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Only if you really like WvW roaming on a Cele Engi, I’d imagine.
Imo a guild is a group of players at least bigger then 5… Otherwise you might aswell go with a party. You want a GUILD to play TOGETHER well, give eachother the right boons, cleanse when needed, heal when needed etc. Not 5 people who happen to be in some guild be good at 1v1/1v2 and being able to capture the right point at the right time. TL;DR its about a fight not a who can gather the most points. Guild vs Guild: One guild dies, one guild is victorious.
You’re getting caught up on the details of what a guild must be, when it’s simply a roster of players, and when the game mode we’re looking at is not even branded as GvG.
In Stronghold, I certainly hope that players that are dominant at 1v1s and 2v2s, avoiding damage through kiting & positioning, map awareness, fast rotations, and supporting allies as well, will be able to shine. That’s what tPvP encompasses. Unfortunately some people can’t see beyond the capture points.
Like I said before, 15v15 annihilation and Stronghold are two completely different things. Arenanet didn’t put this in the game to satisfy people who want 15v15 annihilation. Because of that fact, you shouldn’t be dissatisfied that Stronghold isn’t what you wanted. It ain’t fo u. It’s a breath of fresh air for GW2 tPvPers, and, and people would be if everything wasn’t conquest – a sizeable population, I believe.
Hope you enjoy the new Borderland though.
You need at least a large portion of the guild to participate in the gamemode to mark it as the best guild.
No, what he’s saying is not rubbish. The caliber of the players are much less observable in a 15v15 teamfight. Seeing abilities and reacting to them, dodging, defensive positioning, baiting of cooldowns, these skills which are usually tied to player skill become almost impossible to perform, or pick out.
Also, your reason why a guild team of 5 or 8 players can’t prove who the better guild is – that’s rubbish, lol. PvP guilds are very often, 5 players. Who are you to say a Guild has to be a certain size to be legitimate?
Not everyone sees a blob of 30 players, particle effects, and combo fields, when they think GvG.
GvG was a highly successful 8v8 game mode from Guild Wars 1. There were extremely committed and competitive teams for tournaments using this game mode.
I don’t see why the two couldn’t coexist though. All you need to 15v15 annihilation is a floor and 30 players. Might be a nice guild hall feature.
I want weapon swaps. I’m tired of playing with 2 free utility slots if I want 2 weapon sets. And I want a one-handed weapon. Now I can’t play a power spec with shield.
You don’t know you can’t play a power spec with a shield yet. Hammer confirmed =/= other weapons denied from Xpac.
Personally, I think Rifle does a lot for the Power Engineer right now, I’m not sure how what they will make Hammer good at.
What we really need is a power oriented kit. Ideally longrange.. without heavy conditions, as in, not being hybrid, but rather, be power focused. Maybe the Engineer specialization will include that.
Need to make juggernaut now.
New Legendary weapon hype, safe your gifts.
Those saying Engie has no range abilities/weapons seem to miss out that the Rifle is a 1200 weapon, the pistols can be traited to about the same range, Elixer gun is 1200, Grenades can be up to about 1500 range. You can (and I have) make a very successful range Engie., especially if you like turrets.
Ranged Autoattacks =/= ranged weapons.
The key is to observe what range you need to be in to be effective.
Hammer is cool and all, but when are we going to get a real ranged weapon? Rifle is optimized for melee, pistols are optimized for close range/melee, shield is a shield. And now another melee weapon?
Bombs are 180-240 range, Toolkit 130, Flamethrower 400, Grenades accurate on players ~400,
Personally I’m not thrilled about a Melee Hammer, hopefully it has mid range capabilities at least.
Drake Breath’s 3s burn was there from the start of the game, until Cele Meta popped up I never heard one single person complained about it.
Eles in PvP had never had condition damage on Amulets until now, so yes, that is a logical thing to notice after that happens.. Those Burns they’ve always stacked easily with Drake’s Breath were just glossed over as inconsequential.
Realities change alongside new balance
Profession based?
Warrior – bag of weapons
Guardian – ?
Thief – slimline backpack loaded with lockpicks, probes, mirrors, rope.
Elementalist – slimline pack holding vials and reagents.Etc?
I’m on board.
Uh sure, but that’s completely beside the point of this thread. And that point is to bring in racially segregated Engineer hobosacks.
