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Out of all the downed states to change...

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Posted by: Aberrant.6749

Aberrant.6749

Mesmer was not one that I thought needed a buff. It was already one of the best. The slight downside of needing a target to stealth off of offered nice, but limited counterplay. Yet other downed states that have too much counter play see no change (war/eng/necro)? Am I missing something?

The error here is calling it a buff. Rather its quality of life improvement. Quite literally.

There is no good reason why the skill shouldn’t be able to be activated once its off CD.

It had counterplay before. It will not after the patch. That’s not quality of life. That’s a buff.

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

Out of all the downed states to change...

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Posted by: Aberrant.6749

Aberrant.6749

Wars have too much counter play? Their down states is one of the best in game and almost uncounterable. I’ve seen a warrior use his downed-state-rez to revive his whole team by stomping.

The change for mesmers are mainly because of thieves. It was something they very much needed… I don’t run a mesmer and I feel their grief..

That’s wars #3 which is hard to get to since their #2 is so horrid. A single target slow moving projectile… countered by block, blind, stability, two people stomping, tiny pebbles in the way (los), dodge (will be able to attempt stomp again before #3 is up)… vs mesmer which was… stealth.

Even when they are able to get off their #3 they are usually pretty easy to control. They can res, attack, and stomp, but they can’t cap.

Back in the day ele’s current #2 was their #3 and vice versa. It was changed because if you can’t even get to your #3 because your #2 is so bad, there is little point in it.

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

(edited by Aberrant.6749)

What class are you happiest to see?

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Posted by: Aberrant.6749

Aberrant.6749

I look for certain things when I look at my team. I look at level, gear, weapons, titles etc. as a rough indication of whether or not a player has a lot of hours on their class or in PvP. For me I like to find players with good gear and PvP titles that show me they are capable with their class, whatever it might be.

If i had to pick a class though I guess i’d god D/D eles

And that’s why I like going on lvl 2 titleless/skinless characters with the deer finisher :P

I don’t like seeing the champ titles tbh. I’ve found that a lot of people that use them have them just to show them off, but are average players at best.

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

Out of all the downed states to change...

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Posted by: Aberrant.6749

Aberrant.6749

Mesmer was not one that I thought needed a buff. It was already one of the best. The slight downside of needing a target to stealth off of offered nice, but limited counterplay. Yet other downed states that have too much counter play see no change (war/eng/necro)? Am I missing something?

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

Is it me or are Engis LITTLE bit too strong?

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Posted by: Aberrant.6749

Aberrant.6749

I agree celest is a bit too strong (nothing wildly crazy OP though), but turret eng? Nah, just aoe the point from afar or toss conds at them.

Celest ele is a bit too strong as well as some one else mentioned. The might stacking/celest combo needs some tweaking, the classes themselves are ok though.

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

Ranger in WvW after balance patch

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Posted by: Aberrant.6749

Aberrant.6749

It’s fine, just pop a reflect… WvW-ers seem to love hitting themselves in the face or if you don’t have a reflect, pop a channeled block, or idk… dodge…

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

Error Code: 42:0:9001:4409:101 BLTC [Merged]

in Bugs: Game, Forum, Website

Posted by: Aberrant.6749

Aberrant.6749

Yup, still borked.

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

Midair Immob Bug = unable to use abilities

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Posted by: Aberrant.6749

Aberrant.6749

I agree with the above issues, they should have been fixed a long time ago : /

+1 to all this. One of my favorites is getting pulled and before you reach the player you get launched 100 ft into the air. #Epic

Lol

That’s only a visual bug, it’s not as if you take fall dmg or anything. It happens all the time when I use magnet on eng, but I can still prybar them. What’s far more annoying to me is when they simply vanish from my screen and I need to guess a bit where they are.

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

Star of Gratitude gave me.......

in Guild Wars 2 Discussion

Posted by: Aberrant.6749

Aberrant.6749

I’ve gotten several variously colored unidentified dyes worth 1g+ each. Seeing as the emp frags were totally worthless trash before, I can’t complain.

I really hope they continue with these types items that eat excess accountbound items. I would LOVE something that would start to nom away all of the excess +200 luck items I have laying around, especially since they seem to be constantly shoving it down my throat with every new update (well at least they removed it from bl chests… kinda).

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

(edited by Aberrant.6749)

Reap-r-tron

in Guild Wars 2 Discussion

Posted by: Aberrant.6749

Aberrant.6749

I read reap-r-tron as rapp-r-tron. No beastie boys played. You’ve ruined Christmas. Please fix.

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

Daily class is bullkitten

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Posted by: Aberrant.6749

Aberrant.6749

While I agree it’s not the best thing to have as a daily, I don’t mind it so much since most people seem to stick with unranked to do these. I would far prefer just having captures/kills/top type things for the achievements.

