Showing Posts For RaZaC.1963:

The Not So Positive Thread

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Posted by: RaZaC.1963

RaZaC.1963

My lord, we really needed a thread to list our complaints.

1v1 against Thief? Whats the point?

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Posted by: RaZaC.1963

RaZaC.1963

Not sure if troll or just bad. In any case this thread is pointless

GW2 is like a Greek zero-coupon govt bond

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Posted by: RaZaC.1963

RaZaC.1963

thats just racist

Wow, “Greek” is a race now? Huh, the more you know.

Collaborative Development: Ladders & Seasons

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Posted by: RaZaC.1963

RaZaC.1963

I’d just like to refer to Starcraft 2 for having the best matchmaking system in the eSports scene. Look at how they did it and add to it, that would be awesome.

Skyhammer can go anytime

in PvP

Posted by: RaZaC.1963

RaZaC.1963

I main engineer and dislike the map strongly. One change that would improve the map by allot is by making the cannon dodgeable.

How to save PvP in 1 simple step!

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Posted by: RaZaC.1963

RaZaC.1963

Where can I sign?

After 500 PvP match, I don't understand

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Posted by: RaZaC.1963

RaZaC.1963

After 3.5k pvp match, i dont understand too

Miasma Levels in sPvP Forum

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Posted by: RaZaC.1963

RaZaC.1963

Allie, what does the quaggan say about its miasma level?

oooooo0oo00ooo

Attachments:

HELP! Dealing with Engineers.

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Posted by: RaZaC.1963

RaZaC.1963

The fact that you play mesmer and warrior and cant handle engineers means you have allot of practice to do before you should post on these forums.

Oh and do not play sword mainhand. Play Mace/Sword + Longbow and for maximum effectiveness vs engineers also use the projectile reflection on block trait.

Dude please. Everyone should have the right to post on this forum not only r0xx0r – player like you.

True enough, yet I did not make threads like this when I was still a scrub. Also I said “Should” because personally I think that posting on the forums asking for help is not going to get you much. All you need is a decent build and then its about in-game practice.

HELP! Dealing with Engineers.

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Posted by: RaZaC.1963

RaZaC.1963

The fact that you play mesmer and warrior and cant handle engineers means you have allot of practice to do before you should post on these forums.

Oh and do not play sword mainhand. Play Mace/Sword + Longbow and for maximum effectiveness vs engineers also use the projectile reflection on block trait.

(edited by RaZaC.1963)

Teams in SPVP - Details here Pls - Active

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Posted by: RaZaC.1963

RaZaC.1963

Team Name and [TAG]: Beauties And The Beasts [LOVE]
Main Contact: RaZaC.1963
EU or NA server: EU
Complete roster?: Yes

best class to carry a team in soloq?

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Posted by: RaZaC.1963

RaZaC.1963

I want to say guardian, but that only works if you have atleast one person that understands that you should be in the teamfights and rotates appropriately.

Which Classes are you Happiest to Team with?

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Posted by: RaZaC.1963

RaZaC.1963

Bunker Guard
Ham/Bow Warrior
Spirit Ranger
No Thiefs
No Mesmers

Decap Engi

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Posted by: RaZaC.1963

RaZaC.1963

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

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

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

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

AR is broken and useless for anything but bunkerbuilds. I have played everybuild there is for engineer and the only time I needed AR was when I played decap engineer. I dont know what kind of hipster build your running but its propably not a viable one.

The solution is simple: nerf or remove AR. And with nerf I dont mean 92% condition duration

Spirit Watch

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Posted by: RaZaC.1963

RaZaC.1963

Spirit Watch is fine, it might not be ready for real tournaments but its better then skyhammer and the infamous cannonwatersharkmap.

Mistpedia Invitational Update and Request

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Posted by: RaZaC.1963

RaZaC.1963

Bump,

Eventhough the game is rather broken it doesnt mean that we as a community cant appriciate a tournament like this. So if you know a team ask them to join, it would be nice to have 16teams for the whole thing.

[PvP] Immobilize stacking is not fun!

in Profession Balance

Posted by: RaZaC.1963

RaZaC.1963

Yes please change this back to what it was. Immob stacking is broken.

[PvP] Decap Engineer - In Depth Analysis

in Profession Balance

Posted by: RaZaC.1963

RaZaC.1963

AR should give us the possiblity to remove contions with F1-F4 toolbelt skills. This would open the door for turret and gadget builds. Nades/bombs does benefit as well but the toolbelt skills have long cooldown so this would not be overpowered but fair.

Good point, that would indeed greatly increase build variety within the class.

