Showing Posts For Mighty Favazz.1546:
We on Maguuma have been doing this for years. No ANet interference needed!
Wouldn’t it have just been wonderful if retal triggered off of condi tics? That would have been glorious!
Remove damage.
Knockdown up to 3 targets (180 range) on activation for 2 seconds.
Keep range on leap.
20 second cool down.
Removal of damage allows it to be paired with smoke field without immediate reveal.
kitten it Chrisy! Was finally happy with my hammer build and now I need to dust off my rifle.
Come back to MAG!!
Gaile says otherwise…
Tyler replied that notifications would not be turned off because quality of life lost the poll.
now that quality of life has ‘won’ the poll, I would ask that notifications be turned off.
Link: https://forum-en.gw2archive.eu/forum/game/wuv/Turn-off-the-notifications
Rifle would be ok if there were an alternate source for defense, but they just nerfed that….
(Toolkit shield)
You’re right, those have been solid changes. And I’m hijacking the response here, but none of those changes (aside from HoT DBBL) fundamentally changed the way the game is played.
And that’s the real issue in my view. WvW has become very stale, and skill changes help to alleviate that issue.
I think it could be argued that some of those changes should have been shipped with HoT too.
Anet should stop rewarding PPK when an opponent has the outnumbered buff. And the API should separate out kills and assists.
In addition, they could do the same for PPT on outnumbered borderlands/ebg. No extra points for taking objections when outnumbered buff is active.
That said, I think the most important thing ANET could do would be to find a way to encourage and reward less blobbing.
Oh my god people >.< Seriously? The devs flat out say here that the patch in question was largely made by the SPvP team. Of COURSE the changes are going to be focused on that. Especially now that they have skill splitting setup so that they can make actual changes on there own WITHOUT relying entirely on the balance team.
We are probably going to see PvP focused patches coming from them in the future.
WvW Is a WHOLE different beast. As Crapgame said WvW has armor,food,weapons and battles with 30+ players.
This skill splitting is exactly what many of us have been asking for and now that its happening your kittening because the patch isn’t all about you?
Anet is giving you the middle finger? No their not. I am at the moment though so /shrug.
If the patch isn’t about your game mode/class whatever don’t freak out about it. Maybe look at what the patch actually means. Skill splitting means that a small amount of the pressure is taken off the balance team when it comes to MAKING THE GAME BALANCED.
We should be kitten ed well rejoicing that this is happening. Not crying that its not all about us right now.
And don’t bring up the whole “Oh we have been disregarded for so long in favor of x game mode, This is just one more drop in the bucket of anet’s complete disregard for our enjoyment blah blah blah” I hear the same stuff in HoTM all the time in reference to PvE and WvW. And believe it or not I hear it in raids as well as someone complains that X skill got shafted because of Y game mode.
Let Anet do their job now that they finally have the tools set up to do it. We should be encouraging them and offering advice on what they could do with this setup. Not chewing them out in the most see through passive aggressive BS since my High School sweetheart left me for joining the military.
This sounds really well thought out, however, you should know they’ve been splitting skills since at least 2013….so consider that before sitting atop that high and mighty thrown of yours.
WvW receives little meaningful changes. About all we can look forward to is changing our builds which allows us to shake up the game. That’s the focus of this thread.
And if it weren’t for the awful search function, I would look for the post where they implied this. But that’s on me.
The thing is, Jski, there hasn’t been a meaningful update/content for WvW since HoT. There have been changes, sure, but nothing that fundamentally changed the game mode. About the only thing that shakes up WvW is skill change.
Seems that the new patch will mostly be for PvP. Why isn’t WvW taken into account, it is PvP based, afterall.
Weren’t we told that the dev team would look at implementing/adjusting skills that would benefit in WvW?
Was it all just lip-service?
Great stuff Chrisy! Mags misses you. Come back soon!
We need a bypass ability imo, if we can leave vulnerable someone by just analyzing it, we should have something for ignore certain boons
The bypass is that FT and nades are kits…swap out
Many classes can destroy themselves with Retal. Engi just happens to have 2 well known examples.
What skills compare with FT AA or nades?
