Showing Posts For Thanatos.2431:
As I said before these changes would be like burning a candle at both ends (lower defense, lower offense). Eng is not deserving of this treatment.
With seeing the population of Engineers compared to other classes, you would think we would be getting big buffs to try to even out the class imbalance in WvW. Yet for some reason Anet has treated the engineer like they are the FOTM class and continue to find ways to tone them down.
Mr. Peters, why is not the class population % taken into account when considering nerfs/buffs to our class?
Also why don’t we have access to a melee weapon? All other classes have many more weapons to choose from, they can equip 2 of them and have weapon swap also. The problem with the engineer is to be on par with other classes, we have to give up utility slots. You guys say you want build diversity, yet we only get 2 main weapons to choose from. If you don’t use any kits, you basically have half the skills most other class have with less than half the weapon choices.
For condition engineers we have left Shrapnel intact here as the alternative. For power engineers we have left Empowering Adrenaline intact here as the alternative. No need to argue that these traits are worse than IP, we know that, this is why IP was moved. The real question is why are these not Adept tier worthy, which we think they are…
I think the question is, Why have you made Kit refinement not even worthy of adept tier?
Engineers have no weapon swap, we have to add a kit to effectively have one. This gives us 1 less utility slot then all other classes. Kit refinement was supposed to make up for that but Anet has nerfed it so bad, and pushed everyone one into less creative builds. I’m sorry but the skills that you have changed kit refinement to, are not worth of utility slots, not even close.
In my opinion, kit refinement should be built into the class and not a trait. Since we lose a utility slot to effectively get weapon swap.
(edited by Thanatos.2431)
What about changing Kit refinement? This was very positive trait for engineers before Anet spent a lot of time coding in changes that basically nerfed the trait into the ground to the point that no one uses it anymore. This is one of the best ideas for an engineer as far as fun and interesting play. If we are to take advantage of all the coding work lets “Remove the global cooldown on Kit refinement” as a start to bringing this trait back on par with other options.
Yes, as we start running out of easy changes we can start addressing those that are more difficult. I will say the notes we posted are balance changes and there are bug fixes coming both Nov 26th and Dec 10th that hopefully address some other concerns. We will not get to every bug but we are focusing on ones we think have the most detrimental impact to gameplay.
Jon
How about fixing Ascended and Legendary weapons so they impact kit damage? This would be a pretty big impact. You have added some nice power creep to all over professions and left Engi’s behind.
2. Anet will always spin the numbers so things will come out in their favor. Thats why they say they have increasing participation in WvW when everyday players know the real story.
The only thing that will scare Anet is if people stop buying gems with real $$.
Insert a disparity coefficient for wxp.
Now this is something they could most certainly something they could do and would also maybe work to spread the population out among the servers.
It would mean something if Anet made steps to use that data to help to balance out the servers. Providing incentives to even out the population I think would be something everyone would enjoy and provide much better matchups. But hey reviewing data is something Anet does alot, its just how they act on it thats the problem….
AoE has zip to do with zergs… stacking yes… zergs no. AoE cap or no, zergs will still exist considering 50 people can cap something faster than 5 with equal rewards for everyone.
If they could remove the AoE cap, they would have to reduce its overall effectiveness. AoE is already the highest DPS in the game and would be ridiculously OP with the cap removed. The AoE cap for better or worse is also a governor on DPS. It is not like they would remove the cap and let that same damage effect everyone the same way. No way does it make sense that a single AoE hit should spike 150k or more DPS.
Its only ridiculously OP if people all stand in the same circle which is the point of this conversation. Zergs are more effective because they can exploit the 5 man aoe cap. And Anet continues to make changes that improve their effectiveness. This in turn brings about a playstyle that apparently their game engine can’t handle.
A well coordinated group of smaller players can’t dent a zerg at all because their damage is randomly spread out while they stand together. But if that zerg was more dispersed, then a smaller group could spike down targets because the cap does not come into effect.
Zergs won’t magically go away, but they will be far more enjoyable to fight against and less effective because they can’t exploit a game mechanic.
I’m all for it. Any sort of change that balances the currently unbalanced system would be great.
Although, for your plan to become reality you would have to convince Anet there is a way to make more $$ then the current way they are milking server transfers.
Anet keeps adding in things that feed the zerg in 1 spot mentality. The only reason we want he cap increased is because Anet is not offering any other plans to change the zerg meta that is WvW. On the contrary they keep adding in things the encourage it. The whole point here is that we would like a change that brings about more enjoyable play instead of the 100 people stand in 1 spot and try to press 1 over and over thing we have now.
I really don’t get what you guys are complaining about. There are technical issues that prevent raising the cap. Just deal with it. Constantly complaining about fixing the improbably won’t make it any better for you.