[PvP] Decap Engineer - In Depth Analysis

in Profession Balance

Posted by: RaZaC.1963

RaZaC.1963

Some good suggestions so far on how to balance AR.

However people are assuming that someone that plays a decap engineers does not understand rotations. When you have a decap engineer you send it to whatever node is being hold by one enemy player.

Also you are assuming that when a decap engineer takes far, the enemy team won’t defend their own home node. Of course they will defend it because they are playing for three nodes not two (and they have their home node capped while middle is most likely contested)
Imagine this: You ditch your closepoint because the enemey has a decap engineer and you try to take far. The enemy team will respond by defending far with the same amount of players you send there. This will most likely result in some form of 3v3 or 4v4 on their capped home node. In the mean while you are leaving mid open for a decap engineer to come and decap.

And again people are reasoning it normal that you have to play for two points because the enemy has something on their team that is not reliably killable in a 1v1, has more self sustain then any other class/build (yes, guardians do not have condition immunity), and its able to (de)cap a node in that 1v1.

AR is a trait that can be made in something that would involve skill&timing that makes it viable for different builds and relieves some of the problems that engineers have with conditions. There is great potential to make it in something viable and not broken.

[PvP] Decap Engineer - In Depth Analysis

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Posted by: RaZaC.1963

RaZaC.1963

I agree that AP is a not a good trait. But it is not the fault of the engi that the node holder are condition based or to weak to kill him.

In normal games the warrior is running to far point because he is not killable in the first 30sec and he is able to kill everything in 1on1.

if you are playing against a decap engi you could replace your nodeholder with a (direct)damagedealer or go for stability builds as a warrior

Having to change the setup or your team because the enemy is running something broken should not be the solution. Besides eventhough condi warriors kill stuff they don’t actually are able to decap the node effectively (they will have to take the whole fight on a capped node usually).

[PvP] Decap Engineer - In Depth Analysis

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Posted by: RaZaC.1963

RaZaC.1963

Normal regeneration is ~350hp/s
Backpack regeneration is ~150hp/s
Bomb healing is ~350hp/per bomb
Super Elixir is ~340hp/s
Condition Immunity from 25% = ~4000HP`

There is no way your going to die in a 1v1 vs anything quickly and you’ll be able to decap or fully cap the point depending on the enemy class. Yes when you get two classes sure it will die quickly enough but the point is you cant spare two people to kill one with teamfights going on.

List of CC’s:
Rifle: Overcharged Shot
Rifle: Net Shot
Bombkit: Big ol’ Bomb
Flametrower: Air Blast
Healing Turret if traited with Accelerant-Packed Turrets

There is no way your going to hold a node unless you build something specifically for having loads of blocks and stability (Warrior / Guardian) and even then you’ll get decapped eventually.

Most close node holders are condition damage based:
Rangers
Engineers
Warrior (lbow – ax/sword)

The point is that a close node holder cant kill it reliably, changing condition immunity which is brainless in the first place like other immunity’s would be a step in the right direction for the engineer as a class and the game as whole.

[PvP] Decap Engineer - In Depth Analysis

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Posted by: RaZaC.1963

RaZaC.1963

@RaZaC.1963

In your stream is the only GW2 video a game vs a decap engi and you kill him multiple time solo in very short time. Do not get the point with this should be overpowered if you are able to kill a decap engi as a condition engi

There are instances where I kill necro’s that doesn’t mean necro’s are weak, the player just played the build/class badly. Same goes for decap engies

Decap Engi

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Posted by: RaZaC.1963

RaZaC.1963

Made a new thread that should be more to the point and focussed on the real problem builds.

https://forum-en.gw2archive.eu/forum/professions/balance/PvP-Decap-Engineer-In-Depth-Analysis/

(edited by RaZaC.1963)

[PvP] Decap Engineer - In Depth Analysis

in Profession Balance

Posted by: RaZaC.1963

RaZaC.1963

INTRODUCTION
First of all I know there is a thread on the sPvP forums that is discussing this problem however people are confused by the term “decap” and the thread has become pointless. In order to prevent confusion I’ll give a general definition of what is currently meant with decap engineer.

DEFENITION: An engineer running with infused bombs and automated response combined with rifle and two more cc utility’s. This engineer will be pushing the enemy home point throughout the entire match.

Most Common Trait lines:
10/0/30/30/0
0/0/30/30/10
Adept and Master traits can be different but it always has 30 in alchemy and inventions.

It should be clear that the Nodefighter and Static Discharge builds are not part of the problem.

