Showing Posts For Legit Prep In.5893:
ANET LISTEN TO WHAT HE SAIS!
5 Game updates and you were very fast ofc in :
“Increased the respawn time on several centaur spawns in Lake Doric.”
How about a similiar one regarding the Turrets ?
FT was THE BLAST to play as power/scrapper build. Now they made it useless a few months ago, forcing it to be a condition weapon, which is completely bolloks when you look at the traits (and the lines they are in) that were meant to push the FT. Wielding the FT requires to be in close range, meaning you need more defence at the same time.
Stretching from a pure powder/defence build to a power / condi / defence build is not possible given the sPvP amulets.
Silly anet is silly, and we get reminded of that each “balance patch” their trainee comes up with more ideas that were not 100% thought through.
Let me copy this from the Engi forum here, it perfectly sums up the issues that came with the change:
The current version prevents tactical usage of the turrets overcharges.
Some examples: You can’t cleanse the fear from sloth anymore, you can’t use the healing turret for might or stealth stacks anymore (unless you precast it somewhere else), you can’t delay the smoke or water field in mid combat to blast them anymore, you can’t use thumper or rocket turret’s cc for time gated break bars anymore.
Those are the things turrets where great for, and they need that potential back! This means we require the overcharge on demand.
Maybe also think about why we engis ALWAYS detonate the turrets instead of keeping them.
Having a single-use enforced overcharge on them does exactly the opposite of what you had in mind with the recent changes, noone will have a turret out at all anymore.
turrets die in an instant, but even if they dont:
bomb1 , bomb1,bomb1 , bomb1,bomb1 , bomb1,bomb1 , bomb1,bomb1 , bomb1,bomb1 , bomb1,bomb1 , bomb1,bomb1 , bomb1,bomb1 , bomb1,
That’s for sure not the reason I play engi.
let me correct you: Every “balance patch is another nerf to metas”
- Last month it was the “Let’s kill the FlameThrower Power – Scrapper Build by making FT 2 useless” (unless you wanna waste points in condition lool, what a pile ofidiots)
- This month we killed the pvp engi even further, making scrapper even harder to play by increasing the gyro cooldowns and other stuff that was left to be used and ofcourse break the pvp turrets even more.
Well done brainiacs
Who should login and test this ? The trainee who came up with these changes ? The one who never played engi nor tried to use his brain to THINK about the actual reason why noone out there used turrets in the first place ? BECAUSE THEY SUCK IN EVERY POINT THAT MATTERS:
No valuable traits worth using,
Dies in AoE in an instant,
Long CD,
Useless Dmg / Effects,
The only reason the turrets were good was to use their blast finishers. But even that they kittened up now. It is beyond me how they shine in their inability to read the gazillions of amazing ideas the community had in the past 4,5 years and each “balance patch” they completely kitten up more instead of addressing the issues there are.
Just looking at the bomb trait line, 110% useless in every single trait in there. There is even that video that completely explains why.
Nerfing Scrapper/Gyros even more for PvP, just after breaking the FT Power build a few weeks ago with the “balance patch”.
Improving turret toolbelt skills, just forgetting that turrents are useless in pvp to begin with in their current state and the even more useless traits for it.
How about you actually read the forum thread(s) here that really show you how a solution for the engi problems looks like.
JESUS CHRIST ! Another season of ‘let the trainee do the engi stuff’.
“Let’s increase the Gyro CD now, after we completely kittened over the FT Power build not 2 months ago! Making scrapper even MORE USELESS FOR PVP.
But ‘YAY’, More turret improvements, Just sad that these USELESS TURRETS + TRAITS ARE COMPLETLEY USELESS IN PVP for 4 FULL YEARS NOW.
Every “balance update” they manage to COMPLETELY break everything!
Anet just kittend the FT-Hammer-power build. Arguing that it is now “also useful with a condi build”, still doesn’t fix the fact that it completely broke for power due to killing the dmg on flame blast.
+1 , same same
AMEN, ANET LOOK AT THAT VIDEO AND FIX THAT CLASS AFTER 3 YEARS
Incendiary Powder ? That procs only every 10 seconds and can get cleansed instantly worst case… I’d rather stay with juggernaught and perma stability + might stacking. But that makes no sense on a condition flamethrower anymore.