Same here. Everything’s working, GW2’s NA servers are occasionally a rubber-band-disconnect-fest.
Taking Slick Shoes and Rifle + Toolkit together, when you focus a build on CC overload, that’s exponentially stronger for every CC you can put up PAST what the target can counter, or breakstun.
It’s a matter of Engies investing in CC to the fullest, and while individually the utilities & weapons are in line, the focused intent often counters (fully juggle) single breakstun enemies with no Stab, (Engi, Shout War, Ranger). Especially if they use their breakstun with little foresight.
Those two profession can keep about 15-20 might during a fight.
Lol yeah all those bomb/Flamethrower engies in tpvp.
Engi with Hoelbrak and Battle maxes out at 9-10, soon to be 6-7, fully stacked. Might stacking on Engi is truly meh, and has lots of opportunity cost. After the patch, I’m playing Cele Engi with 0 might and it’s not falling a tier from the way it looks.
I posted this like, 5 months ago or something. It was my idea for an electrical discharge theme Hammer.
Hammer 1)
Hammer 2)
Hammer 3)
Hammer 4)
Hammer 5)
That’s the kind of hammer I would like! Totally power based, can do fine from 600 range as long as it goes in once every 8 seconds, and has defensive tools for the Engineer.
Ability for Engineer to get up very short vertical teleports by attuning to the hammer toss location would pretty much allow berserker builds to juke and survive similar to how Mesmers do, except not usable while CC’d. I would cream myself if that became a thing.
I’d also get this:
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hype train successfully derailed by quibbling over maces~
With no decent offhand to go with it, I don’t see it happening.
There’s pistol for condition, shield for defence, but nothing for power.
Perhaps if engineers got another offhand, then I’d be down. I don’t see a focus or a torch fitting an engineer very well at all though.
Off hand mace, you’re welcome. But wait, no forget mace. #Hammertime
only 2 professions can use maces, warrior and guardian, and this would allow it to be on a 3rd.
Every mace attack is the same. Whether it’s Toolkit (Mace), Guardian Mace, or Warrior Mace.
I personally hate mace auto attacks universally in this game. Zzzzz sorry, I fell asleep between the 2nd and 3rd ability in the chain.
As far as I’m concerned, the Engineer already has a Mace and it’s not particularly useful, lol.
In the case of a tie, the scoreboard is actually taken into account to determine who deserves the win.
So the scoreboard technically has a purpose, about one in 3000 games, I’d assert.
I hope a weapon with accurate, long range abilities apart from the auto-attack.
#HammerWithABunchOfElectricalBlasts
Just kittening nerf the hell out of eles and engis and eveyone would be happy. Serously, they should have not let the meta stay stale and dry like that in a kitten long period of time. Not everyone wants to play those two professions. Balance should be done more frequently but if they cant do it then there .should be huge changes not just some minor shavings.
That is thoughtless and silly. There is nothing wrong with those classes outside of sPvP. Hell, there is nothing wrong with those classes IN sPvP if the celestial gear combined with might stacking weren’t a problem.
Yet Cele Engi can easily be run to a pretty unnoticeable difference in performance with 0 might, no battle sigil.
It’s the Cele professions that trait for pure defense (Ele/War) whose success hinges on might stacking with Cele.
If not for a Celestial stats & Might stacking combination, explain Engi QQ?
It could be improved on a bit, in addition to what poster above me said:
Without changing your choice of utilities, you’ll see a big performance increase by running Incendiary Powder. It gives you an immense damage increase for on the fly pistol poking. Mostly because pistol ranged attacks are naturally pitiful.
In the majority of your fights, its not going to be possible to repeatedly catch people in Fire Bombs (they are not standing still). This means you’re not able to realistically keep your most important condition going, consistently.
Here are the tweaks you should try on for size:
http://gw2skills.net/editor/?fdAQJAqelUUpEr9ZxkLseNCbBNqxI6NWlO+5GEgkC-TJRHwAV2fIwJAIZZAAPAAA
Also you need to use the overcharge ability on your Healing Turret. You blow it up without using the heal many times.
I never understand why you would want to run Bombs AND Nades in a roaming and PvP build. The utility on rocket boots or Elixer gun is kind of a must.
As for Sigil of Geomancy. I agree swap it for Intellgence and IP.
IP is just too good NOT to use.
Although this build would be better vs Condi heavy opponents due to higher vitality, you would struggle in longer fights with ANY matchup.
