Character Slot for Heart of Thorns? [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Chaith.8256
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in Guild Wars 2: Heart of Thorns
Posted by: Chaith.8256
I don’t know why anyone expects this, or would be upset if it wasn’t given.
It’s really not that hard to get a character slot increase..
The devs have proved that they can’t balance the ele at this point, it’s either cold or it’s hot..so just delete it and everybody happy.
You’re right, but really it’s simply D/D Ele that you’re describing.
I think that Arenanet can get it right eventually, the last time they just annihilated Cleansing Water foolishly, breaking the build sending it into garbage tier.
The expansion this year will turn every concept of balance we have on its head, so we will perhaps even see an alternative to D/D Cele in PvP.
No sense in saying people are wrong based on keeping congruent with current patterns, which aren’t even consistent themselves.
The Revenant will undoubtedly surprise everyone.
This ‘Jack/Master of all trades’ saying was burned and buried a long time ago in the history of MMOs. It should stay there, if you ask me.
The fact of the matter is that conquest dictates each team picks at least two bunkers/node fighters. Celestial Ele/War (Ele especially) is an utterly superior alternative to the previous builds which were pure bunker/support.
Clerics, Settlers, Soldiers, Sentinels, these defensive archetypes once had a purpose, such as Bunker Guardians, Eles, Tanky Rangers, Decap Engineer (good riddance), but now simply are replaced by Cele Eles/War across the board.
Bunkers are so dead right now. Cele Eles/Warriors have replaced every single one.
Engineer shares the same amulet, but does a roamer’s role and can’t compete for those 2 team slots for on-point fighters, currently 100% dominated by Cele Ele/War.
If Bunker Guardian/Warrior was brought back, and/or other support focused builds (Support Staff Ele, Support Engi) were brought up from Garbage tier, a team could have 2 pure bunkers/support and 3 roamers instead of 2 Cele off-bunkers and 3 roamers.
Is that better though, I’m not sure. What’s more fun to watch, 2 Cele Eles battling, or 2 Bunker res-bot Warriors, for example? I think the Cele Eles.. but what people really want is build diversity. Why should Cele Ele as a package be simply better than:
^These are just the builds that have actually seen use in previous metas throughout the years. None have survived, there is only Cele Ele! (Cough, occasional Cele War is good). That’s a big lost opportunity, in terms of build diversity.
Roamers are not perfect, (Engi OP) but much more balanced than the Bunker/support options are right now.
I figure since we see pretty much next to zero dedicated support and dedicated bunkers in competitive games on NA (EU still reps some), that should raise some flags.
So far the only way is to complain about being matched with only noob teammates, and have Justin O’Dell reply to your thread and tell you whether you belong there or not.
My comments on the build:
You trait for Turret Knocbacks, yet over-value Adventure Runes as if you will always pick it up, and never detonate it.
You under-value Invigorating Speed as if it is impossible to get swiftness from sources other than Speedy Kits, occasionally providing increased vigor.
In a 4 Tools build, using all the Toolbelt skills on cooldown will be impossible, but if this was done, it would result in 112.73 Endurance per minute. Factor in that toolbelt skills reset at 25%, and it’s entirely realistic that Adrenaline Pump gives an extra dodge every 30 seconds on average.
With that in mind, 60044 is ahead on dodges, vs. 60440, even without getting swiftness flying around from allies (Air Attunement, Steal, Pack Runes), self-Pack Rune procs, etc. And that’s even if you pretend you will be actually picking up Healing Turret on cooldown to maximize Adventure Runes.
Realistically, you aren’t even picking up Healing Turret on 60440 with Turret Knockbacks traited, you are going to occasionally get extra vigor procs if you are 60044.
60440 will have at it’s best, less dodges per minute than 60044 at its realistic average. Half the time, you will have noticeably more dodges on 60044!
You’re completely ignoring the far superior damage/utility you get from other rune choices. Adventure Runes has a big opportunity cost. Compared to Pack Runes, 6% permanent crit and 60% uptime of AoE Fury, Might, and Swiftness while in combat. So much critical chance that you can afford to get Doom Sigil instead of Intelligence, which is amazing.
