Showing Posts For NevirSayDie.6235:

Minefield Broken.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I never use this skill and very few do, and I’m not a whiner—however:

If the devs push a hotfix for this, it will be good for public relations. Alternatively, if the skill remains unusable…it would be bad for PR. Just sayin’.

May 28 Patch

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Which crazy idiot thought changing the glue bomb on engi would be a great idea? A full 4 second aoe immobilize? I mean you just have to look at teldo to see the capability of this class and you should know that bomb kit was the last which needed a buff. Engenieers were already pretty good in 1vs1 – Not best but still viable due to their crazy elite.
Please spend your resources on real problems – like warrior and necro traits and not on that kittening kitten.

Edit: Haha watched Teldo’s stream…even he is laughing about you….

The patch notes indicate that glue bomb has been fixed to now have the correct radius when using the “increased radius” trait. As far as I know, the immobilize is still 1 second.

But yeah, all those 1v1-specced bomb engineers out there are probably laughing because of the blatantly OP bugfix. /sarcasm

Patchnotes regarding WvW, May 28th

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

We included the laurel cost to prevent the economy from suddenly being blown out and to not invalidate the ways PvE players can get ascended items already. This system means that it is faster to get them in WvW, especially for players who already have badges, without being so much faster that everyone only gets them in this manner. As for the difficulty of acquiring laurels in WvW, we have taken steps to address that, including the fact that there will always be 3 daily achievements that are WvW specific. Speaking personally, I’ve been able to achieve my dailies in WvW even without that change, but this should make it even easier.

This is completely logical. Awarding ascended gear for merely badges/WXP would have encouraged zerging, and wouldn’t have been healthy for WvW in the long run.

WvW Awesome Balance

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

Even though I never played a confusion-focused build, I can’t resist pointing out that confusion used to be a good counter to pure zerker builds, especially thieves.

I have never found confusion to be that effective, even with pry bar/ static shot, simply because any reasonable build has condition removal on stealth, allowing for a doubly dangerous counter to any serious condition application.

I wasn’t being completely serious. I don’t even think confusion builds on engineers were ever that great. The only reason I couldn’t resist pointing it out is that the OP was also one of the most vocal advocates of the 50% confusion nerf.

Engineer Patch Notes 5/28/2013

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I think the focus on bugfixes is great. Sure, there are things that just need to be changed, but I think it’s good to get them working first and then think about how to make them viable.

WvW Awesome Balance

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

Even though I never played a confusion-focused build, I can’t resist pointing out that confusion used to be a good counter to pure zerker builds, especially thieves.

Blatant bias by Arena Net?

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

The assassin/dps class that makes casuals uninstall gets nerfed. It will remain objectively weaker than the good guy/paladin class for the rest of the life of (insert MMO).

Sorry.

3 changes you want to see the most on engie

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

1. Bugfixes.
2. Turret targeting.
3. Bugfixes.

PvP 3 wishes -what do you want most in PvP?

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

1. Solo queue.
2. Working system to prevent matches from starting when one of the teams has fewer than five players. We don’t care if it kicks everyone out to the mists.
3. Rename tournaments to “ranked random match;” team tournaments to “ranked team match;” hotjoin to “practice match” or “unranked match.” Make both accessible from anywhere in the mists as well as at the same NPC.

[BUG] Rifle skills interrupting themselves

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

This is a real bug, at least with overcharged shot. It can go on full cooldown without any effect at all, and not because it’s interrupted. It doesn’t happen to me often, but I think it is an auto-facing issue with moving targets. Immobilize seems to prevent it from facing your target as well.

Thieves Last refuge broken: heres a fix

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

I would like to see an option to disable unhelpful minor traits. Despite Anet’s best efforts, there are a few minor traits in mandatory lines for several professions that simply do more harm than good.

Another way to fix this would be to not have mandatory lines, but that’s more difficult.

So someone sell me on the Shield

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

How do you know my thoughts exactly? Like all the time?

Because we’re both right, so out of necessity we hold the same opinions!