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

What build toughest bunker now?

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Posted by: Aberrant.6749

Aberrant.6749

Last I checked guardian’s hammer doesn’t self cc…

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

Accelerate my queue! button.

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Posted by: Aberrant.6749

Aberrant.6749

I say they have a button that does nothing. It’ll be like pushing the button 100 times when you go to cross the street. Placebo effect ftw.

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

16 hours of play in T1 (so far)

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Posted by: Aberrant.6749

Aberrant.6749

T1 is a PPT centric ktrain tier. Almost all of the fighting guilds and players that care about getting gud left T1 and transferred to T2. All that is left is blobs of players that want to ppt objectives. Bcoz T1 doesn’t facilitate and environment for guild groups to fight, gvg, or roam. Bcoz all anyone in T1 cares about it PPT and using blobs and siege to collect bags. Even the “roamers” blob and run around in what is considered havok squads by ever one else.

If you transferred to T1 expecting fights you will be sadly disappointed there are no more than 6-7 fighting guilds left in T1 and at least half of them are on TC. All of the other fighting guilds left to go to T2.

The only positive thing I can say about T1 is that there is roaming at almost all times of the day. And generally you can find other enemys in wvw 24/7. That is not to say they are interested in fighting you. Chances they care more about that PPT. And if they do fight you chances are it wont be without help of some kind.

In T1 these servers generally want to just push enemys off the map so they can own everything. They in most cases will not even fight you unless you are defending or attacking a PPT objective. It has turned into a pretty terrible tier.

2 years ago T1 was pretty decent. But now its not.

Um…are you in t1? or ever have been? Cause Idk where the kitten your getting this garbage

T1 NA is very much a PPT train. People often run away from open field fights into their towers/keeps… and then siege creep war begins. Oh the fun.

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

16 hours of play in T1 (so far)

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Posted by: Aberrant.6749

Aberrant.6749

In WvW, the balance of players depends on human personalities, politics, real stuff. In PvP, the balance of players is determined by an algorithm.

WvW and balance shouldn’t be in the same sentence. It’s insulting to the word balance. Real stuff like buying guilds, reworking WvW tournies so that two smaller servers aren’t as likely to team up against a bigger one etc. Much skill much wow.

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

(edited by Aberrant.6749)

16 hours of play in T1 (so far)

in WvW

Posted by: Aberrant.6749

Aberrant.6749

My server going from T2 -> T1 is why I’ve basically quit WvW. Laggy blobby coverage war mess.

Roaming means very little as things are flipped back extremely quickly by larger numbers. Same with small groups trying to flip towers. If you do happen upon some one/two players they will often turn and run towards larger numbers or into a tower/keep. I got bored very quickly of killing people by hitting them in the back repeatedly with little to no counter pressure.

T2 had far better WvW than T1.

That being said… PvP is better than any WvW tier and I don’t miss it much. OP you might want to give it a try.

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

Solo q completely borken

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Posted by: Aberrant.6749

Aberrant.6749

I purposefully don’t use my PvP titles in PvP. Why these people want to give out more information about what your skill level might be? It seems to some times just be there to protect their egos and have something to point at when their team wonders why they are getting their kitten s slapped across the map.

Level doesn’t matter in PvP, I know others that go into PvP on their lowbies just to fool the other team into thinking they are scrubs.

Titles like legendary champion mean virtually nothing now.

P.S. Omnomivore is the most hardcore title in PvP. Fear it.

Attachments:

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

No had a pre-cursor drop? What is your /age?

in Guild Wars 2 Discussion

Posted by: Aberrant.6749

Aberrant.6749

2k+ hours. Never seen one drop. I have forged several though…

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

I want to play *my own* characters

in Living World

Posted by: Aberrant.6749

Aberrant.6749

I really liked playing as another character instead of just being shown what happened in a video. If I want to just watch videos I’ll go on netflix. I play games when I want to interact with things.

I understand that some people don’t like the thief type characters, but you do have the option to party up and avoid having to play that part that way. Complaining about one tiny part of this huge game where you have a way to play it as your own character… just not solo… seems like entitled rubbish.

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

New queue does not kick people who are afk

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Posted by: Aberrant.6749

Aberrant.6749

When signing up for a Multiplayer environment the enjoyment of all people in the environment depends on the people around them. Thats how multiplayer works.

If one person decides to que for a player vs player match at that moment its no longer about one person. There are NINE other people whos enjoyment of the game depends on that tenth.

If you cant handle that. Then you shouldn’t play multiplayer games. Becuase otherwise, Everytime someone chooses to let there boredom take over while there in a que and they wonder off somewhere or whenever someone ques and “just doesn’t feel like it” when the que pops, they are damaging the quality of gameplay for the other nine.