OR, Hoelbrak’s blanket 20% reduction to conditions which is ridiculously powerful on Engineer. This option requires Intelligence Sigil, same as yours, but doesn’t require the Engineer to bring Leg Mods, and instead frees up Power Wrench or Protection Injection.
http://de.gw2skills.net/editor/?fdAQFAUlUUpErdexkLseNCbBNyx8GRuxq85IEgkC-TJRHwAEeAAs2fAwFA4YZAA
http://gw2skills.net/editor/?fdAQFAUlUUpErdexkLseNCbBNyx0GRuxq85IEgkC-TJBHwAAeAABuAAl2fAZZAA
^This way, you’re free to detonate healing turret and knock people around without reducing your Adventure Rune procs, by using Energy instead (far superior amount of dodges) You get that much needed reduction to Immobilize and all other conditions, all by sacrificing Sigil of Leeching, and the condition damage loss from Adventure Runes.
These are the two Celestial Rifle builds that I would most recommend, not including the times when you modify your build to counter-comp, such as taking 60062 Prot Injection vs. Hammer warriors, or both Leg Mods & Hoelbrak vs to counter immob spam from a Sword Mesmer, Panic Strike Thief, two Longbow Warriors, and an Entangle Ranger.
Something the 60440 build lacks that you don’t take into account is the immobilize reduction. Without Elixir S, Leg Mods, Hoelbrak, or reduced CD on Gear Shield, immobilize wreaks havoc way more on the 60440 build than the 60044 with Hoelbrak or Leg Mods.
Really, I would only run 60440 (if at all) like this:
http://gw2skills.net/editor/?fdAQFAUlUUpErlcxzLseNCbBFyZcRR2xq85IEgkC-TJBHwAAeAADuAAl2fAZZAA
Gotta have some form of Immobilize Reduction, whether it be Hoelbrak or Leg Mods, which isn’t accessible.
The instant protection when you get hit definitely will save you more than having 110 power, which you mostly get back from having Hoelbrak over Adventure runes.
Going Protection Injection over Self-Regulating Defenses is a personal choice, too. It would give you amazing protection uptime.
But in the end, running Inventions is simply sacrificing offense for defense, when you compare the two finished builds. (60440 vs 60044)
(edited by Chaith.8256)
Won’t the fact that nobody knows how to play Revenant yet be balanced by the fact that events will be mobbed by a ridiculously big, launch-day zerg?
No way, Revenant players will ruin everything because auto-attacking PvE content like everybody else is too challenging.
Celestial Pistol/Shield is frankly, garbage in all game-modes, compared to other options.
My recommendation would be for you to of course pick up a gear set of assorted Berserker/Assassin stats for PvE, and Knight stat armor with Celestial Jewlery for WvW.
And use Rifle.
You can still use HgH traits if that’s how you like to play your Engineer, just realize you will have a lot of redundant Might/fury in a competent PvE group.
HgH is great for WvW and non-optimized PvE content. It has extremely high damage in those circumstances.
If the runes/sigils are too strong on their own then nerf those runes/sigils. If there are other issues that result, then address those issues separately. You shouldn’t be forced into using a sigil if sustain builds are OP, those builds should be nerfed.
While a meta build balance patch would always be ideal, that’s a much bigger scope than what most people are talking about in this thread.
The thought process is that every small change at this stage of the game should directly contribute to improving balance.
If the change generates more grumbles to professions currently struggling to be represented, as opposed to professions already well represented, that is enough reason to /veto.
And it’s honestly not a bad way of thinking when you factor in how shallow and infrequent the balance adjustments typically are. Nobody wants to have a build ‘rebalanced’ and then wait 6 months for the sigil changes that will allow that build to be usable again, for example.
Since when has a min-maxed optimized build and rotation been necessary for any open world event?
What a joke thread.
Doom is most effective against Eles/Wars/Engineers who have stacked multiple sources of sustain (traits, regen, highly effective healing abilities).
Energy is an extremely vital must-have to the Mesmer, Condi Necro, and often not utilized by Ele/Engi/War, with some exceptions.
Shaving Doom and shaving Energy would probably only solidify the status quo more.
Toss Elixir R does that already, and removes 2 conditions per pulse when traited with Cleaning Formula 409.
Also you way over-buffed Elixir S lol. And you managed to nerf Toss Elixir U somehow (buff the actual Elixir).