Also I will add though that shield #5 can provide a very clutch daze (which is our only daze attack) and a stun (something else we don’t have many of), which are moves that, in the hands of an adept player, can turn the tide of any 1v1 in their favor.

And the fact that #4 is a blast finisher means that if you take Heal Turret with you now, you can really stack on the water blast heals.

Also, Jump Shot is used better in burst builds and for quick movement if you take the trait to increase the range on your rifle. I typically only use it when I’ve knocked someone back into a corner, I will often jump shot to right in front of them, assuming they will move forward to get out… quite often it connects but in any sense, to me it’s more of a positional move that just happens to hit pretty well if someone gets in the way.

Word.

So someone sell me on the Shield

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Shield is pretty good if:

1. You have a ton of burning in your build already, or you don’t use your main weapons for dps at all (the latter PvE only, really)
2. You have at least two kits, probably three—the more skills you have, the more you can afford long cooldowns
3. You are tanky.

I personally don’t use shield any more because I find burn too important to condition builds. It is a very fun weapon and useful in some situations, though.

Also, about jump shot: it’s certainly hard to use as a damage skill. It’s amazing with a smoke field, if you can find a way to use bomb kit or flame turret with it (I haven’t yet for WvW).

How am I supposed to counter stealth?

in WvW

Posted by: NevirSayDie.6235

NevirSayDie.6235

I think your main problem there is that you’re running all elixirs and dual pistols.

^ If your build is not working in some situations, you should tweak it until it works better.

Make a thief and play a couple of hot join matches in spvp. You’ll quickly realize you’re not as invincible as you think you are.

Ppl often refer to sPVP thieves whenever WVW thieves are discussed, as if sPvP balance somehow justifies their power in WvW.

It’s true that thieves are inexplicably stronger in WvW than in PvP for the reasons you mentioned. However, playing tournaments is still the best way to get better at small fights, period. In an hour of WvW, the average non-thief player probably experiences between zero and two real fights between roughly even forces of ten or less. In an hour of PvP, you’ll find dozens of fights like that.

The bottom line is, it’s hard to be good at something you’ve never done.

Hotjoin is the True Endgame of PvP in GW2

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

If the game’s not fun enough with the current set of cosmetics, it won’t become fun enough with a bigger set of cosmetics.

A good cosmetic reward system can be nice and add a bit to the experience, but apart from that, either the game is fun or it’s not.

Useless Traits of the Engineer

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Whatever, the sentiment is the same, when bunking a point, protection injection + protective shield = nearly permanent 33% dmg reduction while in combat.

try discussing the point at hand and stop getting hung up on semantic kittenery. my mislabeling the sources pf the proc doesn’t change the effect or frequency of the proc.

I like using both protection traits because they are pretty good. Of course, it’s not anywhere near actual 100% uptime, but as you say, it’s usually up when you need it (especially against bad thieves, etc. who just open with their combo and then they’re done). Of course, against decent players who know how to do sustained damage, it’s not permanent at all, although it’s still pretty high protection uptime.

Armor choices

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Somewhere in development the engineer was changed from a heavy armor profession to a medium armor profession. So it’s not the artists’ fault—they probably didn’t know their medium armor designs would be used for engineers until after many of them were practically completed.

Forget Esports- Matchmaking is still awful.

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Even if you start to promote this game with tournaments, no one is going to aspire to be these players if the tournament system housed within the game is an arduous grind. I think, hey why not give GW2 a shot again after not playing for a month and see how things have improved. After contacting my bro and queuing up, we were excited to play the game after such a hiatus.

A couple games later after playing against full blown teams and pugs with teammates that lack the basic fundamentals of how to actually win we logged off pretty disappointed. Some examples involved teammates trying to kill the forest monster right at the start of the match leaving an uneven fight in any ensuing engagement or two separate matches that involved a mesmer trying to solo the mob only to die(!!!) to it while the rest of our team dies in outmatched fights. I don’t really see a reason to come back. I’m sick and tired of having to fight the game to have a good time simply because I want to log on and play with a friend or by myself after work.

