Showing Posts For NevirSayDie.6235:

Why all zerg now?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Ya I almost always do tournaments as well. I just use hot join to test builds or get my daily done. Hot join was bad before even just for these purposes. Now it seems better to just do dailies in pve and skip the build testing all together.

I also miss being able to test new builds. I’ve been trying to learn some new professions but to do that I have to either:
1. Cripple my tourney team
2. Solo queue tourneys until my rank goes down far enough to get a pug vs. pug match…and then cripple my pug (and then destroy pugs with my main and full team when I join them again, because MMR)
3. Hotjoin but not learn anything useful about the build I’m trying because…hotjoin.

It’s a good thing I enjoy my main.

When is the last time.....

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Couple weeks ago. Only by opposing engies, and not the kind that give me a close fight.

Damage stats and weapon kits

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Grenades can be full power, full condition damage, or a hybrid, and do well with might stacking. Flamethrower only applies burning naturally and a little bleeding through crits, so you probably want to avoid a full condition-damage flamethrower build.

Good reason why S/D thief is fun

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Posted by: NevirSayDie.6235

NevirSayDie.6235

But i have to say that no matters what you do with your thief, you’ll always get people hate ( and this one is not even the rudest whisper i got lol )

Exactly. It never ceases to amaze me that people are surprised when the assassin class gets nerfed. Sure, guardians are way stronger than thieves, but everyone loves guardians because they’re the good guys. So they’ll stay stronger than thieves.

Good reason why S/D thief is fun

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Posted by: NevirSayDie.6235

NevirSayDie.6235

And people wonder why the assassin class always gets nerfed.

Ascended Gear... none again?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think Anet has made a good call by NOT making a WvW-specific way to get ascended gear. I enjoy WvW and usually roam solo or with 1-2 others. If, one patch, I suddenly discover I could have farmed enough badges/wxp/whatever for a few sets of ascended gear if I had just chosen to zerg instead, I would feel a little disappointed.

In other words, people are already upset that zerging is too popular. What would happen if zerging became the fastest path to ascended gear?

So ignore an entire play style because zerging is too profitable?

Besides those zergers are more likely to be doing other things to earn their ascended anyways, its the small group folks that only wvw that need the assistance more. At the end of the day there is only so many pieces you can wear/use at once, the currency just impacts how fast you get the pieces, which in the end means nothing.

Oh no, I would still play in the same style. I would just see fewer other people playing the same way and even more threads on the forums about how zerging is being encouraged.

Also, If rate of acquisition is really a non-issue, then laurels are good enough for WvW players to gain ascended gear.

Sorry, just playing devil’s advocate because it seems everyone is saying “this would be amazing! I have so many badges sitting in my bank…” —but without necessarily considering the impact that badges for ascended would have.

Engineer Turrets Traits Broken

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Posted by: NevirSayDie.6235

NevirSayDie.6235

If I recall correctly, thieves got one of their broken traits fixed within a day.

Yes, but that was with something that was actually being used. The nice thing about having a set of utility skills that isn’t strong enough to use is that if those skills are also bugged, it doesn’t really hurt anyone’s gameplay.

I won’t deny that turrets are still lackluster, but I’ve seen some solid turret bunkers out there prior to this latest patch. I just don’t see how a patch can unintentionally wipe out an entire set of traits and not be fixed or even officially acknowledged immediately, especially since Anet has done so previously for situations of a lesser magnitude.

It’s even a bigger deal that already mediocre utilities are suffering from such a bug because as devs have stated in many SOTG interviews, their method of balancing revolves largely around bringing weaker specs up to par. Turrets have been receiving incremental buffs over the past few patches, but none of that matters when the greatest weakness of turrets (survivability and damage) are worse now than they have ever been.

Sorry, I was being facetious. It’s still true that turrets aren’t generally considered viable even when they’re working, but yes, I’ve seen a good turret engi as well.

Ascended Gear... none again?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think Anet has made a good call by NOT making a WvW-specific way to get ascended gear. I enjoy WvW and usually roam solo or with 1-2 others. If, one patch, I suddenly discover I could have farmed enough badges/wxp/whatever for a few sets of ascended gear if I had just chosen to zerg instead, I would feel a little disappointed.

In other words, people are already upset that zerging is too popular. What would happen if zerging became the fastest path to ascended gear?

