Showing Posts For Mister Fluffkin.7358:

What's life like for an Engineer main?

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Well, so maybe link up some build that doesnt profit by taking nades?

What's life like for an Engineer main?

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

As others already pointed out, life is great as an engineer, so i spent about 95% of my playtime on my engi. It´s quite brilliant in any GW2 mode.

Theres just one downside you should consider if you want to make engi your main:
It requires a lot of keyboard smashing, due to the fact that theres hardly any strong build without grenade kit. If yore planning to build most effective, youre absolutly tied to grenade kit, no matter what gamemode youre playing.
Personally im fine with this because i love the grenadekit, its just fractals 40+ where it kinda annoyes me, because of enemies superhigh healthpools resulting in pretty long fights. In PvP/WvW fights are very situational, so you wont spam nades all day anyway. In casual PvE like dungeons and stuff, fights are very short so youre most likely just doing your damage rotation 1 time till they´re dead. But in high level fractals, youre kinda forced into spamming thousands of nades each run, so maybe this is a downside for you to consider about.

Simple idea to fix PvP-issues: Guild Ladder?

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

This is essentially what leaderboards will be. Team queue is for teams so if you queue in team queue with 4 and your 5th leaves, that is your fault.

Leaderboards will come later this year.

Oh really, when did they announced it? Never heared of it before. That totally makes my day!

Simple idea to fix PvP-issues: Guild Ladder?

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

We’ll be getting leagues so let’s hope they’ll implement this too.

The problem is and will always be population. The system needs to be scalable and a 5v5 fixed environment, while a lot better, would cause other frustrations (long queue times, etc.)

It’ll be important how they’ll tie in the rewards. Reward tracks are the perfect foundation to build on. We need time-gated and skill-gated rewards with an emphasis on the latter. We need unique pvp rewards (WvW and Pve should have unique rewards too).

I still believe that hotjoin hurts the game but most of the damage has been done already.

Throw in a gamemode to make those people that want ’em happy.

Remove, as much as possible, the RNG in the combat and promote active gameplay. This way we can maybe get a higher skill cap while maintaining the low skill floor.

All these things would improve the pvp experience, imo.

It´s true that the population in pvp isn´t that big, but i think it´s primarily due to the system. We need a working foundation like a usefull laddersystem to build up a pvp scene, and i´m pretty sure a scene good grow up easily with a good working laddersystem.

Personally, i don´t think any of those little balance issues that we always read about in forums are the reason for the low population. Neither the game mode. It´s because theres no competition.

I admit there are some smaller balance issues, but 90% of the whine on forums is a l2p issue. Basically this game is pretty well balanced, and i think most players who did played a lot will admit.

It´s just unbelievable that the highest ingame format(teamQ) is matching full teams vs. randoms in 40% of the matches. Another 40% is randoms vs. randoms and 20% is teams vs. teams. How can this build up any pvp scene or foundation to grow on?

Give us a usefull ladder and let people try out pvp in soloQ/teamQ, without getting frustrated by loosing rank due to 4on5´s and stuff. Just let people farm their ranks in there so they can get to know the game in an environment that doesn´t frustrates them. Those who have fun in this will build teams sooner or later and the population will grow.

(edited by Mister Fluffkin.7358)

Simple idea to fix PvP-issues: Guild Ladder?

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Yeh not bad ideas.

You could even have a different sort of rank for the team/guild leaderboard, keeping the normal rank for yoloq

Yeah, i guess it would be wise to keep some -maybe hidden- rank to get more even matchups in soloQ/teamQ.

Plus they could remove hotjoin because there would be no more reason for hotjoins, and soloQ/teamQ would increase in population, so even shorter waiting time there.

(edited by Mister Fluffkin.7358)

Simple idea to fix PvP-issues: Guild Ladder?

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Will we ever see a ladder for fixed guilds? Personally, i think this is the major point of fixing our worst issues with pvp, so heres my idea:

1. Remove soloQ/teamQ-leaderboards(keep the game mode) and reward players just with rewardtracks and ranks(we need much more of them btw.), so people aren´t that kittened by loosing because of 4on5´s and stuff. Basically these 2 modes would be just for the fun and for getting some ranks up while your team isn´t available or you´re just 3/5 i.e.

2. Add in leaderboards for fixed teams/guilds for a more competetive part, where teams are always 5on5(can´t start with random spots) and structured, thats where a ladder makes sense. Later build it up with automated tournaments and stuff, like in GW1.

I think this would fix the worst thing of 4on5´s, loosing rank because someone just afk´s or doesn´t connect. Plus i think a guild ladder is the only chance to create an competetive scene. Actually teamQ leaderboards is pretty much useless if full teams fighting pug´s. It might be fun and can deliver good matches, but often its pretty onesided and no fun for both teams. Maybe this would even make the community take use of the group searching function?

Anyway, i think leaderboards should be restricted to full teams and i´m pretty sure this would solve or at least reduce lots of concerns about the actual pvp without any downsides.