The gameplay is still fun, and I would play far more if there were options for players like me not feel completely frustrated. Splitting queues will obviously impact wait times, but there won’t be room for this game to grow simply because players reach a point where the game simply throws them to the sharks.

So seriously, when are we getting solo queue?

The entire community, even those with regular teams, is pitching in to try to convince Anet that solo queue is the most important feature and should be next in the priority list. There are other issues, but I don’t know of any forum threads in the last few months that have named any other issue as the most important (except for a couple of QQ nerf threads).

Tpvp Restriction

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Not a bad idea, but I’d rather see a set of hotjoin rooms accessible by ranks 1-10 only.

The two basic problems are that new people play against really good people regularly, and that playing hotjoins doesn’t help people improve. We could lock people out of tourneys until rank 10, but they’d still be essentially as bad when they got there as they were at rank 1.

Useless Traits of the Engineer

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Some good ideas here. I wish I had the option to turn off minor traits that do more harm than good, but I understand that would be a somewhat embarrassing feature for Anet to implement. I wanted to turn off evasive powder keg so many times back when I was running a bomb build and forceful explosions was still bugged (I still don’t think it increases the radius of the evasive powder keg, but at least it doesn’t reduce the range to zero anymore…) There are still things I wish I could turn off, but hopefully they’ll set to work improving them!

Remove Dodge Queue Now - Still Bugged!

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

well it was a response to the above comment and how top players with lightning reflexes would be able to set the queue to nothing..no its not about lightning reflexes and the queue should not go..
But thank you for pointing its off topic.Tbh theres not much we can say in your thread anyway..unless you want us to cry and whine for this stupid bug

Sorry, it was my comment that was off topic—which is why I suggested that AFTER the current dodging emergency is fixed, perhaps a scaling option could be introduced. That way, people with very fast or very slow connections/fingers could optimize their queueing system.

It wasn’t really related to the issue of dodges being counted in the skill queue, which doesn’t even make sense because dodges are “instant” in the sense that they perform as soon as the command is given/received by the server, and never wait for the end of a different spell to perform.

How ton counter confusion engies?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

The toolkit pull has a 1 and 1/4 second cast time and creates a light-yellow ribbon between the engineer and you. If you dodge that, he will not hit you with prybar or concussion bomb.

Alternatively, you could just use lemongrass soup and runes of melandru.

Remove Dodge Queue Now - Still Bugged!

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

We have a fix for this incoming.

Let me also add the game does not work without some sort of minimal queing. We will continue to improve the queue to make it unobtrusive as possible as we believe the game should feel more like an action game, but due to its online nature and infrastructure some amount of queing is necessary.

Jon

We definitely understand that some amount of queueing is necessary. After the emergency fix to dodge roll/immobilize bug queueing, do you think it would be possible to allow the players to control how much queueing they desire? Top-tier players with lightning fast fingers could set the queueing to almost nothing, while the normal setting for new players could be much higher.

Any word on turret AI fix?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Ideally, I think the detonate could be the replacement for overcharge, so that when the overcharge was active, or on cool down, the detonate was available on that some button (the one on the skill bar). Sort of an overcharge>OVERCHARGE EXPLOSION! So the tool belt skill would become the remote, with 3 modes:

Mode 1: [Default] Turret Defense – Fight closest, defend itself. Fix LoS, prioritization of enemy NPCs or PC in sPvP, and even marginal improvement with a basic aggro table (like a worm would have since they are stationary).

Mode 2: Target My Target – If I choose to target a door in WvW for some PvDoor action, the net turret would uselessly oblige me, but when I switch to an incoming invader, it immediately updates it target and fires at it on it’s next cycle. A VERY useful addition here would be a time indicator on the turret for its firing cycle, perhaps a little circle with a sweeping animation that is translucent. This would allow for target changes as the cycle is coming around for ranged-remote combat.