Engineer Turrets Traits Broken

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Posted by: NevirSayDie.6235

NevirSayDie.6235

If I recall correctly, thieves got one of their broken traits fixed within a day.

Yes, but that was with something that was actually being used. The nice thing about having a set of utility skills that isn’t strong enough to use is that if those skills are also bugged, it doesn’t really hurt anyone’s gameplay.

Dear Engineers (Dear Anet making Engineers)

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I play a tanky engineer, but I haven’t seen another one for weeks (months? can’t remember). It’s cool to hear that there’s another one out there somewhere having good success. Also:

Not sure what kind of builds have u been running but what i have been experimenting with bunker engi, I rarely lost bunker vs bunker node fights u can just out dps/heal most of the other bunker builds with healing bombs.

Healing bombs heal for somewhere around 200-350 health per second, depending on healing power. If that’s outhealing anything, there’s a problem.

Elixir S (new) bug

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Thanks for checking the profession-specific forum! There’s a lot of good player testing and bug reports here. A lot of people have started posting in the PvP and WvW forums instead to get them noticed faster.

Kit Refinement timer

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think it’s hilarious that they added this feature now that no one uses KR. This would have been so great a few months ago.

It’s a pride thing: Who wants to admit something they put a lot of work into was a waste of time? Especially when they persisted in the face of solid advice from the community saying it wasn’t going to work that way. That, and who wants to admit to their bosses and work colleagues that the project they’ve been working on for the last couple of months didn’t work out. Instead of just going “my bad” (which admittedly can be very humbling in situations like that) and moving on to something more productive, there’s a very human tendency to keep charging down the failed path in the hope that one day they’ll be able to say “see, my idea did work out after all”. Shame really, as people who admit something didn’t worked out as planned and learn from the experience typically end up becoming very valuable professionals.

As for KR itself, even with a visible timer there are so many more-useful traits, that I still can’t see a reason to pick this one in a build.

Hmm, that’s probably pretty accurate. I suppose it could give us hope, in a way: if they’re that devoted to redeeming their mistakes, maybe eventually kit refinement will make a comeback. It’s going to take more than a timer, though.

Actually, I suppose this timer could also be made to show other hidden cooldowns. It would be fantastic to be able to see if my 25% HP elixir S was up, or any of the other dozens of traits that function in that way.

Elixir S nerf broke engineer mechanics

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Posted by: NevirSayDie.6235

NevirSayDie.6235

yes, it hurts now that we can’t secure a heal with it and that we don’t have much of an alternative to fulfill that. you can toss S and hope for stability or that they don’t drop aoe everywhere on when you stealth. there is also minimal means to secure separation from a threat, and using S now to do will only get you killed immediately after. It’s still incredibly strong for avoiding burst, just have to start considering it’s situational uses differently.

This is correct, guys. It’s incorrect to say that:

—the nerf was insignificant
—S is useless now
—it wasn’t one of the best two stunbreak skills in the game before the nerf

So let’s stop saying those things, and take it for what it was: a direct nerf to a very, very good skill that’s still pretty good. I will miss the old S because it was so incredibly fun to use. I would rather have seen more professions get stuff like that so that everybody can have that much fun, but I guess that’s too much to ask.

Scope has always and will always work

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Posted by: NevirSayDie.6235

NevirSayDie.6235

From the tests I just ran it appears to be working but is poorly worded.

It doesn’t ADD 10% to your crit chance.

Fury: 20% critical hit chance INCREASE. Stacks in duration.

Scope: GAIN 10% [more] critical hit chance while standing still.

My test was run without fury at a crit chance of 50%. After activating scope in traits and standing still and running 10 tests of 100 attacks each my average came out to be 54%. Assuming there is a margin of error for RNG, this would be accurate.

If I have fury(i did not) and it applies before the boon you would have ~75% with fury. If it applies after the boon you would have about ~77%. 2% difference is to small to test for due the the margin of error created by RNG.

4% is still a pretty tight margin. I’d recommend taking all precision and bumping your base crit chance up to about 70%. Then run tests and see if the total is closer to 70% or 77%. Thanks for testing, though—as you can see I don’t have the patience for it.

A agree that it is tight. I’m short on gold at the moment though so the testing I can do is limited.

Heart of the mists?

