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(edited by Chaith.8256)
Been bugged since the beginning, Function Gyro doesn’t give stab when traited to do so, and the F-Gyro tooltip is bugged to say that it grants 2 stability when you have Perfectly Weighted trait equipped, as you’ve noticed.
The F-Gyro tooltip should mention 1 stack of stability in blue when traited with Final Salvo, (and actually give stability) and not ever mention stability when Perfectly Weighted is equipped.
It’s completely confusing and buggy and has been for months
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I think what he was trying to say was the game simply wasn’t ready for a pro-league. The potential was there but unfortunately the game has too many variables at a base level to balance properly. With revenant added we have 8,001 potential matchups not counting the different ways a single class can be traited, weapon, sigil, rune, and utility choices, etc. In other words it’s very easy to overlook adding cheese to the game despite the devs’ best efforts. Sure there’s still some degree of skill and on the fly judgments but e-sports need to be spectator friendly too.
No, he said what he was trying to say. After a handful of posts it’s pretty obvious that he thinks Guild Wars 2 would instantly have a better reputation and higher approval if the Pro League was suddenly cancelled, and like I’ve been saying.. clearly if one thinks this, they haven’t stopped to think about what scrapping a project and filling that time in people’s schedules with nothing does for approval ratings.
And as for the direction you took the discussion, saying that GW2 is not ready for a Pro League because of complex class balance, I think you’re correct, but there are many more things of greater importance into whether a Pro League is incredibly entertaining or not. Things like
Inter class balance is definitely up there, but if we’re even talking about it before some of the really important ones, priorities should be straightened.
A big reason for gw2s damaged reputation online is the pro league and the esports in general. They should cut it immediately if they want to maintain whats left of the reputation of the game.
Cutting PL won’t create more fun build options. Cutting PL won’t re-instate the cancelled new legendary weapon project. Cutting PL won’t give WvWrs the last 8 months of their game mode back, and it won’t do crap to help the game’s reputation.
Let’s not further alienate any of the crowds that ArenaNet still have who are enjoying their game. All cutting PL would do is allow for more useless online banner ads. Cheers to that trade, glad you have no power in the matter, that’s fer’ sure.
I find it hilarious that you people still insist pro league league pvpers are so great mechanical players. It simply isnt true. Gw2 has zero talented gamers.
And you know how I know this? I never tried in this game, ever.
Lol, I never made a comparison from MMO mechanical skill requirements vs. FPS / RTS
That’s cool though, all the pros have no talent and you just don’t try, haha.
Brilliant idea, improve the scoreboard to show utilities and amulet of friendlies, or provide a pop out of their PvP build.
Why not? More tools for teamwork, less of being upset that you didn’t prepare for a staff-zerkerjihad Ele
They should seriously abandon the whole thing and focus on gvg/ wvw.
I doubt the Pro League will continue past the current season, unless Anet secures additional investor funding to keep it going. I don’t think there is a business case to justify it, other than as a PR spend with a negative ROI. It’s hard to see how the current season could have met any of the performance metrics Anet has set for it.
To come back to what Leman and Leet0 have been saying in this thread, the Pro League and the core PvP experience are so opposed in ideology that the pairing of the two feels disjointed and even illogical. The design aims are completely different. On one hand we have the core PvP, which is a non-skill intensive and casual experience where all things are attainable for all people, and game design leans towards passive traits and spammable AoE skills. The best builds play themselves and participation is rewarded. A socialist utopia, as Leet0 put it. On the other end of the spectrum we have the Pro League, which should be a very skill-intensive and exclusive affair where only the very best can compete.
It’s not hard to see the issues when the two are combined. The Pro League receives no support from the core game, because the core game’s design is geared towards a totally different audience. Anet is trying to marry a participation-based ladder to a skill-based tournament, which is not unlike putting trousers on a fish. Funny but completely pointless.
To recap what I wrote in a previous post – the Pro League won’t be competitive unless the core game also supports competitive play. Until that happens, the Tokers, Phantarams and ROMs of the scene will continue to rake in easy dough, because there is nobody to challenge them. If Anet wants a competitive Pro League, the core game’s infrastructure has to support fostering new talent that comes in and makes the old guard sweat for their money. At the moment, those guys are not sweating one bit.
Pro League won’t be competitive unless ArenaNet serves us more competitively minded core-pvp?
PL’s competitiveness is completely out of ArenaNet hands, ball is in the ESL court.
I would put that down as a nice to have, not something that’s even remotely close to affecting how competitive the PL is. It’s not quite the problem you’d think.
