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Deathmatch & KingoftheHill: coming, but when?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

When WoW added Deathmatch arena that grew to a level of esport and MMO has never seen before and has not been seen after.

One of the main selling points for the game was all the ways it was different from WoW. You’re criticizing them for literally their best decision. WoW is still available, btw. If you like it better, only a few bucks a week is keeping you from going back.

I hate Solo queue!!!

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I hate to step on some toes, but I agree. I’ve heard people complaining about 4-on-5. Yes, it does suck, and I’m not a fan of when it happens. However, I have been in matches where my team has won those matches. It boils down to how good of a player you are, and how well you can work with others. If you are a skilled player, it will show. I have lost matches and gone up in ranking, just because of how I played that match. Just….do the best you can, and have fun. At the end of a day, its just a game.

I think ranking is only affected by win/loss. You may have gotten put against a much higher-ranked opponent, which can improve your rating with a loss, or perhaps hadn’t played for a bit so your rank had decayed a little?

No reason to be in Guild as Spvp player

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Some people would like to see team or “guild” leaderboard. Something like that usually requires a massive playerbase, since your rating can only change when you have those exact five people on your team.

No reason to be in Guild as Spvp player

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Posted by: NevirSayDie.6235

NevirSayDie.6235

If you mean there aren’t any stat bonuses or other advantages, no. That would defeat the purpose of PvP.

You gain influence for your guild from PvP though if you’re worried about that.

Low hp classes and "defense mechanics"

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Posted by: NevirSayDie.6235

NevirSayDie.6235

So far Engy is a better replacement, same sort of high skill, jack of all trades class but isn’t utter fail, I’ll go enjoy my 0 cooldown kits lol, have fun inflating your ego.

For months, engineers were saying “we’re like eles, but bad.” A few simple fixes later, the profession is fun, complex and 100% viable. Eles will be back in the meta quickly, no need to switch or lobby for massive buffs.

And still won’t be well designed and fluid like Engy.

That doesn’t make much sense to me. Engineers are crazy fun to play but they were kind of thrown together at the end of production (which is why they launched with hundreds of bugs and a couple ridiculously OP skills/traits). Eles were crafted elegantly over a long period of time.

One of the main complaints of engineers everywhere for the first 6 months or so after launch was how much “smoother” playing an ele felt. There was “natural synergy” between their attunements.

Even now, engineer’s best builds revolve around two kits that have 5 of the same skill, just with different conditions. (One reason why I don’t play those builds). I’m not bashing the engineer—by far my favorite profession—but the qq has gotten a bit out of hand if engineers suddenly are fluid and well-designed.

Deathmatch & KingoftheHill: coming, but when?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

1) Conquest IS the most competitive game mode. It has the highest skill cap, most strategic depth and complexity. The one thing ANet has done wrong was not launching it together with a supplementary “fun” game mode for more casual players to enjoy themselves, like deathmatch.

Right. PvP launched at an under-developed state, not a poorly-developed state (except for possibly the original tournament system, which was a placebo meant to offset the lack of matchmaking…so again, under-developed, really).

That doesn’t mean I hate GW2 in every way, it just means this conquest doesn’t fit GW2 in any way. If you read what I wrote, the solution is actually kind of clear…

Make teamwork more accessible.
Make the game have more depth.
A change in map is by far the easiest way to begin fixing the game.
Make GW2 more based off of team v team fights.

I read all of what you wrote both times, but chose not to quote the entire article because it was unnecessary. In a similar fashion, I don’t feel it necessary to answer every issue you have with the game (I’m not getting paid here, I just find some strange satisfaction in this kind of stuff…)

Anet decided against professions having hard counters, as in traditional MMOs (i.e. a dps will beat a healer, unless a tank comes to counter the dps). That didn’t fit their vision for the game—anyone can do anything. If you don’t like that, it’s fine, but it means you shouldn’t ever expect to enjoy GW2.

Does that change the way teamfights work? Yes. Is that bad? Only if you want a traditional MMO. It seems that you want a specific type of “depth” that is based around teamwork and hard counters, like in trinity MMOs. GW2 will never have that. If you want to continue the discussion, you should focus on why you feel other types of game design are better than the path GW2 takes. The devs can’t change base-level design choices that were made five years ago. Again, if you’re just in it for the argument, that’s cool.

