Stealth condi-bombs. Good lord
Watcha talking bout haven’t you ever fought a burst condi thief before? :P
Good thing he didnt use Theon’s speech again, we all know how that went.
+1
Now that its just harder to get traits you shouldnt be deleting any lvl80s you have imho
emote spamers are just pvers who are getting their first kills, you should ignore them. And dont ever start whispering them or youll risk raising their epen which is what they want you to do
They’re used with flamethrower to check if you are hitting anyone stealthed, and annoy any teammate who has sound on
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I think you could make more of an argument if you based your topic on why you think its overpowered but trying to get it nerfed based on skill when 98% of the skills and traits in this game are skiless makes no sense
Oops, I fogot this. If they are running turrets, they are not a decap engi, they are just an engi with a rifle. Kill turrets and engi will be useless.
lol right, I love how every engie build is considered decap. I’m reading the title on this thread and thinking…so why is it decap? So what the hecks the difference between a turret engie and a turret decap? Is it just to make it sound menacing? xD
Yeah you can kill them all you want, but theyll still keep coming back to damage any golems they find
Stealth, high damage, high mobility, more stealth, shadowsteps, spamable skills for extra cheese and I shall name this new class……
THE MONK!
Flame jet should be wider. From my experience it still misses a lot when strafing or getting strafed.
And #5 is bad imo, yes its sometimes helfpful for finishing someone, what about the rest of the time? I cant see how a melee range skill that blinds just once is okay for people. It should at least last a few seconds for the flamethrower to fully vent, doing multiple blinds during the process.
I agree with what everyone is saying here, necros definitely the easiest class to escape from, when i find one solo roaming I know the battles will end withvme escaping or necro being killed, cause simlply, they cant stop anyone from running away. Devs if you are reading this, just know that there is a huge difference between how you want necros to be, and what they curently are.
Enemy players can still reach the starting wp through some jumping tricks, which really shouldn’t be able to happen or the legendary guards wouldn’t have been programmed to be able to one shot most people. Those that abuse it have the potential to change a whole weeks fight as they can not only help anticipate golem rushes, but also damage the golems while they are there (Which we had people try to do to us).
It seems like a simple fix to program and I am hopping it gets enough attention from devs to look into it.
Yep I’m a thief. And this isn’t rock paper scissors, so one class shouldn’t be able to insta-kill another just because of class choice.
Wait, did a thief really say that??
I think the newest gm traits were purposely put on traitlines that you wouldn’t expect them to be on, such as that stealth trait on acrobatics for thieves. It does give you a reason to branch out on other traitlines that you otherwise might not normally though, and ends up creating some build diversity.
I love how you hide your combat log :P
They have been adding those just not as fast as gem store armor (They do need to make a profit after all). Radiant/hellfire, ls cosmetics, and the upcoming mistforged hero weapons.
“Your Ex Girlfriend has targeted Ned”
Lol poor Ned
I like the trait. I usually just combine it with the flamethrower in wvw and It does okay as a stealth detector and as anti backstab. Only problem with it is that the proximity radius is just too small. With the range to trigger being only 60 units they gotta be literally standing on top of it. Just a little to the side an it wont blow.
Imo it should be increased to throw mine radius.
Ok ok! I got our solution! (As long as devs dont read this) Get 2 stacking sigils of the same type. Equip one in underwater wep and one normally. Get your stacks as normal and switch to what other weapon you use. Now the stacks won’t go away because you still got the underwater weapon equipped!
- Genius
That right, my solution works, saw it coming
In the end Anet, what did this sigil change really do, other than to slightly annoy eles and engie?
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Nah juggernaut still the same
That combo wouldnt really work in an actual fight though since you started off with battering ram. The golem didnt get knockbacked but a player would.
Im just letting this one slide since im enjoying the new gms and mostly fixed turrets. The good really outweights the bad in this patch.
Tried out bunker down in a pug dungeon.
In my opinion, not worth it over modified ammo. But it sure makes some cute beeping sound that could annoy others.
I’ve found it soothes my soul
I doubt a meta is already set one hour after the patch went in. We still gotta tinker! :P
You couldve gotten real change but when the devs asked for people to point out what to hypothetically nerf, almost everyone pointed at ar…if the ar change doesn’t change something then players have no one to blame but themselves that nothings changed.
March of the Kodans
Having my 4 second immobilize overwritten by a 1 second immobilize was always a pain, so no it shouldn’t be reverted.
However, you should still be allowed to like dodge like through a ducking animation and/or allowed to turn, etc.
Take advantage of poison grenades currently high poison uptime and poison him constantly along with fumigate and poison volley for whenever he takes it off to limit that regeneration. And keep hindering his movements with ice nades/cripple on egun. Though itll become that much harder if he takes melandru runes.