With modifications, I could definitely get behind bringing back Elixir Builds, they’re pretty fair, in my opinion.
One thing I’d really like to see is a radius increase from the tosses, so supporting allies, isn’t so difficult.
I was on my d/d celestial ele which I have no idea how to play
This is where this post should have stopped
I’m wondering what happens when a player is taunted, feared and out of stun breaks at the same time. Do they run around like a chicken with their head cut off?
Taunt will break Fear, similarly as to how Stuns, Knockdowns, Dazes, etc, will overwrite Fear now.
I think it’s intended design.
None of the abilities that Turrets themselves use are able to scale (condition application being a strange exception.)
Also, the fact that it didn’t scale was surely taken into account when Healing Turret was balanced.
Because Healing Turret is light years ahead of all of the other Healing Abilities for Engineer, which is super imbalanced.
It’d be like Buffing Healing Signet, Consume Conditions, or Ether Feast which all hold a huge monopoly on Healing Skill real estate. (In PvP)
It depends. Sometimes your back piece will poke through the hobosack.
It really has 3 states.
1) Hobosack replaces back piece.
2) Hobosack and back piece appear at the same time
3) Annoying bug: I’ve reported this, as I’m sure many have, but it’s fallen on deaf ears.
For everyone who doesn’t know – vigorous kit swapping in combat, in conjunction with various abilities, it will occasionally disable the Engineer’s back piece from ever appearing again, until you hide and un-hide it in the character panel.
This has always been a thing, but the GW2 community typically has been good enough to have honor.
I think dishonor should be extended to cover this, at least in the long term.
Sometimes you get REALLY stuck with an incomplete/wrong build, due to limited time and no templates, so swapping characters can really save your tail, I would like to see this fixed without reducing the quality of life for players.
So, Harvest, the reason I pointed out the times you talked about MMR as a percentage, that was not because I was trying to fabricate a misquote saying your win rate was higher than it is,
It was the fact that you still think your win rate is your MMR, which you defined as Monthy Match Rating.
So, I suggest you read about what your matchmaking rating is all about:
http://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
Ignore the configuration & code, just read the blurb on matchmaking & ratings.
Basically it’s a hidden rating that is incalculable by the player that predicts your ability in conquest.
The reason why you’re getting so much flak is simply because it’s very likely your personal rating/ability in PvP is not top end, and yet you allude to having super top secret builds and have earned credentials, when in reality, what you’ve done is engaged in a month long Turret-Engi-Slug-Fest in matchmaking hell.
(edited by Chaith.8256)
The reason I don’t stream is cause i don’t want to give away my buildss
You know what your mmr is? MMR has nothing to do with you leaderboard ranking.
Monthy Match Rating.
75% mmr
You say i’m 4% below your solo mmr last season so am qualified as bad
I thought specializations were PvE-exclusive?
o hell na
Yeah, actually you kind of did. I didn’t ask for advice here, but you sure feel the need to flex your ego and repeatedly try to cram some down my throat though.
Do you have any video evidence of me cramming things down your throat? Don’t presume to tell me what I’M cramming down your throat, speak for yourself.
(I’m joking Coglin, please no reporterino.)
Do a reward track and collect a few tomes of knowledge.
You’re still equal in pvp , even without helm/shoulders
Come to NA where you can meet The abjured in unranked:
Or oRNG on EU…
That’s Ranked Arena, and you put 437 points up. This is the shining definition of a good game.
/violins
Hardly a side by side comparison to 5 people getting smacked so hard in Unranked that they didn’t even get match credit. That should never happen..
The game’s balanced around a high level, I feel.
As evidenced by Power Rangers, Turret Engineers, who demolish mid/low tier to smithereens.
You can try to tell me what I did or didn’t like all you want I guess. Fact remains, I loved them as they were, and argued for them not to be changed when the conversation was going. I really enjoyed the very short stun break that also placed me out of the immediate area.
Not so much me ‘telling you’ what you like, more like just pointing out that of course anyone would have liked to have the old Rocket Boots back, just without any self-CC.
Seeing as you could simply cancel the propulsion and enjoy a 16s traited blast and stunbreak if desired, it’d be overpowered. And woefully underpowered when breaking stuns only to lock yourself in a 2 second CC. Even a lover of the retro Rocket Boots as yourself have said the self-CC component should have been removed. Do you see why it was a pretty opportune time to rework it? Can’t be balanced whether it’s CCing you or not.