Please change Kit Refinement

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I don’t think the devs would reverse a decision they made previously, even if it wasn’t a great decision.

Actually, kits don’t really need refinement, they’re all working at least acceptably. Maybe we need gadget refinement or turret refinement?

Kits are NOT our primary profession mechanic

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Posted by: NevirSayDie.6235

NevirSayDie.6235

And three of the skills in medkit are the same.

Even if you counted Drop Bandages as 3 of the same skill, that still leaves 28 unique skills at one’s disposal, more than Elementalists.

Not that I think that the number of skills one has really says anything about anyone, but it is the truth.

Don’t forget that an ele could take four conjure weapons!

Seriously though, not all of this is productive.

I agree that it’s important to remember that the toolbelt is our “mechanic.” However, kits are the most fun part of the profession for most people. Also, I maintain that at its core, the toolbelt is just additional skills, which is also exactly what kits are. Maybe that should not be the case—maybe toolbelt skills should have things that make them feel more defining—but as it is right now, the engineer’s mechanic is having a lot of skills available to use at once. I love that mechanic, but I can understand why people would want something that feels more special.

Where do I belong in SPvP?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

which mode is best for glory farming/can finish daily fastest?

Hotjoin is fastest if you can stand it. But for all the reasons listed above, solo queues are better for your sanity!

Deathmatch & KingoftheHill: coming, but when?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

snip

Agree to both, although KotH will be plenty different.

Classes aren’t made with the depth and teamwork to make this conquest work.
The devs have shown time and time again that they can’t make classes like that.

Can’t agree there. There are many top-tier builds yet to be discovered, and additionally many that will become top-tier after small fixes/changes to balance. If you don’t like GW2 at the base design level—i.e. you dislike every profession—no new game mode will ever make it enjoyable for you. If you just like debating on the forums of a game you know you’ll never enjoy, I’m happy to oblige but question your decision.

1. Secondary objectives. Also I do not understand how one can sanction the current “meta” where the common 1v2 situations on nodes are essentially a pre-determined fight unless a massive skill difference between players exists.
2. That works on paper, but in reality a too great focus on role specialisation is detrimental.
3. Again, secondary objectives.

Consider that what you wrote mostly reflects current map design dogmas, and doesn’t take into account secondary mechanisms like shrine rezes which would spread the players out in TDM.
In any case, conquest doesn’t have to be taken out. But the decision of ANet to make it the main (only) gamemode was hugely misguided.

1. Yes, conquest does encourage 1v2s to a certain extent. They’re far from pre-determined, unless you just mean the single player will probably not kill both attackers. That would be true. Secondary objectives are a good way to encourage team splits but would need to be carefully designed, thus the reason I said the devs couldn’t just slap a KotH map together and call it good.
2. What specifically is detrimental about having role/build variety?
3. Again, secondary objectives take time to design. Shrine rezzes wouldn’t spread out a team in TDM because 5v5 is better than 4v5 with one teammate at a shrine somewhere.

It’s becoming really hip to devbash/conquest bash. The game launched a bit prematurely, at least for PvP, which is why the PvP section of the game has been a bit underdeveloped. Underdeveloped is not the same as poorly developed.

Where do I belong in SPvP?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Join a solo queue arena! The super-casual nature of hotjoin means that relatively few players even stay for an entire round. Those that do certainly aren’t thinking about the score, they’re just looking to see some big numbers pop up after they use a skill.

Solo arenas are pretty new, so they still have a couple of issues to work out, but they’re still the best thing that has happened to PvP. Every match is rated so your matchmaking level will rise or fall as you play. You don’t have to be super competitive. You’ll have to wait a few minutes for the matchmaker to form two teams of similar rating, but it’s worth it. Plus you can join a queue from anywhere in PvE, so you don’t have to wait for anything.

