http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt
http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt
as an example, look at warrior. Warriors only take tactics in pve, and only if there are 2 or less warriors present. but it’s not a design mistake to have someone be a buff bot, just a choice. we could get rid of buff bots entirely too, and the game would be a little less interesting.
Comparing a core trait line with elite spec trait line is out of place. They’re not equal. All other elite specs and especially their mechanics are useful in all modes. Scrapper’s isn’t. This isn’t right.
when you have the choice of running 3-5 different elite specs, it’s not a bad thing for at least 1 of them to be irrelevant to whatever you are currently doing, cuz theres something else it’s better at.
Yeah, when we’ll have 3 elite specs. Let’s wait 2-4 more years to get a different playstyle and functionality. Pathetic.
http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt
Clearly you missed out on the cancerous pvp turret tank meta a few months before traits were changed to specializations.
Yep. That was pretty awful. As a main engineer, I was pretty ashamed of that meta. It was disgracefully easy.
Buuuuuuut that’s no excuse for their woeful state now. As it stands, only healing turret is of any use, and that’s because it’s a healing bomb. Rifle turret is only taken for the DPS boost of surprise shot.
To be fair, now that deploying turrets no longer blocks your toolbelt skills, it’s become viable to leave the rifle turret out for the extra DPS it does provide. However, you’re still taking it for the toolbelt skill, actually deploying the turret is an added bonus.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
Honestly, I only use Rocket Boots because it’s my favourite skill. I am under no illusions that it is good. It isn’t. If it had been designed for HoT, it’d break stun, evade the whole time, heal at the end, and bake me cupcakes.
I mean, this is something that competes with Elixir Gun for a slot. Elixir gun heals, blasts, breaks stun, escapes, cleanses lots of condi, damages/debuffs enemies, buffs allies, and has range all for 1 skill slot on short cooldowns. So .. why would anyone take a single skill over all that?
Gadgets need to be at least that good to be regularly chosen for competitive gameplay.
Elixirs do see play, but only because they are literally the ONLY method of cleansing enough conditions on base Engi. Practically every competitive engi build runs Alchemy for this reason, and most run as few elixirs as they can get away with.
What would making kits into the profession mechanic accomplish? They are now additional weaponsets you don’t have to craft?
The problem with kits is how much overlap there is. Take the meta condi build for example, they use 4 kits, not because “kit too stronk”, but because all 4 have condi abilities.
Each kit should have a clear purpose, and as a result, you will have less reasons to slot all of them.
They say it’s hard to balance kits because it’s 5 skills vs 1. Luckily for engi, the regular skills come with a toolbelt, so they are 2 skills in one. Sure, kits have toolbelt skills, too, but balance them to be only complimentary to the kit’s use, while regular skills should have toolbelt skills as strong as the slot skill itself.
Kits take up slot skills, which should be used for actual slot skills. Also, there isn’t a fixed number of kits you can have simultaneously, so they’re harder to balance.
Yes, there is, it’s 5. And for every kit you take, you sacrifice 1 heal/utility/elite slot. Which is why pvp uses less kits.
ow no.
3-4 kits used to be pvp standard. then elite specs came out and… hammer fills enough time + can stomp and cleave/cc (not or) + a bunch of ccs the opponent won’t reasonably dodge on a bunch of low cd skills that have instant casts = you don’t need more kits. if core engi did multiple things at once like scrapper can, more kits would still be meta. scrappers aren’t sacrificing kits. theyre taking gyros.
head here to discuss wvw without fear of infractions
The problem with scrapper is that it didn’t change anything or added up anything to the Engineer’s core mechanics. You add a Res/Finisher for PVP and no extra toolbelt skill, no change in how turrets work, no change in weapon kits (not even a new weapon kit).
It is just an entirely new class with hammer and overpowered Auras for PVP.
What else do they use from engineer? Elixir Gun? Only to slow down enemies even.It was a total afterthought of an elite spec. I wished the Gyro would only keep one Aura up at a time, being it so that the function Gyro would be wherever you wanted using the [F] key targeting alies or enemies and there it would do the one activated Gyro skill until you toggled it back by the same utility you used.
Then the other Gyro skills would be actives with cooldowns that you could use when that specific aura was not active.That way you could be a zoner, like how they wanted Turrets to be. Only that this time you can move your zone of influence around freely and fight from far away if you wanted. Would be great because you could make fields with Mortar Kit anywhere and have the Gyro proc the spin finisher.
