Showing Posts For Aberrant.6749:

Jeweler

in Crafting

Posted by: Aberrant.6749

Aberrant.6749

Yea most jewelry can be obtained in other ways, but not all stats… and infusions are expensive. Having another way of being able to obtain these as well as the rest of the stats would be very nice. I’m also wondering when we’ll be getting ascended cooking. Very curious as to what that will entail.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

There is no counter to stealth

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Two very different games. Thieves don’t stunlock in gw2 (unless you’re bad and you let a pistol whip thief do it) or remove all your opponents weapons or get free poision additives to their weapons etc. etc.

If you want that stuff then wow has it.

Wasn’t my point. Not talking about thieves or rogue here. Doesn’t matter if those 2 games are different. I was talking about counters. Currently, it has none. (unless you count sic em which only count for 0.5 as it only prevents stealth). Also, I’m sorry for wishing gw2 would force intelligent choices in regards to when to use stealth like in wow…

Yea lets just ignore that what you said before wasn’t accurate. Fine with me.

There is only one stealth that thieves have that can not be stopped (blinding powder). You can counter the rest. Even if they do stealth you can make it so they pay for it when they try to strike from stealth. These aren’t as obvious counters as a direct anti-stealth, and different classes have this to different extents, but they work (eng’s nom thieves without revealing them through a skill because of these types of things). I don’t see any problems with this.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

There is no counter to stealth

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Two very different games. Thieves don’t stunlock in gw2 (unless you’re bad and you let a pistol whip thief do it) or remove all your opponents weapons or get free poision additives to their weapons etc. etc.

If you want that stuff then wow has it.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Sigils unfair to ele/engi

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

9s icd vs 10s to swap with swap icd, plus other classes tend to not swap every chance… eng/ele on the other hand do it constantly. Yup.

Wow, so we’re saving 1 out of 10 sec? Is that your argument? What if I tell you it’s unreasonable to count the 9sec, and when we are constantly swapping attunements, we are dealing with 10-13sec CD for each attunement, and after a few seconds of battle they are all on CD and being swapped randomly, giving us an actual loss of couple of seconds because we swap when we need, not when the 9sec are up?

Read bold. Eng/ele are encouraged to swap constantly. Most other classes are not in many situations.

You didn’t read what I said clearly… more varied types of attacks give you more ways to hit the target. Being that flexible translates into being able to hit your target more often in more situations. You’re not going to be able to just auto your target 24/7 (unless you just play PvE and in that case lol it’s so easy who even cares).

It’s all fine as is.

So if you don’t have useful skills to use, you just sit idle until they are off CD, you don’t auto-attack? Auto-attack is just as fast as some skills, and faster than other skills(because of channeling time). We are not triggering on crit/attack sigils faster. If anything, we are doing it slower because we are wasting time channeling skills. I’m not even going to get on that 100 blades which can boost a warrior to 25might (from crits) and has almost no CD at all.

Ok so PvE only player confirmed then I take it? Ok then… who cares, PvE is very very easy as is anyways.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Sigils unfair to ele/engi

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Eng/Ele can proc their on swap more sigils more frequently

uhm, no? The ICD is the same for all classes?

9s icd vs 10s to swap with swap icd, plus other classes tend to not swap every chance… eng/ele on the other hand do it constantly. Yup.

Eles may have more spells but they also have higher CDs so again: no. And there are always autohits (which are usually much stronger on other classes) that can procc sigills. So again: nope.

You didn’t read what I said clearly… more varied types of attacks give you more ways to hit the target. Being that flexible translates into being able to hit your target more often in more situations. You’re not going to be able to just auto your target 24/7 (unless you just play PvE and in that case lol it’s so easy who even cares).

It’s all fine as is.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Sigils unfair to ele/engi

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Eng/Ele can proc their on swap more sigils more frequently which helps make up for the lack of a 2nd set. An argument could also be made that with more skills you have more ways of continually hitting your target which would proc the on crit/hit sigils more. You don’t get as much variety, but you do get more frequency. Seems fine to me.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

There is no counter to stealth

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Stealth becomes extremely powerful against players when said players rely on their skills more than their skill.

Seems like an odd thing to say when a thief, for example, has multiple skills that give them instant stealth. Particularly in the context of thieves that rely on stealth.

Wait… Blinding powder and ?

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Engineers and Condition Removal!