Dont PvP if you can’t handle what that involves. Dont que if your not ready to play.

I agree. The “short” wait time x 9 = no longer such an acceptable amount of other people’s time you just wasted.

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

Product idea: Custom mail bird

in Black Lion Trading Co

Posted by: Aberrant.6749

Aberrant.6749

10 points for gryffindor.

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

Afk'ers staying in queue after not accepting

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Posted by: Aberrant.6749

Aberrant.6749

I agree, it’s far harder to get a match started right now just due to the number of people not accepting when the que pops. I understand they are working on stuff right now though, and agree this weekend would be fine.

I also miss being able to queue while in hotjoi… err… practice mode, just so that I’m not sitting in the lobby doing diddly.

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

The Vee Wee Document

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Posted by: Aberrant.6749

Aberrant.6749

My evade happy thief would be crazy strong after these proposed changes. No air/fire sigil nerfs, more things being able to be dodged. Doesn’t seem very balanced though. >.>

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

Engineer needs balancing

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Posted by: Aberrant.6749

Aberrant.6749

Then there is Engineer’s healing turret, the strongest heal per second in the game. Also one of the shortest cast times.

This, if they added longer cast time, D/P thief vs engineer could be a reasonable match up. I dont care about incendiery powder, every class has attacks that cant be dodged but not every class has a stupid heal that heals u to full and is nearly impossible to interupt.

A thief complaining about a heal that’s nearly impossible to interrupt… while having one that is totally impossible to interrupt… >.>

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

Engineer needs balancing

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Posted by: Aberrant.6749

Aberrant.6749

Eng itself is fine. Celest + might could use some minor tweaks though. Same with ele.

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

Blaming the girl

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Posted by: Aberrant.6749

Aberrant.6749

this sounds so made up lol if not i doubt they cared if you were a girl or guy and sexism?in a video game?LOL

I bet you play 100% male toons right?

How often do you hear guys calling “guys” the C word? Right?

Depends on where you live tbh… it might just be “normal” smack talk.

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

Will we ever see Celestial balanced?

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Posted by: Aberrant.6749

Aberrant.6749

Celest itself is fine. Celest in combination with might stacking stuffs is a bit too strong on a couple of classes. It’s not as bad as most make it out to be though.

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

hotjoin is terrible

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Posted by: Aberrant.6749

Aberrant.6749

No. You can queue up for unranked with your party.

Solo arena is gone now. Team arena now attempts to match solo players against other solo players. If a team of solo players goes up against a pre-made team, they won’t lose too much ranking if they lose and they will gain more if they win.

Oh very nice indeed

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

hotjoin is terrible

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Posted by: Aberrant.6749

Aberrant.6749

https://www.guildwars2.com/en/news/announcing-improvements-to-pvp-and-the-ladder-test-season/

With the overhaul to matchmaking complete, we’re now ready to begin restructuring PvP for the future. PvP is now grouped into three areas: “Practice” in hot-join, “Play” in unranked arenas, and “Compete” in ranked arenas. This change will help guide players through the stages of development toward high-level competition.

.
.
.

Unranked Arena will give players a safe place to play solo or with their friends in any sized group without having to worry about affecting their ladder standing. If you’re ready to move on from hot-join, or if you want to test out new builds, warm up a new profession, try out new teammates, or just chill out and have fun in a structured PvP environment, Unranked Arena is for you. Unranked Arena also takes advantage of all the new matchmaking changes, so you will tend to be grouped together with players of your skill level and group size.

The update will include a host of other improvements to PvP. We’ve overhauled the entire flow of how a player enters PvP. Rosters are a thing of the past; now you can simply join with your party. Players now have to confirm before entering a match, so 4v5 situations can no longer occur from people going AFK. For players who do drop out, the Dishonor system has also been improved to better handle bad behavior.

Never stepping into hotjoin again lol.

Nice.

Did they just basically turn solo pvp →unranked? I don’t mind if they did, just wondering.

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

PvP has seriously bad game design.

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Posted by: Aberrant.6749

Aberrant.6749

Downed state is balanced, don’t make them waste there time with silly stuff like fixing something that’s perfectly fine to make it worse.

Obviously the ranger is best in 1v1 scenario but to each there own, they all have balanced strengths and weaknesses.

So you find War/Eng/Necro’s downed states to be on par with Ele/Thief/Mes’s downed states? Well… I disagree.

Warrior pop up, before being finished, 100b some people finish the people in the team fight and survive.
Engineer grabs you and blows you off the map or node. AE blast, very severe.
Necromancer fear you off a cliff on skyhammer and pops back up.