Mode 3: Standby – Turret hangs out, smokes a cigarette, talks about indie music. This might be overkill and be handled by not targeting anything in Mode 2.

Hmm, and if this were bound to the toolbelt skill button, it would be nice to have only two functions to swap between rather than three. I like it. I hadn’t thought of giving turrets an agro table before—I suppose that would be another way to help them. Honestly though, just having the ability to control what your turrets shoot would be huge.

Any word on turret AI fix?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

So, what you are saying is that maybe we just need a remote control?

I would be quite interested in that. Perhaps instead of having the detonate button on our tool belt, we had 3 modes to chose from once the turret was placed: Standby, attack nearest(or defend yourself mode), and attack what I am attacking.

Perhaps a “Remote Control” trait would do away with detonating turrets manually, or do away with overcharging if you wanted to keep detonate, and place the 3 modes in a cycle on your skill bar.

Yeah, that sounds pretty sweet! I’ve been thinking of it from the angle of “which frustrating actions do I want to be able to prevent my turrets from taking?” In your “remote control” setup, I think any player would fairly easily be able to prevent turrets from:

—Not attacking (dragons, etc)
—Attacking something useless (clones, gates, etc)
—Attacking through an obstruction (walls, buildings, etc)

That would be a huge improvement! Even after that, there would still be the other issues I mentioned: hitboxes, survivability, damage, traits, cooldowns, and utility. But I think the most important thing by far is the ability to prevent turrets from being absolutely worthless in some situations. (Like fighting a necro or doing WvW in front of a gate…who would do such foolish things?) It sounds like the system you’re describing would do that.

Fun professions like engineer, but powerful

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Well, again, if we’re talking about pure damage in solo PvE, warrior is the top, period. Nothing else is as fast that I’m aware of, emphasized by the fact that warriors have the highest base armor and health so they can go full zerker pretty easily. In other words, no matter which profession you compare to a warrior you’ve seen farming, the warrior is faster.

Guardian, mesmer, and necro can all be as fast as an engineer, but I don’t know that they’d be much faster. Honestly, your static discharge build is probably going to be one of the most powerful options available. What no longer works about it?

How are your gear stats and traits set up? As in most MMOs, gear/build is way more important than which class you’re playing. If you have a lot of power/precision/crit damage, sigil of fire, and good runes or ruby jewels in your armor, stuff should be melting no matter what you hit it with.

Any word on turret AI fix?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Honestly, just an “attack my target” hotkey would be perfect to fix the issue.

I agree, just that would improve turrets in PvP and WvW by 100%. Although it would be nice to also have an option to stop them from firing. Also, it would be nice if they would automatically not waste shots by firing as soon as something comes into “range,” even though that target is on the opposite side of a wall.

Also, hitboxes, survivability, damage, traits, cooldowns, and utility should be improved. After that, turrets will be pretty good!

Condition Engineer vs Power Engineer?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Power rifle is really the only viable thing for engi imo, especially in tPvP. Other classes will simply outclass you with Condis.

The problem with your build is that you went full power burst, relying on the rifle and the FT for your damage. Which is silly, because the FT isn’t a damaging kit, it’s a control kit, and the rifle is a split between control and damage. How you build a glass rifle build (why you’d want to for tPvP, idk) is tossing an air sigil on the rifle, grab static discharge, and use the rifle and tool kit, grab utility goggles to add to your burst, then you could either make yourself slightly survivable by grabbing a stunbreak or tossing something else on that will add more to your burst… though you shouldn’t need anything else.

For more in-depth reasoning for why condi engi’s aren’t as good as power rifle engis, refer to my previous post.

Seriously, I don’t understand why people think HgH nades builds are the only viable option for the Engi class in PvP… do you people really know your class that little? It’s kind of sad, and probably one of the contributing reasons to why PvP is failing in this game. Lack of game knowledge.

I’m sure your power rifle build is great, but you can’t really say that it’s the only viable spec in high-tier PvP when in reality, more top engineers use a condition build than a power build. Maybe your build is better, I don’t know. But it’s not the “only viable thing.”

