Showing Posts For Kimbald.2697:

Prayers go out to Oklahoma

in WvW

Posted by: Kimbald.2697

Kimbald.2697

I hope they are fine. And my deepest regrets for those who are not…

That said, I have two reservations with this post.

First: why is this in the WvW section? It’s a terrible tragedy, yes. but why is that announced here?

Second: I realise a lot of Northern Americans are christians or at least religious, and I respect that.
But I’m not, and the post assumes we all ‘pray’.
I don’t.
And I don’t see this as a religious forum. So why is the assumption here that players of Gw2 (WvW) pray?
I have a lot of sympathy for the people struck by disasters, not only those in the US mind you… but don’t assume we all pray, or all should pray.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Elementalist and Arrow carts

in WvW

Posted by: Kimbald.2697

Kimbald.2697

It’s ok if players can take out siege.

It’s not ok if one profession can do that exteremely better than others by ignoring line of sight.

Rangers and engineers have 1500 aoe range, and yes: they need minimal line of sight for that.
If they can reach your siege, it means it wasn’t palced in the back enough.
I’m ok that ele’s can do the same.
Not that they can do better because Line of sight doesn’t apply to them…
Ele’s can reach what others can’t even see, let alone hit.

More professions can have max range aoe for my part (1500 that is), I don’t mind.
But they shouldn’t have created one single aoe that ignores line of sight.

Wiggely, wobbely and other wombaty wabbity creatures…

Upcoming WvW changes, may 28th

in WvW

Posted by: Kimbald.2697

Kimbald.2697

am I the only one that feels that this is the actual WvW Patch that was promised us for February March?

Very excited and looking forward to it!

If it is, than I actually find it a tad underwhelming.

Wiggely, wobbely and other wombaty wabbity creatures…

Can we PLEASE have the freakin TP back

in WvW

Posted by: Kimbald.2697

Kimbald.2697

Npc: You’re doing what?
Anet: Euh? You mean the ascended gear?
Npc: Yeah, why does HE get to sell that?
Anet: well, he already sells the badges gear…
Npc: So?
Anet: seemed the logical thing to do.
Npc: And what do I get to sell?
Anet: the usual great stuff from the trading Point, like you do now.
Npc: Oh joy and happiness… no one is buying the cute stuff here you know.
Anet: I’m sure some do.
Npc: Du-uh! They buy food, and food, and food. Cold pizzas, lukewarm soup, rotten meat… I can’t stand it anymore.
Anet: The TP sells a lot more than that, surely.
Npc: Like what? Town clothes in WvW??? Rofl.
Anet: Look, the badge dude is selling the ascended gear and that is final.
Npc: You sell your own bloody food than, I’m outta here.

Wiggely, wobbely and other wombaty wabbity creatures…

More traps?

in WvW

Posted by: Kimbald.2697

Kimbald.2697

Confusion trap:
for 30 seconds everybody in the area gets a commander badge.

Wiggely, wobbely and other wombaty wabbity creatures…

RoF vs. WSR vs. AS

in Match-ups

Posted by: Kimbald.2697

Kimbald.2697

Can people please check out this post first, before accusing others of zoomhacks:

https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Arrow-carts-can-hit-inside-without-zoomhacks

I’m not bothering with windowing my screen for a freaking arrow cart, but others do. And it’s a grey zone there: not a hack, but they do put in some ‘effort’ that isn’t common practice when playing.

Anyhow, read it before accusing.

Wiggely, wobbely and other wombaty wabbity creatures…

Turrets STILL "useless"

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

My general rule is, turrets can be good, just not if you use a full turret build. Rocket Turrets fit into some builds, as well as net turrets and rifle turrets (like in the SD build).

The problem comes in when someone tries to make a “turret build” and then suddenly realizes they have zero condition removal and no stunbreaks.

The CDs on turrets could be a little more forgiving, however, and especially the toolbelt moves.

I’m angry because you are right, sadly enough:

You can’t have a full turret build, ok.

You can’t have a full kit build either since they lack stunbreaker and condition removal since the KR nerf.

You can’t even have a full gadget build, even though they have several stunbreakers…

But you CAN have a full elixir build, and have stunbreaker, condition removal, damage to boot! And you have traits supporting you both defensively as offensively!

That’s why I claim elixirs are the only finished skill set we have.
If you can have a full elixir-build, you should also be able to make a full turret-, gadget- or kit-build.

Never once did I see someone reply to HGH builds: ‘but hey, you’re not supposed to make a full elixir build!’
Yet I hear that in EVERY turret, kit or gadget discussion!

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Augury Rock Vs Baruch Bay Vs Piken Square

in Match-ups

Posted by: Kimbald.2697

Kimbald.2697

People often claim their server does not blob, but when they do… it is because of unusual circumstances, and of course: only this once!

When they see a blob of another server, they immediately react as if the other servers guilds blob ALL THE TIME!
Caps intended and common practice in such claims.

I have not seen a single guild who hasn’t been sided by another guild in any particular fight.
Even Red Guard has ben in fights where other guilds joined them. not GvG of course, but the discussion of blobbing is NEVER about GvG…

I fought on Piken for quite some time.
Piken Square blobs at times. Usually not intended, it just happens.
Every single server we fought had blobs too at one point or another.

We usually complain about their blob, and excuse our own blob.
While neither were the general rule, not ours and not theirs.

Wiggely, wobbely and other wombaty wabbity creatures…

Ticking siege just ain't fun

in WvW

Posted by: Kimbald.2697

Kimbald.2697

Again, they don’t want you to tick siege. They WANT it to expire because temporary siege is supposed to be temporary….

You’ve found an exploit, a way around it, I don’t know what you think the response should be except making the stupid stuff expire after 30 mins whether you are using it or not.

please link your source for your claim.

