Clarishy – Ranger
Tinkershy – Engineer
Fix please.
/15characters
Also the new napalm dmg is not boosted by deadly mixture and it should be.
This may be because tests are being done on the mega-patch to see how the new code works.
SFR-Deso-Kodasch MU, 15 sec laggs (you know, the one you see before DC, everyone running and no skills responding) and random DCs even at 5v5 fights (hell, I almost couldn’t repair the gate ’cos it was not responding..), can Anet roll back their servers to the state they were before reset?
Edit: Not just on EB, on BLs too
http://www.gw2status.de/ shows no servers down, so no DDOS.
Still getting massive lag spikes on EU servers, SFR, Deso and Kodash all having same problems.
Leading also to disconnects like 50% of the time. Otherwise it comes back normal then lags again after a few minutes.
Unplayable.
Upgrade your servers or fix them, do something.
I think instead of trying to get people in trouble, it might be better to just submit it as a bug/exploit report to encourage Anet to fix the problem, rather than banning anyone. That’s just what I would do, at least.
You obviously don’t Main an Engi and NO most of those suggestions are bad. EG was nerfed with Kit Refinement we had a third option for condi removal at that time, there’s never been a replacement. So transmute until an alternative can be made is necessary. In case you hadn’t noticed condi engis actually need the trait that builds damage based on how many condis are on the enemy so it’s best to get as many as possible.
I happen to agree with you on the medkit, it’s severely underwhelming as is most of the lightning affects from the three essentials that actually work on the Fkeys and hit their target. another bug.
Except the effect of Shouts Healing isn’t OP in the slightest. It’s also not offensive and it’s on a class that doesn’t have a lot of burst healing.
The effects on turrets aren’t offensive as well – apart from the knockback – and yet you still bumped all of them together to make your point. Heh, that’s almost an entire build focusing just on turrets – 2 grandmaster traits and at least an adept one. I would be disappointed if they didn’t end up being strong enough, considering all the investment required.
These are effects that are passively added to grenades, are random and can really load someone up. The thing about traits is that you have to balance from both sides. The untraited versions should be strong on their own merit, yes, but traiting them shouldn’t make them crazy. You have to balance them from both ends. So yes, they should nerf all of those condition applying auto stuff because it’s extremely hard to play against it. The super easy to hit skills now hit super hard because of those traits.
It being strong is only part of the point. The main point is that these traits and skills have almost no counterplay. I moved it to Grenade Barrage and Big Ol Bomb because that makes them skill shots, rather than something that can be applied with an auto attack.
First, i have to disagree about the base balancing – traits shouldn’t be needed to make something average from subpar. If some skill is underpowered by design, then there is a problem with the design.
Also, i think you’re wrong in assuming that such traits necessarily have to have a sort of counterplay.
A trait like shrapnel is a mean to raise sustained damage by applying relatively frequent applications of a low-damage condition like bleeding. And giving some synergy with other traits.
If it weren’t for the synergy, it could have been applied as a straight damage increase on grenades or bombs…and no one would have cared about it. Exactly as no one cares about the other damage increasing traits. Because their effects aren’t as noticeable as a condition that you can clearly see on screen.
Incendiary powder isn’t much different in that regard, apart from having more means of application (and thus i can’t understand why you limited its use with those two specific toolbelts in your post). It is just more focused, dealing more damage on a single target. Sure, a clear visual indication would be fair, but apart from that, i think it is perfectly fine as it is.
Certain Skills and combinations with engi really annoy me. I hate losing or having a difficult time killing engis that are just doing stupid stuff that are way easier to run than what I run. Not all of this is OP. Not all of this is even viable in high level PvP (at least to most). Instead, this is about counterplay and creating skillful builds with little cheese.
Just asking if I understand this correctly… you want to apply major nerfs to a class and even its balanced/unviable builds because you are under the impression that you are loosing to worse players and/or simply don’t like how some skills function?
There are unfun and “skillless” skills and traits for every class, plus runes and sigils which aren’t good for a pure skill-based environment, but unless you’re getting rid of it all at once slowly gimping one profession after another will just result into poor balance states that won’t be any more fun than what we have got now (unless you’d enjoy being the latest one brought to the ground). Realistically, ANet would have to change so much about/in this game that they simply aren’t going to do it.
Nothing against your will to get rid of “toxic” skills and mechanics, but not at the cost of balance which will probably take years to recover.
Regarding the first two points, you’re putting a lot of traits and sigils together and commenting that their effect together ends up being strong. Well, yeah, that’s the point of using them, i would say.
If they were to balance taking in account only the best case, we would end up having skills that are balanced when taking all the traits and utter crap when they aren’t traited (and grenades are a prime example of that, as they’re balanced over the traited kit…and the untraited one ends up being so bad that no one ever uses it).
It is like saying that warriors’ shouts should be balanced over their healing (due to traits) and condition removals (via runes). A total nonsense.
Nerf golems; then put in golem mastery with 100WXP ranks per a block.
1. Can use an Omega Golem
2. Golems can be portaled
3. Golems can be waypointed
4. Golems can gain quickness
There are quite some racial elites that are better then Mortar, and racial elites are designed to be worst overall.
