the only way for that trait to be overpowered as people say would be if there was a gear set that gave Vit Healing power and toughness and said gear does not exist
25% hp in an engi and maybe ele without hp gear is nothing but a mere 3-4k hp
and the trait effect t=does not remove conditions already applied if anything only the ele trait is actually useful as its at 90% hp slap some celestial gear and you’re good to go
i still say its a l2p issue if you guys cant work around these traits since i had no issues killing either playing as bunker
in other words having said dps is impossible to attain without asistance keeping 25 might up
how is it overpowered then
even with 25 might stacks i was only to achieve half the dps that he said he could achieve and i was wearing better gear. somewhere along the line, math was off.
the dps he said can be achieved but its not something you’ll do alone you’d need at least guards buffing you and the enemy with 25 vuln stacks
perhaps i should point out that ALL classes can hit for just as much damage in the same scenario
in other words having said dps is impossible to attain without asistance keeping 25 might up
how is it overpowered then
Very few thieves dare admit how opd stealth is. I can admit it because I am not uber skilled at games like these, yet I find my thief laughbly easy in wvw versus other classes.
Are you that baddie guardian on SoR who complains in WvW everyday when you lose to a thief? lol
^are you another of them who use: you must ve gotten killed by thief and are whining l2p noob reply for everything thief?
smart i ll admit make the other guys say something dumb so they get infracted and post gets trashed
No. It’s already strong. Wish i could downvote. Please stop being “make this really really strong cuz I wannnnnt it.” Think balance, please. Thanks.
they are thinkinng balance
how is :
Smoke Vent
takes utility slot and 5 weapon slots
Blind=5s
Cooldown= 20s
180 Radius
acceptable ?
vs
http://wiki.guildwars2.com/wiki/Flashing_Blade
http://wiki.guildwars2.com/wiki/Leap_of_Faith
http://wiki.guildwars2.com/wiki/Ray_of_Judgment
http://wiki.guildwars2.com/wiki/Blinding_Flash
http://wiki.guildwars2.com/wiki/Lightning_Surge
http://wiki.guildwars2.com/wiki/Counterspell<- is a counter skill as well
http://wiki.guildwars2.com/wiki/Magic_Bullet
http://wiki.guildwars2.com/wiki/The_Prestige
defensive stuns/dazes usually last 1 second whereas stealth lasts 3+ seconds
so no i wouldnt call them effective counters or counters at all when thieves can keep spamming #1 while stealthed break your defenses and still land a backstab
The moment Anet introduces a predator for stealth is the moment the thief population will be culled.
Maybe because that would actually destroy the class. I’m not sure if you’re aware of this or not, but a large majority of thieves sustain/utility comes from stealth. By reducing the thieves ability to stealth, you’re also reducing their access to almost everything.
As for a ‘counter’, I personally think that’s a little unfair, no? Currently there are no other classes which have their defining class feature countered by a single skill (sic’em). Can I get a skill that destroys all clones/pets in an AOE around me?
then maybe thieves should learn to use Cavalier or celestial gear try some Actual defensive gear specs and traits Like Every Other Class Does instead of Relying in an exploitable broken mechanic you know play with some actual Skill
as it stands
all it takes for me to kill players is Stealth+steal>Backstab>heartseeker or ridiculously fast auto attack and finish downed player
yup lets ignore those who claim thief is perfectly balanced
all in all something has to give either stealth needs nerf or initiative has to go
stealth wouldnt be a problem if thieves dint downed even heavy armor bunkers under 5 seconds unable to be killed nor could spam it every 5 seconds
stealth needs a long revealed debuff and the ability to reveal when hitting Blocking players
make thieves actually use defensive trinkets or armor for once before they claim they are squishy and got no survivability
because Everyone could claim their class is squishy when all they wear is 100% berserker gear and trinkets
my engineer uses medium armor and is as squishy as thieves Give me my 90% uptime spammable stealth as well as cooldownless toolbelt skills nao please huehuehue
(edited by Rezzet.3614)
the super buff applies only in combat out of combat the max speed is +33% same as swiftness
But on more constructive feedback, here is my advice anet:
Allow mortar to be affected by turret traits and+900 range from rifled turret barrels.