Deathmatch & KingoftheHill: coming, but when?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Conquest was a solid decision for a first game mode. Among other things, it encourages:

1. Team splits. These are necessary for professions that excel in smaller engagements.
2. Build variety. Without the trinity, a pure teamfight mode would generally have two roles: group support (guardians) and group dps/control (warriors, necros). Conquest creates the role of roamer, bunker, and nodefighter, while keeping the roles of group support and group dps.
3. Mobility. Some professions have better mobility than others; this needed to be rewarded without being overpowered. Conquest does that.

New modes will be fun as well, but I don’t think it’s a simple as “Here’s king of the hill guys! Have fun discovering which three professions are best at it!” Nor is it simply a matter of homogenizing all the professions so they’ll all be equally good at it.

List of variety-killer traits

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I’ll go ahead and do the engineer one

Explosives : used in most engi builds.

Firearms: used mostly for lower cd’s

Inventions: have yet to see any use out of this trait line at all. Worthless. Needs compltely re-done as turret traits/turrets are broken beyond belief.

Alchemy: every engi used 20 points minimum in this line.

Tools: engi uses 10 points for speedy kits the rest of the traits are useless.

I use 30 in inventions and only 10 in explosives! But yeah.

Tools also has SD. Can’t deny the alchemy line is amazing.

Low hp classes and "defense mechanics"

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Posted by: NevirSayDie.6235

NevirSayDie.6235

So far Engy is a better replacement, same sort of high skill, jack of all trades class but isn’t utter fail, I’ll go enjoy my 0 cooldown kits lol, have fun inflating your ego.

For months, engineers were saying “we’re like eles, but bad.” A few simple fixes later, the profession is fun, complex and 100% viable. Eles will be back in the meta quickly, no need to switch or lobby for massive buffs.

/resign

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think this could maybe still be helpful sometimes, but with the implementation of a dedicated solo queue I don’t think it’s as big a deal anymore. There are still blowouts sometimes, but evenness of matches has gotten so much better over the last year. I can’t think of a single solo queue match I’ve played where I would have typed /resign, although there were some lopsided ones—nothing like the pre-matchmaking, team vs. pug days.

Transmute trait...

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m wondering about one thing, maybe someone did test:
Does it work like other “condi to boon” things?
Let’s say you’ve got 10stacks of bleed – all of them are converted into boon?
(asking to be sure, cause someone above said that only one).

No, this trait only converts one stack of anything. However, this evens out because it gets an 8% chance for every stack put on it—if you’re hit with an attack that puts 8 stacks of vulnerability on you, you have a pretty good chance to transmute at least one of them.

As a player who has been on the other end of this trait, I can say that it is annoyingly random.

Right, you’ll see “immune” pop up pretty regularly because it has an 8% chance to transmute each individual stack or proc you put on them. Each time that happens, the engineer is only transmuting one individual condition, like a single stack of vulnerability or bleeding. But the message pops up enough that it can appear to be very strong.

(edited by NevirSayDie.6235)

Ok Keep Bloodlust buff but...

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Posted by: NevirSayDie.6235

NevirSayDie.6235

snip

I suppose it does discourage suicide attacks. I don’t think that’s as bad as you’re making it out to be, though. Sure, the other server will get 5-10 points if they wipe your group trying to take a tower. But your server is likely to get a lot more points if you can flip the buff.

It presents a great alternative to flipping camps and knocking on towers/keeps, which is all roaming crews really did before in the situation you describe.

Transmute trait...

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Posted by: NevirSayDie.6235

NevirSayDie.6235

@NevirSayDie:
I’m just going to assume that when you say “fun” you actually mean “really really stupid”. Transmute is not fun to play with and not fun to play against. You can’t count on it to save you, and enemies can’t counterplay it because it’s just there and they also have no idea you’re taking it.

RNG does not skill make, contrary to what Jon Sharp once said claiming that “actively reacting” to RNG procs increases the skill floor.

What would be good instead is this:
Using a Toolbelt skill converts 1 condition to a boon (Internal cooldown 20 seconds).
Decently strong for a 15 pointer, and rewards active play, and rewards use of the class mechanic.

Not some RNG proc that doesn’t save you from a true condi-burst and which frustrates opponents when their Fear turns into Stability and they have no idea why.

