Maybe it’s just me, but it really isn’t very fun. Yeah, it’s fun when you are winning, or when you have a really close game, but that’s the problem: 9/10 games are just facerolls. And whether you are on the winning side or especially the losing side, those kind of games are just not fun at all.
Really the only reason I do SPvP is because I am trying to get gear and tomes to level an alt, and SPvP is unfortunately the easiest way to get both of those. Which is another problem with it. PvE aspects of the game, like dungeons, should have as good of rewards as PvP. It’s pretty sad that I can get dungeon gear faster and more easily from SPvP than I can from actually doing the dungeons. If they fixed that, people like me who don’t really enjoy SPvP could just stay out of it and make the experience better for those who do enjoy it.
Instead of structuring the TDM matches like a conquest match, as they are now, they should be different. A large problem with Courtyard is that the first team to get one or two kills almost always wins. This is because now those two dead teammates are on the re-spawn timer, which brings them back up at different times and completely ruins group cohesion. And the map doesn’t let you hang back to regroup, it teleports you out, forcing your team to go back in one at a time to be destroyed by the opposing team’s group.
Instead of this system, TDM should have 3 rounds, each lasting just a few minutes, or until one entire team is dead, whichever comes first. No one is re-spawned until the entire team is dead, and then the next round begins. Score is still determined by killing opposing team members, so there can still be a winner without completely wiping the opposing team.
The winning team is determined by whoever wins 2 out of 3 rounds.
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I hate courtyard becuase: If I want to play zergfest PvP, I’ll go do WvW.
This doesn’t affect you as a thief, if your build isn’t heavily dependent on stealth, as mine is. I use blinds and evasion instead.
I am looking for some advice. I like the playstyle and utility of the warrior in SPvP, and I know they are good for it, but I personally am having trouble. Most of the warrior’s heavy hitting attacks, whether it’s with GS, Hammer, Bow, even sword, are pretty slow with obvious tells, and are thus pretty easily dodgeable. I notice this both while playing my warrior in SPvP and against warriors while I am playing other classes (it has at least helped me when I am fighting against warriors, I don’t really have trouble against them anymore). This has made me pretty much suck on my warrior, I can never really land any good hits on my opponents because they can just dodge everything very easily. But I know warriors are good, so many people do very well on them.
So my question is: how do I ensure that I can land those heavy hitting attacks?
…SPvP and WvW.
I just wanted to say that, because there are a lot of people on here that seem to think that the class is worthless all around, but it’s like they are playing a different game than the rest of us. Necros need group support to be valuable in dungeons, that is certainly true, and some of their skills are weird and sort of half thought out, but in SPvP and WvW, they do fine. They are freaking hard to kill, and do some mighty painful burst damage. So just chill everyone, play the game, and stop taking what some people on the forums say too seriously.
What’s a “Dragon Knight?”
All these WoW players coming to GW2 and asking for a “Titan’s Grip” kind of ability is starting to get old.
I seriously hope A-net never adds this.
If warriors get dagger, I wan’t their elite spec to be called “The Rib Tickler.”
All you fools with your 2015 dates :P
Yeah. The fact that they say “we aren’t ready to talk about that yet” says it’s not this year. Certainly not by August (the next 4 months! Really, people, be realistic.) like so many keep guessing at.
Honestly, if it’s isn’t the “Banshee” with shouts and everything, I am going to be a little disappointed.
That’s a Necro with a greatsword, or my name isn’t a short guttural noise!
Someone didn’t watch the trait changes reveal livestream (we are getting a “BFG” that shoot’s a sort of mini-nuke)
I only trash talk if I have beaten them. There is no point in flaming or trash talking if you don’t win. Adding insult to injury is the point of it all. Why would someone add insult to another’s victory I will never find out?
I do think some trash talk is healthy tbh. It is just a natural side effect of competition.
TDLR PvP is half the battle, map/say chat is the other half.
I very strongly disagree with your attitude. No one should ever trash talk another player, regardless of whether they win or lose. This isn’t League of Legends, GW2 has always had a generally friendly community, and I would like it to stay that way. There is no need to create an atmosphere of toxicity.
Yes, but they could fix it for all rifles if they just made the Charr raise their left hand a couple inches.