What would it do?: Allow turrets to be placed from a safer place while actually still able to hit the enemy. I can’t say how many times I have been forced to put the mortar right in front of a tower gate just to have it destroyed by aoe. And if placed any further it cannot hit anything.
Allow the mortar to crit and scale with power
What would it do?: Skill #1 would actually be dangerous and it combined with the previous suggestion would allow for new builds: The rise of mortar engineers.This skill is an elite skill and should be treated kitten. Its great that the jamming on mortar was fixed but it still needs a lot of work, and I feel these two will make a huge impact on the skill (with still an easy counter of just coming up to it and destroying it in 2-3 hits). Trust me anet, I’m an engineer.
Love it +1
Honestly I doubt something drastic will ever happen, I feel like Anet is ok with Engi only getting one elite. But kudos for forethought.
and did you really mean +900 range? cuz that would be a little far.
+900 range would be fine for the mortar’s current damage/healing output it doesnt even scale with player stats other than heal power and condi but 0.20 heal power scale is a Joke
the main reason we call for +900 range is because like other manual target skills mortar takes into consideration elevation so you lose about 300-500 range easily when defending towers
maybe Ai’s consider player’s hp as well
like i noticed some mobs dart to me when i set a healing turret or simply when my hp drops they focus and chase me like crazy
the lack of “Collision” is proof the playerbase chose to be able to move through units as it shows they disabled the Melee Assist box which does exactly what you want = stop players from running through others
Wait… what? There is such an option? Did I turn that off when I started? (I had someone tell me “disable this, enable that” to make the game more playable right at the start.)
Anyway… I don’t think collision is the way to deal with stacking. I have my own idea on how to solve it, but I think it would horrify most people if ANet did it. (“Most people” includes the ANet Devs.)
always been an option
the lack of “Collision” is proof the playerbase chose to be able to move through units as it shows they disabled the Melee Assist box wich does exactly what you want = stop players from running through others
i just dont see where your basing your claims from like i tried full gc and my grenades wont hit 10k damage except for grenade barrage wich still proves you wrong if thats what you claim overpowered as it has a 30-25s cooldown
well i guess if your opponet is a glass cannon and stands still then yeah you might be somewhat ok
since my current nade damage is 1500-1700 per grenade so thats 4500-5100 damage IF all 3 nades land however the tooltip timers are what are misguiding you grenades have an actual cast time of 1 second so thats at tops 5k dps not the claimed 10 unless you had mesmers using the quickening fields and again non glass cannons or people that actually Move will just laugh at grenades
R.I.P. my poor wallet and my pet dog
(edited by Rezzet.3614)
unless said nodes have a respawn rate of 5-10 minutes they are pretty much a rip off
like you ll literally find like 12 of each nodes by simply goin to wvw and running to a wvw tower from wherever you spawn
What kind of chaos would happen if player bodies had collision?
Pros:
-Less dungeon skipping
-Smaller zergs
-Zerg is forced to use tactics
-WvW towers can be defended by blocking the enemy after wall goes down
-Less stack “exploits”Cons:
-Troll blockers
-People can get stuck in a zerg
-Lion’s Arch bank problems
-AI (minions for example) blocks ownerThese are only pros and cons I came up with and I am sure there are a lot more of them
The hitbox wouldn’t need to be as large as the players character. I.e. if a human is 1m wide, the hitbox would only be 0.5m wide. Norns would have slightly thicker hitboxes and asuras thinner.
What would this create?
Will people start running on the right side of the road?
Will people pay more attention to what others are doing around them?
Will parties find a good mix of ranged and melee players?
Will zergs develop a frontline, mid-line, backline?
