Showing Posts For Manuhell.2759:

Scrapper's Survivability

in PvP

Posted by: Manuhell.2759

Manuhell.2759

I wonder why people keep comparing engineer’s hammer with other weapons.
Other classes’ weapons are balanced over using two weapon sets.
Engineers have only one at their disposal, by default. So either it does more than what some other classes’ weapon does, or it wouldn’t be able to keep up.
If it has to be balanced like other classes’ weapons, then engineers should get that second weapon set everybody else has (apart from elementalists, of course).

And given that the usual replies are “but the toolbelt” and “kits”:
1) Engineers aren’t the only class with F skills. Guardians get three signet-like skill without having to give up that second weapon slot, for example. And toolbelt skills are balanced together with their utility one, anyway (see elixir R, whose utility skill is mediocre at best to make up for the good toolbelt).
2) Kits are optional. Arguing that engineers lack that second weapon set due to kit would be nonsensical. Following that same line of reasoning, for example, warriors should have base stats reduced and a constant hp degen just because they can potentially slot banners and healing signet to make up for it. Obviously it isn’t like that, as that would be crazy and no one would argue otherwise. So don’t try that argument.

Are Grenades still required for max dps?

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Posted by: Manuhell.2759

Manuhell.2759

lets see other classes camp 1 weapon for dayz and succeed at everything, hmm?

Other classes get two weapons by default, though. Or four attunements.
If we don’t go for kits, that “1 weapon” is all we have, along with the utilities and toolbelt (and even then, it isn’t like we’re the only class with additional F-skills, yet we are the only one with a single weapon set). Thus we should work well using that single weapon and whatever utility is available – be them kits or not.
If they ever meant for kits to be that important, they should have made those the core mechanic. That would have essentially made us a sort of an elementalist-knockoff. And probably would have brought some better balancing, too.
Instead we’re designed in some other way, while still being balanced like we were some elementalist-knockoff, and we have to rely on kit to do anything well.

Sick of the Gem Store

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Posted by: Manuhell.2759

Manuhell.2759

One thing i especially dislike is how they introduced a whole new mechanic with the expansion – gliding – and yet they haven’t put a single glider skin available via the game itself.
I mean, you already have to pay for the expansion, it isn’t like it comes for free. They could have put some skins ingame at least.

The problem with Gyros

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Posted by: Manuhell.2759

Manuhell.2759

Rather, the problem is that they designed and balanced them over PvP, and they only care about what is supposedly OP, rather than what gets into the garbage bin.
So whatever is useless remains useless, and whatever is supposedly OP gets tuned down…sometimes so harshly that it gets directly to the garbage bin instead (turrets, anyone?).

Again, splitting balance would solve everything, but well…

Anyone else think engi could be better

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Posted by: Manuhell.2759

Manuhell.2759

Other classes can have those issues fixed, though. It’s all a matter of balancing those utilities properly.
Alas, unlike other classes, we especially have to rely upon our utilities to do anything since we’ve got a single weapon slot.
So…how do you do that with the engineer?

Individual kits can’t be good, cause otherwise getting multiple ones would make them op.
Turrets did exactly what they were designed for – defending and controlling an area – and yet they were nerfed to the floor instead of some rework to be made them more active. And they gave us gyros thereafter…that are as useless for the most part. Probably on purpose, due of the stigma of “AI minions” in their beloved PvP mode.
Elixirs are decent only with their grandmaster trait. But even then, using multiple elixirs means using less kits, thus less way to use that might. It isn’t like we can do much with autoattacks, after all. And in PvE even that is meaningless – there are far better sources of might in a party.
Gadgets…the only one that gets used constantly is slick shoes, and only because there happens to be the perfect circumstances for its use (be it people forced to stay inside a relatively small point in pvp, or large bosses that can be hit with all the puddles during a breakbar like gorseval). Oh, sometimes people can use that mine, if they really need to strip a boon. Usually, they just don’t. Still, it isn’t like they could compete with kits, being a single skill.
Due to how the class works, we have to rely too much on utilities. And that means we just can’t afford to use something that won’t work well in a specific situation.
In PvE, that usually means “just go full kits apart from the healing skill (and just because med kit happens to be terrible)”.

Most of those issues depend on that unified balance, anyway. If they properly splitted it, each mode could have skills balanced properly, given that they can take into account the specific differences of each mode. Until then, there isn’t much to hope for.