Fair enough. Yes, conversion on using a toolbelt skill would be stronger, and of course I’d take that over something that is largely unnoticeable. In fact, I’d probably never go without 15 in alchemy, because that would be an amazing trait, almost as good as 409.

Maybe “entertaining” or “hilarious” would have been a better choice of word for me to use. Just think what happens when you have cloaking device traited as well and you transmute an immobilize—you get stealth and swiftness! That is absolutely comical. Is it very good? Not really, as you say. But hilarious—definitely.

Offense vs. punishment, risk vs. reward

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Of course, those who support the status quo have a powerful argument that beats everything: “This is how it is, and ANet is unlikely to change it.”

Also the fact that it would cost a lot of money and that making a core-design level change would break the game for a while until it got polished/balanced back out…but I know what you mean

One thing that confuses me is that you mention zerker gear is really popular. Relatively few people use zerker gear in PvP, so I’m curious as to what your perspective is. Thieves use it regularly, mesmers use it often, and some very rare, brave eles use it, but anything outside of that is considered a niche build.

That’s the thing, there’s not that much of that going on, it’s too mindless and spammy atm, there’s not much option for intelligent play/dodging because most of the dmg is coming from non stop spam.

Maybe. I never said it was easy. I enjoy the fact that not everything has a massive tell—some skills are very powerful just because they’re hard to avoid. Usually the only way to dodge those is to get into your opponent’s head, which is another aspect of RPGs that I enjoy.

My turret build for new patch

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Taking cleric’s amulet just for blasting water fields seems a bit like overkill. You might put more healing into your build to benefit from it, or alternatively you could go for more damage and forget about high sustain.

So how does this solve zerg?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Points per stomp are now a massive part of your server’s score. You can’t increase your points per stomp by trading objectives clockwise around a map, or by holing up in a keep. Even keeping a scout in each objective while a single massive zerg rolls around the map isn’t enough anymore.

Winning servers will still be ones with good coverage, but even that effect is lessened: far fewer points will be gained by any server during non-prime hours. In other words, you can tick for 600 for twelve hours every day and still lose, because taking stuff while the other servers aren’t playing now doesn’t reward as highly.

So, it solves zergs by rewarding splitting up and lessening the reward of PvD and nightcapping.

Should Engineers have more health?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Guardians have a lower base health pool than engineers. Yes, the original engineer concept was as a heavy armor profession, but we were moved to adventurer because we had so many survival tools at our disposal already.

Kits are NOT our primary profession mechanic

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Posted by: NevirSayDie.6235

NevirSayDie.6235

The toolbelt is nothing more than extra skills. Kits are also just extra skills.

The engineer mechanic is having more skills available at one time than other professions, whether through kits or through other utility skills with their toolbelt counterparts.

The engineer was beautifully designed. Look at how much variety our engagements have compared to any other profession.

Why more than 5v5 wont work

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Conquest is less about playing your class well as playing gimmicks that conquest promotes, aka bunkers that add nothing to a group or pure solo artist selfish builds.

You could say similar things about any game mode. Conquest encourages team splits, something that team deathmatch can’t do. There’s a huge layer of strategy by itself. It also rewards players who are good at 1v1/1v2. It means there is a use for in-combat and out-of-combat mobility, which means that theorycrafters must weigh their choices carefully.

Every game mode has its own riddles to solve. Sure, conquest lacks the feeling of eight hammer warriors colliding while guardians pass out stability, and necros and maybe an ele throwing down AoE—but it has a lot of other things.

Ok Keep Bloodlust buff but...

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I’d really like to see decent arguments for how points for stomps encourages open field. If the other server has three buffs, what incentive does your server have to fight them? It seems like a drastic incentive to avoid combat.

Maybe, but once servers realize how important the points for stomping are, they’ll be fighting tooth and nail over the bloodlust buffs. In other words, it’s a way to make holing up in keeps less profitable, and it simultaneously makes Pvdoor/objective trading less profitable.

In other words, it encourages open field fighting. It makes small group contributions extremely significant and discourages zerging and objective trading and hiding behind walls/siege, all at the same time. Isn’t that what people have been asking for?