Will zergs cease to run through other zergs with 30-40 people stacked tightly to eachother?
Will it cause major problems in the PvE world?
How will it affect balance?
Would asuras become the ultimate zerg infiltrators?
Would norns become the ultimate front line defenders?TERA has different sized hitboxes and it made anyone who was serious about the game forced to play an Elin. Hitboxes need to be universal.
well lets be honest people go Elin because Elin= Sexy Lolis
places with water i guess
well water in this game is beautiful i suppose and its the only thing’s beauty i can appreciate at my low graphics xD
skritt risen would be OP as skritt get smarter the more numbers they have and risen is all about zergs :v so zaithan actually had mercy and wanted us to stand a chance
the tequatl buff is somewhat ok the timer is just stupid and/or at least the megalaser shooting now every 25% hp instead of over time
and then theres players like me completely Effed
as i’d need 2 legendaries for each or my characters except my dummy character wich i use for testing stuff wich is deleted and remade over and over
idk how you guys do it but i dont make even 20g a day
ooh i ll take that idea and make a guild for myself lol
Archers in towers/keeps in wvw shoot me every
single
time
^this so much lol
its anoying because usually im in the back you know so the heavies do the siege deploying and such but nope im the one shot at from 1500 range away
mesmers are great in zergs if you do carry your reflects and reflect on distortion trait
other than that it aint a mesmer problem its the current hammerfest meta going on
Well, first of all some positive things:
- With the inter-shot CD now being set at 2s, it no longer eats shots. You couldn’t fire more than once every 2s before anyhow, so this is a UI fix. But it helps a lot in not accidentally firing normal shots instead of special ones.
- The frost shell and the bleed/cripple shell are still awesome, especially in keep warfare.
- The concussion barrage has it’s moments.
Now for the bad stuff:
- Immobile is ok, but that fragile? Really? I’d just make it invulnerable. It lasts as long as the CD is, which is long. Chances are that it’ll have to be abandoned, so there’s plenty “loss of Mortar”, as is.
- Healing shot doesn’t show healing. And heals for too little.
- Damage is too low for how low the cadence is. I’d not directly increase damage however – we got elites for that. Rather I’d make every shot like the concussion barrag,e and saturage a very large area with 5 shots, each able to hit 5 targets. Barrage shoots 25 shots over ~5 seconds. The area-radius should be ~twice the current Barrage radius, so this is really something to fire into an area, not at a specific target.
End result would be an Elite to give to someone to provide AE output from a large distance. It doesn’t kill single targets, it won’t stop single groups, but it applies bleeds, cripples, freeze and damage to 25 targets per round. And it can knock a whole zerg left right and centre.
your suggestion sounds pretty effective for the current risk vs reward
the heal shot is just mehh as it has 0.20 scaling so even full healing power build you ll still not heal enough for it to actually influence fights
might as well try that
(edited by Rezzet.3614)
In my opinion, the mortar is OK for what it does, it just needs a little polish around the edges. My first two changes below I think need to be addressed. Beyond that, other stuff is optional. The mortar is a situational skill, so no matter what it’s only going to be used when both you are your target are stationary. That limits the skill to fighting the inquest golem, the giant jungle wurm, and using it on WvW fort walls.
1. [Easy – Must Have] Add an attack queue. It’s the only skill I know of that doesn’t have an attack queue.
2. [Moderate – Must Have] Mortar skills should crit, scale with stats (currently it does not get boost from sigils), and apply traits.
3. [Balance – Nice to Have] Maintain 1500 max distance, but do not factor vertical distance in the equation, unless the vertical distance exceeds 1500 (don’t want ppl spamming mortar on cliffs). Or just have vertical distance play a smaller role when calculating the total distance.