Mortar is without contest the worst profession elite, and it more often gimps the user (infact in almost all situation) then that its a beneficial.
There is so much wrong with Mortar that really fixing it would mean practically redesigned the Elite from the ground up.
The projectiles are to slow, damage is to low, cant crit, terribly synergy with everything, massive drawback with being immobile, easily destroyed, ineffective projectile pathing, gets outranged by mobile weapons (rifle warrior, lb ranger, nade engineer), long cooldowns and to top it of it has a freaking deadzone at melee range.
Honestly, i’d like to see Charzooka take the place of Mortar and Mortar made the Charr racial elite. But Charr players will probably complain about their race being nerfed, and i cant blame them.
Nah nades aren’t too strong, it’s just mortar that sucks.
I would like to speak about this elite skill.
Let’s be clear about the current situation :
Nobody uses this skill. Unlike the Elixir X which is sometimes viable (despite the RNG) in some builds, I’ve never seen this skill being used efficiently in PvE, PvP or WvW. The last fix about its range hasn’t improved anything.
Why ?
My propositions :
But I’m not sure if this would make it more viable, or if this skill needs a total rework…
What do you guys think about it ? Other suggestions ?
(edited by Markus.9084)
Wow Engi has a place in spvp meta. Nerf him to the ground!
Lmao @ mesmers saying they don’t have enough toys. hahaha
yup mortar is The Biggest Disapointment in this game after turrets
Rifle #1: Lowest damage of a 2 handed 3/4sec cast weapon. Boring appearance and doesn’t relate to any of the weapon’s other skills
Pistol#1: Lowest damage of all 1 handed 1/2sec cast and lowest bleed duration of all weapons in game.
Harpoon Gun #1: Not just lowest, but absolutely HORRIBLE damage for the longest underwater cast time for a primary weapon in the game. (warriors hit more damage on one of their 1/4 sec cast shots then we do on our 1sec cast shot! WT Kitten!) No option for a condition build to even attempt to use weapon. Projectile speed is EXTREMELY slow and doesn’t “home in” very well for being called homing Torpedo.
No wonder we feel FORCED to use kits, and at the sacrifice of utility slots ontop of it.
ANET, PLEASE fix our weapons!
Turrets were heavily nerfed this patch. Their life is the same as before (apparently turrets don’t count for the 71% increase in minion health, but ranger spirits do).
- Overcharged rifle turret now inflicts ONE stack of vulnerability instead of bleeding the target. If you were a condition build before then this is a definite nerf.
- Rocket turret no longer inflicts burning (40-60% damage nerf, but closer to 80% if you were a condition build).
- Overcharging the rocket turret immediately after it shoots a normal round causes it to lock down and not fire until it cools off.
- The rocket turret tool belt skill was turned into a slow-moving arcing projectile which takes roughly 5 seconds to hit its target at max range. I.e. it’s useless unless your target is stationary. It also hits the roof in dungeons, making it useless in many rooms. It also no longer works underwater AT ALL.
- Hitting multiple targets with AoE will cause the new turret AI to break. Your turret will now spend time slowly turning between targets instead of shooting if you’re hitting more than one foe.
So yes. They are much weaker now. Just when I thought they couldn’t possibly ruin turrets any more, they actually managed to do it (and snuck in a massive rocket turret damage nerf without mentioning it in the patch notes). I’m convinced that some angsty dev has been playing a joke on engineers, as these turrets have actually never been in a usable state since BETA. There has not been even a single build where they worked properly, and instead of fixing bugs they just managed to introduce another one in this patch as well. It’s not even a case of being underpowered. They’re just horribly broken and not a single one works as advertised. I’ve seen better support from private MMO servers…
(edited by Tulki.1458)
Mortar still needs fixing tho
so now Autotool instalation isnt just a Grandmaster trait it also heals 1% turret hp every 10s wich means turrets heal about 25% hp in 5 minutes duration before vanishing IF your opponent hasnt tickled it to death
the 3% damage resistance increase to metal plating does not compensate for this screw up
Elite supplies great buff for Mortar except IT DOES NOT WORK STILL it still gets jammed so elite supplies actually harms the mortar as using mortar skills quickly is what breaks it in the first place.
From what I’ve seen, there’s little to no reward for being a defender. There’s less risk and more reward being an attacker, especially if there’s a bigger group.
So far it seems that the attackers get the benefits in this case. So I am curious, what is the advantage to defending? Compared to what you have available to you, defending a keep or a point is not really all that advantageous.
-The attackers can use the same equipment you (save for oil and cannons), but without placement restrictions due to structure limitations.
-Attackers can merely reset and try again within a relatively short time period. Making it highly unlikely that any resources are repaired or replaced in time. Especially since they almost always make sure supply is continually cut off from their attack point.
-Difficulty increases the more attackers there are versus defenders. Killing enemies from the keep position gets less and less likely the more there are. Even with powerful spells or equipment. Yielding less and less rewards despite the spike of difficulty.