ANet why destroying only uniqueness of GW2?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I want real PvP. I wanna go other servers and attack when they try to kill Tequila Sunset. I wanna have blob vs blob in Dredgehaunt Cliffs or capture lions arch and gank people when they try to use mystic toilet. That would be real PvP.

One of the game’s inherent design goals was to make people happy to see other players. Sure, there’s a few people who miss doing ganking people who are crafting (how is that PvP again?), but most of them are just happy they don’t have to put up with stuff like that.

Make Passively Activated Traits "Active"

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think that could be fun. It would definitely make some builds hair-raising to play, which I like, but I know not everyone enjoys keyboard dancing. I can’t see it happening but you never know.

Alleged leaked patch notes. 10/15

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Posted by: NevirSayDie.6235

NevirSayDie.6235

i wonder what is the radius when traited with Forceful Explosives right now

it looks like 240 radius right now, so… is that a buff ?

bomb: 120 (180)
fire bomb: 120 (180)
concussion bomb: 180 (270)
smoke bomb: 180 (270)
glue bomb: 240 (360)
(Forceful Explosives)

In other words, a slight nerf to Bob and glue bomb but a nice buff to everything else.

Think about it,

“Bomb Kit – Bomb: Base radius increased from 120 to 180. Radius when traited with Forceful Explosives is increased to 240. "

Its a clear buff.

Exactly, although the BoB and glue bomb will be reduced slightly. For bomb 1 and 2 it’s quite a large buff.

One Toolkit to rule them all

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Tough question…

Bomb 4, grenade 4, overcharged shot, shield 5. Maybe bomb or grenade 1 as autoattack.

Alleged leaked patch notes. 10/15

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Posted by: NevirSayDie.6235

NevirSayDie.6235

i wonder what is the radius when traited with Forceful Explosives right now

it looks like 240 radius right now, so… is that a buff ?

bomb: 120 (180)
fire bomb: 120 (180)
concussion bomb: 180 (270)
smoke bomb: 180 (270)
glue bomb: 240 (360)
(Forceful Explosives)

In other words, a slight nerf to Bob and glue bomb but a nice buff to everything else.

Transmute trait...

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Transmute works it’s just so underwhelming you rarely notice it. I’d prefer it do something like 25% chance to convert an incoming condition with an internal CD of 8-10 seconds. Or even better, proc Elixir C automatically when you have 4 or more conditions with a 60 second internal cool down.

As it stands though it’s not bad, it’s just not good. No one is going to put 15 points in Alchemy for it like they would for Inventions or Tools, they just kinda get it in the 20 – 30 point Alchemy Value Meal…kinda like those little salt packets for your fries that you may or may not notice in the bag.

But it’s so ridiculously fun the way it is! It’s way more fun than some “remove one condition every ten seconds” passive. An elixir C proc would be awesome but I’m pretty sure we’d get a lot of complaints about that being OP.

Legacy of Foefire Unplayable/Lag

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Posted by: NevirSayDie.6235

NevirSayDie.6235

If the pvp devs actually played their game they would of noticed this issue the first day it started.

If the devs played the game they wouldnt be oblivious about the temple bug..or mock us for not understanding probabilities and how randomness works :P
Actually if devs played their games pvp ,they would quit out of boredom and we would have to search for new devs

I think it’s time to let that slip of tongue go. This lag is almost certainly not the PvP devs’ faults.

And they did respond about a day after the patch went live and a few hours after it was reported…how much faster should they have been to fix a performance problem that wasn’t caused by their programmers and that can’t be seen on their test servers due to zero ping?

Any tpvp rifle builds?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Yes, there are quite a few really fun rifle builds. If you’re interested in actually using your rifle a lot you might want to try a variant of static discharge; if you just like having a rifle and using a lot of kits you can try rifle/kit bunker, which also has several versions.

Most builds are different, so I’m not sure I could link you to a “standard” rifle build. SD often has a lot of points in tools, bunker builds usually have full alchemy and sometimes some inventions traits.

Transmute trait...

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Works fine. You’ll often not notice it because it does work instantly, so you’ll usually not see what the incoming condition would have been.