Fun professions like engineer, but powerful

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

How do you define “powerful”? Warrior has most PvE damage per button press. Are there other factors you’re looking for?

Also, what do you mean by “100nades”? Are you simply referring to a build that uses grenades a lot? The official “100nades” build doesn’t exist anymore, as it relied on the old kit refinement.

Just trying to get a feel for what you’re looking for. I’d guess guardian or mesmer would be close to what you’re going for.

Any word on turret AI fix?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Turrects actually don’t have AI currently—they shoot at the nearest thing within range, no exceptions, even if there is no LoS or if there is a major obstruction (like a wall or building) in the way. They will always shoot targetable environment or WvW gates if they are closer than an actual enemy. (Yes, even net turret shoots gates…heheh).

Hope that info helps somehow. I don’t want to sound too pessimistic—I love playing my engineer and I think engineers are in a pretty good place overall—but unfortunately this is not a matter of fixing turret AI. It’s a matter of introducing it for the first time.

Engineer down state is pathetic.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Wtf are people talking about. EVERY classes downed cooldowns are timed so that you can interupt once, and then if the enemy spends a few extra seconds before the second stomp you can use #3 for extra interupt (if you have it). Thats the kitten design for it.

All downed interupts can be blinded, just as they are supposed to, not only engineers.
And in condition builds engi actually pushes out very good damage in downed vs downed.

And in burst builds 3 crits quite kitten loads, just like all classes when they spec glass.
Engi downed skills are great.

^ I don’t know why everybody thinks this is misinformation. All professions have the same cooldowns on downed 2 and 3, all interrupts can be blinded (thief, ele, and mesmer don’t have “interrupts,” they have escape skills). Engineer downed 3 does do good damage. My issue with the downed state is that #2 has buggy targeting and the damage is RNG, as Ostricheggs said.

Condition Engineer vs Power Engineer?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I like conditions for WvW and power for PvP. I like having very different specs to play. I also find that very few opponents in WvW have any idea how to remove conditions correctly, so that helps.

In PvP, a successful condition damage build depends too much on might-stacking for my taste. In WvW, you can easily get your base stats way higher, so might stacking just doesn’t seem as important there.

What about soloq?

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Solo queue is important.

Perfectly Logical Nerfs

in Guild Wars 2 Discussion

Posted by: NevirSayDie.6235

NevirSayDie.6235

It’s true that almost every respectable engineer build absolutely must have at least 1 kit. If you’re okay with that, engineers are fun. If you’re not okay with that, engineers are the worst profession in the game by a lot.

I enjoy using kits so I like playing an engineer.

Y’see I don’t see it that way at all, I love playing my engineer, but I go through build after build because not a single one ‘clicks’. They all feel inefficient and clunky to some degree or another, and some, especially those without kits, don’t just feel inefficient but very much are. I like several kits, and I use them often, Mine Kit is my favorite. And I also like several builds that do not use kits. But the class as a whole does not feel as fun as it could be would the dev team have thought of some appropriate drawback to kits rather than just copy-pasting the completely inapplicable one from the Elementalist.

I wasn’t disagreeing at all. It’s why almost every useful engineer build has a kit or two.

Every engineer build is inefficient because it’s a high APM playstyle, for the reasons you described. By definition, it will take more work for the same results. At the moment, I can’t see any realistic way to change that. We shouldn’t hold our breath for total overhauls when there are still so many simple bugfixes that no one has gotten around to yet. And besides, it’s already fun this way! I have a hard time playing alts because of being restricted to just a few skills at a time on most professions.

Perfectly Logical Nerfs

in Guild Wars 2 Discussion

Posted by: NevirSayDie.6235

NevirSayDie.6235

It’s true that almost every respectable engineer build absolutely must have at least 1 kit. If you’re okay with that, engineers are fun. If you’re not okay with that, engineers are the worst profession in the game by a lot.

I enjoy using kits so I like playing an engineer.