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

I don’t think anyone here is asking for eng to be strong vs conds (which is what it sounds like some people are presuming)… just not quite as weak vs them as they are now.

Since people want to speak of mes… mes had more cond removal options added in not that long ago… and are still weak vs. conds.

Eng recently had their resistance vs. conds nerfed with the AR nerf (which was deserved). It’s logical that it would be made up for a bit somewhere else.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Elementalist skill response is very SLOW

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

This also happens on eng. I’ve just learned to work around it and time my skills to it. It’s not ghosting for me or anything (mechanical keyboard), but if you learn to time your skills so they go off and are still having this problem it might be that.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

There is no counter to stealth

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

The only class that has counter to stealth is Ranger. AoE is not a counter to stealth, it doesn’t do anything more to a stealth target then a visible one. It doesn’t stop a thief from stealthing and it does not reveal. It’s just what you do to maximize you chance to of hitting a stealth target when you don’t really know where they are.

Interrupts can be considered somewhat of a counter as you can stop a thief or mesmer from going into stealth which comes down to luck since some animations aren’t very obvious (some are down right unnoticeable).

In PvP thieves are fun to fight cause in general they don’t just reveal, spam, and run, repeat as needed. So are mesmers for similar reason and you are also fighting in closer quarters so your AoE has a better chance of hitting. Dueling in OS against thieves and Mesmers can also be fun cause you can’t just disengage at your leisure

The problem and reason it is so hated is because of the wide open field of our BLs where thieves and PU mesmers can troll entire groups for extended periods of time. It’s not just the mechanic, it’s the behavior of the people playing them that is toxic. When I am roaming, if I see a Thief, Mesmer, or GS run away warrior, I just turn around a go find something else to kill cause I have limited time to play and getting trolled by any of these is not how I want to spend it.

I guess to best counter is to just not even bother fighting them.

Eng > thief. Bombs/nades rock thieves. AE does work. Agreed that CC helps as well. WvW isn’t balanced agreed.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Engineers and Condition Removal!

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

@ GoogleBrandon if you’re just spamming randomly and praying for success you’re very much like a player in a fighter game doing the same. You’ll get some minor random success, but if you face some one that knows what they are doing you’re probably going to get rocked.

If you know what you’re doing 1 V 1 against some one that knows what they are doing… it’s pretty rock paper scissors in gw2.

Depends on the build if the necro hard counters the eng or not. Eng is lacking when it comes to sunbreaks/cond clears/stability. Necro can fear for long periods + consume/throw back the conditions/etc. Necro has all the tools to beat an eng.

You have to massively outplay the necromancer as an eng… so if that’s what you mean by “it comes to the better player” then I guess??? But I disagree with that definition. Just because it’s more active and not passive doesn’t mean it’s not a hard counter.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Engineers and Condition Removal!

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Also! Lets give non-trait-required stability to NECROMANCERS! Yay!

For too long have the necromancer community asked the devs to grant us easier access to stability. Many good suggestions such as adding X seconds of stability on Locust Signet or even a simpler trait stability such as adding it on Dark Armor (an adept tier trait)

Lets give necromancers stability also!! YAY!

Pssttt… eng’s lack stability/stunbreaks just like necro…

Engis have the best variety of builds in the game outside of warriors. Not to mention transmute, healing turret, super elixir, and elixir C. Also healing turret is one of the shortest CD heals in the game and it’s a free 2 condi clear on a 1/4 second cast time. Not too shabby. Mesmers would kill to have engineer level of condi clear… Just sayin.

How many hours do you have on your engie? What build do you use that you feel handles conditions well?

I’m not saying that engis handle conditions well… But saying that engineers have the worst condition removal in this game is LOLOL… +

Because of all of the misdirection on my mesmer has plus being able to change utilities to anti-cond with fewer build consequences, I have fewer problems with conds on my mes vs my eng. The easy access stunbreaks help against long fear + tons of conds as well. To get much more than 2/15 or 20 s (depending if you’re in a position to pick up the turret) you’re probably going to wreck your eng build (eg is ok for another one on a 20s cd). Not saying either are great at removing it, but if I had to choose a class to go up vs a cond I would choose my mes > eng.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Nerf Engineer

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Turret eng isn’t OP, it loses to ranged aoe among other things. It is too strong for how easy it is to use though… but that’s hardly unique (war/mes/bla bla bla). This game is poorly balanced when it comes to skill.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

speargun#1

in Engineer

Posted by: Aberrant.6749

Aberrant.6749

Just use another underwater weapo… awh kitten. > : (

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Why would a 2nd wep for kitless engi be bad?