I will give it a try sometime, but pretty sure that my feelings of gaping defensive holes in the build are justified.
I don’t use Bomb/Nade/Toolkit myself. I always bring a stunbreak, just didn’t want to butcher his playstyle when I added improvements. I think if I just linked him the meta and said: “here, fixed it for you” that’d be pretty mean, haha.
Also Cele Rifle Nades/Bombs/Toolkit is pretty strong if you bring prot injection and are a wizard at dodging CC, or vs. a CC light team.
You can stealth pull every time, dude. Every 25s you have smoke bomb, Jump Shot, and stealth magnet. And keep perma 16 might with Hoelbrak.
It’s seriously not a bad build. You just have to avoid getting juggled by other Engis. With a stealth pull every 25s, I’d imagine you are the one who juggles, tho.
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it’s just because Engi is OP right now.
And why exactly is that?
You make a lot of good points.
When new content/buffs happen, so variety can be added to to the game, those things interact with the OLD things in a certain way.
Previously unchanged skills sometimes become become a problem. Very not often in their damage/healing/scaling, but often in other ways. Like delicate balances between frequency of CC vs. defensive CDs. The brand new content/buffs can’t simply be the scapegoat. Remember that those were done for a reason. Usually for variety.
The example at hand here is the fact that with the reduced cooldown on Slick Shoes, reduced cooldown on the Super Speed stunbreak, Slick Shoes is now in line with other stunbreaks (in my sole opinion), but in the context of the Engineer profession’s total skill kit, that took the already strong juggling ability of the Engi way up, and made the profession harder to get locked down at the same time.
Factor in the lack of pure condi damage professions to counter Engi, and the abundance of professions choosing to bring sweet nothing to escape Slick Shoes, the meta does affect the perception of Engineer being OP.
Engineer surely is over-performing right now, so of course everyone is going to say it’s overpowered. Some things about it can be argued to be overpowered level strong, like the accuracy of Incendiary Powder and Overcharged Shot.
Some may say that Engi is just not being countered properly, because the Engineer’s counters are being countered by Cele Ele & War condi removal, thus Engi is just over-performing due to external circumstances. That’s a valid stance, too.
But just don’t go around giving off the impression you don’t think Engi is currently over-performing right now in tPvP. I knew that, but didn’t put disclaimers on every post, so people have been jumping down my throat for weeks. People really demonize the profession right now.
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point is that fire air requires you to crit
while battle is simply applied to all attacks from condi to power no crit required and condi skills are often easier to land. and is constant
not luck based.
Believe what you want, but there’s not much point trying to differentiate between Battle and Air/Fire. They’re both passive. Most sigils are totally un-counterable guys, say it with.
Spatial Surge and Ranger Longbow1&2, probably the easiest abilities in the game to tag someone with, huge champions of the Air/Fire sigil.
Critting is necessary to proc it, but the same can be said about weapon swapping. They’re both things that everybody does a million times in every fight.
Edit: Doom, Leeching, (Intel?), these sigil’s effets can be dodged though! Air/Fire/Battle not so much, their effects itself can’t be mitigated by avoidance. That’s the true difference.
However, battle is counterable by boon rip, which is at least something. People make arguments about Fire/Air because the only avoidance other than unrealistic things (like dodging literally every attack forever,) is the Ele Trait, Stone Heart.
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If they would not complain, changes would be very small. It is our big and large feedback combined with raging opinions that define what designers do.
This is absolutely not how it should be.
Designers need to be the final bastion of judgement when everybody else is QQ’ing. They should really know when something is broken, or just advantaged by circumstance.
My biggest issue is the needed sPvP changes that are specific to sPvP aren’t being made period.
What is happening is that ANET is once again impacting the entire game while trying to balance sPvP when nearly all the changes they are putting in for class balance isn’t relevant or needed outside of sPvP.
This is just not a smart way to do things and reeks of laziness.
Honestly, the WvW and PvE game modes .. how shall I put this. They’re an endless blackhole of balance resources. There’s significantly more variables, outliers, and imbalanced number of players.
Individual profession balance is more magnified in a 5 person team comp. When it’s 4 vs. 14, each player varying in performance by 40% depending on food and buffs, I can see why Arenanet doesn’t seem concerned with item & profession balance.
However, I think a perception by players that Anet doesn’t care is bad, and they should at least throw some ez-pity balance changes WvW/PvE’s direction.