You’ll see it most easily when you get hit by an attack that you know inflicts a certain number of conditions—let’s say another engineer uses prybar on you. That will fairly often end up as four confusion stacks on you instead of five (because there are five 8% chances to transmute at least one of them). You can also see it very easily if you have cloaking device—you’ll suddenly go stealth and gain swiftness.

It’s a super fun trait, I know people don’t like RNG but I wouldn’t trade it for anything. It’s hardly ever game-changing but it’s useful and I love the unpredictability of it.

a fix to prevent carpal tunnel in engineers

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Bombs already autoattack when in melee range. I’d support grenades autoattacking on button hold.

To everyone on this forum

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Look at pvp population, events and content updates…then look at wvsw and pve, you can clearly see who gets more. Read any patch note till now…and spot out differences in content upgrades there, you’ll find your answer…no conspiracy theories here, just facts..

Yup, just like the engineer forum only states the “fact” that engineers are the worst profession, and the ranger forum states the same fact about rangers.

The devs post in the PvP forum regularly, at least as often as in WvW, and there are more people who play WvW. Just about every other patch has had balance or content for PvP. Sure, the game released a bit early for PvP so there was a long way to go…but that’s a far cry from “blatantly ignored,” etc, etc.

Low hp classes and "defense mechanics"

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Posted by: NevirSayDie.6235

NevirSayDie.6235

People seem to confuse a good with bunker with being the strongest profession in the game. Unable to “kill” an Ele because they were all bunker. How many of them died to the ele? Certainly less people then the amount that die to engy or gaurdian bunker currently.

Might stacking. S/D. Seriously, it was powerful stuff.

Back to the present: yes, eles are in a bit of a tight spot right now. I’m just trying to stop people from overreacting like we did in buffing warrior/necro. Eles are a well-designed profession with a lot of stuff going for them. They’ll come out all right.

1v1 Necro as an Engineer

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Posted by: NevirSayDie.6235

NevirSayDie.6235

MM necro is one of the hardest builds to face as an engineer. His elite minion is the one knocking you down—you’ll need to dodge it when it rushes at you to have much of a chance of beating him. The other minions will act as meat shields for him, so I’d suggest rifle over pistol because your attacks will pierce. Also putting conditions on a necro is very dangerous.

If you’re dueling over a node, you can beat him on your own terms, but if it’s an open field duel, he’ll kite you everywhere. Engineers have a hard time closing on a kiting necro, so you may need to use stealth (I’d recommend bomb 4 + jump shot) to get close to him, then land supply crate on him right before you come out of stealth. Follow with BoB and glue bomb immediately so he can’t dodge. As he’s on his back, follow up with rifle 1, 2, 3, and 4.

He still won’t be dead so you’ll need some other utilities—I’d go with toolkit throw wrench, then magnet, then prybar.

Your last utility slot could be rifle turret (if you prefer to deal a lot of damage using SD) or elixir C (very useful vs. necros). Honestly though, your best shot is to land your elite and then keep him chain cc’d until dead. He’s using his elite (minion), so don’t be afraid to use yours as an opener. Just make sure you hit.

Grenades too good relatively

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Posted by: NevirSayDie.6235

NevirSayDie.6235

snip

Grenades are good but there are other options. We have several versions of nodefighter due to easy access to knockbacks and AoE. You can go glass cannon with the obvious benefits and drawbacks that come with that, as you’ve already seen. You can also go full bunker with the rifle or p/s and several combinations of bombkit, toolkit, elixir gun, or flamethrower. Elixir R gives you teamfight utility and elixir C is good for bunkering vs. necros, rangers, and condi engineers.

Very few top engineers play the same build, which I think is incredible. It takes a lot of effort but you can find something fun and viable.

Why do you guys like engineer?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

It has probably the best concept of any profession. No two fights are the same.

Tanky Meta

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Well currently most control builds can do some damage or support, and many damage builds can do some control or support. Those are still self-sufficient. In order to have enough support to be called a support build, most professions lose the ability to do anything else.

When support becomes strong enough that you can run a few key skills while not sacrificing all ability to damage or control, we’ll be in a good spot.

As for complaining about self-sufficiency, I’m not doing that. I’m just saying it’d be nice to see more teams running builds that may not be self-sufficient, relying on the support of teammates to cover weaknesses. That’s not really a dev thing, that’s a player thing.