This is one of mine by the way:

http://www.guildwars2guru.com/arenanet-tracker/topic/260106-siege-despawn-timer/

Here devon Carter is pretty clear that the timers are there to avoid unused siege counting towards the siege cap.

I’m curious to your source where it says that siege is supposed to disappear, no matter what. And that sitting in it to lenghten the cooldown is unintended.

You say the siege is supposed to expire wheter you use it or not.
I say that is a false claim, so please show your source.
It goes against the sources I can find myself.

Wiggely, wobbely and other wombaty wabbity creatures…

Turrets STILL "useless"

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Is it just me or when the idea of an Engineer is brought up as a class for a game, I usually think about gadgets and Turrets, not potions. Sure I can at least see kits, at least since they’re unique to the engineer, but I feel like (what should be) the most iconic things about the class in general are also currently the worst.

They could’ve easily made an entire other class dedicated to Alchemy and had that be separate from the engineer entierly.

Just on this point: I agree so very much!

Engineers go boom! They use noisy mechanics and thingamagics.

from my view of the engineer, I would expect turrets first, after maybe the icnredibly cool flamethrower.
Gadgets next.
Bombs and grenades for sure, hitting with stuff from your tool box.

totally at the back of my list would be elixirs.

odd, since elixirs are the one skill set we have that is completely balanced and backed up by amazing traits.
Kits run a far behind second. They have great competitors, but they lack team spirit and are not working together as a team at all.
Turrets are closing in on kits but not near them at all for now.
And gadgets aren’t even in the race it seems, they’re still on the track somewhere near the start.

Wiggely, wobbely and other wombaty wabbity creatures…

Ticking siege just ain't fun

in WvW

Posted by: Kimbald.2697

Kimbald.2697

Again, they don’t want you to tick siege. They WANT it to expire because temporary siege is supposed to be temporary….

You’ve found an exploit, a way around it, I don’t know what you think the response should be except making the stupid stuff expire after 30 mins whether you are using it or not.

so small servers are not supposed to siege up their keep or towers at all, but simply put down the siege as the enemy is at the gate?
Right…

You are wrong about your theory.

Siege was not meant to despawn.
The despawn is Anet’s answer to an exploit of abusing the siege limit by players of other servers coming as ‘saboteurs’ and putting down a ton of useless rams in places where no door is in sight.
This results in not being able to put down real rams at doors you need to break, because you reached the map ‘limit’.

To avoid that all siege would despawn, no matter what, Anet allowed for siege timer to be extended by ‘sitting in’ the siege. Called ‘ticking’ here.
This was a sort of compensation for the measurement against the abuse. The reasoning being: if you use the siege actively it will not despawn.
The idea was good, but they didn’t think of all the consequences their ‘solution’ to the sabotaging would bring.

So get your facts straight: ticking siege is not an exploit, not a workaround.
It’s the compensation for the workaround of Anet against player siege limit abuse!

Wiggely, wobbely and other wombaty wabbity creatures…

Turrets STILL "useless"

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I currently use grenades and healing bombs in WvW (which is the bulk of what I do). But in all honesty: I would prefer turrets at this point.
Multikit builds simply lack damage, I could annoy people but never kill them.

I did try a turret set up, combined with my beloved tool Kit.
But in WvW… turrets just die in seconds.
You put them down and the next second you wonder ‘hey, what killed my turret already?’
They were glorified mines at best, since I traited accelerant-packed turrets. But I couldn’t even control the knockbacks: they got destroyed immediately, if i wanted the knockback or not…

Not even in pve, they constantly targeted the wrong npc’s and died because of that in seconds again. Utterly frustrating in a dungeon run where you’re constantly moving too!

I can see turrets work in tpvp point defending, that’s about.
And you better not be facing a mesmer, necro, or even a ranger with a pet. All of your precious overcharges will be wasted on knocking down clones, stunning minions and blinding cats and dogs.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Turrets STILL "useless"

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I get what you are saying. What I am saying is the damage you can do in a turret build isn’t on the same level as what you can do in a HGH build for example. It isn’t even on par with an SD build with nades. In both of those builds you get better damage and utility. Like better condition cleansing and stun breakers. To compensate for this I believe the damage should atleast be on par with those builds. In reality it should be better because your full potential is isolated to the area you drop your turrets in for up to 50 secs. That means if your target decides to leave your kill area and move the fight 1500 units away then you just lost any advantage you had for the duration of their cds.

So yes with my idea it would seem like a lot of damage but its extremely easy to predict and counter damage. The whole set up makes you extremely weak outside of your turret area and weak against conditions in it (every 20 secs). It could hardly be considered an op set up.

It’s true that you should be doing the same damage with turrets as our other ‘damage’ builds.

Just don’t forget the immense ammount of cc you put on your opponent with turrets IF they would function correctly.

A Rocket overcharge, a flame overcharge and a fire turret overcharege for example is totally locking out your opponent of doing anything at all.
(not that I would combine rocket and flame, rifle seems better with one of these).

Combine such cc with high burst, and you have created something overpowered indeed. Not that this would be the first of it’s kind, but still…

Outside of these overcharges however, a turret build is indeed pretty defenseless.
Not in the least because turrets eat up all your traits as it is.
A fully turret build not only has no skill slots left for defense, he also has no trait points left for defense!

Wiggely, wobbely and other wombaty wabbity creatures…

Ticking siege just ain't fun

in WvW

Posted by: Kimbald.2697

Kimbald.2697

A. If new spawned guards would destroy old rams, it would actually help already.

When you’re actively ramming a door, you kill the spawned guards anyhow so it’s not that them attacking your rams or not makes any difference at that point.

