The title asks the basic question, but I’ll be more precise.
If you have two engineers fire SE in overlapping circles, does a person who stands in the overlapping area get both healing effects?
Super Elixir always stacked with itself when it still procced from Kit refinement, so I believe it stacks with other super elixirs just the same.
I always envisioned a Similar named trait except it aloud deploying Turrets to be stun breakers with a 20 seconds internal cooldown. Since from my experience running full turrets can make you very vulnerable to burst.
if the turret is deployed, you can detonate (or maybeovercharge too) I believe when stunned.
Not perfect, but it’s better than nothing.
I would have to test the overcharge though, so will see if an npc ‘dummy’ in the Mists stuns as well.
Pretty good idea to be honest.
Reduce all cd’s by 20% (placement and overchage timers), like simular traits, and add: overcharge abilities are now instant active.
It would become mandatory immediately
very hard to do if using multiple kits.
But I guess one timer in each corner of a skill could solve that in a cluttered way
@nakoda.4213
Do you understand what the last patch decided for the engineer? The global cooldown alone means a whole lot.
And if you didn’t understand how useful the previous Kit Refinement was then there’s just no argument to be talked here
There is no argument here at all because the old KR is gone. And regardless of KR, there have been no changes to our ability to swap kits.
1. multi-kit builds are weaker than single kit builds because of the traits you need to be effective.
You simply can not trait a multi-kit build to it’s fullest.
2. Kit refinement made up for that by giving each kit a proc you could combine.
3. kits have no stunbreaker, and only 1 condition removal
4. Kits can be swapped when stunned, so Kit refinement was a poor man’s stunbreaker and a pretty darn good condition removal.
5. Grenade barrage was the only real OP thing about Kit Refinement, and Super Elixir can be argued about.
All the rest was either balanced and helpfull, or frankly just a waste.
The change to Kit Refinement was HUGE for multi-kit builds.
It’s really sad they nerfed it because of 100nades which wasn’t a multi-kit build at all in the first place.
They ruined EG support build in the process too.
Kit Refinement’s real issue: it should have been 20 points instead of 10 in Tools (and as mentioned grenade barrage was OP)…
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Thing is: I can’t imagine using turrets when they don’t knockback and damage on exploding, just like I can’t imagine using them if I can’t strategically place them on edges and such.
@Nakoda: it’s impossible to keep the enemies from attacking your turrets. Except in easy mob pve fights… So you need to punish them for hitting them, and you need to place them strategically.
The whole theory of ‘you need to keep your turrets alive and wanting the foe to attack you and not them’: you simply don’t control that.
These traits are designed to make up for that.
And than I haven’t even touched the Inventions trait line at all…
The traits are just to scattered.
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Changes I would do:
- The knockback and aoe heal really need to have a zero min range. You need them to defend your Mortar!
- reduce that annoying global cooldown and the thing will do a lot more consistant damage.
- either the player takes no damage, or the Mortar takes no damage.
Having to leave your Mortar because of pressure, and seeing it destroyed in 2 hits as well is frustrating and illogical.
Mortars could be a lot tougher, just let them despawn if not used for 20 seconds…
- and the range, could do some better
What about finally stating clearly the elixir gun is not related to elixir skills first? (else cleaning formula would work)
yep, they could be more clear about that one.
it’s logical by itself: else you would benefit from double cooldown reduction traits: Super elixir would get 20% from EG/FT trait, and another 20% from Elixirs trait…
But it would be soooo much more logical to just change the names used for the EG abilities.
It’s generally a waste to spend 6 traits on a single thing when those traits are weak individually. Best thing to do is to take any low hanging fruit you can and make a build out of that (e.g. mesmer shatter builds) and ditch builds that don’t support that (e.g. turret builds).
very very true.
For the engineer that means: ditch turret builds, ditch multi-kit builds… and ditch gadget builds because they don’t even have enough traits to ditch in the first place.
Leaving elixirs…
I wont give any details but the animation for the pull is the best part of it. There is a trick you can do with is that makes it so awesome in wvw.
people and their secret weapons
I already mentioned running, jumping works too but dodging interrupts the cast.
Shield block and pull while blocking if fast on the swapping (as anything works while shield blocking).
Gear shield gets interrupted though, different mechanic from the shield.