Sorry, I got a bit overzealous yeah it would be cool to see some really creative compositions. And yes, really good support skills is a way to help that happen…

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Posted by: NevirSayDie.6235

NevirSayDie.6235

But not everyone who has hit the top spot had to resort to stuff like that.

or you can get lucky the 1st try.
MMR is broke and you get synced Q if you can make it past the 1st 5 games w/o losing.

Then its just luck weather you get a 4v5 then next 14 games

On Solo Q you look at % of people who have played 100 games and 80% means your good lol

Matchmaking is pretty good unless people deliberately try to sync, which does happen unfortunately. I was referring to Cruuk, who hit the top spot while playing actively, over a couple hundred games. (i.e. didn’t just get “lucky” with his teammates for a few rounds…)

But there are others who have hit the top spot without intentionally syncing.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think “best game on the market” is an overstatement. “Potentially the best game” sounds a bit more accurate. I think that is what makes for a lack of understanding for the development time spent on certain things by the players.

For example:
“Why would you introduce a cast of meaningless characters that pose no real threat to Tyria and have no significant connection to the overall lore?”

“Why would you put in the same unbalanced orb buff but with capture points that rely on coverage to hold?”

“Why are they trying to shove conquest down our throats until we all gag and throw up?”

Again, these are just a few of the ideas that come to mind when I think of this game. I use the word “think” because I have no intention of investing anymore time into a game that has a development team so ignorant that it alone is a deciding factor for many leaving this game.

You misunderstand me. I wasn’t saying GW2 is the best on the market—that’s just the reason everyone gives when asked why they keep playing a game they claim to hate. “Well, there’s nothing better…”

I again refer people to actual statistics if they want to know how the developers are doing. I don’t have any of those, of course, but the number of views per patch note are a rough approximation. The August 6th patch received the most views in the game’s history—that was when the living world votes were announced and solo queue PvP was introduced. So maybe the devs are just smarter than people think…?

Of course they’re not listening if everyone is saying “GW2 is dying, everyone is leaving,” when their data shows the game is doing better than ever. I don’t know if it is for a fact or not, but it appears that way and I haven’t seen anyone post evidence to the contrary.

Conditions.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

snip

Maybe. I’d say that’s a lot of changes to make all at once. Remember when they gave necros burning and torment and suddenly they became everyone’s worst enemy?

And they should just go back from it.

Most changes should be undone, burning to necros and weakness buff are good examples.

We’re in this state exactly due to this , and due to “petting zoo” buffs.

Currently most classes ( necro, ranger, war, S/D thief) are in S tier, this means they should be nerfed hard, not that other classes should be buffed.

No more power creep, really.

I don’t think it’s reasonable to expect the devs to just reverse the last several balance patches. First off, that looks very bad, and second, those buffs had the right intention, even if applied poorly. Balance was pretty good in May, but it’s also pretty good now, albeit with some shaving that needs to happen. I don’t think rolling back a bunch of changes is a reasonable request to make. Warriors and necros did need some buffs; it’s just that people got too zealous and thought that the changes had to be huge or it wouldn’t be enough.

Low hp classes and "defense mechanics"

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Posted by: NevirSayDie.6235

NevirSayDie.6235

If you think D/D bunker was bad in their days then I dont know what to think about bunker zoo ranger or bunker engi or condi necro who is as tanky but virtually melts you with conditions (funny, conditions were meant for ong drawn battles, to win due to attrtition, but 5-6 conditions in less than 3 seconds, nearly 25 stacks of bleed and anything short of 15 k hp will die in less than 4-5 seconds, and eles have 11k hp….so ….)

I’ve played against all of the above, thanks. Doesn’t change the fact that eles were the best profession for most of the game’s history. They’ll be fine, don’t worry. The last thing we need is another huge buff because a profession is “so bad” that only “massive buffs” will even make them half-decent.

Exactly, ele was the strongest profession in PvP for about 8 months out of the 13 the game has been released.