Instead of AI it should be controllable. Then we’d be good at back-lining too.
I completely agree.
First big mistake they did with Scrapper was designing it for only one mode without even thinking of the other.
Second was putting out a traitline that barely even synergizes with its spec and it doesn’t work well with core traitlines. Nowadays engi takes Scrapper traitline because they want hammer, not because of the traits. Hammer was the only good part of the design IMO.
The other was not changing anything for engi with Scrapper in terms of changed gameplay and new functionality. If I don’t play pvp, function gyro is as useful as Evon Gnashblade’s flair from Cutthroat Politics. Don’t try to even talk about reviving, until I target my teammate, I can run to him and res him myself.
And another big problem is IMO that gyros weren’t improved, they were nerfed to the ground especially with the daze removal. They were bad thanks to the stupid AI and wonky pathing from the start and they made them even worse.
If the next engi spec won’t drastically change the way we play engi and we’ll be stuck with the same old kit build again then I guess, I’ll look for a different profession. And I can’t believe I say that when I’ve been maining engi since vanilla and have couple of thousand of hours of playtime with this profession.
http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt
Clearly you missed out on the cancerous pvp turret tank meta a few months before traits were changed to specializations.
Since the start of the game, all Turrets have been less of turrets and more of single-use gadgets that you slap down for the Overcharge and/or detonation, not something you set up to help you hold an area. There was one very small reason to leave them down; Overcharge cooldowns were sometimes faster than the Turret’s cooldown itself.
Now, even that incredibly small reason is gone.
Might I propose something to make it worth leaving your Turrets going instead of detonating them immediately? Give the Overcharge a cooldown once more, kept track of by the Turret itself instead of the player. Every time the Overcharge comes off cooldown, it triggers again and gets a stacking buff that reduces the cooldown the next time around. Leave it up long enough, and it’ll be in permanent Overcharge mode. This makes it slightly dangerous to leave an Engineer to their own devices for too long, but not very since Turrets are still fragile little heaps of junk that can be pretty easily removed when it comes times to do so.
I’ve been waiting since the game’s release for some kind of change that makes it worth keeping Turrets alive, and with this step backwards, I’m definitely a little frustrated.
(edited by Toolbox.9375)
What would making kits into the profession mechanic accomplish? They are now additional weaponsets you don’t have to craft?
The problem with kits is how much overlap there is. Take the meta condi build for example, they use 4 kits, not because “kit too stronk”, but because all 4 have condi abilities.
Each kit should have a clear purpose, and as a result, you will have less reasons to slot all of them.
They say it’s hard to balance kits because it’s 5 skills vs 1. Luckily for engi, the regular skills come with a toolbelt, so they are 2 skills in one. Sure, kits have toolbelt skills, too, but balance them to be only complimentary to the kit’s use, while regular skills should have toolbelt skills as strong as the slot skill itself.
sooo… Dragon Hunter’s Spear of Justice reveals, along with base necros shroud four , Rev’s taunt thingy and whatever other skills that “tether” people but not Engi’s Magnet? sure as kitten looks like a tether to me. did ya forget about it devs or what?
Nerfing kits wouldn’t get you the result you’re looking for though, buffing gadgets/turrets would (and they’re not even that far off). Elixirs are a different thing, they’re actually pretty solid overall. Elixirs however only shine when self buffing is valuable, so they’ll never be part of a group PVE meta unless we got some kind of boon sharing (applied force + Elixir U with sharing would be a nice alternative to Chronomancer but not as good).
So yes, I mention gadgets/turrets needing upgrades because they do. If our current kits were lowered to rocket kick and flame turret levels we’d just fall out of the meta not gain a viable option.
As for wanting new options, sure I’m all for that, but that doesn’t mean nerf the old ones. If they made holosmith a power build I’d be quite ok with that (I personally would prefer a heavy support build though). If they did something like having a trait where every holosmith utility skill used places a damage buff on yourself for all sword skills it’d be a self contained system that would take a loss if you jumped to kits.
There is no need to destroy the old to get something new.