So I got “The Hunter” today. After my elation, I equipped it on my Charr engineer, and quickly was disappointed when I saw this: (see image attached)
Please, make Charr hold their rifles when in idling just a little higher so the end of it doesn’t clip into the ground like this.
No way to save builds and quickly switch between them.
No way to que specifically for a type of SPvP map (conquest, TDM, and soon Stronghold)
No means of mixing and matching stats on individual pieces of gear, like I can do in PvE and WvW
PU and Shatter Mesmers, and Cele Elementalists. Just everything about them.
These are just the things I hate in SPvP. My other complaints are outside SPvP (The thing about saving builds applies to all game modes though). I count the lack of Arenas as an ‘out of SPvP’ issue.
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That would be……the greatest thing ever!
Running around screaming incomprehensible wails of terror at the enemy. I would laugh so hard the whole time!
You should see my 500-500 games. That is what we call ‘close’.
I have had a few games where we couldn’t tell which team won at first. Those are some fun games.
And tonight, my most lopsided match yet. 520-82
I’ve won several games that were 500-0. I felt bad.
I also won a “Legacy of the Foefire” yesterday with a score of 602-200something
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I always find those hateful messages hilarious. Because they usually involve people making some comment about how cheesy my build is, and thus showing how little observation skills they have. Like when Im on my thief and they whisper me: “Oh, I see your rotation is 222222222” When I only used heartseeker once on them, after they were at 10% health. Or when I’m on my Engineer and they whisper some comment about how OP turret engi’s are, even though the only turret I use is my healing turret, and I run a zerker FT build….
Good times.
Yes, I understand the argument that with the current system, that 1 guy will get to play his preferred map 1 time out of ten. But that is also why I propose this. That one person doesn’t get to play the map he/she want’s very often, and when they do, they are forced to play it with 9 other people who really don’t wan’t to play that map, sometimes so badly that they just go AFK or put out the least amount of effort which ruins the experience of that minority who enjoys the map. If all A-net does is increase the penalties for going AFK, that won’t fix the problem. All those people would do is put out the bare minimum amount of effort in the map so they won’t incur any penalties.
By seperating the que, or providing an ‘opt out’ option, they would ensure that only people who enjoy the map play the map. Which improves the experience of everyone in SPvP, not just the majority who dislike a particular map, or the minority who enjoy it.
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I don’t like the idea of Engineer using signets. Signets are passive abilities, and engineers are one of the least passive classes there are, everything we have is very active. We have the most weapon skills and one on of the most active combat styles in the game (except for turret builds, but that is a discussion for a different thread), and I really want our Elite specialization to be along those lines, just in a bit different of a way than what we currently have. Us using a melee weapon is already different enough from our current combat style.
dagger mainhand.
because offhand won’t work
I would be fine with that as well, but I am curious, why do you think dagger off-hand won’t work?
A lot of people want the dagger as the new warrior elite spec weapon, a lot of other people want the pistol. I like both these weapons, and would like to have both. Here is what I suggest: give us both of them, but you can only use the pistol in the main-hand, and can only use the dagger in the off-hand. This way we still only get the 5 new weapon skills, but we get both weapons, and it looks awesome. Call the elite spec “The Brawler.” (I think someone else already suggested the name, but I don’t know who)
What do you think?
Since engis are the only ones not using signets, will the engineer’s specialization revolve around signets, meaning they will have passive buffs, and with the hammer wielding engi “preview”, would those mean the spec will be more offensive oriented? I’m calling it now, the next engineer specialization is Battlemaster.
I really hope not. I want to be able to use my kits with the hammer.
The problem with the new trait system (besides other ones that have been mentioned) is that it doesn’t address the problem encountered when leveling which the previous change to the trait system created: Training wheels that make leveling the opposite of fun.
I recently purchased a second account, and I have to say: leveling in this game on a new account is painful, and not fun, there are way too many training wheels on a new character and a new account. You can avoid this on an account with at least one level 80 because you get tomes of knowledge from just playing the game which you can use to level alts.
Just because someone is new to a game doesn’t mean they are slow and stupid, a lot of people have been playing MMO’s and video games in general for a very long time, and thus understand the basics and how to figure out their class/game mechanics. They don’t need the game to hold their hand for 30 levels before they even get to play with traits. It doesn’t take that long to figure out your weapon skills, and most people can play with both trait combinations and weapon skills at the same time. The thing about gamers is: they understand how to multi-task. They have to, because like all games of this format: it is required just to play the game, even at it’s most basic levels.