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Celesital + might works well for both p/x and rifle. I don’t see that as a weakness/problem.

The old HgH build didn’t have problems dealing damage despite investing in that trait line because of the added damage from HgH. It lost a bit of utility, but you would regain that with rifle + another open slot for another elixir with quite a bit to spare. The only change would be that you now need 20 in power instead of 10 for IP which wouldn’t be a big deal.

Yes runes of str are op if that’s what you’re talking about with group might. If you stack 5 people on one point in PvP you’re going to lose the game.

Idc about PvE if that’s what you’re referring to as far as a group stacking might. PvE is very easy as is and if this was a PvE only change, then fine, no problems.

I don’t feel that I need to write anything more after this as it won’t happen. Same thing with eles getting a weapon swap. It’s part of the core class balance & flavor.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Stomp and Res

in PvP

Posted by: Aberrant.6749

Aberrant.6749

While that does work (most of the time unless it’s a cluster kitten), being able to bind them do different buttons would be extremely useful.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Turret Engis

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Yeah L2P they’re not op.. Only..

Anyways about engineers.. They are the Dev class. They will never be nerfed or lack anything.

ANSWER THIS!! I’ve asked this question about 40 times on these forums yet people seem to dodge the question as best they can..
——What do engineers LACK? What do that HAVE?

After you’ve answered that question.. I’ll get back to you.

“Never be nerfed…?” Engineers have been nerfed several times like AR and nades has seen numerous nerfs already (the most recent being the poison grenade).

Depends on what you mean by “lack”. It’s like saying that everyone has stun breaks but the Engineer doesn’t have reliable/good stun breaks. Condition cleansing? Yeah, you have Elixir C, Cleaning Formula, and the Healing Turret but getting condition spammed too many times kills the engineer.

Ok you dodged the question as people usually do

Its not hard… Name all the things that an engineer cannot do or does not have. It’s not hard. What don’t they have access to? They don’t have reliable/good stun breaks.. Is that it? I already know the answer to this question.. I simply like to see how creative engineers respond to it without revealing the obvious truth.

So.. is that it? Not so reliable stun-breakers? Cuz if that’s all I’ll start to tell you what a necromancer lacks.. It’s really easy when you’re honest about it lol.

It’s not black and white. There is a difference between access and then reasonable access that won’t turn your build into a pile of rubbish. Even in the pile of rubbish you’re going to have a lack of stun breakers/stability. In reality add condition cleansing (even mentioned as a problem that should be addressed by the dev in the last ready up).

So eng is weak to cc and conditions.

That being said, strong turret/ai based builds on any class can go die in a fire. The less management/skill something takes, the less effective it should be. You know… basic game design when balancing for skill.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

New weapons should be the number one priority

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Balance > bug fixes > new things.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Why would a 2nd wep for kitless engi be bad?

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

It’s not a design flaw. It’s a tradeoff. Zero cooldown on kit swaps is huge. Non-kits have unique utilities not found on kits that can make them worth those 5 skills.

Without the tradeoff it would be too strong (why the CI/might issue was brought up). The game is not balanced for HgH + 409 + rifle + pistol/X. Sorry if this was confusing to you.

This just isn’t something that’s going to happen based on what the dev’s have said in the past about eng balance. It’s somewhat like asking why don’t necro’s get a cleave like the other classes…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Why would a 2nd wep for kitless engi be bad?

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

So… started another thread on the same subject to try to get a dev’s attention?

Wars (and other classes) are able to might stack due to runes of strength… which are in need of an obvious nerf.

As I mentioned in the other thread, CI isn’t really the problem with wars, it’s zerk stance being so long which also grants them adrenaline to further use CI. 409 doesn’t require you to hit your opponent unlike CI. Comparing the two is very apples and oranges.

You’re basically asking why not just add eng to the list of problems in these areas instead of fixing those problems.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Adds, Spirits, turrets, minions

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Indeed they are weak in tPvP, but in sPvP they are much stronger.

It’s bad game design to have ai which takes far less management be as strong as it is. sPvP is supposed to be where you learn to play PvP… but why bother learning/experiencing all of the depth in this game if you can just have the ai do most of the work for you?