Scrapper Offense + Defense = Too High

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Posted by: Manuhell.2759

Manuhell.2759

If you have read Manuhel2759 his post right and my reply to his, than you can see that the Kit argument doesnt work in this context.
He already explained that.

It’s amusing how people always come out with that argument.
If someone ever proposed to give warriors lower base stats because they can take banners to compensate for it, or that they should lose some health every second by default because by using healing signet they would still have a positive net outcome anyway, people would call him crazy. And they would be right.
And yet, when engineers are involved, people seriously think it should work like that.

January 26th Update: Your feedback

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Posted by: Manuhell.2759

Manuhell.2759

What this game needs is to properly split balance between the different modes, or at least between PvE and PvP.
They’re too different to be balanced in an unified manner.
Until that day, there won’t be any decent balancing. It just can’t be done.

Scrapper Offense + Defense = Too High

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Posted by: Manuhell.2759

Manuhell.2759

Also, i would LOVE to hear any defense for hammer while thief SB exists (which has HUGE trade off for every utility). Or necro weapons, or ele weapons, or frankly most of the weapon sets in game that have some kind of utility.

Do you know what those other weapons have in common, too?
They’re on classes with multiple weapon sets. Even elementalists, whose loss of a second weapon set is converted to multiple attunements (albeit, they pay the price of having four attunements by having individually weaker skills, be it due to their cooldowns or effects).
And before someone else comes out the “toolbelt” excuse…it isn’t like engineers are the only one with F skills – guardians have got three signets-like skills, for example. While still retaining the second weapon slot. And since someone will mention kits too, well, they’re utilities – and that makes them optional, unlike something given as baseline and that’s always available. The latter, you can balance a class upon – they always have it, as said before. The former, no way – else they get essentially forced upon instead.
So, you think that engineers’ weapons are stronger than the norm and should be balanced like other classes’ one?
Fine, give engineers a second weapon set and it’s done. But until then, something has to make up for it.

(and either way, splitting balance over the different game modes would go a long way to properly balance things; still, they aren’t doing it, despite all of them being much different from each others)

New trait - Applied Force

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Posted by: Manuhell.2759

Manuhell.2759

Seems like a nice trait, at least for PvE. Still, it requires taking that line over something else. I wonder if it could be worth the opportunity cost for a condi.

Hope for gadgeteer

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Posted by: Manuhell.2759

Manuhell.2759

The problem with gadgets is that they are in a class balanced over using kits. That’s all.
At most they can be situationally relevant, and just for those that do something that kits cannot do.

Scrapper relook: On elite specs designs

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Posted by: Manuhell.2759

Manuhell.2759

The problem with changing the engineer mechanic is that said mechanic isn’t fixed…it depends on the utilities used. And many utilities are balanced together with their toolbelts (see elixir R, where the utility itself is terrible and the toolbelt compensates for it). Some skills even depend on their toolbelt to work (like turrets).

Beside that, unlike any other class, the engineer is balanced over some particular utilities, with a reduced importance on weapons due of those.
So new utilities are meaningless for the most part. They would have to be either ridicuously strong to be used instead of kits (and they would get nerfed to irrilevancy soon after) or do something else that kits cannot do and be strong enough to deserve a place in our slots. Quite difficult, since kits already do a ton of things.
Either way, unless they properly balance the base class to not depend so much on kits, there isn’t much to hope for elite specs.

Are Turrets really dead?

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Posted by: Manuhell.2759

Manuhell.2759

Turrets were supposed to help defend and control an area.
In their current state they aren’t able to do it at all – they die far too quickly.
And unlike other classes, the engineer hasn’t got a second weapon. So by using the utility slots on turrets, once they die you’re left with a single weapon and some toolbelts. That’s not viable.
So yeah, as turrets, they’re dead.
Again, what they needed was a rework of their mechanics that would make them more active. Not some quick and cheap survivability overnerf good only to appease a whining crowd.
They’re supposed to be standing still in an area and defend it and do it for a class that relies even too much on their utility slots, and they even lock the actual class mechanic while they do it (as you can’t use the proper toolbelt skill while they’re placed).
If they haven’t got a good enough uptime, they can’t do it. Be it via high defenses or low cooldowns, that’s needed for them to work as turrets.
But given that they even removed most of the traits and they gave us gyros, i guess they aren’t even planning of making them remotely useful.
If there is a table, then turrets are the chewing-gum sticked below.
Well hidden from view, and won’t budge out by themselves.

