I agree. I don’t really understand why Thermobaric Detoniation even has a cool down. It’s not like it can be spammed.
Sigil of Energy + Elixir R + Vigor/Implant= An easy 6-7 dodges with little investment.
Nope, they nerfed adrenal implant in the june patch, thats 5 dodges max.
Why is it thermobaric detonation and not evasive powder keg that gets flak? Thermobaric detonation shares the same CD as evasive powder keg, which pretty much means every bomb you drop on dodge is a guaranteed blast finisher.
They should remove the CD on both skills. It would elevate this trait from ‘no one takes this, its too unreliable’ to ‘oh wow 2 blast finishers at hand I can actually take this now if I don’t run condi or mortar kit’ grandmaster worthy
Besides, evasive powder keg is limited by endurance anyway. If an engineer decides to spam 2 dodge blast finishers in succession for might/healing/stealth he has no dodges left
I did not realize there was a cd on the dodge bomb itself as well. Probably since the june patch? I played SD before june and the adrenal implant nerf + this is huge.
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Adaptive Armor was def over performing. It was probably the only valuable trait in the line currently.
The HGH nerf however is totally uncalled for. I’m really curious why I can stack Might faster and higher with my Reaper while just using Siphoned Power and Reaper’s Might and no other Might stacking attributes of any kind and has yet to be nerfed, but my pure Might stacking HGH build with multiple traits, runes and skills dedicated to stacking Might can’t keep pace and is somehow deemed to be over performing . Would love an answer on that.
I’ll trade shorter distance for faster animation/effect/dmg any day. When you cast whirlwind/earthquake/rush without quickness every kittened kid will just dodge it np and in WW’s case you wont even hit all your hits and you’ll do super kittenty damage.
If quickness doesn’t work for warrior then basically
GS 3,5
axe f1
sword 2
hammer f1
shield 4
bull’s rush
rampage’s 2,3,5
and whatever else im forgetting are kittening kitten and slow as hell and useless and nerfed as kitten wtfimagine u play kittening gs/axe + shield warrior with rampage and you use frenzy and proc heightened focus 10 seconds of quickness then you do gs 3,5, swap to axe do 4 f1 and go rampage and do all ur kitten and if this was last patch you’d have dropped 10 kittens but if this is this patch your quickness will end by the time you do gs 3 because thats how kittening slow it is
if u think shorter dash distances made warrior worse then ur just a scrub
If anet ever wants to see warriors again they need to revert this asap.
I wanted to try out hammer+bombs and blast on dodge. But I found it seems to put a cd on the entire dodge bomb, which I can only hope is a bug.
Also if this trait is to ever see any use, the cd needs to be 5 seconds max on the blast.
Yes please why can’t this OPTION affect all of pvp.
I’d rather not have another week, (or 3) of asuras.
It is an option so why wasn’t it implemented to all of pvp in the first place.
el oh el.
Idk what I expected but I can’t wait to see more
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And simply do the balance right as it was supposed to be. Increase energy cost instead of slapping cd on everything. 5sec not a big deal huh? Nobody thought that it is also affected by chill, interrupts and still goes on cd if it fail to teleport? And that cast animation..whats the point of it with slapped cd on it? Can we also get it as ground targeted ability now?
Just wait till the boon duration actually works
No changes for this joke of a trait, or anything on eng/scrap?
Does it really need to be explained…?
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It doesn’t need to be nerfed to the ground, but it most definitely should have taken that 15% dmg nerf not staff 5.
On top of a minor dmg loss, it should actually have the same counters that work against ANY OTHER SKILL IN THE GAME, aka BLINDING IT, porting away out of range, and hmm MAYBE DODGING THE FIRST HIT?! At least confusion actually works on it.
This is currently just free dmg and evade for pressing it on cd, and is one of the most broken things introduced to this game with HoT. Along with Scrapper’s free 500(lol…) toughness just for engaging in a fight.
Good luck with this one, guardians have been saying this since launch.
Give it back Roy, for the love of God! This stupid cd removes so much flavour from the class, as well as severely damaging our mobility – from king of chasing, to nothing special, atleast make it 2 sec, 5 i simply ridicilou – specially counting its our only port spell, compared to the wid selection of lets say – thief.. Wasn’t this talked about during beta – and the conclusion was reachd that it was all good due to enrgy cost? Give me back my master of portals, feels like you guys took a kitten on my rev, and it feel like its only the begining ..