Say you do choose to go do tPvP. You now have a sudden jump in skill required because of the things you should have been learning all along… but didn’t because the ai was better before. This generally leads to frustration and/or people quitting.

Poor balancing for skill seems to be a long running problem though (just look at the passive healing of healing signet) and I don’t see the dev’s changing any time soon : /

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Why no open world PvP?

in PvP

Posted by: Aberrant.6749

Aberrant.6749

I remember reading in the wiki a year or so ago that dueling would be added to the game at some point. Not sure if that meant open world duels or just custom arenas though.

whatever anet say before launch, you take the 50% and believe half of that.
dont make me remember you the manifiesto.

Another less cynical and realistic way to look at it was that manifesto met reality and reality won which lead to a change in priorities.

Obviously, if you are a PvP only player it doesn’t matter because the changes happened entirely as the result of PvE failing on its face.

Change “reality” -> $, add in the bulk of the original developers leaving and agreed.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Engineer CDI?

in Engineer

Posted by: Aberrant.6749

Aberrant.6749

Engineer downed state is pretty nice, you have two ways to interrupt an enemy stomp, while also providing nice conditions on #1.
Engineer are also fairly effective at preventing team mates getting stomped with pulls or knockbacks. If you have any turrets down, they are also good for killing players from downed state.
If you are talking about PVE then I cant tell you much, but if your talking PVP then as an engineer from day one and a Piken square commander, I believe they are in a good position. The disadvantage is high skill floor but in return for a high skill ceiling.

Downed auto attack has too much rng.

Single target pull projectile #2 means you get stomped on the first attempt far too often. It’s countered by blind, block, stability, stomping behind a pet/another players/corner/tiny little pebble that causes obstruction/etc.

3 is a aoe knockback, blast finisher (‘cause downed blasts are super useful xD), and does decent dmg… but as far as preventing stomps it’s on par with guards #2.

It’s pretty bad : /

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Sigils Engineers and Turrets

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

If this is the new direction they want to take the game then it would be fine. Personally I’m against this rubbish though and expect nerfs to runes of strength at the least.

Cleansing ire isn’t that big of a problem imo. Just avoid the burst skills (eng has plenty of ways of doing this). It’s more zerk stance lasting too long and adding adrenaline for the longer duration in addition to that.

Almost true. Just ask yourself why EVERY warrior you see in spvp has Longbow + x/x and traits Clensing Ire.

I don’t see a problem with strength runes as they are. That’s why boon removal/steals exist. I love boonstripping hambows and celestial Eles with my mesmer

The longbow is very strong, but with reduced zerk stance→ lower adrenaline→ less cleansing ire. Blinds work wonders against CI.

Boon removal is too limited for how much STR runes add dmg wise while allowing the player to remain a tank. If they wanted to increase boon stripping on some classes that have it already but are on bad traits/utilities, that would be fine with me.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Sigils Engineers and Turrets

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Sooooo..engies would be running around with full might stax? That would definitely be a problem… I didn’t think of that. No other classes do that in this meta /cough WarriorElementalistGuardian…. ahem sorry excuse me. Or have ridiculous condi clear /aaahhhchooo WARRIORClensingIre…. Geez….these friggin allergies.. Anyway I just wanted to say I see your point. Except for the fact that I really don’t.

I don’t HAVE to slot kits. If devs want engies to be forced into kits then fine..do like elementalists attunements and get rid of tool belt. That way I can still utilize all my utilities.

If the above suggestion is unpalatable, which it should be, then just give me my godkitten second weapon set if I don’t have any kits used.

If this is the new direction they want to take the game then it would be fine. Personally I’m against this rubbish though and expect nerfs to runes of strength at the least.

Cleansing ire isn’t that big of a problem imo. Just avoid the burst skills (eng has plenty of ways of doing this). It’s more zerk stance lasting too long and adding adrenaline for the longer duration in addition to that.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Sigils Engineers and Turrets

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

What would make that especially strong, as opposed to an HgH now, though?