There was a time when the kits swapped back after a fixed amount of time , but I have not yet seen that …I’ll keep an eye open I guess
Tell me about it, idk what to do now either, tried tons of changes but nothing fits even remotely close to the flamethrower power build I ran for the whole last year.
There is NO sPvP Amulet with Condition, Toughness and Power. Instead, there are ONLY condition amulets which have PRECISION on it…. since when is precision needed for a condition build !? Anet, please open your brain!
Hammer → Power
Bombs → Power
Nades → Power
Wrench → Power
Mortar → Power
Flamethrower → was perfectly fine with flameblast being power based. Juggernaught and all scrapper traits harmonized with that power based version, allowing to spec into tanky stats. But now ? I either go condition and my toughness/vitality drops from 21k to 14k and I’m doing about the same dmg as before, or I’ll just tickle the enemies and have my 21k+ hp and 3k toughness.
Going condition forces the use of the (unreliable as bunny!!) pistol 3 and 4, and then I am allowed to use flamethrower which hopefully fires 2,5 seconds to apply another burn. I can slot the trait that gives 33% duration on burning and every sec a crit that burns as well. Loosing juggernaught due to that. But what other kit besides this is worth using as condition engi ?
Why would this change be great ? What kit harmonized that good with the scrapper hammer if not FT ? Juggernaught, 2 traits that give extra crit when closer than 240units, perma stability & 25 might due to many (smaller) crits…and a lot of other things…
Makes no sense to use scrapper when you are forced to stack condition on your char, does it ?
Goes hand in hand with the turrets I’d say
someone said math
a 3 stack of 6 sec burn does 6.4k+ damage… in a condi build that isnt quite optimal and with no buffs on. buffffffffff super uber hard buff
Sure, IF you go CONDI, then you may get to such values. But as scrapper (since the whole scrapper tree harmonizes perfectly with “close range” and “power build”) it is not possible to go condi AND power in spvp, due to the lack of an amulett that had toughness, power,precision, and condi …. I would gladly settle with a celestial amulet, but they removed that long time ago.
So long story short, as scrapper using the FT, it made no sense to have condi anywhere on your stats. But now they force me to bridge between power and condi to “utilize” the “new burning”, lowering the overall dmg from before where going purely power was the way to go.
I did around 5k dps at the golem in the raid test area. Now I only get 3,5 – 4k …. could someone maybe link me to a build that works better now ? And I’m not talking about a squishy 15k hp condi build only …. something usable in spvp with a bit more “works fine in every situation”
Could you point me to where “power build” got a buff ?
While I read “increase dmg & decrease cooldown” in 4/5th of all other profession patch notes, they ofc had to fail with their math on engi:
Before the Patch on my build:
Flame Blast: 1500 crit
Detonate: 4000 crit
= 5500
After Patch:
Flame Blast: 350 crit
Detonate: 1150 crit
+ 1600 burning
= 3100
Who on earth does math at anet!? It’s not like ENGI is by far the LEAST PLAYED CLASS out there already. …
After doing quite some tests, my build is dead now. Thanks anet!
http://gw2skills.net/editor/?vdAQFASnUUB1ah1WBGpCsehl7iCsBjwAIcCDoLke1j9cH-TJBFABEcBA+vMAAPAg73fAA
This build, harmonized in all edges.
Perma might and stability. Fury 2/3rd of the time. Increased 20% crit when being closer to enemies. Everything burns, everything bleeds. While my char has very good toughness and HP.
Fire Blast + detonate -> Hammer 5 , Hammer 3 , Hammer 2 (if bored) , back to fireblast + detonate. = 12-20k dmg on up to 5 enemies in a very short time.
But now the blast dmg is gone and I lack 5-7k dmg from the above.
Condition on a scrapper build ? I don’t see any amulet that gives me nearly as much punch while keeping my socks on under fire with the recent changes.
(edited by Legit Prep In.5893)
I played full celestial with hammer and flamethrower + 50% dmg absorb gyro. I 2vs1 were very rarely a problem. The 3-4k power punch detonate flame blast + hammer 5 +3 → most were already on their run. In sPvP this build rocked the boat for most matches I played in the last season. No other build was that nice to play nor was it that versatile in most situations.