Learning to Love the New Sneak Gyro CD

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Posted by: Manuhell.2759

Manuhell.2759

it will still do the same thing in pve. the cd doesnt matter. in HoT maps, there are adrenal mushrooms. in non-HoT maps, you dont need to run around stealthed as much and you wont notice the difference.

All the more reasons to not nerf it in PvE as well, then, if it isn’t that useful to start with.
Also, even if as stealth it isn’t necessarily useful, it was still a Final Salvo proc on a 20s cooldown if one wanted to use it for that purpose.

Are Turrets really dead?

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Posted by: Manuhell.2759

Manuhell.2759

And instead of making them more active by changing how they worked, they decided to simply made them useless.

no balance to the pve side yet again?? why?

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Posted by: Manuhell.2759

Manuhell.2759

There’s entire weapons, utility skill types, and trait lines that are basically never used in PVE, either because they’re balanced for “defend a tiny circle forever” gameplay or because they were so good at same that Anet gutted them (RIP turrets).

I agree wholeheartedly.
PvP, PvE and WvW are completely different modes. What works nicely in a mode isn’t necessarily useful in another.
Trying to balance all the modes together just unbalances all of them further.
Trying to balance all the modes by balancing over a single one of them causes only further issues on the other two modes.
If they want to balance the game decently, it’s either a splitted balance or nothing.

Weaponswap & Elixir S

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Posted by: Manuhell.2759

Manuhell.2759

A way to fix it could be to rebalance the cooldowns on the skills included in the kits.
That would means raising many of them, most likely.
Of course, i don’t expect people to be happy if something like this ever happens. Many people like the current playstyle. What they don’t realize is that’s extremely detrimental to the balance of the core profession and that, in turn, also harms any future elite spec we could ever get (since they’re forced to balance them over kits).
And that such a change wouldn’t be an actual issue…since we can have a kit-focused elite specialization once the core class is properly balanced.
All they would need to do is to make an elite spec that removes the second weapon set and reverts the cooldown increases. With some new kits, or some kind of mechanic related to kits. And that’s it. The core class has its own balancing, and this elite spec can be balanced indipendently without harming any other elite spec.
And it works even if they do something else than raising skills cooldowns, anyway.
Cause the whole point is that by shifting the concept onto an elite spec, they would just need to balance the elite spec itself. Instead of the whole class.

Weaponswap & Elixir S

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Posted by: Manuhell.2759

Manuhell.2759

“more kit” isn’t a solution. At all.
We’ll get more elite specs, with their utilities. And we’ll still be using our old kits even then, cause those utilities won’t be able to compete with kits.
And our weapons can’t be balanced properly when you have to take in account that they can be used either alone or with a ton of kits. The variance of power is far too high. And it usually ends up that they have to balance over the worst case (thus forcing us into kits further).

And regarding our weapons, well, people should make their mind. Either it is good enough to be used alone (as we have no second weapon set) without people whining that a single engineer weapon is stronger than some other classes’ one (as those are balanced over having two weapon sets available); or it gets compared and eventually nerfed to other weapons’ level, but we get the second weapon set other classes got by default.
Oh, here people will say: “but we have kits”.
Yeah. Kits that are optional – unlike our actual class mechanic, the toolbelt.
And something optional cannot dictate the balance of a whole class.
If kits are the cause of so many balancing issues…fix them, that’s the solution.

Why has there not been split Balance

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Posted by: Manuhell.2759

Manuhell.2759

As an engineer, i have become to hate the PvP mode due to how that nonsensical unified balance kittened over the class in PvE.
Skills and traits got changed in the whole game only due to their performance in PvP (flamethrower/backdraft and the old kit refinement, for example). Turrets never got a decent balance in PvE due to their performance in PvP (where putting it in a node and standing still worked – as they were designed to defend a point – until they nerfed them to the floor despite them doing exactly what they were designed for). In PvE, their only use is as something put down, overcharged and detonated. Because it would be useless otherwise. Gadgets and elixirs are mostly pointless in PvE too, again due to how they balance everything over PvP. Gadgets just don’t do much to justify their use (whereas a slick shoes in PvP can have quite an impact). And elixirs aren’t that much useful either, when you can just use a kit instead. In PvP you could use HGH to get some might…but in PvE you aren’t alone for the most part, and that might can just be provided by your companions, thus greatly diminishing the importance of that trait (and thus of the elixirs themselves).
And then we even get Gyros for the elite spec – an AI minion that no one asked for, because we knew exactly how things would end up – that can’t do anything meaningful due to how PvP guys abhor everything AI related. And indeed, no one cares about them in PvE. And that’s without talking about how they don’t work well, anyway (like, blast gyros going haywire and missing targets just to plaster themselves into a wall, or all the pathing issues that make them move erratically – something that in PvE is usually quite unwanted).
So yeah, if they could split that balance, maybe we could have a class that hasn’t to be kitten constantly due to completely unrelated reasons.