Combine this with the limitation of only putting rams at enemy doors, and you have solved a large part of the problem.

B. For the other siege: it should despawn if OUTSIDE, but when in the setting of a tower or keep, it should not despawn at all.

To avoid enemy spies putting a hundred ac’s in a tower, the guild who claimed the tower should be able to destroy friendly siege in their own tower or keep.
And if that is all they can do: put down usefull siege in your own tower or keep, than at least you can deploy that siege.
It’s when they can put down rams that it is a real waste.
Point A would solve the abuse of useless rams totally.

That would only leave a full spy-guild to first claim a tower and than fill it up with sieges.
This seems a rather unlikley scenario, but of course: it’s bound to happen here or there…

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Turrets STILL "useless"

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I don’t see how a stationary visible turret would be op if it did more damage. I am not asking them to give turrets 20k health and 2700 armor on top of increased damage. I want the damage they do to be threatening because If I run a full turret build I just gave up all my utility outside what those turrets can do. Also running turrets would be a damage build so the damage needs to be comparable to or exceed the current damage build choices. No one is going to drop 3 utility slots to do less damage and lose utility.

the thing with turrets, wich is in fact their very essence: is that they do their damage while you do yours…

If I test them against a dummy, so with no damage coming back at the turret (or me) and with no other target in between turret and duummy… I’m actuall quite happy about turret damage.
Overcharge a rocket, a net and a rifle turret on a dummy, while unleashing your own damage as well. The thing blows up pretty fast!

The reality of course is that turrets are awlays taking damage, and they always find wrong targets to target.
In that reality I fully follow your argument: turrets do way to little damage in a real setting!

But my solution would not be more damage, but turrets better at staying alive, and smarter at targeting.
If those are improved, we can see if the damage is still too low.

I would lower some cooldowns as well, and make it so that picking up a turret does not start a long cooldown at all. Deploying after picking up must be very fast, or they remain handicapped in a game this mobile.

Wiggely, wobbely and other wombaty wabbity creatures…

Turrets STILL "useless"

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Turrets really should be doing the damage mesmer’s phantasms do and need more health to compensate for the fact that they take up a utility slot. I have actually been playing my mesmer with a phantasm build simply because its the closest I am going to get to the playstyle I thought I would get from my engi.

turret damage is actually ok IF they stay alive.

I’ll give an example of my favourite turret: the rocket turret (RT) !

- RT keeps burning up almost permanent, and permanent with 33% condition duration.
This burning scales on player condition damage.
This is pretty good, nearly permanent burning that is re-applied every 4 seconds so even if they remove it, they get it again.

- RT also does decent direct damage.
For some oddball reason this does not scale on player power.
Still: the direct damage is pretty good, especially when counting the overcharge as well.

- RT has a range of 1200 untraited!
This is very long for a turret. Even if it’s unable to follow you, you still get some leeway to hop around fighting.

- every 20 seconds you can use the overcharge, which gives you TWO knockdowns in a row.
They fly slow and very visable, so you’ll need some immobilize or other cc to make them hit. Fair trade-off, if they land, they are pretty darn effective.

All of this sounds great on paper.
but now take into account the issues with turrets we are discussing:

- if the turret is killed in seconds, you get the 50 second cooldown… so what good is that 20 second overcharge?
Your turret WILL die, so your real cooldown is 50 seconds, not 20.

- what good is 1200 range if your turret targets the CLOSEST enemy near?
You may be at 1200 range, but your turret will not be shooting where you fight, it will shoot the pet-door-npc that is closer.
RT has an effective range of ‘whatever gets close’.

- permanent burning?
Well, not if the turret dies and you are stuck with that 50 second cooldown no…

- even if no one is doing damage near the turret, it WILL hit a mob close and that mob will kill it in 2 hits. Traited or not.

Rocket Turret only works if you are duelling someone in a clear arena setting. In a game that has neither duels, nor arena’s…
Sometimes you can copy such a setting, but if your opponent has any kind of pet, you can no longer rely on the turret when you need it.

Rocket damage is ok, it really is.
But with the current turret mechanics, all of that damage is utterly wasted.

The solution is not to increase the damage by a lot, because that would be OP in those few scenario’s where the turret stays alive longer.
The only solution can be: make turrets tougher and smarter.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Ticking siege just ain't fun

in WvW

Posted by: Kimbald.2697

Kimbald.2697

On our very small server, I often try to put at least a few arrow carts in every tower we take.

If I do that in 2 or 3 towers, I am obliged to spend the rest of my time avoiding these ac’s despawn…

It’s not fun for anyone, but on smaller servers you can’t even afford to put people on it.
And it’s not like there is a constant coming and going of ‘zergs’ to each tower who can quickly sit in every siege.
By the time our small ‘zerg’ gets around a tower again, everything is despawned.

There are better ways to avoid the tactic of wasting sieges to force the limit.
Rams only deployable at actual enemy doors, upping the counter, lowering the number each player can put down in a given time… etc.

They picked an easy but badly designed ‘solution’ again.

Wiggely, wobbely and other wombaty wabbity creatures…

Would you buy an expansion?

in Guild Wars 2 Discussion

Posted by: Kimbald.2697

Kimbald.2697

Not without a strong emphasis on new pvp game-modes, and a real promise on updating WvW changes far more often.

GW2 isn’t the pvp game it set out to be. It came with great ideas, but rather limited implementations.

Pve seems fine, maybe I would look for the announcement of smarter boss fights.

My main worry for an expansion would be, aside these before-hand promises: how much of the profession design will be actually finished on launch?
Engineers drew me into the game to a large extend, and I feel they still haven’t made up their minds on what engineers are supposed to be…

Wiggely, wobbely and other wombaty wabbity creatures…

Bomb spec setup: WvW

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Hello,
anyone used / tested a bomb spec useful/fun in wvw zergs?
If you did, what king of gear / spec / tactics did you use?