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Yeah i agree with you , about more visual clues in each spell-attack , so there will be more counter play in everything .
’
Holy hell, you seemed to understand the OP, can you translate
Too strong for adept minor
You know, or just make the class rely on some positioning.
Well Gear Shield being too strong aside, that comes across as a little out of touch considering everything on Engi’s kit of abilities outside meh auto attacks are only optimal in the 200-400 range. Unless there’s a downed enemy already primed and waiting for you to hit it from max range (very rare), you have to get to 400 range, and start putting disrupts / combos on people.
How2 be gooder at positioning so I don’t have to use Gear Shield?
Necro could be very strong after this patch…and yet I still dont like it.
Np, nobody is going there. I generally don’t care to accuse people of having self-serving suggestions, it’s a pretty lame smoke-screen in place of real reasons for, or against.
Super Speed is the shortest cooldown stunbreak in the game by A LOT at 25 seconds with the standard 60044 cele build and it recharges when you have low health! That’s just crazy
C’mon now my frand Chaith! Even at 45 seconds base, the cooldown will be 35 seconds that recharges when your health gets low! That’s still one of the shortest cooldown stunbreaks in the entire game! Vee Wee is not proposing radical changes!
Wahoo! Bye frands!
No it’s not a radical change, but I feel like it’s just because Engi is OP right now that the cooldown of the stunbreak is a problem. If anything, it’s the Engineer’s CC that’s a problem with it’s over-performance in this meta. It’d be better to shave something like the cooldown on Overcharged Shot. The Slick Shoes active I think is unnaturally potent in this meta because of the lack of virtues Guardian with improved Courage virtue, Stand Your Ground, and an abundance of Engineers and Cele Wars with no Stab to get out of Slick Shoes.
This is the max frequency of stunbreaks (per minute) meta builds live with:
Shatter Mes: 3.5
S/D Thief: 3.2-4.4 (Max number if you use the Shadow Return to break a 2nd stun.)
Cele War: 3
Medi Guard: 2.92
Condi Necro: 2.5
Cele Rifle (Slick Shoes): 2.4
D/D Ele: 0.8-2.3 (Max number if you use Lightning Flash like an effective Stunbreak)
If you add in how many times you can possibly use the Stunbreak at 25% reset (90s CD), Engi goes up, but it’s not really an outlier in stunbreaks.
Lol Engi may be too good but Slick Shoes are likely a fad until the Cele Wars and Engineers get some kitten defense against it, or Guardians start taking group stability again.
I’d say increase the CD on Overcharged Shot to 20s and see.
I’d like to start out that I agree with your points they more of less match my take away of the system.
With that being said are they based on speculation or have you gotten a behind the scenes looks are more of the numbers than the average player :-)?
For you first point, it doesn’t really matter if you’re winning when the system said you should lose or not losing as bad as the system predicted; you’re still getting the short end of the matchmaking stick. Based on the test season I agree that over time the system seems to be balancing out since virtually no one with a ton of games had more than 1 point per win.
I also agree that a couple of weeks ago a good MMR player would seem to be the outlier on a bad team to bring the average in line. Personally I haven’t seen this happen nearly as much lately so maybe they tweaked the allowed variance or more people are playing.
I think the system we have is good wau of doing things on a per match basis given the fact that the system can’t find a perfect 50/50 matchup all the time. I would recommend another test season with some type of cap on the number of games that counted (already suggested by other people).
I don’t have any insider knowledge, just observations and the process of elimination mostly.
All eles running the same bunker build…
So much for “build variety”. You really cornered that class into only 1 viable build for PPT settings. Like we didn’t tell you that all the nerfs would not help with build variety.
I think you’re lost
When you have points per win, greater than one, that simply means you’re scoring more points than the odds predicted, on average over all your games.
It’s not really possible to tell if you’re winning when you’re not predicted to, or simply not losing as badly as you’re predicted to. Can’t sort them out because we can’t see the odds. The system may have a binary win/loss prediction, we wouldn’t know, we just know we get rewarded for the more points we score against bad odds of success.
The matchmaking system does its best efforts to put you in a balanced match on a per match basis. When it does matchmaking, it won’t look at someone and be like: “oh they had many matches recently where they were not favoured to win, let’s give em an easy one”
How good is the system overall…….. it succeeds relatively well in the big picture for average MMR people: You will 500-0 spawn camp people just as often as you get 500-0 spawn camped, usually.