(edited by Mister Fluffkin.7358)

Being to mobile is dangrous!

in Engineer

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

I dont get the idea of your spec either. You just slot in every escapetool engi offers to run circles for 20 minutes, lacking any type of punch to kill. In germany we call it “rumpimmeln”.
At least slot in grenades so you can throw them back at your foes while running away.

Most stupidly overpowered build for engi's?

in Engineer

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Turreteer is everything but overpowered. Go standard 2-3 Kit, thats pretty much the only viable choice outside of hotjoin/low mmr.

[Video] My Conditionalist

in Elementalist

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

ArmageddonAsh, you just don´t want to discuss. 1 word of critisicm for your holy condi build(which isn´t dealing much condis btw) and you simply talk plain nonsense, putting words in my mouth i´ve never said.
Where did i said to random dodge? I explicitly said to dodge “big” animations, nothing else. Because thats how GW2 combat system works if you fight something else than green equiped tanks…

You showed us your gameplay, i critisized that you didn´t dodged a single time, while dodging is without a doubt the basic core mechanism of this combat system, ask any dev! Silly you can´t stand such a critisicm, so it´s just pointless to discuss with you…

[Video] My Conditionalist

in Elementalist

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Nothing but excuses! If you dont dodge a single time in a cropped 9 min video, you simply never dodge at all. Simple as that…

If a big fat war is somersaulting with his hammer straight in your face, a rangers pet spiting 5 chunks of green slime at you, a ranger barraging a rain of arrows to your feet, a engi dropping supply crates straight on your head, its time to dodge! No matter what you/your opponent plays.
I know its quite difficult to see/react to this and this is advanced gameplay(im not able to dodge every big attack as well, but at least i try), but saying dodging is “going defense” just shows your understanding of this game.

Same thing goes for your knockbacks. You just fire them out mindlessly, thats what i call button smashing. Look for big animations or opponents raising their arm above their head(heal), then rupt them and get much more effectness out of your skills.
I know this vid is about presenting your build(therefore goes my former “bad environment”) and not about proffessional gaming, but what youre saying in here is just absurd so i had to write this down. :P

And as i mentioned before, its your equip thats winning these fights, not your build.

[Video] My Conditionalist

in Elementalist

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Maybe try your build in some sPvP 1on1 servers without that buff food, you will quickly see condition ele isnt a good choice at all.

Firstly, condition ele is not as good in pvp as it is in wvw. We lack the sigils/runes that actually make us good, and yes I’ve tried it. Secondly, why should we resort to playing pvp anyway? WvW is way better. If you think the food buff is bad then why does -40% condi duration exist? (I’m sure you’re using +40%, right Ash?) It’s there for a reason so don’t blame us condi ele users for using food buffs.

If i read it right, this thread is about presenting a condition ele build. And for build presentation, i simply prefer a “neutral” environment. In this vid, half of the opponents dont even consumed any buff food, nor all these other buffs. Its just fully buffed ele vs. opponents who arent even specced right, otherwise they would deal some kind of dmg…

So its not the build beating them, the better equip just wins in here.

-SNIP-

Isn’t all builds about “bashing” buttons. Though i would disagree that my video just shows that. Seeing as i have played Ele from the start at Pre-launch other than a few times where i forget what attunement i am in or getting a little lag when i swap attunement i know straight away what skills i will be going for. Is it really “button bashing” just because you are fast with it? (Naga 2012 helps!)

“Basics of GW2 combat” – Tip, if you don’t need to dodge – don’t. That is pretty much it. Why dodge (unless you have EA) when you have no need to? Like i said, i pretty much faced ONLY Bunkers and Condition builds. Neither are much of a threat.

I mean i had a few Ranger fights and i got low, but why dodge when i can go into Water use 1 skill and be back up to 80-90% health? If i was facing a zerker which i am pretty sure none of the builds i faced this week were then of course dodging would be more important.

Its not button smashing because of the speed you press them, its because you dont combo your skills in any way.
And saying theres no need to dodge because you can simply outheal the damage is just weird. Isnt it better to save your heal/stunbreak/etc.? Dodging is GW-combat-mechanic number 1 to avoid damage/stuns/cc and stuff. Ignoring this simply shows that you dont understood the combat system yet.

I honestly dont care about how you play, it was your choice to present us your build/gameplay. I watched it and for me it looked pretty “nooby”. Most obvious was that you didnt dodged a single time in like 15 fights, so i thought i might give you the advice to improve this. Saying theres no need to dodge is just ignorant, so heres my last advice: learn to accept critisicm!

[Video] My Conditionalist

in Elementalist

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Crazy stuff, you didnt dodged a single(!!!) time in a 8:50 min video. Gladly each opponent seems to run tanky equip without any damage at all…

Its sad, is it not. I have pretty much not used Stone Heart all last week. All i encountered was Bunkers, Condition builds or Condition Bunkers. I think even a few of the Guardians managed to deal more damage to me than some of the other classes O.o

It’s what i hate about Silver league. During one night i saw a group of about 5-7 people taking camps and they were ALL condition builds. It’s been a while since i encountered a direct damage build in WvW. See quite a few in OS duels but i don’t record them.