My testing was done on PvE mobs. If I can farm while I test why not do it? =P

Hmm, good point

new to the game warrior vs gaurdian

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Posted by: NevirSayDie.6235

NevirSayDie.6235

The game mechanics are pretty fluid and “top dps” doesn’t mean a whole lot. You won’t have a pocket healer taking care of you in this game so it’s usually better to go with a self-sufficient profession. That would be guardian.

Scope has always and will always work

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Posted by: NevirSayDie.6235

NevirSayDie.6235

From the tests I just ran it appears to be working but is poorly worded.

It doesn’t ADD 10% to your crit chance.

Fury: 20% critical hit chance INCREASE. Stacks in duration.

Scope: GAIN 10% [more] critical hit chance while standing still.

My test was run without fury at a crit chance of 50%. After activating scope in traits and standing still and running 10 tests of 100 attacks each my average came out to be 54%. Assuming there is a margin of error for RNG, this would be accurate.

If I have fury(i did not) and it applies before the boon you would have ~75% with fury. If it applies after the boon you would have about ~77%. 2% difference is to small to test for due the the margin of error created by RNG.

4% is still a pretty tight margin. I’d recommend taking all precision and bumping your base crit chance up to about 70%. Then run tests and see if the total is closer to 70% or 77%. Thanks for testing, though—as you can see I don’t have the patience for it.

A agree that it is tight. I’m short on gold at the moment though so the testing I can do is limited.

Heart of the mists?

Kit Refinement timer

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think it’s hilarious that they added this feature now that no one uses KR. This would have been so great a few months ago.

Scope has always and will always work

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Posted by: NevirSayDie.6235

NevirSayDie.6235

From the tests I just ran it appears to be working but is poorly worded.

It doesn’t ADD 10% to your crit chance.

Fury: 20% critical hit chance INCREASE. Stacks in duration.

Scope: GAIN 10% [more] critical hit chance while standing still.

My test was run without fury at a crit chance of 50%. After activating scope in traits and standing still and running 10 tests of 100 attacks each my average came out to be 54%. Assuming there is a margin of error for RNG, this would be accurate.

If I have fury(i did not) and it applies before the boon you would have ~75% with fury. If it applies after the boon you would have about ~77%. 2% difference is to small to test for due the the margin of error created by RNG.

4% is still a pretty tight margin. I’d recommend taking all precision and bumping your base crit chance up to about 70%. Then run tests and see if the total is closer to 70% or 77%. Thanks for testing, though—as you can see I don’t have the patience for it.

Elixir S nerf broke engineer mechanics

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Posted by: NevirSayDie.6235

NevirSayDie.6235

It was a significant nerf, but as some top engineers have noted, the previous elixir S was in serious contention for the single best stunbreaker in the game. Three seconds of mobile invulnerability is never useless in WvW, as positioning can change drastically in three seconds. I’ll have to see how it feels in tournaments—my gut tells me it will still be better than R/boots/goggles for most builds.

Using abilities while tiny was really fun, though, and I’ll miss it. WvW engineers did get hit pretty hard this patch, although healing turret buff is not as trivial as it sounds.

To answer the question: yes, I use 409 in tournaments and WvW. If healing turret turns out to be a viable alternate source of condition removal I may change that. I can’t imagine walking into a tourney without reasonable condition removal (1 super elixir every 16-20 seconds does not count). WvW/hotjoins are easier because people aren’t as good, but condition removal is still really important.

WvW Confusion damage nerf

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Posted by: NevirSayDie.6235

NevirSayDie.6235

There’s nothing worse than using 3 abilities to get rid of 7+ stacks of confusion and taking 6k+ damage.

I think you haven’t quite understood how this dissipation works. Firstly, about confusion being removed last, I don’t think it’s true, I’m actually quite sure it’s not true.
Secondly. If you have 10 stacks of confusion, 1 dissipation removes ALL stacks. It’s 1 condition that’s removed, not 1 stack.

I was referring to how good mesmers and engineers always put tons of conditions on you, and you take a lot of procs of confusion removing it all because confusion is always last to get removed.

There is no removal order. Conditions are always cleansed on a last in, first out basis, meaning that the last condition to be applied to you will be the first to go.

I dont believe that at all, as bleeding is always the first thing I see removed.

There is no removal order. Conditions are always cleansed on a last in, first out basis, meaning that the last condition to be applied to you will be the first to go.

I dont believe that at all, as bleeding is always the first thing I see removed.