Well pistols are pretty good, its just that you should avoid its auto attack as much as possible
Ha. You guys aren’t even trying
But still those ccs..they need at least
biggercasting times.fix’d
Flamethrower’s Air Blast certainly does, since there’s absolutely no downside to it – the Rifle at least also CC’s the Engi slightly, and can be reflected.
An instant rupt instead of the knockback on Air Blast I could probably deal with, but an instant knockback is unreasonably powerful – it’d be an incredible utility skill even without the other utility from the kit.FT is soo bad and only the knockback is good. If you nerf the knockback you can remove FT from the game.
There’s the insta-blind and fire field – and even as a rupt Air Blast could see use.
Sure, nobody would take FT for decap builds ever again… and so we’d lose some decap builds. Oh no, what a shame, how will the game survive?
The smoke vent is crap, especially for a #5 skill. It was supposed to be a temporary skill while something was added to replace backdraft…it just never came.
One of my engies happens to be a female norn with t3 armor. I’ll say its much much better than making some silly asuras
Another thief, probably a bunkery one. The more that thieves group up, the more dangerous they become from what Ive experience. All that stealth and backstabbing killing pugs everywhere! *shudders *
About ar…judging on numbers alone, the activation treshhold doesn’t seem to be high enough for the new ar too effectively work on anything other than sentinel. Going from 100% to 50% immunity is a huge drop, I cant believe they only gave us an 8% increase in return. Should’ve at least been raised to 50%.
But on the brighter side, I feel that other changes such as sigil of air going to 2 sec icd will open up some potential builds. Flamethrower + sigil of air? Now its finally looking better. And finally…all those turret fixes! Combine that with some new gm traits and players might just start taking turrets seriously.
Ok ok! I got our solution! (As long as devs dont read this) Get 2 stacking sigils of the same type. Equip one in underwater wep and one normally. Get your stacks as normal and switch to what other weapon you use. Now the stacks won’t go away because you still got the underwater weapon equipped!
- Genius
Precision Main with vitality and toughness. (Healing power would be okay too). We already got soldiers and dire, would like to see a precision version of those too.
Edit: I would also like to point out that the only two combinations with precision as a main are assassins and rampagers, which are both glassy. A precision main with defensive stats could possibly open up new builds, such as a flamthrower tank that focuses on on-crit effects and so forth.
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Look at that design (image), even the devs want halberds in game now and they know it All they gotta do now is make it a little longer~
After playing dark souls 2, I would love to see spears, lances, halberds and so forth too!
Beyond that its just a code stub. No signs they’ve added to it, thought including the Tormented Polearm in the April’s Fool Day screen shots was neat/cruel
.
What ss is that one?
Imo, I don’t agree with giving more mobility to any class, there is a wide enough gap in classes between mobility and speed as it is.
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Im kinda disappointed there has been no mention of new skills/weps in ready up yet, since they did say it is going to be comparable to expansions from other games. Dont leave me disappointed devs!
If diamond skin gets the same treatement as ar…it’ll become something like 50% reduced condi duration for an extra wooping 8% larger threshold.
Can I run around with 2 rifles on my engie then?
I already left my opinions in the other thread https://forum-en.gw2archive.eu/forum/professions/balance/Decap-Engi-HamBow-Warrior-S-P-Thief-nerfed/first#post3829400
I’ll just add, whatever happened to the shaving philosophy or was that meant only for warrs?
If its screwing “every engineer” that tells you right away the trait is too powerful/over-selected. There are 10 grandmaster traits per profession. If ANY grandmaster trait is being used by more than about 40-45% of the class population, there’s something seriously out of whack…
Irc, ar was never a problem with the power meta, you know what went out of whack that forced engineers into it? Conditions did.
This new trait activates so low for what it does that it was seem to be designed to be taken out of meta, just like what they did to kr. And as what has been pointed out in this thread, our other condition removal is a joke from either deciding on kits or utilities for active removal or our nerfed passive removal traits.
I think the changes to ar shows that if you whine long and hard enough, the developers will eventually give in. Whatever happened to making cap points bigger instead of finding a way to screw builds for every engineer – pve/wvw/pvp because of some build specific build in a specific game mode for a specific role? Now okay I understand some people dont wanna get hard countered, but 33% is too low for what it does. I wvw, I have seen engineers without ar go down from conditions in 2-3 seconds flat without a chance to fight back, all this new revised trait would do is delay it for a second.
Just make it so it works above 66% health or increase it to 50%, I would prefer the first option as it would force condi users to play smart instead of just spamming a condi burst and give engies a chance to fight back.
While we are still waiting Kiel to do anything useful, Evon is out there making a true difference – council seat not needed.
Its no wonder he has the support of penguins everywhere!
By gaining a random utility skill it means getting one of those negative effects from another profession along with quickness; either a more damage taken or less endurance regen. And the toss u walls are able to block (reflect?) shots
I would honestly wait till the feature patch before giving off flamethrower builds. With the rune and sigil changes, we miiiiiiight be open to more true ft builds