Thank you.

When I was playing on a more laggy server, I actually looked for a good build with a strong #1 ability, since that is the main thing you can use in lag. All the rest is severely slowed down.

Healing bombs, in a power build…
Hit hard, heal yourself and allies near just by spamming #1

My current build is actually a 30/0/30/0/10 testing build.
A grenadier with healing bombs, mostly power-toughness based, with a split between vitality and precission to go with it.

The nice thing about combining bombs with grenades, is that both can work ok on power. Albeit that grenades benefit more from conditions in the end.
Still, you hit hard with the grenades too and I mostly use them for added utility if fighting close.

Pistol-shield for extra survivability.

Not entirely sure on the last slot: stunbreaker, tool kit…
And sometimes using a healing turret with accelerant-packed turrets knockback, sometimes a simple med kit.

If going full support: healing turret and elixir gun actually, just for the condition removal and super elixir. not for actual fighting.
This works nice in dungeons in fact: grenades, healing bombs, healing turret and an EG

It’s not perfect and I’m still trying to tinker it into something versatile and usefull.

My own name for it is my ‘Mad bomber’ build, but it’s not totally original of course, as no engineer build can be at this point in the game.

tactics: start with grenades of course, max range. Than go bombs as you collide.
Knockbacks all around when in the middle of it.

Small fights: bombs, shield, pistol blind, grenades for the chill and such. Grenade barrage after glue bomb…
Still getting used to it.

Wiggely, wobbely and other wombaty wabbity creatures…

Turrets STILL "useless"

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

What puzzles me most is how they have been ‘buffing’ turrets for 2 patches now, in some attempt to open up more builds… but failed to even recognise the main weaknesses of turrets.

My only tough is that current devs don’t have access to the source code, but only a limited control panel to change some variable numbers.

It could also be as simple as: they don’t recognise these issues as the real problems with turrets because they have limited personal experience with them.

I don’t buy these ‘technical’ reasons players come up with for various issues the dev’s never said anything about themselves.

IF it is technical, than I assume they would say so.
Not saying you are wrong, just saying you are skipping a step in the logical process.

Right now, all we know is that they don’t even acknowledge these issues at all.
So the first logical conclusion is not that there are technical issues, but very simply that they don’t see the problem with these mechanics.

When they discussed Turrets in The State of the Game, I crinched a little.
To me it really sounded as if they had very little practical experience using turrets at all. Their comments sounded like theorycrafted optimal scenario’s instead of the practical experience that shows these theories have many flaws when you actually use them.

Not once did I hear a mention of technical issues like coding.
Mostt comments on turrets health or survivability sounded as if they think these are absolutely fine and working as intended!

Wiggely, wobbely and other wombaty wabbity creatures…

Turrets STILL "useless"

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

At level 80:
Rifle Turret: 747hp per 10seconds
Thumper Turret: 1195hp per 10 seconds.

the damage a mob can do to a turret in 10 seconds… even if you take of 30% from yet another trait, you still can be sure the mob does WAY more damage than hat.

And than compare to what a player can do, without even actively targeting the turret, just by aoe.

Place the turret further? On an edge or a height?
Best way to keep your turret alive actually, except for one little detail: it will NOT target your target but anything that moves closer to the turret.

Turret weakness, poor designed turret traits, and even worse turret AI go hand in hand to actually make everything work counterproductive.

Wiggely, wobbely and other wombaty wabbity creatures…

Turrets STILL "useless"

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

What puzzles me most is how they have been ‘buffing’ turrets for 2 patches now, in some attempt to open up more builds… but failed to even recognise the main weaknesses of turrets.

I like turrets, just as I like kits. They are how I see a profession called ‘engineer’.
Elixirs are not how I imagine a profession named ‘engineer’.

This is personal of course. But just speaking for me: I am sick and tired of turrets being so incredibly weak and awkward in design, compared to the effectiveness and trait support elixirs get for example.
Elixirs are fine… so high time turrets got some REAL improvements too!

Wiggely, wobbely and other wombaty wabbity creatures…

WSR looking for that 1 extra guild !

in Looking for...

Posted by: Kimbald.2697

Kimbald.2697

I came from a server that has long queue’s. And when you finally get in, you are likely to run into a full zerg or an organised guild. Small teams had very little playground in there.
And if you joined your own zerg, because of course your server did that too, than there was lag.

On WSR I am still pleasantly surprised every single evening that I can log in during prime time and immediately hop into WvW.
When I get there I have the option to join one of the few commanders around, create a camp squad with guildies, or simply go scouting alone which I usually do.

If I join the main group, hardly worth calling a zerg, lag is actually pretty minimal. it’s there sometimes but nothing like what I experienced before.

Sometimes we face a pretty large group for our standards, and than we have to retreat and defend inside.
But hey: it’s fun too.

It’s absolutely great to be able to chose your playstyle for the evening.
Roaming, solo, squad, guild, zerg… it’s all doable and fun.

Most of the time we’re outnumbered, so we do need more. And at best we could do with another organised bunch.
But I’ll have you know that if you join here, you’ll be able to have fun! No matter how you play your game.

Wiggely, wobbely and other wombaty wabbity creatures…

WSR looking for that 1 extra guild !

in Looking for...

Posted by: Kimbald.2697

Kimbald.2697

It doesn’t matter Sccotus. Let them boast.
We’ll show our fighting spirit still, and that will be our biggest advert in the end.

Let’s not fall back to forum wars because we get beaten in the real one.
we can still hit back, we can still fight, no matter the odds.