Learning to Love the New Sneak Gyro CD

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Posted by: Manuhell.2759

Manuhell.2759

Adding something that makes sense only for PvP/WvW purposes after having nerfed said skill due to those same modes (PvP in particular) with a total disregard for PvE balance (where it has a niche use at most before and is gonna get only more useless now)?
Well, that’s something they could do, definitely.

Scrapper changes

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Posted by: Manuhell.2759

Manuhell.2759

As usual, the actual issue is that those changes fail to consider the other gameplay modes.
They could make sense in pvp (apart from the tool kit one). But they’re either useless buffs or unneeded nerfs in PvE.
And given that they even gave further buffs to the warrior (that had no reason to get PvE wise) and that alacrity is getting its effect halved, i guess engineers condi will likely get the shaft raid-wise, even if they weren’t directly nerfed in that regard.
I will continue to wait for the day when they’ll finally split those balance changes.
A day that will likely never come, but still…

Edit: seems those aren’t the full changes, anyway. There is still time to screw PvE Engi further, it seems.

Balance Goals for the Winter 2016 Update

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Posted by: Manuhell.2759

Manuhell.2759

Imho, unless they properly split pve/pvp/wvw balance, they will never be able to get good results.
There are just too many differences in those modes to keep them under the same roof.

Nerf Incoming !!!

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Posted by: Manuhell.2759

Manuhell.2759

We already got nice PvE things nerfed due to PvP in the past. Like Kit Refinement, for example.
All those gameplay modes are extremely different. Balancing over a single one is myopic at best, if not extremely stupid. It would be the same if they balanced over PvE or WvW. They’re different modes, with different goals, based on different things. What works in some mode doesn’t necessarily works in other ones. And what works badly in some mode may be exceptional in some other one. Anything short of a separate balancing is just asking for issues. Oh, i do realize that’s easier and less costly. It doesn’t mean that the results have been good so far, though. And i don’t expect anything better for the future, anyway (especially with premises as “gyro buzzing in the jungle”; as if people even care about them in PvE…).

Unless you think that having whole lines made useless and several utilities being unused due to their performance in another different mode is fine and well. In that case, there isn’t be much to discuss.

Winter's Presence Feedback [merged]

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Posted by: Manuhell.2759

Manuhell.2759

At least once you got that bottle you were done with it. The drops from the dungeon were easily farmable during that timeframe. And the bottle wasn’t even that costly for a good part of that festival (i had bought it for 70 gold when the full recipe wasn’t out yet).
The actual grind was getting enough flax for the linseed oil…but that was something that you could do at your leisure, even during multiple months.
Something you can’t do with drinks.
It would be different if there was something to replenish the supply (like, having those activities in the rotation). But what will likely happen is that prices will spike and people will give up after having spent good amounts of money (or potential money, as they could have sold them instead).

Winter's Presence Feedback [merged]

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Posted by: Manuhell.2759

Manuhell.2759

Or just put wintersday activities in the rotation once the festival ends.

Ugly Wool Glider skin now available

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Posted by: Manuhell.2759

Manuhell.2759

It is nice, i will likely get it, but the whole situation is getting really annoying.
We still haven’t got a single glider skin available ingame other than the default one. They sure are cashing hard on them.

10k drinks? Really?

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Posted by: Manuhell.2759

Manuhell.2759

Comparing Nightfury with these new shoulders doesn’t make much sense.
The bat wings were easily acquired with a bit of farming (that also rewarded other useful items). The tonic could be bought for less than 100g before the full recipe was discovered, but even after that, it is still a single item you’ve got to strive for. You get it, you’re set.
Most of the cost depended on the massive quantities of flax required. Whose supply is endless, just time-gated. So that’s something you can gather at your leisure (and that’s what i’ve done, thus getting my nightfury completed some days ago). It may require some months of daily flax farming with multiple chars, but it is feasible.

We don’t have anything like that with gifts. After the festival ends, all we’ll get is a single gift per day, per account. Once the supply dwindles, prices will spike. People will find themselves with half-completed collections and no way to continue them other than paying a ton of money on the TP or waiting until the next wintersday.
If they wanted to make it the bottleneck, they should have thought about ways to keep a supply of gifts available. Like putting the wintersday activities in the activity rotation, so that one can proceed gathering gifts during the whole year.
So that there is a choice on either do it slowly by yourself, or faster by paying someone else’s work in the TP (at reasonable prices, as there are now ways to replenish the supply of gifts).