Strange, pre-HoT I ran a 3 kit Nade/EG/FT build with power gear. As HoT approached condi became viable with sinister gear and the rework to conditions. We also gained mortar kit and the current 4 kit build came out. HoT gave us quickness/alacrity which put that build into overdrive to actually play. Rocket boots is a solid alternative especially on mobile enemies, if we got a rework to gadgets it might see a lot more use. The same can be said for Flame Turret, if turrets got a real upgrade in functionality that might also get a chance to sit in the spotlight.
But, if things stay like they are for condi builds for 4 more years that’d be fine by me. I’m hoping we have other roles open up for different play styles. I want to see a damage/support build like warrior has, or a healing/support build like druid, and maybe a damage/healing build. I want to see meaningful growth in the area that Engineers are supposed to excel, versatility, not change just for the sake of change.
Funny how when you mention other non-kit skills that are solid, you always add something like “if they get rework/upgrade”.
It’s great that you’re satisfied with the current meta. I on the other hand would finally like a viable build that doesn’t use a kit. I’d like a gadget based build or elixir one,, or even a turret one or gyro based one in pve. I’d like a build that uses rifle as a weapon, not just something that fills the weapon slot. Or how about a shield?
I’m sick of kits. I’m sick of pistols. And I’m sick of AA spam that’s the basis of the power build. I had enough of their usage for almost 5 years. If you’re satisfied, more power to you. Me? I’m bored and I want different options than those that have barely changed since vanilla.
http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt
[quote=6596227;Jerus.4350:}
Strange, pre-HoT I ran a 3 kit Nade/EG/FT build with power gear. As HoT approached condi became viable with sinister gear and the rework to conditions. We also gained mortar kit and the current 4 kit build came out. HoT gave us quickness/alacrity which put that build into overdrive to actually play. Rocket boots is a solid alternative especially on mobile enemies, if we got a rework to gadgets it might see a lot more use. The same can be said for Flame Turret, if turrets got a real upgrade in functionality that might also get a chance to sit in the spotlight.
But, if things stay like they are for condi builds for 4 more years that’d be fine by me. I’m hoping we have other roles open up for different play styles. I want to see a damage/support build like warrior has, or a healing/support build like druid, and maybe a damage/healing build. I want to see meaningful growth in the area that Engineers are supposed to excel, versatility, not change just for the sake of change. [/quote]
Funny how when you mention other non-kit skills that are solid, you always add something like “if they get rework/upgrade”.
It’s great that you’re satisfied with the current meta. I on the other hand would finally like a viable build that doesn’t use a kit. I’d like a gadget based build or elixir one,, or even a turret one or gyro based one in pve. I’d like a build that uses rifle as a weapon, not just something that fills the weapon slot. Or how about a shield?
I’m sick of kits. I’m sick of pistols. And I’m sick of AA spam that’s the basis of the power build. I had enough of their usage for almost 5 years. If you’re satisfied, more power to you. Me? I’m bored and I want different options than those that have barely changed since vanilla.
http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt
Urgh, please no.
I much prefer the legendary armour in-game to the suggested alternative, which looks like one of those attempts to reboot a superheroes cartoon spandex into something ‘dark’ and ‘serious’….then adds some random spikes for combat mode.
I appreciate a lot of people don’t like the long coats on medium armour, but did you really expect anything else for the legendary? Admittedly it’s a bit clunky for my ranger, but with the shoulders and gloves hidden it’s much better. And it’d be perfect for my thief.
“A bit clunky” is an understatement when the armor looks like this…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Considering that an Asura lives 5-10% longer than a human, that means at around 16 – 17 years old she probably is the equivalent age of about 14 – 15.
I’m pretty sure women reach their final height by 14-15 though.
Before they stated her age out right later on, I thought she was supposed to be 10-12.
From the wiki
Taimi requires the assistance of a golem named Scruffy to get around, owing to a degenerative disease that prevents her from walking long distances and may spread to other parts of her body as she gets older. Although there is no known cure, this progeny is quick to refuse any offer of pity.
Personally I think her brain is soaking up nutrients first, leaving less for her body. Think she inherited that from her dad’s side of the family.