They can have the points, we’ll settle for the pride.

Wiggely, wobbely and other wombaty wabbity creatures…

WSR looking for that 1 extra guild !

in Looking for...

Posted by: Kimbald.2697

Kimbald.2697

Like Zeal said “Our border is constantly being pressured and we have become masters at defence this way”

I quote you: “I would never call us ‘masters of defense’ from what I see in EB mostly”

As you can see the difference, we are defending our border cause we aint got any chance to move to another border to get pressure off us, or help out in EB.

This is the reason why we are in the need of a freshly organised WvW guild at our side on WSR!

I made that distinction yes, it was exactly my point.
Used EB as an example of how we fall short in the bigger fight, even though we have several groups holding our border pretty well despite the odds.

We can’t only look at what we do in our borderlands to say if we are doing it right or not. What I described in EB should be common practice to first siege up a tower before moving along.
It shows where new guilds have room to make a difference.

It’s nobodies fault that we ‘fall short’, it’s the numbers game and nothing more.

But that should never stop us from looking at how we can improve.
My appraoch is this: if we ask a guild to come over, they should also know we’re still improving ourselves.
They won’t be joining a finished server with a fixed organisation. They will be joining a server which is still growing and developping it’s strategy.

I don’t try to put down the efforts that are being made. I merely point at where we can do things better, and more relevant: where new guilds can make a difference.

Wiggely, wobbely and other wombaty wabbity creatures…

WSR looking for that 1 extra guild !

in Looking for...

Posted by: Kimbald.2697

Kimbald.2697

Yes we need improvements, definitly on EB cause once we have SM (like last night till midday today) people will run to SM without heads and don’t see their T3 fully upgraded towers go down. Thats just 1 example in EB we got alot more issues regarding the def siege and keeping camps/running dollies.

You are right on the defence in EB but who did you think got WSR border fully red most of the evening/night? That’s where the real defenders are. Talking about the guild TEO, WAR and WBC. Also other friends/players who join up with us all in the same raidcall channel.

Also thanks for all the compliments and I really do hope any WvW guild which is looking for transfer can see this cause if we get any more support we will be able to make alot more difference.

I started by saying I agree with your post, didn’t I?

The real defenders have to be everywhere. This touches upon the need of inded a few more numbers, or an organised guild.

I fully appreciate the work being done in the borderlines of course.
But that doesn’t take away the fact there can still be room for improvement.

The message I want to give to candidate guilds is that they can contribute, that they can add their own strategies… since we haven’t got all our own strategies set in stone yet.

I point at the flaws to show where new strenght can be found.

By the way, I joined the EB Raid channel, despite our guild usually using their own TS.
The raidcall EB group was cosy… and wasn’t about EB
I said hi to the guys there and went on my way.

The borderlands channel was indeed packed and active. It was easy to see where the bulk of the fighting went on.

But none of this changes the fact EB, or any map, needs their strategic play as well.

New blood can help this, and for them the opportunity is that they can make in a difference in their own way.
This alone, should be a great incentive to join this fierce little server!

Wiggely, wobbely and other wombaty wabbity creatures…

WSR looking for that 1 extra guild !

in Looking for...

Posted by: Kimbald.2697

Kimbald.2697

Hello WvW’ers.

We from WSR are stuck in the hole that is T8, altho it being very fun, we always come in 2nd place ( sometimes 3rd ). Our main problem is lacking organised WvW guilds.

Right now we have maybe 4, by which i mean 15 ppl +- running together per guild at reset.

Our border is constantly being pressured and we have become masters at defence this way, however, we’re very tired of always having to turtle in our own borderland, without being able to get the pressure off us by attacking a different border.

Are you a guild tired of the lag in your server?
Would you like to make a impact on strong community server ?
WSR will welcome you with open arms !

We don’t ask for much, just for once that we are the server getting a guild, and not our opponents :P.

We have public raidcall with 10K slots. We have strong and organised commanders who are respected by the majority of the community on whiteside ridge and we never give up !

If you’d like some more info, please feel free to whisper any of the following ingame:
- We Be Husslin
- Herbaliser
- Enjeru Witch
- Illiada
- Skwas
- Catkins Meowser

Thanks in advance for considering us, I hope to meet you alongside us on the battlefield.

P.S.: We’re a medium pop server, it’s only 500 gems !

Let me start by saying I agree with everything said in this post.
I transferred to WSR recently, coming from Piken Square where the queues were eating up my limited game time.
WSR is a fun underdog server, much like the old Piken Square.

Having a few more small or medium organised guilds would indeed help a lot on putting pressure in the borderlands.

But sorry to say, I also see a lot of things we can improve in WSR itself.
I would never call us ‘masters of defense’ from what I see in EB mostly. There is quite a bit to improve there.
Something that other guilds might add if they come here.

I’ll give a few examples:
Last night I spend hours (literally) on putting arrow carts in towers we took, putting down the plans and building them. I also ordered at least 5 tower upgrades in those same towers we took (T1 and T2).

I am not a commander, I’m not even commanding the guild I run with. Heck, my guild wasn’t even in EB except for 2 of us…
But still I had to order the upgrades, put down the plans and worst of all: I was often alone running the supplies to build those plans.

When one of our commanders take a tower, they should immediately ask for siege to be put down. And start building. Than they should run to the closest supply camp and either take it, or simply take the supplies and return to the tower. Finish all siege, start the upgrade… and than move on to other fights.

Why is this relevant here?
Very often our commanders take their group of small randoms to other fights, because that group is about all we have.
They face the choice between spending time on upgrading and defences, or actually attacking and fun fights.
Most commanders go for the fighting, and that is also why most players follow those commanders.