Throw wrench while pulling works too, a very underestimated combo. Also because it changes the animation to a throw, and you cripple them while they run from your pull already (if traited Power wrench).
Curious what special tricks you have, always fun to learn.
I do agree these forums move a lot slower than they used to.
But that’s not always for the worse.
And sadly yes: the dominant tone is that it’s either a HGH build, mostly condition and a few power version, or a SD build.
With the odd turret tests on the side, but no accepted competetive build is found ther yet. Some pretty good tests though, there is some potential there at least.
I feel very limited on my engineer these days.
Personally hammering the trait lines to find a working turret build that doesn’t sacrifice 60 points on turrets… but still has optimal turrets nonetheless.
Extremely hard to do. Turret traits are all over the place and you always lose out on something.
I think others are struggling too, or have just settled for HGH or a few SD… either way, engineers aren’t seen as very versatile anymore.
Not even by the devs I think.
‘Versatile’ and ‘mid-range’
Say what, and say what?
Do you devs actually have a vision at all that is consistant?
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all fair and true, but I still think Magnet Pull is easily avoided, unless it’s a messy fight where they don’t see anything you do anyhow.
But of all things I would change for the engineer, this is pretty much bottom of the list… if even on it.
I actually think that one is fine by itself.
Coupled with Med Kit (obvious choice for kit builds) you have 1 cond removal on 15 seconds, and the Super Elixir on 20 or 16 seconds if traited.
The heal is average or even weak, nothing special there for a field that stays in place during mobile combat.
But I wouldn’t say it is really bad either. It’s aoe after all.
Light fields have very little use in WVW, maybe best used during combat, not when buffing or healing up (you don’t want to override the fire fields or water fields at those moments).
I suppose in dungeons it’s simular.
But as an ‘in between’ field, it’s pretty usefull.
AoE retaliation can be devastating during a fight, so don’t neglect that part.
Your suggestions are good, but I don’t feel there is a real need for it.
If anything the Elixir Gun needs more speed on #1 and #2. In other words: better damage.
Skill #3 needs to effect yourself as well, than it would make the EG awesome for condi removal.
But all in all, I think Super Elixir as a skill isn’t terrible.
Of course the Kit refinement change hurts a lot for our support builds. But I think they wanted to do that, so I’m not even looking for ways to get the same support back. They simply don’t want us to have that ammount of healing support with EG…
I agree it’s too easily avoided by the way.
Most people get out of it before I can ‘pull it of’.
Small tip: you can do it while moving.
less people expect a pull from a moving engineer, but the effect is still there of course.
Because we’re engineers.
I know it’s a stupid answer, but I’m afraid that’s the only one I have for you.
Maybe the devs have some better sounding explanation, but it will boil down to the same.
You’re an engineer, you’re not supposed to do anyhting really well. You’re supposed to do everything, but all of that a tad worse than others.
I’m still active
To be honest: I think the forums are still alive, even though it’s less than a few months ago.
Since the latest patch a lot of constructive topics emerged.
Not saying they are all ‘positive’ but at least they are largely constructive with either new ideas, a few builds, several suggestions, demands for specific improvements.
You have a point that apparantly less are playing engineer.
But I wouldn’t say we’re an extinct species yet.
Could we please, please, pretty please get an improvement in this department?
Simple suggestion:
1. my target. Plain and simple: my target at the moment the ability launches.
2. If I have no target, than player hitting me.
3. If no target, and no player hitting me: NPC hitting me.
Why is this so hard?
Turrets got some buffs, but it still is pretty hard to create a build based on turrets.
You always miss out on something.
- When you skip the metal plating and such, the turrets are still too squishy (they really are).
Autotool installation is pretty crap, it heals for too little too late, but it’s on the way to the Grandmaster trait Rifled Turret barrels anyhow.
- When you skip Deployable turrets, they die of aoe aimed at you…
Deployable turrets is the best defensive trait your turret has: put it on a wall or an edge so they have to go out of their way to range-target it.
- Power Wrench is about the only turret related trait I can argue that you can really skip, even though the extra healing is the strongest healing turrets can get.
It is an awesome trait by itself, but as far as turrets go, it’s maybe the least needed (after the terribly weak Autotool Installation)
So a fully traited turret build needs as base either 20/0/30/0/20 or at least 20/0/30/0/10 to get fully optimal turrets, which seems evident in a ‘turret build’.