Engineer down state is pathetic.

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

What I find particularly galling is that the cooldown on #3 is juuuuuuuuuuuust long enough for us to miss using it by 1 second even if we time our #2 PERFECTLY. I don’t use any of my downed skills unless I can use #2 to pull an enemy out of a stomp or a rez. Any attempt to survive on my own would be allowing myself to be trolled by the devs. Also, Grapple Line misses more often than not even when I have my target selected and right next to me, and I’ve even seen the Booby Trap miss or fail against targets that don’t have aegis, stability, or distortion.

the cooldown on 3 is too long meaning you simply never get to use it

I think the skills are allright just the cooldowns suck

The cooldowns are the same for all professions. It’s designed that way—if you’re downed in a 1v1, you’re not supposed to get time to use your #3.

I fought a Guardian, Thief, Mesmer, and Warrior and I happened to get downed with them at the same time.

These were probably the most embarrassing moments of my life.

I’ve been in all these situations. Warrior: sorry, nothing you can do. Thief: you can probably win this as you have higher base health. Use your #4 as soon as the thief goes invisible. If you’re downed close to the thief, use your #3 as soon as you can—it actually does great damage. Mesmer: probably nothing you can do, since he’ll probably have a phantasm out. Guardian: the only way to win this is to be close enough to him to use your #3 as soon as he uses his.

Promoting elitism

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

1. I don’t think there was a reasonable way to avoid this for GW2. If you only play when the best-of-the-best teammates are on, you’ll also get out of practice, so…cuts both ways.

2. I don’t mind that ratings are per account, but it would be awesome if there were a reasonable place to practice a new profession. In general, hotjoins just aren’t useful for testing a new build or improving.

3. Technically true, but again, no reasonable way around it for this game.

tl;dr: need ranked solo queue badly.

f1-f4 skills interruptable?

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Engi skills are interruptable. The F1 skill “Bandage-self” is essentially a heal skill which can be interrupted, the rest are instant-cast, thus removing the possibility of being interrupted in the first place. (assuming that you need a cast-time to interrupt)

All engies F1-F4 skills are interrupted, if not by stun then by daze because I see it happen.

I don’t think Mesmer skills are interruptable, and they shouldn’t be because just because your dazed doesn’t mean your clones are dazed with you.

“Engi skills are interruptable. The F1 skill “Bandage-self” is essentially a heal skill which can be interrupted, the rest are instant-cast, thus removing the possibility of being interrupted in the first place. (assuming that you need a cast-time to interrupt)

Actually most engineer toolbelt skills do have a cast time, although a couple are instant and some are very quick casts. Analyze and Surprise Shot are instant, but almost all other F1-F4 engineer skills can be interrupted by any cc skill that will normally interrupt anything else.

PvPEngineer Kits need cooldown for balance.

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Could a moderator close this thread please? I don’t think there are any infractions but it would be nice to know that Anet is not taking this seriously.

Alternatively, I suppose we could just stop feeding the thread—however, this suggestion would break every usable engineer build in existence, so it’s a bit hard to keep quiet about it.

Also, thanks to the dev(s) who fixed the broken turret traits. Turrets are still bad, but at least they’re not broken and bad now.

Turret Traits still NOT fixed

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Profession Skills
Engineer
•Fixed a bug which disabled certain traits from functioning correctly. This includes Rifled Turret Barrels, Metal Plating, and Autotool Installation.

This was hotfixed in after the patch. And no, nothing about Scope. Ow well, it only took ’em a month(?) to fix 3 traits that were completely broken. Cant really wish for much more then that.

This month’s patch was early, so it’s actually “only” been two weeks since the turret traits went down. Thanks to Joxer for doing the testing and getting this noticed.

PvPEngineer Kits need cooldown for balance.

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

You seem to be upset by the number of cc skills an engineer can take. What makes you think that a kit cooldown would “fix” that “problem”? There are three kits that have a cc skill—bombs, flamethrower, and toolkit. They each have one cc skill—a small pushback, a pull with a 1 and 1/4 second cast time, and something called “big ’ol bomb,” which launches people about 3 seconds after the skill is activated.