I respect your love for the old rocket boots, but now it’s widely enjoyed by much larger audience. Especially when traversing PvE, WvW.
Try Super Speed, that’s a short cooldown Stunbreak that gives you a quick gtfo’
As for the original topic,
I think that Rocket Kick as a Stunbreak would not be a bad idea – it would certainly allow Rocket Boots to function better in builds, at the moment, to take Rocket Boots you need to either give up significant damage, or a stunbreak. However, 20 seconds base is too low for a Stunbreak on Rocket Boots. Rocket Kick would have to be reworked for this idea to function, but I think it’s smart.
Oh, and I’ve mentioned this several times, but Rocket Boots really needs a directional input like the Warrior Greatsword #3 ability / Fiery Greatsword #3. That would blast the Rocket Boots off in the right direction, for sure.
(edited by Chaith.8256)
“Usually”?
You mean it put “you” in worse situation. Possibly because you were not aware enough of your positioning. I on the other hand, found it to be an incredibly useful skill. All it needed was the removal of the self CC, that was the only thing I felt held it back from being one of the best utilities engineers have outside of kits.
It’s really not that strange someone would say the old rocket boots put you in worse situations on average. There was a self knockdown then, versus none now. You can’t have this indefensible argument and simply add ‘if they removed the self CC’ to the end, lol. That’s not fair. Take the old Rocket Boots for what it was (not what it should have been), or accept the new ones now.
The Self-CC was there for a reason, because going backwards instead of forwards isn’t enough of a downside to justify a stunbreak that low. I bet you’d like the old Rocket Boots with a stunbreak, and no self-CC. :P Too bad it doesn’t work like that.
I’m still amazed that WvW people “created” their own version of “GvG” completely ignoring the official gamemode established in GW1, and when that gamemode gets a successor in GW2 they say “it’s not real GvG” because it’s not the zergfest they created. I’m just speechless.
I hope it succeeds. Conquest never WAS that popular, sure the rewards helped, but let’s be honest. It’s slow paced, & all you do is capture points, I mean I still play it, it’s fun but I understand why people didn’t fully embrace it.
Conquest is non-stop killing, rotating & action from the very start to the very end…
Stronghold will be much slower-paced, I’m sure, with the ability to stop fighting, enlist Skritt Bombers, Guards, Archers, and utilize supply.
Pace =/= popularity, capping circles or killing lords is irrelevant, whether Stronghold is a hit or not actually has very little to do with those. It’s going to come down purely to if the mechanics and tasks are fun.
Cleansing burst (healing turret overcharge):
Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.
It’s consistent with the fact that no turret abilities scale.
But it should heal for 15% more with Rifled Turret Barrels.
Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.
What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).
lol
that moment when you use Cleansing Burst and it heals you 2520 instead of the bigger number that it says it’s supposed to do.
Check it and come back!
Ah I see! Thanks! The tooltip says 3500, but yea, the cleansing burst seems to be the still 2520 :/ Thanks for sharing, didn’t know this. You knever know everything heh.
Actually, it may be the case that the tooltip is the thing that is bugged, and it’s scaling even though the ability is not supposed to scale by design.
But who knows? Surely ANet does… right?
What do you mean ‘who knows?’ It’s easily tested. The results are:
The Healing Turret (stage 1 heal) scales with healing power, and the Cleansing Burst tooltip claims the same, but really cleansing burst has only ever healed anyone for 2520.
Even in PvE too? That’s crazy, I can’t believe this hasn’t been hotfixed ages ago.
Gandalf, Saruman and Donatello hit people with their staves.
Bro, do you even staff?
You bring up a really great point. From the precedent that’s been set with the Battle of Khylo, I can’t say that I really saw a problem initially with manning a Trebuchet at clutch times.
If it requires someone on the team to be full time siege, that may be a role this game is not ready for. If it’s more opportunistic in nature, that sits fine with me.
It really will depend on the frequency of use. and dependency on siege weaponry.
Cleansing burst (healing turret overcharge):
Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.
It’s consistent with the fact that no turret abilities scale.
But it should heal for 15% more with Rifled Turret Barrels.
Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.
