Towers and keeps should be difficult to take, not the cakewalk mindless zombie zerg it has been. +1 for making it harder…oh wait, people don’t like challenges they want things handed to them on silver platters.
Agreed.
People are just mad their zerg WXP farming train got the brakes slammed on.
This will not happen! Why do you think it will? The easiest way to get around it is to get more people into one area! Not to “redefine the meta” of GW2. You are looking at this in a completely naive way.
If the only tactical solution you can find to this problem is once again “bigger zerg”, then perhaps you aren’t the tactical or meta genius you think you are.
They could at least put a little 2-3k heal on it.
I really hope this post is a joke.
Sorry to crush your hopes.
I don’t see why it’s unreasonable. Previously we could use med kit while under the effect of Elixir S and heal for 3k. In this very same patch they attached a “1980 to 2700” heal to Mug for Thieves.
But thank you for “contributing” to the debate.
What you fail to understand is that if 40 people can’t do it, then who can? … wait for it… think a little… just a little harder… YES THATS RIGHT! MORE PEOPLE!
And what you fail to understand is that you can no longer use your standard procedure of throwing more people at a keep and expect to take it. You now actually have to use strategy.
also
just asking a serious question here
for those who think karma is like, super cereal important and clearly why we go after towers
…. what uh… what do you spend karma on? Jewel boxes?
Karma trains are so last year…
Yep. WXP trains are where it’s at now…
… and then you took an arrow cart buff to the knee.
Positive:
Arrow cart buff is great. It makes attackers have to use tactics other than just rushing 60+ players at the gate and overpowering the defense. Quality tactics are now more important than quantity of players.A decent +60 player zerg won’t stop over a couple of arrowcarts…
Um… do you realize you’re agreeing with me?
I much prefer everything on the center screen so I can see all I need to see.
Agreed. Having to physically turn your head to see the chat panel on the left edge of the left monitor is a ridiculous idea.
I actually stopped using three screen at one point early in the game because of this (before it was fixed), as it made it incredibly difficult to socialize with people via chat.
I think there’s a little misunderstanding of what’s going on
On your behalf..
Regarding the switch to “cram” the UI on the center screen:
This is how the UI has always functioned on Nvidia Surround. We never had support for AMD graphics until now, so now they both function the same, using the same code.
Or in other words: Working as intended.
Also, I don’t think petty insults and name calling, towards the one person that could possibly consider your demands and change the game to suit you, are the wisest way to attempt to convince him.
(edited by Mif.3471)
Positive:
Arrow cart buff is great. It makes attackers have to use tactics other than just rushing 60+ players at the gate and overpowering the defense. Quality tactics are now more important than quantity of players.
Negative:
Siege timers now effecting EB and 30 second delayed contested timer have exponentially increased my workload as a scout/yak runner. Instead of enjoyably beavering away on my projects and having a sense of satisfaction when they complete, I now truly feel like a babysitter. Even worse is when we’re in a good spot in our third, I now can’t go off and run with the zerg for a few minutes to blow off some steam, because I have to constantly keep scouting and ticking siege.
They could at least put a little 2-3k heal on it.
2)A lengthy ranged siege that avoids arrow carts altogether.
Good.
Sieges should be epic battles, not “Gone in 60 seconds”.
All Elixir S does now is postpone your death by 3 seconds.
And the devs say they want to make utility skills more attractive compared to kits…
Absolutely terrible changes to arrowcarts Anet. You should be working on minimalizing arrowcarts and maximizing PvP encounters. Arrowcarts encourage turtling and that is bad.
This is World vs World, not PvP
It you want to PvP, there is sPvP.
Stop complaining because people want to play WvW as it was intended.
Remember when in the SotG they said they wanted more build diversity for Engineers?
Well thanks to my half bunker spec being destroyed by the Elixir S nerf, I’ve retraited to cookie cutter HGH. Yay for one viable build!
(edited by Mif.3471)
Wonder if the bug will be addressed along with the nerf to the skill.
It was nice to be able to go invulnerable and maybe heal or get a “free” attack off but since there aren’t ANY other professions that can do things while they are immune to damage I can see why we need the change.
Eles could before nerf. Mesmers have distortion. Guardians can pop virtues with their invunl. Warriors can use all skills with endure pain. Rangers have protect with pets (though that hurts the pet so not really a complete immune). So any is a little off.
I was being snarky and sarcastic.
If any professions needed to be able to use skills while invulnerable it was Engineers, but it was removed to make us even with Ele’s on paper.
Expect pre-nerf Engineers are closer to post-nerf Ele’s.
But they nerfed us anyway.
These fixes should be in the build that released today.
Running perfectly on my Nvidia setup.