Fractal Suggestion: Weekly Achievement

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Posted by: Manuhell.2759

Manuhell.2759

Could as well add a monthly one if they’re doing it. Maybe make 5 for the weekly and the whole 10 of another different instability for the monthly.
Along with a recommended 50+ daily.

Updates about Wintersday

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Posted by: Manuhell.2759

Manuhell.2759

Unless they leave other reliable sources of wintersday drinks ingame, it will be a poor bandaid at best.
The single gift from the home instance tree isn’t remotely enough to make it. Not in a year, and not even in ten.
It could work if they left the karma gift vendor available. That could be a way. Albeit, making the amount needed for the toast lower could be far more simple.
Right now, i can’t see it as anything else than a gold sink disguised as a collection item.

Legendary Back colour changes

in Fractals, Dungeons & Raids

Posted by: Manuhell.2759

Manuhell.2759

Personally, i think it’s better now.
But nevertheless, i think that having it dyeable would be the better choice.

Guild Hall Claiming encounter as a Fractal

in Fractals, Dungeons & Raids

Posted by: Manuhell.2759

Manuhell.2759

Could be a nice idea. Especially if they make it based over Modus Sceleris and give us further informations about their guild.
http://wiki.guildwars2.com/wiki/Modus_Sceleris
It would be an interesting way to expand their backstory, overall.

So about that zerker meta...

in Fractals, Dungeons & Raids

Posted by: Manuhell.2759

Manuhell.2759

Enrage timers are good, this is supposed to be hard content and you have to be a very good player to finish it AND you have to be willing to change your team comp to what is needed, not just what you want to play. Removing timer just lowers the amount of skill needed and is replaced with time needed.

All that enrage timer does is a dps check.
It has nothing to do with the actual encounter being hard.
And as long as proper mechanics are in place, the encounter would still be hard even without a timer. Because more time spent in the fight also means more chances for people to do fatal mistakes.

Give the function gyro a light or something

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Posted by: Manuhell.2759

Manuhell.2759

Could we hide it? Or have some kind of skins for it at least? Even just dye channels?
I mean, ok, it is little. But it is essentially an hobosack 2.0, except for being always out.

Still want weapon swap

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Posted by: Manuhell.2759

Manuhell.2759

Kits aren’t optimal because of the lack of weapon swap, it’s the ability to have lots of high damage attacks as well as good utilities and the ability to switch between them with virtually no cooldown. If you added weapon swap, you would change an optimal setup from one weapon and three kits to two weapons and three kits.

Kits are optimal because of how kits work, adding weapon swap would change nothing.

As i said multiple times before, it’s a vicious cycle.
Due to how kits work – as in, free swap and no limitation of sort – they had to decrease the dps of the main weapon (we know that for certain, as it was mentioned in the balance philosophies). But they wouldn’t have been able to balance over the main weapons anyway, be it one or two.
The reason is simple. If we were able to properly work with a single main weapon or two, having kits on top of that would have ended up overpowered.
They’ve had to balance everything upon the worst case – the optimal setup you mentioned. But as things stand now, the discrepancies between the optimal setup and one that doesn’t rely on kits are far too high.
As i mentioned above, it’s a vicious cycle.
We have to use kits because we’re mediocre without them.
But we were made mediocre on purpose because we can use kits (as we would be too strong otherwise).

Imho, the best way to solve this issue would be something like:
- Give the engineer weapon swap and put some sort of limitation to kits (a cooldown on swap, for example) then rebalance what needs to be rebalanced now that kits don’t have to dictate the balance of the class anymore.
- Put an elite specialization that locks that second weapon slot if needed and makes the class work like now. A sort of “kit expert” spec, with a first minor trait that removes the limitation imposed above. Traits would be mainly kit-related, maybe some “on-swap” bonus, maybe a way to drop kits that allies can use too. Some trait could even be moved in this trait line (streamlined kits, for example) to free some space that can be used by traits for our actual mechanic, the toolbelt.
(and put a collection to unlock a deluxe, shiny hobosack related to this spec)

Note that elite specializations don’t necessarily have to be mutually exclusive – they’ve mentioned in some post that they were still thinking about that part.