Creating pro league teams from core PvP isn’t the goal. You’re seeing a marriage where the isn’t one between ArenaNet core PvP and ESL PL. Even if new teams formed, they would very unlikely be top 4, who are also getting better together at the same rate.
There are plenty of players that have, or could have the mechanical/rotational skill at a pro league level. They honed their abilities in the fiery pits of core-pvp just fine, but they just don’t have the desire/drive/skills to succeed at a much harder goal: creating and maintaining a social structure like a team.
Hypothetically, to pose a solution for the problem you are suggesting, ArenaNet could provide infrastructure for players to naturally form into teams, getting players used to socially seeking out players and playing the game as five players.
So again, hypothetically, abolishing dynamic queue, bringing back solo and team queue (slightly higher league rewards for team), would work best.
Right now, core PvP is highly antisocial, all about single player content, or playing co-op with your best friend.
The average player is getting zero experience with 5 man PvP content on VOIP, which is purely what pro play is.
PL success is so dependent on super good voice communication, being able to maintain high energy, and theory crafting as a team. If the core PvP incorporated these things, currently incorporating zero, we’d no doubt have a few more PL teams. For the reason I said before, it wouldn’t even be a big change.
The Pro League is highly competitive outside of a few anomalies. I’d argue it would be more competitive with a pause feature and limiting the number of teams a player can ever represent in a season to 1, subs discluded.
Disconnects and team swapping definitely trivialize the EU PL’s competitiveness.
NA PL hasn’t had any interference by those sort of things, and we have a bunch of teams who have shown the ability to take games off of each other.
I’d say it’s clear what the important issues are, ESL rules should be priority tweaked to ensure the results maintain integrity for competitive PL.
ArenaNet should just focus on build diversity in PvP, and improving spectator mode.
Wanderers or Sage are clear substitutes. Not Destroyers, Paladin, Carrion, although Viper sounds deadly.
Gyro dazes are affected by the Expert Examination trait. So it’s a little on the counter-intuitive side
I dearly miss the Kit play style. It was definitely one of the most fun things I ever experienced in a game. Up until June 2015 I enjoyed every moment playing the Engineer profession. It’s a shame Kits got the Turret treatment.
Don’t really think it’s fair to say Kits had the Turret treatment.. Turrets were smashed because they couldn’t be viable without being overpowered (zero effort A.I auto-attacks) they shouldn’t have made it to the 2012 release, whereas kits just got left in the dust.
Recent times necessitate a big reliance on the mainhand weapon for damage and survivability, we need utility slots to stack defense in order to survive.
ArenaNet is very adamant that skill splits are too much work to be possible.
Easy there Chaith, you can’t sit there and write stuff like this and then make a thread titled “5 ways to make PVP engineer not lame again”, a thread on pvp specific changes, and expect to get special treatment. Sorry friend, hypocrisy doesn’t really fly too well with most people.
Countless
Yeah I have no idea what you’re talking about, surely changes can be put into the game that sit well with all game modes but are designed to have an effect in a certain one.
I only just parroted what ArenaNet has said a bunch of times about skill splits, which is a completely different topic. Someone’s a salty little sausage.
It’s interesting how you deflect the point entirely. Allow me to recap. I made a thread with PvP specific changes, you reply saying that A-net is very adamant that skill splits are too much work. You then do the exact same thing with pvp specific changes thread. I call you out on it, I suppose I should have simply replied with “ArenaNet is very adamant that skill splits are too much work to be possible.” #MicDrop
However I will say that skill splits are not a different topic in this argument, in fact it’s the main reason for it. Otherwise you would have gotten the point earlier.
Regarding the following:
surely changes can be put into the game that sit well with all game modes but are designed to have an effect in a certain one.Sit well with all game modes you say? Sorry but that’s a fairly tale world you’re living in when it comes to that particular point. If that statement were true, then we would have overall wonderful balance. Sadly that isn’t the case either, because when they make balance changes they have to worry about more than 1 gametype when changing or adding new material, thus the problem. #BATGMI is the only answer, may take longer, but ill wait.
Countless
No countless, I did not do the same thing as you, I suggested general class changes that won’t mess up WvW or PvE, but labeled then PvP because it’s those builds that will be able to use the suggested traits.
What you do is harp on different balancing for each game mode, which is a really great idea, good job, but ArenaNet is openly un-receptive to ever doing that.
Private message me cause this is just derailing…
ArenaNet is very adamant that skill splits are too much work to be possible.