Ele just mist form off a cliff and die faster, while thief pretty much stuck with taking longer to die and cant really do anything but move to a different spot and hide.
At least a Mesmer has a berserker clone which deals huge damage.

I lol-ed

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

(edited by Aberrant.6749)

Engineers Are Not OP

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Posted by: Aberrant.6749

Aberrant.6749

-What are the trade-offs? You’ve yet to provide any concrete information aside from “it just does.”

-We’re talking stunbreaks, not stability here. Of course other professions have better access to it but that’s not the point here. a 3 second invul on a relatively decent cd is a great stunbreak

-Engineer doesn’t lack stunbreaks, you choose not to run it as said engineer. And making the excuse upon blocks makes no sense when said blocks are mostly one at a time instead of a duration block(ergo, gearshield).

-I was talking about your argument over pistol’s abysmal dmg output and so it needs IP. Again, this applies bleeding so it shouldn’t be able to apply impressive physical dmg as well.

-I don’t need to look at the wiki, my argument was that it still deals condition dmg and a small bit of physical which helps to bury said IP.

-The tradeoffs being weaknesses to conds, cc, having utility slots compete with each other more so than on other classes due to the lack of a natural weapon swap.

-We were talking about the weakness to cc’s… and stability is a part of that as is how well you can gain access to things. It’s akin to how mesmer has cleansing options but they are harder to get and you give up more for them than on other classes. Just because a class can take XYZ doesn’t mean they can reasonably take XYZ and still perform their role in a team. Sure you can take things on certain classes, but then you’ll be nearly useless and your team will wonder why you even there.

-There are other duration blocks. There are other duration defensive skills that have fewer vulnerabilities than a block and don’t stop you from using other skills or will allow you to attack while performing that defensive skill.

-I do not consider http://wiki.guildwars2.com/wiki/Fragmentation_Shot to be much of either condition or physical damage and certainly not “impressive physical damage”.

My name is Five Gauge, I use a highly meta build that uses Incendiary Powder in tPvP. It procs once every 10 seconds on something and does 428 damage every second it’s not removed, for 5 seconds.

I think some people need to man the fak up. I have no problem taking twice the Air/Fire damage from crit procs in that 10 second time frame. Crit procs, they’re whatever at this point.

All the berserkers have a ton of crit procs. Engineers have Incendiary Powder. Warriors just cover the continent in fire. Fight a Guardian, dodge the key abilities, and you will probably still be burning. Fight an Ele and you will probably be burning. Look at a Necro funny and you will be CC’d for 3 seconds and take 3k damage by his nightmare runes.

Why can’t people just relinquish control and accept that being able to dodge spam every single point of incoming damage will never happen in GW2. Instead, channel that angst into making intelligent plays, and assuming you will be automatically taking a certain amount of pressure.

Reliable burning and other crit procs get the most hate, but nobody ever appreciates how they are single handedly the reasons why no-risk, never-die builds aren’t successfully cheesing people all day.

but cele rifle still need to go tho.

I agree with both of these. Cele + might needs some minor tweaking.

Edit: If you’re arguing to keep a completely passive skill that allows the enemy no countermeasure outside of a cleanse, then I have nothing else.

Response to Edit: You might want to just block me then, I might disagree with you in the future as well.

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

(edited by Aberrant.6749)

Engineers Are Not OP

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Posted by: Aberrant.6749

Aberrant.6749

IP trait that applies burning could be changed, just like Dhuumfire was. Sigils such as Battle,Fire,Air, and other things can be shed down or have their mechanics changed.

Not without large changes to the other eng skills to balance it since IP is there to make up for the rubbish aa damage. Dhummfire later added an additional condition to necro, it’s not at all like IP being on eng (which has already been nerfed several times btw). Dhummfire on necro was more akin to eng getting access several stacks of torment (which would be nuts).

In addition to that you want to change air/fire sigils… I guess you like bunker metas?

The reason why Dhuumfire was changed is because you could literally sneeze on someone with Necro and give them burning with RNG principles Same thing applies to IP, but they haven’t changed it yet. I could dodge roll and it can proc burning. Also if you’re saying it’s to make up for AA damage on Engi, then not sure why you would sit on AA damage, that isn’t the main source of damage anyways. If so then something is wrong there. Necros have rubbish auto attacks too, do they sit on auto attacks, and was that the excuse to why Dhuum was changed? No because RNG of the burning application. I actually like the new Dhuumfire, because you can control when you want to put burning. If IP was changed to where you could control the burning, then it could be applied like lets say after when someone pops their condition cleanse. Like if I were to fight a Ranger with Empathethic Bond, I apply burning and then it gets cleansed due to that trait coming off c/d. If we had more control over when the burning procs, then you can use it more strategically.