No offense, but honestly your video just shows button smashing vs. very bad players. Its no skill to press a lot of buttons, its skill to use them wisely. Maybe try your build in some sPvP 1on1 servers without that buff food, you will quickly see condition ele isnt a good choice at all. Plus you should really bind your dodgekey and start learning to dodge. Actually your vid isnt much of a joy to look at if you arent even use the basics of gw2 combat.

[Video] My Conditionalist

in Elementalist

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Crazy stuff, you didnt dodged a single(!!!) time in a 8:50 min video. Gladly each opponent seems to run tanky equip without any damage at all…

[Removed]

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

PvP is entirely the wrong gamemode for you.

QFT! Hopefully Anet bans you when they read your thread.

What do you expect from pvp´ing? Opponents that stand still defenseless(which would propably kill you as well) so you can autoattack them down? At least try to learn the game or just leave the gamemode if you cant stand getting beaten. Maybe fighting the training-golem in the mists is the perfect “gamemode” for you?

I don't like Conquest Mode

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Nobody likes conquest mode???

Who are you to tell us what we like? People complaining about conquest mode usually are the guys who just don´t understand the mode. Deathmatch may be fun for half an hour, but i definetly prefer some strategical component that forces the team to split. Everything else is just zerg vs. zerg, and thats not much fun at all.

Learn how to rotate and you will like it as well.

pvp losing its fun for me

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Im playing a lot but this has never been an issue to me. Just climb up into the top1000 and there wont be any afk´ers at all. Who cares about afk´ers at the bottom of the ladder? Everyone playing on a regularly basis is top1000 anyway.

What I Would like to See Next ToL Series...

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

What I don’t want to see:

- “known” teams having special privileges (being seeded without having to go through the same process as everyone else)

Think EU demonstrated that if there’s league system in place already it’s a pretty safe bet to have 8 seeded teams.

Not one of the randomly selected teams got through the first round to my knowledge.

If anything we need more seeded teams as it seemed like a ton of hassle just for them to get rolled…

It’s a tournament and it should be free for everyone to enter. Everyone should be on the same level.
This is why automated tournaments in GW1 were so popular. Everyone was always equal and first round matchup was randomised. It is a tourney for itself, it should have nothing to do what you are like on some other league or whatever. Some players might choose not to participate in them, that doesn’t mean they are any less worthy.

Exactly. These kind of tournaments are just worthless without giving everyone the chance to compete. I expected automated tournaments by release, its a shame it still isnt implemented. Thats the most missing part of gw2, without them there will never be a competetive scene.

Anyone make Gadgeteer work?

in Engineer

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

I tried some in PvP, thats what i ended up with:
http://gw2skills.net/editor/?fdAQFAUlUUptrNexkLseNCdBN6wMlSLqF+5AczOD-TJBFwAOuAAl2foaZAAPAAA
When it comes to gadgeteer, i think synaptic overload + gadgeteer + battering ram is the obvious combination. Ram and burst him with fury, might and quickness. Rest is up to your choice, but i recommend knockback on turret explo so you got another trigger whenever your ram misses.

I know you asked for PvE, but i dont think gadgeteer has other big uses outside of this combination. Worked well so far, but i prefer other builds.

The Veecap, an engineer technique by Vee Wee

in Engineer

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Too bad magnet is some of the most telegraphed skills ingame and any half descent opponent gonna dodge this. Youre probably hotjoins #1 NA engi.

Decap Engi

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Too many kbs with too short cd and ar..nerf those and decrap engi is done without hurting other engi’s specs…

The knockbacks are pretty much needed for engis overall viability. Nerfing them is a terrible idea.

Just remove/completly redesign AR, that will be enough to get decap engis done.
Just try it and play a decap engi without AR, its pointless if build for decap + bunkering.

How is PvP these days?

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Overall balance is pretty good, some of the largest build diversity I can remember as well. Ele and mesmer are both having trouble finding a role in the meta, but still have dangerous specs, warrior sustain is a little high.

Probably the biggest issue is that some of the meta specs are a little lame. Warriors, spirit rangers, decap engis, and minion mancers can all be frustrating to fight against and easy for inexperienced players to be moderately successful on.

These forums have always been excessively negative, so take them with a grain of salt. Every meta is the worst meta. I don’t think warrior is overall more dominant than ele at it’s peak atm.

Wise words, exactly my opinion!

Collaborative Development: Ladders & Seasons

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

What type of structure would you find interesting for leagues and ladders?
I would like to see something similar to GW1. Daily automated tournaments for earning qualification points, which qualifies your team for playing the monthly tournament.

How long should a season last?
1 month.

What would motivate you to play in one?
Competition, fun, rewards.

What types of rewards would you like to see?
Special capes/finishers, lots of rank points, gems.

How would a player earn these rewards?
By a good performance, i.e. place 1-32, depends how many teams participate.

How would you encourage players of all skill levels to participate?
I wouldnt. Everyone can join the daily tournaments, those who arent skilled enough for getting the QP´s need to improve. Everyone whos willing to improve will participate anyway.
Oh, and rewards for daily tournaments of course, everyone who has a lil bit of fun with pvp will try to archive them anyway if they´re big enough.