Easy there Chaith, you can’t sit there and write stuff like this and then make a thread titled “5 ways to make PVP engineer not lame again”, a thread on pvp specific changes, and expect to get special treatment. Sorry friend, hypocrisy doesn’t really fly too well with most people.
Countless
Yeah I have no idea what you’re talking about, surely changes can be put into the game that sit well with all game modes but are designed to have an effect in a certain one.
I only just parroted what ArenaNet has said a bunch of times about skill splits, which is a completely different topic. Someone’s a salty little sausage.
Edit: actually lol’d because you thought I was suggesting skill splits between modes
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@Dirame, nice ideas, keep in mind other game modes that might go a bit crazy with 15% damage while stability is active.
In conjunction with your Skilled Marksman changes, the modified ammunition trait might actually be good, but I really wish Incendiary Powder would get weakened and put into a minor, and a real rifle trait would be added – can’t change modified ammo because that’s a hella huge trait in another game mode, and juggernaut so iconic.
Buffing Explosives/Firearms, core weapons, and the non-hammer traits in Scraper to enable a more diverse collection of Scrapper builds, those are good, and bulk of the changes suggested ITT. I’m not suggesting any power level increases to the already meh and boring Paladin Hammer Scrapper outside QOL like working Glob Shot and mobile super speed field.
Oh noes, engi is not top 5 because you said it? What about thieves and wars being trash for 2 seasons straight, where were you? Ohhhh rrright like every top player you skyped with devs and the result was horrendous meta for 2 seasons straight.
My point stands, any buff to core is buff to elite. Unless elites get nerfed any buffs would just lead to more powercreep. And engis are by far are not WORST class our there.
I know i am salty and i have every right to do so. I am sick and tired of having only following counters to engis FOR YEARS: bring necro (which was bad pick generally), zerg them or just avoid fighting them all together.
How about balance and fun builds instead of saltiness and poorly supported opinions?
I understand what you are trying to achieve but unless hammer gets nerfed (whether utility or dmg) severely there should be no buffs to engi. Some of your proposed changes will make scrapper even stronger and it is last thing that should happen, imo.
Engis suffer from same issue as every single class: elites are broken and overshadow core. Can’t really buff cores since it will be buff to elite anyway. Elites need nerfs, period.
Also, most cringe worthy line i read today:
“Main goals to achieve are to increase Melee up-time/pressure which is currently below par”
I respect your opinion, I however see things quite differently. Losing Slick Shoes completely on top of the nerfs to Sneak Gyro, Rapid Regen, Rocket Charge, Healing Turret has dropped Engineer out of the top 5 completely.
I predict 0 Engineers in the S2 Finals, as with 0 Warriors, and 0 Guardians.
Here’s this patch’s Tier list in descending order – my opinion as someone who actively researches and participates with my pro GW2 teammates in building an optimal Pro League comp. Currently, my preparing for the S2 finals and beyond is rolling Revenant
Mesmer, Revenant, Druid, Ele, Thief, Necro > Engi, Warrior, Guardian.
Basically the shortcoming of Scrapper in a competitive environment is that it’s attempting to be a bruiser, bringing good levels of raw damage, with far less support than Ele/Druid. That sounds great, but the problem is that it’s no longer able to contribute to getting kills in group fights without Slick Shoes. Hence why I suggested minorly increasing options to stay up on targets better to mitigate that!
But again, even with the ability to potentially even kill a meta build, Engineer would be a lot more fun if it was doing so with Pistols/Rifle/ Kits instead of Hammer. I think a lot of people feel this way as well. Cheers
Core engy builds are good, have great mobility, decent stealth and can dish out a lot of damage. You just need to know how to use the class properly.
Core Engineer definitely not playable in a serious environment. Looking at the Engineer profession from a holistic point of view, right now the serious builds are pointing in a very clear direction.
Whilst I dont disagree with your changes Chaith, I would say that they dont attack the real issue that is plaguing the engie. The real problem with the Engie is build diversity. It’s one thing for the Engie to have a build that works but if that’s the only build, people will get bored after a month and I don’t see your post addressing that issue.
Here are my solutions that I think could back yours up a bit;
Step 1: Fix the boring Explosives line
I stated this when they released the new trait system. The explosives line does very little for the engie. There’s only one build it works well for and that’s grenades. Other weapons CANNOT (and let me stress the CANNOT once more) take advantage of that line like the grenade can.
A few months later, no one is using the Explosives line, why? Because it does NOTHING interesting.Here are my suggestions; Time for some mergers and acquisitions.