Wrong and way off guess, I dont’ like bunker meta’s, but I also dont’ like 2 RNG burst procs at the same time. What I meant is to give fire/air a separate c/d again. Sure it’s what still makes S/D teef and other stuff do damage, but it’s kinda ridiculous still and an separate ICD wouldn’t hurt. Like getting hit by 1 Lich AA which procs Air/Fire and Chill of Death.

It was changed on necro because necro was already the king of condition classes. Adding an aditional strong condition was too much. IP is there to make up for the early changes to the pistol auto attack. IP has been changed multiple times. It used to be an adept trait and used to last longer, but was nerfed. Necro scepter puts out good cond pressure without any traits… not sure if serious about comparing necro’s cond abilities to eng’s cond abilities >.> Without the baseline pressure provided by things like IP on eng and air/fire on thief you’re going to see a bunker meta.

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

Engineers Are Not OP

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Posted by: Aberrant.6749

Aberrant.6749

-So in addition to IP, you further solidify my argument.

-Agreed, can’t disagree with the upper-middle tier.

-From personal experience fighting engies, this always happens.

-Every profession is weak to CC that doesn’t have stun-breaks. This isn’t exclusive to the Engineer. If you don’t take stunbreaks, then re-evaluating your build might be best.

-You’ve yet to explain why Gearshield is fine other than a false comparison?

-Look at other forms of AA that applies condi’s, the dmg is rubbish for the return on condition dmg. It makes zero sense to give both physical/condition on an auto that’s strong on both ends.

The hate for IP is because it’s a random crit proc that has very little to no thought-process involved. Giving it some sort of visual that it’s about to happen gives other plays the opportunity to react.

- Eng has a lot of cond pressure it can apply, but it’s balanced. It gets that pressure because of tradeoffs.

-No, you’re not always able to pick up the healing turret. There are also times when you want to pop it on purpose for AOE healing for team mates or for other blast finisher reasons.

-Other professions get things like better access to stability (which eng lacks in general). Eng does have stunbreaks, but few are worth taking due to how the class is set up (utility slots are at even more of a premium) and no stability skill worth taking unless you’re playing some HgH build where you take B (but those builds are pretty bad). It’s not about re-evaluating the build, it’s just how much do you need to give up in order to get these things on the individual classes.

-gear shield is fine on eng because of the lack of stability/stunbreaks in general (same as above). It’s a channeled defense so unlike other classes the eng isn’t hurting you while doing defensive actions… compare that to something like mes who can evade while attacking, guard can pop blocks and still attack, war can pop immunities and still attack (etc.). This isn’t a complaint like zomg why can’t my eng do _ like my _______. It’s just saying it’s all fine because it’s balanced for the specific class.

- since you mentioned physical + cond dmg I presume you’re talking about the celestial eng build and rifle. That’s not the fault of IP, but rather the fault of celest + might. I agree that celest+might needs tweaking; without that celest+might IP + rifle is totally fine (and by fine I mean why would you ever even?). If you just nerf IP you also nerf pistol/shield builds which absolutely needs IP.

As far as auto attack comparisons… there is a wiki for that Feel free to go look at the damage for pistol auto + IP vs. the auto attacks of other classes.

There are plenty of no telegraph procs in this game which can have a larger impact than IP. If you get hit with IP, you can still cleanse off the burning. Randomly losing control of your character due to a fear proc is far worse. IP just gives eng a base cond pressure line.

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

(edited by Aberrant.6749)

Engineers Are Not OP

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Posted by: Aberrant.6749

Aberrant.6749

IP trait that applies burning could be changed, just like Dhuumfire was. Sigils such as Battle,Fire,Air, and other things can be shed down or have their mechanics changed.

Not without large changes to the other eng skills to balance it since IP is there to make up for the rubbish aa damage. Dhummfire later added an additional condition to necro, it’s not at all like IP being on eng (which has already been nerfed several times btw). Dhummfire on necro was more akin to eng getting access several stacks of torment (which would be nuts).

In addition to that you want to change air/fire sigils… I guess you like bunker metas?

Not as bad as Elementalists but still rather strong.

-Entire dps is based upon a critical hit proc.
-Mobility is very strong
-I believe ever since the healing signet nerf, Healing Turret is now the heal per sec skill in the game
-Excellent damage mitigation vs. Burst
-Weak against condi-burst

Again, they’re not nearly as insane as Elementalists but a few things could be changed such as:

-Make Gear shield a 30 sec cd like the rest of the duration blocks.
-Change IP so that instead of a random proc, every certain amount of crits will then make your weapon/kit glow and the next hit applies burning.(this allows for proper counterplay)
-Increase cast time on Healing Turret.

I don’t think any of these are unreasonable.