I really like that idea, but can’t see it implemented as it really only affects one class.
… lots of good stuff…
At the end of the day, that warrior is a hard-counter to rifle engi. The problem is that warrior is a hard counter/play for many players no matter the class.
I have a real hard time against warriors to the point where I just refuse to engage them (1v1) most times. It’s not a fun fight. Period.
@Jim Hunter, no, one stun break will not be the difference in that fight.
And the engi that can keep pace with the runaway warrior has a severely kitten build.
I like Dirames’ ideas, but would also like to see some strong single target utilities too. I would love to see some skills that focus on reviving or burst healing single targets. I think it would fit within pvp and wvw.
Would also like to see some toughness gain while in kit.
In addition, I dislike that engi really can’t fill support with all of the tools available to them, especially when there is a kit DEDICATED to support. The traited elixir gun is better at support than the med kit.
I hope we could at least get some number tweaks for Medkit for this balance pass.
What if the Dolyak carried 250 supply and only spawned every 30 minutes?
make them focal points for gathering fights.
A message from the World vs World Team:
WvW has a team………….wut? When did this happen?
I believe he’s making insinuations, not comments. Quit picking on Maguumans. Everyone knows we are the most respectful server and it’s why we are the most targeted.
Grenade trajectory is off as well. they corrected this a long time ago, where you could stand at the top of a rampart and clear the ledge. This is no longer working, as all grenades hit the ledge now.
I don’t necessarily agree with your point on placement, in as much as I’m not sure where I would rather have it, however, I do agree that they can be a little tough to find on the floor. Maybe if they were white with a red symbol or a slight glow? God knows ANet likes to have alot of glowing stuff in the game ;-)
Was on Mag BL around 30 minutes ago. BL was quiet except for some 6-8 man skirmishes and I was getting lag. 3 or 4 bouts where the world stopped and a few seconds later, catch-up time.
Not sure what that tells you, hopefully something.
blah blah blah… there’s nothing you can do. blah blah.
/game
Anet will troll us all and make engi hammer 1500 range and be a condi based weapon.
WHAT!!!??
Meanwhile, a melee class can’t even be on point or thumper will knock him right out of it. Or he has to waste a dodge on a dumb, passive mechanic.
Not a passive mechanic….it’s active. Learn what you are fighting before complaining about it.
Doing it like this means that Blackgate doesn’t show up for a week and the following week is rated “Low Population”?
Doing it like this is too easy to game, sorry.
What, exactly, would there be to ‘game’? The only good WvW is where servers are evenly matched. I think you would be hard-pressed to find anyone that enjoys t3 in its current state.
I can’t use it. Not as long as Healing Turret remains as it does. However, it would be REAL cool if it would negate death from fall damage.
Why doesn’t it do this anyway???
Some kind of turret engi with med kit?
You’d want bomb kit or grenades for camps.
Before we get too mushy here, folks, lets be clear about what Mike just said. He basically just reiterated what thier policy on communicating with their customer base. If that’s all you need, then good for you. But what I really want is a broad understanding of their current and long term goals.
Lack of communication only leaves for speculation. Speculation mostly leads to built up hopes, which cannot be achieved.
Everyone loses with their current policy. The only reason they have it is to have something to fall back on and avoid blame if they can’t meet their goals, which to me, is a cowardly way to run a company.
It certainly isn’t innovative
Twigifire: Why not Gadgeteer on that build in place of Armor Mods?
2 pronged solution.
1: Have unique build sites for each piece of siege
2: Have the players name tagged to the siege.
The engine knows who placed it because it allows for that player to take control from another player.
As far as too closely dropped….I got nada.
Na, just meant that you can use the med kit bags to heal up while turret is on cool down.
The main heal for med kit (f1) shares the cool down for skill 6, but you are allowed to use the kits.
Dude.
Samuel Jackson at the beginning is your signature. Very disappointed.
I would like to suggest one thing.
I typically run healing turret. When I do I always make a point of running med kit under water. Saves my behind many times.
But good stuff as always.
Incredibly rewarding.
Highly frustrating.
someone doesn’t pvp much…
Much <3 Teldo!