-There is typically less cost involved to attack than it does to defend. (Siege, upgrades, armor repairs, supply etc.)
-Defender events only grant rewards on making successful kills, that and even if so, gain less rewards for doing so if they failed to retain the keep. Whereas the attackers are almost guaranteed rewards for doing both and merely capturing a point. (Also, escort events are almost laughable.)
In fact alot of the time, I see defense spots usually empty. Simply because it’s far more efficient and effective to counter an attack group with an attack group. With a rare case where there’s a significant strongpoint.
So I’m really curious, whats the point of being a defender? Why should I waste my time, making sure a point is defended when I’m not rewarded for it? If anything, penalized when confronted on most fronts.
So far the new Bloodlust points are a pretty decent start to making defenders actually important, but it still seems like a very far stretch. Even still, I think it still mainly suffers from the same notions as above.
So other then Thieves that rely on the games most broken mechanic anyone else think that it is LONG over due that Anet pull the finger out and fix Stealth? Is it not bad enough they have obscene damage and movement they have to have the most broken mechanic in the game.
Sure i know the Thieves will come screaming “L2P” and such but anyone else think this mechanic is seriously in need of being fixed. Why is it that Stealth in other MMO is a “Use at right time” mechanic but here its “lol spam, spam, spam” mechanic…
I play a level 80 Guardian. I just celebrated my character’s first birthday a few days ago. I have somewhat recently decided to try out some other classes, just to broaden my horizons and break out of the Guardian mindset. So I tried out the Elementalist. Fun to play, I dig the speed piano shtick, but a little squishy for my taste. I like to be right in my enemy’s face, if I can help it. Mesmer is also fun, but again, light armor just doesn’t do it for me. So I tried out the engineer. Looks like fun! Lots of options, medium armor, so I can take a few hits, the weapon choices suck, but KITS will make up for it, right? So I’m level 20, having fun with my flamethrower, but getting the snot kicked out of me, ‘cause I haven’t spent any trait points, and I pause to take a look at my traits.
… What?
How does anybody survive at level 80!? Your traitline is awful. You have to spend 25 points for 1% extra damage per boon? And so far as I’ve seen, it’s not like the Engineer is a class that generates a butt ton of boons. Also, 10% extra damage when your endurance bar is full. But… I’m in medium armor. I need to dodge. Shouldn’t this be for a heavy armor class? Seriously, how often is this actually useful? For the first second-and-a-half of any fight.
Also, your skills! The way I see it, you have four major sets of skills.
KITS, which work, but honestly, they’re the only things that do. Which is sad. Only a quarter of your abilities are useful. Also, my Quaggan backpack. D;
ELIXIRS, which are based almost entirely on luck. Very unreliable.
TURRETS, which DON’T WORK. Like, at all. Overcharge works less than half the time, and they won’t even target the fire elemental. Or any other world boss, from what I understand.
GADGETS, Which are mostly only useful for moving you around. Honestly, I see why everybody forgets about them.
My dear boyfriend plays an Engineer, and has since the beginning of GW2, and I’ve seen how the Engineer community responds to all of the problems.
Just because you don’t use turrets, doesn’t mean that they’re not still broken. A large chunk of your skills are absolutely FILLED TO THE BRIM with problems. That doesn’t bother you?
Just sayin’.
Anyway, all in all the Engineer would be better with the addition of some new weapons, some SERIOUS bugfixin’, and maybe some traits that better suit a medium armor class. Maybe I only feel this way because I play a fully functional class, but this is what I see.
Turrets, man. Help them.
(edited by Moderator)
you snub them and everyone else who wants a fair, fun fight in WvW.
If it is in your active interest to discourage players from wanting even, organized fights with actual build variety and depth, then you are right on track. Just be prepared for the fallout damage this buff will cause on everyday WvW. You shot yourself in the foot here Arenanet, and it it really does break my heart to see you mishandling this wonderful game.
Or maybe they don’t want ‘organised groups’ that use up 40 WvW map slots to play something other than WvW?
Confusion Damage in general isn’t super amazing, 8 Stacks is less then what I use to do with 3 stacks from Pain Inverter
It only becomes truly scary when you hit the upper stacks of 20+ and lets be honest, If you attack while you have 20+ stacks of Confusion on yourself, you kind of deserve to die.
th probelm with this runes is the duration as well.. i got today 20 stacks confusuin wich last like 15 sec.. 15 sec wehre you cant do anything when you already have low hp
Can’t do anything…… except cleanse the condition.
But only noobs slot condition cleanse right?
If the Confusion on Interrupt was 3 Seconds, You’d never see Confusion Go off as they’d not be able to use any skills while Interrupted, making it a completely useless 6 Point Ability.
That is why its 10 seconds base, Cause while people are interrupted, they’re not actually using abilities.
Devon CarverHolding a tower against all odds with some smart siege placement and a bit of luck may be one of the most fun things I’ve ever done in a video game.
Maybe for you, Devon, but not for all of us.
Your retort basically boils down to “Speak for yourself, I speak for everyone”.
Here’s an idea, how about you speak for yourself too.
(edited by Mif.3471)
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