Because it would allow you to take another elixir instead of a kit (nade or toolkit now in the current HgH) and still have a 2nd weapon set. So you would be able to deal more damage with more might, cleanse more conds, and still have all the benefits of the p/x plus rifle on top of that. Like I said though… I can’t test this myself and see how much stronger it would be though. It’s just my suspicion.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Engineer CDI?

in Engineer

Posted by: Aberrant.6749

Aberrant.6749

At least Karl admitted that eng is too hard countered by some things in the ready up (@ 29m)… hopefully we’ll see some love fighting against conds and/or cc.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Sigils Engineers and Turrets

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

HgH seems like it might be too strong with being able to weapon swap between p/x and rifle + take other stuffs as your utilities… I obviously can’t test this, but it’s a hunch.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Sick of condi builds when roaming

in WvW

Posted by: Aberrant.6749

Aberrant.6749

You don’t outheal the conditions, any more than you outheal direct damage. You survive long enough to kill the opponent.

Which furthers the point that no class should have heavy survival and heavy damage. Direct damage has numerous trade offs hence the glassy/heavy hitter or bunker/wiffle bat choices. Conditioning builds have virtually no offset for survival. The entire concept of play:

Shake (apply conditions) and Bake (wait for said conditions to kill target)

-Cond duration and cleansing turn the oven down or off altogether.

Conds are already not a viable damage source in large groups due to cleansing. Now people want it also to be not viable for smaller groups when it’s not even that strong there in an organized well put together group?

If you’re upset about 1v1 or 2v2 balance though… that’s another story altogether (different builds/classes counter each other far too hard).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Sick of condi builds when roaming

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Dire is a bit much, I will agree with that. I tend to just avoid the P/P or P/Sh engi, the roaming necro and most mesmers when roaming on a power based class. If I roam around and find mostly condi classes, I change my gear/traits to help remove/lessen them.

Adapt and overcome or just avoid. Your choice.

What roaming eng runs full dire? Not having any IP proc is a huge damage loss.

I never once said anything about an engi in dire… It was a blanket statement about an armor set followed by a comment about the major condi classes.

Ahhh, the lack of using the enter key to separate the post made it look like you were.

Building full dire means that you’re very weak against people that build anti-cond. If you’re talking about 1v1 it’s far too… my build counters your build to complain about balance. If you’re talking bout small group, then a decently put together group should easily have enough cleansing to not be too worried about dire conds.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Warriors are a little bit to Op atm.

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Healing Signet is still too good. But somehow ANet loves that skill or something because it’s been stupid for a long time now.

The entire Warrior profession was a joke in this game for around one and half years. You can deal with six months of a mediocre profession.

Every profession can kill a Warrior if the player is competent enough. Warrior is still not the best profession by any stretch of the imagination in any faucet of the game you care to mention.

Just because they are popular and easy to play doesn’t make them good or overpowered. It just means the general skill level of the community has sunken to new lows.

Because a profession was UP for a while doesn’t therefor make it ok for it to be too strong now. Wars have been too strong for ~1 year now. Even the dev’s laughed at how warriors were too strong in a livestream.

Healing Signet is still too good. But somehow ANet loves that skill or something because it’s been stupid for a long time now. I really don’t get why we even need a passive heal in a game with so few abilities. It’s not like we need less abilities to use.

That and Runes of Strength are probably what keep Warriors so good.

However should Healing Signet and Runes of Strength ever be nerfed (which they totally should) I think Warriors will fall in line. Stuff like double Endure Pain will seem less kittened when he doesn’t heal for 5000 HP while it’s active. Other things too will seem less ridiculous.

would you kindly stop spewing ridiculous nonsense like that already?
warriors are already in line.

get over it already?

That’s why you commonly see 2x war in tournament teams. Totally balanced.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Sick of condi builds when roaming

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Dire is a bit much, I will agree with that. I tend to just avoid the P/P or P/Sh engi, the roaming necro and most mesmers when roaming on a power based class. If I roam around and find mostly condi classes, I change my gear/traits to help remove/lessen them.

Adapt and overcome or just avoid. Your choice.

What roaming eng runs full dire? Not having any IP proc is a huge damage loss.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Sick of condi builds when roaming

in WvW

Posted by: Aberrant.6749

Aberrant.6749

I have yet to see full soldiers kill full dire in 1 vs 1, that’s considering same skill lvl of course. Only some condi is applied on crit, most condi applications don’t need any precision.

Never seen a good War/ele in PVT w/ might stacking? Also… they don’t balance for 1v1. It’s too rock paper scissors.