Still want weapon swap

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Posted by: Manuhell.2759

Manuhell.2759

“Forced” doesn’t mean what you seem to think it means. I guarantee you that when you utilize a kit, you “chose” to use it.

The profession is designed around being optimal with kits. The funny part is that this was suggested shortly after the profession was announced, and reinforced during the betas, it is not like this is a new concept here.

All I see is that you are requesting that they destroy the profession as a whole, for your personal desires. That is a bad reason to do anything.

The same way they suggested we can defend and control areas with turrets, you mean?
Let’s speak frankly, kits were made like that only because they made the profession in a hurry and they needed to recycle assets as much as possible. At release they didn’t even use our weapon stats or sigils, they just called for the respective enviromental weapons. That’s the same reason why most of the elixir skills just recycled other classes’ effects.
They ended up buffing kits because that because that was the fastest way to try to put us in a decent state. And then they ended up having to balance even kits over their traited forms (see: grenades).
It never worked properly, not even during the release.
And certainly it can’t work now that we’ve got additional elements that probably weren’t even thought of at those times (like elite specializations).

Again, you appear to let the meaning of “force” confuse your point and intent. What is worse is that your point about why they cannot balance around main weapons only supports how adding a weapon swap would be horrible. Then they have to change all turrets, gyros, elixirs, and gadgets in a negative way. NO thank you.

They cannot balance around main weapons being viable standalone due to kits. Their dps has to be lower due to kits, they even wrote so in the balance philosophies.
Thus they would just have to change kits, as they’re the ones detrimental to the balance.
And then we would be finally able to properly use other utilities as well and not be subpar.

Again the definition of "forced is tripping you up. Feel free to play one of the 8 professions with weapons swap.

I can’t believe you would so awfully suggest destroying the entire profession for your personal desires, Heh.

I could say the same about you and the other people that want to play “kit” instead of the “engineer” class.

And since you’ve been talking about kitless pvp builds…should i remind you that the rest of the game isn’t about staying inside a circle and surviving?
In the other modes we also need to kill enemies. And we won’t do that with some undertuned weapon autoattack. Even with might stacked on – something that we wouldn’t get via HGH anyway, since there are more efficent ways to stack might in a party.

Still want weapon swap

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Posted by: Manuhell.2759

Manuhell.2759

Do you want 10 sec cd on weap swap?? I recommend new kit but never weap swap. If you want weapon swap play other class.

What about playing this class, not being forced to take kits all the time, and be free to use all those other utilities that can’t find a slot exactly because we already have to use those slots for kits?
Kits as they are now force devs to balance all the class over them – main weapons included. And it is obvious why they have to do that – if they balanced the class over the main weapon only, a kit engineer would be overpowered. So they have to balance over the “worst cases”. Problem is, there are a ton of gaps in between…and such a balancing forces us upon the worst cases" itself.
That’s the glaring issue with the class. Even if most people just want to ignore it willfully. We’re a class forced to be balanced over assumptions. Making those assumptions reality in doing so.

And with elite specializations it even became more absurd.
We get a main weapon that can’t work standalone due of us being balanced over kits.
And we get utilities that we can’t actually take because we’re forced to use kits anyway.
And it will be the same for any single future elite specialization we’ll ever get. They are supposed to change how we play, but for us, all it changes are some buttons in a rotation for that brief time in which we aren’t using a kit.
And people are satisfied with that. Heh.

Blast Gyro Bugged

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Posted by: Manuhell.2759

Manuhell.2759

If you want to have a laugh, use it at the boss of the urban battleground fractal. It was able to miss him at something like 300 units of distance and crash itself into a wall.
That was both the most hilarous and sad moment i’ve had ingame since the release of HoT.

Adaptive Armor and HGH just nerfed

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Posted by: Manuhell.2759

Manuhell.2759

It’s still a useful amount of reduction, ~12% (or 2.4% per stack) as opposed to the ~20% it was previously. Sometimes there are hits that you can’t avoid and this skill is good when they are in succession. You are still trying to actively avoid as many hits as you can

They don’t need just to be “in succession”. Sustained would be more correct, due to the cooldown. Five hits every 10s at least, each with at least 1s of time between the others, and a minimum build-up time of 5 seconds. For the best case, at least.
That is if we don’t properly defend ourselves and we get hit a lot. Cause if we play properly, this trait ends up being less effective.

Whereas the necro’s version can just get all the stacks in a few attacks. Beside not needing to get hit to begin with.