All of this is happening with the ‘outmanned’ buff on all the time.

If we have a few more guilds, we can split forces better, react faster, and pressure one side while upgrading the other.

From where I stand, I feel like we can improve a lot ourselves.
But I fully agree we need some more numbers to really make it work.

Just be carefull what you ask for: if we suddenly get an influx of guilds, things will skyrocket, burn out… and fall flat on their face for a while.
As I said: I came from Piken Square…

We need a few more, not half a servers worth.
But for those considering to come over: you will be welcomed by a small fiesty server that is just waiting to get in the fight.
You won’t be bored, guaranteed

Wiggely, wobbely and other wombaty wabbity creatures…

Engineer down state is pathetic.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I think that the down state of other professions is too strong!

When you’re downed, you lost the fight with only an extremely small chance of recovering. Most professions can do way too much that goes beyond the basic idea of lying on the floor strugling to stay alive.

If the majority of professions can goes beyond this, then the problem isn’t everyone else. It’s us.

Of course, but I mean that I prefer bringing all the others down to our level.
Downed state is ok as an idea, but it’s way too strong in this game.

Not going to happen, I know. Just stating how I see it.

It should be strong. Because no one wants to be weak and useless. And it’s a MUCH worse idea to bring seven classes down to a similar feeling of futility and uselessness than it is to empower one class.

we’re not talking about combat.
We are talking about the state you’re in after you already lost the fight…

It should be weak and nearly helpless, just not completely helpless.

It’s downed state, not ‘below 25%’ or anything simular.

Bringing others down, or bringing the weak one up all depends on the goal.
It is never a general strategy which one is best.
A power creep is just as unbalanced for the game as having a weak minority.
Both can be wrong in terms of design.

In the case of downed state, I indeed believe that many of the down states are simply too strong for what they are intended to be.

When a player is downed, he should be using his last effort to stop the final blow, he should NOT be giving you such a fight you actually have to watch your own health after you already beat him…

So yes: compared to others I agree engineer down state needs improving, but i would much rather see a general toning down for the stronger downstates.
Because in this case, I think it’s more balanced to have weak down states.
In other cases, I believe it’s better to buff the weaker one.
There is never a single answer that fits all different problems.

Wiggely, wobbely and other wombaty wabbity creatures…

How ton counter confusion engies?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

If they pull you near, they will prybar you.
Both are from the same tool kit.
They pull, you dodge and run. They swing in the air and have the cooldown.

If they have bombs as well (the other big confusion source) than you can bet they switch to bombs after they miss the prybar prybar and hit that…

Often they wait till the first stack is removed and apply the confusion bomb stack.
So if the prybar lands, and you cleanse, expect the bomb stack incoming.

As said: both are melee.

Wiggely, wobbely and other wombaty wabbity creatures…

Any word on turret AI fix?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Turret AI is very easy to test on dummies:

pick a dummy in the row of light-medium-heavy.
Drop your turret where it stands and kill the dummy.
Than start hitting the middle dummy, the turret will shoot that one.
… until the first dummy spawns again and the turret changes target to that first dummy right where the turret stands.

It’s that simple, and it’s that stupid.

Especially on a rocket turret with a range of 1200 or more, I absolutely am baffled by this ‘closest target first’ mechanic!
It totally ruins the whole range this turret has. There is ALWAYS another target in between the turret and your target at 1200.
Be it another player, a pet, a door, an npc animal, a respawn… always!
The 1200 range is only usable in duels in empty ‘arena’ settings, of wich this game has neither duels nor arena’s.

Wiggely, wobbely and other wombaty wabbity creatures…

Engineer down state is pathetic.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I think that the down state of other professions is too strong!

When you’re downed, you lost the fight with only an extremely small chance of recovering. Most professions can do way too much that goes beyond the basic idea of lying on the floor strugling to stay alive.

If the majority of professions can goes beyond this, then the problem isn’t everyone else. It’s us.

Of course, but I mean that I prefer bringing all the others down to our level.
Downed state is ok as an idea, but it’s way too strong in this game.

Not going to happen, I know. Just stating how I see it.

Wiggely, wobbely and other wombaty wabbity creatures…

Engineer down state is pathetic.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

It might not sound as a major difference, but I do not think our down state is bad… I think that the down state of other professions is too strong!

When you’re downed, you lost the fight with only an extremely small chance of recovering. Most professions can do way too much that goes beyond the basic idea of lying on the floor strugling to stay alive.

Wiggely, wobbely and other wombaty wabbity creatures…

Any word on turret AI fix?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

The moment you move, your turret more or less becomes useless.
Even the long ranged Rocket Turret, which has an amasing 1200 range untraited, simply shoots the CLOSEST thing in sight.
This is a total waste of the turrets long range.

Turrets are designed for duels in an arena setting… in a game which has neither duels nor arena’s.

- When questing I move because the mobs die and I need to target others who reset if I pull them back.
- When doing dungeons, I need to keep up with the moving pace of the group.
- In WvW you move all the time, only at a door you’re standing still for a while. At that door the turret never finds a viable target beyond that door…

Point defending in pvp, that’s a bout the only place I can see how a turret can be stationary and still functional.
IF the other guy doesn’t have a pet close to the turret…

So a turret AI?
Yes please:

1. my target
2. If no target, enemy player attacking me
3. If no target, no enemy player attacking, than npc attacking me (pets are npc’s)
4. If none of the above: don’t bloody attack anything!

Wiggely, wobbely and other wombaty wabbity creatures…

What feature do you miss from your old MMO

in Guild Wars 2 Discussion

Posted by: Kimbald.2697

Kimbald.2697

Variety in battlegrounds.