Oh my God, you just reminded me that the Asuran hero from GW1 was voiced by Brain XD
(edited by Grimwolf.7163)
It could be because she’s still a child (at this point, I think she’s around 16 or 17). I think her stature is bigger now than it was when we were first introduced her, but I could just be remembering wrongly.
no thanks. neither option sufficiently expresses my opinion: its better now that detonation is not on the toolbelt, but it feels like a work in progress because the changes in general hurt overcharging too much.
head here to discuss wvw without fear of infractions
Ran client repair, still bugged, pvp build fully specced, but wants me to select preset, which does not clear the bug. I can click continue but doesn’t let me if i am solo or not the q starter of a party.
oh when did they announce season 7 and when is it
I mean, it’s kind of a given at this point, isn’t it?
- There’s no real synergy with the core skills. Scrapper is almost like an entire class apart from engineer, and not in a good way.
- Scrapper is only really useful in PvP or WvW. In PvE, it severely underperforms compared to core. And when compared against other elite specs, it’s a joke in PvE.
- They never even bothered to follow up with our feedback in the forum. It wasn’t until last month that Gaile un-pinned the BWE3 thread.
- The traits are a broken mess because they rushed out a nerf to gyros. I guess they’re consistent about making sure our traits are broken, because the meta is always more important than a vision when it comes to engineers.
I agree in some ways and disagree with others. It’s not that scrapper underperforms in PvE; it’s just that the elite specialization mechanic, the function gyro, is more useful in PvP and WvW where people tend to (ideally) die more frequently.
The other aspect is that scrapper is pretty much a support spec in an area of the game where DPS is the only barometer of success. And since scrapper lacks any damage buff traits like Grace of the Land, other classes can support the raid group while simultaneously upping the group’s damage. The change to Pinpoint Distribution does help, but it’s not really enough—and I can’t imagine that ArenaNet would make the same mistake with the next one.
Scrapper isn’t a broken mess and is in fact quite a powerful and effective elite specialization. Across the game, it’s probably one of the strongest, and it’s likely to be one of the few specializations that remains powerful into the next expansion solely because of the expansive suite of utility gyros provide—most of all the function gyro.
The issue I am raising in this thread is that ArenaNet’s approach to balancing the scrapper has been nerfing core engineer trait lines, essentially reinforcing the need to use it. Engineer will very likely be a tier one profession again for season seven, but it will remain to be one on an even flimsier foundation with the nerfs to Protection Injection and Bunker Down. As Archon Wing said:
- Elite spec too stronk
- Nerfs core
- People become even more reliant on elite specs.
That is HoT balance for you.
ArenaNet’s approach to balancing the engineer in PvP the past two years is akin to pouring gasoline on a fire. Instead of shaving Rapid Regeneration and Final Salvo, and instead of adjusting the values of gyros to make them less dominant (while perhaps buffing gadgets and elixirs in a more significant way), they’re hitting traits like Protection Injection that already have obvious counters (e.g., necromancers) and weren’t the real culprits of our sustain.
The reason engineer is so broken in PvP is because super speed can’t be stripped, and because Purge Gyro literally invalidates condi spam builds as a singular utility skill. But because for ArenaNet making money is more important than making your game actually fun, we’re stuck with the scrapper and will have no competent alternatives for the foreseeable future.
(edited by Phineas Poe.3018)
While the lore is pretty good, I find the design of the Norn severely disappointing and lacking in any imagination. Especially when you consider that the Charr and Asura are pretty unique races, the Norn lack any kind of uniqueness. They are quite literally just larger humans. It could’ve been fine if they had a shared ancestor, but anet insisted on making sure they’re two completely unrelated races. How can Norn and Humans look 99.999% EXACTLY alike while not being related in ANY WAY.
I think they should’ve had some unique traits, you know. I think it would’ve been cool if the Norn looked like a splice between Jotun and the current Norn. At least then you could tell they’re not humans with a growth-hormone abuse
Yeah, Norn are just stereotypical vikings. Humans have their gods and royal politics, Charr have legions and warbands, Sylvari have the pale tree and wild hunts, Asura have golems and sci-fi wackiness, the Norn are just kinda there.
It’s laughable with the number of people bringing up the "zerker or gtfo’ meta from years ago and not really having any idea as to why it was the meta. It wasn’t that power was performing that much better than condition damage on an individual basis it was due to the way condition damage worked in the group aspect in the past.