The original decap engy

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Pretty obvious that your opponents are quite new to this game, but it shows well how hard AR carries, even if not well played(no offense, but you seriously should work on your dodges dude, especially while running Elixir R).

Finally nerf AR a-net, theres nothing more you need to do. Other engi specs won´t get touched, whats a great thing because they´re in a pretty much perfect spot from a balance pov.

(edited by Mister Fluffkin.7358)

Decap Engi

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

The facts totally get lost in here by weird and useless sidenotes. The main fact why it should be nerfed asap, is because it just feels completly abusive:

No need for adepting tactics => Just push far all day long
No need for any teamplay => Decap engis doing best fighting alone
No need to kill => You will cap anyway, just knockback and survive(cant kill without supply crate anyway)
This, plus beeing pretty much unkillable to 80% of the opponents.

Finally nerf AR and the decap engi will disappear in their current abusive form. 95% of the other engi-specs arent useing AR anyway. I play engi myself with a lot of different builds and would love to see something else instead of AR. Wheres the freaking point in getting immune at 25% while getting completly outplayed in the other 75%?

And to all those praised counters in here:
Lots of really bad engis in there these days who probably never played engi before, remember this and judge about well played ones.
-How long does a warrior need to take down a well played decap engi?
Minimum 2800 Armor, 50% dmg reduction on stun, 20 sec cd block, 50% uptime of vigor plus lots of stuns and rupts. Hambow will barely need 5 mins to get him down if the engi isnt kittened.
-Necro can of course condiburst him down at 35%, but again, if the engi isnt kittened he will know this and will counter with rupts(SoS), dodges and block while he smoothly melts down to immunity and the necro needs 5 mins as well.
All this sounds like you´ve just met the bad ones so far.

No

If a team is pushing far => Cap their home
Yes there is need for teamplay => Learn to rotate
No need to kill => It is conquest not team deathmatch

Also, you are referring to 1 v 1 situations. What you are basically saying is that a decap engi bunker should always lose in a 1 v 1 and die faster. Then why is that not true of other bunkers?

Perhaps Anet should remove all bunkers then.

No one cares about bunkers, because they just can defend your nodes. But if a bunker decaps that easy its just gets stupid. Rest of your post confirms that you didnt pvp´ed much.

The only thing i said is, that there are teams who can counter (or outplay) it.
The engis can’t play a other build competive, because all other builds are crap (i think all other builds loose 1v1 vs Warrior, Nekro and Ranger if they don’t play really bad).

Ok, decap engis have to go (because you can’t handle it, lol).
Can we (the engis) please have a other viable build (which don’t loose most of the 1on1 or can be easy focussed)?

Basically 1on1´s are engis big strength, lol. If you loose 1on1´s all day long youre either pretty bad or playing weird builds. Why do peole post in here when they dont even know the class???

Decap Engi

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

The facts totally get lost in here by weird and useless sidenotes. The main fact why it should be nerfed asap, is because it just feels completly abusive:

No need for adepting tactics => Just push far all day long
No need for any teamplay => Decap engis doing best fighting alone
No need to kill => You will cap anyway, just knockback and survive(cant kill without supply crate anyway)
This, plus beeing pretty much unkillable to 80% of the opponents.

Finally nerf AR and the decap engi will disappear in their current abusive form. 95% of the other engi-specs arent useing AR anyway. I play engi myself with a lot of different builds and would love to see something else instead of AR. Wheres the freaking point in getting immune at 25% while getting completly outplayed in the other 75%?

And to all those praised counters in here:
Lots of really bad engis in there these days who probably never played engi before, remember this and judge about well played ones.
-How long does a warrior need to take down a well played decap engi?
Minimum 2800 Armor, 50% dmg reduction on stun, 20 sec cd block, 50% uptime of vigor plus lots of stuns and rupts. Hambow will barely need 5 mins to get him down if the engi isnt kittened.
-Necro can of course condiburst him down at 35%, but again, if the engi isnt kittened he will know this and will counter with rupts(SoS), dodges and block while he smoothly melts down to immunity and the necro needs 5 mins as well.
All this sounds like you´ve just met the bad ones so far.

Why people don't PvP anymore....

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

So why dont you just relog to another profession? I believe everyone has at least 2 chars ready to go.

Decap Engi

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

I strongly disagree with the OP. Decap engis are not over powered. Engis have to work much harder to accomplish things in this game than other professions do. It is downright funny really how much you can accomplish with other professions with so little work compared to an engi.

You have to button mash like a maniac to accomplish what a decap engi does. While other classes can get by with very few abilities.

I think people in this game complain to much instead of adapting. Yes decap engis are annoying and strong but they are much harder to play then…i dunno…cheese hambow.

Yes, it takes more than one person to kill a decap engi but at the same time decap engis do not do much damage. That is part of the trade off.

People forget that engis do not have much access to stability so you can slap them around like a rag doll too. So what comes around goes around. Get good, counter, and stop crying.