ADEPT TIER
Minor remains the same, Grenadier remains the same.
Merge Explosive Descent and Glass Cannon. – Do this in order to make Explosive descent feel like less of a useless trait in almost all game modes.New Trait: Thermite powder
Explosions apply twice the vulnerability. You explode when downed, knocking targets back – This trait is an enabler to another trait that I concocted in the Grandmaster Tier.MASTER TIER:
Modify Minor trait Steel-Packed Powder to include Thermobaric Detonation – Thermobaric Detonation on it’s own, is not a good trait that does anything for the engineer. It’s currently not even used for style points either. Moving it to being a minor trait in the Master tier just feels right.Merge Aim-assisted rocket with Shaped charge, gives us space for another new trait.
Sticky Grenade Hitting targets in Melee range places a sticky charge on them that explodes after 1s. The explosion applies 5 stacks of vuln dazes them and is unblockable. ICD (10s). – I suggest this mainly to have something that rewards us for how we play on different ranges. This trait would also synergize with Grenadier and Thermite Powder.
Modify Short Fuse; Bombs Explode faster and have a faster cooldown. Big Ol’ Bomb now applies 10 stacks of vulnerability.
GRANDMASTER TIER Are you ready?
Minor trait Explosive Powder remains the same.
Siege Rounds remains the same.
Replace Shrapnel with Forceful Explosives: Blast Finishers knockdown and apply 3 stacks of bleed, 3 stacks of vuln and cripples foes in the area of it’s activation. Blast Finishers also strip 2 boons on 30s cooldown. (Reasoning: With the rise of the Warrior and even the Necro, I’ve come to find that one of the things lacking in the engineer’s kit is boon stripping. Giving them the potential to strip boons can be crucial for them to stay in the meta without getting schooled.)
Move Thermobaric Detonation to Minor trait master tier, merged with Steel-Packed Powder as said earlier. This gives us space for a new trait.
Concussive Blast;
Hitting a foe that has vuln above the threshold [15 stacks] with an explosive applies 5 stacks of Bleeding, 5 stacks of confusion, weakness for 5s. [ICD 10s] Foes that block your explosives when they have 15 stacks of vuln are dazed for 1s. (Reasoning: I felt that there was no incentive to use skills like the Bomb Kit and some other obscure utilities and traits. Since this trait synergizes with my suggested trait in the Master Tier, sticky grenade, it allows for almost any build to use this trait as long as it can reach 15 stacks of vuln).I think the suggestions above would do wonders for the Engie’s build viability. If you imagine them on the trait table right now, you can see how synergistic the traits are with current traits and utilies. For example; Flamethrower gets a knockdown with Forceful explosives. I’m not sure about meta viability but making changes like this to any class, puts it into the meta. Especially if those changes allow for a cool combination.
Agreed on all, it’s true, in conjunction with buffs to Pistols/Rifle, changes to Explosives and Firearms are necessary to allow another play style to be considered outside of triple defensive trait lines. I’ve done extensive testing, taking a huge mechanical handicap such as dropping hammer for Pistols/Rifle, you can’t overcome that huge handicap with Explosives/Firearms lacking Pistol/Rifle synergy.
Due to space in my post, I couldn’t really get into it.
Apart from Explosives, Firearms is in the same boat. Lacking impactful traits to synergize with using… Firearms.
Ranged auto-attack cripple doesn’t sound broken at all.
That’s what we said about ranged auto attack boon corrupt, haha.
But really, it’s just an idea which even I’m not completely in love with. Glob Shot doing its job should be enough!
@Mnemesis,
It’s not the purpose of this thread to dwell on developer negligence, lacking philosophies, or abandoning imagination.
The purpose is for diversity updates to all classes, please. It’s impossible to balance core and elite specs, if we could horizontally expand the compatible play styles with elite specs, that’d be hella awesome, and worth doing as a priority now.
At this point I think it is a fair assumption that Engineer =/= Scrapper. Treating them as synonymous is the root of the problem that resulted in Healing Turret being “adjusted” as a measure to bring Scrapper’s sustain in line (somehow?). Meanwhile, none of the other healing options have even been hinted at being brought into line as more reliable healing alternatives; disturbing, considering the very noticeable lack of condition removal or extreme conditional factors imposed.
Also, Elixir C is noticeably awesome now that the CD of the toss is 16s with HgH.
Medic Gyro and Elixir C combination is highly effective.
Many utility slots are dedicated for basic survival, Engineer needs to have strong base weapons now to be competitive.
ArenaNet is very adamant that skill splits are too much work to be possible.