What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).
lol
that moment when you use Cleansing Burst and it heals you 2520 instead of the bigger number that it says it’s supposed to do.
Check it and come back!
- Self-Regulating_Defenses should break stun.
The trait is pretty bad, but as far as I know, it does break stun.
I don’t think engineer is in a bad spot balance wise, although I would like to see a step away from the grenades meta that’s been with us for far too long and hopefully hammer engi will do that.
That’s an extremely unrealistic expectation, and by that I mean, next to completely impossible for a melee weapon to replace what Grenades are needed for. I assume you mean in PvP, because in PvE you can get away without Grenades.
In fact, having a Hammer over a Rifle is going to make Grenades more indispensable as a utility. It will be the only pressure you can realistically do without eating a ton of cleave in PvP.
Just reviving this topic, it’s still a problem and still greatly affecting the game’s production quality.
When you get immobilized mid-air, the game is not allowing the player to reach the ground, instead, causing the player to stutter indefinitely in the air until the condition expires, or you die.
This prevents you from using proper measures to get out.. it’s game breaking.
http://www.twitch.tv/chaithh/c/6051453
Here is an example!
Cleansing burst (healing turret overcharge):
Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.
It’s consistent with the fact that no turret abilities scale.
But it should heal for 15% more with Rifled Turret Barrels.
Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.
Well, that could very well be the reason they left this “bug” unfixed for now, but it is quite annoying when you want to make a healing build and your primary means of healing people does benefit from all the healing power you dumped into it.
If it’s overpowered, they just need to drop the base heal of the overcharge down and give it better scaling with healing power. Thus it’s less powerful for people with more typical builds and rewards people who want to invest a lot into healing power. The actual numbers would have to be figured out though.
Although I do like the idea of it scaling with rifled turret barrels, maybe make the AoE even wider, although it’s already pretty wide.
That would unfortunately bring oceans of tears because it would disturb the fine balance between Celestial Rifle and Rabid Pistol builds in PvP. Favoring a high scaling coefficient heal over a high base heal, with 0 coefficient, that will tip sustain in the Celestial direction.
The playerbase will eat you alive if you do any favors for Celestial builds.
It’s just one of those things that you have to ignore what feels right, ie, proper trait and stat synergy, because it’s an inconvenient time to address it.
Engineer support oriented builds aren’t ideal in any game mode right now, many more things would have to change first. My expectation is that Healing Turret will eventually be revisited, especially when somebody crunches the benefits from Healing Turret, un-traited, vs a fully traited Medkit/A.E.D/Elixir H.
Put it this way, if did a life-sized bar chart of how good the Engineer heals are, and then you jumped from Healing Turret to the next best heal, you’d be falling for 10 minutes.
Five Gauge trying to defend Slick Shoes? If he was in charge of balance….
Honestly though, there is no need to defend or attack Slick Shoes.
Lol, I’d commend you on seizing every opportunity to take shots, but my entire point is that 3 Engineer Stunbreaks are highly competitive, and Slickies aren’t crushing diversity. So you’re agreeing with me. If someone is giving the impression that Slick Shoes is a broken, alpha, no brainer utility, it’s gonna look like you’re defending Slick Shoes when you explain the actual decision process & trade-offs in taking it.
The EU monthly was interesting. In first round of the finals, €1,000 to the winning team, Orange Logo had Denshee on Elixir Gun Engi, and Frae on Elixir S, and 55HP Monks had Zane on Slick Shoes.
Sorry your Necro gets countered by Engineer so hard in PvP, indeed, a very tough fight for somebody with very poor management of their two stunbreaks. But that’s an issue for another player-skill-issue thread, stop derailing!
Cleansing burst (healing turret overcharge):
Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.
It’s consistent with the fact that no turret abilities scale.
But it should heal for 15% more with Rifled Turret Barrels.
Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.
Are people living under rocks? Stronghold PvP mode, Quarter 3, 2015
Before GW2 even thinks about going serious with the whole sSports story it needs to resolve some serious issues. Two that come on top of my mind is a terrible target selection system, which was just copied from the original game, and the overall complexity which is simply not fun to watch.
Yes. Let’s pause all the activities that keep a niche community alive until there’s better targeting and it’s more fun to watch.
Haha. Holodoc.5748 for PvP community manager!