This is using 60 or all 70 points you have!
Are you serious about this?
No points left for defenses, player damage, utility?
Several turret builds are popping up, and of course they never use this base point allocation for turrets. Smply because no build can afford to spend this many points on turrets alone.
These builds always miss out on something, their turrets, in a turret build, are always weaker than they could be.
Even though almost every turret trait is a tad too weak, at least they are there to be taken, which is nearly impossible.
Elixir builds can get all needed traits, so can most kit builds if they don’t use too many kits. Seeing how you devs seem to hate multi-kit builds anyhow, I assume kit builds can take all the needed traits.
Solution: I see one very good spot for improvement:
let EVERY turret knockback and explode on destruction!
In other words: make accelerant-packed turrets baseline.
This frees up 20 points, and together with Power Wrench or not, you can have 20 to 30 points for personal flavor of your turret build. Just like all other builds have.
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I don’t see the need for this idea, sorry.
Turrets mostly need their traits cleaned up, and I’m extremely disapointed they didn’t do this in the so called ‘turret patch’.
try using traits with your turrets specifcally knee shot in the firearms line. combined with a net turret supplies an infinite amount of cripple if not broken.
getting 5 stacks of vulnerability is fun too with a net turret.
Immobilize them with net turret toolbelt (always start with those before you need the actual turret), follow with rifle or pistol immobilize, net turret overcharge… that’s 15 stacks of vulneability.
Hurts a lot if power build, bit less of course in condi build but still.
My favourate weapon of choice if I can pull this of: Tool Kit!
That one hurts at that point, it really really does.
Just another example, the cripple is pretty good fun as well, and maybe even more practical.
But if you traited Power Wrench, you will be crippling them anyhow so the vuln is extra damage.
Fun to hear, I do WvW mostly myself so always interested in hearing how different ideas work out in there.
This said: the ‘turret on wall’ thing is of course fun, but also pretty limited. They tend to die pretty fast once the defenders realise that’s where the shots are coming from.
I was one of the people screwed hardcore by this event. I use Dagger/Pistols on my thief. Hmmm I got screwed hardcore.
Can you please lube my kitten up before you fock me.
let’s all hope you don’t like the look of the skins than.
You can use a shield, that’s an engineer weapon, and don’t go “oh I use p/p or rifle so that doesn’t count!” Because an axe/axe + rifle warrior would have no skins either, and the back pack IS an option.
Also, I said, that you see your weapons as much as your backpack, an if you see your backpack as little as you see your weapons why does it matter so much to have a skin you’ll hardly see?
didn’t say either of the things you mention.
You’re right about the shield, never said there were no engineer weapons. Just said that the last events engineers also got the short end of the deal in skins.
Not sure where you gather that I complained about not having anything for engineers.As for the second remark: I hoped the 4 steps would make it clear, apparantly they didn’t.
Essence is: the backpack can NOT be a compensation for engineers (as was mentioned in the post I quoted), since they see it less than others.Again you’re arguing besides my point.
I didn’t come out of nowhere saying: ‘Dam no weapons and I want those, but I don’t want the backpack since I can’t see that all the time.’
Somehow you seem to interpret my posts in that way.
I was replying and arguing in an ongoing conversation, read the other parts too please.Sorry, confused you and a few of the other Engis posting for the same person (on phone so I wasn’t reading the names as often as I should’ve) my bad lol.
No harm done of course, just a friendly discussion.
Personally I fall very easy for the trap of picking on one quote to reply to a whole ‘camp’ in a side.
It usually leads to generalising and people feeling misunderstood, or worse…
For the engineers wanting the skins, I hope they add pistol and rifle soon.
Well, for all professions using either of these weapons of course.
While I would defenitely increase the range, we can assume it’s never going to get beyond the max 1500 of other professions.
So even with the range is one of the most obvious issues, but even if you keep that as it is, I think the following needs to be done to make the Mortar better:
- the mortar takes no damage since the player still takes damage inside it. If left alone it despawns after 20 seconds for example.
- the heal and the aoe knockback do not have a min range, so the Mortar can protect itself. Will help a lot to use it longer under fire.
- the global cooldown on the skills is reduced to the same level as normal weapons (bombs is a good example, or grenades).