4. [Hard – Nice to Have, but Highly Recommended] Replace launch elixir with some sort of temporary iron hide or projectile barrier skill. That’s far more useful. Or, replace the defensive skill with another offensive one like poison field or confusion field.
or make the elixir pulse heal and give protection to those in its radius
I have just found a build revolving around flamethrower from the intothemist guide http://intothemists.com/guides/1141-juggernaut_ft_build
What type of engineer would play that style, as in what playstyle is that build?
seems a build like you wanted lots of dodges tankyness and decent damage
well we know it is extremely underwhelming specially it being an Elite skill
so maybe instead of pointing out how its obviously weak we could suggest some ways to improve it maybe constructive criticism will get this fixed
now i for one think mortar should have an extra 500-1000 base range added or 500 and move its range and damage to the turred grandmaster and make it gain an additional 500 range
and/or give it 30% damage added to its auto attack maybe, it has a 2s global cooldown
and its highly avoidable gotta compensate somehow
but yeah i think it mainly just needs range damage-wise might be ok so far as it is more a support fire weapon
anyways i may not have good ideas but im sure theres others who do .
How do you think Mortar can be improved?
You sit there and are just like: “Fire!! … I said FIRE kitteng!!! FIRE ALREADY … aw kitten this s… whut POOF POOF POOOFFERRDIPOFOFFFF wtf is this latency!?”
They fixed that last patch, apparently it had two cooldowns, one global and one per ability, and both were not displaying properly. It’s rate of fire is still slow as molasses but its at least clear when you can fire now.
Well they said so but they didn’t. Still bugs around, and I definitly don’t have lags.
Really? I use it on the champ train, PvP, and occasionally in dungeons and I haven’t had any problems with it since the patch.
I’m not sure if you’re a bad liar, or just bad player.
so far it hasnt bugged even once for me since the patch
if anything its just stupidly unreliable having only 1400 range and even a worse joke having to spend 20 trait ponits for 100 Range trait highly doubt the 20% damage buff is worth it on a weapon that doesnt crit nor scale with anything as well.
give mortar extra 1000 range too ; D ?
1 & 2 are meh, 3-5 are WOW.
I don’t think you can do much more with 1, but reduce cast time or increase effectivity of 2 would bring this kit to the top spot.
how is 1 meh 7k slaps with auto attack is awesome
the cool thing about warriors is you break out of cc by using movement skills
like GS # 5 GS # 3 Sword # 2 shield # 4
Eviscerate Earthshaker Bull’s charge
DODGE why the hell do you guys keep recurring to this as last resort
when it is obvious you cant dodge what you aint cant or wont see
basically you ll try dodge when thief shadowsteps and already lands his/her first hit wich will stun you and then you most likely die to next hit if you arent a bunker
imagine an axe/mace warrior stealthed permanently yeah counter his eviscerate and knockdown
I’d change the time on the reveal of course to avoid it being too powerful. Like maybe 4-7 second reveal?
why…. why would stealth need a nerf on first place? it was already nerfed couple times
to 10th time: unless anet adds other means of survival there is no point nerfing stealth or add even more counters; thieves are not hard to kill unless you are glass ele
thieves are certanly not wvw first problem
what wins wvw matches? coverage, map zerg, hammer train… not thief stealth
But people want the easy bag, that’s the only explanation.
As i said, here it’s full of pvp heroes while, as we all know, wvw it’s full of blobs. They don’t get they can’t farm this class. That’s why you see only crycrycrynerfnerfnerf and NOTHING about real balance.
Meanwhile it’s full of braindead builds, aoe everywhere, CCs without dr but no one is able to kill a thief just becouse are all used to play stacked to commander spamming 111111111.
Timing? Dodge? trying to not to waste skills randomly?
Meh better going on with the same bullkittens, with misinformation, “it’s not fair” classic excuse.
It’s involve less brain.
how in the hell is it other people’s fault that you stealthed and decided to INSTANTLY KILL someone who cant even see you ? how is skill even involved in that
warrior and mesmer are about sustained…..except shatter mesmers..