I can finally run in windowed mode without the UI in the wrong place. So much fast alt/tab goodness
Thanks a heap Bill
Please comment here:
https://forum-en.gw2archive.eu/forum/pvp/pvp/245-days/first#post1931815
This is how long (not including beta) the Engineer trait Scope has been broken.
And by broken I mean it literally does nothing.
Either fix it, or replace it with a trait that actually does something.
Game sounds bad. Siege Wars 2 was bad enough, but now arrow carts get a massive buff? Can’t wait.
Leader of a zerg guild hates new anti-zerg mechanic.
Working as intended.Arrow Carts are not anti-zerg. They make it so more people are required to take an objective. It encourages zerging.
You’d have to have a zerg greater than 50 to hit the AoE cap for Arrow Carts, it is definitely an anti-zerg mechanic. Low AoE caps are a zerg mechanic. They make it so more stupid people using a crappy strat are required. 2 AC’s with 100 man cap rather solves that problem though, and encourages you to siege in intelligent ways instead of roflstomping your way through a gate.
When siege is buffed, it means that fewer people are required to defend a structure because they can rely on siege instead of numbers, conversely MORE people are required to attack a structure to overcome that buffed siege.
That’s why the arrow cart buff is not an anti-zerg mechanic, it forces more zerging.
Previously three Arrow Carts could counter a 15 man group, but not a 50 man group (thanks to group heals). Now they can counter a 15 man group, and a 50 man group.
The buff thereby increase the effectiveness of Arrow Carts against zergs, thus it’s anti-zerg.
This is going to be soooooo boring. Goodbye to open field combat and welcome to hours of un-enjoyable pounding on keeps and arrow cart firing.
You mean people will actually have to fight for objectives in WvW, the way WvW was envisioned, instead bashing their skulls together in a field?
How horrible.
its like being back in beta….you nerfed the for a reason Anet.
Because they were overpowered on upleveled level 20’s in blues?
It’s funny how a few days ago FA posters accused TC of having a “mega game of befriending one of the other servers”.
And ever since then FA players have posted non-stop about how skilled DB is…
DB will meet us in the field and creates a fun dynamic because they seem to enjoy fighting at least as much as their PPT. Our bad for expressing our enjoyment at the change after over a month of stale gameplay.
So when you’re expressing that you like a server because they play like you do, it’s a compliment.
But when TC expresses that they like a server because they play in a way we like, it’s because “evil TC tries to make friends with other servers as part of their meta game”.
Way to have your cake and eat it too.
Ok, i will say that again: this is BULLkitten. We just killed a 35 vizunah zerg with 3 arrow carts alone, we didn’t even have to go out and kill them, they all just melted in a few seconds.
Maybe they shouldn’t of stood in the arrow field?
You can’t just stand there while any other siege weapon fires at you and expect to live.
Why should arrow carts be any different?
How dare they do something to slow down zergers WXP farming.
It’s funny how a few days ago FA posters accused TC of having a “mega game of befriending one of the other servers”.
And ever since then FA players have posted non-stop about how skilled DB is…
I like how they gave Engineer bunkers the “to the ground” treatment (via Elixir S nerf) because Elementalist bunkers were overpowered.
What a great idea, lets put even more pressure on bored people who sit in towers for hours on end, while zergs farm WXP.
(edited by Mif.3471)
It no longer becomes a moneysink if you remove those. Waypoints are already free.
I’m going to guess you don’t pay for many upgrades…
Question to [AVTR]:
I’m the one who stole your guild catapult blueprints at TCBL Hills last night
However, when I put them away they didn’t go to my bag .
So I was wondering if they returned back to you instead?
1) Do not let players take supply from towers/keeps while an upgrade is running. As someone who spends an incredible amount of time running yaks, it’s heartbreaking when people who don’t know better burn through all the supply meant for an upgrade to repair a wall being trebbed. Alternatively, separate player collectable siege and upgrade siege (which players can’t access) would work.
2) Make the upgrade path linear so people cannot order the incorrect upgrade, either by mistake or by sabotage (for example, making you wait for cannons to complete without doors being upgraded first).
3) Get rid of upgrades for gold. It costs me 15 silver every kitten time a camp is flipped, not to mention the huge costs for structure upgrades. Personally I have spent over 7g since reset on WvW, an amount which as a WvW player will take me well over a month to earn.
I must have missed the memo – how is a successful golem rush a broken game mechanic? Of course, it could just be that I’m a dummy and just can’t see it for myself… xD
Because the time it takes to kill a golem (number of golems doesn’t matter to AC’s) is less time than it takes 10+ golems to get through two upgraded gates.