Mortar damage is low because of this cooldown, not because it doesn’t hit hard enough.
These changes for me are necessary to make the Mortar usable. Not saying it solves all issues, but at least you stand a fighting chance in it.
EG #1 and #2 need to speed up.
First needs a faster cast, second needs a faster flight.
Would make the EG a lot stronger.
You can use a shield, that’s an engineer weapon, and don’t go “oh I use p/p or rifle so that doesn’t count!” Because an axe/axe + rifle warrior would have no skins either, and the back pack IS an option.
Also, I said, that you see your weapons as much as your backpack, an if you see your backpack as little as you see your weapons why does it matter so much to have a skin you’ll hardly see?
didn’t say either of the things you mention.
You’re right about the shield, never said there were no engineer weapons. Just said that the last events engineers also got the short end of the deal in skins.
Not sure where you gather that I complained about not having anything for engineers.
As for the second remark: I hoped the 4 steps would make it clear, apparantly they didn’t.
Essence is: the backpack can NOT be a compensation for engineers (as was mentioned in the post I quoted), since they see it less than others.
Again you’re arguing besides my point.
I didn’t come out of nowhere saying: ‘Dam no weapons and I want those, but I don’t want the backpack since I can’t see that all the time.’
Somehow you seem to interpret my posts in that way.
I was replying and arguing in an ongoing conversation, read the other parts too please.
The Fused set you can get from (paying for) chests opening, is actually pretty complete :}
No small team there?
Not nice of me, I know I know…
So… You’re complaining you never see your backpack due to always having a kit equipped… But then say “we need a pistol/rifle!” Which you’ll see as often as the backpack…. Your logic baffles me sir…
step by step, shall we…
1. all classes can use the backpack skins
2. the engineer is the one class not seeing their backpack at times (when using a kit), making engineers the ones seeing the backpack the least
3. to make up for not having all their weapon skins, someone uses the argument: but hey, use the backpack. As if the backpack is some sort of cool engineer skin.
4. I say: this is no compensation at all, because engineers also see their backpack the least of all professions.
Your reply isn’t a reply to what I said. It’s a generalising remark mixing up different things said.
edit: not trying to be agressive here, just trying to answer your remark, which seems to be an assault on my logic
(edited by Kimbald.2697)
There are some cooldown and AI issues left withstanding, but when they work they can work pretty well. I’m actually impressed with how well they survived here. I think once targeted turrets are fixed, it’d be easier to keep the long ranged turrets alive by placing them to the side too.
It’ll be interesting to see how this all plays out. Turrets aren’t as bad as they are claimed to be by the community. They maybe still have improvements that need to be done, but they are making progress towards being competitive.
He can’t place them to the sides, since he hasn’t got those points in Tools…
That touches upon the third issue with turrets (aside targeting and easiness to kill):
the traits are all over the place.
Every turret should explode with a knockback, without needing a trait for that.
That would free up 20 points at least.
Turrets need 20/0/30/0/10 or even 20/0/30/0/20 if you want to repair them with tool kit. For that of course you lose a skill slot on Tool Kit as well.
These builds lack damage, all your gear would have to make up for that.
Why is there a seperate trait for 30% less damage and for self repair? These traits are not so strong they would be OP combined.
And the Grandmaster Trait is a bit weak too. Compare that with Elixir Infused Bombs, Juggernaut, Grenadier… Not saying all other Grandmasters are great, but this one could use a buff too. At least merge in either the knockback or the ranged placing in it, so points get freed up in the other trait lines.
Not to mention you have very bad condition removal and no stunbreaker, except for the knockback sacificing a turret you might need to kill that opponent after the stun…
Turrets got a lot better, but they should have adressed the scattering of the traits.
That part is still terrible!
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Just need the matching pistol..thatll cost 180g >.>
that’s close to a disturbing image
Which makes it an awesome look of course…
Testing turrets myself since the patch too, so I’m really glad these posts and video’s show up.
It’s a fun build you use, seems pretty decent.
I’m not 100% convinced on any turret aside net turret yet, but you can feel the buffs indeed.
My biggest issues are: they die too fast for too long cooldown (looking at you rocket turret).