In the past condi stacks were limited to 25 stacks and the were other factors in condition damage due to who applied the condition and what their condition damage stat was at. If you had two people (let’s say necro’s) both using conditions, they were not performing optimally so in order to make sure the party performed to it’s utmost they started the “zerkker” meta since each persons damage was only based on their own application and it mattered not one bit to the other damage in the group.
Anet, listening to the concerns of condition users (and rightfully so), changed the way conditions worked by allowing unlimited (or basically unlimited) stacks and making it that each person’s conditions did the damage of their condition damage stat. This was a good change to conditions in the sense that it made condition builds on an equal footing to power builds at the time. Over time though the amount of changes to curtail the damage from power builds and the increasing damage from conditions builds along with adding more survivability to condition builds has led to the current situation where conditions are now way above where the zerker meta used to be.
In PvE these changes don’t amount to much as each build type (or really any build type) can be used outside of raids or high level fractals as they are cooperative game modes but in the case of PvP and WvW the condition buffs and new stat combinations have caused condition builds to far outshine power builds. This last update addressed some of the issues but “in pvp only” and left the problem in WvW alone. Yeah, epidemic was altered but it’s not just epidemic when it comes to conditions being too powerful in PvP and WvW.
I feel both types of builds should be viable and both types should have some type of risk/reward built into their various builds. Currently the conditions builds have quite a bit less risk compared to the power builds and therefore have a higher reward and have more people gravitating to them only increasing the problem. What type of risk/reward should each have? That’s up to Anet but they need to close the gap between the two types of builds.
This! I couldn’t agree less!
- Elite spec too stronk
- Nerfs core
- People become even more reliant on elite specs.
That is HoT balance for you.
Anyhow, I play most classes besides warrior, and I have to say that if I were to rate the elite specs, I would have to say their direction with scrapper is undoubtedly the worst. Every other classes seems to have gotten a unique take on what they were. Well, I guess Revs are in an awkward position.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
#kitteninfilthycasualengineer
You had no idea what muscle memory is like after playing 5 years of engineer. kitten the turret change.
Stop complaining? It’s broken! It does not work in combat half the time.
I need my heal to overcharge correctly and go off in the correct sequence. I will continue complaining until they fix it.
I’m not the biggest fan of the change, but it’s actually broken right now and that’s the problem.
Here’s the thing: We know they are aware of the engineer’s problems. I’ve seen multiple dev comments where they point out that rifle is underwhelming, that kits are simply way more useful than most of our other skills, and the traits are a mess. There’s other issues they are aware of too, like legendaries and kit interactions. They have seen our complaints. They are aware of the issues.
And yet they have done nothing to address these problems in the past 2 years. This last “balance” patch for engineers looks like it was cobbled together the night before they implemented it. Whatever their team is doing, they’re not devoting the time they need to fix these issues. It honestly feels like engineer is an afterthought in their minds — we were the last class to be added to the core game, and we were the last (rushed) specialization added to HoT. They continue to demonstrate that we’re last in their minds.
My hope is fading extremely fast. I’m not a naturally pessimistic person, but I find myself growing angrier and less interested in playing Guild Wars every day (I only log in for dailies now). Unless they do some serious balancing before the next expac, I’m not sure I’ll want to buy it.
I’ve documented many of the issues in my post: https://forum-en.gw2archive.eu/forum/professions/engineer/The-Engineer-Injustice/first . I didn’t bother telling them how to fix the issues because it’s their job, not mine.
Many people seem intent on arguing that our DPS is meta, but I would argue that they’re equating the weather with the climate. The winds have been temporarily kind to us, but history has shown that we almost always get nerfed in the harshest ways possible. Take turrets and gyros, our two big selling points. Because they were seen as “OP”, they got nerfed so hard that they’re significantly less useful (if useful at all). There’s no gentle nerf stick for the engineer. We get the nerf mace. And then the skills are left in obscurity until they inconvenience someone on the dev team.
Jep, I always tell my engineer guildmates, that they should loose their hope. The meta is friendly to engineer right now, not the other way around.
I suppose not even after the new expension engineer’s new specialization will be the last added, balances won’t happen (or for god’s sake, overhauls of turret/kit design will definetly NOT happen).
Loose your hope and you illusions. We engineers are always the end of all balance designs. Except nerfs, they happen easily.
There are hundres of problems (most since beta), but Anet simply don’t give a kitten.