Wiggely, wobbely and other wombaty wabbity creatures…

Turret Traits still NOT fixed

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

They haven’t fixed the hitbox of the turrets, though.

in that case neither metal plating nor autotool instalation will save them…
Just great.

Wiggely, wobbely and other wombaty wabbity creatures…

GH V WSR V AS

in WvW

Posted by: Kimbald.2697

Kimbald.2697

@DanyK
Back and forth fights that go on forever always get pointless
They are fun indeed, they’re like a big playground arena or something. But in the end both teams mostly wasted time and effort they could have spent elsewhere.

In EB we had a shorter ongoing fight near our WSR keep for a bit (Overlook). It was great fun, and ended up being strategically pointless.
I went of to see if we could get Speldan and Mendons back at that point, and we did.
But I did feel like I was missing out on the fun

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Is Airblast bugged?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

On the bright side, in the face of broken tooltips, one can always just play the game to figure things out.

oh, I agree very much that we can work our way around it.
Not just by simply playing and finding out ourselves, as you say, but also as Nakoda pointed at: the patch notes are always there to check how things are supposed to work.
We can find our way indeed.

The core of my argument, the reason why I was objecting to these workarounds, is simply because I think it is the responsability of the dev’s to make the tooltips work… not ours.

That’s a theoretical argument. For all practical matters, I do read the patchnotes and I do test things out in the game itself.

Wiggely, wobbely and other wombaty wabbity creatures…

Why do turrets gain aggro?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

This goes exactly against even what the dev’s said in the State of the Game end April.
I think it was Jon who said that in pve nothing would attack that turret…

Turrets have aggro issues.
And they have targeting issues.
And health issues.

Aside that, they might be ok.

Don’t forget hitbox issues. They have some pretty big ones making them take unnecessary AoE damage.

Very true, but I think we all agree that is not a design issue as such, but a simple bug introduced with the latest changes.
it’s very important as you say. But my points were about how the turrets were working by design.
Let’s hope this hitbox isn’t a deliberate choice.

Wiggely, wobbely and other wombaty wabbity creatures…

GH V WSR V AS

in WvW

Posted by: Kimbald.2697

Kimbald.2697

Whenever is Tz outmanned tho? :P
Also the fight in front of bay gate on WSR border seems to be a week-long fair. Good place to farm kills but gets boring especially because you WSR guys always run back to the siege as soon as you see us even when we run around 1/4 of your numbers.

Come on people we need GvG’s! I’m sure anyone can get 10 people together to have fun with us.

Cya on the field!

Well, if you want GvG’s you can hardly expect those to happen near a keep, base or tower of course…
When fighting near Bay you have to expect people hit and run from both sides, back and forth.
No one is silly enough to stand their ground on a piece of grass a few yards from the wall an gate.
We’re not defending the grass after all

Not saying you shouldn’t get those GvG’s, it can only add to the fun if that happens alongside the fighting over objectives!

This tier has an incredible advantage for GvG not many realise:
unlike higher tiers, the guilds can get all their members in a map, without taking up spots from those who are simply going for the objectives.
In higher tiers this is an issue: guildmembers not getting in, while the guilds doing GvG all evening take up spots so the objectives fight end up undermanned.
Our tier doesn’t have that, or only very rarely.

Wiggely, wobbely and other wombaty wabbity creatures…

Concerning lag.

in WvW

Posted by: Kimbald.2697

Kimbald.2697

Stop blobbing and you will have fixed the lag.

Our server dropped one tier this week and the difference is amazing, frequent skill lag -> no skill lag at all, simply because the enemies don’t blob in this tier like they do in the other.

while this is true, this is not ‘a solution’ in any sense.

Not every server can simply ‘drop a tier’ and not every server can stop blobbing or they lose against the other blobbing servers.

This game in WvW is designed for blobbing and most mechanics support it.
Small team action can be important, especially in the lower regions of the tiers, but it never is the decissive factor for winning the match.
Blobbing is, simply because numbers are what counts for most in the end.

Just like not every player can move down tiers to get a more enjoyable gaming experience in WvW.
I dropped from T3 to T8 myself, because I couldn’t waste all my time on queues and than be faced with lagg if and when I finally got in.
This is not something all players can do, since that would only shift the problem…

‘Stop blobbing’
It’s not that simple.

small edit: I have fought Gandara in the past… you guys blob as much as the next. But happy for you that you ended in a tier where it’s less of a general strategy than. Things can only get more exciting

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Can we get a Grenade Blast Finisher?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Grenades are not getting buffs, or any improvement at all…
I think that much is clear from the latest SotG.

I would first add blast-whirl-projectile finishers to other kits by the way, and to more gadgets and even turrets… before I would think of adding them to grenades.

Wiggely, wobbely and other wombaty wabbity creatures…

GH V WSR V AS

in WvW

Posted by: Kimbald.2697

Kimbald.2697

To the 4 PRXM guys at Gods just now.
I’m the little engineer that kept bugging you without dying… for a while.

I really appreciate the /bow you all did when I finally fell.

Not that I did anything constructive in the end, but it was too good to pass on

Haha thanks dude you were a pain to kill lol. We normally bow to guys that are good players or give us a fun fight. We also put off taking the camp till we killed you, which took much longer than expected lol.

Had a duel in EB below Mendons a bit after that, where one guy fought me and his friends stayed and watched. But in the end I messed up, had my shifting button wrong on the last part of the fight so started messing up bigtime.
He beat me fair and square. Was a really fun fight too. Took aaaaages too…
We kept resetting our health till I went nervous I guess and missed the button

Yeh this was a guildy of mine, i was watching. Fight went on foreverrrrrrr

Because of how I got my shifting button wrong, I could no longer detonate my healing turret.
This means in practice that I locked myself out of my heal.