The classes that don’t get on crit procs generally have fewer conditions and are more easily cleansed away.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Hotjoin

in PvP

Posted by: Aberrant.6749

Aberrant.6749

The problem with hot join is that it’s plagued with people abusing the spectate system. I had seen a hot join game where it was 9/10. You know how many people were actually playing? 2v2.

When the other team gets ahead of the other team by 100 points, people start stacking the winning team and the losing team’s players start spectating to try to get into the winning team.

I kind of missed the days where points gained in a match influenced your gain of glory and rank points rather than the amount of time spent. If the current loophole for abuse can be done away, I think hot join would be much better and less lopsided.

Yea this is extremely common. People do it for the PvE rewards. IMO they should que players to join 2 at a time so at least the teams stay even and randomly assign them to a team to prevent people from being rewarded for poor behavior.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Sick of condi builds when roaming

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Dire is indeed a problem. Cond force you to build to counter it if you wanna play a pow build yourself while Dire is max dmg and max tank for a condi class at the same time. Introduce Pow/Prec or Fer major, Tough/Vit minor gear (like cele but with the 3 stat gear values) and 400 stat power food (300 pow/100 fero would be nice). Gogogo.

PVT in a power build does more dps than dire in a cond build…

For classes that have on crit cond procs rabid will out damage dire.

The ignorance in this thread is astounding.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Builds OP/not fun/noskill

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

I didn’t quote you on the first post, put war as an example (and not the others)… so… wat? It’s ok, I’ll just think of it as a reading comprehension problem.

I still disagree that buffing ai etc. while nerfing more active stuffs was right and didn’t create a problem. Some of those easy to use types of builds you do see in higher ranked sPvP (warfests are the most common).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Builds OP/not fun/noskill

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

“A straw man, is a common type of argument and is an informal fallacy based on the misrepresentation of the original topic of argument. "

You heavily implied that I was saying those builds were… and then used them as an argument against what I was saying.

You’re also stuck on the word “no” when the OP obviously meant low (and I never made that claim of no skill either).

Seems like you’re just trying to avoid the root problem that too much rubbish is too effective for the skill required to use it due to ai/passive buffs and active playstyle nerfs.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Accelerant-Packed Turrets

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Oh my bad about the trait #’s.

Yea it’s not horrid, but there are some in there that are just rubbish and need a rework… but they have for quite a while now

APT is just too much of a game changer/utility bonus for it to be in adept imo.

Agreed about turret (and all ai) builds lol.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Accelerant-Packed Turrets

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

having both accelerant packed and IP both in master isn’t mutually exclusive either

That’s obvious, but Accelerant Packed Turrets was first trait chosen out of all the Master Traits to come down to Adept, and make way for Incendiary Powder. I seriously doubt it’s so good now that it will be the first trait to be tossed back up into Master tier.

Whether it’s trading back Incendiary Powder to Adept or otherwise. :P

If anything wouldn’t it make that more suited to be moved back since it was master before? I mean I agree it probably won’t happen since that would be sort of admitting a mistake and all (lol) but it’s a strong enough trait to where it deserves to be master imo. I would prefer that to it being nerfed which is where I see the build going due to all of the complaints.

That being said, adept eng does need some reworking/love (I/IV/V suck).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Builds OP/not fun/noskill

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

…that’s like saying while class/build/character X is easy to use it can be srsly abused when played to the full extent.

I think you’re sort of missing the point… builds which are easy to use are too strong. The easier something is to use the less effective it should be at the higher end. This is why new players will use the noob tube in COD, but you wouldn’t ever see it in a tournament.

Gw2 on the other hand… you see easy to use builds just about everywhere (ex wars).

Really now? Show me the Blackwater Mesmer builds in high-end PvP. Same thing with Minion Master necros, turret engies, and Beastmaster Rangers.

Having problems? Because they fit exactly the same paradigm as the “noob toob” in CoD. Easy to use, but not that effective against people that are actually skilled. Blackwater Mesmers are possibly the exception, but even that skill ceiling is comparatively low compared to other builds.

I like how you skipped over the part where I put in ex war to make a strawman argument. Brilliant.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Accelerant-Packed Turrets

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

should be master tier or higher, way too strong at the adept level. it’s way too hard to predict because of the cluster kitten that is 8000 turrets + pirate bird, you can’t even see when they’re going to die

It was just brought down from Master a handful of balance passes ago. Maybe you’d like to reverse the swap of Incendiary Powder and Accellerant Packed Turrets?