However, that’s just the macro look at the matchmaking. What players really want is for every match to be as close as possible.
Also if you’re a high MMR player, you get a 500-0 spawn camped more often because you’re always stuck as the messiah to somehow bring 4 new players to success against a 5 person premade.
High MMR players can only have a good experience in premade vs. premade ranked matches,
New to medium MMR players can only have a good experience if they are alright with rather high occurrences of 500-0ing people and getting 500-0’d.
I’d say the overall new system is worse than the previous, that’s just my opinion.
I know but lets end the myth that this patch hits engis at all. It doesnt. It does a underwhelming job of hitting ele/warrior. Slight nerf to them.
This patch is bringing very small adjustments. I mean, I could argue since battle sigil is being nerfed, everyone using battle sigil gets hit, but we’re talking <3% of difference in performance between Engi and Ele/War, but what’s the point. Might stackers will be a little weaker, non-might stackers a little comparatively stronger, we’ll probably not see a big meta shift.
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How come the NA dude in the video gets it but the rest of you are totally clueless and parrot the same “might is the ONLY problem” line. Celestial must be toned down and so must other sigils alongside battle.
INC = even more OP cele engi.
:S Nobody expected Celestial to not get shaved by around 38 × 7 = 266 stats.
That was something lots of people expected. Not everybody but you is ‘clueless’ who parrot the thing they heard the guy say who made a video, thats not really fair.
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Unce unce unce unce unce unce unce.
Oh and yes, very cool.
There is nothing wrong with strong stuff. And cross-profession comparisons are flawed.
I agree, and I’m doing 0 of those, tell that to Eura’s Signet of Stone vs. Gear Shield analysis LOL.
As per the nerfs coming in, I think that Engi is going to lose about 130 ish stat points on the meta build when stacked, and Ele/War are going to lose arond 190 ish stat points.
Backpack is actually convinced that Engi is being hit harder than Ele/War though. Because Engineers are losing 42% of their might bonus compared to like, 17% of other profession’s might bonus.
(I don’t agree with Backpack’s analysis)
So yes, it looks like Engineers will indeed have a 60 stat leg up against Cele Ele/War and a 130 stat nerf against everything else, it wasn’t a big move really.
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if you cant dodge an updraft you should probably l2p
0/10
Clearly Tool Kit is way better than any other secondary kits: Flamethrower, Bomb Kit, or secondary gadgets like Throw Mine, or Rocket Boots.
It’s definitely an outlier in PvP. Prybar, Gear Shield, Magnet, such clutch abilities.
Tool Kit is so good that Cele Engis give up a ton of Might Stacking and AoE spam of the bomb kit. Who would normally give up AoE Spam and Might Stacking? Lol.
It’s because Engineers are dissatisfied with their ability to survive, without it. Immob stacking is too real to have no block, displacement/teleport, condi wipe, or invulns (if you run Slickie Shoes). So Engineers will always run it.
Is it objectively too strong? Definitely, but what do you do
Edit: I made some builds that use no Tool Kit, but Leg Mods & Hoelbrak runes for -53% immob duration. It’s not bad, but Bombs/FT just don’t have the same Synergy with Rifle. Tool Kit too stronk
Edit Edit: Might stacking is about to get worse so you can see Tool Kit is here to stay as well.
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Chaith.
Yeah you make a lot of great points and I can see you’ve obviously played enough of the build to know what you’re talking about.. I think Engi can be more impactful than D/D Ele and Guardian in teamfights. It’s top tier CC and downed cleave and you can potentially full wipe a team of foolish revivers, it’s probably the biggest swing profession in teamfights if disrespected. D/D Ele is much more defensive in nature, it doesn’t get those decisive stunlocks and then corpse cleave into submission.
Here’s what a realistic duel looks like when a D/D Ele assaults your point.. many similarities to when a Cele War assaults you, or Ranger/Necro/Mes/DPS Guard.
He stunbreaks your first Overcharged Shot with Armor of Earth, possibly Updrafts you, which you stunbreak. He puts Ring of Fire down and attempts to Drakes Breath you to death. You block the full drake’s breath, use Healing Turret, and then you are completely out of cooldowns. This is where you need to get the hell off, otherwise you are going to start a downward spiral to losing the 1v1 as soon as he gets the next Drake’s Breath on you. If the fight blows up, and both teams rotate there, they may totally get wiped from being a man down, if you’re easy pickins’, stay healthy. Be off the point within 15 seconds, I’ve run this scenario a lot.