I hope everyone has a clear image of what is meant with a decap engineer now.

THE PROBLEM
Mechanical Problem: In general engineers require a decent mechanical skill level in order to perform well (that is not a problem). However, this build allows bad players to be incredibly effective because of a combination of mechanical elements that are easy to execute for an incredible high reward. The combined mechanical elements that cause this problem:

  • Access to allot of regeneration with minor traits and healing turret
  • Access to allot of protection with projection injection and protective shield
  • Access to Condition Immunity with automated response
  • Access to a second layer of regeneration with backpack regenerator
  • Access to manual health regulation with infused bombs.

What this combination of elements does is that neither a power class or a condition class can kill this build reliably in a 1v1. If you want to kill this effectively without your home point being contested to long then your require both a condition build and a power build to bring it down. This brings us to the next aspect of the problem.

Strategical/Tactical Problem: When a team implements a decap engineer in their composition they decide to play for three points. Playing for three points is generally speaking a more risky way to play then when you would otherwise play for two points. A decap engineer removes a big part of the risk that is playing for three points by being practically unkillable by one player. This means that either you will have to send one person to assist your home point defender every ~30seconds (Death 15sec – run back to your point 15sec). Or you’ll have to decap their point consistently in order to prevent them from gaining points while the engineer is on your point holding it neutral. However doing either of these two moves means that if there is a 4v4 team fight going on you’ll leave your team in a disadvantage for about ~20-30 sec’s (run home point – kill engineer – run back) (run enemy home point – decap – run back). In that time the enemy team has one more player to damage/heal/rez/stomp then your team does, as you may understand that is a huge disadvantage.

SOLUTION
All problems with this build come from not being able to kill it reliably with one person. The reason for this is that it has PERMA condition immunity under 25% HP. Because of this I would like to propose one of the following changes to Automated Response:

  • Change it to ~Xseconds every ~Xseconds with a clear tooltip that shows the engineer has condition immunity.
  • Change it to ~X% condition damage decreased below Xhealth
  • Change it to ~X% condition duration decreased below Xhealth
  • Remove the trait entirely

DISCLAIMER
My main profession is Engineer, I’ve played decap engineer 20ish games both with premade and in soloq. For someone that has played engineer for over 2000 games this is an incredibly easy build whit a very boring role that makes me feel dumb and abusive. I hope people understand that this is a build based on a broken trait that should be changed as soon as possible. I also hope Arenanent understands that builds like this cannont be allowed to excist in order for fun and competitive play to be viable.

Decap Engi

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Posted by: RaZaC.1963

RaZaC.1963

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

I mean you cant honestly believe that this simplistic build that requires little practice to be effective with is anything but disgusting? I’ve ran with it and God forgive me its equally as bad as condi-warriors maybe even worse.

Ready Up: Today?

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Posted by: RaZaC.1963

RaZaC.1963

Since again I cant find any conformation about this, will there be a Ready Up today?

Dodge the Meta Tournament

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Posted by: RaZaC.1963

RaZaC.1963

As far as banned stuff goes, as an engi, I would add Automated Response to the list of specifically banned traits. It’s such a toxic ability.

This especially yes please thanks

Decap Engi

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Posted by: RaZaC.1963

RaZaC.1963

Its braindead in both game sense and mechanics. Far/Decap/Die <- repeat. And ye the only thing that is keeping it alive is automated response.

Dodge the Meta Tournament

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Posted by: RaZaC.1963

RaZaC.1963

I have played with this idea in my head but you know i’m naturally to lazy to put something like this together. So ye if you make this happen that would be freaking awesome and I’m pretty sure our team would love to participate.

We do not need Arenanet to balance if we create our own artificial balance. (do not take this as an excuse -net)

Ventari on Upcoming Necro Changes

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Posted by: RaZaC.1963

RaZaC.1963

I can only grin at the foresight of necros being nerfed >:)

Forest of Niflhel lags

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Posted by: RaZaC.1963

RaZaC.1963

Just had an enormous lags-pike on Temple. Its not Forest, its the cornflakes boxes you call servers.

Suggestions that would benefit everybody

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Posted by: RaZaC.1963

RaZaC.1963

I’d happily pay to not play in Skyhammer ever again.

When is the next Balance Patch

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Posted by: RaZaC.1963

RaZaC.1963

March, wow, Adios Amigos

When is the next Balance Patch

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Posted by: RaZaC.1963

RaZaC.1963

I’m rather disappointed because I expected this patch to be the one with sigil/rune changes. So ye when do we get these changes?

Does matchmaking take into account 3v5?

