenerator and partially super elixir. With these nerfs its powerbuilds need to be brought up again. Also engineer is a good, if not even the best, candidate for a power/condi damage hybride profession. There are many possibilities to go for at the moment, really.

Instead of a bunkerish class that waits for people to come to their point that is highly prepared with knockbacks, turrets, heals and mines…
why not try to make a high damage roaming class out of the engineer that can support its allies with boons and needs its CC to setup bursts and to defend itself (and cant waste the precious cc cooldowns only to knock someone randomly off point).

Though the engineer is in a good place to achieve that position sometime… well, I guess I can stop dreaming now, it won´t happen :P

tldr; Basically, to lower the decap engis effectiveness, without changing the whole class back to the original game philosophy and without hurting other builds too much… is to remove AR and partially cut its passive healing.