Sooooo wait. button smashing = skill?

Agree, it isn´t. Everything on decap engies sustain is triggered passive, it´s really not hard to play.

He´s not even participating on the match for real. Just run far like a lemming, smash all your skills + random dodges and you won´t be that bad. No need to read the game to look for where you´re needed, what propably is the most deciding part about win or loss.
It´s simply a boring and stupid abusive build, nerf/redesign AR and im happy.

Im playing engi by myself btw.

Decap Engi

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

So why you´re playing it with all those disadvantages?

Obviously because I find it worthwhile in my current build. A better question is why you are thoughtlessly calling for it to be removed when you acknowledge that it has disadvantages, and apparently don’t even understand what it is used for?

What a weird post. You list up “disadvantages” of AR like “its not removing conditions on 25%”, so i asked you if it needs buffs in your opinion. Where do i acknowledge disadvantages of AR???

People should win by good playing, not by putting 30 points into a traitline.

It’s a trait that grants a particular limited immunity under a limited set of circumstances. Not anything that guarantees a win.

I’d trade it in a second for a trait that gave strong, direct-action condition removal not at 25% health.

Of course it does grant you guaranteed wins vs. certain specs, at least if you aren´t fully kittened. I fought so many AR engis that, without AR, would have died 10 times till they got me, but AR simply saved their life(and of course their other defensive mechanisms), even if they don´t play pretty well.
In a competetive game, something like AR just shouldn´t exist.

And besides that, its the basis of all decap engis, without it they wouldnt be viable in their current purely defensive form.

Sorry, but this is utter nonsense. Decapping a point happens quickly, so an ability that kicks in when down 75% health is irrelevant.

It´s not the decapping that is the problem with decap engis, it´s the decapping combined with heaviest sustain. Without AR, they wouldn´t be viable in their current, stupid abusive form. Anyone who ever played one should be able to confirm that.

Decap Engi

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Is it really bad if a player has to play well to win his fights instead of letting a passive trait do all the work against certain specs? I dont think so…

Is it “really bad” if you give engineers some other reasonable way to deal with CC and condition spam if you’re going to take away one of their most powerful traits? Sheesh.

It’s not like they’re strong in those areas even now. And AR is a grandmaster trait, so taking it precludes a lot of other build options.

Furthermore, AR only prevents new conditions being applied, it doesn’t clear existing ones. It’s not the panacea some are portraying it to be. And it really has little to do with decapping.

So why you´re playing it with all those disadvantages? Maybe it needs some buffs or be moved to adapt tier…?

No matter what you say, its just a bad trait design if somehing grants you a free win vs. certain specs. People should win by good playing, not by putting 30 points into a traitline. And besides that, its the basis of all decap engis, without it they wouldnt be viable in their current purely defensive form.

Decap Engi

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

I quite like the suggestion in the other thread to change AR to be a more active and less “all or nothing” trait for condition removal and make it remove 1 condition when a toolbelt skill is used over 25% health but remove 2 conditions when a TB skill is used at or under 25%.

That way it’s more active play, it’s not cheesy complete immunity and it doesn’t screw over non-decap engis.

Might be a little op with cleansing formula, but still better than plain passive immunity.

Just remove AR and the problem is gone, thats the build-defining trait his survivability relies on.

I run AR and don’t use a decap build. A lot of engis run AR and don’t use decap builds.

What you blithely suggest removing would screw over a lot of players for no good reason.

You want to get rid of AR? Give us better stability, stun-breakers and/or condition removal, and you’ve got a deal. Until then? Find some other way to deal with this particular issue if it’s really that big of a problem (and I don’t think it is.)

Is it really bad if a player has to play well to win his fights instead of letting a passive trait do all the work against certain specs? I dont think so…

(edited by Mister Fluffkin.7358)

Decap Engi

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Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Just remove AR and the problem is gone, thats the build-defining trait his survivability relies on.

The actual decap engi would have a tough time vs. any condi spec, so he needs to build more offensivly for beeing able to kill the opponent instead of just outlast him.
Its plain boring to fight people that are simply immortal vs. certain specs but cant kill either. AR is completly missdesigned anyway and a remove of AR wouldnt affect other engi specs much. Hell, even a decap engi would still be playable, just in a more offensive way which will result in much better fights for everyone.

Maybe redesign AR to just affect snares(crip, immobilize, chill) with a treshold increase to ~35%, so wvw´ers arent kittened and its still a solid escapetool for pvp.

Saying this from an engi perspective btw. Engi class is in a perfect spot atm, its just this abnormal AR abuse which is no fun at all.

Where does the solo player really play?

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

I highly prefer soloQ when playing on my own, but due to waiting at least 15 min for a matchup, i usually play teamQ these days.

Rewards should be equal in both modes, so people would play soloQ again. No one cares about rewards anyway. Rank is worthless due to skyhammerfarmers, 30 silver each win is a joke and the rewardchests are completly useless because everyone already has all archiveable skins.