And while I’m sure this sounds like sour grapes, it’s opinion I’ve had for a long time.
They need to make a limit to the number of golems that can hit a gate at once. A few golems are fine, but 10+ allows attackers to cheese any defense put in place, in a game where offense is already easier than defense.
Good times in TC’s keep. its so cozy in EB =D
Good job with the 10+ golems. Brilliant idea to use a broken game mechanic.
It really showed those PVP “skillz” you like to brag about.:( Don’t hate us please! We’re just trying to compensate for our lack of numbers, we can’t compete with you!
You mean how TC was outmanned in EB at the time?
But I like chasing people around dressed only in their underwear, it reminds me of Benny Hill.
In the nerve centre of my evil Empire…
/cower
I, personally, found the design of the Asuran Master of Whispers agent, for whom I cannot recall the name of at this juncture, exceptionally pleasing.
Agent Batanga <3
Make the camera zoom out further when using Mortar, like the auto zoom increase on mega-boss fights.
This would allow you to get your target circle into far deeper locations, making it function like an actual mortar, instead of a weaker version of the Grenade kit (it’s meant to be an Elite remember…).
It would actually make it a really good ability in WvW while siege structures without being too overpowered (go up close and you can hit deep but you’ll get attacked, go far back and you’ll be safe but can only hit the front of the wall).
WvW is dynamic. Which is more important depends entirely on the situation and position you’re in at the time.
would you say you would still be subscribed after this long knowing what you know now about the wvw content and how much attention has been given to it ?
For a little bit of perspective:
Icecrown Citadel was end game in WoW for over 12 months. That’s $180 for one raid patch.
Mesmers complaining about being nerfed “again” .
That’s cute.
Regards,
Engineers
@Mif.3471* They were talking about an specific PvP Map where Engineers arcing throw to reach the enemy’s treb while standing from the wall, they fail to mention to that, it takes 5s for enemies to reach you.. and if it is a thief, most of the time is GG
Well then that’s a map design issue, not an Engineer issue.
So instead of fixing one sPvP map, they’re going to nerf grenades for every Engineer in every discipline in the game. Unbelievable….
and how is having an hard counter bad?
Because a single skill (the boon steal on the new Mug) has the ability to make an entire class unviable (by stealing the HGH might stack crutch).
Show me another skill that can do that?
1. noone said anything about Boon-steal on Mug !
Oops, sorry about that.
Consequence of watching the live stream at 4am :P
Jon Peters: … we also seen stuff like if your playing kylo the stuff that engi can do like against enemy targets..up on a.. if you jump on a wall you can just throw..lob over grenades to deal with a target without ever having to commit to a fight so it’s just really strong. so i thinks it’s more of engi grenade kit might need to be looked at instead of everything else getting buffed maybe that need to come down a little bit…
How it that any different than any other class with 1500 range?
You really can’t justify that complaint being Engineer specific other than the Dev’s simply hating Engineers for what ever reason.
How come this has not been fixed?
The Devs have a priority order:
1) Nerf grenades
2) Nerf every viable Engineer build
3) Nerf grenades again
4) World peace
5) Solve world hunger
6) Cure cancer
7) Fix Engineer bugs
Class balance isn’t about making all similar skills the same, it’s about making similar skills equal in power when taken into account with all of the other skills the class has. Every class has a different combination of skills so their skills will obviously have to be adjusted in strength.
Meanwhile they’re giving Elixir S the same nerf they’re giving Mist Form, yet Engineer bunkers aren’t anywhere near as good as DD Ele bunkers.
(Not saying I don’t agree with you, but this is the sad reality of how the game is being balanced.)
For starters: if they’re nerfing us to match ele’s… they better start buffing some stuff to match ele’s as well.
That’s what annoys me the most about the Elixir S nerf.
They want to nerf bunker classes, but Engineers weren’t even in the same league as DD Elementalists as bunkers, yet we get the same nerf.
If they had of nerfed Mist Form but not Elixir S, then Engineers might actually be equal to DD Elementalists as bunkers. Something you might even call “class balance”.
Cya Kaineng
Feel free to drop by and say hello any time, we’ll be in Low Lan… err… Overlook Keep… yes that’s the one. TV volume might be turned up, so just bang on the door real loud.
The comment about nothing going to be focusing the heal turret in WvW was pretty depressing.
It stood out to me too.
As a WvW player, I found it kind of offensive that they think WvW players are so generally stupid that in a zerg of 60 players there wouldn’t even be 5 players (ala sPvP) smart enough to focus down a turret giving out area heals.
Arcane thievery existed since launch. Yet engis are alive are they not?
Pretty safe bet that Thieves use Mug just a wee bit more often than Mesmers use Arcane thievery….