Now it does 700dmg, with a 350dmg burning tick every second…. rolleyes
Hammer needs power, so did flamethrower. Using any kind of condidition instead was lowering the dps….And I would be not a lot of you used that flamethrower, but it did punch a very good dps when I ran it into several enemies…
Scrapper / Hammer / Flamethrower => power based build!
Flamethrower scales a lot more with power than condition, this WAS a fun build and reasonable easy to play.
Why on earth would you change flamethrower to benefit more from condition stuff !?
Now I need to go half condi and half power to get anything out of it, completely killing the HAMMER/ scrapper combo along with it.
why..just WHY?
(edited by Legit Prep In.5893)
Maybe I’m missing something, but please point me towards where for example the turrets got fixed and make sense to be used ?
Gyros still go MIA regularly for me, but now after the patch I can at least consider not to use them, so one less choice to be made.
I have to play piano on my keyboard, monitor 2,5 complete skillbars in my head, rotate skills and kits like a maniac, while okitteneeping track of the gameplay itself, just to be en par with other classes where I simply can press 4-5 buttons with the same output. The ones who mastered engi deserve to be good. I don’t understand 80% of the changes they made, they ruined the few builds which were usable. Killed things like the med gyro, which were the ONLY OTHER usable healing skill that was worth to be used. Now everyone goes back using the turret again….
sad me
I 2nd this, over years the community had GREAT ideas how to make the engi a nice special class, utilizing it’s turrets and gears.
Now all these useless nerfs and “buffs” on things which were and still are useless. The GEARS is what should define the engi.
What a let down again, but hey, they are still evaluating … maybe 2019 or so, when noone plays it anymore….or at least not engi.
I second that, the “Charrrzooookaaa” is basicly the only rifle I can see when having it equipped. Nearly 99% of all gear and weapons and gizmos are NOT VISIBLE on the puny asura class, which makes investing into “looks” useless.
BIG HUGE HAMMER PLEASE
now wait for them to reduce the hammer in all terms and lower the few good traits they added (armor etc) , leaving us with broken gyros (harhar)
it is the actual first really usefull trait for a melee build of engi. Pray they dont nerf it.
“Engi is OP”, haven’t heared that in a while.
Do you realize that we have to manage n handle like 190+ skills in total ? Have you ever played an engi utilizing its skills,combos and traits + doing the actual gameplay ?
If someone MASTERS this, he should be rewarded. Playing engi is not a 3 button char like ranger or warrior, you actually have to know what you are doing.
“while using blast gyros at the same time for damage output” on a 30+ seconds cooldown which starts AFTER they explode, each having a base damage of below 300, if someone manages to get out all 5 gyros + send them into your direction to detonate while you stand there farting into the ground, you deserve to die
The Turrets lack since day 1, were 90% of the time broken or didn’t work how they were supposed to work. They go down in a little bit of AoE dmg, or a short cleave. I always find myself going back and trying to play with them, but the traits “buffing” the turrets are worthless and for sure still broken lol, in any pvp the long cooldowns to drop them is the main killer if you ask me.
- Make the turret cooldown 1-5seconds when you manually waste time to pick them up again! This would maybe help…
Now we got “mobile turrets”…. which go on cooldown the moment they are destroyed…. same problem, same reason they will be used as much as turrets in my oppinion
(edited by Legit Prep In.5893)
I also can second the enjoyment I have with a “75%” cele armorset.
the usual 50% solution we are getting, we got again “useful in some occasions, in some places, but never really worth slotting anyway thanks to that” – engi style lol
thank you very much, I thought I’m going crazy here …tables with multiple keys lol
It looked so convinent to treat the https://api.guildwars2.com/v1/map_floor.json?continent_id=1&floor=1&lang=en as a simple table/array, until I noticed that some map-IDs are in there multiple times … wouldn’t it be better to consolidate the entries under ONE UNIQUE mapID in there ? It is such a hassle for me to put together the data which is spread over that API result. Like search for “Lonar’s Pass”, you will find 2 entries with each having different data underneath… :/ why ?
EXACTLY Super Riceman,
6 Updates to fix kitten in under 16 hours and they are NOT WILLING to fix the MAIN FUNCTIONALLITY of one of ther ingame classes.
Its redoky!