As much as i dislike the patch notes, i have to say that the change to med Pack Drop was a huge step in the right direction. It opens up support potential for the engineer that i wish we had from the start. Now after seeing this skill i was wondering, why don’t we use this skill as a base design for the MedKit itself?
Lets start with skills and changes.
Skill ToolBelt, Buffed Heals the user as well as curing conditions. Grants Regen and Resistance depending on how many conditions were cleansed.
Skill #1, Completely redesigned
When targeting an ally – Fire support darts at an ally. These darts can deal no damage but heal for base 600 health. 900 range.
Skill #2, Same skill, effect changed
Throw a bandage onto the ground that will cure a stack of bleed and poison.
+ Regen 1200 base hp over 6 seconds.
+ Double value if a condition was cleansed.
+ Engineer carries 3 stacks of bandages, each deployable bandage will minus one on the stack. Internal cooldown on each bandage.
Skill #3, Load Stimulant, Minor Redesign
Loads a stimulating dart into your Med blaster.
+ Grants the target fury as well as curing weakness, and vulnerability.
+ Upon successful cleansing, grants the target stacks of might.
Skill #4, Load Accelerant, Minor Redesign
Load a Accelerating dart into your Med blaster.
+ Grants yourself and the target Superspeed.
+ If movement impairing conditions are cleansed, grant Swiftness and Vigor to yourself and the target.
Skill #5, Rejuvenating Rain, Redesign
Load antidotes in your your med blaster and shoot them to the sky, summoning rain at the target location
+ Cleanses all conditions over time the target remains in the radius.
+ Grants resistance on the target for each condition cleared.
+ Grants Regeneration.
and for the traits I will focus on the Medkit portion.
Ingenuity Expertise [This kit] Gains added passive Benefits while equipped.
+ +30% Increase Revival speed and boon duration
+ Upon successfully reviving a ally, summon a pulsing resistance/regen field for 4 seconds.
Rubberized Darts _ Med Blaster darts (including loaded darts) now bounces on up to 3 targets, reducing healing effectiveness upon each bounce by 20%. _
Extra Dosage Double the effects of successful uses upon MedKit skills.
(edited by iKeostuKen.2738)
I noticed that while running with swiftness and dropping the turret, sometimes you’re out of the area before you can even detonate in the water field.
Yeah this was the result of the April 19th patch in an effort to reduce Engi survivability. It was annoying and made the skill more irritating to use imo.
Healing Turret (April 19): The casting time of this skill has been increased from 0.5 seconds to 0.75 seconds.
It’s laughable with the number of people bringing up the "zerker or gtfo’ meta from years ago and not really having any idea as to why it was the meta. It wasn’t that power was performing that much better than condition damage on an individual basis it was due to the way condition damage worked in the group aspect in the past.
In the past condi stacks were limited to 25 stacks and the were other factors in condition damage due to who applied the condition and what their condition damage stat was at. If you had two people (let’s say necro’s) both using conditions, they were not performing optimally so in order to make sure the party performed to it’s utmost they started the “zerkker” meta since each persons damage was only based on their own application and it mattered not one bit to the other damage in the group.
Anet, listening to the concerns of condition users (and rightfully so), changed the way conditions worked by allowing unlimited (or basically unlimited) stacks and making it that each person’s conditions did the damage of their condition damage stat. This was a good change to conditions in the sense that it made condition builds on an equal footing to power builds at the time. Over time though the amount of changes to curtail the damage from power builds and the increasing damage from conditions builds along with adding more survivability to condition builds has led to the current situation where conditions are now way above where the zerker meta used to be.
In PvE these changes don’t amount to much as each build type (or really any build type) can be used outside of raids or high level fractals as they are cooperative game modes but in the case of PvP and WvW the condition buffs and new stat combinations have caused condition builds to far outshine power builds. This last update addressed some of the issues but “in pvp only” and left the problem in WvW alone. Yeah, epidemic was altered but it’s not just epidemic when it comes to conditions being too powerful in PvP and WvW.
I feel both types of builds should be viable and both types should have some type of risk/reward built into their various builds. Currently the conditions builds have quite a bit less risk compared to the power builds and therefore have a higher reward and have more people gravitating to them only increasing the problem. What type of risk/reward should each have? That’s up to Anet but they need to close the gap between the two types of builds.
Yeah. Obtena is a pretty obvious troll.