Crating in the first 15 seconds is a viable way to temporarily bunker a point, interrupting or healing through Drake’s Breath. This is an exception to me.
You’re not wrong in saying that Engi can throw his body on the point for a minute, but since you’re throwing the fight to do that, I don’t consider it an option. Best to recruit a node fighter like Cele War/Ele who are optimal on point and keep your Engineer roaming.
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My frand Chaith! You misunderstand! I think how it works is fine if there’s a gap in the oil ring of death that you can dodge through! Slick Shoes is after all a trapping skill! Like I said, the difference is you can move and dodge around in Ring of Warding and Static Field whereas a Slick Shoes trap is practically a guaranteed death since you literally can’t do anything without stab or blinks! This is why I suggested that there be a cap on how many oil puddles that can be created! I don’t think a rework would be necessary if that were the case and I don’t think it’s a change that would kill off Slick Shoes!
Wahoo! Bye frands!
4 Puddles constantly being replaced is enough to secure a triple knockdown though so…
Dodging is supposed to evade attacks! There shouldn’t be a single attack in the game you can’t dodge out of with the exception of trap attacks like Static Field and Ring of Warding!
Wahoo! Bye frands!
What do you think Slick Shoes should do if it’s able to be dodged through? It’d have to be totally rebalanced, obv
So going by your info every class beats Engineer
So going by this answer you aren’t worth arguing with
I don’t get why you would say something like this when you already know this. Live stream almost every weekend shows Engineers winning almost every single 1v1 on node fight.
No, that’s not true. Unless you instantaneous crateous, you will never beat an equally skilled D/D Ele, Shoutbow War, Necro, other Engi, Mesmer, Condi Ranger, if you refuse to let the point go neutral and stubbornly fight confined to the point. Bunkers have one job. Keep the point from changing status. D/D Ele and War can bunker. Grenade Engies should get off and actually focus on winning the 1v1. Because they’re a duelist/roamer type.
Your real gripe about Engi is that it’s 1v1 matchups are almost as good as D/D Ele, even if it gives up the point to do so. Engineer does have too good matchups same as the D/D Ele, we all know it’s OP but it’s not because Engineers can bunker, lol.
Ele and War can keep the node capped because that’s their job. Not the Engineer’s job. Ele even has better overall matchups than Engi.. why would Engi be doing that instead of an Ele.
Any fight size above a 1v1, say 2v2, if there is an Engi spending time on the point, not kiting away or using LoS, if there’s ranged focus on him, or AoE pressure on point, that Engi is a liability to winning the fight. You can’t eat people’s AoE and conditions.
Engi assaulting a point is a lot better use of the Engi. That’s not a bunker. Do you see why me saying Engi is not good at bunkering is true?
The Engi is best at being duelist/roamer, not a bunker/point holder (defensive) or dedicated support. Why don’t you get why I would say that? Winning a 1v1 =/= bunkering a point.
theres our forum warrior thinking that celestial engi isn’t brokenly overpowered
Reading comprehension bro, some have it, some don’t
Cele Engi is too strong in conquest
Cele Engi is OP, but not because it’s good at half the things you think it is.
Maybe we should give Mesmer an undodgeable auto proc that puts 5 stacks of torment on their opponent every 10 seconds instead of buffing the scepter auto.
Alright cool, Mesmers can get Tormentiary Powder,
And then Turret Engineers in hotjoins & unranked get to apply bleeding on all turret auto-attacks and apply AoE conditions on death. Hahaha. Or we could just not.. because that sounds completely awful.
I’d rather not play the game of ‘whose proc is it anyways’ but maybe closer to ‘what builds are not viable in tPvP and never should be’? Stealth-Condi Mesmer is certainly one of them.
Cele Rifle role of “Duelist, Team Fighter, *Support, Bunker, Home Node Defender”*
Cele Engi is too strong in conquest, much more so than Condi Mesmer, but that’s your response to why Scepter Auto Attack Torment should not be increased in attack speed or ‘finesse’?