^^ You heard this story before because it’s the nature of something being a bug. They can’t make a commitment on WHEN they will be fixed because that means they would know what’s wrong and how to fix them.
must be one helluva bug to last 6+ months…makes you wonder.
Don’t be naive, it is a matter of resources, not know-how. That’s what has me bitter.
There’s a considerable amount of bugs being worked on for turrets currently. (Special thanks to Anymras for putting the list together.) I know these things don’t happen as quickly as we (and you) would like to see them, but it’s a comin’.
Understatement.
Of.
The.
Year.
I’ve heard this story before.
And can we actually get some kind of commitment as to when these will get fixed???
If you are intent on nerfing Net Turret for the sake of Supply Crate, then please return it to the original fire rate of 10 seconds.
Is this skill even used outside of the crate?
And please fix the abundant bugs with turrets. I’d like to try to incorporate them before the game is obsolete.
When I saw this thread, I thought you were asking about our forum icon, to which I would say it is an unfinished gear….make of that what you will…
Here’s the bug list so far. I will continue to iterate on it. Feel free to give me suggestions for it.
- Turrets cannot attack epic world bosses
- Turrets have oversized hitboxes
- Some turret fire rates are a slower than tooltips would suggest
- When overcharged, the Rifle and Net Turrets do not benefit form an increased fire rate as the tooltips indicate.
- In exception to the above, if overcharged immediately after deploying, the Rifle Turret fire rate is permanently increased until it’s destroyed.
- On all turrets, the first shot after deploying benefit from the Rifled Turret Barrels trait or scale to your current level.
- The RocketTurret’s overcharge skill does not last as long as the tooltip indicates.
- Deployable Turrets can be detonated twice – once in midair before landing, and once after landing.
- Once overcharged, the Rocket and Thumper turrets no longer benefit from the range increase granted by the Rifled Turret Barrels trait.
- When traited with Rifled Turret Barrels, the Flamethrower turret’s overcharge ability does not activate if it’s target is not within it’s untraited range.
- Turret tooltips indicate that their damage/healing scales with the engineer’s stats however their actual output does not appear to.
- Turrets do not trigger the Runes of Perplexity on interrupt.
- With a few exceptions Turrets do not contribute to combat dailies.
- The red mark on an engineer’s skill bar indicating that a target is out of range does not reflect the range increase of Rifled Turret Barrels on turret skills.
- Deployable Turrets do not receive a range increase from the Rifled Turret Barrels trait.
I’m at work now so I’ll catch up on everything during my downtime and try to stir up some discussion.
Did I miss the rocket launcher tool belt skill under water?
Dev’s, please clean this list up.
Until they are fixed, any talk about balance is futile.
Unless the dev’s think they are working as intended…..SCOPE anyone?
I don’t know. I think you are trying to square peg that first build, man.
You good enough to make it work, but when I watch the video, all I think about is how much quicker those guys would drop if you had a more traditional power build.
Nice to see the variety, though. Something we need to be more open to.
1 & 2 are meh, 3-5 are WOW.
I don’t think you can do much more with 1, but reduce cast time or increase effectivity of 2 would bring this kit to the top spot.
Honestly, it is SO bad, I never bought it. Even to test it. And I’ve mained engi from the beginning.
The other options are so much better, why would I try to make a subpar heal work?
Chaith nailed it. Opportunity cost is too great and there is no synergy with other skills.
It’s kind of a joke really.
With guard stacks, my health pool is around 23k. Why would I wait to drop my health THAT low just to see a big pretty green number that gets me back around half my health when I can just keep my health pool high with a different/better heal.
Personally, I think the build isn’t too bad.
What you might try is to remove the 20 pts from toughness and move them into power- pick up the A-P turret trait at 10 and IP at 20.
This will give you two more push backs with damage and also add more burning.
I would also suggest upping that condi damage some. I like the undead runes myself (plus they help with the tough-food)
Never been a big fan of Sigil of Earth, maybe swap out to torment?
I also like the rifled barrels trait too. I know it isn’t great on pistol, but I do like the extra distance on the P1, and that’s really all you are using most of the time in this build. The biggest travesty is having 5 blast finishers and no fields to use them on…
Happy hunting.