Inb4 cd on shiro stun break as well ;(
I actually can’t believe they nerfed staff 5, A skill you truly had to get a solid angle with or you would hit less than 3 times (OUT OF 9). Yet they keep unrelenting assaults FREEEEEEEEEEEEEE DAMAGE the same.
Do you just never want us to use staff? I hope at least the condi removal on it is fixed…?
What. A. Joke.
Maybe one week….
mebejuandæy
soon™….¿?
(edited by HEDRO.2345)
mebejuandæy
15
I would go as far as saying that standard models should be on every game mode.
Without standard models, it’s much harder to learn to read animations and the players that need the most help (i.e., those that are new to PvP) simply get “outmatched” because someone purposefully made the smallest asura possible and gets lost in turrets/minions/pets or gets obstructed by all the glowing explosions on the battle field.
It’s actually impossible to see a lot of asuran animations since they’re regularly obscured by things like minoins/turrets/pets/explosions.
Well I wasn’t going start another thread but if there is already one going….
The Guardian trap heal only lasts for one minute on the ground.
According to.. https://wiki.guildwars2.com/wiki/Game_updates/2015-09-29
Traps have been normalized to last for 5 minutes before expiring.
After testing the ranger trap heal, it seems the guardian trap heal is the only inconsistant one.
So there used to be a minor trait in the middle of tools 3(15). That would recharge all tool belt skills under 25% I believe, on a 90 sec ICD, just like the inventions one.
but what about the trait in its place?
The current trait is 15% recharge on tool belt skills, this trait alone as a minor.
EVERY OTHER CLASS got their base mechanic recharge% AND their old GM minor 5(25) rolled into one trait. (Including ele cd between each attunement and overall attunement cd)
Since the June Specialization patch Engis middle tools minor 3(15) is literally nothing.
NOW THIS IS A REAL PROBLEM. +1
:(
ripripripripripriprip
D wow.
E
R
P
^how is that really profanity are you kittenIN serious?
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Yes please why can’t this OPTION affect all of pvp.
Was never 3v2 was never even 2v1 but I get it, if you are trying to call stuff out about being over the top. Sure Scrappers traits are broken anyone with a brain can see that. Do you actually want to help with balance? Then give a real suggestion if you are going to start new threads constantly.
You didnt outplay anybody there and you did nothing a usual engi couldnt have done too.
Also the frequency at which you are starting new threads is starting to just look like a joke, we get it you record and stream.
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Nope no problem at all here,
Just 3-5 decent counters that work against any other skill in the game except this. But the pvp and rev forums both say that it is completely balanced.
Your choices are stealth to break the channel or join the masses rerolling and pressing sw3 and shield 5 on cd to victory.
I just want to be able to USE OTHER WEAPONS. Sword and shield are IMPOSSIBLE for a power rev to give up, I wish I could actually use Staff/Hammer
Also the base damage is far FAR too high on Unrelenting, and pretty much ALL of the hammer skills honestly..
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The trap heal only lasts for one minute on the ground.
According to.. https://wiki.guildwars2.com/wiki/Game_updates/2015-09-29
Traps have been normalized to last for 5 minutes before expiring.
After testing the ranger trap heal, it seems the guardian trap heal is the only inconsistent one.
Longbow 3 is pretty useless for actually blocking a projectile, since it runs along the ground. Testing vs any other bow the enemies arrows will go above your deflect.
Unless you are a god and stop their projectile right before it hits your model or before it leaves their model ( at the bottom of the arc), so could LB3 get an arc also please?
RIP not fixed in the patch
None of the new amulets are giving ANY boon or condi duration with the new stats, sadly it only LOOKS like they work on the tooltips…
ANETPLZHAAAAALP
None of the new amulets give ANY correct boon or condition duration, anetplzhalp
rofl you cant be serious. I thought they said THEY DO have plans to change it after seeing that.
This is kind of a joke. We should have a thread in the bugs, pvp or HoT forum as well for visibility, or it could be days..
Just the tooltip for healing is messed up, the healing is the correct, test that also.
The range is actually getting decreased however.
The trap heal only lasts for one minute on the ground.
According to.. https://wiki.guildwars2.com/wiki/Game_updates/2015-09-29
Traps have been normalized to last for 5 minutes before expiring.
After testing the ranger trap heal, it seems the guardian trap heal is the only inconsistant one.
Also, Longbow 3 is pretty useless for actually blocking a projectile, since it runs along the ground. Testing vs any other bow the enemies arrows will go above your deflect.