Decap Engi

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Bottom line is guys, why should it be taken out? is it because:

1, It has little to no use in team fights
2, Cant kill a kitten on its back waving a white flag
3, Its sole purpose is to decap

A guardian can bunker a point 1v2 for a matter of time, Isn’t that similar/the same?

Just because an engi has CC and knocks that make up for a use of utility or team support why should that get taken away? I have seen currently 1 team use it in streamed fights since its been around. Imho this is a spec which will slowly phase out but be changed here and there according to team makeup and personal fun/preference.

Whoever said this is similar to HamBow is also having a Giraffe. HamBow has sustained dps and survivability. Engi decapper has Survivability, CC and that’s it. If you die to this spec then your doing it wrong. Also if you run it in Skyhammer you’ve won, I understand that frustration all too well. Generally people don’t like a build they QQ until it goes away, personally id rather find a way to combat it and fight on, would a team bring in a decap engi over a more useful team player? i think no…

Maybe get a point of view from outside of streams, this sounds like your whole experience comes from watching streams where engis arent seen anyway…
In soloQ/higher teamQ, every 2nd match is at least 1 decapengi, its definetly one of the most common specs these days…

Sorry for all the “haters” and “we need 2 people to kill a decap-egni”.
THAT is wrong.
A good Thief (S/P // S/D) and a 1on1 War (not Hambow) can kill an Engi alone.
Ranger (111111 …. 111111) too, but he needs to “freecap” the Point (not taken a cc).

With Nekro it’s tricky, but he can beat the engi too.
In the top 10 of Teamq are (max) 4 or less Teams who plays with a decap-engi, but all plays with guard and war.
The best 3 teams has all a Thief.

“Sorry for my english”

If the engi isn´t completly braindead, you wont kill him on any thief/warrior. While playing engi exclusive, i only played decap engi for 2 or 3 matches so im pretty untrained with this, but im sure you wont kill me(or at least not under 5 minutes, while the node is mine after your stability ran out the first time). Just call me for some 1on1´s, so we can record this for the proof of your wise words.^^

Decap Engi

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Can we all get back to the point where we agreed that when they nerf automated response this entire problem will be gone?

No, because I’d much rather agree that experienced engineer players don’t need AR to fulfill the same role and thus there will still exist the problem you are attempting to solve in the wrong way.

Definetly not! Of course engis could build for decaping fast without AR but thats ok. The problem is the combination of decaping fast while beeing immune to half of the opponents.
Where´s the point in full immunity to anything? Its a freaking joke something like this is build into a competetive game.

Decap Engi

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

AR is definetly the key for their incredible sustain, remove it and engis will be back in their well balanced spot.

And while you all talk about their utilities and traits, the worst thing about decap engis is that they don´t even need to participate on the match, and this is why its actually the easiest build you can run.

A newbie can straight jump in from pve into tourney and beeing pretty effective. All you need to do is running far like a braindead lemming, no matter what´s happening. There´s simply no strategical component in their game, which usually defines how successfull someone is. GW2 is all about deferring smartly accross the map, decap engis avoid this.

And when it comes to traits, its cheese as well. Everything the decap engi relies on are passives: prot on crit, prot on stun, 20% less dmg on stun, full condition immunity at 25%, paired with the most defensive stats you can find. Something like this should never ever be that effective.

So finally remove AR from the game Anet, im just sick of playing vs. teams running 2-3 AR engies and seeing “immune” blink up everywhere. And nerf fast please, actually this destroys half of the matches and is no fun to anyone.

So...no pvp changes this patch ?

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Look everyone. Anet really does not have enough staff for the pvp department. thats why is so bad. the pvp in gw2

Thats exactly what people are angry about. In GW1 we had so many game modes(RA, TA, HA, GvG, Aspenwood, Quarry), daily automated tournaments, mat´s, guild halls and a decent ladder system.
Then they promised to bring an extraordinary PvP experience with GW2. But all we got is a PvP system which is quite fine, but everything around it just isnt existing. And instead of developing it any further, they just bring 1 PvE update after another, while doing straight nothing for PvP. And this is just dishonest. We even have to wait months for bugfixes or little balance adjustments, while everything in PvE is fixed asap.

Im playing GW since prophecies release and always thought about A-Net as a visionary company, but nowadays im just disillusioned.

So...no pvp changes this patch ?

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Snip.

As I mentioned in a previous post, we’ll work on being more clear when discussing our plans.

You work on being more clear since release, but still nothing changed. Maybe pause the living story to finally build something for the PvP community, what already should have been done before release(automated tournaments, guild halls, different gamemodes).

Since release we got soloQ(good thing), private servers(im fine with them, but simply not nessesary), 2 new maps(good thing) and some balance updates(must have, but that can´t take much work).

So maybe be clear about how you justify what you´ve done for pvp, compared to what you´ve done for pve? And consider what you promised us before release, an amazing, never seen before pvp experience. Because thats the reason thousands of people bought this game, but all we see is more and more pve crap…

So...no pvp changes this patch ?

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

I admit, balance is pretty good so far except of AR and ele.