In short: allow new characters to play with traits at low levels, instead of completely locking them out until level 30, and then only giving them 2 trait points every 10 levels or so. Locking them out of traits really doesn’t do anything but make combat painful and boring.
I really don’t think they should change how combat in dungeons works like making bosses imune to direct damage, or a boss that forces you to run a tanky build. Those ideas don’t create an atmosphere promoting buidl diversity at all, they just change the meta from zerker to Dire.
In addition to new and entertaining dungeons, the idea that I had, and have kinda failed to articulate well, is that they still allow you to play how you want, but they give bonus loot for completing a boss fight in deferent ways. Such as, you get bonus loot (like obsidian shards or mystic clovers or some such) for no one in your party going below a certain HP level. You could also get that same bonus loot for killing the boss in a very short amount of time. You get the same bonus loot, but you only get it for completing one of these bonus challenges, whichever you complete first.
These two bonus challenges are just two ideas that come to mind first, they could have different ones. But basically I am saying they could structure these challenges in a way that you could complete them using whatever build you want, you can still avoid taking damage as a zerker build if you are skilled enough, but this way you get more out of a dungeon and have different ways of doing it if you want.
The class based SPvP daily needs to be removed. It would go a long way towards ending class stacking like this.
Quickness does NOT stack in duration. Instead, it overwrites your current quickness with the new one. If you have 5s of quickness and gain 1s of quickness, you will only have 1s of quickness.
Thank you, that answers my question. It’s what i though, but I wasn’t sure.
Does the sigil of rage stack with traits that give quickness? Such as a thief’s “Critical haste” or a warrior’s “Last Chance.”
Seeing as there’s an entire queue where you can go to avoid the “casual” maps I really don’t see what the problem is. And no one is going to be hurt by being forced to play a “casual” map once in a while.
Even if the “casual” maps did get a new queue just for them it’d only be a matter of time before people started demanding they get removed from that as well. “Why can’t I play super unranked without getting Skyhammer?!”
What? The map selection is the same for Ranked and unranked. I am suggesting that selection process gets changed for both of these modes.
Do you serously enjoy playing these maps with people who just go AFK because they hate the map? Wouldn’t you rather play the maps you love exclusively with and against players who also want to play that map? Even if they added “appropriate punishment” for AFK’ers, all that would do is cause them to do the bare minimum to keep from being punished. Which wouldn’t fix the problem.
I think it is a gross exaggeration to say that the que times for Courtyard would be really high if such a change was implemented. Every time anyone says they hate courtyard, you always see several people responding with how much they love courtyard. If courtyard is so unpopular that the que times for it would be astronomical, then it should be deleted like the old underwater map was. Because to continue to force so many people to play a map they hate, just so an extreme minority can enjoy it, would be pretty asinine.
Turret Engineers can’t just slot in all 3 turrets, have no condi removal besides their heal, no stun breaks, no defensive utilities plus only using half their skills and expect to be effective. That’d be like making a condi ranger with Longbow and Greatsword then complaining when you can’t kill anyone. You’re purposefully making a hamstrung build then demanding it be brought up to the level of far more interactive builds. Turret engineers got by before just by their sheer tankiness making it usually not worth it to 1v1 them. You’ll have to oh I don’t know, slot in more utility instead of basically converting all your utility and toolbelt slots to minions. Switch in a kit, get a stunbreak, maybe split your traits up so you aren’t investing almost all of them in one turrety basket.
^^^^This.
This sums up the argument of all the people who are upset about the turret changes.
Turrets in and of themselves are not useless, I haven’t had any problems with my healing turret since the patch. You can’t run full turrets with no other defensive utility and expect to be viable in SPvP, and there is nothing wrong with that.
It would be very nice to have an option to opt out of specific maps in SPvP so that those maps don’t even show up as an option when the 3 maps you are given to vote on pop up.
It;s exceptionally frustrating in SPvP when you get courtyard because one, and only one person voted for it. And this situation causes a lot of players to simply go AFK or just log out when they are forced to play maps they hate, such as Courtyard, Spirit Watch, or Skyhammer. But instead of removing these maps like you did with the map that had an underwater section, because some people do enjoy these maps, just give us an option to leave up to 3 maps out when we are given the chance to vote. You would make this selection before even queing up, that way you don’t get paired with people who still have maps on their option which you have opted out of.