In other words: if I hadn’t messed up my keys in the end, it would have gone on quite a bit longer

And do tell your guildy that this does not mean he (or she) didn’t win full out. It wasn’t my keyboard suddenly changing binds on me, it was me not realising I had my pinky on the wrong button suddenly because of the hectic ongoing nature of the fight.
That’s me messing up, bigtime… and that only happened because your guildy kept coming at me with reset health!

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Flamethrower and Newbies

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

imo, FT#1 is not a damage attack it is an effect spreading attack.

same goes for napalm, it is a utility.

why #2 is not a blast finisher remans a mystery.

would you want FT #1 to be a projectile finisher, for more synergy with the Napalm field?

I agree on FT#2 being a blast finisher though.

Or as alternative: FT#3 being a whirl finisher, how cool would that be?

Not all 3 of these of course, we can’t have it all.

I know we didn’t see eye to eye on another thing recently, but still asking you because you’re totally into the Flamethrower and I think you have a good vision on what it can do or not if optimised.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Why do turrets gain aggro?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

It is normal. It sucks, but it’s normal.

As for getting aggro off the turret, I’m not sure. You could try predeploying it before a battle so that the enemy aggros onto you first.

I think the “hate” mechanic is also tied into toughness, so you could try to boost your toughness and see if that helps.

Otherwise, you can take some traits to make the turrets a bit better, but I haven’t used them too extensively to comment based on experience.

yesterday in WvW EB a few of us were doing the harpy killing at the ogres.
We hit the Champion Harpy in the process. I shot it several times, threw freeze grenades on it, even my grenade barrage.
It moved to me, and I deployed my healing turret, realising I could be in some trouble, or a team mate who would not move fast enough.

I have 3k armor by the way, little over 2k toughness. That may be why the Harpy came for me, but it should also make sure the harpy does NOT stop to kill my fresh turret.

The Champion Harpy stopped at the turret, hit it, one shot kill… and than proceeded my direction.

This goes exactly against even what the dev’s said in the State of the Game end April.
I think it was Jon who said that in pve nothing would attack that turret…

Turrets have aggro issues.
And they have targeting issues.
And health issues.

Aside that, they might be ok.

Wiggely, wobbely and other wombaty wabbity creatures…

GH V WSR V AS

in WvW

Posted by: Kimbald.2697

Kimbald.2697

To the 4 PRXM guys at Gods just now.
I’m the little engineer that kept bugging you without dying… for a while.

I really appreciate the /bow you all did when I finally fell.

Not that I did anything constructive in the end, but it was too good to pass on

Haha thanks dude you were a pain to kill lol. We normally bow to guys that are good players or give us a fun fight. We also put off taking the camp till we killed you, which took much longer than expected lol.

Had a duel in EB below Mendons a bit after that, where one guy fought me and his friends stayed and watched. But in the end I messed up, had my shifting button wrong on the last part of the fight so started messing up bigtime.
He beat me fair and square. Was a really fun fight too. Took aaaaages too…
We kept resetting our health till I went nervous I guess and missed the button

Wiggely, wobbely and other wombaty wabbity creatures…

GH V WSR V AS

in WvW

Posted by: Kimbald.2697

Kimbald.2697

To the 4 PRXM guys at Gods just now.
I’m the little engineer that kept bugging you without dying… for a while.

I really appreciate the /bow you all did when I finally fell.

Not that I did anything constructive in the end, but it was too good to pass on

Wiggely, wobbely and other wombaty wabbity creatures…

Crow bar

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I’ve been using it even before it got buffed with the longer range on magnet pull, and in all that time I can’t remember ever seeing crow bar stun.
Are you sure it was the crow bar that did that?

Wiggely, wobbely and other wombaty wabbity creatures…

Flamethrower and Newbies

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

a small, but substantial buff to the flamethrower would be if the #1 skill became a PROJECTILE finisher!
I hear a lot of talk about blast finishers, and for good reasons of course.

But if the first skill would be a projectile finisher, coupling with the napalm fire field suddenly makes a lot more sense… even if the enemy ignores the field and it’s ticks.

And why not let it tick burning on the initial hit, instead of that elusive last hit?

Wiggely, wobbely and other wombaty wabbity creatures…

Is Airblast bugged?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Yes indeed, an updated tooltip would be a huge help for new players trying to figure the game out and make it more newbie friendly.

I would also hope that somewhere in-game they put the combo information. I would like to have that accessible, even if i have to open some sort of screen that helps me out with how the combo system works.

All in all I don’t have huge complaints about this game. I actually REALLY like this game! This is something that I just noticed and thought I would post about.

So please don’t think that I am supportive of a Anet bashing session, just more of “hey help the game be more accessible to new players and not confusing”.

So last but not least, thanks Anet, your game kicks major butt, I am enjoying my time playing it and I know you will fix these issues, because I know you care about your player base!

They do have a sort of ‘middle road’ system to tell you what combo’s or other things do:

if you type in something in your chat window, starting by /wiki you immediately get windowed out and open your browser on the wiki page of that skill or ability.
In your example: in game you type /wiki combo and you’ll likely get the browser to open on the general page on combo’s.
Works on anything that is in the wiki, or it will open it at the error page saying there isn’t anything on it.

This is a pretty smart feature, and helps if you want to check something on the spot without the hasstle of manually looking for it.

Wiggely, wobbely and other wombaty wabbity creatures…

Would be cool to hide kit packs.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Join the bus… or rather: the scruffy procession of hobo’s dragging sacks around:

https://forum-en.gw2archive.eu/forum/professions/engineer/Hobo-Sacks-A-Terrible-Fashion-Statement/page/2#post1991195

Wiggely, wobbely and other wombaty wabbity creatures…