If someone beat you with two or three of those kits, you should be congratulating them, because that would be similar to a mace/mace-hammer signet bunker warrior beating you. Hint: mace/mace-hammer warriors are not OP.

I apologize for my strong reaction, but stuff like has to be argued against. It would destroy an entire profession for the sake of eliminating one weak niche build.

(While we’re here, could engineer invention line turret traits get a fix? They all currently have no effect. I’m not joking.)

It never about a few cc skill, it about the whole picture. What can 0sec weapon swapping do to all classes. Take a look , if mesmer have no weapon swap, i can summon 2 phantasm at once in 3sec and go back to sword and blurred frenzy you, then come back to gs when you try to run away from blurred and shatter. I can swap back to sword again cuz now you wanna come melee and i can blurred frenzy you again. So how is that readable in anyway, you cannot counter me fast enough when you have a cooldown on weapon swapping. It goes same for engineer, you go range i use grenade, u come melee i use pistol sheild or toolkit or bomb kit , you try to aviod i go back to grenade, you chain me i use shield to toolkit block to bombkit smoke field. How that not op, all your skill are at dispose with only global cooldown on weapon swapping. Thats not fair.

You can actually summon three—not two—phantasms in three seconds on a mesmer already, and then do all that stuff that you said with your weapons.

Grenades/bombs/toolkit would be a fun build to play, but it wouldn’t have any stunbreaks or condition removal. So it wouldn’t matter if you used toolkit block and smoke bomb at the same time, although that does sound powerful.

Again, sorry for the sarcasm. I used to be confident that Anet was smart enough to ignore stuff like this, but recently I’m not sure—they removed one engineer build after referencing a photoshopped screenshot someone posted in the WvW forums in a SoTG.

The many misadventures of being an Engineer

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

**EDIT: Just wanted to add in here. The best question to ask is Why is it that you don’t see many engineers. That’s a great place to start. If you think that being the least played class is cool and we’re least played for a good reason that’s silly.

There are probably a lot of reasons. Difficult profession to learn, doesn’t feel powerful at low levels, doesn’t feel strong the first few dozen PvP games, doesn’t feel strong in PvP at all without a good team, difficult profession to create your own builds with—engineer is just hard, period.

There are other reasons. It’s a fantasy game—people want to use swords and magic. There’s the bug list. Our weapon animations are uninspired, except for flamethrower 1, and that’s not a high dps kit. Turrets—the first thing most people try—have serious problems.

If you can get past all of that, you realize that most of the engineer kits were designed by some awesome kid a year out of grad school and they’re all incredibly fun. Then you become an engineer diehard and post in the WvW and PvP forums about the worst bugs to try to get the attention of the devs.

PvPEngineer Kits need cooldown for balance.

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

You seem to be upset by the number of cc skills an engineer can take. What makes you think that a kit cooldown would “fix” that “problem”? There are three kits that have a cc skill—bombs, flamethrower, and toolkit. They each have one cc skill—a small pushback, a pull with a 1 and 1/4 second cast time, and something called “big ’ol bomb,” which launches people about 3 seconds after the skill is activated.

If someone beat you with two or three of those kits, you should be congratulating them, because that would be similar to a mace/mace-hammer signet bunker warrior beating you. Hint: mace/mace-hammer warriors are not OP.

I apologize for my strong reaction, but stuff like has to be argued against. It would destroy an entire profession for the sake of eliminating one weak niche build.

(While we’re here, could engineer invention line turret traits get a fix? They all currently have no effect. I’m not joking.)

is it possible to beat...

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Glad you are switching to rifle. Overcharged Shot > Net Shot > Supply Crate, and then (you really should have grenades instead of Rocket Boots), Grenade Barage. That’s how I deal with them, and I honestly worry the least of any class when I see a thief coming.