I’d like a change to the mechanic. It should be similar to a polymorph from WoW. You don’t have control over your movements. Your toon kinda wanders about in a circle for a few seconds. Thank goodness for everyone’s sanity that it isn’t a 20 second duration like WoW was in vanilla.
Effect breaks on hit? Brilliant.
I remember before the patch I’d always stalemate scrappers with my tempest only winning very occasionally while my revenant and druid needed precise timing to finish them off after their invulnerable superspeed phase before the big heal so beating them was satisfying. However, if you miss that precise window you’re at a disadvantage since you’d need to blow some cooldowns to reach that point. On druid it was especially tough since longbow against a projectile hate class on top of a nine second weapon swap window made scrapper duels hella precise. The onus of precision is on the druid, the scrapper has a few reflects and lots of sustain. The druid also has lots of sustain and nice dazes and AoE slow, but the longbow single target damage seems to be missing. At best you could bait out reflects with autoattacks or rapid fire against a better scrapper so the bristleback skill can be activated with much less risk after baiting the reflect and stowing weapon. The problem with such a matchup however is if you’re dueling on that node you’re taking yourself out of the game, and since it’s usually far the +1 will likely be his.
I have run into so few scrappers lately so this feel for timing I’ve developed for fighting them might atrophy
By the time scrapper become meta again the proc duration would likely be different obsoleting it however.
Yeah, it’s an interesting matchup. Ideally higher stakes for both parties in the future
Available options, ie, not perma trash Gadgets, or Warrior Phys skills, Spirit weapons, y’know
The options that are one or two tweaks from being fun, usable options, once were fun and usable. Usually not ones that need full overhauls and have always been useless.
Power nades, condi, pistols, rifle, DPS Scrapper even, that’s fun.
Yeh, many rework ideas proposed to universally garbo utilities. However, having fun now with available options would be cool
Hey,
So I’ve come up with a list of 5 action-items for Engineer to add build diversity and shift the status quo away from full-tank bunker Scrapper. The plan is to fulfil a bruiser/carry role in PvP, and not be imbalanced in other game modes. Main goals to achieve are to increase Melee up-time/pressure which is currently below par, especially now that Slick Shoes can’t apply pressure, and reintroduce weapons other than hammer.
Preface: (Known issue, Final Salvo bugfixed to correctly grant stability when using F-Gyro)
1.) Functionality changes to Gyros & Final Salvo.
Gyro Self-Destruct – Gyro Self Destruct Daze & Damage now occurs on the Scrapper’s location. This increases the responsiveness and accuracy of Gyro dazing.
Final Salvo – Field Effect is established on the Engineer’s location as he travels. Visual noise reduced! This allows the Scrapper to be mobile without being punished, and apply super speed to allies better.
2.) Improved Crippling ability to Elixir Gun.
Glob Shot – Projectile Speed increased 20%, projectile tracking added so projectiles won’t be walked away from.
These changes will allow the Engineer to catch fleeing opponents better.
3.) Shocking Speed never being used in any game mode – Instead of the current effects, When hit while under the effects of super speed: stuns nearby attacking foes with an electric shock (only once per 10 seconds for each attacker).
This trait could be utilized well by offensive non-hammer Scrappers to recover some slipperiness/counter pressure.
4.) Expert Examination never being used in any game mode – Stunning or dazing a foe causes damage in addition to it’s current effects. 400 base damage at level80, (1000 power), .40 power scaling.
Providing a damage option for offensive Scrappers not wanting to stack healing effects / Stability in the Master Tier
5.) Buffs to accuracy / power / cooldowns of various Pistol/Rifle/Shield skills. Goal is to have interchangeable weapon options outside Hammer.
Non-Hammer weapons are completely lacking in overall budget, even with recent pistol tweaks. Hammer leading in damage, utility, and defense really highlights this.
Fragmentation Shot and Poison Dart Volley should be at least a minor threat if unchecked, when used by a full carry/might stacked bruiser build. Recommended highly increased power scaling, increased the bleed/poison stacks from 1-2 per hit
Glue Shot should actually restrict enemies. Immobilize increased from 1-2 seconds, and residual cripple from 1-3.
Rifle’s Net Shot and Jump Shot should complete faster and more accurately. Jump Shot and Blunderbuss top end damage is behind, considering there is no point other than to nuke. Recommend projectile tracking to net shot, and jump shot cast time reduced 1-.75 cast time. Increased scaling for Blunderbuss and Jump Shot.