Edit: They’re only weak to condi’s because most engineers don’t take condi-removal. You should have to choose and it seems like most don’t. You don’t deserve both physical/condi mitigation(elementalist comes to mind).

-Ignores confusion/bleeds/pois damage. IP is there to make up for the rubbish auto attack damage.
-I would put eng into upper middle as far as mobility. You’re just dealing with perma swift unless they take something like rocketboots (lol)
-Iirc healing turret is only the best if you’re able to pick up the turret which requires you to be near the turret (not always possible to say the least).
-not sure if you’re talking about protection injection, but that requires you to be cc-ed.
-also weak vs CC

-comparing classes individual skills to each other is a huge error. Gear shield is fine as is on eng.
-Again, IP is there to make up for the rubbish AA damage. Many classes can deal more aa damage than an eng with IP.
-two stage heal (drop->overcharge on next tick), increasing cast time not necessary.

I really don’t understand the hate for IP since it also forces the eng to get some pre (takes away from other stats the eng could choose if their aa was stronger instead). I’m not sure if people are just ignorant about why it was put in there in the first place or ???

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

(edited by Aberrant.6749)

PvP has seriously bad game design.

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Downed state is balanced, don’t make them waste there time with silly stuff like fixing something that’s perfectly fine to make it worse.

Obviously the ranger is best in 1v1 scenario but to each there own, they all have balanced strengths and weaknesses.

So you find War/Eng/Necro’s downed states to be on par with Ele/Thief/Mes’s downed states? Well… I disagree.

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

PvP has seriously bad game design.

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Posted by: Aberrant.6749

Aberrant.6749

Here is a prime example of why the downed state is unbalanced:

My Warrior character vs a Ranger.

We fight. I kill. I he goes into a downed state, and since I had low health and it takes a decade to finish players, he downs me in the downed state. My options: knock an already knocked down player down, throw rocks, or come back to life for a few seconds.

His options: too much.

What happens: we throw rocks at each other until I come back to life, and this since it takes a decade to finish enemies off, he can stun me (while in a downed state…what was ANet smoking?) at which point now he can come back to life. Then my character dies.

I won the fight, but his downed state abilities were far better.

downed state is balanced, because
warrior has high health, heavy armor
ranger has medium health, medium armor

and you are wording it wrongly. it should be:

you fight, you dealt enough damage to the ranger, causing the ranger to enter the downed state. on the other hand, you also took enough damage to enter the downed state as well.

dealing enough damage to someone for them to enter the downed state is NOT a kill.

it is only a kill when a stomp is secured or when their downed state health is fully depleted.

also, guild wars 2 is a team game, not 1 vs 1.

No the downed states are not balanced.

The downed states are not balanced by hp/armor. That’s balanced between the classes in their non-downed states. If this was not the case we would see far more balance changes to the downed state when a class gets buffed/nerfed in their non-downed state. The downed state skills seem mostly done for “flavor” rather than balance.

In a group fight the ranger still has the advantage when downed. The war can only prevent a single stomper at most and his #2 is countered by more things. The ranger can stop multiple stompers and has fewer things that counter his #2.

If both sides are able to keep the downed from getting stomped, the war has to be ressed by a team mate. The ranger does not because his pet will res him. A war in veng is not hard to deal with/control.

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

(edited by Aberrant.6749)

PvP has seriously bad game design.

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Posted by: Aberrant.6749

Aberrant.6749

when you say that theif and mesmer is the only thing that is good to play i will just say that is not true condion damged is the thing that is killing pvp in my eyes. Why should i play a dmg build when i am 2xtwice the tank same burst dmg and more movement and more suveriablity when i play condi as ex. theif or engi or mesmer or neco. It is so much harder to play an dmg build than a condi build because you always get kittened on by the condi-builds. there is no class in this game that can remove condi’s faster than applyed to them. ppl with condi builds can shoot once then runs and just rund around in cirkels to the foe is down. that is why i think pvp is brocken crap like the rest of the game. and A-net is to poor to do any thing about it. i dont have any solution to this but maybe you do

…and a person can’t outheal direct damage either. People are dying in PvP. Please fix? >.>

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

PvP Unique Rewards (Keeping Casuals Invested)

in PvP

Posted by: Aberrant.6749

Aberrant.6749

There are certainly people who only want to play PvP competitively, and never care about PvE rewards. We are still working on systems that make those players feel rewarded, but right now all of our prestige rewards come from LAN tournaments. Reward tracks are geared more towards the larger audience.

I really like the idea of NPCs walking around to show off the armor. I certainly noticed that in Silverwastes.

At the same time though, adding in more/better reward tracks invites more of the 5v4 hotjoin types who only care about the track rewards. IMO this problem needs to be dealt with first before adding in more tracks which would exacerbate the problem.