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Posted by: RaZaC.1963

RaZaC.1963

Even Molly would have come to the conclusion it was a 4v5 at least until 2 minutes before the match ended.

Why gw2 will never make it to esports

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Posted by: RaZaC.1963

RaZaC.1963

GW has the potential in every aspect. The problem with watching is easily solved by a high quality observe system, not the joke we have now. Everything else I easily solved by balancing and overhauling but the only problem that seriously cripples gw from becoming an esport is the lack of attention and development.

What he said

Since when?

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Posted by: RaZaC.1963

RaZaC.1963

Use dodges and your block for when they have zerkerstance. Use blinds when its gone. Do not try to hold a point capped, you’ll die. You can however keep it decapped.

How to fix braindead aoe spam

in PvP

Posted by: RaZaC.1963

RaZaC.1963

Either reduce the damage from the AOE effects or reduce the “Area” affected by the skill. Man I just realized they got a lot of work to do at Anet.

Jump's Ultimate PvP (Teef) Wishlist; Jump.Doc

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Posted by: RaZaC.1963

RaZaC.1963

Teef = Female dog in Dutch.

Best PVP Class - 1 January 2014

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Posted by: RaZaC.1963

RaZaC.1963

There is no “best” class in PvP because its all situation based. If anything you could say Guardians have been the most useful and required class since beta as their bunker role in any competitive team.

What's the point of solo arena?

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Posted by: RaZaC.1963

RaZaC.1963

  • Because people with a team want to keep their team-rating high
  • Because people do not want to play against full pre-mades
  • Because the que is longer
  • Because people like to rage and loose their sanity like I do

Petting Zoos in tPvP

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Posted by: RaZaC.1963

RaZaC.1963

This is currtenly prolly my biggest complaint besides the horrible balance. The amount of AI is kittened and this should have been taken care of yesterday.

Awesome Solo Arenas Team Match

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Posted by: RaZaC.1963

RaZaC.1963

Mhm I’m considering telling you everything you did wrong but then again you had fun. Screw it, good that you had some fun its currently what this game needs people having fun in PvP.

Thieves are still extremely strong

in PvP

Posted by: RaZaC.1963

RaZaC.1963

The problem with thiefs is, is that they are usually played by trash players. Often thiefs are less useful then elementalists (talking SoloQ) because they have an awefull understanding of their role/build and with those two combined no feeling for the game whatsoever.

When is the next "Ready Up" ?

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Posted by: RaZaC.1963

RaZaC.1963

Thanks Grouch

#allisvain

gf left me coz of ladderboard

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Posted by: RaZaC.1963

RaZaC.1963

The best thing is how this guy just made 1 topic and you never hear thing from him again.

When is the next "Ready Up" ?

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Posted by: RaZaC.1963

RaZaC.1963

Question = Topic

<3

New healing skills are not available in SPvP

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Posted by: RaZaC.1963

RaZaC.1963

I want to make myself clear that I do not agree on the way they implemented the new skills. But they already stated that they (the devs) will not do it again this way.

Survey: March Buy-in Cash Tourney

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Posted by: RaZaC.1963

RaZaC.1963

Would you be willing to participate (y/n)?
Y
If yes, how much would you be willing to pay to enter (5/10)?
5
Do you have a team (y/n)?
y (still composing it)
If yes, would the rest of your team be willing to pay the same entrance fee (y/n)?
y (when we are complete i’m pretty sure)
If no, would such an event create incentive for you to find a team to compete with (y/n)?
/
What region do you play on (NA/EU)?
EU

really strong class

in PvP

Posted by: RaZaC.1963

RaZaC.1963

Rifle skills are clunky and slow because that’s how they were designed. Powerbuilds are not viable to begin with because the weapon that is supposed to support powerbuilds is just utter trash.

  • The auto-attack is oké I suppose.
  • The immobilize is as accurate as a girl playing softball and with the current “zoo” meta you’ll most of the time not hit your target with it.
  • blunderbuss, a skill that requires you to hit your immobilize in order to pull-off the close range damage. being + 200 range only gives you half an autoattack more damage. Besides its such a predictable move anyone would dodge it if you don’t hit your immobilize.
  • Overcharged Shot, basically the skill you have to land in order to hit your immobilize if you are not running flamethrower/bombkit. Besides that it just feels stupid, it makes you vulnerable in teamfights. And if you use it in 1v1 situations the other player can use a stunbreaker (also something most engies do not use) and actually gain the advantage over you.
  • JumpShot, most clunky skill in the game and incredibly easy to counterplay.

Basically its a flawed weapon