Unless you are a god and stop their projectile right before it hits your model or before it leaves their model ( at the bottom of the arc), so could LB3 get an arc also please?
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This needs to stay at page one of PVP.
Bezagron’s full rebalance suggestion is just beautiful. Unifying the amount of jewelry throughout game modes, while giving VASTLY more diversity and balance.
This needs to stay at page one of PVP.
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They should revert the change for Renewing Stamina, and nerf Cantrips instead. Right now, they are pushing even more people to Cantrips to get back the Vigor loss.
Ele is more and more pigeonholed into Water/Cantrips.
^Couldn’t have said it better.
I hadn’t actually thought about that conflict between traits, but it made me sad when the trait changed to straight vigor.
I completely agree with changing it back, has a higher skill cap imo.
It also was what made Static Discharge engi able to sustain in long fights.
You are only getting hit for 4k? In wvw I would expect 6500-8-10+ honestly..
but yes the hammer base dmg is too much as well. It really didnt need the %dmg buff across the whole weapon that they added WITH HERALD as well.
Although it SHOULD CRIT HARD, the base dmg is too high, which is consistant with most of the burst skills on the class.
Infuse Light. Should probably be 2.5 sec duration max.
Unrelenting Assault: Everyone (ihope..) knows that this skill is straight up broken.
There is a number of counters that simply do not apply to just this one skill which should be fixed. Blinding the first hit, porting more than 600 away, EVADING THE FIRST HIT!!! All of these things SHOULD COUNTER it. The skill could also use another 5 sec longer on cd if ALL of those counters do not happen.
Lastly, the base dmg is just far too high. It gives might and scales from power pretty well, there is no need for the base dmg to be at current values.
Surge of the Mists: This skills base dmg is also too high but… it costs a fair bit of energy+20 sec cd so I find it less out of line.
Dishonor has sadly been deactivated since mid december last year.
It should finally come back when they introduce pvp leagues with HoT (23rd)
You lost the passive signet bonus’ doubling up. That’s about all of it.
So 180 extra toughness for like 6-10 seconds every 20.
As well as the double healing signet spam for a few seconds.
Yes I am talking about that trait.
It should be the last minor before GMs, ALONG WITH the 10% dmg with full endurance.
The 10% dmg trait has always been the GM minor.
I see what you mean, and maybe I’d like to see this, too. BUT, they also reduced alot of toolbelt skills by 10% and 15% baseline with the specializations patch.
With the june specialization patch, EVERY OTHER CLASS got their base mechanic recharge% AND their old GM minor rolled into one trait. (Including ele cd between each attunement and overall attunement cd)
So there used to be a minor trait in the middle of tools 3(15). That would recharge all tool belt skills under 25% I believe, on a 90 sec ICD, just like the inventions one.
Now I would guess this trait was scrapped because of how strong it would be with kinetic battery as well.
but what about the trait in its place?
The current trait is 15% recharge on tool belt skills, this trait alone as a minor.
Every other class mechanic recharge is grandmaster minor+the old 5(25) trait AS WELL
Since the June Specialization patch Engis middle tools minor is literally nothing.
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Nope d/d is just fine. They lost at most 6 stacks of might for 5-10 sec, 3 stacks of might average. Not much else changed..
but the renewing stamina change is a ridiculous nerf for zerk eles.
This is a major trait we have to choose, not a minor with the line. What about this reason it wasn’t equalized with the other the vigor traits?
If the point is to cut cele eles dodges, it should have either been by drastically reducing the vigor on soothing disruption (cantrip vigor) or get rid of it completely.
Gotta bump for air viability.
:( I really hope this is fixed by HoT.
Its honestly just sad they line up these traits perfectly for synergy but the buff doesn’t even apply.
+1 for earth shield stun break.
I always thought conjures should have half of the cooldown, and duration held.
Flamestrike change is not getting at the problem with scepters autos.
Fire and Earth are just far too long cast times.
Water needs another effect to its auto.
Shatterstone could be either much faster explode or a pulsing effect.
Always thought this should be a blast as well.
Clean up the after cast on hurl and/or lower cast time.
Dust Devil could use some love too.
Also the renewing stamina change is ridiculous.
This is a major trait we have to choose, not a minor with the line. What about this reason it wasn’t equalized with the other the vigor traits?
If the point is to cut cele eles dodges, it should have either been by drastically reducing the vigor on soothing disruption or get rid of it completely.