And yes its how burst profession are supposed to work in ANY game..You mean like this?
or this?
heh it’s indeed how it should works!!!!11!!11!!!!!!!!!!!!
rofl
i dont see what is wrong because unlike thief this kind of warrior is seen from Miles away and if you ve been around for a while you ll know the first thing 80% warrs will do is open with a stun or knockdown so you can actually counter them and this kind in particular is full glass cannon
rangers are pretty darn good you just gotta learn the class’s strenghts and forget about normal pvp or pve
choose your pets wisely as well
I see no problem with the food as is now, several ways to counter (runes, food, traits). Once you break down the math of the 40% increase in condition duration in terms of actual damage ticks, it isn’t OP at all IMO.
http://wiki.guildwars2.com/wiki/Condition_Damage
Damage is determined per second, so the increase needs to be at least a second for anymore damage to be applied. The condition needs to ‘tick’ again. So for the people suggesting a nerf to 15 or even 20%, that means for the damage conditions, you need a base duration of 5 seconds for the food to even have an effect at all. During this time you can clear the condition as well. As previously posted, condition damage can be thought of as ‘potential damage’ over time. At least this is my current understanding, if I got this wrong please correct me.
lets not forget about the perplexity runes confusion spammers though wich can hardly be countered in classes with low condi remove thanks to how condi removal removes the one freaking skill that least harms you
and immobilize now that it stacks being immob for 20+ seconds on top of interupts knockdowns and stuns is just absurd
and you just pointed out why it is broken because the only way to counter condition duration food is with -40% condi duration food
Not a great idea to nerf food to get at the perplex runes that should just be deleted anyway lol
perplex runes only highlight the fact theres some conditions that were meant to stay with short condition duration was my point confusion is one of them getting slapped with 12-30s of confusion while masking it with bleed cripple immob daze stun burn poison chill makes poor condi cleanse classes hopeless as they ll remove everything but the confusion
if engineer had an elite kit Tool Kit would be it nuff said lol
i dont know if its hack exploits or what but AoE hitting all the way to the other edge on the back of wall and killing siege there is flat out bullkitten thats why bigger zerg wins 98% of the time because defenders cant use siege
wich is poor design because im sure as heck the developers actually expected attacking players to deploy siege as well you know make wars be all about tactical positioning and coordination
(edited by Rezzet.3614)
So you are saying all you need are 3 separate classes to do the same thing 1 class can do? Got it..
If one class (Ranger) can do something that 3 classes can do, why are there not more WvW guilds using them over Ele, War, Guard, Necro, etc. etc. ???
You can make witty comments, or actually enlighten us naysayers by showing something beyond “nu-uh” comments. Or do you not have any?
its simple really the current meta stands as :hammer train followed by necro condi bombs and guards followed by Ele meteor nukers
1v1 is a bad system, 1v1v1 works but you need to give a good reason to attank the leader and right now wvw lacks that. Hopefully that’s on anets radar
this is pretty much what i meant currently 2 servers can simply start farming another server and wont even touch each other’s towers
People ignoring condition mechanics, people ignoring condition clears, people ignoring condition reduction traits which would become stronger… seems like some people just want to be able to totally ignore condition builds.
I agree that stacking immobilize is rubbish though.
you’re partially right as well
poison,bleed,blind,burn,chill,weak(cripple on some classes) would be Extremely underwhelming without that extra condi duration but that is main a skill flaw i say 2-4s condi duration on those conditions is just too weak
as my server matchups currently stand i dont see why i shouldnt move to BG sure its no fun winning always but its no worse than losing always
for me losing aint even the problem its how usually my server’s opponents are 24/7 coverage servers with 7x times the player coverage as well to the point where i dropped 12 sup ACs and 4 ballista on a gate and the enemy BUILT 3 Omegas Under fire PvD+ Omega’d the gates and ran into the keep as if no one was defending on several ocasions and yes there was even more siege placed around thats just the siege i placed myself
(edited by Rezzet.3614)
I see no problem with the food as is now, several ways to counter (runes, food, traits). Once you break down the math of the 40% increase in condition duration in terms of actual damage ticks, it isn’t OP at all IMO.