Shield should be the premier defensive weapon, yet it’s the farthest behind. Recommended: Halving the cooldowns of Shield 4 & 5, and making the over-shield trait apply protection when the shield goes on cooldown (not during) would even be a reasonable suggestion.
Thanks for reading,
Support making Engineer not-lame non-bunkers again.
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A lot of people weren’t using Moa if I remember correctly before the expansion in spvp. Really Mesmers in general were kind of out of favor the last six months or so before the expansion. Chronomancer is what brought them back.
Absolutely not true, PU shatter and mantra shatter before that were super entrenched and tier 1 builds leading up to the xpac
Instead of double Time Warping in PvE, you’re still able to csplit all your utilities and heal for utility.
Doesn’t that highlight a problem with core Mesmer PvE/PvP underpoweredness as well
I’m way more keen to suggest that csplit no longer interacts with Elites, and it must be used for a damage avoidance / heal combo / damage combo.
Such a widely applicable, not to mention cool skill and every Mesmer in PvP uses it to just to transform people into flipping birds.
Edit: The skill cap would be raised if you didn’t just only flick it on before casting an elite every time. Accumulating clones, enough to get your utility/shatter combo off, that’s my ideal usage.
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None of your God Tiers belong, in fact, simply switch the Top and God tier and you’ll have a ten thousand times more accurate list
You know signet of illusions does not reset continuum split, right..
I think the cooldowns of elite spells need to be respected, make Mesmers use continuum split for damage/healing/utility combos instead.
Fully aware, however continuum does reset signet of illusions, which is almost as bad.
Like I said, small adjustments to mesmer would be sufficient.
I assume you don’t disagree that mesmer Get out of jail free cards are the problem?
Hmm, I don’t think that expressly Mesmer defenses need to be reduced. The state of Mesmer defensives aren’t so broken that you can drop a toughness/vit Amulet and some condi removal. Power Mesmers who get wrecked fast enough can probably attest.
I think if any adjustments were deemed necessary by ArenaNet outside my strong opinion that continuum split shouldn’t interact with Elites, I’d say the condi quantity and duration while running mercenaries is too much.
“Gw2 on life support” -Chaith.
I stalk Chaith for that sort of quotes for bad copypastarino on Twitch Chat.
Amazing what you can do to quotes if you just replace words with other ones, kappa.
You know signet of illusions does not reset continuum split, right..
I think the cooldowns of elite spells need to be respected, make Mesmers use continuum split for damage/healing/utility combos instead.
This patch was seemingly WvW life support oriented, balance patch timing and content isn’t synonymous with pro league.
When they fix it, Final Salvo had better give you stability when you use Function gyro.
Why does nobody seem to notice you don’t get stability?
When they fix it, Final Salvo had better give you stability when you use Function gyro.
Why does nobody seem to notice you don’t get stability?
“Associate more particularities to the fresh air trait. I mean arena net understand it well because they already put so extra ferocity on the fresh air trait. But why not a extra vitality”
Just figured you meant 300 vitality. This issue is overall the same for a Lightning Rod ele, Condition Sinister or Viper ele (A build that does not exist fully, yet), any fire trait using eles in PvP. The vitality issue is not exclusive to fresh air, and should not be fixed by giving more to Fresh Air. You need a more generalist approach to the issue. Hell, it could even be Tornado being by a signet granting 75 vitality, 75 healing, 75 thoughness.
Your issue is associating only scepter with power build, which I fully disagree with. From my perspective, Staff and Scepter are two completely different class, and I do not like that other class that is Scepter + Focus.
Bonus.
Don’t call me your friend, I am not.
Scepter to him is what staff and conjures are to you.
Kind of hypocritical to claim he’s not being mindful of other play styles when you just posted suggestions to change practically every ability in your very specific kit of abilities.
I do agree that fresh air is too bloated to have vitality, too. A minor trait in a non-meta trait line would be perfect
Teamwork OP. As the stronger mechanical player on the team, the less you interact with your teammates fights, the more that the skilled enemy players are gonna farm them.
Try babysitting instead of lone wolfing.
I didnt like the fact that alot of people here felt that there needed to be a rematch. It takes away the point from actually having the season.
Vermillion should report there potential complaint and everyone should wait for the decision.
Now my potential name calling isnt towards the individuals necessarily but its towards this kid like attitude towards what a Pro Season for Guild Wars 2 is.
You have to admit without even knowing details, people are leaving teams left and right in the middle of seasons, changing teams at the end of the season to upgrade a certain class, unable to get 5 players to a match, and for me this thread was just another cry thread. Now i i can the potential problems and i can address that something might have happened.