And also: they still target useles mobs. Turret UI needs to improve, or simply: why can’t a turret at least hit my target first, and than any other player hitting me second. And lastly: any npc hitting me.
Currently turrets hit npc pets first way too often. I need those long overcharge cooldowns on the players, not the pets. Or as I said: at least on my target.
Bit sad, because on paper the combo of net turret and rocket turret is just awesome fun.
It still is, but only if they don’t have pets… and have trouble targeting your rocket turret (net is always very near you or them…)
And 50 seconds on the rocket turret still… seriously devs?
Though honestly, having people to take time to kill turrets is what you want. Particularly if your running that turrets explode trait.
Do we really?
I understand what you are saying, but have you ever taken the time to see how long it takes to kill a turret?
We are taking 2 or 3 hits from a low damage build here. Targeting them is half the trouble.
As for the exploding: only if they melee it…
You have a point, not aying you don’t.
But I do like to stress how this points at one of their big weaknesses: they die like nothing, they did before and they still do.
Thumper Turret is the only one being a bit tougher. They should ALL be like that at least.
And you know what is a great way to nullify a turret without even hitting it?
Having a pet, or a clone, or anything that is targetable.
As long as turrets don’t take targets, they are not a threat to anyone running any kind of pet.
At best your pet stops their pet… but that is not what you want.
Turret overcharges have such long cooldowns that you want them to hit the player, ALWAYS.
Incidentally, I will pipe in my 2 cents again to play devil’s advocate against myself… somewhat.
Juggernaut is not a good take at the moment, because seeing as how FT kit IS a utility kit at the moment (sans future buffs) it needs to be viewed as one, which means it’s primary point is to add burn attacks to your pistol attacks via Incendiary Ammo and Napalm, and of course the un-stun-able blind.
So, to stack might in Juggernaut is counter intuative to a good burn build. I know it doesn’t make sense, but I’m promising you, the minute you just exploit FT kit for the burns and focus on your pistols and dodges, you’ll burn down enemies must quicker. I only use the #1 and #2 skills when the opponent is about to die and I know swapping weapons handicaps me by a second or two, or I know my pistol moves aren’t off CD yet. Any pistol build should be looking to close-range Blowtorch at every chance they get, waiting to make sure the opponent has dodged recently once or twice.
If you do take FT, I’m not sold that using HGH is the best method to apply conditions, especially if you’re including Juggernaut as a main idea behind the build.
I find it hilarious that a pistol of-hand skill is better at setting things on fire than the whole flamethrower skills together.
I tend to agree on the juggernaut catch 22: the grandmaster trait is designed to stay in that kit, but the kit itself is designed to swap out of it all the time…
In non-boss fights in pve, and in WvW zergs, I think I can stay in FT for a longer time. In anything else I swap ut as soon as the cooldowns are used again.
So Juggernaut is in my WvW ‘zerg’ build, but when roaming or doing other stuff, I swap that trait for piercing shots usually (which odly enough, is also great in the same situations )
Rifles have the better design, think that is no argument.
They have natural piercing, longer untraited range, more damage, better utility, shorter cooldowns.
You need 30 points worth of traits to end up with pistols that can match an untraited rifle…
If you spend those 30 points on your rifle, the damage and utility have become beyond compare.
Pistols have one thing going for them: one of our more popular strong builds is working on conditions and might (HGH) and that naturally uses pistols.
If not for that (type of) build, the rifle would win in every way.
But I like pistols more.
I just do.
Aso because I like the shield so much of course.
How come these topics derail so often in people arguing who is playing the game more correct than the other?
One uses gold he has farmed, another farms the baubles… and yet one says the other is doing it wrong and didn’t have the ‘real’ fun playing the game.
Very odd, and almost pathetic as a discussion to be honest. For me at least, you go ahead if you like…
Since this topic was clearly about the lack of certain weapon skins, my reaction was adressing that.
But in between, just to be complete: I am not saying the whole event is bad or anything.
Some people react as if we’re saying that here. We’re not. We are merely discussing the lack of certain skins, and for me persoanlly: the way previous event skins also were limited for engineers.
i am sorry but to me as player that sounds just as excuse and very insulting.
basicaly it sounds like you saying for some classes there is no reason 2 do the new content cuz you will get nothing for your class from it anyway… really sounds unfairNo matter how awesome you make things Arena Net, someone will aways be insulted and find it unfair, and rage. This is an awesome area with awesome gameplay, and it’s tons of fun.