GW2 most balanced mmorpg
facepalm
and no build diversity doesn’t make a game more balanced. If you win because of your build having the edge in the current situation, how does that make you a better player?
Because being favored to win a 1v1 doesn’t score 500 points for your team. Or even guarantee the loser won’t be able to escape.
In every MMO, every single matchup is unequal, unless obviously, it’s a complete mirror. There will be an edge given to one side. This is inevitable, and because it exists, doesn’t make your point valid that it’s facepalm worthy to say GW2 is balanced, as far as MMOs come. Its cross profession balance in Conquest is better balanced than many, many MMOs that have came before. Not to say that it’s perfectly balanced. It’s a comparison. (Cough Ranger, Guardian in Conquest ATM)
Chaith confirmed PvE Hero.
A reminder like this was really overdue though, good job.
Haha. Actually ventured out of the mists to check if the message was game-wide, or only in the mists. And was pleasantly surprised.
Great job everybody, this means a lot.
lol what
What indeed
Ok this is just a way of pretending to be doing something.
New healing, utility and elite skills aren’t going to be much use, even if there will be some good ones they will have long recharge times. Almost no one is going to pick a specialization based on them. Even if there will be some elite skills which will buff the whole party greatly, it will have a recharge time of at least 3 min.
The new weapons however don’t seem very special either:Engineer gets a hammer, like what for? They mostly use kits which replace weapon skills, so what do they need a new weapon for? Which is a melee type at that?
Mesmer gets a shield – seriously? They can dual-wield swords already, thus some new specialization that is, if you look at it from a realistic point of view.
Necromancers get a greatsword. Ah yes being the dead last of the food chain in PVE they get the grand prize. I mean even if it won’t change their situation, they can at least join the “cool kids club” who wield eternity. And again from a realistic point of view it’s not very special. They already wield melee weapons like daggers.
Finally we get the staff wielding ranger a.k.a. “druid”. Ok they don’t have any magic oriented weapons so that sounds interesting, but who exactly is going to use a staff over a longbow? I mean a ranger with a longbow can reach 1500 range using the right trait. So that will give them lower range i.e. 1200. And don’t even think there will be a trait to increase the range of the staff as not even the scholar classes have such a trait.
So unless there will be some big changes to the special profession mechanics, we may as well skip the “specialization” part and just get the new skills and weapons without playing around with new names.
Although right now there will be just 1 specialization, there will be more in the future.
And which will be used will be based on one thing – which weapon is the best as it is the primary source of damage. So at most players will cycle between 2 of them, as there will a best melee weapon and best ranged weapon.Seriously the plot is already lazy written, so the mechanics have to be lazy too now?
Lol..
How can you possible know that every single thing that’s going to get put in is going to be un-usable garbage? We know nothing.
“New healing, utility and elite skills aren’t going to be much use”
Ok.
“Almost no one is going to pick a specialization based on them”
Ok.
“Engineer gets a hammer, like what for?”
For reasons like nice, stylish themed mechanics in the game.
“Mesmer gets a shield – seriously? They can dual-wield swords already”
They can do lots of things, none of which at all makes a Shield wearing Mesmer less fun.
“but who exactly is going to use a staff over a longbow?”
When they balance the Staff and it can do something cool & unique, then…. possibly everyone, or no-one. You can’t know based off the fact Longbow has 1500 range.
“so the mechanics have to be lazy too now?”
Being a HoT Naysayer like you are, it’s a hard gig right now. Because we don’t know anything about the mechanics yet and you’re already thinking you know anything about how they will be lazy and useless.
Patience, critique the mechanics after there are mechanics to critique.
Also, another thing of note, some of those games don’t have a match score. That’s just pure laziness, that’s a basic no brainer thing to do, take a friggin screenshot.
See difference http://play.eslgaming.com/guildwars2/global/gw2/major/go4guildwars2-northamerica/cup-12/match/30965719/ SOMETHING PROVIDED — this is a non important match, nothing special here, no money on the line.
http://play.eslgaming.com/guildwars2/global/gw2/major/go4guildwars2-northamerica/cup-14/match/31018173/ NOTHING PROVIDED, NO MEDIA, NO SCREENSHOT, NOTHING, —btw this is the FINAL MATCH the BIG MONEY MATCH and nothing no media no nothing.