Another way to fix this, would be an option that allowes us to select which SPvP mode we want to que for. We would hit “que for unranked” or “que for ranked.” Then, those buttons fade away just like they currently do, but instead of the “you are in que” message that pops up, you instead see another 3 options: Conquest, Team deathmatch (aka Courtyard), and Stronghold. Then, at least you wouldn’t be forced to play courtyard when you were hoping to do some conquest. And, the people who really want to just do some team-deathmatch games wouldn’t have to que up hoping that not only courtyard comes up as an option, but it also wins the vote.
I think if we were given more choice in the maps we play, it would go a long way to fixing a lot of the toxicity and generally distasteful behavior that we encounter in SPvP.
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I don’t understand how the prefix of your gear changes whether an encounter is boring or not. Do you have some add-on that makes the prefix you’re wearing flash on your screen to remind you what it is? I’m not sure the connection between gear stats and your boredom.
The second point, about rewarding tanky gear, there is already a reward for wearing it: you don’t have to dodge as well/at all. That’s a pretty generous reward for a game based around action combat. Oh you want to have god mode survivability AND more utility? That’s strange. The game system encourages you to take off your training wheels as you learn the combat system better, not sure what message it would send to encourage you to keep them on. Perhaps the message would be, “stay bad forever!”
Im not sure how you got that out of what I said.
I also never meant to imply that I personally have a problem with the zerker meta. I run full zerker on every one of my characters. I was offering a suggestion concerning it since it is a major point of concern for a lot of players. When I suggested giving different rewards for running different builds, I was thinking something about the dungeon rewards system, not changing how combat works. Maybe give different rewards for no one going into down state during a fight, or killing a boss in a shorter amount of time.
Where did all this hostility come from in the forums recently? Just because you disagree with a player’s suggestions, doesn’t mean they are a bad player, or there is a need to throw around personal insults.
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I have no problem with allowing people to duel in selected areas as you suggested. However I disagree with a reward track tied to it or any rewards at all. From what I have seen from the pro-dueling crowd the ability to duel is the reward in itself.
I wouldn’t be against a reward track. But I mostly want a dueling system so I can test out WvW roaming builds.
I would love to see more tattoos and tattoo colors.
I also want to see more beard options for Norns and Humans, and horn options for Charr.
Open world content and dungeons are two different game modes which have two different ways two play them. They are not the same subject, and you can enjoy both. Really, the topic of open world content is out of place here, because A-net can add to both. We already know they are adding more open world content, and they already have in the past with Southsun, Dry-top, the various living world events, and Silverwastes. All the while dungeons have been completely neglected.
Yes, the zerker meta can be boring, and that is largely what I am talking about. They could make dungeons that are fun and challenging with mechanics that may not require you to run something other than the zerker meta, but reward you in some way for having members of your party who are running more tankier or healer type builds. Also, the dungeon rewards system needs to be better. As it stands, I can get much better rewards from both SPvP and open world content in the Silverwastes.
Over the past year, there have additions to SPvP and WvW, but nothing for dungeons. A-net revamped the SPvP rewards system, added a new SPvP map and is getting ready to add another, and added ways to customize your character in WvW with various buffs and a system of horizontal progression. But nothing has been done to improve or add to the current dungeons.
I like that SPvP and WvW have gotten a lot of attention, they are fun ways to enjoy the game, but by making them the sole focus of new content you are kind of forcing people into SPvP and WvW to enjoy the game. Dungeons have been reduced to an easy way to make a couple gold, and that’s it. Fractals are worse in a way because they are slightly harder and take more time, but with rewards that aren’t much better than normal dungeons.
I would like to not only see new, challenging, and enjoyable dungeons in HoT, but also a complete revamp of the dungeon reward system. Similar to the changes that were made to the SPvP rewards system.
I’m not saying a nerf wasn’t needed.
But this is just ridiculous – leave some viability at least!
This is a full line of engi utility skills that now see absolutely no usee whatsoever, which is incredibly infuriating. Not only were turrets already nearly worthless in PvE and WvW, but now they’ve been taken out of PvP too.I started playing engi 50% for the turrets. These things are meant to be -structures- that you can put down and leave to shoot. Not just “overload and then get blown up” things.