All i want is some content, like automated tournaments and mat´s, maybe a flux like in GW1, then im fine. But i think this will never happen as long as we have a crappy living story. Sad, but its a fact that Anet gives a **** about us PvP´ers. 99% working on PvE content, 1 practicant for PvP…

Playing a half finished gametype without the needed circumference around it, thats the incredible PvP experience they promised us 2 years ago before they released it…

whats with bunker engi on pvp?

in Profession Balance

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Oh yeah, its all a l2p issue, of course. Full immunity to all condispecs plus tons of passive defense is a great traitdesign, i got it…

If the decapengi isnt fully kittened, he wont die to any condispec. I play a lot of soloQ these days, constantly in the top100, and all i see are decapengis running far point while no matter who defends close, neither the engi nor the defender dies, while the point is neutral or fullcapped over time by the engi. But all those top100 players in my team are just too bad to win the 1on1, of course…
So tell me which spec is able to kill a not superbad decapengi in a 1on1? Maybe some other cheesebuild like a minionmaster(which gets nerfed) and a spiritranger if he plays real good. Thats it.

Tell me whatever you want, such a brainless and 0 skill requiring build should never be that effective.
And the worst thing is, he doesnt even need any tactical knowledge because all he does is running far like a lemming, and everything what makes him strong is triggered passively and is carried by AR. He can straight jump in from PvE into “higher” ranked PvP because he doesnt even participates on the real match.

And of course the decap engi isnt very useful for top ranked teamQ(ESL is a great reference…), because theres no point in neutralizing far without killing or capping while the rest plays a 4on4 for the other 2 nodes. But teams without teamspeak(soloQ) or mid ranked teams(teamQ) are struggling hard vs. them and this is simply due to bad traitdesign, nothing else!

whats with bunker engi on pvp?

in Profession Balance

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Wow Engi has a place in spvp meta. Nerf him to the ground!

If Engies place is to run farpoint like a braindead lemming to just decap plus beeing immune to half of the opponents something really went wrong…

these engi usually do close to 0 dmg ….

if u r heavy dps u should be able to kill … well they may decap for a few sec but that’s it

You said it, IF you are heavy dps… So wheres the point in beeing immune to the rest?

Im fine with having advantages vs. certain specs, but if they´re literally unkillable it just gets weird…

whats with bunker engi on pvp?

in Profession Balance

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

All that needs to be done is a complete redesign of AR. So these engies are still able to decap fast and bunker for some time with all their passive defense, but without beeing immune(!!!) to half of the opponent specs. I mean where´s the point in fighting people you can´t kill, no matter how good you play, while all their strengths are triggered by just getting hit?
I´m ok with hardcounters for each class, but could we at least get a minimal chance to kill AR/Decap-engies with a condi spec?

Not to mention that burst builds need ages as well to get through their passive defense(protection on knockback + crit, dmg reduction on stuns, tons of boons on 75/25% life) + all their blinds and knockbacks… Im pretty sure anet will recognize this as well and nerfs AR in a future update, its just so silly that they will most likely need 3 more month to recognize how annoying this is.

Grenadier power vs condi (after dec 2013)

in Engineer

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

If it´s just about the most damage, nades on berserk gear definetly hit way more harder than a condi spec, thats for sure. Plus condis can be removed.

New Daily: 5 AP for 15 soloQ wins

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

AP need to be raised in PvP anyway. 5 AP/each 3 arenawins sounds good to me(repeatingly, not as a daily), than it should be quite equal to whats archieveable through PvE archievements.

Need Advice (sPvP, WvW, etc)

in Engineer

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Get a amulet that brings some dmg to the board if 1on1 is your focus. With clerics(settlers might be ok, but suboptimal as well in my eyes) you will hardly kill anyone without supply crate.
Engi has tons of active def-skills to handle power specs plus dumbsh*t passive def(AR(plz finally kill it A-Net!!!)) to handle condispecs. That should be enough to defeat your opponent if you´re able to dish out some dmg. You don´t need to rely on def-stats that much. Better look out to bring some vigor/block/blind/stun/snare while dishing out good dmg, thats much better def than any stat could offer.

A neutral far point may be fine, but dont overestimate it. Youre team is still playing 4on4 for 2 points while yours is neutral, so wheres the huge advantage? Often you would do better to help in teamfights/def close if your opponent is camping far, so you´re fighting 5on4 for 2 points while they hold 1. If youre able to kill fast or far is undefended → go for it in a good situation.

So in my point of view, its not that usefull to just skill for neutralizing farpoint and running there like a lemming anyway. But if you wanna do, at least bring some dmg to kill quite fast, what means at least 2 offense stats on your amulet.

December 10 Patch - Our Constructive Feedback

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

The good
-Rewards: It feels good to finally get something in return for all the time we invest into this game. Could be some more, but PvP´ers learned to be frugal, so its ok for the moment.
-Overall balance: I think most classes are in a pretty good spot right now. Ele still lacks a bit, but things get better. Condi/burst specs are on the same level, pretty good balance over there.

The bad
-Immunity traits: Way too much immunity traits. Berserk stance is already massivly powerful, but you can deal with it by playing defensivly for the 10 seconds. Immunity without a time limit just gets absurd. Please completly redesign AR/DS.