At one point they said they couldn’t fix culling either…… If Anet wants to do this, they will find a way. The game was designed with no cap. As I’ve said, if you raise the cap and stop encouraging whole servers to all stand in 1 ball, then you will reduce your lag issues by changing playstyle.
I will say it again. If the cap were raised performance would suffer greatly. That is why it hasn’t been changed.
This in fact is degrading your performance. Because of the cap, many servers have learned that if you create the tightest ball possible with the most amount of people moving around, you can minimize the damage each person takes. You are encouraging people to play in a way which your servers cannot handle. As such a large portion of fights are 60v40 because of abusing the cap. If you create some downsides to putting the greatest number of people in the smallest place, then maybe the community would start to play in ways which work better for your engine and in the long run, more enjoyable for us all. One of the ideas to do this is to increase the cap and allow mega zergs to be much more susceptible to small very skilled groups. Even an increase up to 7 or 8 would start to make a huge difference. Shadowbane had a cap of 7 and that game came out 10 years ago.
After release there was no cap on healing, that was changed because of a particular playstyle that was unintended of balling up and abusing it. I don’t remember a performance increase once healing was capped. I would though keep the healing cap at what the AOE cap is or whatever it is increased to.
And the aoe cap also hits players that were recently downed, but can’t yet take damage. I don’t know how many times I’ve see “Invunerable” pop up when I aoe in an area that has people that have recently went down.
So the cap is there because of performance issues, but it encourages people to play in ways which cause performance issues. Seems to me that there is a sweet spot with the cap and it is not 5 or less….. It also seems that you guys owe the community at least a trial of increasing the cap on at least 1 lower tier server some week.
I don’t buy it. There never used to be a cap on AOE healing skills and the same calculations had to be done. When they put a cap on that I didn’t see lag much affected at all. And there used to be stacks of 80 people all aoe healing. Also remember when they said they couldn’t fix culling because of technical problems with how the game was built?
Sorry this answer is a cop out… The cap is in the game for another reason, one which they don’t want to discuss here. Lets face it, having the cap increase to 10 or 15 would do wonders for zerg busting in this game. But that would cause a lot of casuals to get rolled by much smaller skilled groups and lets face it, they pay most of the bills spending $$ on skins and legendary’s before they have full exotics.
Cap shouldn’t be removed but should be increased to be more in line with the amount of people they allow on a given WvW map.
The concept of tiers has little meaning at this point and you should try to stop thinking of matchups in those terms. Servers are matched up by proximity of rating, not proximity of “tier”. If the tiers have ratings that are within the range of the random adjustment, they can end up fighting each other. This is going to result in blowouts, no doubt about it. However, we are not going to make changes to this after just 2 weeks of the system. There are things we can do. We will almost certainly end up adjusting the total added to each server rating to group the matchups a little more closely. First however, we need to let the ratings adjust by having more varied matchups like these. If you look at EU, which is using the exact same system, you can see matchups with numerous surprising results. The same will likely be true by the end of the NA matchup.
TL;DR: We are going to wait at least a couple more weeks before changing any of the math behind the new system, but it is very likely we’ll decrease the size of the variation at some point.
If you made the matchups more about quality of guilds instead of just 24 zerg coverage then you would not have this problem.
If you want to fix this then add in bonuses for servers that take stuff with less people.
The AoE limit is due to technical limitations.
There used to be no limit to AOE healing, and you guys changed that to stop a particular play style. Why if healing skills can affect more then 5, can we not have Damage AOEs hit say 10 or 15? If its an issue of lag, can’t we compromise and lift the limit to say 15?
Hows that invisible cooldown on kit refinement treated ya? I think your the last engi to still have it…..
It’s not perfect, but it opens up some interesting play possibilities, especially while stunned. I don’t have a stunbreaker in this build, but I can still swap kits while stunned, which allows me to pop a clutch magnetic aura while being pelted with projectiles, or a magnet bomb to interrupt a melee spike.
Thanks for your response, it seems someone is getting some use out of it. I run mostly WvW and finding another Engi is like finding a hobbit on the battlefield. I know your talking mostly Tpvp but these nerfs really hurt us in WvW to the point that no one plays an engineer in WvW. The thumper turret change was nice if it didn’t fall over from people sneezing on it.
I would submit that while your worrying about about the class being overpowered, you look at how many are actively playing it, not just in Tpvp but in WvW.
(edited by Thanatos.2431)
Go turrets! Someone asked me to post my turret build, so this seemed like a good place for it:
http://www.gw2build.com/builds/simulator.php#1.4.8.0.0.0.33.0.0.0.80.94.85.86.102.8.8.12.228.234.0.0.0.0.256.0.0.276.271.0.289.291.0.20.0.10.20.20
Hows that invisible cooldown on kit refinement treated ya? I think your the last engi to still have it…..
Can you make turrets more then shinys that blow up in after 1 second in WvW?