Tbh it was better that way… but having both accelerant packed and IP both in master isn’t mutually exclusive either (which is what you seem to be implying).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

WvW: Rally on NPC --> Gamer's frustration

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

…Oh the joys of having some one rally off of a random guard/deer/just about whatever they accidentally hit… so much skill and fun. >.>

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Builds OP/not fun/noskill

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

…that’s like saying while class/build/character X is easy to use it can be srsly abused when played to the full extent.

I think you’re sort of missing the point… builds which are easy to use are too strong. The easier something is to use the less effective it should be at the higher end. This is why new players will use the noob tube in COD, but you wouldn’t ever see it in a tournament.

Gw2 on the other hand… you see easy to use builds just about everywhere (ex wars).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

WvW Tournament Rewards Distribution Delay

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Just so I don’t have to read through all of this… have there been any updates on what’s going on with the rewards?

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

PvP is not enjoyable, this meta is not fun.

in PvP

Posted by: Aberrant.6749

Aberrant.6749

…a lot more goes into seeing a specific important attack and properly timing a dodge vs some ai continuously and automatically doing something with some minor management involved…

Go play a 3x kit eng and then play a turret eng… or shatter vs phant mes… or minion vs. non-minion necro. There is a big difference. It’s not the same just because you’re pushing a button in both cases.

As far as PvP rewards… I feel they are fine right now. You can get exotic dung weapons (which are used as skins in PvP) far faster in PvP Vs. PvE. You can’t get finishers in PvE outside of farming gold and buying them from the gem shop. Other rewards you can get faster in PvE from champ/node/mob farming. This seems balanced to me… other than hotjoin rewarding anything what so ever as it’s not really pvp (always a 4v5 match).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

PvP is not enjoyable, this meta is not fun.

in PvP

Posted by: Aberrant.6749

Aberrant.6749

They aren’t set it and forget it, but I would still put them on par with minion master necro. You have an ability to activate and you can pop them for a knockback if traited. That’s very similar to a necro minion. You can pop some of them for an immediate effect, others you have an ability to activate (a turret can do both of these, but close enough). Yes you can pick up turrets, but I don’t find that to warrant a claim of much of a skill difference between the two.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

PvP is not enjoyable, this meta is not fun.

in PvP

Posted by: Aberrant.6749

Aberrant.6749

I don’t find managing turrets hard what so ever. Managing 3 kits and all of their cooldowns to be able to properly combo fields at the right time is what I’m used to on my eng though. Turret eng is to eng as minion necro is to necro.

AI and passives have been buffed, actives have been nerfed. This has lead to very poor balancing in terms of skill. It’s boring and bad game design.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Power builds making a come back.

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Considering the “condition meta” never actually existed…

^ This.

Just look at all of the tournament teams. Usually you’ll see one cond build… if there is one at all. 20% cond =/= cond meta.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Can some one explain this to me...

in Mesmer

Posted by: Aberrant.6749

Aberrant.6749

When I drop a phantasm it’s considered an attack (why you need LOS and blind =‘s no phant). If I successful drop one, it doesn’t de-stealth. Explain plz.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

"Dishonorable" debuff is too long

in PvP

Posted by: Aberrant.6749

Aberrant.6749

No big deal, Julie Yann. Don’t bother, you’ll hit a wall with them. They indeed take this game too seriously, sometime, I even wonder why they don’t run their own team if it’s such a big deal (aka suggesting 365 days ban for going afk in soloQ, really?). I call them hardcore casual pvpers.

What’s wrong with wasting valuable time of 9 other people? Say it’s 20 mins of theirs wasted including the que time. That’s 20 × 9 = 3 hours of wasted time. So rude of them to not want this to happen.

I do agree that a year ban is too much, but at the same time, the current system is far too lenient considering everything.

Many players have people that they can play on a team with… but everyone on your team isn’t always going to be around. Should everyone be subjected to this constant 4v5 dc rubbish or just not play? No, that’s ridiculous.

Seriously, players with unstable connections shouldn’t que. Buying the game doesn’t somehow make it ok to ruin other people’s game and take their time. Hotjoin doesn’t care if you leave early, they should stick to this. Think of the 9 other people instead of being selfish ^^

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)