I just went to sPVP, a thf did bleeding then vulnerability then poison to me. I hit an ability that removed 1 condition, and it was bleeding that was removed. Then he did poison > bleeding > vuln, and again, bleeding was removed first.

Is there any else you would like to add that is untrue?

Well thanks for being polite about it. From my tests/experience, the condition removed is ALWAYS the most recently applied. Don’t trust me, though. http://wiki.guildwars2.com/wiki/Condition

Bleeding stacks will almost always be removed first because they are usually being constantly “updated,” i.e. there are a ton of attacks that cause bleeding. For example, if your thief friend dropped caltrops, then attacked with vulnerability and poison, the caltrops would continue updating the bleed stack after the other attacks and would be removed first. If any other player hit you with any bleed after the poison and vulnerability, the bleeding would be removed first. Even if bleeding was refreshed on you a milisecond before your condition removal skill fired, it would be removed first even if you never even noticed your bleed stack change from 5 to 6.

245 days

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Ok I just did another test to be extra double sure.

Out of 2000 shots fired using base crit, i got 84 crits. That is a 4.15% chance to crit. We should be getting closer to 14% if scope actually works as advertised.

I’m sorry, but you guys arn’t helping the perception that the devs don’t care about Engineers. We have been reporting this non functioning trait since beta and all it takes is a simple test to show it. Instead you tell us that it is working even though our testing has been showing otherwise for months.

That’s pretty conclusive. Thanks for being willing to test 2000 attacks. For the time being, could we just remove the trait? It’s a very tempting PvE trait and I’m sure quite a few engineers must take it.

WvW Confusion damage nerf

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Can you provide some clear evidence that confusion is always the last condition removed? Because I frankly don’t believe that to be the case.

I also play a Necro

We can go to sPVP right now, guest to jade quarry, I’ll use save yourselves, you convert all my boons (which is all of them) to conditions, and I’ll remove them, and you watch when confusion gets removed. The only things that seem to be after confusion are cripple and chill honestly. But if you google it Im sure you can find an exact list of which conditions get removed in what order.

There is no removal order. Conditions are always cleansed on a last in, first out basis, meaning that the last condition to be applied to you will be the first to go.

245 days

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Posted by: NevirSayDie.6235

NevirSayDie.6235

The trait (Scope) actually does work, but it’s just not noticeable (+10% crit chance while standing still, where you have to be standing still when the attack hits) at all and doesn’t update the hero panel. We’d definitely like to make this trait more usable and visual in the future, as it’s pretty bad in its current state.

Just did (another) test in the mists. With a default crit chance of 4%, 3 out of 100 attacks critted. The expected result was at least four times as high.
Of course, with a crit chance below 100% i can never tell for sure. So i tested with 90% crit chance + 10 from the trait. It took 6 attacks to get a non crit. With supposedly 100% crit chance. No random bad luck can argue with that this trait does not work.

I’ve never been tempted to run several thousand attacks and do a really scientific test, but these results don’t look promising. On the other hand, if this is really working, Anet could have probably saved a lot of customers just by spending 15-20 seconds saying so on the engineer forum.

There have probably been 15-20 threads devoted to this trait on the engineer forum with dozens of replies each.

Devs hate this class, period

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Posted by: NevirSayDie.6235

NevirSayDie.6235

This alone is a huge buff that opens up so many possible builds. I’m excited to finally have something to look forward to outside HGH.

I agree with you, but even though this one buff is very significant, it’s still just one buff. Almost everyone had something in their build get nerfed, even if only slightly. The healing turret changes are the most significant for tournaments, and relatively few people, especially engineers on this forum, play tourneys.

Don’t forget that WvW is still several times more popular than tournaments and most engineers go p/p in WvW. Confusion nerf alone is a large nerf to one of the main skills in WvW builds.

Having half of your heal also affect allies is undeniably a buff.

I doubt the change includes that. Has anyone been able to test?

The healing turret skill now does half healing on main activation and half healing on the overcharge, which also affects allies. Since the overcharge CD is shorter than the turrect CD, there’s no reason not to use it every time you drop the healing turret. In effect, healing turret now shares half of the heal with allies.

(edited by NevirSayDie.6235)

Radius on Accelerant-Packed Turrets?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

This question leads me into another question. Do the explosion-related traits like Shrapnel and Forceful Explosions affect the explosion from Accelerant-Packed Turrets? I always assumed they did without ever confirming.