Grenades are good, obviously, but you do want a stunbreaker to fight thieves. If they’re using basilisk venom, you’ll have to seriously outplay them to win without a stunbreak.

is it possible to beat...

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I’d just grab some more damage. Pistol/shield is a very light-hitting weapon set, toolkit only has two damaging condition skills, elixir gun only has two damaging condition skills. Landing your rocket kick could potentially be good, but if that’s your only burn at 600 condi damage the thief will basically just keep taking free hits on you. You could change this by using more condition damage gear, or by taking a higher-damage kit like bomb or grenade kit.

Another alternative would be to go rifle with soldier’s/cleric’s. You’ll have the same toughness, more hitpoints, more healing, and power instead of condition damage. Rifle 2 and 4 are both incredibly strong vs. thieves.

I think that Lemongrass is too powerful

in Guild Wars 2 Discussion

Posted by: NevirSayDie.6235

NevirSayDie.6235

Sorry to “feed” this thread, but -condition duration is actually more powerful than +condition duration. If I have a 4 second bleed skill and add +40% condition duration to, it will tick 5 times instead of 4. On the other hand, if a 4 second bleed skill is countered by -40% condition duration, it will tick 2 times instead of 4.

I’ve never tested what would happen if both foods were used at once on the same 4 second bleed, but I believe it would be 5.6 – (5.6 × .4) = 3.36 seconds. In other words, if both food types are used, they would not cancel each other out; lemongrass would win by a huge margin.

tl;dr—if anyone understood how good lemongrass is, they’d stop dying to my condition builds in WvW.

Tier 4: SoS/CD/SBI (5/10/13)

in Match-ups

Posted by: NevirSayDie.6235

NevirSayDie.6235

Funny thing is. I assume by the guild it’s the same guy called Prepared from WoW which I captured on video doing the same thing in battlegrounds (though it is allowed in that game.)

He also posted a thread questioning the rules, yet still breaks them.

https://forum-en.gw2archive.eu/forum/game/gw2/What-is-the-purpose-of-the-multiboxing-rule/1997657

It’s like he cannot understand why he isn’t allowed to one shot every one with a single key stroke.

In NA prime time, EB often has a queue for SBI. At those points, the only server the multi-boxer is hurting is stormbluff. Basically he’s making the queue ten players smaller, or maybe 7-8 if you count him as effective as 2-3 people.

future engineer

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Besides sigils working, after the 30% nade nerf the devs also added weapon stats to kits. Those two things bring nade 1 in PvE/WvW back a little bit to what it used to be, although it was a harsher nerf in PvP. My personal opinion is that they could have done those all in the same patch, rather than rubber-banding the skill’s effectiveness from great, to bad, to pretty good over the course of a couple months…but that’s just me.

But to reiterate: the devs are certainly not done with engineers, and you should expect to see significant nerfs and/or buffs in several patches in the near future.

A game thats about balance????

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Amazes me to see sooo many not get the picture. It takes five minutes fighting in any other class to see there’s loads wrong with PVE in engineers or have some of you truly forgotten the 7 months of nerfs? I haven’t. I see it every time i login to a level 70+ zone and trust me I’m using one of the tried and true geared builds to boot.

It’s really sad that people actually think it’s perfectly fine.

I haven’t forgotten them either. I’ve always said that engineers were strongest at launch and have gotten weaker since then, because it’s true. Old juggernaut, old grenade 1, old kit refinement, old smoke bomb—all were incredibly powerful, way more powerful than the current engineer profession.

That said, engineers still aren’t bad at PvE and pretty good in tournaments and WvW. There are some huge problems, such as broken traits and lack of build diversity. But the bottom line is that I play an engineer because even with all the problems, it’s still more fun for me than other professions.

Edit: almost forgot—original incendiary powder! That stuff was good…

(edited by NevirSayDie.6235)

Engineer Turrets Broken as of 30th April

in Bugs: Game, Forum, Website

Posted by: NevirSayDie.6235

NevirSayDie.6235

Bump because this is kind of a big deal.