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

PvP has seriously bad game design.

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Since this thread is useless anyway, i’ m just coming to say you can stomp an ele at the first try if you have a teleport. It just requires a good timing.

For this to work you need the ele to have very bad timing or the stomp will finish before vapor form does. It’s like a thief using their shadow escape to a place that’s still in range to where they get stomped. If the player is even somewhat decent it’s not going to happen.

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

PvP has seriously bad game design.

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Posted by: Aberrant.6749

Aberrant.6749

Seriously, I’ve never heard of anyone complaining about the downed state, of all the things to complain about, I thought that was pretty good.

I don’t mind it existing, but I wish it was better balanced.

The ele can always prevent the first stomp from any number of players. Thief/mes can prevent the first stomp from any number of players unless teleported to/stealth stomped (respectively). Guard/Ranger have aoe stomp prevention, but both fail to blind/stability. Necro/Eng/War can only prevent the first stomp from one player and fail to blind/stability. Eng/War use a projectile as their means to do so which causes more issues.

I don’t want all downed states to be the same by any means… but that’s quite a difference in effectiveness.

I can get behind this, I think downed state is a really interesting mechanic but it’s true even when I’m playing there are some classes I’d much rather stomp than others. but don’t forget a lot of these are compensated. The warrior, for instance, has by far the best 3 skill of all the downed states, being able to jump back into the fight, maybe permanently, without needing a full heal. I think that’s why they made the warrior’s 2 less effective (it’s the worst, imo), because the warrior already has a pretty easy time getting back up. All this being said, I hope they do tune downed state a little bit, as it’s extremely frustrating to watch an ele literally walk away from you in the middle of a stomp, among other examples.

The problem I have with the 3 skill trying to make up for the 2 skill is that it often doesn’t matter because you’re dead due to the rubbish 2 not preventing the stomp and thus the 3 skill doesn’t even come into play. That’s why ele had their 2 and 3 downed skills swapped.

I’ve also heard people say that it balances out with the classes themselves as a whole, but I don’t agree with that either since class balances have changed a lot, but the downed states have not. Like my personal theory behind eng’s downed state being less effective is that at the start elixir R was far stronger with the stun break and the eng could get himself back up using the toss that which I would agree was reasonable at the time. Now you’re just left with the less effective downed state since R isn’t worth taking.

IMO it’s just been overlooked for too long and could use a pass.

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

PvP has seriously bad game design.

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Posted by: Aberrant.6749

Aberrant.6749

Seriously, I’ve never heard of anyone complaining about the downed state, of all the things to complain about, I thought that was pretty good.

It was complained about the most at the start of the game, less so now. People seem to have accepted it for the most part.

I don’t mind it existing, but I wish it was better balanced.

The ele can always prevent the first stomp from any number of players. Thief/mes can prevent the first stomp from any number of players unless teleported to/stealth stomped (respectively). Guard/Ranger have aoe stomp prevention, but both fail to blind/stability. Necro/Eng/War can only prevent the first stomp from one player and fail to blind/stability. Eng/War use a projectile as their means to do so which causes more issues.

I don’t want all downed states to be the same by any means… but that’s quite a difference in effectiveness.

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

(edited by Aberrant.6749)

hotjoin is terrible

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Posted by: Aberrant.6749

Aberrant.6749

no. removing 8 vs 8 did not help at all.

they removed a fun place, and players learned how to auto balance wars, not play 5 vs 5 tournament mode.

also, 8 vs 8 hotjoin is not WvW. do not lump them together.

before 8 vs 8 was removed, there are already 5 vs 5 servers and some people playing in them. there was no need to remove the official 8 vs 8 servers.

This is now obviously an off topic issue, if you want 8v8’s back, please go make another thread about it.

Pretty sure hotjoin isn’t meant to be taken seriously. I mean I have a friend that plays condi gaurdian when he hot joins, and I play 2013 dhummfire necro in hotjoins.

So nah, it’s fine the way it is. A place to go just to mess around.

Hotjoin is supposed to be an area for build testing and beginners to learn in an unranked area (afaik). It no longer serves that purpose. It’s being abused to get rewards by outnumbering the other team (most frequent tatic). Others are afk/tanking the games just to get the small PvP only rewards. I had a short convo with some one who was doing this. I don’t find this to be fine since these things also have negative effects on anyone who might be looking into starting to play PvP.

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(edited by Aberrant.6749)

Crystalline Ingot & Xunlai Electrum Ingot

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Posted by: Aberrant.6749

Aberrant.6749

There are a few stat combinations you can’t get from laurel vendors like power/vit/cond dmg (although that is available as an achievement reward through unlocking every armor and weapon skin in CoF/SE). Craftable infusions would also be nice.