OP it totally right, who needs a skill that pulls in the enemy to a perfect position to finish us ? Ohhh wait, let me help you get here, dont work too hard to finish me off!
Not to mention that kitten skill works only 1 out of 5 times, ever pressed that skill PRETTY FAST right after you went down? yeah right, all it does is “pooofff” and you have a cooldown running on 2. So its in line with the turret overcharge skills lol, “works 25% of the time, if you are lucky”, live with it.
as often as this was discussed already, I also would rather ahve some fancy fireworks on 2 and 3, at least I could die with some style then ;D
fix it asap pls , stupid mini addons each patch can wait , you should rather put that manpowder into makign the player classes work
usually they dont last that long
Im running with Rifle + Rocket + Grenades right now, pretty good to do from 2 days of annoying hte condition kitten out of the enemies Picked up the mortar … there are these moments where I just sit back and giggle a bit, those moments when the mortar gets “locked up” for some seconds, not shooting although I spam all skills… then suddenly a hellfire of bombs comes out of it at the same time , flatening everything underneath the target hahaha
btw I’m running celestial trinket with “celestial”-like runes… super fun in every possible way
edit: throwing turrets on anything but a 110% even surface → turret does nothing -.-
They fixed something in the Turrets ?! did I miss a news ?
Tried it today and was..happy The Mortar is so much fun lol , even wasted some trait to throw the turrets up on some roof / stuff where noone notices them most of the time
left the spvp match with 375 points loool
+1 for TURRETS ARE STILL NOT FIXED!! COomeeeeooon its been a whole YEAR now !
now if ANET would be ABLE to FFFFFFFFFF***IXXXX the turrets at least ONCE IN A WHOLE YEAR, I would be happy…
start your gw2.exe with the -repair command promt , I had a similiar problem some months ago in another dungeon, was totall unable to join any party, didnt even see my partyUI although I was in a party. Then in the dungeon I got kicked out after some minutes…. the -repair solved some parts, but in the end I had to completely delete my gw2 settings in the \Documents\Guild Wars2\ folder on your HDD, then it worked again
indeed, rampagers give you more of Precision, power n condition… but what do I need precision for in a condition build ? health is low, heal is missing …. out of curiosity I just played a bit spvp with the celestial trinket… I’m not sure why yet, but I have the feeling my overall performance lasted a lot longer than usual ..hitting avg strong too, thief was not able to take me down, ..interesting so far…
Maybe beeing “mediocre” in 75 of all stats issnt so bad after all, I mean oyu do get more points in total with celestial than using any of the other armor PLUS the fact (or my subjective oppinion) that stacking something for A LOT is not giving you a super hudge improvement, it rather feels like the more points you stack into any category the faster the effect decreases(sry english is not my 1st lang…but I hope you get the point). looking at condition for example, having 700 cond gives me a tick of 80 bleeding on an enemy. Stacking cond to 1300 makes it go up to ~110. Are the extra 500pts worth it? I’m not so sure, I loos a lot of other stats for that… same “felt effect” I have with healing, a value around 700-800 is totally enough, going higher doesnt bring me a lot more benefits, because i have to lower vitality + toughness to gain this effect… worth it? not sure…
so far the celestial test is … insteresting…
The thing is, noone really tried the full celestial yet (spvp doesnt count). The thing with engi is (at least for me) that I always switch builds, ALWAYS. I dont even want to know how much coinz I already pushed down the resetmytraits toilet… Not to mention that I’m still not convinced what to go for, power or conditions, powder hits at least, conditions are cleansed often and until they show any noticeable effect on the enemy HP bar, the enemy already beat a big chunk out of you…but thiefs can stealth away into their death fine… I’m drifting away lol
Anyway, celestial armor got more stats in total than any of the more focused gear, am I correct here? I now grabbed the celestial trinkets and will go for chest + pants too, then play with the stats a bit, but so far it is not really bad, I mean we really need to have a bit of everything, the killing is done anyway in the end. But with a lot more stats in all categories, at least I can quickly change roles without having to carry 3 sets of armor + other stuff with me…
Fun starts when you have 3000+ armor and the thief still does a 5k noobmode heartything
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happens (i think) because you do that evasion role on the end of jumping…
its a TURRET skill…are you really wondering that something connected with turrets is not working ?