Turrets are useless now, and they need a buff back to viability. They needed a nerf, but turrets still need to be viable, which they arent currently.
That is a gross overstatement. Turrets are by no means useless, the fact that you still see plenty of turret engineers in SPvP who do just fine is a testament to that. The only thing that this nerf did was remove the AFK style, #1 attack spammer turreteers from PvP, leaving the ones who actively play and are smart about where and when they place down their turrets.
The only class/builds that can instantly kill turrets are classes that go full zerker. And as has been pointed out by people in numerous threads on numerous sub-forums: those builds sacrifice a lot of defensive capabilities to be able to hit that hard, so it balances out.
The picture also shows them using it two handed. Which while is not 100% proof, it is an indication that its a ‘two-handed- bow’
Um, how would you possibly use a bow ‘onehanded?’
Are you doing PvP Gern? Haven’t you noticed that your crate almost instantly becomes a pile of bandages if you drop it on point and the other team has a few folks there or some wells? Used to be you might get off a net shot as a follow up to the stun… or at least something…
Yes, I am PvPing. I have done quite a bit of PvP every day since the patch, and as I said: I haven’t noticed any less effectiveness in my Healing Turret or my crate, and I don’t use them any different than I ever have. I still put down my turret, over-charge it, and then either pick it up or blast the water field depending on the situation. I even do this in the middle of AOE fields and I am able to blast that water field or pick up my healing turret every single time.
As for my crate, I have yet to see any of the turrets from it die instantly, I also do not see any enemy turrets die instantly and I run a zerker build. They definitely die faster, but not instantly. I can always count on my crate to get off at least one or two blasts from the flame turret and the net turret.
I get the feeling that a lot of the people who complain about turrets “dying instantly” haven’t actually been playing with turrets in such situations, and are just repeating what they read on the forums. Either that or they have a sub-par computer/internet and there is enough delay that their healing turret is down too long and gets killed.
Sorry but not seeing what everyone else sees makes me think you fight in between points away from group situations. Supply crate gets completely destroyed leaving only banages.
No, I know how to PvP. I make sure to fight on point (well, not right on point. Non-turret engineers have always been bad at fighting right on the point) Fighting between points is a waste of time.
I don’t understand where everyone is coming from when they say that the healing turret is useless now. I use my healing turret as I always have: If I only need a little healing, I put it down, overcharge it and then pick it up. If I need a big heal I put it down, over-charge it and then detonate it to blast the water field. I haven’t seen any loss of effectiveness in my healing turret since the patch, even in SPvP.
It depends on the situation. OP mentioned it in their post. You used to be able to drop Healing Turret in a batch on heavy conditions to give you that extra health and condition removal, and even have it possibly give you an extra tick of regen before it died, but now that’s not possible to do. It can still be used, but it needs to be placed where it won’t get cleaved at all. I’ve noticed significant changes to its survivability where, even in team fights, the turret will just die almost immediately after placing it because the entire area is covered in AoE.
As I said, I don’t know where you all are getting this. I use my healing turret the same way I always have, even putting it right in the middl of AOE fields and I am still able to detonate it in it’s water field every single time. I am even abel to pick it back up after overcharging it if I don’t want to detonate it. I haven’t seen any loss of functionality at all.
Not all engineers stay out of melee range. If you’re a nade spammer you might notice no change to your healing turret but if you are in close combat a cleave or aoe will kaboom your HT. Saying otherwise means you’ve been getting lucky, try to get closer to the action and you’ll see.
When did I say that I stay out of melee range or that I am a grenade spammer? In fact, I said right there in the post which you quoted that I put my turret down right in the middle of AOE fields and it’s fine. I use a FT build, so I am very much in melee range.
I hate to be that guy, but in case this hasn’t been brought up before. I do not see any evidence that legendary effects will persist through kits. So half of the problem with kits will, possibly, not be going away. Sure you won’t see that hobosack anymore, but when your grenade kit is in your hand, your legendary rifle, etc will still be gone. I hope I’m wrong, as I doubt there will be another fix to kits for a long time. I hope they get it right this time.
If kits still make you lose the special effects of your legendary (footsteps, glow) it would be a very disappointing change.
This one I actually agree with. Please A-net, make our weapons be stowed when we equip a kit, instead of making them disappear like they currently do.