Forceful Explosions specifically says bombs and mines, so I would guess no.

Devs hate this class, period

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Overcharge your healing turret, supplying a burst of healing that cures all conditions.

Healing: 1,302 (0.2)?
Radius: 360

Thats also a 15sec cooldown.

So, lets recap.

-We went from all conditions removed, to 2.
-We went from most healing upfront, to a potential 3sec delay on half of your healing. (Screw your “i can spam buttan!”, join wvw, enjoy skill delay!)
-We got the full heal before, and 1.3k on overcharge. Now we get 50% upfront and the same on overcharge… so, where did the 1.3k overcharge we had before go?

I really dont see the buff here…

They’re right, it was a very significant buff. The old overcharge was on a 60 second cooldown, so healing turret could not be used as a condition removal source in any reliable way except for one cleanse per fight. Having half of your heal also affect allies is undeniably a buff. I’ll have a hard time giving up my point preparation from med kit in my bunker build, but we’ll see how it pans out. Healing turret could be very powerful now in PvP.

Devs hate this class, period

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I don’t see the big deal with the Incendiary powder trait change. I’m using a condition build without grenades and I’ll still be able to keep burning up with blowtorch from pistol and Incendiary powder and 30-70% condition duration.

The nerf was aimed at the tournament build. It will be fine in PvE. Even in WvW the change won’t be too noticeable, since people don’t usually have a lot of condition removal in WvW. It can even be a buff to low-crit or slow-hitting builds, basically anything besides flamethrower and nades.

Arrowcarts [merged]

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Posted by: NevirSayDie.6235

NevirSayDie.6235

This is a massive change but it could be okay. A couple of superior arrow carts should pretty much counter rams now. I guess we’ll be seeing a lot more people pre-building defensive arrow carts and guarding towers. On the offensive side, way more catas, far fewer rams.

Devs hate this class, period

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Posted by: NevirSayDie.6235

NevirSayDie.6235

yah confussion was a big one, but also retal damage was cut in half as well at least. and tbh personally, im loving the new IP, 5.2s burning so 50% up time and with FT 100% up time pretty much

It was 100% uptime before. The only thing that’s different now is that it’s easier to remove, which is what the patch aimed to accomplish since HGH nades was frustrating to play against, since no amount of condition removal was enough.

04.30.13 Patch Notes

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Warriors needed help much more badly than we did overall. And they probably still do, although signet buff makes them even more hilariously easy in PvE.

This is a clear example of someone being content with how things are relative to warriors. They only need help in PvP formats. The talk of merging traits inspired hope that we would see things put on par with the warrior traits they were naming. For example – every warrior utility cooldown trait comes with a bonus. Banners? Larger range. Greatsword/spear? Might on crit. Mace? More damage while weakened. Yeah, I realize their shout trait and a few other things don’t have a bonus, but I was really hoping to see this sort of treatment applied to engineer. Look at what could be done:

Elixir buff duration and elixir cooldown reduction could be merged seamlessly, and allow a new trait.

This one wouldn’t be a merging, but more of a swap – elixir gun cdr and damage could be put in one trait, while flamethrower cdr and damage could be put in another.

Gadget cdr and an actual reason to use gadgets could be put together.

They could have moved Kit Refinement to a grandmaster trait (along with a revert) and replaced/swapped it with the retaliation trait. Plenty of options. It’s just irksome to see warrior get some serious love once again, without other classes getting as much attention. At least I have a dungeon to play with this patch, and some new minipets. Other than that, I’d rather play something else.

Sorry, warriors have been free kills for too long in PvP for me to be jealous of them. I don’t really do PvE, so I understand warriors are easy and powerful there, but I don’t feel it’s good game design to have essentially PvE only/PvP only professions. I agree that this patch was again not handled very well for engineers, but I don’t feel envious of warriors for it. They’ll still be the weakest PvP profession.

The summoned allies and pets AI got a buff. Maybe this will apply to turret AI too.

If that’s true, it would be the single biggest buff to turrets since launch. I can barely imagine Anet not specifically mentioning turrets if they are actually included in the “now won’t attack useless stuff” AI fix, but then, Anet has never really understood why turrets aren’t viable in the first place.

04.30.13 Patch Notes

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Also, the Incendiary Powder trait got a few changes but I can’t tell if it’s now better, worse, or the same. Thoughts?