It’s the players themselves that upload the screenshots to comply with ESL rules, and often it’s hard to clear your mind and remember a dumb screenshot when you’ve just won an exciting match 5 seconds ago.
I’m the guy who always does the screenshots, and I couldn’t make it this Sunday. It’s literally the only time there won’t be screenshots uploaded. Haha… peace and calm. We’re players, not robots.
100-0 ppl with no stun breaker.
You should really slot a stunbreaker. At least one. There are so many knockdowns and stuns in the game from all professions. Stunlock warriors, mesmers, thieves – it’s not just engineer. Slick shoes can be countered. You need positional awareness, and yes, a stunbreaker.
Don’t need comments from people who don’t have atleast 10 000 pvp games. Thx.
Aw crap, I guess I’m not qualified. Disregard, I guess.
Um you stunbreak it, and he runs back into you, you just wasted a stunbreaker and back down again.
Incorrect. Use a stunbreak in a better way please. Engineer is NOT OP at all. Slick shoes needs a buff if anything lol. It is a really bad skill.
Also, if the downed guy already used there knockdown or escape skill.
EASY finish.That’s probably why they mad.
Downed guy couldn’t do jack squat to interrupt you because your teammates are aware, they pay attention. And there you are with mentality “I never do finishes, too bad if your downed and hes down, all I do is pew pew, or whatever necro autoattack is”.Gotta be aware, people aren’t going to yell at you especially a lot of people if they know your getting thrown around, but if you have terrible awareness and don’t realize that the downed enemy used his escape/knockdown and you don’t take advantage of the scenario. YYYYUP gonna call ya a newb. I’m gonna get kittened, because like you said, multiple people yelled at you so I’m assuming teamfight.
Which I die, I respawn, the other guy dies he respawns 10 seconds or so later, YOU die because they woop your kitten next, you respawn like 20 seconds or so later.
What is that????
Out of rotation, now your team is kittened for a long time till you can make something happen and most of times, aint nothing gonna save ya. The enemy is just going to take advantage of the 3v1 3v2 4v1 4v2 of your teammates running into them or trying to decap an open node and then they see you… Yup 2v1 time on you, your teammate tries to help… Ohhhh too late, hes next. YYYYUP still outta rotation.
All those other mistakes after your initial mistake doesn’t really matter, YOU caused the out of rotation. YOUR gonna get yelled at.
None of what you just said was in any way relevant to the posts you quoted. What the..
People watching the matches have dropped…it’s boring. 2 dps/ 3 sustain is boring to watch.
Well, that’s your opinion and I respect that. Let’s look back to the old Hambow & Spirit Ranger bruiser meta. They actually didn’t have any problem in fighting prolonged sustained 1v1 fights on side nodes, and there was plenty of revive utilities being taken to sustain teamfights, which players could last a long time in. And, do you think full bunker Guardians that used to get taken are more fun to watch than Eles in 1v1s and 2v2s?
If you answered yes to either of these, you might need to watch some VODs. The pacing of the game, especially the number of huge team wipes, and turn arounds, has increased. People are running more aggressive comps than ever, more deaths are happening than ever. Overall viewership is not based on the things that you perceive to be boring.
If you can’t admit that 2 cele ele / engi is a better sustain than the war/engi/ele sustain, then ok
We have been practicing Wakkey on Warrior all the time. And it’s absolute not any less noticeable group sustain than a second Ele. Warrior is a step down in 1vX survivability from the Ele, but it’s strengths lie elsewhere. Shouts and Battle Standard snatch back fights from the brink of hell and prolong it. The very definition of sustain. It’s absolutely comparable.
2 Cele Eles and 1 Engi have better sustain and power/condis then other sustain classes. If there were better options, your team would be running it.
And with that, Warrior is proven to be always inferior to Ele. Because the The Abjured run Ele over Warrior. Haha, my sides. You give the Abjured too much blind credit, and don’t look at the facts enough.
Sorry but, if Wakkey was maining Warrior, The Abjured would absolutely be competitive. Fights would not end faster. And what is your point even, that Warrior isn’t as integral to being a sustain comp…. so that’s why Abjured is a Sustain comp and DoD isn’t? Because you know that’s crazy talk, son, I don’t have to point that out. What are you making a point of then?
(edited by Chaith.8256)
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