But overall you have to admit, GW2 Pro Leagues have been wish washy with terrible metas, terrible rules due to broken classes and the players jumping off ship and/or kicked off for no real reason other then there is drama.
How can you not say anything when you have so many “huh” things to say about 2-3 teams from NA and EU in each season and yet no rules come out to actually hold the players and teams accountable?
Your stances on the disconnect issues make me say “huh”.
You didn’t like that a lot of people didn’t want the most make or break match of the season to be decided by external factors outside their playing ability? It’s being investigated for foul play. What’s to love about that potentially tainting the PL results?
If the removal/exchange of players, as determined by the teams is gonna harm the pro league, I think ESL should enforce stricter rules. I don’t think it does at all though, i think the betrayal/defection of players would add to the appeal of any scene.
The problem with gw2 community is that the majority of players only find satisfaction in running something that greatly surpass the rest with min effort
Can’t really fault the community for playing to win.. if only more players played to win.
Edit: coming to that kind of conclusion that players don’t only want to run easy builds is definitely wrong. There were a small number of players who who flocked to minionmancer necro and turret engineer for those reasons. However, having Scrapper/Reaper/Herald/Tempest/Druid/Condi Mes shoved down our throats, not fair to say the community is at fault for being lazy/cheap.
(edited by Chaith.8256)
I always found there was very rarely a moment of idle time where you could only autoattack. At the same time though there is a long wait between specific skills. This I find more the root of the problem as there is a lack of secondary skill gating for most classes. Having some type of energy or mana system allows classes the flexibility of spending that resource to target specific threats while potentially leaving themselves more vulnerable to other effects. This allows a character to maintain at least a decent coverage against condition heavy threats or stun heavy threats while using a balanced build.
Right now utilities get grossly overpowered by the effects they aim to mitigate so instead a large portion of the mitigation occurs passively from traits. So I agree the cooldown on a lot of utilities could come down but with the addition of a gating resource mechanic and a large tone down of passive traits filling the same role as utilities.
Its really best that the 6-9 Abilities serve as stronger version of the main abilities, with lower cool downs.
So if the main abilities heal for 1500 HP, and Damage for 1500, with 5-10 Cd’s then the 6-9 Abilities should heal for 5000-8000 every 20-30 seconds.
The reason you want it to be like this is because 0-10 second Cds provide a important point of making you feel like your controlling the combat, and should make up around 60-70% of your output, but the rest of it is to be used to time your nukes, counter nukes etc, which is where the time of 20-30 seconds come in.
Anything more then that and your talking about once use every few battles (depending on how evenly matched the teams are). so if you keep the 6-9 abilities low, you keep the game flowing.
If the stability in the game works out to be like wow (Which it would if it was well balanced) then you slightly improve the 6-9 abilities to be 10-20% (which is 10-20% over the max potential rotation) over tuned and tune them up from that point until where they are not breaking the game, but they are making combat not stay static like in wow. This way Gw2 Keeps its moba like combat, but has the balance system like wow does. It will be excellent.
In GW2 lots of professions DON’T use their utility slots for stronger versions of their mainhand weapons. Often, the utility of these skills are too strong to be on a 20 second cooldown. Life saving ‘oh crap’ buttons, long cooldown & game changing effects that you need to track/counter. Portal. Slick Shoes. Lightning Flash. Search and Rescue. Shadowstep.
It’s kind of like trying to put a square in the circle’ hole when you generalize the relationship between every mainhand weapon and utility set…
Conjure Weapons are now passive, so.. there’s still the problem that they go in the active utilities spot. So a player using conjures will have no usable utilities, and instead be granted a bunch more instant procs.
Lazy, brainless as hell, these procs will either be too ineffective to sacrifice intelligently using that utility slot on something else or it’ll be a passive RNG death, loathed by all. How can these abilities possibly ever be good if you just slot them and forget them with zero management?
Air Overload damage per strike, currently base 226, increased to 900. 400% buff? Hey I think this may not be necessary, think it’d be smarter to not make Elite specs even more the only way to do things?
Arcane Brilliance, damage increased to 2500 from 133. Just a chill 1,880% increase. You know that Eviscerate and Kill Shot stage 3 base damage is 1,066 and 1,328 respectively? Do you know what kind of damage & crit modifiers you can tag that with? We’re talking like, with WvW buffs hitting people for 25k in a 240 radius with your heal.