Also, you don’t really get the Rifle Engi’s role. Haha. You’re pretty far off. Healing Turret =/= support role. The Cleansing Burst doesn’t scale with healing, you’re basically saying every PvP Engineer in the game is support. Bunkering. The Engineer can’t hold nodes because they lack condition removal and simply accumulate burning and won’t win the fight. You have to stand outside the red circles on Engi. Shoutbow and D/D Ele have 5 times the Condition Removal per minute. 30 v. 6, when Engineer uses the Healing Turret to knock enemies, as they should. The point holders are who you want to keep the nodes, not the roamers. It’s not a blurred line.
It’s a roaming duelist and teamfighter.. it can’t do Support, Bunkering, or keep home node capped 1v1 even half as good as dedicated roles.
More of a CC based assassin than a bunker, when ran with Slick Shoes. Cele Engi is OP, but not because it’s good at half the things you think it is.
It’s because it kicks kitten and has ridiculous CC. Puts on Sunglasses.
“Dev note: This penalty felt unnecessary and it wasn’t fun”
This was quite important for me to see. There are quite a few skills in the game that just aren’t particularly fun due to various penalties and lack of rewards for landing as a part of a combo. So I’m glad to see some concerns over this from the balance team.
In particular, I really would love for the Mesmer scepter auto-attack to be revised. It is so painfully slow that even with the new torment it’s still not fun to use. The after-cast from Ether Clone is really quite crippling for chaining attacks. It kind of feels wrong that Mesmer, a class that thematically exudes such finesse, has such a clunky auto-attack chain.
I would prefer people to not spam torment with finesse, thanks.
How can anyone take these devs serious?
•Deception: This downed-state skill no longer requires a target in order to cast. ? Dev note: This will allow for mesmers to better use their survival skill when facing an opponent using stealth.
They are buffing one of the best downed states in the game already, while leaving the professions with much weaker downed states in the cold. And the reason!? “Mesmers had trouble dealing with stealth stomping while downed”. Yeah, just like the Warrior, Engineer, Necro and Ranger, who all have an objectively worst Avoidance as it is.
Downed state has been unbalanced since forever, but hey lets buff one of the best right? And these are the people responsible for balance changes. Embarrassing.
No wonder the balance patch’s in this game suck and they can’t handle separating balance changes for different game modes. Unless of course it might harm and inconvenience pvp, then suddenly we can isolate changes to specific gamemodes.How is Mesmer’s downstate the best? Mesmer probably lost downstate fights to most of other professions. The deception movement is random which means you can end up in a worse position! This is so much weaker compared ele’s downstate where u just vapor to your allies for a ress.
It’s the best along with Ele because it’s not possible to stomp it first try, unless you pop it as soon as someone starts stomping. Who cares about downed state damage, (even though mesmer is among the highest), it’s about getting back on your feet.
Wahoo! Bye frands!
When was Super Speed just changed from a 45 to 30 because nobody ran Slick Shoes? Was that like, a couple months ago, I think it was October.
I doubt it will get changed back, but there’s always Elixir S which is amazing.
Not allowing a class to use a weapon because it doesn’t “suit” it doesn’t make any sense to me.
No, afraid that because in GW2 there are mandatory, appropriately designed skills tied to each profession’s 1-5 skills, it makes a lot of sense to not design a bunch of weird nonsense skills for every weapon-x-class combination.
What the hell would a Warrior’s 3 ability for Scepter be?
Slick Shoes are definitely OP right now. I can cancel the self knockback on every other overcharged shot with super speed for some ridiculous burst, decimate any thieves/mesmers that have popped their blink, and still have super speed up to escape if things go south due to it recharging instantly at 25% HP. It’s a 4-6 second AoE chain knockdown in a meta without high stability uptime combined with the game’s best stunbreak. I’d say that’s definitely on the OP side. Super Speed needs a cooldown increase for sure, though I’d say put it at 38-40s instead of 45.
Slick Shoes is pretty in-line with E-Gun and Elixir S. When Super Speed was 45 toolbelt, and 60 on the utility, it wasn’t brought.
Equipping E-Gun over Slick Shoes gives you significantly more 1v1 sustain, with only a 10s longer CD on stunbreak. In a 1v1 against Thieves you pretty much cannot die if you bring E-gun. Elixir S brings so much team utility via stealthing allies, and invuln stomp/res, -or- a stealth pull that’s just as lethal as a CC lock if you use the pull to combo with your allies.
It wouldn’t take much to upset the balance, I think a Gadget being good is #winning.
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