The missing
-Skyhammer farmers: Allie told us you know who abused this and how much they did, and that you gonna protect your game. But nothing happens. After farmers now got even more rewarded by making gold out of glory by selling winter gifts, banning those players will be the last option to get this done. So finally show some balls and perma ban these players.

Skyhammer Gloryfarmers

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Is there any official response as to it being an illegal activity (i.e. exploit) or not?

Edit: I would like to know this for sure, cause it seems pretty much like any other farm in the game (such as champ trains) and I would do it if they say it isn’t an exploit.

Allie Murdock replied about a month ago, heres the link: https://forum-en.gw2archive.eu/forum/pvp/pvp/legitimate-high-ranks-pls-devs-respond/page/2#post3051473

I think they will handle it like in GW1 by bringing something like dhuumsday, which would result in a perma account ban for skyhammer farmers. Basically this would be the best, so it doesnt matter what farmers can do with their glory now.

On the other hand, we already recognized that Anet dont gives a kitten about PvP, so we will see. Allie may sound trustable in this post, but Anet promised us other things like superior PvP with GW2 as well, and now they´re putting like 1% of their ressources into PvP development.

So as usual: Hope for it, but dont count on it.

(video) ele vs necro post patch

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

so, how much this ele has hp? around 18-20k. 10% – 2k. u need only to hit 2k for direct damage to make this trait scream like a kitten.

Which can take some minutes considering signet of restoration, regeneration, evasive arcana, sigil of water and all that stuff. Plus i dont think its a problem just for necros, its more about any rabid/settlers spec.

We will see if DS ele will be played, but no matter if it will, DS is just poorly designed anyway. It brings nothing positive to the game, either its useless and not beeing played or it will be used for stupid gimmick builds like AR engis which is nothing than a pain in the * and no fun for anyone.

(video) ele vs necro post patch

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

What amulett is the necro running in that vid? I would like to see how carrion works, if it isn´t already carrion.

Anyway, everyone who played some PvP outside of hotjoin will see that DS is just another nail to the coffin of GW2 PvP. Anet forces every condi spec to play carrion when an ele is on the opponent side, and thats what they call balance. They will get owned by already op warriors even more, but hey, at least ele looks viable now for certain siuations. Making 1 build viable by killing 2 amuletts, nice deal to increase build diversity…

Nothing than another proof that Devs obviously dont play their own game much… :-(

PS: Im not playing Necro, but you dont have to, to see DS/AR is pure garbage

Is TPVP dead?

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Mister Fluffkin, that is more accurately called recognition, or prestige, not rewards or progression. The person I responded to said:

it has nothing to do with recognition

people need progress – thats all

Rewards and prestige are 2 separate concepts. I was saying rewards are not necessary, but the problem is the game is not fun & does not promote skillful play. I do agree that gw2’s prestige currency (rank) is very very poorly thought out.

Admit, you´re kinda right with this. And a pretty good point!

Maybe the real question is, if we need more prestige in PvP, not rewards?

Is TPVP dead?

in PvP

Posted by: Mister Fluffkin.7358

Mister Fluffkin.7358

Progression is fine. It is not bad. But you can still have successful pvp game without rewards. GW1 (before zkeys) and many fps game are like this. It is fact. But here we do already have progression (even if not a great one), but population has tanked. Your logic is like a pve grinder that wants more and more rewards to feel like he is playing a good game. You are not a real pvper, so it is natural that your conclusions are that game needs more rewards.

GW1 was very rewarding, even before the zkeys. It had a great ladder system plus monthly tournaments. In my point of view, there can´t be anything more rewarding than a golden guildcape, showing everyone that you´re one of the best in this game. And because of the perfect system, no one denied it. There has been much respect for guilds like “The last pride”, “War machine” or “Esoteric Warriors”. Not like in GW2, where everybody blames the top players for playing “noob spam classes”, “abusing the system” or just “broken matchups”. But thats quite logical, if not even Anet rewards the topplayers in any form before they reset the ladder.

Ranks are a joke due to a braindead hotjoin mode and skyhammer farmers anyway, soloQ´s new MM is a better hotjoin, but a ladder just cant work if you mix good with bad players inside a team. It just breaks down to pure luck, whoever gets the worst newbie looses the game. Not competetive in any form…

tPvP is the only hope, but without any kind of reward, people will just get sick of playing 1000´s of hours rewarded with mockery from the community. Why the hell there´s no reward for them? The only thing broken about old tPvP MM was the lack of players.

So basically, in my point of view the most important thing is to reward PvP to attract more players. It would be perfect if you could earn a lil bit more than spending your time in PvE if you win a lot. Than so much more people would start playing PvP and learn to love it. But Anet purely focuses on PvE, scared of loosing their playerbase over there. So PvP will stay that edge appearance of GW2. It will never become a famous esport title, because it never had the chance to. The combatsystem and the game mode(without admitting there should be more) has everthing it needs to have to become large, but the whole periphery around it is some of the worst in gaming history. :-(