This would also fall in line with the mindset that has delayed the removal of hobosacks for so long: they want us to be able to see what sort of load out an engineer is running. If you see a rifle on the back of an engineer using grenades, then you have a better idea of what kind of capabilities the engineer is bringing to the fight. Fighting an engineer using a rifle is very different than fighting an engineer using a pistol and shield, or pistol/pistol, and certainly will be different than fighting an engineer using a hammer.
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Are you doing PvP Gern? Haven’t you noticed that your crate almost instantly becomes a pile of bandages if you drop it on point and the other team has a few folks there or some wells? Used to be you might get off a net shot as a follow up to the stun… or at least something…
Yes, I am PvPing. I have done quite a bit of PvP every day since the patch, and as I said: I haven’t noticed any less effectiveness in my Healing Turret or my crate, and I don’t use them any different than I ever have. I still put down my turret, over-charge it, and then either pick it up or blast the water field depending on the situation. I even do this in the middle of AOE fields and I am able to blast that water field or pick up my healing turret every single time.
As for my crate, I have yet to see any of the turrets from it die instantly, I also do not see any enemy turrets die instantly and I run a zerker build. They definitely die faster, but not instantly. I can always count on my crate to get off at least one or two blasts from the flame turret and the net turret.
I get the feeling that a lot of the people who complain about turrets “dying instantly” haven’t actually been playing with turrets in such situations, and are just repeating what they read on the forums. Either that or they have a sub-par computer/internet and there is enough delay that their healing turret is down too long and gets killed.
Unfortunately, I think Engineer will be the last elete specialization that is shown. Based on the trait reveal video they put out a couple weeks ago: engineer is the least finished of all the classes. But that’s OK, they are saving the best for last I guess
I don’t understand where everyone is coming from when they say that the healing turret is useless now. I use my healing turret as I always have: If I only need a little healing, I put it down, overcharge it and then pick it up. If I need a big heal I put it down, over-charge it and then detonate it to blast the water field. I haven’t seen any loss of effectiveness in my healing turret since the patch, even in SPvP.
It depends on the situation. OP mentioned it in their post. You used to be able to drop Healing Turret in a batch on heavy conditions to give you that extra health and condition removal, and even have it possibly give you an extra tick of regen before it died, but now that’s not possible to do. It can still be used, but it needs to be placed where it won’t get cleaved at all. I’ve noticed significant changes to its survivability where, even in team fights, the turret will just die almost immediately after placing it because the entire area is covered in AoE.
As I said, I don’t know where you all are getting this. I use my healing turret the same way I always have, even putting it right in the middl of AOE fields and I am still able to detonate it in it’s water field every single time. I am even abel to pick it back up after overcharging it if I don’t want to detonate it. I haven’t seen any loss of functionality at all.
My healing turret gets blown up before I can overcharge and pick it up sometimes.
10/10
I have yet to encounter this. I have been PvPing a lot since the patch, and I don’t use my healing turret any differently than I ever have. I even go ahead and use it right in the middle of AOE fields and I still am able to detonate it in it’s water field every single time.
I guess my overall stance on this is that the nerf was justified, but in application maybe went a little overboard. Turrets absolutely should be affected by crits, condis I’m not so sure, but I can see the reasoning since before turrets were pretty much unkillable by anyone who wasn’t very high dps zerker. Condi builds couldn’t even scratch them and had to engage the engi on point, ignoring the turrets.
They should probably be adjusted to be a little more durable, but nowhere near where they were before. Turret camping on a point is the epitome of passive-play for engineers and the fact that such a build was so prevalent and successful for so long seems directly against Anets new balancing changes. All across the classes, passive defenses and offenses are being nerfed or even completely removed(I mentioned these above, but you can also just look at the new trait changes they announced for yourself). Turrets are very low risk for the engineer seeing as to get rid of them, you pretty much need to be as far away from the engi as he wants and in that time he still holds the point. Therefore they should be very low reward.
Since engineers lack weapon swapping, it’d be reasonable to assume that Anet expects most engineers to take at least one kit so that you’re doing more than just autoattacking the whole time. If that’s their vision for engineer, I seriously doubt they’d be fine with a build that sacrifices all utilities to passive offense/defense and then even sacrifices all your toolbelt skills while they’re active. You can argue against this point all you want, but that’s just my observation going off their most recent changes to shut down passive play and encourage more active combat.
That was the best response I have read in this whole debate. +1 for you sir.
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