That was a targetted nerf at the HGH nades build for tournaments. It could be better for some WvW builds with low crit, but it is certainly worse for high-crit or multiple hit builds like flamethrower or grenades.

Devs hate this class, period

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Posted by: NevirSayDie.6235

NevirSayDie.6235

This patch was actually pretty good :P Elixir S is the only real nerf and if it makes you feel better, look at ele’s

It’s true that this patch wasn’t as big of a nerf as some have been, but elixir S was not the only real nerf. IP change is hard on HGH nades, and to a lesser extent, flamethrower in PvP. WvW confusion change is pretty big as well.

04.30.13 Patch Notes

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m not liking how warrior got some trait adjustments but engineer didn’t. Yeah, cloaking device change, but the icd coupled with the duration kind of makes it on par with its old self.

In fact it REALLY makes me mad. They double signet effectiveness, give warrior more options to be ‘viable’ in sPvP, talk about merging a lot of traits, when in fact the only real trait changes were applied to, as usual, their poster class.

Warriors needed help much more badly than we did overall. And they probably still do, although signet buff makes them even more hilariously easy in PvE.

Cloaking device was a nerf, although I can see the extended duration being somewhat useful for escaping a WvW zerg.

The healing turret changes everyone’s talking about are a pretty big buff. It sounded like their goal was to make it so that the turret was worth leaving up, but that certainly didn’t happen…still, turret builds are inching closer and closer to viability. Now if they only shot at real targets instead of gates, clones, etc…

04.30.13 Patch Notes

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Lol cloaking device nerf.

For healing turret, do I read correctly that it will fire every three seconds now? That would be a significant buff, since it would give the overcharge a much higher chance to succeed before the turret dies.

Condition re-applying is out of control.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Condition removal is last in, first out.

Really? That’d be cool if it was true, but I’m pretty sure it’s random. Have you tested it out?

Yes. It’s a good system because it allows for strategic “covering” (i.e. land a long burn, immediately stop applying burn and put on cripple, vulnerability, whatever else you have). It also allows for strategic removal.

Any stacks updating counts as “last in.” So this system also makes it so that even players who don’t really know what’s going on will usually get rid of that high bleed stack, because it’s probably going to be updating very frequently.

(edited by NevirSayDie.6235)

CD/SBI/SOS and pvp bots

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I play on SBI and there were quite a few people calling the PREP ranger squad out last night. I started a conversation with “them” and did get an actual response, so there is a real person running the group. It looks like one guy playing a ton of accounts. There weren’t quite as many as it looked like—I believe the total number is ten.

So, definitely sleazy but more like multi-boxing than botting. I asked him to leave so we could finally get the outmanned buff…

Condition re-applying is out of control.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

The only problem i have with condition is from engineer. Their condition get reapply so fast, stack long and they apply almost all available condition in game on to you in secs. They don’t go down easily unless they get train and they long duration of boons make them a hard foe.

Engineer burn re-application is getting a pretty significant nerf in this patch, so I guess you’ll be good to go now.

Condition removal is last in, first out.

Ranger or engineer need help

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I see many rangers coming to the defense is engineer one of the least played classses

To answer a few questions:

No statistics are available, but engineers are regarded as one of the least-played professions.

Engineers will be nerfed somewhat heavily this patch, but should still be pretty good.

Guardians are also amazing and are one of the strongest professions for large groups, small groups, and solo.

What if....

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Rush is already on a 40 second CD. Making it 20/40 would be a huge buff, and if that happened warriors would be happy.

/thread

Condition re-applying is out of control.

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

You’re probably using your condi removal too early. Don’t panic if you have a 6 stack of bleed on you, wait for it to climb to 9+ before blowing your cooldown.

Yup. You will never be able to keep your condition bar empty because conditions are the snares, roots, dots, and debuffs in this game, all in one. As in any MMO, people will use snares, roots, dots, and debuffs frequently. You can’t expect to keep them all off of you.

Remember that a 1-condi removal skill will always take the most recently applied condition, so wait for a good time when you are sure you’ll get rid of the burn/bleed stack.

Idea to improve Solo Q / Voipless play

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

For this patch: drawing on the minimap is working.

When playing, you now your teammate’s profession icons (you don’t just see a green dot, you would see a Warrior, or Ele, or Thief, etc.).

Excellent. So instead of fixing the solo que to prevent premade roflstomps, you decided to let these guys draw genitalia representations on the mini map.