Adaptive Armor and HGH just nerfed

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Posted by: Manuhell.2759

Manuhell.2759

So, you still have a free spot.
Add nades…
or bombs…

…that can’t be traited with such a setup, since we aren’t using the explosive line. Same issue as with the mortar.
And given that the scrapper hasn’t got much use for condition damage, bombs may not be a good choice. It can be useful for the smoke bomb, maybe to immobilize enemies with the glue one, but that’s it. BoB packs some good damage, but launching away isn’t something we usually want to do with a melee spec.
Guess elixir gun or even something like the bulwark gyro would be a better choice then.

I will say this. In a game that uses dodges as the intended source of damage avoidance, as well as giving the hammer, skills that block, evade, and reflect, it does seem extremely counter intuitive that there are traits that reward a elite spec for taking hits.

It becomes worse if you think that the purpose of that trait is to get hit repeatedly to maintain those stacks of additional toughness, as to get less damage.
Something that could be achieved as well by just not getting hit on purpose…

It could somehow make sense if the damage reduction was significant and stacks had a shorter duration and a non-linear incremental effect, as it would become a sort of protection from fast-hitting skills or multiple enemies hitting at the same time (but the shorter duration would make it so that stopping to attack for a few seconds and bursting down would mostly ignore the effect).
But with the amount of toughness it gives now, one could as well just ignore the toughness part of the trait and just use it for the condition damage reduction.

Adaptive Armor and HGH just nerfed

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Posted by: Manuhell.2759

Manuhell.2759

When such a combination uses up two grandmaster traits, a master one and a set of runes just to put stacks of might, working well should be something given for granted, though. And even if we get such a might…we still lack a second weapon to use that might with, by default. It isn’t like we can do much with autoattacks.

And if they add traits and then nerf other traits that synergy well, there is no meaning in having such combinations to begin with.
We’re falling yet again in the usual vicious cycle of nerfing things for the “best case” scenario and making the normal uses mediocre at best. Something that continues to plague this class since its inception.

Adaptive Armor and HGH just nerfed

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Posted by: Manuhell.2759

Manuhell.2759

@Manuhell

I didn’t actually say that. That was someone who i quoted. XD

Oh, sorry, i mismatched the quotes. Fixing them asap.

Adaptive Armor and HGH just nerfed

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Posted by: Manuhell.2759

Manuhell.2759

It’s comparable because it’s basically the same result: 300 toughness and 20% condi reduction.

What’s important to compare is how we get it: Engis always get the 20% condi reduction, but it’s harder to get the stacks because of the CD and the on hit proc.

But with the lack of cooldown, the necromancer can get his 10 stacks almost instantly (just tried as I have a condi build, I got the 10 stacks with two ranged attacks), making it clearly superior, despite the 8s duration instead of 10.

Seriously, to be on par with it, especially for an elite spec as you say, we simply need no cooldown on AA.

Even with no cooldown like necromancer’s one, we would still have to get hit to get those stacks. That’s what makes it inferior.
Necro just needs to land attacks to keep it up. We need to get hit constantly.
The first is a favourable outcome. The second isn’t, at all.
And that’s why i thought that giving higher stats was a good compensation.
But seemingly, we just have to get worse traits than other classes’ ones.

Adaptive Armor and HGH just nerfed

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Posted by: Manuhell.2759

Manuhell.2759

AA nerf seems to get on par with necromancer’s Corrupter’s Fervor, that gain up to 300 toughness and 20% condi reduction.

As stated, the necromancer trait doesn’t have a cooldown, while adaptative armor have one, and activate on hit. I suggest that removing the CD would make AA more efficient.

Necromancer’s one also doesn’t depend on you being hit, that’s the main difference. You’ve got to get sustained damage to stack it up, whereas necromancers just need to toss a few attacks. It is both faster and less detrimental.
And they aren’t an elite spec whole role is essentially tanking, anyway.
I don’t even see what’s the point of comparing them. We aren’t supposed to get the short hand of the stick by everyone else every single time, after all.

As for HGH… Maybe making more skills “elixir”? I remember the deadly mixture trait that affected both the EG and FT, maybe make Napalm and elixir trait?

So that they’ll nerf it again later because some specific build can get high stacks.
Not a good idea, imho.

Is anyone here, even the whiners, going to take other GMs from either of these traitlines? I certainly am not and I probably wont even notice these “nerfs” other than a couple less might stacks.

Already switched to Final Salvo. Since a few days, actually. As long as rapid regeneration is used and the destruction is timed well, it is kinda useful for sustained healing. And it doesn’t even require you to get mauled, unlike AA.