http://wiki.guildwars2.com/wiki/Condition_Damage
Damage is determined per second, so the increase needs to be at least a second for anymore damage to be applied. The condition needs to ‘tick’ again. So for the people suggesting a nerf to 15 or even 20%, that means for the damage conditions, you need a base duration of 5 seconds for the food to even have an effect at all. During this time you can clear the condition as well. As previously posted, condition damage can be thought of as ‘potential damage’ over time. At least this is my current understanding, if I got this wrong please correct me.
lets not forget about the perplexity runes confusion spammers though wich can hardly be countered in classes with low condi remove thanks to how condi removal removes the one freaking skill that least harms you
and immobilize now that it stacks being immob for 20+ seconds on top of interupts knockdowns and stuns is just absurd
and you just pointed out why it is broken because the only way to counter condition duration food is with -40% condi duration food
But on more constructive feedback, here is my advice anet:
Allow mortar to be affected by turret traits and+900 range from rifled turret barrels.
What would it do?: Allow turrets to be placed from a safer place while actually still able to hit the enemy. I can’t say how many times I have been forced to put the mortar right in front of a tower gate just to have it destroyed by aoe. And if placed any further it cannot hit anything.
Allow the mortar to crit and scale with power
What would it do?: Skill #1 would actually be dangerous and it combined with the previous suggestion would allow for new builds: The rise of mortar engineers.This skill is an elite skill and should be treated kitten. Its great that the jamming on mortar was fixed but it still needs a lot of work, and I feel these two will make a huge impact on the skill (with still an easy counter of just coming up to it and destroying it in 2-3 hits). Trust me anet, I’m an engineer.
^This Make it happen people who make stuff happen :L
its an elite people shouldnt laugh and consider us free kills when we deploy it
at least give it lots of range so we can shoot it from walls in wvw because even if it lacked damage being able to knock crowds would be hugely helpful if we could at least shoot at them
Sorry mate. Since you made the initial claim (10.5k dps ’nades), the burden of proof is yours. What are you calculating with, anyway? Both war banners, frost spirit, spotter? Empower allies?
Since that is the amount of damage he is attributing to the engineer in the spreadsheet he posted, then um, no, it is not on me. Further more, he is now claiming that it can be done by spaming simply 2 grenade skills.
well not gonna lie # 2 and # 4 can hit for almost 10k with serker gear or at least it did months ago even so it proves OP wrong because to achieve 10k dps per second would mean being able to use any of said skilsl every 1-2 seconds and the # 4 skill in particular has a long cd and theres again the fact to stack 25 vuln your enemy has to stand still so nades start stacking up vuln
as for might you’d lose some dps and/or some serious survivability as you’d have to sacrifice 2-3 utilities also theres also lets not forget if you’re landing 10ks you’re hitting the glassiest of glass cannons heck i landed an 11k blunderbuss on an ele and 15k on a mesmer with j ump shot. so yeah any class can hit the 10k damage mark easily as glasss cannon hitting glass cannons
We’ll wvw is war…so In my opinion it shouldn’t be fair or balanced…even in losing it’s possible to have lot’s of fun, defending a keep in a alamo kind of way, running from zerg patrols on your home map, doing guerrila tactics…etc…etc…
how fun would it be if yellow server was always attacked by green and red all year long?
either a server has to go or an extra server has to be added
No, 3 teams is a better system, always has been, always will be. What happens when your in a lopsided matchup against only 1 other server ? You get beat down for 7 days straight with no hope of getting out of the spawn because they have no one else to focus on.
No thanks, I play this game because of the tri battle setup, I could go play any number of other games if I wanted a two way battle.
how is it better than a already lopsided match up with two severs destroying your server ?