/golf clap

Perhaps a bit harsher than I would have said it, but there were certainly more useful things (quick text, betting pinging, etc) that surely couldn’t be too tough to implement. I’m having a hard time visualizing how icons will help people in pugs decide whether they should help close point or stay at mid.

Dev comment

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Devs don’t really post in profession forums. I’m sure if you searched the other professions’ subforums, most of them would be more than 22 days since the last dev post. As others have explained, it’s probably best that way. Although I do wish they would read the stickied bug lists.

WvW on an Engineer

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

why should be the ranger the weakest class?

OK, you completely butchered that sentence. I’m really hoping english isn’t your first language. /grammarkitten

On topic, ranger shouldn’t be the weakest but because of the pet’s lack of survivability a ranger’s damage is cut in half.

English places its verbs awkwardly. It’s very difficult for ESL speakers to catch, since most other languages make more sense.

Hopefully the PvE/WvW/PvP splits can start to address issues like this, since rangers certainly aren’t weak in PvP.

Yes, but PvP is a very different game from PvE and WvW. There aren’t AoEs flying everywhere like in WvW, and there aren’t one-shot attacks killing your pets all the time like PvE. Also, winning in PvP is a matter of holding capture points. Definitely more in the Ranger’s ballpark of doable.

I hope that Rangers get some real help in this patch, though.

That’s why I said the splits should help that. I’ve never really done dungeons, so pets getting 1-shot by bosses isn’t something I usually consider when thinking about balance.

Adrenalin Implant vs Natural Vigor

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Adrenal implant, stacks with vigor.

Natural vigor, no stacky with vigor.

Whoah, are you sure? Because I was pretty sure it didn’t. Now I want to go test it.

Ranger or engineer need help

in Players Helping Players

Posted by: NevirSayDie.6235

NevirSayDie.6235

Ranger is better than engie for 1v1. But kiling engie takes a longer time than ranger.

Make a thief imo.

Yeah killing rangers on my engi does take a longer time than killing a thief. Wait, did I misunderstand?

we ever getting different tourny types back?

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Let’s not dev-bash more than necessary here, moving to 1-round tournaments with matchmaking was a necessary step and a huge improvement. Next on the list is separated solo and team queues.

Oh no... SOTG

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

Its a shame the balance team seems so out of touch.

We need much faster iterations on balance patches. Especially if such changes are going to be so small and not real redesigns of the broken concepts and skills.

I almost always agree with all the posts you make but in some cases, small can be good. For example, removing kit refinement was probably not the best way they could have handled the 100nades issue.

In most cases I agree 100%. No amount of incremental damage increases will make turrets viable if they continue to shoot gates and clones and wolves instead of people in WvW.

WvW on an Engineer

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

why should be the ranger the weakest class?

OK, you completely butchered that sentence. I’m really hoping english isn’t your first language. /grammarkitten

On topic, ranger shouldn’t be the weakest but because of the pet’s lack of survivability a ranger’s damage is cut in half.

English places its verbs awkwardly. It’s very difficult for ESL speakers to catch, since most other languages make more sense.

Hopefully the PvE/WvW/PvP splits can start to address issues like this, since rangers certainly aren’t weak in PvP.

Yet another SotG w/o any mention of Brawn

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Forgive the engineers here, they’re not used to being considered OP. None of the ones here are the type who rolled an engi three weeks ago because “HGH lewl.”

It’s true that the engineer subforum has developed a sarcastic sense of humor that is widely misinterpreted in other places. None of them seriously believe that warriors are in a good place balance-wise, or especially that brawn is even noticeable.

(It’s also true that the engineer forum has a few dedicated forum warriors who should not ever be taken seriously. We try to keep them under control, but they sometimes escape and post in other areas. Sorry in advance.)

Stop Running and Die with Honor!

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

If I played hotjoins, I’d probably agree with you. In tournaments, one death is a lot more than five points. That single death will make your team outnumbered in a crucial teamfight and could easily be the deciding factor in a match. 15 seconds is a long, long time, especially counting additional running time after respawn.

In duels, you’d be letting them get up after you down them anyway. If even that is not silently understood, this world is even more cruel than I thought. I know you’re only semi serious, and I’ll readily put myself in a situation where I know I’ll get killed if I think it will actually help anything. But that’s very rarely the case.