(edited by Manuhell.2759)

Adaptive Armor and HGH just nerfed

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Manuhell.2759

Mortar, FT, Hammer.
Doesn’t take more weaponsets for scrapper to be cd-efficient.
And that still leaves slots for Elixir H + Elixir B + a utility of your choice (f.e. nades, slickshoes, EG, a.s.o.)

Except that mortar is primarly a support weapon. Whose output is even severely cut off without its grandmaster trait, and such a build can’t have it (hgh, juggernaut, scrapper line). Might won’t help much with it, aside from the autoattacks.
Same for the flamethrower itself, i should say. The only skill you could reliably use there is flame blast, especially given that the hammer itself is purely a direct damage weapon. So it wouldn’t make sense to use condition-related stats with it, making skills like napalm or the toolbelt itself relatively mediocre, even considering the might stacks. And its other skills are just situational, so you won’t just use them off-cooldown. Gotta wait for the right moment.
It leaves us with the elixirs, some of which are still situational – you won’t toss elixir b at random, gotta use it when stability is needed. Same for elixir h itself – you need it for healing after all, it isn’t like you can just spam it. You can do it to gain might uptime, but then we should take count of the opportunity costs involved.
And whatever non-elixir, non elixir gun utility that will end on the last slot won’t even be traited, so…

It may be cd-efficent, but it doesn’t mean it is actually efficent.

so what does everyone think of scrapper?

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Manuhell.2759

The hammer is nice. Not amazing, but still nice. It can’t work standalone though, forcing us to take kits yet again though (despite being supposed to use gyros), if only for range purposes.
The elite spec function is nonexistant for the most part, and clunky to use in the few cases where it could have been useful. A few gyro can be useful as long as you stand still (cause they can’t even follow properly). Some are just terrible. Blast Gyro is the worst skill this game has ever seen, and half the time it doesn’t even work. I’ve seen it crash into a wall while i was aiming it at a champion that i had a few feets from me. Shredder…i’ve tried to use it, but no, it is just bad. Even the toolbelt is more useful than the gyro itself.
And while some traits are nice, they’re already getting nerfed to mediocrity.
So, essentially, nothing different from before.

Adaptive Armor and HGH just nerfed

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Manuhell.2759

It seems people aren’t realizing that now Adaptive Armor has the same output of Corrupter’s Fervor, while being more punishing than that trait. Since our version requires us to take damage, while corrupter’s fervor triggers on inflicting conditions (and necro do inflict a ton of them, of course – so they even get multiple stacks by a single attack, eventually maxing all of them in few seconds).

I don’t see how it can be fine now.

Regarding HGH, i still think it is completely unwarranted. Elixir builds already have the innate disadvantage of using up slots on a class that has to use those same slots to get weapons, with the only overlap of elixir gun. Making the functionality of HGH worse just means traited elixirs are even less useful than before. A good amount of might stacks isn’t much good if all you have to use those stacks with are autoattacks, especially if we’re talking of our main weapon ones’.
And even if we were talking of juggernaut/mass momentum flamethrower….well…that’s still flame jet that we’re talking about…

Adaptive Armor and HGH just nerfed

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Manuhell.2759

Yeah, it isn’t like we needed a reason to get anything other than kits, of course.
Let’s just nerf anything that makes other utilities useful, that will surely improve our build diversity.

About AA…usual nonsensical nerfs. Scrapper is supposed to be a tanky elite spec, it made sense to have a good tanking trait. Seeing our new mechanic is already quite limited, having decent traits at least would have been logical.
But why have logical things, let’s just make it like a base necromancer’s trait.

Full Nightfury Recipe

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Posted by: Manuhell.2759

Manuhell.2759

I do hope they’ll upgrade it to legendary once legendary armors are out. Cause the price point is even higher than one of those right now.
And well, the effect is already something more than what an ascended item would usually do, so…one can hope, i guess.

Superior Rune of the Druid etc - Recipe issue

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Manuhell.2759

As far as the rune of the scrapper goes, i’ve got the same issue. Gotta hope it is made account bound. Would make sense, seeing as the achievement that gives the equipment and recipe can’t be repeated.

Can we get an official word on Nightfury?

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Manuhell.2759

Could we at least know if those “How to train your dragon” posts were to be taken seriously or if they were just for joking?

gyros can't keep up, if they keep up ö.ö

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Manuhell.2759

Yep, noticed this issue as well.
And i agree with them following over cliffs. After all, they do fly…