As if ele was viable the first 4 months when RtL (and Magnetic Grasp) have been 3 seconds self stuns. Also, it was the first class forced into defensive builds in a glass canon meta. That barely qualifies to be the “strongest profession”…

Oh, you mean back when every dodge roll was a blast finisher?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I was wondering how on earth do people get stats like “TheWalkingDead.7298 Therunningdead 18 wins, 1 loss” in solo queue?

Sometimes my team has 4 players or someone is afk, and its almost a guaranteed loss; or there are players on the team that just don’t know what to do and even if I win every fight, hold key points etc the team loses.

Is there some way to drop out of losing fights and not have it counted to your record? Can you queue solo with friends (I seem to remember queuing with 4 people before the leaderboards and picking up randoms when we didn’t have a full team)?

I really don’t understand how it is possible to get an 18 to one win/loss ratio just playing the game normally.

Then I recently read someone saying how it is easy to farm your way into the top 100. I don’t get it what’s the story with this solo leaderboard?

It just seems totally random to me, but then there are these guys with 18 to one stats so there must be something to it. I don’t think one player can single handedly guarantee a win 94% of the time, overcoming 4vs5s and teams with complete noobs on them etc.

If you’re good enough, you can make up for even a couple of really bad teammates. Of course, most people have gotten at least one 4v5 but I don’t think they happen very often if you’re already a high rank.

So it’s not too hard to understand really: a ton of skill and a little luck will win you all or nearly all of your first 10 matches. At that point you’ll be quite high on the leaderboards already and will have a much lower chance of getting a 4v5 or a really bad teammate. If you’re really that good, you’ll continue winning most or all of your matches. One of the great things about GW2 is that every player can build to carry their team—no one is relying on a healer and a tank to be able to do anything worthwhile. If you’re good, you’ll kill stuff.

I’ve played a lot of matches with running and he’s good You’ll notice he’s quite high in team queues as well.

Also, you can still queue with any number of friends (from 1 person to 5 people) but you have to use the team queue now. It was a great change that really helped PvP a lot—otherwise, when you got a 4v5 in solo queue you’d also be facing a top premade, as it used to be when pugging free tourneys.

Edit: or buy multiple accounts so you can start over multiple times, or try to cheat the system by sync queueing. But not everyone who has hit the top spot had to resort to stuff like that.

Conditions.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

snip

Maybe. I’d say that’s a lot of changes to make all at once. Remember when they gave necros burning and torment and suddenly they became everyone’s worst enemy?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

People are like, “GW2 is so awful! The devs hate us and are trying to ruin our fun!”

And then other people are like, “if you don’t enjoy the game, why do you play it?”

And then they’re like, “I want to leave, it’s just that there isn’t anything better available right now…”

So you’re playing the best game on the market and are upset that it’s not better?

Conditions.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Engies can’t afford a nerf to conditions, there are things that should even be buffed in engi kitten nal.

Yeah but if engies get condition builds nerfed to the ground I’ll feel super hipster playing a power engineer!

On topic: conditions in general are a great mechanic. I love condition management and to a lesser extent, the tactics of applying and covering important conditions. They are necessary to bring the massive damage over time required to bring down full bunker builds, eventually. Condi builds are just a tiny bit strong right now, nothing to get worked up over. No need to overreact—like we did when we kept on continually asking for massive buffs to the professions we thought were still weak.

To everyone on this forum

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Have you ever took a look at all those topics in spvp forum?

Have you ever looked at the profession subforums? Nearly every one is convinced that the devs specifically target their profession for nerfs every patch in a grand conspiracy to bring them down. They believe their profession is the hardest to master and yet the weakest even when played at skill cap.

The WvW forum is literally filled with people spewing hatred at devs because they believe that PvP is getting all the resources. Seriously, I would be surprised if I heard there weren’t regular death threats.

Even the general forum has conspiracy theorists and people making weird single-paragraph text walls because they feel somehow the devs are being unfair to them. (You’re farming champions in a giant autoattacking zerg for crying out loud…how are the devs being unfair to you?) That’s the one that gets me.

There’s nothing special going on here—it’s called human nature. It’s what makes us feel offended even when there’s no reason to be, or become angry over trivial things like video games. Plus, the devs post here practically every day, so…