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

hotjoin is terrible

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Posted by: Aberrant.6749

Aberrant.6749

Bring the 8v8 back to hotjoins. Problem solved. A 7v8 is easier to win than a 4v5. No need to make all servers 8v8 but we need some.

8v8 teaches you little to nothing about how to play a 5v5. I agree with them removing it. Putting it back in wouldn’t solve the problems that are currently occurring in hotjoin.

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

Twister in a jar destroying jewelry market

in Black Lion Trading Co

Posted by: Aberrant.6749

Aberrant.6749

This problem has really spun out of control.

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

hotjoin is terrible

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Posted by: Aberrant.6749

Aberrant.6749

we should turn hotjoin into a massive free for all.

every one for themselves.

this should solve team stacking issues once and for all.

I would love a ffa mode… but that would be another mode altogether.

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

hotjoin is terrible

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Posted by: Aberrant.6749

Aberrant.6749

Oh, I didn’t know the only reason I do pvp is to allow you to have more fun. Would it be better for me to stand there, so you can kill me faster? I just stayed on a losing team, and the winning team basically zerged me the nanosecond I tried to do anything. What fun is it to get annihilated by 3 people? Where’s the skill? Where’s my motivation to stay?

Thats the exact reason why team selection should be removed. Because then you wouldn’t get zerged 24/7

Yes, and then what happens when you get a runaway lead on the other team, which this one had. Once you’re close to 200 points ahead, you can basically camp the other team’s home area, and zerg them if they try to do anything. What’s your fascination with removing team selection? It’s not going to make people join the losing side anymore than they already do. I think the only way to reduce the “problems” in hotjoin is to reduce the penalty for losing to 100 points.

My fascination is explained in all my posts above.

If players can’t pick the winning team manually, you will have:

  • no best player hand picking other best players team
  • no team switching when players get the chance
  • more players that actually get there for pvp instead of spectate gambling (so more motivation to win from the start)

To name some from the top of my head.

So, essentially, you want to turn hotjoin into soloqueue. And we go back to the original question: Soloqueue and teamqueue aren’t enough?

So, ultimately, you are being zerged in hotjoin. But you can’t see the obvious problem described ten times in this thread? Then I will ask my original question once more:

What the hell are you trying to accomplish in this thread? Protect the current state of hotjoin?

Why don’t you try and find the most fundamental problem that exists in hotjoin right now, and present us with YOUR solution to the problem (if you manage to find it all by yourself)..
And if you don’t, refrain from protecting the problem that you fail to see. And absorb our time and effort.

Of course, I already gave my solution. I guess you must’ve missed it. Let me restate it: change the point gap between winning and losing to like 100 points. Then you’ll stop seeing people avoid the losing team. Clear enough?

Actually, I don’t understand what you mean, could you elaborate?

Edit: Nevermind, I read your previous post again. You are just focused on the reward side of things. I am not sure if that will change the situation since a lot of players force autoswap just because they don’t like getting beaten.

I am not against trying such a solution to see if it works, but it would also have side-effects like further reducing the incentive to compete. The most logical and thorough way to stop players from forcing autobalance to manipulate games is just to not let them “cheat” like that, while also having a reasonable incentive to win in a fair and balanced match- or as close to that ideal as possible.

I actually don’t understand why you are so against removing the ability to let players force autobalanceto manipulate games- something which even a dev on this forum has said is not the intended use of spectate, and was not part of the game until spectate was added.

I agree that’s not enough. There are too many people that just leave the game after getting swapped to the losing team (despite still getting the win rewards). They seem to simply refuse to play at all unless they are on the winning/outnumbering team. The rewards are just one part of the problem.

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

Turret Engi ruins SPVP

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Posted by: Aberrant.6749

Aberrant.6749

Condis should effect turrets.

I agree, and would like same to apply to all objects in pvp. My power characters wreck these things so much faster and it doesn’t seem to be balanced.

Yeah, those metallic turrets should bleed, be blinded and poisoned!

#realitycheck

If you’re looking for realism you’re playing the wrong game. This is a fantasy game. It doesn’t need to be bleeding/pois. Just some stacking damage (call it corrosion or something). I like how you left out burning since these things could catch fire btw :P

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

(edited by Aberrant.6749)

So, it finally happened.

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Sorry to hear it OP, hope you just shrugged it off.

I agree that it seems to be thieves acting like this more often than the rest. Guess something about a thief speaks to these people more than the other classes.

I believe this type of thinking is the main culprit…

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Tarnished Coast
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Turret Engi ruins SPVP

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Posted by: Aberrant.6749

Aberrant.6749

Condis should effect turrets.

I agree, and would like same to apply to all objects in pvp. My power characters wreck these things so much faster and it doesn’t seem to be balanced.

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