Thank you so much!
no one here is arguing with the event as a whole.
People are just a little upset that they are left out (again).
You are actually the only one who is generalising, and the only one who is complaining for the sake of complaining in his comment.
Really, not trying to be an kitten here: just look at what you’ve written and how it is only related to the topic in a general and biased manner.
Weren’t engineers left out in earlier events as well, as far as getting all 3 skins they can use?
IF you guys do this because of limited resources, than at least rotate the professions that get it all.
It’s not the end of the world, but really: just plan this a bit more carefully.
At least look at what skins you didn’t offer in previous events…
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We are a very small team. The more skins we made, the less stuff we could make in the Box. So we settled for a minimal set, with plans to add to it with each new World we release. I love Engies and I wish we could have served them and Thieves better this time around, but had to make some tough choices.
i am sorry but to me as player that sounds just as excuse and very insulting.
basicaly it sounds like you saying for some classes there is no reason 2 do the new content cuz you will get nothing for your class from it anyway… really sounds unfairYou can always get the supremely awesome backpack skin.
They had a small team who were working on this project, and they wanted it out as a fun thing for April fools. It doesn’t sound lazy to me, and I too am a player, of an Engineer no less.
a backpack you stop seeing as soon as you equip a kit?
Cool… no, really.
When they make a kit backpack skin, THAN you can use this as an argument for engineers.
Of all professions, engineers see their backpack the LEAST you know.
Not all engineers use kits, but as a whole this prof sees all these fun backpack skins the least.
So how does this compensate for not having a pistol or rifle?
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One kit trait fighting with another kit trait… engineer developping at it’s best.
I personally miss the condition removal from the old Kit refinement a lot.
They really should have kept that one. That’s where the KR changes hurt the most.
They should have removed it from EG, but NOT from FT…
The only real option I see is to drop backpack regeneration, which seems buffed since last patch.
But as you have healing bombs, you should be ok.
That frees up 10 points for the Power Wrench trait in Tools.
You can always take 2 more defensive traits in the Inventions line, as you pick the less falling damage and the toughness to power traits now.
Protection, invisibilaty, etc.
Not increasing your bomb range is ok if you’re mostly alone. In a group or when fighting many enemies, you really want to keep that.
Testing turrets in pve a bit, and WvW.
Sad to say they just roll over and die, just like before.
Rocket turret is fun, but more often than not it’s simply killed in seconds unless I have a high edge to drop it on.
Than it lives untill someone sees it… and the cooldown is still annoyingly long for something that is killed so fast.
The least they could do is ruin it for all other races…
In bigger fights I would drop flame turret and use the aoe blind near me.
In smaller fights rocket turret rocks, because of the range alone: just put it down somewhere on an edge or so. The ranged knockdown is golden.
Takes a long flight, but couple it with net turret and you have a great combo. Annoying as hell to fight…
In general I tend to go for the rocket turret, but in mobile ‘zergy’ fights, the flame turret might prove more usefull.
Just keep in mind that no turret lasts long in bigger fights.
Drop it, overcharge it, and expect it to blow up even before all the blinds are used…
Normally an addict too, but at the moment trying out different things like turrets.
To prove that I’m an addict: even when trying out different things, I still use med kit and tool kit… I don’t even count these 2 anymore, they are always there
I don’t know I want to like and use turrets, but their lack of mobility just really hurt them for me as I roam with a guardian. Also would you use power for damage? Or would you use conditions? As rocket does aoe burning?
rifle: power
flame: condition
Rocket: bit of both
Deployable turrets is great since you can place on walls where enemy can’t hit, but be careful cause sometimes they glitch in the middle of object and all shots are “obstructed”, also remember this trait is glitched with Flame turret! but yea! turrets on trees the way to go for their survival!
very true about putting them up walls.
But if the enemy has any kind of easy ranged… you can’t repair them with tool kit, now can you. Maybe you need the other self healing traits for that.
And the knockback is sort of wasted too.
That’s what I mean with ‘turret traits are all over the place’.
But sure: I also think putting them in odd places is the way to go for their survival.
But than… what about your turrets with an aoe ability?
Flame, thumper, healing… they need to be where you are.