2. Making it take long to take keeps will only help the “Blob” be able to defend everything on the map easier by making it take longer for smaller groups to take structures. Sure it will take longer for the zergs, but it will make it take alot longer for smaller groups.
If you want to fix the problem, then you should do it through incentives. Make the loot rate dependent upon how many your running with. If 80 people on your team are in combat in an area against half your numbers, then make it so there is hardly no loot incentives. They could also turn down the karma and badge gain.
WXP is not a good incentive. Everything you can get with it WXP right now is nearly worthless. The best incentive is loot, which can be traded for almost anything.
I’m not sure that Anet actually wants to get rid of the zergs though. They want very casual people to be able to log in and join a huge battle and log out at their leisure without ever having to interact with anyone or join a guild etc…. They have designed this game such that it encourages zerging (Res and rally system, AOE limit, commander tags on the mini map). Turn off the AOE limit and you will see zergs getting beat down, you will also see a huge cry out from pugs on the boards.
I to had some issues with lockups in WvW right after the culling patch. I used to run on the highest graphics settings available before the patch. Now i’m down to the lowest settings and its working OK so far.
It would be good if Anet would post some info on what they did so users could better deal with how to update their setup.
Again Anet spends time on new Engineer abilities with KR that no one is going to use now.
/signed
/agree
Take away the stuff that is most used and replace it with stuff thats barely worth using.
Another game he didn’t mention was Shadowbane. that was a great game.
Wow, you are a veteran, Sir.
Also you’re showing your age right now :p
Shadowbane was the best Sandbox game to date. Played from Beta to Death. Let the community decide what the map looks like, The “Hook” is that you actually make a difference.
Yes more more more, Give me a server where you can only heal or boon someone else in your guild. That would at least give an incentive for guilds to start forming instead of random lumps of pugs.
I think you start by not allowing a res from dead while in combat. This by far is the biggest advantage the “Zergs” have.
The other concept is to raise the cap on the AOE limit. Maybe not get rid of it, but maybe 10-15.
@ Slantize, I’ve done more then most, but I don’t feel the need to defend my credentials, either take the advice or don’t.
There are things that need to be said and there are things that don’t need to be. all extra chatter does is keep who is running the fight from getting in a word edgewise.
That is if you have 1 person running the fight. Multiple people having their own ideas and acting upon them during the heat of battle only destroys group synergy. Take it from an old Shadowbane player.
The unwarrented chatter hurts my ears….
“I healing, i’m using my heal, i’m doing this i’m doing that…….”
If you were coordinated you would have 1 guy running the fight and using your spells together when it would be more effective.
I think you got lucky you found a group of lowbie pugs to woop up on…..
You know, you can’t cast any faster no matter how many times you hit the keys…..
Any yes, giving up your free fury from auras is very ….. interesting.
Maybe not remove downstate, but remove rezzing once your dead, just for WvW. It does no good to make tactical hits or to kill anyone if the zerg just turns around to res. Its already very quick to respawn and run back. This combined with anyone being able to almost insta res makes zerging the superior tactic.
Or how about only allowing to res a dead person if your out of combat?
Lets face it, if you have done the work to actually fully kill someone, it should mean something, right now the only impact is it takes just a bit longer for them to get picked up.
You aren’t seeing as much organization because its RvR. People aren’t obligated to join guilds or get organized. There isn’t much incentive to listen to a guild leader tell you what to do.
I would love to see an open pvp server that was centered around guilds. I’m still failing to see where “Guild” wars has anything to do with this game.
How come your not asking for the north supply camp to have the 2 way portal taken out? Isn’t it the same thing?
One more warning in that if you removed aoe caps you would find these same organised guilds completely and utterly destroying you for the simple reason that they are organised they are well equipped and they will evolve and benefit from whatever system is in place.
To all of you complaining, you should listen to this man. Whatever game mechanics they put in place, organized guilds will use to their advantage. Be careful what you ask for……
I’m also wondering when the “Guild” part of guild wars is going to actually mean something. So far it should be called “Server Wars”
If you think a stack of 30 guys in 1 spot is OP, you haven’t seen nothin yet.
Old School SB player here, Beta to end…. (ODB, X, R30s….etc) Shadowbane siege wars is what every siege game should aspire to. If you ask me, i’d rather kill the other zerg repeatedly all night then own anything on the map. Currently its worth almost nothing, no long term impact.
If 1 stack makes you come crying to the boards then you better go back to PvE land. As soon as the game is out long enough where guilds can build proper groups, you won’t see these mindless zergs taking anything anymore.
There are things built into this game that allows unorganized zergs to get rolled by lesser numbers. In shadowbane, there wasn’t superior gear, you had to use superior tactics. Once we get more and more organized, you will have to learn to adapt.
You should feel lucky you got a witness some strategy….now back to your zerg!