If you want to make DPS Ele a consideration in PvP, I suggest starting with some improvements to the Scepter mainhand weapon. Changes that will empower the weapon to do more meaningful pressure, but still offer enemies a shot at countering (no buffs to Lightning Strike.)
You have the right idea in that the community would like additional playstyles in PvP for Ele, instead of being healbot.
Unfortunately in fulfilling this, you’ve violated mortal sins.
Engineer weapons need a slight buff.
wrong. wrong. wrong. hammer is literally THE thing making scrapper already the most overpowered build in the game alongside power herald. NOTHING about it makes sense except the auto chain. you don’t even mention Slick Shoes or Sneak Gyro which just about everyone agrees needs to be changed too. then there’s perfectly weighted…
an extra 2-3 seconds of protection or regen is not carrying scrapper, it’s the ridiculous weapon they were given alongside three really cheap mechanics that need nerfing (3x leap through healing turret, sneak gyro having no cast time = free stunbreak, slick shoes being way too domineering). it’s that simple.
I think he didn’t mean Hammer
The difference between you and me is found in a pharse by Albert Einstien who said
“insanity is doing the same thing and expecting different results”.When will you get that the foundation is not solid, and doing a rotation of nerfs/buffs will never fix it?
Your trying to diagnose the game with the problem “this is to op” when your not addressing the cause of “why it is op”.
I am providing a cure to the situation, where you (and others like you) are advocating for medicine that just dulls the symptoms until never patch.
No, the difference is not insanity, it’s that in the first two years of the game, there were many top PvP player / developer collaborations in regards to balance, and that’s given me a realistic idea of what is a feasible scope of work load for a balance pass is.
Like I said in my previous post, we’ve had periods of enjoyable strategy/build diversity in PvP, and that’s been lost, so there is value added by trying to reclaim that with good class changes, or what you call treating the symptoms.
Also, your concepts of balance in other threads I don’t see as a cure more than cancer – seeing as you desire to take Guardian and Ranger to Tempest and Scrapper levels of survivability instead of the other way around, just from the first two class reworks.
When you propose balance changes as well, why do you hold yours in such high esteem, and request ArenaNet to sticky them (lol), while others are merely treating the symptoms?
Why do you need to treat class balance symptoms like protection uptime/weapon cooldowns on Guardian/Ranger if your highly esteemed Amulet/Rune rework has cured the game of balance issues forever by establishing a balanced ‘foundation’.
Simply put, balance is a moving target that includes amulets, runes, and class balance, and can’t be ‘cured’, as we’d still have the same problems after a feeble attempt at homogenizing amulets/runes because such big differences in intra-class play style exist.
More ways are needed to remind meddling script kiddies that it’s futile to try and affect the GW2PL results. Cyber attack interferences have been consistent with LAN qualifying matches in GW2 dating back to the World Tournament Series #1.
We can’t let this become an example of how manipulating the system will get you the desired results.
A pause feature would stop all motivation to interfere and increase the production quality of PvP streams. Since a pause feature would require ArenaNet to ship content, in the least, continue to hold off-stream matches decided at a private time, as is the precedent that’s been set for when repeated cyber attacks happened in the past.
I’m pretty sure the objective your function gyro is trying to complete has to either move out of range, or somehow otherwise leaving the gyro sitting there, confused, thinking it still has a job to do before it will revive you. Don’t waste your time trying to recreate it
As long as you do this you will have a successful game.
It really is not practical at all when you write these wordy posts about your ideal game, as if GW2 could become self aware of its flawed theoretical foundations and be redesigned.
Think low hanging fruit – like what are the most reasonable, feasible, and effective changes that can be made to have the biggest improvement in the enjoyment in PvP?
It’s unanimous from the community’s word of mouth on balance: uniformly nerf the survivability, pressure, or both, of Elite specs. PvP has almost zero build choice because we tacked on 1 ultra elite playstyle per class to classes that often had multiple strong playstyle previously.
No way to summon a function gyro if nobody else participated, he can only use it on enemies or allies.
However, if he uses it on an enemy or ally, sometimes it bugs and doesn’t explode if it can’t complete that task, and has been known to rarely just get another task, and do that instead.
I don’t see how the concept is supposed to achieve some higher level of balance.
The charms have nothing to do with balance..
The sigils are just the same on crit ones we have now but with immobilize/stealth. Who wants to gain stealth on an RNG crit when you’re attacking?
The super runes you’re suggesting will just end up amplifying un-addressed balance problems, cause’ every balance problem is still unaddressed.
Such great choices. Think I’ll go with option 8
Putting things in the game and then removing/reworking them
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